| CollageMachine: Temporality and Indeterminacy in Media Browsing via Interface Ecology | | BIBAK | HTML | 238-239 | |
| Andruid Kerne | |||
| CollageMachine synthesizes artistic and computational practices in order to
represent media from the World Wide Web (WWW). It functions as a process-based
art work, and as a special browser which can be useful for searching. Media
elements are pulled from Web pages and composed into a collage which evolves
over time. The evolving art work / browsing session can be shaped by the user.
The temporal composition of the collage develops with relation to its visual
composition and semantic content. The CollageMachine engine combines
structured randomness and the user's expression of preferences and interests
with design rules and semantic rules to make decisions about the collage's
layout, and about which media to retrieve. My approach in blending music
composition strategies, visual art aesthetics, and computer science techniques
into this interactive environment arises through application of the theory of
Interface Ecology. Keywords: World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment,
Interface ecology, Interaction design, Interaction paradigms, Design
techniques, Web browsers | |||
| The Influences of Communication Media and Decision-Making Technique on Team Decision Outcomes: A Critical Assessment of the Stepladder Approach | | BIBAK | HTML | 240-241 | |
| Lori L. Foster; Michael D. Coovert | |||
| The stepladder technique is a method for improving face-to-face (FTF) team
problem solving. The purpose of this study was to determine whether or not the
stepladder technique benefits computer-mediated (CM) teams of individuals.
Hypotheses addressed the effects of communication media and decision making
technique on team decision quality, decision variability, time to make a
decision, and team member satisfaction. Eighty 4-person teams worked on a
decision making task using one of the following group structures: FTF
conventional, FTF stepladder, CM conventional, or CM stepladder. The results
revealed fundamental differences between FTF and CM teams of decision makers. Keywords: Team decision making, Computer-mediated decision making, Computer-mediated
communication | |||
| Criteria for Effective Groupware 2 | | BIBAK | HTML | 242-243 | |
| Mioko Ambe; Andrew Monk | |||
| The audience of a panel at CHI'96 in Vancouver submitted 61 forms suggesting
criteria for the design of effective groupware. The suggestions made were
analysed for common themes that are summarised here. The poster also presents
an opportunity for participants at CHI'97 to contribute to this discussion. Keywords: Groupware, Criteria, Design | |||
| Integrating Tools into the Classroom | | BIBAK | HTML | 244-245 | |
| Roland Hubscher; Sadhana Puntambekar; Mark Guzdial; Janet L. Kolodner | |||
| SMILE, a learning environment for collaboration and design, is based on our
experience with synchronous and asynchronous collaboration tools in the
classroom and sound principles of software and interface design. SMILE
provides a more holistic approach to supporting student reasoning and
activities rather than the more reductionist tool-based approach we had started
with. This more holistic approach focuses on the cognitive processes involved
in doing design and learning from that experience, rather than focusing on
activities that students are carrying out. This new emphasis has also allowed
us to identify ways of integrating scaffolding for metacognitive and reflective
reasoning that were not naturally integratable into the previous framework. Keywords: Science education, Educational technology, Collaborative learning
environments, Process-based scaffolding | |||
| A Prototype Design Tool for Participants in Graphical Multiuser Environments | | BIBAK | 246-247 | |
| Carol Strohecker; Barbara Barros | |||
| Users of this software construction kits can design layouts for virtual
spaces. The elements of the software kit are based on Kevin Lynch's elements
of the city image: districts, paths, edges, nodes, and landmarks (Lynch, 1960;
Banerjee & Southworth, 1990). Keywords: Design tools, Urban planning, Multi-user domains, Constructionist
environments, Visual programming | |||
| Synchronized Retrieval of Recorded Multimedia Data | | BIBAK | HTML | 248-249 | |
| Yukihiro Kawamata; Kimiya Yamaashi; Masayasu Futakawa | |||
| This paper describes techniques for the retrieval of recorded multimedia
data for supervisory control systems. Currently these systems operators can
only retrieve recorded data individually. We developed new techniques to
access all recorded data is synchronization. The techniques enable users to
retrieve multimedia data such as sensor data and videos simultaneously, and
also enable users to obtain the desired related data, including objects in
videos, by "Drag and Drop" operation. All these techniques allow operators to
exactly and quickly analyze phenomena in the systems based on the recorded
multimedia data. Keywords: Data retrieval, Multimedia, Video, Drag and drop | |||
| Beyond Fitts' Law: Models for Trajectory-Based HCI Tasks | | BIBAK | HTML | 250 | |
| Johnny Accot; Shumin Zhai | |||
| Trajectory-based interactions, such as navigating through nested-menus,
drawing curves, and moving in 3D worlds, are becoming common tasks in modern
computer interfaces. Users' performances in these tasks cannot be successfully
modeled with Fitts' law as it has been applied to pointing tasks. Therefore we
explore the possible existence of robust regularities in trajectory-based
tasks. We used "steering through tunnels" as our experimental paradigm to
represent such tasks, and found that a simple "steering law" indeed exists.
The paper presents the motivation, analysis, a series of four experiments, and
the applications of the steering law. Keywords: Fitts' law, Human performance, Modeling, Movements, Path steering, Task
difficulty, Motor control, Input techniques and devices, Trajectory-based
interaction | |||
| AnchoredDisplays: The Web on Walls | | BIBAK | HTML | 251-252 | |
| Manish Tuteja | |||
| With the World Wide Web, mountains of information are suddenly within easy
reach. Unfortunately, accessing this information still requires a computer
screen, a keyboard and a mouse. This paper describes AnchoredDisplays, a new
metaphor for exploiting physical location to help display and organize
dynamically changing information. AnchoredDisplays are inexpensive battery
operated display screens that can be affixed on walls, doors and desks. The
displays can be configured to present information such as weather, traffic,
stock quotes and sports scores extracted from the web. Once configured, users
can place these displays wherever they feel relevant. Suddenly, dynamic
information becomes much easier to find and assimilate; a user might place
tomorrow's weather near the light switch and sports scores near the phone.
