| Humor in Task-Oriented Computer-Mediated Communication and Human-Computer Interaction | | BIBAK | PDF | 215-216 | |
| John Morkes; Hadyn K. Kernal; Clifford Nass | |||
| Two experiments examined the effects of humor in task-oriented
computer-mediated communication (CMC) and human-computer interaction (HCI).
Compared to control-group participants, participants who had received jokes:
rated the "person" or computer they worked with as more likable and competent;
reported greater cooperation; joked back more often; responded in a more
sociable (i.e., polite and friendly) manner; and smiled and laughed more.
Compared to CMC participants, however, HCI participants were less sociable and
smiled and laughed less. Theoretical and design implications are discussed. Keywords: HCI, CMC, Human-computer interaction, Computer-mediated communication,
Humor, Interaction design, Social responses to communication technologies | |||
| Evaluating the Use of Pictographical Representations for TV Menus | | BIBAK | PDF | 217-218 | |
| J. H. D. M. Westerink; M. van der Korst; G. Roberts | |||
| We address the use of pictographic representations in an entertainment-type,
domestic situation of use. In a small-scale experiment 20 subjects worked with
two versions of a TV-guide simulation: one mainly pictographically-based, one
mainly text-based. They were asked for their impressions as well as requested
to fulfil a series of tasks covering the entire functionality of the TV-guide.
Conclusions underline the necessity of some form of personalization in the user
interface, and the importance of efficiency and effectiveness despite the
enhanced attractiveness through enhanced graphics. Keywords: Entertainment, Graphics, User interface, Pictures, Visual indices, User
evaluations | |||
| To Click or Not To Click: A Comparison of Two Target-Selection Methods for HCI | | BIBAK | PDF | 219-220 | |
| Michael Bohan; Alex Chaparro | |||
| This paper reports a preliminary investigation of different methods for
target selection on a computer screen using a mouse. Specifically, an
experiment compared the standard point-and-click method to a mouse-over method,
whereby the target was automatically selected after the cursor and target were
superpositioned for 200 ms. Results indicated that the mouse-over method
resulted in a significant reduction in target-acquisition time across a range
of target widths. The implication of these findings to task optimization are
then considered. Keywords: Computer mouse, Target selection, Mouse-over | |||
| PatchWork: A Software Tool for Early Design | | BIBAK | PDF | 221-222 | |
| Maarten van de Kant; Stephanie Wilson; Mathilde Bekker; Hilary Johnson; Peter Johnson | |||
| In this paper we describe the design and motivation for a novel prototyping
tool to support the exploration of early design ideas. This software tool,
PatchWork, allows the designer to rapidly create rough looking, runnable
prototypes using simple building blocks which we call patches. Patches are
arbitrary-shaped digital images, typically of low-tech design materials or
domain objects. Prototypes are constructed through the specification of
storyboards. Keywords: Prototyping, Design representations, Interface construction tools, User
involvement, Early design exploration | |||
| Linking Between Multiple Points in Design Documents | | BIBAK | PDF | 223-224 | |
| Steven Clarke; Gilbert Cockton | |||
| Several software engineering (SE) tools provide hypertext style navigation
and cross referencing between design and implementation descriptions. Such
tools may increase developers' understanding of a design by making explicit the
dependencies between its components. Currently however, no such tool support
exists which covers contextual information. In this paper we report on an
investigation into the benefits that explicit relationships between
descriptions of context and descriptions of designs may bring. We built a
prototype development system and used it to uncover some of the issues involved
in creating and maintaining a set of explicit relationships. One of the issues
to emerge concerned the ability to link between several aspects of context
and/or design in a single link. Our experiences with multi-point links in our
LD tool are briefly summarised. Keywords: Context, Hypertext, Case tools | |||
| A Study of Commenting Agents as Design Support | | BIBAK | PDF | 225-226 | |
| Mikael Ericsson; Magnus Bauren; Jonas Lowgren; Yvonne Wærn | |||
| Sixteen subjects were observed using a simulated (Wizard-of-Oz) commenting
agent in a design support system. Different commenting behavior was tested,
and the overall usefulness evaluated. The interaction was logged and recorded
on video, and the subjects rated the agent with respect to usefulness,
understandability, system competence, disturbance and perceived stress.
