| NaviPoint: An Input Device for Mobile Information Browsing | | BIBAK | PDF | 1-8 | |
| Kiyokuni Kawachiya; Hiroshi Ishikawa | |||
| A mobile computing environment imposes various restrictions on users. For
example, most mobile devices have a limited screen size, and it may be
difficult to watch the screen closely. While the user is walking or standing
in a bus or train, he or she may have only one hand free to manipulate the
device. Therefore, some new operation method must be developed for comfortable
information browsing in the mobile environment. In this paper, several
existing methods are first introduced and compared from the viewpoint of their
applicability in a mobile environment. A new input device for such an
environment, named "NaviPoint," is then introduced. NaviPoint is a specialized
device for mobile information browsing. By using this device, a user can
perform three types of input -- "analog input," "digital input," and "click
input" -- with just one finger. After an explanation of the conceptual
structure and a qualitative analysis of NaviPoint, the structure of a prototype
is described. Experiments using the prototype show that information browsing
is possible with an overhead of less than 50% on the usual "mouse and scroll
bar" method. Keywords: Input device, Information browsing, User interface, PDAs, Hand-held devices,
Mobile computing | |||
| The PadMouse: Facilitating Selection and Spatial Positioning for the Non-Dominant Hand | | BIBAK | PDF | 9-16 | |
| Ravin Balakrishnan; Pranay Patel | |||
| A new input device called the PadMouse is described and evaluated. The
PadMouse consists of a two degree-of-freedom touchpad mounted on a regular
mouse base. Like the regular mouse, the PadMouse allows for spatial
positioning tasks to be performed by moving the device on a planar surface. In
addition, when coupled with an interaction technique we call Marking Keys,
users can use the touchpad to activate modifiers and commands. An experiment
shows that up to 32 modifiers/commands can be quickly and accurately activated
using this technique, making it a viable device for the non-dominant hand in
two-handed user interfaces. Other uses for the PadMouse and design
alternatives are also discussed. Keywords: Input devices, Marking-menus, Bimanual input, Touchpad, Mouse, Interaction
techniques, Gestures, Hot-keys, Toolglass | |||
| Squeeze Me, Hold Me, Tilt Me! An Exploration of Manipulative User Interfaces | | BIBAK | PDF | 17-24 | |
| Beverly L. Harrison; Kenneth P. Fishkin; Anuj Gujar; Carlos Mochon; Roy Want | |||
| This paper reports on the design and use of tactile user interfaces embedded
within or wrapped around the devices that they control. We discuss three
different interaction prototypes that we built. These interfaces were embedded
onto two handheld devices of dramatically different form factors. We describe
the design and implementation challenges, and user feedback and reactions to
these prototypes. Implications for future design in the area of manipulative
or haptic user interfaces are highlighted. Keywords: Physical, Tactile, and haptic UIs, Pressure and tilt sensors, UI design,
Interaction technology | |||
| Web Page Design: Implications of Memory, Structure and Scent for Information Retrieval | | BIBAK | PDF | 25-32 | |
| Kevin Larson; Mary Czerwinski | |||
| Much is known about depth and breadth tradeoff issues in graphical user
interface menu design. We describe an experiment to see if large breadth and
decreased depth is preferable, both subjectively and via performance data,
while attempting to design for optimal scent throughout different structures of
a website. A study is reported which modified previous procedures for
investigating depth/breadth tradeoffs in content design for the web. Results
showed that, while increased depth did harm search performance on the web, a
medium condition of depth and breadth outperformed the broadest, shallow web
structure overall. Keywords: Information retrieval, Memory, Depth and breadth in information design, Web
page design, Hypertext, Searching | |||
| Exploring Browser Design Trade-Offs Using a Dynamical Model of Optimal Information Foraging | | BIBAK | PDF | 33-40 | |
| Peter Pirolli | |||
| Designers and researchers of human-computer interaction need tools that
permit the rapid exploration and management of hypotheses about complex
interactions of designs, task conditions, and user strategies. Dynamic
programming is introduced as a such a tool for the analysis of information
foraging technologies. The technique is illustrated in the context of the
Scatter/Gather text clustering browser. Hypothetical improvements in browser
speed and text clustering are examined in the context of variations in task
deadlines and the quality of the document repository. A complex and
non-intuitive set of tradeoffs emerge from even this simple space of factors,
illustrating the general utility of the approach. Keywords: Dynamic programming, Information foraging, Scatter/Gather, User models | |||
| Information Archiving with Bookmarks: Personal Web Space Construction and Organization | | BIBAK | PDF | 41-48 | |
| David Abrams; Ron Baecker; Mark Chignell | |||
| Bookmarks are used as "personal Web information spaces" to help people
remember and retrieve interesting Web pages. A study of personal Web
information spaces surveyed 322 Web users and analyzed the bookmark archives of
50 Web users. The results of this study are used to address why people make
bookmarks, and how they create, use, and organize them. Recommendations for
improving the organization, visualization, representation, and integration of
bookmarks are provided. The recommendations include simple mechanisms for
filing bookmarks at creation time, the use of time-based visualizations with
automated filters, the use of contextual information in representing bookmarks,
and the combination of hierarchy formation and Web page authoring to aid in
organizing and viewing bookmarks. Keywords: WWW, Bookmark, Information space, Survey, Empirical study, Design | |||
| Triangles: Tangible Interface for Manipulation and Exploration of Digital Information Topography | | BIBAK | PDF | 49-56 | |
| Matthew G. Gorbet; Maggie Orth; Hiroshi Ishii | |||
| This paper presents a system for interacting with digital information,
called Triangles. The Triangles system is a physical/digital construction kit,
which allows users to use two hands to grasp and manipulate complex digital
information. The kit consists of a set of identical flat, plastic triangles,
each with a microprocessor inside and magnetic edge connectors. The connectors
enable the Triangles to be physically connected to each other and provide
tactile feedback of these connections. The connectors also pass electricity,
allowing the Triangles to communicate digital information to each other and to
a desktop computer. When the pieces contact one another, specific connection
information is sent back to a computer that keeps track of the configuration of
the system. Specific two and three-dimensional configurations of the pieces
can trigger application events.
The Triangles system provides a physical embodiment of digital information topography. The individual tiles have a simple geometric form which does not inherit the semantics of everyday physical objects. Their shape, size, and connectors encourage rapid rearrangement and exploration of groups of Triangles. The infinitely reconfigurable 2D and 3D topographies of the Triangles system create a new language for tangible interface. Keywords: Interface design, Tangible interface, Physical interface, Graspable
interface, Digital connector, Physical connector, Magnetic connector, Tangible
bits | |||
| HandJive: A Device for Interpersonal Haptic Entertainment | | BIBAK | PDF | 57-64 | |
| BJ Fogg; Lawrence D. Cutler; Perry Arnold; Chris Eisbach | |||
| The paper describes how we designed and prototyped HandJive, a haptic device
for interpersonal entertainment. HandJive is notable because it relies
entirely on haptic input and output. The design process included typical steps
such as analyzing user needs and performing iterative prototyping and testing.
However, developing a haptic interface like HandJive also presented special
challenges, such as creating rapid physical prototypes that could withstand
abuse, developing a preliminary system of haptic interaction, and testing
haptic interfaces through low-tech prototypes. Keywords: Entertainment, Interaction design, Haptics, Product design, Rapid
prototyping, User testing, Ubiquitous computing, Tactile feedback,
Interpersonal communication | |||
| Simplifying the Controls of an Interactive Movie Game | | BIBAK | PDF | 65-72 | |
| Jeff Johnson | |||
| Eight months before an interactive movie game was due to be shipped, its
developers and funders decided that its user interface had to be radically
simplified. The author was given the task of designing a new, simpler control
scheme. This paper describes the redesign process, the design issues that
arose and how they were resolved, the tests that were conducted to evaluate new
design ideas, and concludes with an evaluation of the resulting design, lessons
learned, and thoughts on user-interface design vs. game design. Keywords: User interface, Design, Games, Usability testing, Interactive movies | |||
| Patterns of Change in Design Metaphor: A Case Study | | BIBAK | PDF | 73-80 | |
| William A. Stubblefield | |||
| Although design metaphors play an important role in many software projects,
their influence on system functionality, project methodology and the
interactions among members of the development team is not well understood.
This paper seeks insights into these issues by examining the development of a
computer program under the influence of a particularly strong design metaphor. Keywords: Metaphor, Software design, User-oriented design | |||
| Netscape Communicator's Collapsible Toolbars | | BIBAK | PDF | 81-86 | |
| Irene Au; Shuang Li | |||
| This paper describes the design process used for Netscape Communicator's
collapsible toolbars. To meet our design goals, we designed a new widget whose
roots came from objects in the "real world" instead of the "software world".