Hardware and software implementations of a prototype AnchoredDisplay system are
described. Keywords: Information organization, Displays, World Wide Web | |||
| Magazines and Electronic Information Web Channels -- The Reader's Point of View | | BIBAK | HTML | 253-254 | |
| Fredrik Carleson; Torbjorn Lundberg; Hans Nassla | |||
| One magazine and one electronic information web channel are compared with
respect to the reader's attitude. Integrity, personal touch, character and
ease of access are found to be the important factors in forming a strong
relationship between the reader and the magazine, whether paper-based or
electronic. Keywords: Electronic publishing, Empirical studies, Organizational aspects, Social
issues, E-zine, Magazine, Periodical, WWW | |||
| Usability Testing of System Status Displays for Army Missile Defense | | BIBAK | HTML | 255-256 | |
| Michael Perrin; Bobby Ford; Dick Steinberg | |||
| Modernizing workstations for Military applications is a challenge: designers
must increase performance without affecting safety in any way. Furthermore,
interaction efficiency is required to avoid fatigue and minimize error rates
which could cost lives. Soldiers are understandably reluctant to use a new
interface design on systems where life critical decisions are made. It is
paramount to obtain user assessment of Interface Designs early and continually
throughout the software development cycle to insure user acceptance and
optimize user performance. Statistical based usability tests were performed
with soldiers to determine display designs for the U.S. Army's Theater High
Altitude Area Defense (THAAD) Radar Soldier User Interface. Keywords: Usability testing, Icon testing, Perception | |||
| Comparison of Display Methods in Online Help | | BIBAK | HTML | 257-258 | |
| Lori A. Caldwell; Thomas S. Tullis; Ana Pons | |||
| This poster describes a study conducted by the Human Interface Design
department at Fidelity Investments Systems Company. The purpose of this study
was to obtain performance and preference data about various methods of
displaying data definitions in online help. The four methods studied were an
alphabetical list of data elements with pop-up definitions, a window-ordered
list with pop-up definitions, a screen shot of the window with pop-up
definitions, and a table listing all data elements and their definitions.
Performance and preference data indicated that the alphabetical list was the
best. Keywords: Online help, Information design, Reference topic | |||
| Designating Required vs. Optional Input Fields | | BIBAK | HTML | 259-260 | |
| Thomas S. Tullis; Ana Pons | |||
| This paper describes a study comparing different techniques for visually
distinguishing required from optional input fields in a form-filling
application. Seven techniques were studied: no indication, bold field labels,
chevrons in front of the labels, check marks to the right of the input fields,
a different background color, grouping them separately, and a status bar
indication. Performance and preference data were collected. In general, we
found that the two worst methods were no indication and the status bar. The
best method was separate groups. Keywords: Required fields, Optional fields, Visual design, Data input | |||
| Participatory Adaptation | | BIBAK | HTML | 261-262 | |
| Elizabeth Sklar Rozier; Richard Alterman | |||
| Expert users of programs that handle complicated data management problems
develop methods for coping with data overload, multi-user cooperation, and
real-time situations. These expert methods incorporate domain and/or user
interface knowledge. If such methods were inherent in a system, then novice
users could benefit from the expert's experience, the learning curve would be
shortened and a more effective system would result. Defining and implementing
a complete set of expert methods at design time is a daunting task. Collecting
such information from a system's usage, after it has been deployed, should
provide a more accurate database of expert methodologies. Current adaptive
systems attempt to capture and automate such features during run-time.
However, these systems can never evolve very far beyond their original design,
since the adaptations occur within the scope of that design. Our method is to
offer the expert's usage database as input to the designer, re-introducing the
designer in the development cycle after a system has been deployed initially,
so that a more effective system can be produced in the next generation. Keywords: Usage, Expert, Adaptive system, Design | |||
| Focus+Context Visualization with Flip Zooming and the Zoom Browser | | BIBAK | HTML | 263-264 | |
| Lars Erik Holmquist | |||
| Flip zooming is a novel focus+context technique for visualizing large data
sets. It offers an overview of the data, and gives users instant access to any
part. Originally developed for visualizing large documents, the method might
be adapted for different types of information, including web pages, image
collections and as a general windowing interface. A first practical
demonstration of flip zooming is the Zoom Browser, a World Wide Web-browser
that uses flip zooming to present web-pages. Keywords: Focus+context views, Information visualization, Graphical user interfaces,
World Wide Web | |||
| Mind Maps and Causal Models: Using Graphical Representations of Field Research Data | | BIBAK | HTML | 265-266 | |
| David R. Millen; Audrey Schriefer; Diane Z. Lehder; Susan M. Dray | |||
| We recently completed a series of field visits to understand how workers use
the Internet in their daily work activities. At each site, the team used
traditional field research methods such as work observations, artifact
walk-throughs, and contextual inquiry. An innovative debrief process was
developed to understand, summarize and document each visit. In addition to a
structured debrief questionnaire, the team created graphical summary notes
using "mind maps." These mind maps efficiently captured a nonlinear, graphical
clustering of key ideas. A "causal loop diagram" was also developed to
document the team's understanding of the internal and external driving forces
for each organization. Taken together, the debrief questionnaire, the mind
maps, and the causal loop diagrams provided a rich multimedia representation of
the field data. Keywords: Research methods, Ethnography, Qualitative data analysis | |||
| Learning about User-Centered Design: A Multimedia Case Study Tutorial | | BIBAK | HTML | 267-268 | |
| T. T. Carey; D. S. Peerenboom; M. N. Lytwyn | |||
| This multimedia tutorial provides a learning support system for continuing
education in HCI. The system includes an authentic case study of a design
project, a guide to user-centred design concepts, active role-playing
activities and links to the larger professional community. Keywords: HCI education, Interactive multimedia, User-centred design | |||
| Kinetic Typography: Issues in Time-Based Presentation of Text | | BIBAK | 269-270 | |
| Shannon Ford; Jodi Forlizzi; Suguru Ishizaki | |||
| This paper introduces research in kinetic typography, a new method of
displaying text that take advantage of the dynamic nature of digital media. We
suggest a preliminary set of design issues by which kinetic typography may be
understood and used. Keywords: Kinetic typography, Text display, Communication, Tone of voice, Emotion,
Personality | |||
| Computer Assisted Foundations -- Interactive Design Problems | | BIBAK | 271-272 | |
| Patricia Nelson; Barbara Giorgio Booher; Loren Mork | |||
| Two art professors and a software designer have written computer assisted
foundations design curriculum using interactive problems written in Macromedia
Director. The problems are designed to produce many solutions, some of which
are further developed using traditional artist's materials such as collage and
paint. We would like to demonstrate four of these problems. Keywords: Computer aided design, Art, Foundation design, Design education | |||
| CollageMachine: Temporality and Indeterminacy in Media Browsing via Interface Ecology | | BIBAK | HTML | 273-274 | |
| Andruid Kerne | |||
| CollageMachine synthesizes artistic and computational practices in order to
represent media from the World Wide Web (WWW). It functions as a process-based
art work, and as a special browser which can be useful for searching. Media
elements are pulled from Web pages and composed into a collage which evolves
over time. The evolving art work / browsing session can be shaped by the user.
