| Human-Computer Interaction: Introduction and Overview | | BIBAK | PDF | 105-106 | |
| Keith A. Butler; Robert J. K. Jacob; Bonnie E. John | |||
| The objective of this special introductory seminar is to provide newcomers
to Human-Computer Interaction (HCI) with an introduction and overview of the
field. The material will begin with a brief history of the field, followed by
presentation and discussion of how good application development methods pull on
the interdisciplinary technologies of HCI. The topics will include the
psychology of human-computer interaction, psychologically-based design methods
and tools, user interface media and tools, and introduction to user interface
architecture. Keywords: Human-computer interaction, Usability engineering, Human performance
engineering, Cognitive modeling, Theory, Analysis methods, Interaction styles,
Interaction hardware, User interface software, User interface management
systems | |||
| Introduction to Web Design | | BIBAK | PDF | 107-108 | |
| Jakob Nielsen | |||
| You are up against four million other websites: how do you get users to stay
at your site? Only by providing valuable content and a highly usable
interface. Cool is getting cold. Keywords: WWW, World Wide Web, Design, Hypertext, Usability | |||
| Information Visualization Tutorial | | BIBAK | PDF | 109-110 | |
| Nahum Gershon; Stuart Card; Stephen G. Eick | |||
| Visual representation of information requires merging of data visualization
methods, computer graphics, design, and imagination. This course describes the
emerging field of information visualization including visualizing retrieved
information from large document collections (e.g., digital libraries), the
World Wide Web, and databases. The course highlights the process of producing
effective visualizations, making sense of information, taking users' needs into
account, and illustrating good practical visualization procedures in specific
case studies. Keywords: Information visualization, Visualization, World Wide Web, WWW, Usability | |||
| Planning and Implementing User-Centred Design | | BIBAK | PDF | 111-112 | |
| Nigel Bevan; Ian Curson | |||
| The tutorial presents a structured approach to user centred design, based on
the principles of the forthcoming International Standard "Human centred design
processes for interactive systems" (ISO DIS 13407) and other associated
standards. A core set of practical methods which support the approach are
described. These have been selected by the European Usability Support Centres
on the basis of their applicability, maturity, availability, and
cost-effectiveness. The tutorial gives an overview of each method, and
describes criteria which can be used for selecting appropriate methods. The
benefits of demonstrating conformance to ISO 13407 are explained. Keywords: User-centred design, Usability evaluation, Usability engineering, Standards | |||
| Product Usability: Survival Techniques | | BIBAK | PDF | 113-114 | |
| Jared M. Spool; Tara Scanlon; Carolyn Snyder | |||
| Product developers are typically faced with small budgets, tight schedules,
and over-committed resources. To deliver high-quality products under these
constraints, developers need an understanding of basic design principles,
techniques that allow them to work effectively with materials on hand, and a
development process that is built around the use of such techniques.
This workshop explains how low-fidelity prototyping and usability testing can be used in a process of iterative refinement in order to develop more usable products. Keywords: Design principles, Usability testing, Usability evaluation, Prototyping,
Low-fidelity prototyping, Paper prototypes, Mockup, Process management, Product
development, Practical techniques | |||
| Java Based User Interface Design and Development | | BIBAK | PDF | 115-116 | |
| Manfred Tscheligi; Verena Giller | |||
| The objective of this tutorial is to introduce Java from the user interface
design viewpoint rather than from the programmers perspective. It provides an
exploration of key issues of Java technology necessary to create novel web
technology based application environments. Based on the experience of several
Java based user interface projects the specific needs of usability engineers
will be addressed. User interface potentials embedded in the Java platform
will be uncovered. Keywords: Java, User interface tools, Class libraries, User interface guidelines,
World Wide Web, Corporate guidelines, Metaphors | |||
| Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving | | BIBAK | PDF | 117-118 | |
| Thomas T. Hewett | |||
| This tutorial provides a "hands-on" (actually, "minds-on") exploration of
several basic processes and phenomena of human memory, and problem solving.
The emphasis is on developing both intuitive and formal knowledge which can
serve as background knowledge which will be useful in interpreting design
guidelines and in making educated design judgments when design guidelines fail,
conflict, or are nonexistent. The demonstrations used emphasize basic general
phenomena with which any theory of memory or problem solving must deal. In
addition, the tutorial suggests some of the implications of these phenomena for
designing interactive computing systems. Keywords: Memory, Problem solving, Design, Models of the user | |||
| CSCW, Groupware and Workflow: Experiences, State of Art, and Future Trends | | BIBAK | PDF | 119-120 | |
| Steven Poltrock; Jonathan Grudin | |||
| Technology to support groups is rapidly coming into use and is starting to
have an impact on us, our organizations, and society. This course addresses
recent experiences, current possibilities, and future trends and shocks.
Lecture and video illustrations are accompanied by discussions in which
participants organize and present their collective experiences with and
interests in groupware and workflow technologies, and CSCW issues and methods.
