| An Interpreted Demonstration of Computer Game Design | | BIBAK | PDF | 1-2 | |
| Chuck Clanton | |||
| Perhaps you believe computer games have no relevance to HCI, or perhaps you
are just reluctant to let your kid blast you out of warp space in seven seconds
flat to find out why they spent $49.95 for a dumb game. This is your chance to
find out whether game designers know something you do not, without embarrassing
yourself in front of your kid. Keywords: CD-ROM games, Entertainment software | |||
| Double Agent -- Presentation and Filtering Agents for a Digital Television Recording System | | BIBAK | PDF | 3-4 | |
| Peter Meuleman; Anita Heister; Han Kohar; Douglas Tedd | |||
| Double Agent explores scenarios for automated selection of television
programs and their presentation via anthropomorphic interfaces.
By using two kinds of agent technology in combination with an advanced video recorder we explore solutions for both attractiveness and complexity problems that systems in this entertainment domain will be confronted with. Intelligent agents select television content in the way a user would have done if he had the overview and knowledge of the programs. Real-time controlled virtual actor agents hide the system's complexity and create the attractive and highly responsive user interface needed in this specific entertainment domain. Keywords: Content filtering, User profiling, Television user interfaces,
Anthropomorphism, Agents | |||
| Microcosm: Support for Virtual Communities via an On-Line Graphical Environment | | BIBAK | PDF | 5-6 | |
| Ellen A. Isaacs | |||
| Microcosm is an example of a virtual world, providing long-term, primarily
(but not exclusively) synchronous communication among large, distributed
communities, whose members are represented by virtual identities known as
avatars. It provides support for establishing an identity, social interaction,
navigation, interacting with objects, customization and extensibility, and
security. Keywords: Virtual worlds, Virtual communities, Avatars | |||
| Evolution of the Talking Dinosaur: The (Not So) Natural History of a New Interface for Children | | BIBAK | PDF | 7-8 | |
| Kristin Alexander; Erik Strommen | |||
| The purpose of this presentation is to demonstrate key features of the
interface and content design of ActiMates Barney. ActiMates Barney operates in
three different usage contexts: As a freestanding toy and, by means of a
wireless radio link, with PC-based software and linear videotapes. The
interface features of each mode (freestanding, with the computer, and with the
television) are described, as well as how the interplay between design goals
and usability research results shaped the product's final form. Keywords: Children, Usability testing, Interaction design, Learning | |||
| Participatory Simulations: Using Computational Objects to Learn about Dynamic Systems | | BIBAK | PDF | 9-10 | |
| Vanessa Colella; Richard Borovoy; Mitchel Resnick | |||
| New technology developed at the MIT Media Laboratory enables students to
become active participants in life-sized, computational simulations of dynamic
systems. These Participatory Simulations provide an individual, "first-person"
perspective on the system, just as acting in Hamlet provides such a perspective
on Shakespeare. Using our Thinking Tags, small, name-tag sized computers that
communicate with each other via infrared, we add a thin layer of computation to
participant's social interactions, transforming a group of people into
participants in a dynamic simulation. Participants in these simulations get
highly engaged in the activities and collaboratively study the underlying
systemic model. Keywords: Children, Education, CSCL, Augmented reality | |||
| Grammex: Defining Grammars by Example | | BIBA | PDF | 11-12 | |
| Henry Lieberman; Bonnie A. Nardi; David Wright | |||
| Parsers are powerful tools for computer understanding of text, whether the
language is a natural language or a formal language. To make the computational
power of these tools fully available to an end user, a parser should be
user-extensible. Until now, a user who wished to control a parser was forced
to write or edit a grammar, a text file containing rules. Editing grammars is
often difficult and error-prone for end users since the effect of writing
specific rules, and interaction between rules, can often be unclear.