The temporal composition of the collage develops with relation to its visual
composition and semantic content. The CollageMachine engine combines
structured randomness and the user's expression of preferences and interests
with design rules and semantic rules to make decisions about the collage's
layout, and about which media to retrieve. My approach in blending music
composition strategies, visual art aesthetics, and computer science techniques
into this interactive environment arises through application of the theory of
Interface Ecology. Keywords: World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment,
Interface ecology, Interaction design, Interaction paradigms, Design
techniques, Web browsers | |||
| The RISE Platform: Supporting Social Interaction for On-Line Education | | BIBAK | HTML | 275-276 | |
| Phil Smythe; Michael Gardner | |||
| We present RISE (Real-time Interactive Social Environment), a platform
supporting data sharing and high quality audio conferencing under control of a
Word-Wide Web (WWW) user interface and making extensive use of a database to
track and support users. We report the results of our initial educational
trial and discuss some more generic uses for the platform. Keywords: Audio conferencing, Computer telephony integration, On-line education,
Databases, Graphical user interfaces | |||
| The Magic Carpet: Physical Sensing for Immersive Environments | | BIBAK | HTML | 277-278 | |
| Joseph Paradiso; Craig Abler; Kai-yuh Hsiao; Matthew Reynolds | |||
| An interactive environment has been developed that uses a pair of Doppler
radars to measure upper-body kinematics (velocity, direction of motion, amount
of motion) and a grid of piezoelectric wires hidden under a 6 x 10 foot carpet
to monitor dynamic foot position and pressure. This system has been used in an
audio installation, where users launch and modify complex musical sounds and
sequences as they wander about the carpet. This paper describes the floor and
radar systems, quantifies their performance, and outlines the musical
application. Keywords: Doppler radar, PVDF, Piezoelectrics, Immersive environment, Musical
interfaces, Foot sensing | |||
| Window Navigation With and Without Animation: A Comparison of Scroll Bars, Zoom, and Fisheye View | | BIBAK | HTML | 279-280 | |
| Misha Donskoy; Victor Kaptelinin | |||
| Each of three window navigation techniques -- scroll bars, zoom, and fisheye
view -- were implemented in two versions: with animation (a gradual transition
from one state to another was provided) and without animation. A highly
significant effect of navigation technique, but not of animation, was found in
the experiment reported in the paper. Keywords: Animation, Window navigation, Scroll bars, Zoom, Fisheye view | |||
| From the Flashing 12:00 to a Usable Machine: Applying UbiComp to the VCR | | BIBAK | HTML | 281-282 | |
| Jeremy R. Cooperstock | |||
| The hype of intelligent appliances and "smart homes" has so far failed to
produce consumer electronics technology of mass appeal. It is our contention
that common frustration with overly complex user interfaces has been the
foremost obstacle preventing society from reaping the benefits promised by such
technology. In order to replace the remote controls and command consoles that
litter both our work and home environments, we suggest that existing
technologies can be combined to enable more appropriate human-computer
interaction, and thus, produce truly usable machines. Keywords: Ubiquitous computing, VCR, Interface design | |||
| Emotional Usability of Customer Interfaces -- Focusing on Cyber Banking System Interfaces | | BIBAK | HTML | 283-284 | |
| Jinwoo Kim; Jae Yun Moon | |||
| Emotions play a major role in the social interaction process with electronic
commerce systems. This paper describes our attempts to design customer
interfaces for cyber banking systems that can induce target emotions for cyber
banking systems. Four experiments were conducted to identify the important
emotive factors and design factors, and to establish and verify causal
relations between the factors. Results indicate that it is possible to design
customer interfaces that will elicit target emotions for the systems (e.g.,
trustworthiness). Keywords: Emotional usability, Customer interface, Trustworthiness | |||
| World Wide Web as Usability Tester, Collector, Recruiter | | BIBAK | HTML | 285-286 | |
| Christopher (Blade) Kotelly | |||
| The usability team at Wildfire Communications Inc. conducted a usability
test using the World Wide Web (WWW) as a method to advertise the test, recruit
participants and gather data -- all automatically.