The instructors summarize the current composition of the CSCW community and the
state of the art in technology, and organize discussion of fundamental
challenges that face us as users (and developers) of these technologies. Keywords: Groupware, Workflow, Computer-supported cooperative work, Coordination
theory, Organizational design, Computer-mediated communication | |||
| Network Communities, Community Networks | | BIBAK | PDF | 121-122 | |
| John M. Carroll; Mary Beth Rosson | |||
| A network community is a group of people whose communication and
collaboration over networks strengthens and facilitates their shared identity
and goals. A community network is a special case of a network community in
which a physical community coextends with the network community. This tutorial
will survey and analyze network communities and community networks focusing on
how they may impact human activities and institutions. Keywords: Network communities, Community networks | |||
| Structured Observation: Practical Methods for Understanding Users and their Work Context | | BIBAK | PDF | 123-124 | |
| Susan M. Dray | |||
| This tutorial will focus on why and how to do observations of users in their
own worksite. It will introduce practitioners how to use ethnographic tools,
and how to apply what they find to design. Keywords: User-centered design, Observation, Ethnography, Contextual inquiry,
Qualitative data, User profiles, User data collection, Usability, Tools and
techniques | |||
| Practical GUI Screen Design: Making It Usable | | BIBAK | PDF | 125-126 | |
| Cliff Wilding | |||
| There is much more to designing usable GUI screens than making them look
good. The way a screen looks should tell the user how to interact with it, and
what behavior to expect. Screen design is about visual communication, the
bridge between the look and the feel of the user interface. In this full day
tutorial you will examine the principles of good screen design, including a
detailed examination of screen layout, templates and metaphors.
The tutorial provides a clear understanding of how to take advantage of user knowledge when creating screen designs that work. Examine layout techniques, including colour, fonts and symbols, and learn the principles of creating easy-to-use software and interactive new media productions. The tutorial is very much hands-on with exercises -- you will put the skills you learn into practice. Learn valuable tips and techniques for the best ways to use icons, controls, text and graphics in user interfaces. Keywords: User interface design, Screen design, Graphic design, Visual design,
Interaction design, User-centred design | |||
| The Usability Engineering Lifecycle | | BIBAK | PDF | 127-128 | |
| Deborah J. Mayhew | |||
| The purpose of this tutorial is to provide a lifecycle of practical
usability techniques for structuring the process of designing good user
interfaces to either traditional software applications or Web pages and
applets. The tutorial presents techniques which can be applied at different
points in a typical product development lifecycle. Techniques presented
include not only requirements analysis, design and testing techniques, but also
organizational and managerial strategies. Keywords: User interface design, User profile, Task analysis, Usability goals, Style
guide, Conceptual model, Usability testing, Usability evaluation, Usability
organization, Cost-benefit analysis Note: formerly Managing the Design of the User Interface | |||
| Metaphor Design for User Interfaces | | BIBAK | PDF | 129-130 | |
| Aaron Marcus | |||
| User interface design requires designing metaphors, the essential terms,
concepts, and images representing data, functions, tasks, roles, organizations,
and people. Advanced user interfaces require consideration of new metaphors
and repurposing of older ones. Awareness of semiotics principles, in
particular the use of metaphors, can assist researchers and developers in
achieving more efficient, effective ways to communicate to more diverse user
communities. Keywords: Consumers, Culture, Diversity, Graphic design, Icons, Information design,
Metaphors, Multi-media, Productivity tools, Rhetoric, Semantics, Semiotics,
Symbols, User interfaces, Visible language, Web | |||
| Designing Speech User Interfaces | | BIBAK | PDF | 131-132 | |
| Nicole Yankelovich; Jennifer Lai | |||
| This tutorial focuses on techniques for designing speech interfaces. Topics
covered include an introduction to speech input and output, a discussion of
speech user interface design issues, and an exploration of ways to involve
users in the design process. Keywords: Speech user interface design, Speech recognition, Speech synthesis | |||
| Website Design from the Trenches | | BIBAK | PDF | 133-134 | |
| Tom Brinck; Darren Gergle; Scott Wood | |||
| Most website design projects involve small to medium-sized sites consisting
of between ten and fifty pages. Such projects require designers to operate on
a tight schedule and a very limited budget. With tightly constrained
resources, how can we maintain a high standard of design and create usable and
useful products? This tutorial presents a practical approach to applying
usability techniques in website design. Our design process includes techniques
for project management, dealing with clients, sketching and comping techniques
for quickly producing high-quality alternatives, and a set of website design
guidelines. Keywords: World-Wide Web, WWW, Design process, User-interface guidelines, User
testing, Rapid prototyping, Project management | |||
| What Children Can Tell Us about Technology: The CHIkids Model of Technology Immersion | | BIBAK | PDF | 135-136 | |
| Angela Boltman; Allison Druin; Adrian Miura | |||
| This tutorial will introduce the CHIkids model of technology integration,
research, and learning. This model illustrates an educational technology
immersion experience for kids, a problem-centered approach to teaching for
educators, and examples of contextual inquiry and participatory design
methodologies for HCI professionals. This introductory-level tutorial will
provide an opportunity for tutorial participants to gain hands-on experience
with kids and technology as well as to understand the underlying principles
behind the CHIkids model of technology immersion. Keywords: Education application, Children, Cooperative design, Participatory design,
Ethnography, Usability testing, User models, Multimedia, Telecommunication,
Social issues | |||
| Getting Started on a Contextual Project | | BIBAK | PDF | 137-138 | |
| Karen Holtzblatt; Hugh Beyer | |||
| Field data gathering techniques such as Contextual Inquiry enable a design
team to collect the detailed customer data they need for their projects. But
when a team wants to apply contextual techniques to their own situation, they
are faced with a host of problems. What project should they start with? Is it
better to introduce them early or late in the process? Given all the different
possible techniques, which will work best for the specific project chosen? How
should the customers be chosen and how should visits to them be set up? Who
should be on the project? It's no wonder people find it hard to get started
with these new techniques in their own organizations.