Grammex ["Grammars by Example"] is the first direct manipulation interface designed to allow ordinary users to define grammars interactively. Instead of writing a grammar in an abstract rule language, the user presents concrete examples of text that he or she would like the parser to recognize. The user describes the text by selecting substrings, and choosing possible interpretations of the text from popup menus of suggestions heuristically computed by Grammex. Grammex compiles grammar rules that can be used as the input to a traditional parser. | |||
| IBM RealThings | | BIBAK | 13-14 | |
| John Mullaly | |||
| In this demonstration we present IBM RealThings, experimental user interface
objects modeled on familiar real-world objects. Traditional computer-based
mechanisms are removed and replaced by controls that are theoretically more
natural and intuitive, allowing users to focus more on their tasks and less on
computer artifacts.[1]
Presented are several objects designed within the theoretical framework of RealThings, demonstrating innovative aspects of design at many levels, such as: the underlying object model, the object-view structure, interaction design, and visualization issues such as stylization and use of metaphor. Also demonstrated is the robust applicability of these designs to various user environments, such as the desktop, web browser, webtop, or 3D environments. Keywords: User interface design, Interaction design, Design theory, Industrial design,
Human-computer interaction, Cognitive models, Metaphor | |||
| Augment, Bootstrap Communities, the Web: What Next? | | BIBAK | PDF | 15-16 | |
| Douglas C. Engelbart | |||
| NLS/Augment beginning in the middle 1960s introduced many hardware and
software firsts echoed in today's windowed computing and hypermedia systems
such as the World Wide Web (WWW). We demonstrate key features via historic
videos and a currently running implementation, discuss its philosophical
underpinnings as a tool for supporting collaborative communities of knowledge
workers, and point out essentials that we feel have yet to be sufficiently
realized in widely available commercial systems. Keywords: Collaborative work, Collaborative learning, Hypermedia, Virtual community,
Knowledge management | |||
| Xerox Star Live Demonstration | | BIBAK | PDF | 17 | |
| David Canfield Smith; Charles H. Irby | |||
| Seventeen years ago, in 1981, Xerox introduced the 8010 "Star" Information
System [1,2] to the world. This was a personal computer designed for office
professionals. While not an economic success, Star had a profound effect on
the personal computer industry. Today every personal computer and many
workstations incorporate elements of the Star human interface. Its technology
is in daily use by over 100 million people worldwide. Indeed, it is not
farfetched to state that Star was a motivating factor in the formation of the
computer-human interaction discipline and the SigCHI organization.
Yet few people have actually seen a Star computer. We will remedy that in this session. Two of the inventors of Star will give a live demonstration of a Star system and use it to illustrate some of the design principles that have become widely accepted. CHI attendees will be offered hands-on time with Star so that they can form their own opinions. The Star designers invented many of the elements of successful graphical user interfaces (GUI's), including icons, direct manipulation, the desktop metaphor, dialog boxes, universal commands, and pointing and clicking. They also popularized other GUI techniques, such as bitmapped displays, overlapping windows, the mouse, noun-verb commands, and object orientation. Star had the first true object-oriented computer interface. In many ways Star has been surpassed by today's graphical user interfaces, as one would hope. But in other ways, Star remains a more usable system than any other personal computer. The three most important are: * Icons * Consistency * Simplicity Keywords: User models, Interaction design, Metaphors, Design rationale | |||
| The Lisa User Interface | | BIBAK | PDF | 18-19 | |
| Frank Ludolph; Roderick Perkins | |||
| Apple's Lisa, introduced in January 1983, was the bridge between the first
commercial graphical desktop system, the Xerox Star (April 1982), and the Apple
Macintosh (January 1984), which popularized it. Although visually similar to
current graphical user interfaces, its user model differs substantially. The
live demonstration presents a broad view of the Lisa user interface and relates
it to other systems. This extended abstract focuses on elements of Lisa's
document-centric user model and context management that made it easier to learn
and use than today's systems. Keywords: Desktop, Lisa, Graphical user interface, Document model | |||
| Classroom 2000: A System for Capturing and Accessing Multimedia Classroom Experiences | | BIBK | PDF | 20-21 | |
| Gregory D. Abowd; Jason Brotherton; Janak Bhalodia | |||
Keywords: Ubiquitous computing, Educational application, Capture, Integration and
access of multimedia | |||
| XLibris: The Active Reading Machine | | BIBAK | PDF | 22-23 | |
| Morgan N. Price; Bill N. Schilit; Gene Golovchinsky | |||
| Active reading [1] is the combination of reading with critical thinking and
learning, and involves not just reading per se, but also underlining,
highlighting and commenting. We have built the XLibris "Active Reading
Machine" to explore the premise that computation can enhance the active reading
process. XLibris uses a high-resolution pen tablet display along with a
paper-like user interface to emulate the physical experience of reading a
document on paper: the reader can hold a scanned image of a page in his lap and
mark on it with digital ink. XLibris monitors 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." Finally, XLibris searches for material related to the
annotated text, and displays links 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 | |||
| Pegasus: A Drawing System for Rapid Geometric Design | | BIBAK | PDF | 24-25 | |
| Takeo Igarashi; Sachiko Kawachiya; Hidehiko Tanaka; Satoshi Matsuoka | |||
| Pegasus is a prototype drawing system for rapid geometric design. Using
Pegasus, a user can construct precise geometric diagrams easily without
struggling with complicated editing commands. Two novel interaction techniques
are introduced: interactive beautification and predictive drawing. Interactive
beautification receives the user's free stroke input and beautifies it by
considering possible geometric constraints among segments by generating