The test was conducted over the course of only 2 days during which we collected useful information from 96 people. The usability test was for a speech system using participants recruited by Internet Newsgroups, e-mail lists and the WWW. Using these resources helped us to get a large population to test the system in a short period of time. Keywords: Usability, World Wide Web (WWW), Testing, Speech, VUI | |||
| Creating Organization-Specific Usability Guidelines | | BIBAK | HTML | 287-288 | |
| Scott Henninger | |||
| Working with a large information technology organization in industry, we
have been investigating how a repository of organization-specific usability
guidelines can be created and used to produce high quality end-user
applications. Our approach is to create tools and methods in which software
development organizations can develop and evolve usability guidelines based on
the kinds of applications they develop. This information can then be used to
match customer requirements to specific interface techniques that have proven
effective for similar users and application domains. This is supported through
a case-based system that attaches experience cases to guidelines to help find,
explain, specialize, and extend usability guidelines. Keywords: Usability guidelines, Organizational memory, Style guides, Design | |||
| Notes on a Pattern Language for Interactive Usability | | BIBAK | HTML | 289-290 | |
| George Casaday | |||
| This paper explores a way of applying the emerging idea of pattern based
design to creation of usable interactive systems. It defines patterns based on
traditional usability attributes. It describes examples of three pattern
types: simple (one attribute), intrinsic (attribute combinations), and
circumstantial (external constraints involved). Keywords: Interaction, Usability, Pattern, User interface | |||
| Effective Product Selection in Electronic Catalogs | | BIBAK | HTML | 291-292 | |
| Patrick Steiger; Markus Stolze | |||
| Product catalogs are crucial for electronic commerce on the Internet, but it
is still a challenging task for casual users to perform effective product
selection. Recently, a promising technique for product selection has been
proposed: Incremental restriction on interactive tables. It allows customers
to build complex queries with a few mouse clicks, but still to browse the
available products at any stage. This paper describes effective and
ineffective strategies of users working with this technique. These strategies
were identified in a study with casual users. Keywords: Electronic catalogs, Product selection, User studies | |||
| Integration of Browsing, Searching, and Filtering in an Applet for Web Information Access | | BIBAK | HTML | 293-294 | |
| Kent Wittenburg; Eric Sigman | |||
| Improvements to information access on the World Wide Web has to be
considered one of today's strategic challenges. In this paper we present a
Java applet called AMIT (Animated Multiscale Interactive TreeViewer) that
integrates fisheye tree browsing with search and filtering techniques. Used in
combination with a web walker, a search server, and a tree server, it shows
promise as a scalable solution to information access in configurable web
spaces. Keywords: Information access, Information visualization, Search, Browsing, Filtering,
Animation, Fisheye, World Wide Web | |||
| Age Group Differences in World Wide Web Navigation | | BIBAK | HTML | 295-296 | |
| Beth Meyer; Richard A. Sit; Victoria A. Spaulding; Sherry E. Mead; Neff Walker | |||
| In this study, we examined the effects of age and training on efficiency and
preferences in a World Wide Web search activity. Older participants were able
to complete most of the tasks, but took more steps to find the information than
did younger adults. Factors in this inefficiency were patterns of returning to
the home page and revisiting pages that had been seen before during a search.
Interactive training improved efficiency and altered preferences. We discuss
implications for training and design. Keywords: World Wide Web, Information navigation, Usability, Aging, Training, Older
users | |||
| CollageMachine: Temporality and Indeterminacy in Media Browsing via Interface Ecology | | BIBAK | HTML | 297-298 | |
| Andruid Kerne | |||
| CollageMachine synthesizes artistic and computational practices in order to
represent media from the World Wide Web (WWW). It functions as a process-based
art work, and as a special browser which can be useful for searching. Media
elements are pulled from Web pages and composed into a collage which evolves
over time. The evolving art work / browsing session can be shaped by the user.
The temporal composition of the collage develops with relation to its visual
composition and semantic content. The CollageMachine engine combines
structured randomness and the user's expression of preferences and interests
with design rules and semantic rules to make decisions about the collage's
layout, and about which media to retrieve. My approach in blending music
composition strategies, visual art aesthetics, and computer science techniques
into this interactive environment arises through application of the theory of
Interface Ecology. Keywords: World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment,
Interface ecology, Interaction design, Interaction paradigms, Design
techniques, Web browsers | |||
| The Neighborhood Viewer: A Paradigm for Exploring Image Databases | | BIBAK | HTML | 299-300 | |
| John V. Carlis; Alex Safonov; Douglas Perrin; Joseph A. Konstan | |||
| The Brain Neighborhood Viewer is a tool developed to help neuroscientists
explore massive databases of brain images. The viewer implements an interface
paradigm based on stacks of 2D images that are "yoked together" to provide a
common coordinate system. When a user navigates in an image stack, all yoked
stacks are updated to display the same location, which we call a brain
neighborhood. Experience with the neighborhood suggests that this interface is
useful for neuroscience research. Keywords: Image databases, Browsing, Brain neighborhood viewer, Scientific
visualization, Multi-resolution images | |||
| Searching and Browsing Text Collections with Large Category Hierarchies | | BIBAK | HTML | 301-302 | |
| Marti A. Hearst; Chandu Karandi | |||
| A new user interface has been developed that allows users to make use of
large category hierarchies for search and browsing of retrieval results for
information access. The key insight is the separation of the representation of
category labels from documents, which allows the display of multiple categories
per document. Keywords: Information access, Information visualization, Text, Search, Categories | |||