This tutorial gets participants over the roadblocks in the way of using contextual techniques in their projects. We walk through the different aspects of a contextual project, describing the issues that need to be resolved, the different approaches that can work, and the principles which guide making a choice. We use exercises to give participants the chance to plan aspects of their own projects, so they can do the thinking process themselves and raise any questions raised by their own situations. This tutorial is appropriate to anyone wishing to use field methods to gather customer data for their projects. Some familiarity with these methods is assumed. Keywords: Analysis methods, Design techniques, Customer-centered design, Ethnography,
Usability engineering, Methodology, Team design, Domain analysis, Work
modeling, Software engineering, Task analysis, User models, User studies work
analysis | |||
| Drawing on the Right Side of the Brain | | BIBA | PDF | 139-140 | |
| Betty Edwards | |||
| Drawing on the Right Side of the Brain is one of the most effective teaching
methods for drawing ever developed. In this tutorial, the participant will be
introduced to the underlying theory behind the method. The bulk of the session
will involve practical hands-on exercises, which demonstrate the participants'
ability to learn to draw, and to learn to "see things more clearly."
In this tutorial you will learn basic strategies for accessing the visual, perceptual mode of thinking. This type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing. | |||
| Developing Collaborative Applications On the World Wide Web | | BIBAK | PDF | 141-142 | |
| Andreas Girgensohn; Alison Lee | |||
| The World Wide Web is often viewed as the latest and most user friendly way
of providing information over the Internet (i.e., server of documents). It is
not customarily viewed as a platform for developing and deploying applications.
In this tutorial, we introduce, demonstrate, and discuss how Web technologies
like CGI scripts, Javascript, and Java can be used in combination with Web
browsers to design, create, distribute and execute collaborative applications.
We discuss constraints with the Web approach as well as recent extensions that
support application development. Keywords: Collaborative applications, Interactive applications, Forms, HTML, MIME,
CGI, HTTP, URL, Java, JavaScript, Web server, Web browsers, Cookies, Proxy
servers, Software development, Chat, Desktop video conference, Voting
application, Group calendar, Multi-user games | |||
| The Psychology of Multimedia: Principles of Perception and Cognition | | BIBAK | PDF | 143-144 | |
| Douglas J. Gillan | |||
| This tutorial is designed to provide HCI professionals with (1) knowledge
about the principles of perception and cognition underlying computer-based
multimedia systems and (2) skill at applying those principles. The tutorial
covers basic and applied visual perception and cognition, including reading
(for text displays); color perception, object perception and recognition, depth
perception in two-dimensional displays (for graphics), and the perception of
motion (for animation and video). High level auditory perception is also
covered, focusing on music and speech perception. The tutorial also addresses
issues in the application of the perceptual and cognitive principles for the
design of multimedia systems. The final part of the tutorial provides practice
in applying the perceptual and cognitive principles to multimedia design. Keywords: Multimedia, Perception, Cognition | |||
| Information Visualization Advanced Interface and Web Design | | BIBA | PDF | 145-146 | |
| Ben Shneiderman; Catherine Plaisant | |||
| The future of user interfaces is in the direction of larger, higher resolution screens, that present perceptually-rich and information-abundant displays. With such designs, the worrisome flood of information can be turned into a productive river of knowledge. Our experience during the past five years has been that visual query formulation and visual display of results can be combined with the successful strategies of direct manipulation. Human perceptual skills are quite remarkable and largely underutilized in current information and computing systems. Based on this insight, we developed dynamic queries, starfield displays, treemaps, treebrowsers, and a variety of widgets to present, search, browse, filter, and compare rich information spaces. | |||
| Web Sites that Work: Designing with Your Eyes Open | | BIBAK | PDF | 147-148 | |
| Jared M. Spool; Will Schroeder; Tara Scanlon; Carolyn Snyder | |||
| Many web sites fail to fulfill their promise because designers are unaware
of some of the most important factors that affect a site's success. This
tutorial is based on our observations of users struggling with web sites and
our consulting work with clients who face the many challenges of web site
development. It includes as-yet-unpublished results from our ongoing research.
We will show numerous examples of web sites to illustrate real-world successes
and failures. Hands-on exercises with live web sites help participants
understand and apply the course material. Instead of blindly repeating the
mistakes made by others, participants will learn to approach web site design
from a fresh perspective that leads to more usable designs. Keywords: Design principles, Usability testing, Usability evaluation, Graphic design,
Internet, Task analysis, User studies, Product development, Practical
techniques, World Wide Web, Web site design, Web site usability | |||
| Contextual Design: Using Customer Work Models to Drive Systems Design | | BIBAK | PDF | 149-150 | |
| Karen Holtzblatt; Hugh Beyer | |||
| Field data gathering techniques such as Contextual Inquiry enable a design
team to gather the detailed data they need. These techniques produce enormous
amounts of information on how the customers of a system work. This creates a
new problem -- how to represent all this detail in a coherent, comprehensible
form, which can be a suitable basis for design. An affinity diagram
effectively shows the scope of the customer problem, but is less effective at
capturing and coherently representing the details of how people work. Design
teams need a way to organize this detail so they can use it in their own
development process.