The design of this widget illustrates how rapid prototyping and tight coupling
between the visual design and interaction design are imperative to a widget's
success. Keywords: Visual design, Interaction design, Collapsing widgets, Toolbars | |||
| A Study of Fonts Designed for Screen Display | | BIBAK | PDF | 87-94 | |
| Dan Boyarski; Christine Neuwirth; Jodi Forlizzi; Susan Harkness Regli | |||
| This study examined the readability and subjective preferences of a set of
fonts designed for screen display. Two new binary bitmap fonts performed well,
suggesting that designers should consider incorporating similar attributes into
default fonts for online type. Keywords: On-line typography, Reading performance assessment, Legibility, Readability,
CRT display, Font design, Anti-aliased, On-line help, World Wide Web | |||
| From Documents to Discourse: Shifting Conceptions of Scholarly Publishing | | BIBAK | PDF | 95-102 | |
| Tamara Sumner; Simon Buckingham Shum | |||
| We are looking at how new forms of document interface can be used to support
new forms of scholarly discourse, and ultimately, new models of scholarly
publishing. The vehicle we use to conduct this research is the Digital
Document Discourse Environment (D3E). D3E is an experimental system supporting
the publication of web-based documents with integrated discourse facilities and
embedded interactive components. We report here on two cases -- an ejournal
and a 'new form' of conference -- where we have used D3E to promote new forms
of discourse between participants. We use these cases to illustrate four
principles that guide our socio-technical design actions. Keywords: Argumentation, Digital documents, Discourse, Electronic publishing,
Hypertext, Scholarly publishing, Socio-technical design. World Wide Web | |||
| The Effects of Distance in Local versus Remote Human-Computer Interaction | | BIBAK | PDF | 103-108 | |
| Youngme Moon | |||
| This study investigates the effects of distance on user attitudes and
behavior in long-distance (networked) human-computer interaction. Two
laboratory experiments are presented. In the first experiment (N=123), users
are interviewed by a computer that they believe is either located in the same
room, located a few miles away, or located a few thousand miles away. Results
indicate that the greater the perceived distance, the greater the tendency to
distort responses (i.e., give dishonest answers) in order to present oneself in
a positive light. In the second experiment (N=23), the effects of distance in
a persuasion situation are investigated. Results indicate that persuasion is
significantly more likely to occur when the computer is perceived as being
proximate, as opposed to distant. Implications for long-distance
human-computer interaction are discussed. Keywords: Distance, Networking, Proximity, Interviews, Data collection, Remote, Local,
Internet, World Wide Web, Persuasion, Advertising, Social psychology | |||
| Design Evolution in a Multimedia Tutorial on User-Centered Design | | BIBAK | PDF | 109-116 | |
| Tom Carey; Slade Mitchell; Dan Peerenboom; Mary Lytwyn | |||
| New modes of lifelong learning in the workplace require interface designs
which support new contexts for learning. We describe here a workplace learning
support system for instruction in User-centered Design [UCD]. The design
evolution of this system illustrates how the "why, where, when and with whom"
of use affects the "what and how" of the interaction design. The tutorial
system includes a multimedia Case Study, a Methods Tour of UCD techniques, and
a Test Drive in which users take simulated roles in a UCD project. This paper
describes how the content and features were adapted as the target audience
evolved from individual learners in a career curriculum to collaborative groups
within a project team. Keywords: Training, HCI education, User-centered design, Multimedia, Interaction
design | |||
| Evaluating the Location of Hot Spots in Interactive Scenes using the 3R Toolbox | | BIBAK | PDF | 117-123 | |
| Andre Plante; Shoji Tanaka; Seiki Inoue | |||
| Too often in interactive pictures, movies or VR scenes where no explicit
buttons exist, the user is left to find hot spots (portals, gates, links)
almost at random. In any particular scene, although semantic information is
present, a user may be overwhelmed by the number of possible and perfectly
logical locations in which hot spots could be embedded. In this paper, we
propose a new support tool based on the Highly Attractive Region Extraction
Method and aimed at helping the designer identify and enhance hot spots image
regions so that they become more attractive (i.e. get the user's attention).
This computer tool performs an evaluation on images based on their physical
features (Hue, Saturation, Lightness, Size and Contrast) and graphically shows
which regions are more likely to attract a user's gaze. Based on these
results, the designer can then choose to furthermore highlight a particular
part of a picture or, alternatively, tone down regions that could cause
confusion. Keywords: User interface, Hot spots, Visual communications, Interactive movie, Image
processing, Navigation, Support tool, Design | |||
| Providing Advice for Multimedia Designers | | BIBAK | PDF | 124-131 | |
| Pete Faraday; Alistair Sutcliffe | |||
| The paper summarises empirical research that led to guidelines for directing
the viewing/reading sequence in multimedia presentations. A method for
scripting or evaluating multimedia presentations is described and illustrated
with a case study. A design advisor tool based on this work is used to
critique a sample MM presentation. A tool validation study with novice
designers is reported. Keywords: Presentation design, Guidelines, Tool support | |||
| 101 Spots, or How do Users Read Menus? | | BIBAK | PDF | 132-139 | |
| Antti Aaltonen; Aulikki Hyrskykari; Kari-Jouko Raiha | |||
| In modern graphical user interfaces pull-down menus are one of the most
frequently used components. But still after years of research there is no
clear evidence on how the users carry out the visual search process in
pull-down menus. Several models have been proposed for predicting selection
times. However, most observations are based only on execution times and cannot
therefore explain where the time is spent. The few models that are based on
eye movement research are conflicting. In this study we present an experiment
where eye movement data was gathered in a menu usage task. By analyzing the
scan paths of the eye, we found that menus are read in sequential sweeps. This
may explain why the best models produced by previous research are hybrid models
that combine systematic reading behavior with random reading behavior. Keywords: Menu selection, Visual search process, Eye movement, Eye tracking | |||
| Visual Tracking for Multimodal Human Computer Interaction | | BIBAK | PDF | 140-147 | |
| Jie Yang; Rainer Stiefelhagen; Uwe Meier; Alex Waibel | |||
| In this paper, we present visual tracking techniques for multimodal human
computer interaction. First, we discuss techniques for tracking human faces in
which human skin-color is used as a major feature. An adaptive stochastic
model has been developed to characterize the skin-color distributions. Based
on the maximum likelihood method, the model parameters can be adapted for
different people and different lighting conditions. The feasibility of the
model has been demonstrated by the development of a real-time face tracker.
The system has achieved a rate of 30+ frames/second using a low-end workstation
with a framegrabber and a camera. We also present a top-down approach for
tracking facial features such as eyes, nostrils, and lip corners. These
real-time visual tracking techniques have been successfully applied to many
applications such as gaze tracking, and lipreading. The face tracker has been
combined with a microphone array for extracting speech signal from a specific
person. The gaze tracker has been combined with a speech recognizer in a
multimodal interface for controlling a panoramic image viewer. Keywords: Visual tracking, Multimodal human computer interaction, Skin-color modeling,
Face tracking, Gaze tracking, Lip-reading, Sound localization | |||
| When my Face is the Interface: An Experimental Comparison of Interacting with One's Own Face or Someone Else's Face | | BIBAK | PDF | 148-154 | |
| Clifford Nass; Eun-Young Kim; Eun-Ju Lee | |||
| In this paper, we demonstrate that the effects of receiving negative
evaluation from audio-visual image of oneself on a computer screen are clearly
different from that of receiving someone else. When seeing the self-image,
subjects claimed more responsibility for the evaluation, perceived the
evaluation to be more valid and objective, and showed higher public
self-awareness. Self-image subjects showed less impression management and less
negative bias on recognition memory. Implications for using one's own face in
virtual reality and other interfaces are discussed. Keywords: Faces, Computers are social actors, Experimental research, Self-image,
Self-attribution, Impression management, Memory | |||
| Digital Smart Kiosk Project | | BIBAK | PDF | 155-162 | |
| Andrew D. Christian; Brian L. Avery | |||
| The Digital Smart Kiosk is an "aware" information kiosk that detects and
tracks prospective clients and conveys this awareness. A single-camera vision
system detects and tracks people in the kiosk's vicinity. The kiosk display
contains an animated talking face, a live image from the camera, and a web
browser that presents graphical and textual information. The animated talking
face conveys awareness of clients and invites interaction by turning and
watching prospective clients and by speaking to them. The Smart Kiosk is
deployed at a local cafe where we are gathering usage data. Keywords: Public kiosk, Talking emotive avatar, Machine vision, User interface design,
Information display | |||
| Worldlets: 3D Thumbnails for 3D Browsing | | BIBAK | PDF | 163-170 | |
| T. Todd Elvins; David R. Nadeau; Rina Schul; David Kirsh | |||
| Dramatic advances in 3D Web technologies have recently led to widespread
development of virtual world Web browsers and 3D content. A natural question
is whether 3D thumbnails can be used to find one's way about such 3D content
the way that text and 2D thumbnail images are used to navigate 2D Web content.