| A Two-Ball Mouse Affords Three Degrees of Freedom | | BIBAK | HTML | 303-304 | |
| I. Scott MacKenzie; R. William Soukoreff; Chris Pal | |||
| We describe a prototype two-ball mouse containing the electronics and
mechanics of two mice in a single chassis. Unlike a conventional mouse, which
senses x-axis and y-axis displacement only, our mouse also senses z-axis
angular motion. This is accomplished through simple calculations on the two
sets of x-y displacement data. Our mouse looks and feels like a standard
mouse, however certain primitive operations are performed with much greater
ease. The rotate tool -- common in most drawing programs -- becomes redundant
as objects are easily moved with three degrees of freedom. Mechanisms to
engage the added degree of freedom and different interaction techniques are
discussed. Keywords: Pointing devices, Multi-degree-of-freedom input, Rotation | |||
| Dual Stream Input for Pointing and Scrolling | | BIBAK | HTML | 305-306 | |
| Shumin Zhai; Barton A. Smith; Ted Selker | |||
| To find ways to improve users' performance of tasks that involve both
scrolling and pointing, we studied three dual-stream input methods, with one
stream for pointing and one for scrolling. The results showed that a mouse
augmented with a tracking wheel did not outperform the conventional single
stream mouse. Two other methods, a mouse with an isometric rate-control
joystick and a two handed system significantly improved users' performance. Keywords: Input devices, Scrolling, Dual-stream input, Two-handed input | |||
| Easy Tactile Feedback in Bargain Basement Prices | | BIBAK | HTML | 307-308 | |
| Naomi Friedlander; Kevin Schlueter; Marilyn M. Mantei | |||
| Constructing a tactile feedback device can be expensive and often requires
extensive expertise. We have created a simple tactile feedback device which
can be built, for under $30, by anyone with a basic understanding of
electronics. The results of subjects performing a simple pulse counting task
suggest that the feedback generated by it can be used effectively. We
therefore believe that the device has potential to enhance user interfaces. Keywords: Tactile feedback, Cost-efficient, User tests | |||
| The Tactile Touchpad | | BIBAK | HTML | 309-310 | |
| I. Scott MacKenzie; Aleks Oniszczak | |||
| A prototype touchpad with embedded tactile feedback is described. Tactile
feedback allows the touchpad to mimic the operation of a mouse for basic
transactions such as clicking, double-clicking, and dragging. A button click
is achieved by increasing the finger pressure applied to the touchpad, instead
of using a lift-and-tap strategy or by pressing separate buttons. The result
is more natural and less error prone. Pressure thresholds for the button-down
and button-up actions are under software control and include hysteresis to
minimise inadvertent selections. Keywords: Touchpads, Pointing devices, Tactile feedback | |||
| Possibilities for the Digital Baton as a General-Purpose Gestural Interface | | BIBAK | HTML | 311-312 | |
| Teresa Marrin | |||
| This paper describes issues and results from the design and use of the
Digital Baton, a new interface for real-time gestural control. Its
construction was originally motivated by the need for a new instrument on which
to perform computer music, and it was designed to replicate as closely as
possible the feel of a traditional conducting baton. However, it has
unexpectedly become a model for the design of new interfaces and digital
objects, and is currently being used to record data for analysis in
gesture-recognition research. Some preliminary results and future research
areas are discussed at the end. Keywords: Gestural input, Hand-held device, Controller, Musical instrument, conducting | |||
| Support for Cooperatively Controlled Objects in Multimedia Applications | | BIBAK | HTML | 313-314 | |
| Lauren J. Bricker; Marla J. Baker; Steven L. Tanimoto | |||
| This paper presents a class of objects that facilitate building software for
"close collaboration." A definition is given for "cooperatively controlled
objects" and three example activities are described. Keywords: Computer supported collaboration, Multiple-user interface, Co-presence,
Cooperatively controlled objects, Multimedia | |||
| Video Matters! When Communication Ability is Stressed, Video Helps | | BIBAK | HTML | 315-316 | |
| Elizabeth S. Veinott; Judith S. Olson; Gary M. Olson; Xiaolan Fu | |||
| This study assesses whether remotely located pairs of people working on a
collaborative task benefit from using video, looking in particular at people
for whom communication is stressed. In this study, we extend the research on
video-mediated communication to the domain of non-native speaker interactions.
Thirty-six pairs performed a map task using either audio-only or
audio-plus-video for communication. Half the pairs were non-native speakers,
half were native speakers. As in many studies of video connectivity with
native speakers, no benefit from the video was found. However, non-native
speakers performed significantly better with a video connection than with audio
only. Keywords: Video-mediated communication, Remote work, Non-native speaker interaction | |||
| HyperMirror: A Video-Mediated Communication System | | BIBAK | HTML | 317-318 | |
| Osamu Morikawa; Takanori Maesako | |||
| 'HyperMirror', a video-mediated communication that includes reflected images
of users is reported here. The users of this system, present in front of
respective local cameras, can communicate with each other. They are not
required to wear or operate any equipment. The images taken at the respective
local sites are used to create a composite reflected image which represents a
virtual room where all users seem to be present. This composite image is
outputted to the respective local screens. Results of our experiment
participated by users indicate that the system can provide such high reality to
the composite image that many users show a tendency to talk to the screen even
when the target person is locally present. Keywords: Video-mediated communication, Virtual direct communication, Awareness,
Mirror image | |||
| Sensing Activity in Video Images | | BIBAK | HTML | 319-320 | |
| Alison Lee; Kevin Schlueter; Andreas Girgensohn | |||
| Video-based awareness tools increase familiarity among remote group members
and provide pre-communication information. Low-cost iconic indicators provide
less but more succinct information than video images while preserving privacy.
Observations of and feedback from users of our video awareness tool suggest
that an activity sensing feature along with a variety of privacy options
combines advantages of both the video images and iconic indicator approaches.