In this tutorial we present our latest methods for representing detailed information about work practice and using these representations to drive system design. These methods have been adopted over the last few years by major product development and information systems organizations. We show how to represent the work of individual users in models, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present the process by which we build and use the models and practice key steps. We show how these methods fit into the overall design process, and summarize Contextual Design, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is appropriate for those who have used field techniques, especially Contextual Inquiry, and would like to put more structure on the process of using field data. We use shopping as our example of work practice throughout this tutorial, since shopping is simple and understood by everyone. We encourage participants to go grocery shopping shortly before the tutorial, and bring any shopping list they may have used, their store receipt, and a drawing of the store layout and their movement through it. Keywords: Analysis methods, Design techniques, Customer-centered design, Ethnography,
Usability engineering, Methodology, Team design, Domain analysis, Work
modeling, Software engineering, Task analysis, User models, User studies work
analysis | |||
| The Art of the Interface: Visual Ideas, Principles and Inspiration for Interface Designers | | BIBAK | PDF | 151-152 | |
| Suzanne Watzman | |||
| Though the context is different, George Moore could have been describing our
current "information environment". It is a world of non-stop messages and
images. Countless decisions are made daily based on what we see and our
perception and interpretation of these things. In addition, constant
introduction of technology and tools are overwhelming, with seemingly unlimited
choices of ways and media to present information, anywhere, anytime, anyhow.
The problem is that no one has given us a greater ability to use and understand all this new information. The idea that more, better tools are the solution could not be further from the truth. In our rush to go faster, further, louder we have forgotten our goal. In our rush to use these enticing tools, we have forgotten that this is all about communication. We need to step back and evaluate this visual chaos. We must understand and re-learn what the basic principles are that create quality communications as well as understand the implications of our visual design choices. Our education has made us verbally literate; now we must educate ourselves to become visually literate. Keywords: Visual communication, Visual literacy, Graphic design, Information design,
Visual interaction design, Visual hierarchy, Visual interface, Design process,
Consistent visual language, Visual diagramming, Visual cues, Design guidelines,
Readability, Legibility, Typography, Icons, Graphics, Illustration, Metaphor,
Color | |||
| Selling Usability to Organisations: Strategies for Convincing People of the Value of Usability | | BIBAK | PDF | 153-154 | |
| Sarah Bloomer; Rachel Croft; Susan Wolfe | |||
| Usability may now be practised by a large number of software developers, but
has yet to gain wide acceptance. The value of usability must be communicated
across multiple levels of an organisation, which requires speaking several
"languages". This practical, hands-on tutorial will cover techniques for
convincing management or potential clients of the value of usability and
usability testing, in terms each group understands. It will address issues
from how to develop a usability strategy for a whole organisation to how to
find data to convince stakeholders of a single usability activity. Keywords: Strategic usability, Usability strategies, Cost-justification, Communicating
usability data | |||
| Avoiding Damned Lies: Understanding Statistical Ideas | | BIBAK | PDF | 155-156 | |
| Alan Dix | |||
| Many researchers and practitioners in HCI will at some time or another need
to use or interpret experimental statistics. However, the correct use of
statistics involves a combination of mathematics and practical know-how. Often
those who have studied an introductory statistics course have learnt how to
perform the requisite mathematical manipulation, but not the meaning of the
resulting numbers. This tutorial aims to fill in the understanding gap
experienced by many who are using statistics, but do not feel 'on top' of it.
It will focus on the meaning of a few key concepts and some of the common
mistakes and fallacies prevalent in the HCI literature. Keywords: Randomness, Statistics, Experiments, Significance test | |||
| Designing Shared Virtual Environments | | BIBAK | PDF | 157-158 | |
| Andrew McGrath; Amanda Oldroyd | |||
| The purpose of this course is to inform the audience how to design and scope
successful shared virtual environments. The emphasis will be on employing good
visual design, strong realistic conceptual ideas and proven interaction styles.
New application concepts have been emerging within the field of virtual
environments that offer exciting application possibilities but suffer from a
number of problems which, once known and understood, can be avoided. The
course also includes a short workshop where the audience will participate in
creating a storyboard for a virtual environment. Keywords: Interaction design, Visual design, Virtual environments, Shared spaces,
VRML, Inhabited TV | |||
| Distance Learning | | BIBAK | PDF | 159-160 | |
| Lisa Neal | |||
| This tutorial covers how to design and deliver a distance learning class.
The motivation for distance learning programs is presented, along with the
selection, deployment, and use of distance learning technologies. We examine
how teaching a distance learning class is different from a face-to-face class
and how to evaluate the effectiveness of a distance learning class. Case
studies will be used to illustrate the use of distance learning technologies
and the broad range of situations and institutions in which distance learning
is employed. Keywords: Education, Training, Collaborative technologies, CSCW | |||
| Applying CHI in Health Care: Domain Issues, Resources, and Requirements | | BIBAK | PDF | 161-162 | |
| John W. Gosbee | |||
| More and more organizations are interested in applying human factors
(human-computer interaction -- HCI) to the development of health care
information systems. This tutorial is designed to accelerate this movement
towards usable and useful health care information systems, which will, in turn,
benefit end-users in hospitals, clinics, and other medical settings. Tutorial
participants will learn about: 1) macro and micro issues in health care that
are important to proper HCI design; 2) disciplines similar to HCI in the health
care field and associated interdisciplinary resources; 3) training needed to
become a specialist in HCI and health care; and 4) barriers to accomplishing
HCI activities in health care, and how to deal with these barriers.