We have conducted an empirical experiment that shows interactive 3D thumbnails,
which we call worldlets, improve travelers' landmark knowledge and expedite
wayfinding in virtual environments. Keywords: 3D thumbnails, Wayfinding, VRML, Virtual reality, Empirical study | |||
| Evolving Video Skims into Useful Multimedia Abstractions | | BIBAK | PDF | 171-178 | |
| Michael G. Christel; Michael A. Smith; C. Roy Taylor; David B. Winkler | |||
| This paper reports two studies that measured the effects of different "video
skim" techniques on comprehension, navigation, and user satisfaction. Video
skims are compact, content-rich abstractions of longer videos, condensations
that preserve frame rate while greatly reducing viewing time. Their
characteristics depend on the image- and audio-processing techniques used to
create them. Results from the initial study helped refine video skims, which
were then reassessed in the second experiment. Significant benefits were found
for skims built from audio sequences meeting certain criteria. Keywords: Video abstraction, Evaluation, Digital video library, Video browsing, Video
skim, Empirical studies, Multimedia | |||
| Navigation Guided by Artificial Force Fields | | BIBAK | PDF | 179-186 | |
| Dongbo Xiao; Roger Hubbold | |||
| This paper presents a new technique for controlling a user's navigation in a
virtual environment. The approach introduces artificial force fields which act
upon the user's virtual body such that he is guided around obstacles, rather
than penetrating or colliding with them. The technique is extended to
incorporate gravity into the environment. The problem of negotiating stairs
during a walk-through has also been investigated with the new approach. Human
subjects were tested in experiments in which they experienced three different
kinds of navigation: unconstrained, simple constrained and assisted by force
fields. The results demonstrate that the force-field technique is an effective
approach for effective, comfortable navigation. Keywords: 3D interfaces, Virtual environments, Collision avoidance, Navigation, Force
fields | |||
| The Design of Guided Learner-Adaptable Scaffolding in Interactive Learning Environments | | BIBAK | PDF | 187-194 | |
| Shari L. Jackson; Joseph Krajcik; Elliot Soloway | |||
| The learner-centered design of software suggests the need to design
scaffolding -- fadeable supports -- in educational tools. We describe an
approach, Guided Learner-Adaptable Scaffolding (GLAS), in which the learner
controls the fading of scaffolding, with guidance and support provided by the
system. Using GLAS, we have developed a tool, TheoryBuilder, that supports
learners in building and testing dynamic models of complex systems. We have
conducted extensive classroom testing with students who used the tool several
times throughout a year. An analysis of the data demonstrates the success of
the GLAS approach in developing an adaptable tool to support the diverse and
changing needs of learners. Keywords: Learner-centered design, Scaffolding, Fading, Adaptable interfaces,
Education applications | |||
| ARTEMIS: Learner-Centered Design of an Information Seeking Environment for K-12 Education | | BIBAK | PDF | 195-202 | |
| Raven Wallace; Elliot Soloway; Joseph Krajcik; Nathan Bos; Joseph Hoffman; Heather Eccleston Hunter; Dan Kiskis; Elisabeth Klann; Greg Peters; David Richardson; Ofer Ronen | |||
| Learners use software for different reasons and with different skills and
motivations than other users. Using concepts of learner-centered design (LCD),
we developed a user interface for supporting learners as they use digital
information resources in inquiry-based science classrooms. Learner needs are
categorized in five areas: content knowledge, technology knowledge, strategic
and metacognitive knowledge, and motivation. Results of research on problems
encountered by students as they engage in information seeking are used as the
basis for applying LCD, by identifying some specific problem areas learners
encounter: engaging in a process, generating search terms, staying on task, and
evaluating information. Solutions offered through the Artemis interface are
described. Keywords: Learner-centered design, Information seeking, Digital libraries, K-12
education | |||
| Building an Electronic Learning Community: From Design to Implementation | | BIBAK | PDF | 203-210 | |
| Anne Rose; Wei Ding; Gary Marchionini; Josephus, Jr. Beale; Victor Nolet | |||
| The University of Maryland at College Park in cooperation with the Baltimore
City Public Schools and several partners is working to build an electronic
learning community that provides teachers with multimedia resources that are
linked to outcome-oriented curriculum guidelines. The resource library
contains approximately 1500 videos, texts, images, web sites, and instructional
modules. Using the current system, teachers can explore and search the
resource library, create and present instructional modules in their classrooms,
and communicate with other teachers in the community. This paper discusses the
iterative design process and the results of informal usability testing.
Lessons learned are also presented for developers. Keywords: Digital libraries, Learning communities, Dynamic query, Java, Video | |||
| Quantifying the Effect of User Interface Design Features on Cyberstore Traffic and Sales | | BIBAK | PDF | 211-218 | |
| Gerald L. Lohse; Peter Spiller | |||
| Given the resources needed to launch a retail store on the Internet or
change an existing online storefront design, it is important to allocate
product development resources to interface features that actually improve store
traffic and sales. Using a regression model, we predict store traffic and
dollar sales as a function of interface design features such as number of links
into the store, image sizes, number of products, and store navigation features.
By quantifying the benefits of user interface features, we hope to facilitate
the process of designing and evaluating alternative storefronts by identifying
those features with the greatest impact on traffic and sales. Keywords: Electronic commerce, Internet retail store design, WWW, Economic value,
Regression analysis, Shopping, Marketing | |||
| Interactive Advertising: Patterns of Use and Effectiveness | | BIBAK | PDF | 219-224 | |
| Kirsten Risden; Mary Czerwinski; Stephanie Worley; Lynda Hamilton; Joe Kubiniec; Hunter Hoffman; Nancy Mickel; Elizabeth Loftus | |||
| The number of people exploring the World Wide Web is growing dramatically.
Many companies are interested in the potential of advertising on the web, but
there is little research to guide their decision. The present study
demonstrates the concept of a corporate sponsored website as a promising
direction for web advertisers. Advertisements for products targeting 10-14
year-olds were presented as web games and inserted into a prototype website.
For example, in one ad, players scored points by actively steering toward the
advertised product with their web video-game car, while dodging undesirable
obstacles on the road (sound effects included). For comparison, subjects also
watched a TV ad for the same product embedded in a TV program. One day later,
tests showed that web ads positively influenced how easily the advertised brand
came to mind compared to TV ads and compared to no-ad controls. The
effectiveness of interactive web ads for influencing consumers' memory in this
preliminary study suggests that it merits more attention as a potentially
viable medium for advertising. Factors that could contribute to the advantage
for web ads are discussed. Keywords: Interactive ads, TV, World-Wide Web, Engagement, User interface design | |||
| Persuasive Computers: Perspectives and Research Directions | | BIBAK | PDF | 225-232 | |
| BJ Fogg | |||
| The study of computers as persuasive technologies (called "captology") was
introduced at CHI 97 as a new area of inquiry. This paper proposes
definitions, perspectives, and research directions for further investigation of
this field. A persuasive computer is an interactive technology that attempts
to change attitudes or behaviors in some way. Perspective 1 describes how
computers can inherit three types of intentionality: endogenous, exogenous, and
autogenous. Perspective 2 presents the "Functional Triad," which illustrates
that computers can function as persuasive tools, media, and social actors.
Perspective 3 presents a "levels of analysis" approach for captology, which
include varying levels from individual to societal. Perspective 4 suggests a
simple method for exploring the design space for persuasive computers.
Perspective S highlights some ethical issues inherent in persuasive computing.