multiple candidates to prevent recognition errors. Predictive drawing predicts
the user's next drawing operation based on the spatial relationship among
existing segments on the screen. Keywords: Geometric design, Pen-based input, Drawing editor, Predictive interface,
Beautification | |||
| Alice: Easy to Learn Interactive 3D Graphics | | BIBAK | PDF | 26-27 | |
| Jeffrey S. Pierce; Kevin Christiansen; Dennis Cosgrove; Matt Conway; Dan Moskowitz; Brian Stearns; Chris Sturgill; Randy Pausch | |||
| Alice is a rapid prototyping system used to create three dimensional
graphics simulations like those seen in virtual reality applications. Alice
uses an interpreted language called Python as its scripting language to
implement user actions. This interactive development environment allows users
to explore many more design options than is possible in a compiled language
environment. The beta version of Alice for Windows 95 and NT 4.0 is available
for free over the Internet from http://alice.cs.cmu.edu. Keywords: Virtual reality, 3D graphics, Rapid prototyping, Usability engineering | |||
| Visualizing Medical Records with LifeLines | | BIBAK | PDF | 28-29 | |
| Catherine Plaisant; Daniel Heller; Jia Li; Ben Shneiderman; Rich Mushlin; John Karat | |||
| Computerized medical records pose tremendous problems to system developers,
yet all the efforts to solve those problems will succeed only if appropriate
attention is also given to user interface and information design [1]. Long
lists to scroll, clumsy searches, endless menus and lengthy dialogs lead to
user frustration and rejection. We designed a general visualization technique
for personal histories called LifeLines and are currently exploring its use for
medical patient records. Keywords: Visualization, Healthcare, Medical record, History, Timeline, Overview | |||
| Incremental Improvements in Physician-Computer Interaction in Response to Clinical Needs and User Feedback | | BIBAK | PDF | 30-31 | |
| Edward P. Cutolo; Nicholas A. Coblio; Paul McCright; Michael T. McCormick; Willard S. Harris | |||
| We trace the transformation in the behavior of our resident physicians from
frequent hostility toward the computer (when first introduced to clinical
computing by physician order entry) to their current facility and eagerness in
using it, which were recently heightened even further by 1) Web page techniques
for the easy and quick implementation of evidence-based clinical practice
guidelines and 2) rapid online access to full-text articles from current key
medical journals at the point of patient care. This striking transformation
was fostered by our recurrent customization of the computer-human interface in
response to clinical needs and to continuous feedback from the physician users. Keywords: Clinical computing, Physicians, Web page, Frames, Clinical guidelines, OVID,
Bibliographic and full-text databases | |||
| Impediments to the Integrated Use of Computers in the Classroom | | BIBAK | PDF | 32-33 | |
| Dean Eichorn | |||
| Despite the belief that computer technology can enhance teaching and
learning in our schools, the adaptation of technology enhanced instruction
practices into classroom routines has been slow. This paper explores the
reasons for the impeded incorporation of technology and suggests some possible
solutions. Keywords: Technology, Technology enhanced instruction, Professional development | |||
| On Overcoming the Barriers to Computer Usage in High Schools | | BIBAK | PDF | 34-35 | |
| Rocky Harris | |||
| This paper discusses various ways that I have attempted to bring technology
into the classroom. It includes some of the typical obstacles encountered and
some specific experiments tried. Frustrated by a slow rate of change, I listed
several suggestions that might accelerate the integration of computer
technology into the high school classroom. These suggestions include the
development of an integrated school information management tool, lessons to
help teachers feel more in control of the technology, and specific curriculum
plans that integrate the technology into lessons. Keywords: High schools, Technology in the schools, Technology in education, Technology
in the curriculum | |||
| Information Technology in the Czech Secondary Schools | | BIBAK | PDF | 36-37 | |
| Bozena (Boba) Mannova | |||
| This paper describes the situation in use of computers in the secondary
schools in the Czech Republic. The overview of historical development is given
and the current state is discussed. There are formulated some questions, which
have to be answered. Strategies for teachers in service education are
described. Keywords: Information technology, Teachers education, Computer use, CHI | |||
| The Method of Teaching Expert Systems Used in the Manufacturing Process | | BIBAK | PDF | 38-39 | |
| Cezary Orlowski | |||
| The paper presents a new method of building, teaching and exploitation of
expert systems on the basis of production processes. Keywords: Teaching expert systems, Computers in education, Knowledge base systems | |||
| Activation Energy Required with Classroom Computers | | BIBAK | PDF | 40-41 | |
| Charles Rencsok | |||
| Change in applied instructional techniques requires extra initial effort to
redirect the inertia of a pre-existent system. This effort must come both from
without and within the classroom. Well concerted efforts have higher
probability of success than fragmented approaches. Keywords: Instructional tools, Computer support, Initiating change, Risks versus
benefits, Technology introduction, Instructional technology, Classroom
computers | |||
| Teaching Computers the Young and the Adults: Observations on Learning Style Differences | | BIBAK | PDF | 42-43 | |
| Marcin Sikorski | |||
| This paper describes differences in styles how young and adult learners
familiarise themselves with computers. Presented observations resulted from
the author's teaching experience and from a series of interviews with teachers
of computing in public schools in Poland. Keywords: Learning styles, Computers in education, Poland | |||
| What's in It for Kids? | | BIBAK | PDF | 44-45 | |
| Cynthia Solomon | |||
| In this paper, I raise some issues teachers are struggling with today about
what are good computing activities for children. Keywords: K-12 education, Education applications, Learning environments, Programming,
Logo, Children, WWW, Teachers | |||
| What is Wrong with Computer-Mediated Communication (CMC) -- An Educator's Point of View | | BIBAK | PDF | 46-47 | |
| Peter Soreanu | |||
| This position paper presents some human-computer interaction (HCI)-related