This tutorial will be useful to any student, practitioner, or academic who would like to find and cultivate opportunities in the area of health care information systems. The tutorial may also entice HCI professionals who do not yet realize how much fun you can have applying your knowledge and skills to the medical domain. Keywords: Health care, HCI, Medical software, New opportunities | |||
| Conceptual Design: From User Requirements to User Interface | | BIBAK | PDF | 163-164 | |
| Kathy Potosnak | |||
| This half-day tutorial introduces a semi-structured conceptual design
framework that helps product teams bridge the gulf between user requirements
and detailed user interface design. It covers the background, benefits,
process, and hands-on application of the framework to a simple example project. Keywords: Conceptual design, Cognitive models, Design methods, Design process, Design
techniques, Measurable objectives, Product design, Software design, Task
analysis, Task model, User requirements, Usability, User interface design,
User-centered design | |||
| Designing User Interfaces for Television | | BIBAK | PDF | 165-166 | |
| Dale Herigstad; Anna Wichansky | |||
| In this paper, we describe a tutorial to enable CHI participants to design
more effective user interfaces (UIs) for interactive television (ITV) and World
Wide Web (WWW) applications used on televisions (TVs). Keywords: Television, World Wide Web, Internet appliance, Kiosk, Remote control, UI
design, Usability evaluation | |||
| User Interface Specifications: Techniques for Conveying Design Information | | BIBAK | PDF | 167-168 | |
| Paul McInerney | |||
| After UI designers conceive of a UI design, they need to clearly communicate
it to others who will evaluate or build the user interface. This tutorial
presents techniques for better describing a UI design. The tutorial consists
of the following segments: 1) Setting the Stage, 2) UI Design Diagramming
Techniques, 3) Organizing UI Description Information, and 4) Succeeding with UI
Description. Keywords: User interface design, Specification, Documentation, Software engineering | |||
| Managing Color in Interactive Systems | | BIBA | PDF | 169-170 | |
| Mary A. Mooney | |||
| Color in the HCI community is often undervalued as to its relationship to
the user and product. Aesthetics and cultural preferences are rarely
considered adequately when product and interface colors are chosen. Since
ninety percent of our knowledge of the world comes to us through sight, how we
respond to light is intrinsic to the nature of human interaction. In this
tutorial, I will explain the perceptual, physiological, and color management
principles that underlie effective visual design with color. You will learn
how to apply these principles to the design of graphical user interfaces,
information displays, products and virtual environments.
This tutorial is directed towards interface designers, human factors engineers, usability specialists, and developers of on-line information. This course is also valuable to virtual environment designers and product designers. You should have experience in developing user interfaces, in creating and manipulating digital imagery, or in designing products and virtual environments. | |||
| Current Issues in Web Design | | BIBAK | PDF | 171-172 | |
| Jakob Nielsen; Bruce "Tog" Tognazzini; Erika Kindlund | |||
| The Web keeps changing on "Internet time." We discuss new issues in Web
design that go beyond the standard page design and navigation support which we
(at least in theory) know how to do. Keywords: WWW, World Wide Web, Usability, Web-Based Applications, Java, Applets | |||
| ambientROOM: Integrating Ambient Media with Architectural Space | | BIBAK | PDF | 173-174 | |
| Hiroshi Ishii; Craig Wisneski; Scott Brave; Andrew Dahley; Matt Gorbet; Brygg Ullmer; Paul Yarin | |||
| We envision that the physical architectural space we inhabit will be a new
form of interface between humans and digital information [2]. This paper and
video present the design of the ambientROOM, an interface to information for
processing in the background of awareness. This information is displayed
through various subtle displays of light, sound, and movement. Physical
objects are also employed as controls for these "ambient media." Keywords: Awareness, Attention, Periphery, Ambient media, Graspable media, Physical
interface, Tangible interface, Tangible Bits | |||
| Digital Ink: A Familiar Idea with Technological Might! | | BIBAK | PDF | 175-176 | |
| Chris Kasabach; Chris Pacione; John Stivoric; Francine Gemperle; Dan Siewiorek | |||
| Digital Ink is a design research concept. Part design, part critique, it is
the integration of current and future technologies into a mobile and socially
familiar object. Digital ink is a sophisticated pen that allows people to take
notes, sketch, and save the "physical" data they generate, digitally and
automatically. It strives to turn mobile computing and interaction on it's
head by turning the monitor into a piece of paper and the keyboard and mouse
into the pen itself. It's designed so people can do things they normally do
with any pen, but also fax, print, plan and correspond with others. Keywords: Design research, Digital, Pen, Information, Interaction, Hand-drawn
interface, Mobile, Future, Concept, Technology | |||
| BUILD-IT: A Planning Tool for Construction and Design | | BIBAK | PDF | 177-178 | |
| Matthias Rauterberg; Morten Fjeld; Helmut Krueger; Martin Bichsel; Uwe Leonhardt; Markus Meier | |||
| It is time to go beyond the established approaches in human-computer
interaction. With the Augmented Reality (AR) design strategy humans are able
to behave as much as possible in a natural way: behavior of humans in the real
world with other humans and/or real world objects. Following the fundamental
constraints of natural way of interacting we derive a set of recommendations
for the next generation of user interfaces: the Natural User Interface (NUI).