The paper concludes by proposing seven directions for further research and
design. Keywords: Persuasion, Captology, Media, Computers as social actors, Ethics, Design
methods, Computers as persuasive technologies | |||
| Student Readers' Use of Library Documents: Implications for Library Technologies | | BIBAK | PDF | 233-240 | |
| Kenton O'Hara; Fiona Smith; William Newman; Abigail Sellen | |||
| We report on a study of graduate students conducting research in libraries,
focusing on how they extract and record information as they read. By examining
their information recording activities within the context of their work as a
whole, it is possible to highlight why students choose particular strategies
and styles of recording for what these activities provide both at the time of
reading and at subsequent points in time. The implications of these findings
for digital library technologies are discussed. Keywords: Reading, Annotation, Note-making, Paper, Documents, Digital documents,
Digital libraries, Design, Information recording | |||
| A Diary Study of Work-Related Reading: Design Implications for Digital Reading Devices | | BIBAK | PDF | 241-248 | |
| Annette Adler; Anuj Gujar; Beverly L. Harrison; Kenton O'Hara; Abigail Sellen | |||
| In this paper we describe a diary study of how people read in the course of
their daily working lives. Fifteen people from a wide variety of professions
were asked to log their daily document activity for a period of 5 consecutive
working days. Using structured interviews, we analysed their reading
activities in detail. We examine the range of reading activities that our
subjects carried out, and then present findings relating to both common
characteristics and variation across the sample. From these findings, we
discuss some implications for the design of digital reading devices. Keywords: Reading, Writing, Paper documents, Digital document readers, Design, Diary
study, Field study, Electronic books, Virtual paper, User behaviour | |||
| Beyond Paper: Supporting Active Reading with Free Form Digital Ink Annotations | | BIBAK | PDF | 249-256 | |
| Bill N. Schilit; Gene Golovchinsky; Morgan N. Price | |||
| Reading frequently involves not just looking at words on a page, but also
underlining, highlighting and commenting, either on the text or in a separate
notebook. This combination of reading with critical thinking and learning is
called active reading [2]. To explore the premise that computation can enhance
active reading we have built the XLibris "active reading machine." XLibris uses
a commercial high-resolution pen tablet display along with a paper-like user
interface to support the key affordances of paper for active reading: the
reader can hold a scanned image of a page in his lap and mark on it with
digital ink. To go beyond paper, XLibris monitors the free-form ink
annotations made while reading, and uses these to organize and to search for
information. Readers can review, sort and filter clippings of their annotated
text in a "Reader's Notebook." XLibris also searches for material related to
the annotated text, and displays links to similar documents unobtrusively in
the margin. XLibris demonstrates that computers can help active readers
organize and find information while retaining many of the advantages of reading
on paper. Keywords: Paper-like user interface, Reading online, Affordances of paper, Pen
computing, Dynamic hypertext, Document metaphor, Information retrieval | |||
| Bullseye! When Fitts' Law Doesn't Fit | | BIBA | PDF | 257-264 | |
| Naomi Friedlander; Kevin Schlueter; Marilyn Mantei | |||
| Today's GUI interfaces require considerable visual attention for their operation. Consequently, interface events use up precious screen real estate and disenfranchise blind users from current software usage. If interfaces move to the realm of auditory and tactile designs, these problems are mitigated. However, it is not clear how much useful HCI research, particularly performance time models, will transfer from the visual to the non-visual. This paper attempts to answer a small part of this question by considering performance time models for menu selection in a non-visual bullseye menu. We chose to study non-visual bullseye menus because we have found them to be highly useful in non-visual interfaces: they can serve as effective non-visual replacements for several visual linear menus. | |||
| Cognitive Function Analysis for Human-Centered Automation of Safety-Critical Systems | | BIBAK | PDF | 265-272 | |
| Guy A. Boy | |||
| The Cognitive Function Analysis is a methodology supported by a mediating
tool for the human-centered automation of safety-critical systems [4]. It is
based on a socio-cognitive model linking the artifact being designed, the
user's activity, the task to be performed, and the organizational environment.
Cognitive functions can be allocated to humans or machines. They are
characterized by their role, context definition and associated resources. The
methodology is supported by active design documents as mediating
representations of the artifact, the interaction description and cognitive
function descriptors being designed, redesigned and used as usability criteria
to evaluate the distribution of cognitive functions among humans and machines.
This methodology enhances user-centered and participatory design, and
traceability of design decisions. It was successfully tested on three main
applications in the aeronautics domain. One of them is presented. Keywords: Active documents, Aeronautics, Evaluation, Function allocation, Automation,
Organizational memory systems, Participatory design, Safety critical systems | |||
| Delegation and Circumvention: Two Faces of Efficiency | | BIBAK | PDF | 273-280 | |
| Suresh K. Bhavnani; Bonnie E. John | |||
| Throughout history, inefficient methods to use devices have been replaced by
more efficient ones. This shift typically occurs when users discover how to
delegate work to the powers of a tool, and to circumvent its limitations.
Strategies of delegation and circumvention, therefore, appear to be the core of
efficient use. To show how this approach can explain the relationship between
tools and strategies in complex computer systems, we describe five ways to
perform a real-world drawing task with current as well as future tools. We
then present five corresponding GOMS models that demonstrate the value of
efficient strategies when compared to the observed behavior of a professional
CAD user. We conclude by presenting a generalized framework to characterize
efficient strategies and discuss its relevance to design and training. Keywords: Strategies, CAD, GOMS, Efficiency, Productivity | |||
| Digital Manipulatives: New Toys to Think With | | BIBAK | PDF | 281-287 | |
| Mitchel Resnick; Fred Martin; Robert Berg; Rick Borovoy; Vanessa Colella; Kwin Kramer; Brian Silverman | |||
| In many educational settings, manipulative materials (such as Cuisenaire
Rods and Pattern Blocks) play an important role in children's learning,
enabling children to explore mathematical and scientific concepts (such as
number and shape) through direct manipulation of physical objects. Our group
at the MIT Media Lab has developed a new generation of "digital manipulatives"
-- computationally-enhanced versions of traditional children's toys. These new
manipulatives enable children to explore a new set of concepts (in particular,
"systems concepts" such as feedback and emergence) that have previously been
considered "too advanced" for children to learn. In this paper, we discuss
four of our digital manipulatives -- computationally-augmented versions of
blocks, beads, balls, and badges. Keywords: Education, Learning, Children, Ubiquitous computing | |||
| When the Interface is a Talking Dinosaur: Learning Across Media with ActiMates Barney | | BIBAK | PDF | 288-295 | |
| Erik Strommen | |||
| ActiMates Barney represents a new form of interactive learning product for
two- to five-year old children: a small computer that looks like an animated
plush doll. He can be used as a freestanding toy and, by means of a wireless
radio link, he can interact with PC-based software and linear videotapes. In
each mode, Barney takes advantage of children's social expectations about
playmate performance to engage the user in learning interactions. The theory
and practice behind Barney's performance in each mode (freestanding, with the
computer, and with the television) are described, as well as how key research
results shaped the interface across the different modes. Keywords: Learning, Interface, Children, Interactive media | |||
| PRoP: Personal Roving Presence | | BIBAK | PDF | 296-303 | |
| Eric Paulos; John Canny | |||
| Current internet applications leave our physical presence and our real-world
environment behind. This paper describes the development of several simple,
inexpensive, internet-controlled, untethered tele-robots or PRoPs (Personal
Roving Presences) to provide the sensation of tele-embodiment in a remote real
space. These devices support at least video and two-way audio as well as
mobility through the remote space they inhabit. The physical tele-robot serves
both as an extension of its operator and as a visible, mobile entity with which
other people can interact. PRoPs enable their users to perform a wide gamut of
human activities in the remote space, such as wandering around, conversing with
people, hanging out, pointing, examining objects, reading, and making simple
gestures. Keywords: Tele-action, Tele-presence, Tele-conferencing, Tele-embodiment,
Telecommunications, Tele-robotics, Gesturing, Tele-work, Robotics,
Computer-mediated human-human interaction | |||
| Coincident Display using Haptics and Holographic Video | | BIBAK | PDF | 304-311 | |
| Wendy Plesniak; Ravikanth Pappu | |||
| In this paper, we describe the implementation of a novel system which
enables a user to "carve" a simple free-standing electronic holographic image
using a force-feedback device. The force-feedback (or haptic) device has a
stylus which is held by the hand like an ordinary cutting tool. The 3D
position of the stylus tip is reported by the device, and appropriate forces
can be displayed to the hand as it interacts with 3D objects in the haptic
workspace. The haptic workspace is spatially overlapped and registered with
the holographic video display volume. Within the resulting coincident
visuo-haptic workspace, a 3D synthetic cylinder is presented, spinning about
its long axis, which a person can see, feel, and lathe with the stylus. This
paper introduces the concept of coincident visuo-haptic display and describes
the implementation of the lathe simulation. After situating the work in a
research context, we present the details of system design and implementation,
including the haptic and holographic modeling. Finally, we discuss the
performance of this prototype system and future work. Keywords: Haptics, Holography, Electro-holography, Autostereoscopic display, Offset
display, Coincident display | |||
| The Structure of Object Transportation and Orientation in Human-Computer Interaction | | BIBAK | PDF | 312-319 | |
| Yanqing Wang; Christine L. MacKenzie; Valerie A. Summers; Kellogg S. Booth | |||
| An experiment was conducted to investigate the relationship between object
transportation and object orientation by the human hand in the context of
human-computer interaction (HCI). This work merges two streams of research:
the structure of interactive manipulation in HCI and the natural hand
prehension in human motor control. It was found that object transportation and
object orientation have a parallel, interdependent structure which is generally
persistent over different visual feedback conditions. The notion of
concurrency and interdependence of multidimensional visuomotor control
structure can provide a new framework for human-computer interface evaluation
and design. Keywords: Direct manipulation, Input device, Multi-dimensional control, Visuomotor
control, Visual conditions, Information processing, Interface design, Virtual
reality | |||
| Quantifying Coordination in Multiple DOF Movement and its Application to Evaluating 6 DOF Input Devices | | BIBAK | PDF | 320-327 | |
| Shumin Zhai; Paul Milgram | |||
| Study of computer input devices has primarily focused on trial completion
time and target acquisition errors. To deepen our understanding of input
devices, particularly those with high degrees of freedom (DOF), this paper