issues in CMC. The expressed views are based on personal experience as an
educator of K-12 classes. The following questions are raised: relevance of
icons, metaphors as representations of known reality, adaptability of World
Wide Web (WWW) user interface to individual needs. I propose the inclusion of
inter- and cross-cultural parameters in the interface design. I also suggest
that Educational Style Sheets (ESS) be developed, to enhance the efficiency of
Computer Supported Collaborative Learning (CSCL) tools. Keywords: CMC, Icons, Metaphors, User interface, Adaptive systems, Adaptive interface,
Virtual reality, CSCL, Course management | |||
| Graphical Style Sheets: Towards Reusable Representations of Biomedical Graphics | | BIBAK | PDF | 48-49 | |
| Ramon M. Felciano; Russ Altman | |||
| We propose that the design characteristics shared by a family of data
graphics can be represented as declarative, knowledge-based graphical style
sheets that a general-purpose visualization system can use to generate
domain-specific data graphics automatically. Graphical style sheets (GSS)
define the layout and drawing conventions shared by members of a particular
family of data graphics. A GSS is a declarative mapping between
Postscript-like graphical objects and data stored in object-oriented data
structures. We describe the conceptual framework underlying our approach, and
a prototype constraint-based visualization system (PALLADIO) and design
representation language (P-SPEAK) we are building to evaluate this framework. Keywords: Visualization, Graphic design, Health-care applications, Intelligent
interfaces, Constraint-based systems, User interface toolkits, UIMS, World Wide
Web, Electronic publishing, Database access Note: Student Posters: Entertainment, Health Care and Education | |||
| Intelligent Tutoring Systems have Forgotten the Tutor: Adding a Cognitive Model of Human Tutors | | BIBAK | PDF | 50-51 | |
| Neil T. Heffernan | |||
| I propose that a more effective intelligent tutoring system (ITS) for the
domain of algebra symbolization can be made by building a cognitive model of
human tutors and incorporating that model into an ITS. Specifically, I will
collect protocols of humans engaged in tutoring and use these to build a model
of Socratic dialogue for this domain. I will then test whether the ITS is more
effective with such dialogue capabilities. Keywords: Intelligent tutoring systems, ACT-R, User model, Algebra, Tutoring,
Learning, Education, Socratic dialogue Note: Student Posters: Entertainment, Health Care and Education | |||
| The Low-Level Cognitive Processes Involved in the Visual Search of Pull-Down Menus and Computer Screens, as Revealed by Cognitive Modeling | | BIBAK | PDF | 52-53 | |
| Anthony J. Hornof | |||
| The field of human-computer interaction does not have an empirically
validated model of the low-level perception, decision, and motor processes that
people use when they look for an item on a computer screen. The goal of this
dissertation is to provide such a model. The approach will be to (1) build
computational cognitive models that simulate people accomplishing various
specific visual search tasks, such as menu selection tasks, (2) validate the
proposed visual search models by using the models to accurately predict how
much time people require to accomplish the same visual search tasks, and (3)
provide the field of human-computer interaction with some specific practical
benefit from these models, such as explanations of how screen layout design
guidelines affect the cognitive processes involved in visual search. Keywords: Cognitive models, Menu selection, Visual search Note: Student Posters: Cognition and Perception | |||
| Toward Effective Algorithm Visualization Artifacts: Designing for Participation and Negotiation in an Undergraduate Algorithms Course | | BIBAK | PDF | 54-55 | |
| Christopher D. Hundhausen | |||
| Despite their intuitive appeal, computer-based algorithm visualization (AV)
artifacts have failed to enter mainstream computer science education. I argue
that past research into the design, evaluation, and pedagogical use of AV
artifacts has been guided by an underlying theory of effectiveness that is
fundamentally deficient. Inspired by an alternative pedagogy in which students
construct their own AVs, and by recent research into the situated nature of
communication and learning, my dissertation develops an alternative theory that
stresses the value of AV artifacts both in facilitating students' participation
in the Community of Algorithmaticians, and in providing students and
instructors with resources for negotiating a shared understanding of
algorithms. Keywords: Algorithm visualization, Situated action theory, Situated learning theory Note: Student Posters: Entertainment, Health Care and Education | |||
| Computational Implications of Human Navigation in Multiscale Electronic Worlds | | BIBAK | PDF | 56-57 | |
| Susanne Jul | |||
| In this work I seek to formulate a theory of the computational implications
of certain factors that affect human navigation in multiscale electronic
worlds. Specifically, I seek to describe the properties a multiscale world
must satisfy to furnish useful frames of reference. I draw factors from three
areas. First, understanding of spatial cognition in general and frames of
reference in spatial cognition in particular. Second, theoretical
characteristics of multiscale information spaces. Third, general attributes of
users' task contexts. The ultimate goal of the work is to provide a basis for
a theory of design of navigational aids. This project also seeks to provide a
case study of integrating existing psychological theories with emerging
theories of computational environments. Keywords: Navigation, Frame of reference, Multiscale, Spatial cognition, Pad++ Note: Student Posters: World Wide Web | |||
| Improving Gestures and Interaction Techniques for Pen-Based User Interfaces | | BIBAK | PDF | 58-59 | |
| Allan Christian, Jr. Long | |||
| The goal of this research is the improvement of pen-based user interfaces
(PUIs) in two areas: ease of operation for end users, and ease of creation for
designers and programmers. A promising feature of PUIs that has not yet been
fully exploited is gestures: marks that activate commands rather than enter
data. Users of existing PUIs are burdened with unreliable gesture recognition
and have difficulty learning and remembering gestures. These problems are
compounded by the inappropriate application of graphical user interface
interaction techniques to PUIs.