The concept of NUI is presented in form of a runnable demonstrator: a computer
vision-based interaction technique for a planning tool for construction and
design tasks. Keywords: Augmented reality, Digital desk, Natural user interface, Computer
vision-based interaction | |||
| The Information Periscope "I-steer" | | BIBAK | PDF | 179-180 | |
| Junko Misawa; Junichi Osada | |||
| This video demonstrates a prototype of the information periscope "I-steer",
which is designed for browsing video information in public spaces. I-steer has
an LCD panel which can be moved cylindrically around the user and displays
information according to the position of the LCD panel. This system
incorporates dynamic interaction technique which encourages users to move
themselves according to physically corresponded information space. The
cylindrical information space consists of segments of static frames with video
clips instead of virtual 3-D space. Therefore, the preparation of content
information and the operation by walk-up users are relatively easy. Keywords: Dynamic interaction, Spatial navigational system, Public space, Mechanical
design, Interface design, Product design, Motion | |||
| Digital Fukuwarai: New Game Concept Using Live Video | | BIBAK | PDF | 181-182 | |
| Hiroshi Matoba | |||
| We have developed a new game system called "Digital Fukuwarai" by using high
performance video processing technology. It provides a very impressive
experience and novel interactivity which has never been achieved by any
existing games. Keywords: Video processing, Game, User interface | |||
| OLGA -- A Multimodal Interactive Information Assistant | | BIBAK | PDF | 183-184 | |
| Olle Sundblad; Yngve Sundblad | |||
| This video is a description and use scenario of a functional prototype of an
interactive information assistant with both speech and visual direct
manipulation interface. The 3D-animated assistant, nicknamed OLGA, is intended
to help in situations where people seek information. It is demonstrated with
consumer advice about microwave ovens. The demonstrator is modular and
distributed, with separate modules from different partners and computers
communicating via a server. The OLGA project is highly interdisciplinary,
involving researchers from linguistics, speech technology, graphic illustration
and computing science. Possible extensions and other uses of the assistant are
demonstrated. Keywords: Multimodal interaction, Discourse modeling, Speech/voice, Animation,
Information assistant, Software architecture | |||
| WebTOC: A Tool to Visualize and Quantify Web Sites using a Hierarchical Table of Contents Browser | | BIBAK | PDF | 185-186 | |
| David A. Nation | |||
| WebTOC is a method for visualizing the contents of a website with a
hierarchical table of contents using a java program and applet. WebTOC
automatically generates an expand/contract table of contents that provides
graphical information indicating the number of elements on branches of the
hierarchy as well as elements' individual and cumulative sizes. Colors can be
used to represent other attributes such as file type and provide a rich
overview of the site for users and managers of the site. Early results from
user studies suggest that WebTOC is easily learned and can assist users in
navigating websites. Keywords: Information visualization, Exploratory data analysis, Graphical
representations, Hierarchical table of contents, Java applet, World Wide Web,
Browsing | |||
| Bringing Treasures to the Surface: Previews and Overviews in a Prototype for the Library of Congress National Digital Library | | BIBAK | PDF | 187-188 | |
| Catherine Plaisant; Gary Marchionini; Anita Komlodi | |||
| We worked with a team from the Library of Congress (LC) to develop interface
design components for LC's American Memory collections of historical multimedia
materials. Our prototype illustrates the benefits of previews (such as
samples, collections of thumbnails, and video previews) and overviews (such as
timelines and automatically generated tables of contents) to facilitate the
browsing of search results, or of entire unprocessed collections. Keywords: Digital libraries, World Wide Web, Browsing, Overviews, Multimedia,
Metadata, Previews | |||
| Using Elastic Windows for World-Wide Web Browsing | | BIBAK | PDF | 189-190 | |
| Eser Kandogan; Ben Shneiderman | |||
| Current World-Wide Web browsers can be enhanced to support the navigation
needs of users. In this video, a new browsing interface is demonstrated with
hierarchical page organization and efficient multiple page operations. Users
can quickly organize, filter and restructure pages as they reformulate their
goals. Overviews can give the user a sense of location as well as provide fast
access to a hierarchy of pages. Keywords: World-Wide Web, Window management, User interfaces, Elastic Windows | |||
| Semantic Highlighting | | BIBAK | PDF | 191-192 | |
| Ali Hussam; Brian Ford; Jack Hyde; Ali Merayyan; Bill Plummer; Terry Anderson | |||
| One method for locating information on the World Wide Web is to use a search
engine (SE). Given a set of terms, a SE will return a list of documents
containing those terms. Often though, this list of documents is extremely
large. Unfortunately, there are currently no tools to assist the information
seeker in determining whether these documents contain desired information, or
just submitted terms. Two types of SE errors are possible: false positive
errors result from the many connotations which words may convey, and false
negative errors result from different wordings that express similar meanings.