explores device influence on the user's ability to coordinate controlled
movements in a 3D interface. After reviewing various existing methods, a new
measure of quantifying coordination in multiple degrees of freedom, based on
movement efficiency, is proposed and applied to the evaluation of two 6 DOF
devices: a free-moving position-control device and a desk-top rate-controlled
hand controller. Results showed that while the users of the free moving device
had shorter completion time than the users of an elastic rate controller, their
movement trajectories were less coordinated. These new findings should better
inform system designers on development and selection of input devices. Issues
such as mental rotation and isomorphism vs. tools operation as means of
computer input are also discussed. Keywords: Input devices, Interaction techniques, Evaluation methods, 6 DOF control,
Rotation, Mental rotation, 3D interfaces, Virtual environments, Motor control,
Coordination | |||
| An Efficient Text Input Method for Pen-Based Computers | | BIBAK | PDF | 328-335 | |
| Toshiyuki Masui | |||
| Pen-based computing has not yet taken off, partly because of the lack of
fast and easy text input methods. The situation is even worse for people using
East Asian languages, where thousands of characters are used and handwriting
recognition is extremely difficult. In this paper, we propose a new fast text
input method for pen-based computers, where text is not composed by entering
characters one by one, but by selecting words from a menu of candidates created
by filtering the dictionary and predicting from context. Using our approach,
users can enter Japanese text more than twice as fast as recognition-based and
other existing text input methods. User studies and detailed analysis of the
method are also given. Keywords: Input devices, Pen-based input, Predictive interface, Hand-held devices,
International interfaces, POBox | |||
| A Comparison of Three Selection Techniques for Touchpads | | BIBAK | PDF | 336-343 | |
| I. Scott MacKenzie; Aleks Oniszczak | |||
| Three methods of implementing the select operation on touchpads were
compared. Two conventional methods -- using a physical button and using
"lift-and-tap" -- were compared with a new method using finger pressure with
tactile feedback. The latter employs a pressure-sensing touchpad with a
built-in relay. The relay is energized by a signal from the device driver when
the finger pressure on the pad surface exceeds a programmable threshold, and
this creates both aural and tactile feedback. The pressure data are also used
to signal the action of a button press to the application. In an empirical
test with 12 participants, the tactile condition was 20% faster than
lift-and-tap and 46% faster than using a button for selection. The result was
similar on the ISO-recommended measure known as throughput. Error rates were
higher with the tactile condition, however. These we attribute to limitations
in the prototype, such as the use of a capacitive-sensing touchpad and poor
mechanical design. In a questionnaire, participants indicated a preference for
the tactile condition over the button and lift-and-tap conditions. Keywords: Touchpads, Pointing devices, Input devices, Tactile feedback, Fitts' law | |||
| A Multiple Device Approach for Supporting Whiteboard-Based Interactions | | BIBAK | PDF | 344-351 | |
| Jun Rekimoto | |||
| In this paper, we propose a multiple-device approach for supporting informal
meetings using a digital whiteboard. Traditional digital whiteboard systems
often suffer from a limited capability to enter text and the handling of
existing data. The large display surface of the whiteboard also makes
traditional GUI design ineffective. Our proposed approach provides a hand-held
computer for each participant which serves as a tool palette and data entry
palette for the whiteboard. Just as an oil painter effectively uses a palette
in his/her hand, this hand-held device offers an easy way to create a new
text/stroke object, to select existing data from a network, to select pen
attributes, and to control the whiteboard application. This paper also reports
our experience with the digital whiteboard systems using a proposed
multi-device architecture. Keywords: Multi-computer user interfaces, Pick-and-Drop, Digital whiteboard,
Ubiquitous computing, CSCW | |||
| The First Noble Truth of CyberSpace: People are People (Even When They MOO) | | BIBAK | PDF | 352-359 | |
| Diane J. Schiano; Sean White | |||
| This paper presents major findings from a large research project designed to
carefully characterize what "life in LambdaMOO" (a classic social MUD) is like
for many of its members. A "convergent methodologies" approach embracing
qualitative and quantitative, subjective and objective procedures was used. A
rich, extensive database was produced, from which robust patterns could emerge,
be considered in context and assessed with some confidence. Results are
discussed in terms of four broad categories of interest: 1) users and use, 2)
identity 3) sociality and 4) spatiality. These data should help inform the
discourse on and design of, online communities in the future. Keywords: Virtual communities, MUDs, Social computing, Network community, Identity,
Shared space, Virtual worlds | |||
| Are Newsgroups Virtual Communities? | | BIBAK | PDF | 360-367 | |
| Teresa L. Roberts | |||
| Online groups have been described as "virtual communities," although
commentators differ on the amount of group feeling that they observe online.
This paper reports on a survey that investigated to what extent people who post
to 30 widely-varying online groups experience community online. Results show
that two-thirds of respondents did indeed perceive a sense of belonging to
their group. Beyond that, dimensions analogous to those of geographic
communities were studied, and differences were found among the groups in those
dimensions. The best predictors of these dimensions tended to be the time and
effort individuals put into the groups. These dimensions added up to a unified
statistical "Community" factor. Although the newsgroups did not turn out to
vary significantly with this factor, individuals' experiences in their groups
did. For women, their experience could be predicted by the thoroughness with
which they read the group; for men, their experience could be predicted by the
prevalence of women on the group. Keywords: Virtual community, Newsgroups, Internet, Social computing | |||
| Communication and Information: Alternative Uses of the Internet in Households | | BIBAK | PDF | 368-375 | |
| Robert Kraut; Tridas Mukhopadhyay; Janusz Szczypula; Sara Kiesler; William Scherlis | |||
| The Internet has been characterized as a superhighway to information and as
a high-tech extension of the home telephone. How are people really using the
Internet? The history of previous technologies that support interpersonal
communication suggests that communication may be a more important use and
determinant of participants' commitment to the Internet than is information
acquisition and entertainment. Operationalizing interpersonal communication as
the use of electronic mail and information acquisition and entertainment as the
use of the World Wide Web, we analyzed longitudinal data from a field trial of
229 individuals in 110 households during their first year on the Internet. The
results show that interpersonal communication is a stronger driver of Internet
use than are information and entertainment applications. Keywords: Interpersonal communication, Family communication, Social impact,
Computer-mediated communication, Internet, World Wide Web, Online services,
User studies, Technology adoption, Email | |||
| The Vista Environment for the Coevolutinary Design of User Interfaces | | BIBAK | PDF | 376-383 | |
| Judy Brown; T. C. Nicholas Graham; Timothy Wright | |||
| User centered design requires the creation of numerous design artifacts such
as task hierarchy, task-oriented specification, user interface design,
architecture design and code. It is increasingly accepted that such artifacts
cannot be created in isolation, but instead incrementally coevolve, where
information obtained from the development of one artifact contributes to the
development of the others. In user interface development, these artifacts are
typically developed by different people with different backgrounds, hindering
the communication necessary for coevolution. This paper demonstrates how
different design artifacts can be linked, exposing their common elements. Such
links can be developed despite the differing points of view and differing
levels of detail of the design artifacts. This paper describes Vista, a
prototype tool for examining the links between design artifacts, and
demonstrates how making these links explicit supports coevolutionary design. Keywords: Task-analysis, Task-oriented specification, User-interface, Architecture,
Methodology | |||
| Tools for Incremental Development of Educational Software Interfaces | | BIBAK | PDF | 384-391 | |
| Wolff Daniel Dobson; Christopher K. Riesbeck | |||
| In this paper we describe the evolution of an educational software tool
designed to let non-programmers build content-rich learning environments.
Version 1 was a wholly model-driven authoring environment, but was unpopular
with authors as they were forced them to build up-front domain representations
before prototyping their interfaces. Version 2 uses a GUI method of interface
development while the model is developed incrementally and as needed. In this
version, authors built less of a model overall, but were more satisfied with
the results. This paper discusses the natures of the two approaches to
model-building and how they are authored. Keywords: Educational software, Interface design, Interface tools, Intelligent
systems, INDIE, Goal-based scenario | |||
| Visual Task Characterization for Automated Visual Discourse Synthesis | | BIBAK | PDF | 392-399 | |
| Michelle X. Zhou; Steven K. Feiner | |||
| To develop a comprehensive and systematic approach to the automated design
of visual discourse, we introduce a visual task taxonomy that interfaces
high-level presentation intents with low-level visual techniques. In our
approach, visual tasks describe presentation intents through their visual
accomplishments, and suggest desired visual techniques through their visual
implications. Therefore, we can characterize visual tasks by their visual
accomplishments and implications. Through this characterization, visual tasks
can guide the visual discourse synthesis process by specifying what
presentation intents can be achieved and how to achieve them. Keywords: Automated design of graphics, Visual discourse, Visual task characterization Note: color plate on p. 643 | |||
| Visualizing the Evolution of Web Ecologies | | BIBAK | PDF | 400-407 | |
| Ed H. Chi; James Pitkow; Jock Mackinlay; Peter Pirolli; Rich Gossweiler; Stuart K. Card | |||
| Several visualizations have emerged which attempt to visualize all or part
of the World Wide Web. Those visualizations, however, fail to present the
dynamically changing ecology of users and documents on the Web. We present new
techniques for Web Ecology and Evolution Visualization (WEEV). Disk Trees
represent a discrete time slice of the Web ecology. A collection of Disk Trees
forms a Time Tube, representing the evolution of the Web over longer periods of
time. These visualizations are intended to aid authors and webmasters with the
production and organization of content, assist Web surfers making sense of
information, and help researchers understand the Web. Keywords: World Wide Web, Visualization, Log file analysis, Temporal analysis,
Information ecologies, Hypertext, Documents Note: color plate on pp. 644-645 | |||
| Hi-Cites: Dynamically Created Citations with Active Highlighting | | BIBAK | PDF | 408-415 | |
| Michelle Q. Wang Baldonado; Terry Winograd | |||
| The original SenseMaker interface for information exploration [2] used
tables to present heterogeneous document descriptions. In contrast, printed
bibliographies and World Wide Web (WWW) search engines use formatted citations
to convey this information. In this paper, we discuss hi-cites, a new
interface construct developed for SenseMaker that combines the benefits of
tables (which encourage the comparison of descriptions) and citations (which
facilitate browsing).