We are developing a tool to aid PUI designers in creating and evaluating gesture sets that are easier for computers to recognize and easier for humans to learn and remember. This work will also develop and evaluate new interaction techniques that take advantage of the unique characteristics of PUIs. Keywords: Pen-based user interface, Gestures, Interface design tools Note: Student Posters: Interaction Techniques | |||
| Robust, End-User Programmable, Multiple-Window Coordination | | BIBAK | PDF | 60-61 | |
| Chris North | |||
| In current windowing environments, individual windows are treated
independently, making it difficult for users to coordinate information across
multiple windows. While coordinated multi-window strategies are increasingly
used in visualization and web user interfaces, designs are inflexible and
haphazard. I propose a generalized, end-user programmable, robust,
multiple-window coordination capability. This research involves generation of
guidelines for robust coordination design, development of specification
languages for end-user coordination, resolution of data structures, algorithms,
and software architecture issues, and empirical evaluation. Keywords: User interface, Coordination, Multiple window strategies, Information
visualization, Window management Note: Student Posters: Interaction Techniques | |||
| Designing a Programming System for Children with a Focus on Usability | | BIBAK | PDF | 62-63 | |
| John F. Pane | |||
| This research proposes the design of a new programming language and
environment for children. Emphasis throughout the design will be on usability.
I will apply prior results from empirical studies of programmers and the
psychology of programming, as well as new empirical studies that investigate
areas that have not yet been studied completely. My thesis is that this focus
on usability will produce a system that is easier for children to learn and use
than existing systems. I will evaluate this thesis through user studies
comparing the new system to other programming systems for beginners. Keywords: Children, End-user programming, Programming environments, Psychology of
programming Note: Student Posters: Entertainment, Health Care and Education | |||
| About 23 Million Documents Match your query... | | BIBAK | PDF | 64-65 | |
| Kerry Rodden | |||
| A simple search of a large information space, such as the World Wide Web,
often leaves the user to scan millions of hits. Relevance feedback is an
information retrieval technique that can be used to make a search query more
specific, so that its results are more manageable and useful. However, users
tend not to take advantage of relevance feedback when systems provide it. I
believe that this is because the process is badly represented at the search
interface, and my thesis work to date has been aimed at facilitating relevance
feedback by providing a visual representation of the user's search context. An
initial Java interface has been implemented, which will evolve in future to
become a user-centred information workspace, supporting the search of a
multimedia document collection. Keywords: Information access, Searching, Relevance feedback Note: Student Posters: World Wide Web | |||
| Interpreting Eye Movements with Process Models | | BIBAK | PDF | 66-67 | |
| Dario D. Salvucci | |||
| Though eye movements provide a wealth of information about how humans
interact with computers, the analysis of eye movement data can be extremely
tedious and time-consuming. This paper outlines an automated approach to
tracing eye movements, that is, interpreting eye movement protocols based on an
underlying process model. The proposed tracing methods utilize techniques such
as hidden Markov models to relate observed eye movement protocols to the
predictions of the process model. These methods have been applied successfully
in the domain of equation solving and will be extended to several other task
domains. Keywords: Eye movements, Process models, Trace-based analysis, Hidden Markov models,
ACT-R Note: Student Posters: Cognition and Perception | |||
| Putting Power in the Hands of End Users: A Study of Programming by Demonstration, with an Application to Geographical Information Systems | | BIBAK | PDF | 68-69 | |
| Carol Traynor | |||
| Many software applications, especially ones that arise out of technical
domains, are difficult for non-technical end users to comprehend and use. Such
users are often dependent on experts who serve as intermediaries between them
and the software. Geographical information systems (GIS), for example,
frequently require such intermediaries. This project involves the design and
evaluation of a new end-user programming environment, with an application to
GISs. The project adopts a programming-by-demonstration (PBD) approach, in
which the software builds a program representation based on the user's
interaction with an application's user interface. The research plan includes
evaluation of a prototype of the PBD environment, implementation of the
environment, and evaluation of the PBD approach via empirical studies. Keywords: End-user programming, Programming by demonstration, Comic-strip metaphor,
Visual language, Geographical information systems Note: Student Posters: Design: Applications and Approaches | |||
| The Effect of Accompanying Media on Spatial Models Derived from Text | | BIBAK | PDF | 70-71 | |
| David VanEsselstyn | |||
| In a computer based experiment, groups were exposed to either a textual
walking tour of the Saint John the Divine Cathedral, the same walking tour
accompanied by black and white photos of the cathedral that coincided with the
text, or a virtual reality experience accompanied by the same text.