To solve these difficulties, we focus on meaning rather than terms developing a
technique called Semantic Highlighting. Keywords: Semantic, Highlighting, Information retrieval, Visualize | |||
| Developing a Community Intranet: Social Practices and Technology Interventions | | BIBAK | PDF | 193-194 | |
| Rachel Bellamy; Eileen Genevro; Stephanie Houde; Lori Leahy; Gary Young | |||
| How can learning and communication within communities be improved through
the use of new technologies and practices? To answer this question, we
investigated how members of small communities learn from each other during the
course of their normal activities. We discovered that we needed to facilitate
casual communication of current information and events without causing a lot of
work for community members. To this end, we developed and deployed a working
prototype of a community intranet, and evolved associated social practices. Keywords: Intranet, Learning community, Communication | |||
| CHI 98 Basic Research Symposium | | BIBAK | PDF | 195 | |
| Joseph A. Konstan; Jane Siegel | |||
| The CHI Basic Research Symposium is a long-running special event that
presents an opportunity for researchers from different disciplines to exchange
new developments and insights from their own fields and thereby expand their
vision of human-computer interaction. This two-day event is a cross between a
mini-conference and a workshop. Participants are selected by a program
committee that reviews submitted position papers to bring together a diverse
group of researchers with innovative research underway. The symposium itself
includes interactive research presentations, group discussions around common
themes, and small-group break-out activities. Keywords: Basic research, New developments and insights, Interdisciplinary interaction | |||
| Innovation and Evaluation in Information Exploration Interfaces | | BIBA | PDF | 196-197 | |
| Gene Golovchinsky; Nicholas J. Belkin | |||
| Information retrieval research traditionally has concerned itself with improving the effectiveness of indexing and retrieval mechanisms. Over the last twenty years, the field has seen data-handling capacity increase by orders of magnitude, and today search engines are close to becoming a commodity. Although much research has been conducted surrounding the use of information retrieval systems, our understanding how people interact with such technology has lagged behind. This workshop addresses user interface aspects of information exploration, the interactive use of information retrieval tools. We take a three-pronged approach by examining innovative interfaces, methods of empirical evaluation, and theoretical accounts. | |||
| Incorporating Work, Process and Task Analysis into Commercial and Industrial Object-Oriented Systems Development | | BIBA | PDF | 198 | |
| John Artim; Mark van Harmelen | |||
| Discussion at last year's workshop, "Object-Oriented Model in User Interface
Design," examined the role of object modeling in user interface design. The
workshop's majority view concluded that (1) The extraction of a domain model
provides us with a description of the users' world that positively facilitates
subsequent user interface design activities, (2) System capabilities and many
aspects of interaction with a system can be successfully modeled using objects,
and (3) Process and task analysis are natural partners and mutual informants
for object modeling.
The workshop participants, during the workshop and while remotely collaborating on a summary paper, created a framework describing user interface design in the software development lifecycle. This framework can be used to represent the various documents and models used throughout the development lifecycle with particular emphasis placed on those descriptions employed in user interface design. The framework also expresses the relationships among these descriptions and between these descriptions and the referents in the user's world. This framework is described in the workshop summary paper published in the October 1997 issue of SIGCHI Bulletin. | |||
| Innovative Interface Metaphors for Visual Media | | BIBAK | PDF | 199 | |
| Arnd Steinmetz; Frank Nack; Nahum Gershon | |||
| The purpose of the workshop is to explore new ideas for representations of
visual media and to clarify the nature, scope, limits, and dangers of new
interface metaphors for visual media. Keywords: CHI-98 Workshop, Visual media, Video, User interface | |||
| Designing User Interfaces for Safety Critical Systems | | BIBAK | PDF | 200 | |
| Philippe Palanque; Fabio Paterno; Peter Wright | |||
| In the workshop we aim to review the state of art in the field, to give a
framework to evaluate current approaches, and to identify promising research
lines and the possible results which can be foreseen in the next years.
We will focus on some specific issues which we feel relevant in this application area: * what is usability in a safety critical context and how to evaluate it, * how to analyse and prevent human error through system specification and implementation; possible classifications of human errors improving their understanding; * how to guarantee the safety of the possible interactions; * how to design for robust co-operation among the users in technologically mediated work. Keywords: Safety critical systems, User interface design, Usability formal methods,
Human-centered design | |||
| From Task to Dialogue: Task-Based User Interface Design | | BIBAK | PDF | 201 | |
| Birgit Bomsdorf; Gerd Szwillus | |||
| Developing user interfaces is no more a mere technical software development
task; successful user interface design has to be interdisciplinary, taking into
account other aspects, such as psychological, social, organisational, and
cognitive aspects. It is generally accepted that the tasks, the user has to
fulfill with a system to be developed should play an important role in its
design. Knowing the user's tasks enables the designer to construct user
interfaces reflecting the tasks' properties, including efficient usage
patterns, easy-to-use interaction sequences, and powerful assistance features.
As a consequence, task modelling becomes a central part of the user interface design process. To accomplish this a systematic transition has to exist from task identification to user interface construction. Hence, a task model of how the user performs his or her tasks with the future system has to be defined. This model contains the task structure, the division of labour between user and system, as well as information about the objects used within tasks, otherwise referred to as object model. From this a dialogue model is constructed, a constructive abstraction of the finally implemented user interface. The dialogue model contains such information as to which objects exist in the user interface, what are their different possible states, which events are triggering state changes, and information about object visibility and activation. Keywords: Task model, Object model, Dialogue model, User interface design, Model
integration | |||
| Hyped-Media to Hyper-Media: Toward Theoretical Foundations of Design, Use and Evaluation | | BIBAK | PDF | 202-203 | |
| N. Hari Narayanan | |||
| The theme of the workshop is emerging theoretical foundations of design, use
and evaluation of interactive hypermedia systems. The term hypermedia is used
to encompass visualization, multimedia and hypermedia systems. Keywords: Hypermedia, Multimedia, Visualizations, Design, Navigation, Evaluation,
Theory, Models | |||
| The Toughest Web User Interface Challenges | | BIBAK | PDF | 204 | |
| Richard Miller; Keith Rettig | |||
| The mission of the workshop is to provide a forum for experienced designers
to solve problems in a collaborative environment, while learning about new
methods for understanding the problems (user-centered design methodologies) and
for solving the problems (web tools and technologies). The goals are focused
on the individual user getting the most out of the workshop. Participants will
spend some time reviewing methods for extracting requirements and solving
design issues with paper prototyping. Emphasis will also be placed on
exploring the bounds of design using various web technologies like JavaScript,
Java, HTML, frames, and layers. Keywords: Web design, Interface design, Usability, HTML, JavaScript, Java,
User-centered design, Team design, GUI objects | |||
| Unpacking Strategic Usability: Corporate Strategy and Usability Research | | BIBAK | PDF | 205-206 | |
| Stephanie Rosenbaum; Judee Humburg; Janice Rohn | |||
| Some of the issues we'll explore include:
* Impact of organizational profiles (including characteristics such as size,
culture, organizational structure, products and services, product life cycles) on strategic usability * Human factors as a bridge between marketing and development; ties between market research and usability research * Use of consultants as missionaries for usability research, as well as usability planners and implementers * What customer research activities are central to corporate planning * Organizational and educational barriers to implementing strategic usability * Management commitments or positioning needed to support strategic usability Keywords: Best practices, Business direction, Corporate planning, Corporate strategy,
Customer data collection, Customer needs, Market positioning, Strategic
planning, Strategic usability, Usability, Usability research, User-centered
design | |||
| Too Much of a Good Thing? Identifying and Resolving Bloat in the User Interface | | BIBAK | PDF | 207-208 | |
| Leah Kaufman; Brad Weed | |||
| Software magazines continually point out how interface bloat -- too many
features, menus, toolbars, icons, and buttons -- plagues today's software. Yet
even in the face of such strong criticism there are still people who prefer big
software packages and love to discover an application's many features and
tools. Is it time for software to trim down or can we design interfaces that
comfortably accommodate a large number of features? Which is better for
computer users, a small set of commonly used features or access to hundreds?