Hi-cites are dynamically created citations with active highlighting. They are useful in environments where heterogeneous structured descriptions must be browsed and compared with ease. Examples beyond digital libraries include product catalogs, classified advertisements, and WWW search engines. We have performed an evaluation of hi-cites, tables, and citations for tasks involving single attribute comparisons in the digital-library domain. This evaluation supports our claim that hi-cites are valuable for both comparison and skimming tasks in this environment. Keywords: Hi-cites, Dynamic citations, Highlighting, Digital libraries, Information
visualization, Browsing | |||
| DIVA: Exploratory Data Analysis with Multimedia Streams | | BIBAK | PDF | 416-423 | |
| Wendy E. Mackay; Michel Beaudouin-Lafon | |||
| DIVA supports exploratory data analysis of multimedia streams, enabling
users to visualize, explore and evaluate patterns in data that change over
time. The underlying stream algebra provides the mathematical basis for
operating on diverse kinds of streams. The streamer visualization technique
provides a smooth transition between spatial and temporal views of the data.
Mapping source and presentation streams into a two-dimensional space provides
users with a direct manipulation, nontemporal interface for viewing and editing
streams.
DIVA was developed to help us analyze both qualitative and quantitative data collected in our research with French air traffic controllers, including video of controllers at work, audio records of telephone, radio and other conversations, output from tools such as RADAR, and coded logs based on our observations. Although our emphasis is on exploratory data analysis, DIVA's stream architecture should prove useful for a wide variety of multimedia applications. Keywords: Exploratory data analysis, Hypermedia, Multimedia, Protocol analysis,
Streams, Stream algebra, Video | |||
| National Geographic Unplugged: Classroom-Centered Design of Interactive Nature Films | | BIBAK | PDF | 424-431 | |
| Brian K. Smith; Brian J. Reiser | |||
| Designing computer-based learning environments must account for the context
in which activity occurs, the tasks that students perform, and the tools that
facilitate these tasks. When designing for school use, it is also crucial to
consider how the software will be integrated into the organization of the
classroom workplace and how teacher practices influence the adoption and
success of interactive learning environments. This paper discusses our
experiences in designing and deploying an interactive video tool to high school
classrooms. We stress a classroom-centered design that tries to integrate
usable software with interactions that occur "outside of the box" to alter
traditional school learning. Keywords: Children, Collaborative learning, Educational applications, Interaction
design, Multimedia, Social issues, Video | |||
| New Media, New Practices: Experiences in Open Learning Course Design | | BIBAK | PDF | 432-439 | |
| Tamara Sumner; Josie Taylor | |||
| We explore some of the complex issues surrounding the design and use of
multimedia and Internet-based learning resources in distance education courses.
We do so by analysing our experiences designing a diverse array of learning
media for a large scale, distance learning course in introductory computing.
During the project, we had to significantly rethink the design and production
of our learning resources as we shifted from a paper-based teaching model to an
interactive teaching model. This shift entailed changes to our design products
(to promote more effective media use by learners) and changes to our design
practices (to foster consistent media use and design across a large and
distributed team). Course designers and course students alike needed help in
breaking out of paper-based models of learning to obtain maximum benefit from
the interactive teaching model. Keywords: Design, Distance education, Educational technology, Lifelong learning,
Multimedia | |||
| Investigating the Capture, Integration and Access Problem of Ubiquitous Computing in an Educational Setting | | BIBAK | PDF | 440-447 | |
| Gregory D. Abowd; Christopher G. Atkeson; Jason Brotherton; Tommy Enqvist; Paul Gulley; Johan LeMon | |||
| In this paper, we describe efforts to develop and evaluate a large-scale
experiment in ubiquitous computing applied to education. Specifically, we are
concerned with the general problem of capturing a rich, multimedia experience,
and providing useful access into the record of the experience by automatically
integrating the various streams of captured information. We describe the
Classroom 2000 project and two years of experience developing and using
automated tools for the capture, integration and access to support university
lecture courses. We will report on observed use of the system by both teachers
and learners and how those observations have influenced and will influence the
development of a capture, integration and access system for everyday use. Keywords: Ubiquitous computing, Educational application, Capture, integration and
access of multimedia | |||
| Finding and Visualizing Inter-Site Clan Graphs | | BIBAK | PDF | 448-455 | |
| Loren Terveen; Will Hill | |||
| For many purposes, the Web page is too small a unit of interaction. Users
often want to interact with larger-scale entities, particularly collections of
topically related items. We report three innovations that address this user
need.
* We replaced the web page with the web site as the basic unit of interaction
and analysis. * We defined a new information structure, the clan graph, that groups together sets of related sites. * We invented a new graph visualization, the auditorium visualization, that reveals important structural and content properties of sites within a clan graph. We have discovered interesting information that can be extracted from the structure of a clan graph. We can identify structurally important sites with many incoming or outgoing links. Links between sites serve important functions: they often identify "front door" pages of sites, sometimes identify especially significant pages within a site, and occasionally contain informative anchor text. Keywords: Social filtering, Collaborative filtering, Information access, Information
retrieval, Information visualization, Human-computer interaction, Computer
supported cooperative work, Social network analysis, Co-citation analysis Note: color plate on p. 646 | |||
| Effects of Interfaces for Annotation on Communication in a Collaborative Task | | BIBAK | PDF | 456-463 | |
| Patricia G. Wojahn; Christine M. Neuwirth; Barbara Bullock | |||
| Various interfaces exist for annotations. Little is known, however, about
how such interface variations affect communication. We designed an annotation
interface intended to facilitate annotation and undertook a study to compare
this interface to two commonly used alternatives. Results support the
hypothesis that annotation interfaces aftect the number and types of problems
about which collaborators communicate. Results also suggest the need for more
research on interface effects within other communicative contexts. Keywords: Annotations, Display format, Interface design, Computer-mediated
communication, Computer-supported cooperative work, Collaborative writing | |||
| Awareness Driven Video Quality of Service in Collaborative Virtual Environments | | BIBAK | PDF | 464-471 | |
| Gail Reynard; Steve Benford; Chris Greenhalgh; Christian Heath | |||
| We extend previous work on texture mapping video streams into virtual
environments by introducing awareness driven video QoS. This uses movements
within a shared virtual world to activate different video services. In turn,
these services have different settings for underlying QoS parameters such as
frame-rate, resolution and compression. We demonstrate this technique through
a combined conferencing/ mediaspace application which uses awareness driven
video for facial expressions and for views into remote physical environments.