Participants were then tested on the factual, imagistic, and mental model
knowledge they were able to obtain from the experience. In the test,
participants in the text and photo groups were outperformed by the virtual
group on the factual questions and the imagistic questions. The virtual group
also took significantly more time inside the program than the other two groups.
The text group outperformed the other groups on the mental model task. Issues
around memory encoding and retrieval are discussed in relationship to the
findings. Keywords: Virtual reality, Knowledge representation, Hypermedia, Education Note: Student Posters: Multimedia | |||
| Schooling in the Digital Domain: Gendered Play and Work in the Classroom Context | | BIBAK | PDF | 72-73 | |
| Karen Orr Vered | |||
| This presentation demonstrates how the social setting of a co-educational
elementary classroom elicits gender-specific performances with respect to
free-time computer use, including game play and web-surfing. In light of
recent industrial recognition of a "girls" market for electronic games, and the
growing body of research about girls' preferences and habits about computing,
this work presents participant observation and qualitative student interviews
(ethnography) to inform these directions of game development and research. Keywords: Classroom ethnography, Computer games, Children, Girls, Gender, Play,
Equity, Education Note: Student Posters: Entertainment, Health Care and Education | |||
| Cultural Effects in Usability Assessment | | BIBAK | PDF | 74-75 | |
| Alvin Yeo | |||
| A study is being conducted to identify factors that may affect results of
usability evaluation techniques. Preliminary results based on eight subjects
are described and then implications of the findings are discussed. Keywords: Usability testing, Think aloud, Cultural issues, Malaysia Note: Student Posters: Design: Applications and Approaches | |||
| Automated Visual Discourse Synthesis: Coherence, Versatility, and Interactivity | | BIBAK | PDF | 76-77 | |
| Michelle X. Zhou | |||
| We summarize the motivation, the approach, and the significance of a thesis
that is concerned with automating the design of visual discourse. To
synthesize effective visual discourse, three design criteria are used:
coherence, versatility, and interactivity. The thesis focuses on finding
comprehensive and systematic methodologies that meet these criteria, and on
developing practical ways to implement visual discourse synthesis systems. Keywords: Automated visual presentation design, Knowledge engineering, Planning,
Interaction handling Note: Student Posters: Design: Applications and Approaches | |||
| Public Information: Documents, Spectacles and the Politics of Public Participation | | BIBAK | PDF | 78-79 | |
| Scott Minneman; S. Joy Mountford; Natalie Jeremijenko; Krzysztof Wodiczko; Anthony Turner; Mike Davis | |||
| This proposed panel addresses the representation of the public in the
information age. For the most part, new technologies delivered by corporate
interests envision the 'public' as markets, separated into demographic age
groups, income brackets and individual consumption behaviors. In the
information age, public representation is synonymous with the market, voting
and buying are conflated, and politics is a subbranch of marketing. This panel
focuses on recent works that transcends categories of consumption and
represents the public to itself outside of this arena. What are the
possibilities for shared public experience rendered by new technologies? What
interventions have been made in the political work of constructing public
identity? Keywords: Shared viewing, Public art, Public documents, Public participation, Group
work | |||
| Human-Computer Interaction in Health Care: What Works? What Doesn't? | | BIBA | PDF | 80-81 | |
| John Karat; Janette Coble; Pamela Jamar; John Mattison; Matthew J. Orland; Jo Carol Gordon Hiatt | |||
| This panel will identify various ways Human-Computer Interaction (HCI) methods have been applied to health care. It will discuss successful and unsuccessful applications of HCI Techniques and discuss how HCI methods were modified to address the health care domain. | |||
| Intelligent Interfaces in the Real World: Progress and Success Stories | | BIBAK | PDF | 82-83 | |
| Kelly Braun; Tony Lovell; Jim Miller; Brad Weed | |||
| It's time to hold work on intelligent interfaces to the same criterion as
that used for other interface styles. That is, rather than judging them
against their success at implementing the end-goal of a long-term research
vector, we should judge them by their ability to meet the needs of real users
in everyday, meaningful tasks. This panel will present four such systems, all
of which are commercially-available products that, in their own ways, exploit
the intelligent interface paradigm. Comparisons of the systems will bring out
the technological progress that has been made, the interface design decisions