We introduced the activity sensing feature in response to user requests. It
derives activity information from video images and provides options to control
privacy and improves the usability of video-based awareness tools. Keywords: Activity sensing, Awareness, Differences, Privacy, Usability | |||
| Prototyping Supermarket Designs Using Virtual Reality | | BIBAK | HTML | 321-322 | |
| Charles van der Mast; Martin van den Berg | |||
| An experiment is described to compare the prototyping of store designs using
three different media. The first medium is the traditional use of
architectural drawings, the second medium is a representation of store designs
made using a virtual reality software package, the third is the evaluation of
real existing stores. The preliminary results indicate that prototyping with
virtual reality improves the spatial/logistics, but not yet the commercial
characteristics of the store designs. Keywords: Virtual reality, Prototyping, Design of supermarkets | |||
| LogiMOO: A Multi-User Virtual World with Agents and Natural Language Programming | | BIBAK | HTML | 323-324 | |
| Paul Tarau; Veronica Dahl; Stephen Rochefort; Koen de Bosschere | |||
| LogiMOO is a BinProlog-based Virtual World running under Netscape or
Internet Explorer. It is user extensible and supports distributed group-work
over the Internet. Virtual places, virtual objects and agents are programmable
through a "controlled English" interface. Keywords: Groupware, Coordination languages, Agents, Distributed logic programming,
Virtual worlds, Internet applications | |||
| Does Immersion Make a Virtual Environment More Usable? | | BIBAK | HTML | 325-326 | |
| Casey Boyd | |||
| Usability tests comparing three different virtual environment (VE) interface
designs indicate that an immersive VE is more usable than two non-immersive VEs
for a task with search and navigation components. Three interface designs were
tried in a counterbalanced within-subjects procedure with ten randomly-ordered
trials for each interface design. One of the interface designs used a
head-tracked, stereoscopic head-mounted display. The other two interface
designs used hand-tracking and were non-immersive -- the visual display
appeared on a desktop monitor. Results for sixty participants doing the same
task with each interface design show faster task completion times with the
immersive design. Keywords: Virtual environments, Evaluation, User studies, Immersion | |||
| WANDS: Tools for Designing and Testing Distributed Documents | | BIBAK | HTML | 327-328 | |
| Andrew Sears; Michael S. Borella | |||
| Designing documents that will be viewed from remote locations via a network
requires an understanding of traditional document and interaction design
issues, plus an understanding of how network delays will impact document
delivery. Unfortunately, being aware of networking issues is not always
sufficient since designers usually have no way of viewing their documents as if
those documents were being delivered to a remote site. This paper describes a
set of tools that allow designers to view documents stored locally while
experiencing response time delays as if the documents were delivered from a
different location on the network. By using measured network latencies to
drive an instrumented World-Wide Web server, we allow designers to view the
documents they create from the perspective of someone sitting down the hall,
across the country, or across an ocean. Keywords: Document design, Network delays, Response time, WWW | |||
| Interfaces for Advanced Manufacturing Technology | | BIBAK | HTML | 329-330 | |
| Michelle Vazquez; Marc L. Resnick | |||
| Due to the rapid computerization of advanced manufacturing workplaces, there
is an increasing need for interfaces which can support this specific set of
applications and users. However, workers in these situations tend to be highly
trained in the specific tasks which they must accomplish, but may be relative
novices when it comes to using computing systems. This paper describes the
design of Easy Assemble, a windows based support system to assist workers in a
flexible assembly task. Six subjects used Easy Assemble as real-time
instructional support to assemble four products in a simulated manufacturing
environment. Subjects assembled products in less than half the time and with
variances much lower than the control group which used the traditional method
of blueprints. Furthermore, subjects made significantly fewer errors. The
system provides a starting point for the development of fully integrated
systems for the advanced manufacturing environment. Keywords: Advanced manufacturing, Novice, Computer-based training | |||
| How Users Reciprocate to Computers: An Experiment that Demonstrates Behavior Change | | BIBAK | HTML | 331-332 | |
| BJ Fogg; Clifford Nass | |||
| We conducted an experiment to investigate if computers could motivate users
to change their behavior. By leveraging a social dynamic called the "rule of
reciprocity," this experiment demonstrated that users provided more helping
behavior to a computer that had helped them previously than to a different
computer. Users also worked longer, performed higher quality work, and felt
happier. Conversely, the data provide evidence of a retaliation effect. Keywords: Reciprocity, Retaliation, Agents, Persuasion, Influence, Social dynamics,
Computers are social actors, Media equation, Experiments, Empirical studies | |||
| LICAI+: A Comprehension-Based Model of Learning for Display-Based Human-Computer Interaction | | BIBAK | HTML | 333-334 | |
| Muneo Kitajima; Peter G. Polson | |||
| This paper describes a model of comprehension-based learning, LICAI+, an
extension to the comprehension-based model of display-based HCI, LICAI [5],
that simulates a user who performs tasks given as instructions. LICAI+ models
users' learning of task performance by incorporating a process for encoding
events during the task performance. A simulation of encoding and recalling
events is described. Keywords: Cognitive model, Learning, Display-based human-computer interaction,
Construction-integration theory | |||
| Leave the Office, Bring Your Colleagues: Design Solutions for Mobile Teamworkers | | BIBAK | HTML | 335-336 | |
| Ivan Bretain; Leif Fredin; Walter Frost; Leif-Rune Hedman; Per Kroon; Scott McGlashan; Eva-Lotta Sallnas; Markku Virtanen | |||
| One of the keys to successful deployment of mobile multimedia technology
among professionals lies in identifying inherently distributed teams working
under real-time constraints in dynamic field environments where the need to
increase the efficiency of co-ordination, communication and collaboration is
apparent. We report on some findings from investigating such
non-office/out-of-office user-groups, and discuss the design of a portable
environment for supporting the virtual reinforcement of teams, with special
emphasis on co-worker status monitoring with respect to process phase,
availability, geographical position etc. Keywords: Mobile multimedia, CSCW, Wearable computing | |||
| An Automatic Method for Arranging Symbols and Widgets to Reflect their Internal Relations | | BIBAK | HTML | 337-338 | |
| Johan Hagman | |||
| The two data visualization techniques cluster analysis and Voronoi
tessellation are combined to automatically arrange objects, e.g. the widgets of
an interface, so that their positions within a given area reflect their
internal relations. The method is illustrated as it arranges three sets of
objects. Keywords: Interface design, Data visualization, Mapping optimization,
Multi-dimensionality, Cluster analysis, Voronoi diagram | |||
| A Method for Graphical Input on the WWW | | BIBAK | HTML | 339-340 | |
| Lesley M. Parks; Ernest A. Edmonds | |||
| Using the World Wide Web (Web) is rapidly becoming one of the main ways in
which people interact with computers. However, although the Web has permitted
a rich variety of hypertext output, input has, until recently, been restricted
to text or simple menu choices. The advent of languages like Java, which
permit interactive programs to be included on a page, clearly changes what is