We reflect on the issues of spatial consistency, privacy, seamless shifts in
mutual involvement and making underlying QoS mechanisms more visible, malleable
and flexible. Keywords: Video, CSCW, CVEs, Multimedia, Networks | |||
| Supporting Situated Actions in High Volume Conversational Data Situations | | BIBAK | PDF | 472-479 | |
| Christopher Lueg | |||
| The global conferencing system Usenet news offers an amount of articles per
day that exceeds human cognitive capabilities by far although the articles are
already organized in hierarchically structured discussion groups covering
distinct topics. We report here on a situated information filtering system
that significantly reduces the burden by supporting the user in acting
situated. Interpreting the user's actions as situated actions, the approach
complements current filtering and recommender approaches by completely avoiding
the modeling of user interests; the user is the only instance for assigning
(un-)interestingness to Usenet discussions. Keywords: Situated cognition, Situated actions, Usenet news, Information filtering | |||
| Hear Rate Variability: Indicator of User State as an Aid to Human-Computer Interaction | | BIBAK | PDF | 480-487 | |
| Dennis W. Rowe; John Sibert; Don Irwin | |||
| This preliminary study explores the use of Heart Rate Variability (HRV) as
an indicator of user state. In the study, a visual display is used to vary the
levels of a complexity factor to assess the impact on user mental effort in a
monitoring task. Mental effort is measured both subjectively and
physiologically. Two findings indicate the potential value of HRV. First,
user HRV showed significant discriminatory sensitivity to the manipulation of
the independent variable on the basis of domain experience. Second, HRV
appeared to indicate the point at which user capacity to process targets was
exceeded. Results warrant further investigation but suggest the use of HRV as
a tool for design and analysis of user interfaces, and as a research basis for
use as component of an adaptive interface. Keywords: Heart rate variability, Mental effort, User state, Air traffic management,
Airspace complexity, Free flight | |||
| Evolution of the Conversation Machine: A Case Study of Bringing Advanced Technology to the Marketplace | | BIBAK | PDF | 488-495 | |
| Catherine G. Wolf; Wlodek Zadrozny | |||
| This paper describes the evolution of the Conversation Machine, a
conversational speech system which allows users to carry out common banking
transactions over the telephone using a conversational-style interface. The
discussion is organized according to three phases of the project -- the
demonstration, laboratory, and customer phases. The different phases of the
project had different goals and brought different design issues to the
forefront. In particular, the realities of working with a customer partner
have affected the design of the user interface and functionality of the system
in ways not anticipated at earlier stages of the project. Keywords: Speech recognition, Natural language, Design rationale, Requirements,
Business transformation | |||
| Trust Breaks Down in Electronic Contexts but Can be Repaired by Some Initial Face-to-Face Contact | | BIBAK | PDF | 496-502 | |
| Elena Rocco | |||
| Trust is the prerequisite for success when a collaborative task involves
risk of individualistic or deceitful behaviors of others. Can trust emerge in
electronic contexts? This issue is explored in an experiment in which trust
emergence is measured in both face-to-face (F-t-F) and electronic contexts. In
this experiment trust is revealed by the degree of cooperation the group is
able to reach in solving a social dilemma, i.e. a situation in which advantages
for individualistic behavior make group cooperation highly vulnerable. The
experiment consists of two stages. The first stage analyzes the effects of
F-t-F and electronic communication on trust. Trust succeeds only with F-t-F
communication. The second stage investigates whether a pre-meeting F-t-F can
promote trust in electronic contexts. Results are positive. Examination of
how people converse in these two contexts sheds some light on the effects of
technical characteristics and social circumstances on the emergence of trust. Keywords: CSCW, Trust, Cooperation and conflict, Teamwork | |||
| Expertise, Collaboration and Bandwidth | | BIBAK | PDF | 503-510 | |
| Alonso H. Vera; Thomas Kvan; Robert L. West; Simon Lai | |||
| This paper describes the results of a study evaluating the effects of
computer mediation on collaboratively solving architectural design problems.
Pairs of graduate design students were asked to work on a landscape
architecture design problem via computer terminals. In one condition they were
allowed to communicate with an electronic whiteboard and a chat-line while in
the other, the chat-line was substituted with video-conferencing (real-time
video and audio). The protocols were evaluated according to two models.
First, they were coded according to the pattern of collaboration,
distinguishing meta-planning, negotiation, evaluation, and individual work. No
differences were found between the two groups when coded this way. The
protocols were also coded in terms of the problem-solving content,
distinguishing task-related exchanges, interface-related exchanges, low-level
design exchanges, and high-level design exchanges. The results showed that in
the bandwidth-limited chat-line condition, participants cut down task and
interface-related as well as low-level design exchanges but attempted to
maintain the same amount of high-level design exchanges. When the final
designs were evaluated by professional architects, no differences were found
between two conditions indicating that chat-line participants implicitly
compensate for the narrower bandwidth interface. Keywords: Cognitive models, Expertise, Collaboration, CSCW | |||
| Effects of Awareness Support on Groupware Usability | | BIBAK | PDF | 511-518 | |
| Carl Gutwin; Saul Greenberg | |||
| Collaboration in current real-time groupware systems is often an awkward and
clumsy process. We hypothesize that better support for workspace awareness can
improve the usability of these shared computational workspaces. We conducted
an experiment that compared people's performance on two versions of a groupware
interface. The interfaces used workspace miniatures to provide different
levels of support for workspace awareness. The basic miniature showed
information only about the local user, and the enhanced miniature showed the
location and activity of others in the workspace as well. In two of three task
types tested, completion times were lower with increased awareness support, and
in one task type, communication was more efficient. Participants also greatly
preferred the awareness-enhanced system. The study provides empirical evidence
of, and underlying reasons for, the value of supporting workspace awareness in
groupware. Keywords: Workspace awareness, Groupware, Usability | |||
| Composing Magic Lenses | | BIBAK | PDF | 519-525 | |
| David Fox | |||
| Since the publication of the first paper on Magic Lenses, various methods
have been proposed for implementing lenses which filter the objects seen
through them. However, all the methods proposed suffer from various flaws. In
particular, none of these methods solve the problem of composing lenses in a
general way. A method which solves all these problems is described here. By
substituting delegation for the more conventional class inheritance, a simple
and elegant solution emerges. We have implemented delegation-based Magic
Lenses in the Tabula Rasa zooming user interface (ZUI) system, using an object
system related to CLOS. Keywords: Magic Lens, Pad, Filter, Portal, Lens, Transparent, Work-through interface,
Delegation, Inheritance, Object-oriented, CLOS, Scheme | |||
| Generalized Pointing: Enabling Multiagent Interaction | | BIBA | PDF | 526-533 | |
| Dan R., Jr. Olsen; Daniel Boyarski; Thom Verratti; Matthew Phelps; Jack L. Moffett; Edson L. Lo | |||
| We describe an architecture which allows any external agent (human or software) to point into the visual space of an interactive application. We describe the visual design of a scheme for highlighting any information in any application. This architecture requires the application to provide information about its semantic structure as part of its redraw algorithms. Based on this semantic map generalized pointer descriptions are defined and used to reference objects to be highlighted. The architecture is demonstrated using a multibookmark agent framework and several example applications. | |||
| Scripting Graphical Applications by Demonstration | | BIBAK | PDF | 534-541 | |
| Brad A. Myers | |||
| Writing scripts (often called "macros") can be helpful for automating
repetitive tasks. Scripting facilities for text editors like Emacs and
Microsoft Word have been widely used and available. However, for graphical
applications, scripting has been tried many times but has never been
successful. This is mainly due to the data description problem of determining
how to generalize the particular objects selected at demonstration time.
Previous systems have mostly tried to solve this using inferencing, but this
has a number of problems, including guessing wrong and providing appropriate
feedback and control to users. Therefore, the Topaz framework does not use
inferencing and instead allows the user to specify how the appropriate objects
should be found. This is achieved by recording changes to which objects are
selected and searches for objects, so that scripts can be written with respect
to the selected object, in the same way as Emacs keyboard macros. Furthermore,
all values can be explicitly generalized in a number of ways, and scripts can
be invoked as a result of other commands. By leveraging off of Amulet's
command object architecture, programmers get these capabilities for free in
their applications. The result is that much more sophisticated scripting
capabilities available in applications with no extra work for programmers. Keywords: Scripting, Macros, Programming by Demonstration (PBD), Command objects,
Toolkits, User interface development environments, Amulet | |||
| Illuminating Light: An Optical Design Tool with a Luminous-Tangible Interface | | BIBAK | PDF | 542-549 | |
| John Underkoffler; Hiroshi Ishii | |||
| We describe a novel system for rapid prototyping of laser-based optical and
holographic layouts. Users of this optical prototyping tool -- called the
Illuminating Light system -- move physical representations of various optical
elements about a workspace, while the system tracks these components and
projects back onto the workspace surface the simulated propagation of laser
light through the evolving layout. This application is built atop the Luminous
Room infrastructure, an aggregate of interlinked, computer-controlled
projector-camera units called I/O Bulbs. Philosophically, the work embodies
the emerging ideas of the Luminous Room and builds on the notions of 'graspable
media'.