that embody the current systems, and how these systems serve as starting points
for further advances of the basic research vector. Keywords: Agents, Intelligent interfaces, Design, Technology transfer | |||
| Constructing Community in Cyberspace | | BIBAK | PDF | 84-85 | |
| Mary B. Williamson; Andrew Glassner; Margaret McLaughlin; Cheryl Chase; Marc Smith | |||
| In this panel, a group of theorists and practitioners, each of whom has
constructed tools for communicating and community building in cyberspace,
present their own work and critically evaluate each others work. Our
perspective explores the relationships between public events in real
communities, public events involving art and politics, and the counterparts of
these events in virtual communities. Each panelist presents a current project
in a visual way, as a series of narrated images or as a demonstration of the
project on a web site. The panelists comment on the ways in which the project
might have been embedded in traditional community and on the ways in which the
project might be embedded in a cyberspace community. Keywords: Virtual community, Social issues, World Wide Web (WWW), Telecommunications | |||
| Distance Learning: Is It the End of Education as Most of Us Know It? | | BIBAK | PDF | 86-87 | |
| Diana Laurillard; Jenny Preece; Ben Shneiderman; Lisa Neal; Yvonne Wærn | |||
| The purpose of this panel is to present and discuss the key issues in
distance learning from different perspectives and to envision future
directions. The different views of the panelists include: professionals vs.
students; large classes vs. small; distance learning university vs. introduced
within regular university or as pan of a class; and different cultural
perspectives. Keywords: Distance learning, Education, Internet, Web | |||
| Interactive Narrative: Stepping into Our Own Stories | | BIBAK | PDF | 88-89 | |
| Mary Flanagan; Francine Arble; Chuck Clanton; Harry Marks; Janet Murray | |||
| In this panel, ideas about interactive narrative will be explored from four
unique perspectives: interactive fiction from an academic research unit, story
as seen in the gaming industry, story as created and recreated in the
development of a girl's web adventure, and narrative as seen in an
entertainment "role playing" game which appropriates mainstream media to create
a new form of story. Keywords: Entertainment, Edutainment, Interactive narrative, Digital storytelling,
Story | |||
| Good Web Design: Essential Ingredient! | | BIBAK | PDF | 90-91 | |
| Nahum Gershon; Mary Czerwinski; Wayne Neale; Jakob Nielsen; Nick Ragouzis; David Siegel | |||
| Currently, many Web pages & applications are poorly designed even though
they might visually appealing. Many people do not have a good knowledge or
awareness of effective visual, textual, & information design. The panel & the
audience will discuss & debate why a good design is essential to the success of
the Web, and how to achieve it. Keywords: WWW, World Wide Web, Design, HCI, User interface, Visual media,
Visualization | |||
| Is the Web Really Different from Everything Else? | | BIBAK | PDF | 92-93 | |
| Ben Shneiderman; Jakob Nielsen; Scott Butler; Michael Levi; Frederick Conrad | |||
| What is so unique about using the World Wide Web? Or, is there anything
unique about web use? This panel is designed to explore -- though not
necessarily answer -- the question "is the web really different from everything
else?" Keywords: World Wide Web, User experience, Design | |||
| Famous CHI Educators Tell All | | BIBAK | PDF | 94-95 | |
| Marian G. Williams; Andrew Sears; Alan Dix; Tom Hewett; Marilyn Mantei; Jenny Preece | |||
| CHI educators (in academia and industry) find some CHI concepts hard to
teach. This panel provides an opportunity for them to learn from the
experiences of experts. We will collect questions to find out what CHI
educators think it is hard to teach and what CHI students have found it hard to
learn from their instructors' presentations. Then we will ask our panel of
experts to talk about why the concepts are hard to teach and to describe the
successful strategies and techniques they have found for teaching them. Keywords: HCI education, HCI professional education, Industry, Academia | |||
| Baby Faces: User-Interface Design for Small Displays | | BIBAK | PDF | 96-97 | |
| Aaron Marcus; Joseph V. Ferrante; Timo Kinnunen; Kari Kuutti; Erik Sparre | |||
| User interface conferences and literature usually dwell upon projects in
which large color palettes, high spatial resolution, and large-size displays
are presumed to be available. Many consumer information appliances and
hand-held devices are often more limited in their characteristics, yet are
increasingly important to bring the power of the Web, productivity tools,
databases, transactions, and entertainment to more and more people on the go,
or at least not in front of higher-performance PCs, NCs, or workstations.