possible. This contribution discusses the requirement for graphical input on
the Web and describes an initial implementation which permits graphical objects
to be manipulated on a Web page to provide input for subsequent analysis and
computation. Keywords: WWW, Java, Graphical interaction, Constraints, Semantics | |||
| How People Use WWW Bookmarks | | BIBAK | HTML | 341-342 | |
| David Abrams; Ron Baecker | |||
| In this detailed empirical study of WWW browsing and bookmarks we define a
personal information space as having five basic properties paralleling those of
a larger complex information space. We describe user behavior on the Web and
show how a user's bookmark archive is a personal Web information space. Keywords: WWW, Bookmark, Information space, User study, Survey, Empirical study | |||
| Internet Scrapbook: Creating Personalized World Wide Web Pages | | BIBAK | HTML | 343-344 | |
| Atsushi Sugiura; Yoshiyuki Koseki | |||
| This paper describes an information personalization system, called Internet
Scrapbook, which enables users to create a personal page by clipping and
merging their necessary data gathered from multiple Web pages. Even when the
source Web pages are modified, the system updates the personal page, replacing
with the latest data extracted from the source pages. Therefore, once a user
creates their personal pages, she can browse her necessary information only. Keywords: World Wide Web, Web browser, End-user programming, Programming by example,
Programming by demonstration | |||
| 3D Object Recognition with Motion | | BIBAK | HTML | 345-346 | |
| Geoffrey S. Hubona; Gregory W. Shirah; David W. Fout | |||
| This extended abstract presents preliminary results of an experiment that
explores the effects of stereoscopic and monoscopic viewing, and controlled and
uncontrolled motion, on the accuracy and speed of visually comparing and
matching solid and wire frame cube- and sphere-based objects presented on a
computer screen. Keywords: 3D data visualization, Spatial orientation, Virtual reality | |||
| Overlaying Motion, Time and Distance in 3-Space | | BIBAK | HTML | 347-348 | |
| Mike Pell | |||
| An innovative method for visually and functionally combining the elements of
motion, time and distance in a three-dimensional computer animation is
presented. At a glance, the elapsed time of the movement, distance traveled,
relative velocity, scale and the object orientation can be derived from a
single visual representation. Creation and editing of animations can also be
simplified through the use of an interrelated set of immersive
three-dimensional user interface elements. Keywords: 3D Animation, 3D interfaces, Interactivity, Visual design | |||
| Object Manipulation in Virtual Environments: Human Bias, Consistency and Individual Differences | | BIBAK | HTML | 349-350 | |
| Yanqing Wang; Christine L. MacKenzie; Valerie A. Summers | |||
| This paper investigates human bias, consistency and individual differences
when performing object manipulation in a virtual environment. Eight subjects
were asked to manipulate a wooden cube to match a 3-D graphic target cube
presented in 3 locations and 2 orientations. There were two visual conditions
for the experiment: the subject performed the tasks with or without vision of
the hand and the wooden cube. The constant errors of object translation and
orientation suggested specific human biases. In terms of the variable errors,
visual feedback appeared to be more critical for object transportation than
object orientation. It was also found that individual differences were more
pronounced in human bias than in consistency during object manipulation. These
results suggest tolerance for human bias and variability should be accommodated
in human-computer interface design. Keywords: Interface design, Object manipulation, Virtual environment, Human
performance | |||
| Responsive Graphs: Understanding Engineering Concepts Through Interactive Experience | | BIBAK | HTML | 351-352 | |
| Eviatar Shafrir; Lee Smith | |||
| Understanding scientific engineering concepts requires learners to correlate
between different model representations. Simple engineering models are
formulated mathematically, visualized with one or more graphs, and verbally
interpreted with engineering terminology. Past [4] and present systems [1]
allow learners to modify a limited set of model parameters but not the
graph-plot itself. This paper describes a set of interactive learning models
consisting of standard interactors together with novel direct-manipulation
Responsive Graphs. By setting values with sliders and visually modifying
graph-plots, users qualitatively explore and comprehend abstract engineering
concepts through interactive experimentation. All model representations are
continuously updated in real-time enabling users to compare and move between
different model representations. These highly interactive learning experiences
are the result of a collaboration between interaction designers seeking direct
manipulation of graphics and engineering domain-experts. Keywords: Interactive learning environment, Interaction design, Mathematical modeling,
Java applet | |||
| Internet Delay Effects: How Users Perceive Quality, Organization, and Ease of Use of Information | | BIBAK | HTML | 353-354 | |
| Andrew Sears; Julie A. Jacko; Michael S. Borella | |||
| In this paper we report the results of an investigation designed to
determine the effects of Internet delays on users perceptions of ease of
locating information, organization of information, quality of information, and
navigation problems. The results demonstrated user sensitivity to delays. As
expected, for text-and-graphics documents, shorter delays provoked more
favorable responses. However, for text-only documents, the shorter the delay,
the less favorably a document was viewed. The results indicated that users may
prefer multi-media web sites but are unwilling to tolerate the substantial
network delays often associated with delivering graphics, video, animation, and
audio. Keywords: Internet, WWW, Delays, Perceived usability | |||
| Model-Based Design of Hypermedia Presentations | | BIBAK | HTML | 355-356 | |
| N. Hari Narayanan; Mary Hegarty | |||
| Users' mental representations and cognitive strategies have a profound
influence on how well they comprehend multimodal information that hypermedia
systems present. This implies that cognitive models of comprehension ought to
drive the design of effective Hypermedia Information Presentation Systems
(HIPS). We report on a current research project that applies this principle to
the design of hypermedia manuals of complex machines. This paper describes the
comprehension model derived from prior empirical and theoretical research,
discusses intermediate results, and presents a roadmap of the research project. Keywords: Hypermedia, Cognitive models, Model-based design | |||
| Billow: Networked Hospital Playspace for Children | | BIBAK | HTML | 357-358 | |
| Teri Rueb; John Wardzala; Jessica Millstone | |||
| Through exploring play as a therapeutic process, we have developed a system
called "Billow" which allows children in hospitals, who are quarantined or
otherwise isolated, to play in a virtual audio-visual cloudscape using a
malleable, egg-shaped input/output device. This prototype was designed in
collaboration with child psychologists and art therapists who are advocates for
these children in the hospital setting. It is intended to address the
children's need for increased human interaction and social development, mastery
and control, and comfort and security. Billow addresses these needs by
enabling isolated children to play together and communicate in a locally
networked, audio-visual play environment. Keywords: Children, Hospitals, Tactile input device, Virtual community, Audio,
Telephony | |||
| Rosebud: Technological Toys for Storytelling | | BIBAK | HTML | 359-360 | |
| Jennifer W. Glos; Justine Cassell | |||
| Rosebud is a user-interface prototype which elicits storytelling by child
users though interaction with a computationally-augmented physical artifact.