Through examples, discussions, debate, and our shared experience with interface design and use, we will try to reach a clear understanding of bloat and finally, a set of recommendations for addressing it. Keywords: Bloat, Features, Interface design | |||
| Web Navigation: Resolving Conflicts Between the Desktop and the Web | | BIBAK | PDF | 209 | |
| Hal Shubin; Ron Perkins | |||
| Navigation on the Web is different from navigation on "traditional"
platforms like Macintosh and Windows. Users of the new platform find a model
of navigation that conflicts with the conceptual model they developed on the
older platforms. Rather than finding ways for users to cope on this new
platform, how can we design Web applications so people can work more easily,
with fewer transfer-learning problems?
Workshop members will discuss their experiences and ways to overcome the problems. They will walk away with a concrete understanding of the special requirements of navigation on the Web. Keywords: World Wide Web, Navigation, User model, Conceptual model | |||
| Beyond Internet Business-as-Usual | | BIBAK | PDF | 210 | |
| Markus Stolze; Patrick Steiger; Michael Good | |||
| During the workshop, participants discuss their research and experience to:
* Identify today's central practical problems,
* Evaluate prototypes, technologies, and frameworks that show ways to transcend
the current state of the art in Internet commerce and to accommodate growing user needs, and * Understand the ways in which electronic commerce can co-evolve with new shopper needs and new types of products and services. Keywords: Internet commerce, Electronic shopping, World Wide Web | |||
| Learner-Centered Design: Addressing, Finally, the Unique Needs of Learners | | BIBA | PDF | 211-212 | |
| Sherry Hsi; Elliot Soloway | |||
| In transitioning from UCD to LCD -- Learner-Centered Design -- we need to
deeply appreciate the fact that learners have unique needs that go beyond those
of professional users:
* Growth: Learners change, however, not our current crop of software: the
interface to our spreadsheet, say, is by and large the same on day 100 as it was on day 1. To support growth, then, interfaces must adapt and be adaptable. * Diversity: By definition, individuals in a profession share a significant degree of homogeneity. Software for a professional leverages quite directly off this homogeneity. In contrast, heterogeneity is the hallmark of learners. For example, in a representative public school classroom there will invariably be enormous differences in cognitive and social development, cultural background, and learning style. * Engagement: By definition, professionals can be counted on to attend and persevere; from batch processing to clunky teletypes, from screens upon screens of forms to arcane and arbitrary command sequences, professionals have repeatedly demonstrated that they will adjust to whatever it takes to get the job done. Children, on the other hand, are not so accommodating; while we are not advocating gratuitously sweet interfaces, designers must realize that helping to focus and engage learners is part of their responsibility. | |||
| Trust and Accountability: Preserving Human Values in Interactional Experience | | BIBAK | PDF | 213 | |
| Batya Friedman; Jonathan Grudin | |||
| Workshop Goals:
* To explore with colleagues the societal value of trust and accountability,
and the particular nature of trust and accountability in interactional experience. * To provide a forum (opportunity) for colleagues to discuss issues of trust and accountability in computer systems that have arisen from their own design experiences. * To work with colleagues to identify (1) positive designs and abuses of trust and accountability in computer systems, and (2) the elements of interface and system design that affect users' perceptions of trust and accountability. * To work with colleagues to generate design principles for preserving the values of trust and accountability in the design of future systems. Keywords: Accountability, Computer system design, Design methods, Ethics, Information
systems, Social computing, Social impact, Trust, Value-sensitive design | |||
| User Interfaces for Computer-Based Patient Records | | BIBAK | PDF | 214 | |
| Tom Brinck; Gary York | |||
| This one-day workshop is meant to bring together designers, developers,
users, and researchers developing or evaluating computer-based patient record
(CPR) systems. The participants will discuss a variety of approaches including
user interface guidelines, metaphors for design, evaluation of paper-based and
CPR systems, design reviews, case studies, and workflow analysis. Keywords: Computer-based patient record, Medical record, Healthcare information
systems, User interface design | |||