Professionals with insight into the challenges and achievements of designing
graphical user interfaces for small displays will debate the best way to design
for products in which many characteristics are significantly limited, e.g.,
fonts, color resolution, spatial resolution, and graphics. These user
interfaces, which might be called "baby faces" seem simpler in some ways, but
also are actually quite complex as a design challenge when one designs to
account for their limited characteristics. Keywords: Information appliances, Mobile phones, Personal digital assistants | |||
| Codex, Memex, Genex: The Pursuit of Transformational Technologies | | BIBAK | PDF | 98-99 | |
| Ben Shneiderman | |||
| Handwritten codexes or printed books transformed society by allowing users
to preserve and transmit information. Today, leather-bound volumes and
illuminated manuscripts are giving way to animated image maps and hot links.
Vannevar Bush's memex has inspired the World Wide Web, which provides users
with vast information resources and convenient communications. In looking to
the future, we might again transform society by building genexes -- generators
of excellence -- to support creative exploration of ideas. Thesauri are to
words, as genexes are to ideas. Such inspirational environments would empower
personal and collaborative creativity by enabling users to:
* collect information from an existing domain of knowledge,
* create innovations using advanced tools,
* consult with peers or mentors in the field, and then
* disseminate the results widely.
This paper describes how a framework for an integrated set of software tools
might support this four-phase model of creativity in science, medicine, the
arts, and beyond. Current initiatives are positive and encouraging, but they
do not work in an integrated fashion, often miss vital components, and are
frequently poorly designed. A well-conceived and clearly-stated framework
could guide design efforts, coordinate planning, and speed development. Keywords: Genex, Memex, World-Wide Web, Advanced graphical user interfaces, Computer
supported cooperative work, Information visualization | |||
| Keep No Secrets and Tell No Lies: Computer Interfaces in Clinical Care | | BIBAK | PDF | 100-101 | |
| Michael G. Kahn; Janette Coble; Matthew Orland | |||
| Physicians are accountable for the decisions they make on behalf of their
patients. Likewise, computer interface designers must assume accountability
for assumptions, limitations, and other unseen deficiencies that impact on the
quantity, validity, integrity, and timeliness of data made accessible through
their interfaces. During the development of a Web-based clinical workstation,
extensive usability testing showed physicians exhibiting bewildering and
conflicting simultaneous demands for both more and less information on their
patients. A closer examination of these results highlighted the need for
visual "accountability cues" -- visual indicators which allow physicians to
assess the quantity and quality of data made available through the user
interface. Interface designers must develop new methods for showing only
needed information and must highlight where data integrity compromises have
been made -- where there are secrets and maybe even lies. Keywords: Visual accountability, Clinical workstation, Health care user interfaces,
Data integrity | |||
| Digital Production: Using Alien Technology | | BIBAK | PDF | 102-103 | |
| Mark Swain | |||
| The love and hatred of computers has been raised to new levels in the motion
picture industry. Producers and Directors now demand the impossible. Film
makers are addicted to the reality that computer animation and digital effects
bring to their summer block busters, thus a relatively new industry -- Digital
Production/Effects -- is flourishing. Box office revenues are on the increase
as more movie patrons flock to the theaters than in years past. So, what's
wrong? Movie budgets are sky rocketing with digital artists working around the
clock to bring the directors vision to the big screen. The number of effects
shots in feature films are increasing by the hundreds. The steady advancements
in both computer hardware and software packages have allowed for some of this
industry growth. The rest of the growth has come from artists shackled to
their workstations for 10-18 hours a day, sometimes 6 to 7 days a week. This
results in a burn out cycle that leaves artists tired, frustrated, and
sometimes injured with repetitive stress injuries (RSI). The solution to the
growing number of effects and massive budgets of feature films may not be
heaping hundreds of artists on each film project, but in how the artist
interacts with the computer. Keywords: Motion pictures, Digital production, Special effects, Computer animation,
Graphical user interface (GUI), Repetitive stress injuries, Ergonomics,
Alternative input devices | |||
| Technological Humanism and Values-Driven Design | | BIBAK | PDF | 104 | |
| Brenda Laurel | |||
| While believing in the primacy of sensation and observation as how we know
the world, humanists employ a methodology that submits these observations to
reason, and, sometimes not so obviously, to ethical consideration. Humanistic
work is values-driven work. It is work that one does because one thinks it is
a good thing to do. It is also work that relies on empirical methods and
clear-eyed observation. In this talk I will explore the application of
humanistic values and methods to the design and development of interactive
media, discussing specific examples from the application domain of
play-oriented computer software for little girls. I will advocate an approach
that is intended reconcile the seeming contradictions between empirical methods
and values-driven work. Keywords: Humanism, Ethics, Values, Methodology, Research, Design | |||