In particular, Rosebud links children's stories to their toys, such that toy
and computer augment one another. The toy engages children in a familiar mode
of interaction, while the computer makes a previously passive object active.
The children are able to write, edit, collaborate, and share their stories,
activities which have particular attraction for female users. Keywords: Storytelling, Children, Gender, Tangible interface, Education | |||
| The Pillow: Artist-Designers in the Digital Age | | BIBAK | HTML | 361-362 | |
| Anthony Dunne; William W. Gaver | |||
| The Pillow is a treated LCD screen which shows changing patterns in response
to ambient electromagnetic radiation, challenging viewers to consider our
constant invasion by electronic information. It is proposed as a product for
mass-production, one that people would purchase for home use. In this paper,
we describe how this admittedly impractical value fiction illustrates some of
the ways that designers can pursue research. Keywords: Design, Design centred approaches, Telecommunications | |||
| inTouch: A Medium for Haptic Interpersonal Communication | | BIBAK | HTML | 363-364 | |
| Scott Brave; Andrew Dahley | |||
| In this paper, we introduce a new approach for applying haptic feedback
technology to interpersonal communication. We present the design of our
prototype inTouch system which provides a physical link between users separated
by distance. Keywords: Haptics, Interpersonal communication, Force feedback, Telepresence | |||
| BIOculars: A Virtual Ecosystem for Wilderness Parks | | BIBAK | HTML | 365-366 | |
| Kiersten Muenchinger; Jon Lindsay; John Morkes; Connie Chiueh; John Russell; Tony Vastola | |||
| BIOculars is a concept system that allows visitors to state and national
wilderness parks to create virtual animals and observe them in a continually
running simulation based on the park's natural environment. Users create
fantasy animals with a computer interface that, inverted, transforms into a
binocular-like device. When users look through the device, they can see their
virtual species 'living in' and interacting with the park's real ecosystem.
BIOculars was designed by a Stanford University student team using an iterative
design process that emphasized repeated prototyping and user testing. Keywords: Interaction design, Virtual reality, Children, Education, Entertainment,
Simulation | |||
| Design of Spatially Aware Graspable Displays | | BIBAK | HTML | 367-368 | |
| David Small; Hiroshi Ishii | |||
| We propose spatially aware portable displays which use movement in real
physical space to control navigation in the digital information space within.
This paper describes two interface design studies which use physical models,
such as friction and gravity, in relating the movement of the display to the
movement of information on the display surface. In combining input and output
aspects of the interface into a single object, we can improve control and
provide a meaningful relationship between the interface and the body of the
user. Keywords: Interaction design, Industrial design, 3D interfaces, LEGO | |||
| The Strategy for Selecting a Minute Target and the Minute Maximum Value on a Pen-Based Computer | | BIBAK | HTML | 369-370 | |
| Xizngshi Ren; Shinji Moriya | |||
| This study deals with the relations between target-pointing strategies and
target sizes. An evaluation experiment was performed in which the experimental
system changed each of five kinds of targets (1, 3, 5, 7 and 9 dots in diameter
respectively, 0.36 mm per dot) and eight directions of pen-movement, while
using each of six kinds of strategies of approaching the target on a pen-based
computer. Two results were obtained: (1) The "Land-on2" strategy was found to
be the best strategy for selecting a minute target among the six strategies, in
terms of error rates, selection time and subjective evaluation. (2) This study
also clarified a boundary value of target which controlled difficulty of
strategy. When a target is less than 5 dots (1.80 mm), it is necessary to pay
attention to the determination of the strategy in the software design. Keywords: Pen input, Target-pointing strategies, Minute targets, The minute maximum
value | |||
| The Bed: A Medium for Intimate Communication | | BIBAK | HTML | 371-372 | |
| Chris Dodge | |||
| In this paper, I present "The Bed", an environment providing a new form of
abstracted presence for intimate, non-verbal inter-personal communication.
This secure and familiar environment is explored for its ability to become a
shared virtual space for bridging the distance between two remotely located
individuals through aural, visual, and tactile manifestations of subtle
emotional qualities. As an example, I describe the application of these
tangible interfaces and ambient media into a working prototype. Keywords: Ambient media, Tangible interfaces, Telepresence, Abstracted presence,
Physical avatars | |||