We briefly introduce the I/O Bulb and Luminous Room concepts and discuss their current implementations. After an overview of the optical domain that the Illuminating Light system is designed to address, we present the overall system design and implementation, including that of an intermediary toolkit called voodoo which provides a general facility for object identification and tracking. Keywords: Engineering simulation, Optics, Holography, Luminous interface, Tangible
interface, Augmented reality, Prototyping tool, Interactive projection,
Tangible bits | |||
| Insight Lab: An Immersive Team Environment Linking Paper, Displays, and Data | | BIBAK | PDF | 550-557 | |
| Beth M. Lange; Mark A. Jones; James L. Meyers | |||
| The Insight Lab is an immersive environment designed to support teams who
create design requirements documents. Requirements emerge from a deep
understanding of a problem domain, which is achieved through in-depth analysis
of large amounts of qualitative data. The goal of the Lab is to facilitate the
data analysis process through the seamless interaction of computer-based
technologies with objects in the environment. Team members can use paper and
whiteboards to sketch, annotate, and display their analysis work. Barcodes are
used to link papers and whiteboard printouts to the multimedia data stored in
the computer. Keywords: Interaction design, Collaboration, Analysis methods, Video analysis, Hybrid
paper electronic interfaces, Digital documents, Group memory, Barcode
technology | |||
| Reinventing the Familiar: Exploring an Augmented Reality Design Space for Air Traffic Control | | BIBAK | PDF | 558-565 | |
| Wendy E. Mackay; Anne-Laure Fayard; Laurent Frobert; Lionel Medini | |||
| This paper describes our exploration of a design space for an augmented
reality prototype. We began by observing air traffic controllers and their
interactions with paper flight strips. We then worked with a
multi-disciplinary team of researchers and controllers over a period of a year
to brainstorm and prototype ideas for enhancing paper flight strips. We argue
that augmented reality is more promising (and simpler to implement) than the
current strategies that seek to replace flight strips with keyboard/monitor
interfaces. We also argue that an exploration of the design space, with active
participation from the controllers, is essential not only for designing
particular artifacts, but also for understanding the strengths and limitations
of augmented reality in general. Keywords: Augmented reality, Design space, Interactive paper, Participatory design,
Video prototyping | |||
| Designing Audio Aura | | BIBAK | PDF | 566-573 | |
| Elizabeth D. Mynatt; Maribeth Back; Roy Want; Michael Baer; Jason B. Ellis | |||
| In this paper, we describe the process behind the design of Audio Aura. The
goal of Audio Aura is to provide serendipitous information, via background
auditory cues, that is tied to people's physical actions in the workplace. We
used scenarios to explore issues in serendipitous information such as privacy
and work practice. Our sound design was guided by a number of strategies for
creating peripheral sounds grouped in cohesive ecologies. Faced with an
physical and software infrastructure under development in a laboratory distant
from our sound studio, we prototyped different sonic landscapes in VRML worlds.
In our infrastructure design, we made a number of trade-offs in our use of
legacy systems and our client-server design. Keywords: Audio, Augmented reality, Auditory icons, Active badge, VRML. Earcons,
Awareness, Periphery | |||
| Communicating Graphical Information to Blind Users Using Music: The Role of Context | | BIBAK | PDF | 574-581 | |
| James L. Alty; Dimitrios I. Rigas | |||
| We describe the design and use of AUDIOGRAPH -- a tool for investigating the
use of music in the communication of graphical information to blind and
partially sighted users. This paper examines the use of the system to
communicate complex diagrams and gives some examples of user output.
Performance is not as good as expected and it is postulated that context will
play an important part in the perception of diagrams communicated using music.
A set of experiments are reported which indicate that context does indeed seem
to play an important role in assisting meaningful understanding of the diagrams
communicated. The implications for using music in auditory interface design
are discussed. Keywords: Blind users, Music, Graphics, Interface design, Empirical | |||
| What can I Say?: Evaluating a Spoken Language Interface to Email | | BIBAK | PDF | 582-589 | |
| Marilyn A. Walker; Jeanne Fromer; Giuseppe Di Fabbrizio; Craig Mestel; Don Hindle | |||
| This paper presents experimental results comparing two different designs for
a spoken language interface to email. We compare a mixed-initiative dialogue
style, in which users can flexibly control the dialogue, to a system-initiative
dialogue style, in which the system controls the dialogue. Our results show
that even though the mixed-initiative system is more efficient, as measured by
number of turns, or elapsed time to complete a set of email tasks, users prefer
the system-initiative interface. We posit that these preferences arise from
the fact that the system initiative interface is easier to learn and more
predictable. Keywords: Spoken language interfaces, Initiative, Email interfaces | |||
| Device Design Methodology for Trauma Applications | | BIBAK | PDF | 590-594 | |
| Diane S. Brown; Susan Motte | |||
| In this paper, we describe the unique characteristics of medical
environments, particularly trauma. We describe how those characteristics
challenge traditional human factors methods, and the enhanced methods that work
well for each development phase of medical product design. Keywords: Trauma, Medical domain, Healthcare, Field studies, Design methodology, Human
factors | |||
| Voice-Enabled Structured Medical Reporting | | BIBAK | PDF | 595-602 | |
| Mary-Marshall Teel; Rachael Sokolowski; David Rosenthal; Matt Belge | |||
| A paradox exists in applications that generate Electronic Health Records
(EHRs) -- how can data be captured from health care professionals speaking in a
natural manner and in a computer readable form? This paradox is historical.
Physicians are accustomed to dictating to a tape recorder and the speech is
transcribed to a paper-based report. This format makes electronic access
difficult and is of low value to the health care institution's needs for
research and analysis.
There is considerable interest in applying speech recognition to address this paradox. Users, many of whom are uncomfortable with computers, are attracted to a system that promises to simulate a transcriptionist. Institutional requirements are fulfilled as the data is created in an electronic form. However, conflicting goals arise. Doctors have very little time, want to create reports quickly and wish to use natural narration. Health care institutions, on the other hand, want to capture information in a controlled and predictable structure. This paper describes the design of a system, currently under construction, which we have named OSSIM (Open Systems Structured Information Manager). OSSIM attempts to achieve a balance between difficult ease of use goals and demanding institutional goals for computer readable structured information. Keywords: Speech interface design, Voice recognition, Dictation, Clinical reporting,
Structured reporting, SGML, EHR | |||
| Interactive Storytelling Environments: Coping with Cardiac Illness at Boston's Children's Hospital | | BIBAK | PDF | 603-610 | |
| Marina Umaschi Bers; Edith Ackermann; Justine Cassell; Beth Donegan; Joseph Gonzalez-Heydrich; David Ray DeMaso; Carol Strohecker; Sarah Lualdi; Dennis Bromley; Judith Karlin | |||
| This paper describes exploration of uses of a computational storytelling
environment on the Cardiology Unit of the Children's Hospital in Boston during
the summer of 1997. Young cardiac patients ranging from age 7 to 16 used the
SAGE environment to tell personal stories and create interactive characters, as
a way of coping with cardiac illness, hospitalizations, and invasive medical
procedures. This pilot study is part of a larger collaborative effort between
Children's Hospital and MERL -- A Mitsubishi Electric Research Laboratory to
develop a web-based application, the Experience Journal, to assist patients and
their families in dealing with serious medical illness. The focus of the paper
is on young patients' uses of SAGE, on SAGE's affordances in the context of the
hospital, and on design recommendations for the development of future
computational play kits. Preliminary analysis of children's stories indicates
that children used different modes of interaction -- direct, mediated, and
differed -- depending upon what personae the narrator chooses to take on.
These modes seem to vary with the mindset and health condition of the child. Keywords: Interactive storytelling, Authoring environments, Cardiology illness, Coping
strategies, Computational play kits, Soft interfaces | |||
| Progressive Design: Staged Evolution of Scenarios in the Design of a Collaborative Science Learning Environment | | BIBAK | PDF | 611-618 | |
| George, Jr. Chin; Mary Beth Rosson | |||
| Scenario-based design techniques are increasingly popular in HCI design.
Although many techniques exist, we see a growing demand for more structured and
systematic methods of scenario generation and development. This paper
describes a case study in which a collaborative science learning environment
was designed using an evolutionary scenario-based design approach. The case
study has attempted to make consistent use of scenarios and claims as design
representations, to integrate the design of both the system and the activities
that incorporate it, and to evolve design in an organized and principled
manner. We have termed this approach progressive design. Keywords: Scenarios, Task-artifact framework, Claims, Participatory design,
Computer-supported collaborative learning | |||
| Adapting User Interface Design Methods to the Design of Educational Activities | | BIBAK | PDF | 619-626 | |
| Clayton Lewis; Cathy Brand; Gina Cherry; Cyndi Rader | |||
| We have adapted the programming walkthrough technique to help design
computer-supported educational activities in elementary school science. We
present examples from a case study which illustrate ways in which design of an
educational activity is similar to and different from design of a user
interface. We have found that the walkthrough approach is useful in this new
setting, and that it sheds new light on the general task-centered orientation
to design. Keywords: Analysis methods, Children, Design techniques, Educational applications, End
user programming, Task analysis | |||
| The Progress Portfolio: Designing Reflective Tools for a Classroom Context | | BIBAK | PDF | 627-634 | |
| Ben Loh; Josh Radinsky; Eric Russell; Louis M. Gomez; Brian J. Reiser; Daniel C. Edelson | |||
| A great deal of effort has gone into developing open-ended inquiry
activities for science education as well as complex computer tools for
accessing scientific data to help students learn science. To be successful
with these tools and activities, students need to learn a set of inquiry skills
and to develop a new mode of classroom work: reflective inquiry. In this paper
we describe the design of the Progress Portfolio, a software environment to
promote reflective inquiry, and we examine the influences of the unique
practices and features of classroom contexts on our design process. Keywords: Children, Collaborative learning, Education applications, Learner-centered
design, Inquiry support tools | |||