Perceived mental workload was measured using RTLX. The results show that a
commenting tool is seen as disturbing but useful, that the comments from an
active tool risk being overlooked, and that comments pointing out ways of
overcoming identified design problems are the easiest to understand. Keywords: Design support, Commenting system, Wizard-of-Oz | |||
| Frustrating the User On Purpose: Using Biosignals in a Pilot Study to Detect the User's Emotional State | | BIBAK | PDF | 227-228 | |
| Jocelyn Riseberg; Jonathan Klein; Raul Fernandez; Rosalind W. Picard | |||
| Our goal was to develop a computer system trained to sense a user's
emotional state via the recognition of physiological signals. In the course of
developing an exploratory pilot study toward this end, we encountered and
addressed unique and context-dependent interface design and synchronization
challenges. We used social science methods to induce a state of frustration in
users, collected the physiological data, and developed an effective strategy
for coupling these data with real-world events. Keywords: Affect, Affective computing, User interface, Human-computer interaction,
Biosensing, Emotion physiology | |||
| Touchpad-Based Remote Control Devices | | BIBAK | PDF | 229-230 | |
| Neil R. N. Enns; I. Scott MacKenzie | |||
| A new style of remote control device (RCD) that incorporates a touchpad for
input is described. Unistrokes created through touch are used to issue
commands and select menu items presented on a television screen. The design
addresses the drawbacks of traditional RCDs, such as an over-abundance of
buttons and the lack of alphanumeric input. We have assembled a prototype
using a Windows95-based computer, an infrared card, and a touchpad. Future
developments and research plans for the touchpad-based RCD are also discussed. Keywords: Remote control devices, Touchpads, Television, Unistroke recognition, Input
devices, Convergent technologies | |||
| Tracking Hands Above Large Interactive Surfaces with a Low-Cost Scanning Laser Rangefinder | | BIBAK | PDF | 231-232 | |
| Joshua Strickon; Joseph Paradiso | |||
| We have developed an inexpensive scanning laser rangefinder to measure the
real-time position of bare hands in a 2-D plane up to distances of several
meters. We have used this device to build a precise, multipoint "touchscreen"
interface for large video projection systems. In this paper, we describe the
concepts and hardware, plus outline an application for an interactive
multimedia environment. Keywords: Laser rangefinder, Hand tracker, Touchscreen, Music interface | |||
| Comparing Single- and Two-Handed 3D Input for a 3D Object Assembly Task | | BIBAK | PDF | 233-234 | |
| Maarten W. Gribnau; James M. Hennessey | |||
| In this paper, we describe the design and evaluation of an interface for 3D
object assembly that can be operated with either one or two hands. The
justification for applying two-handed input is evaluated by studying the
results of an experiment in which the performance of single- and two-handed
operation are compared. Performance is established using the time needed to
complete a 3D object assembly task. Experimental data show that the two-handed
interface takes more time to learn but eventually leads to faster completion
times within a one hour period. It is therefore concluded that the choice for
two-handed input is appropriate. Keywords: 3-D interfaces, Input devices, Two-handed input | |||
| Real Handles, Virtual Images | | BIBAK | PDF | 235-236 | |
| Colin Ware; Jeff Rose | |||
| There is a large difference between the times reported for rotating virtual
objects and the time it takes to rotate real objects. This is a preliminary
report of three experiments designed to establish the reasons for this
different and to help design interfaces for object positioning. Keywords: Input devices, Virtual reality, Two handed input | |||
| A Kinetic and 3D Image Input Device | | BIBAK | PDF | 237-238 | |
| Shunichi Numazaki; Akira Morishita; Naoko Umeki; Minoru Ishikawa; Miwako Doi | |||
| Gesture recognition in real time can bridge a gap between humans and
computers. Object segmentation from the background is a critical problem in
the conventional gesture recognition technology. We have developed a new input
device which can detect a kinetic and 3D image of a hand in real time. We call
it "Motion Processor".
The Motion Processor with infrared light sources and an area sensor can detect the refleeted light image of a hand at 30 frames per second. The image resolution is 64 pixels by 64 pixels. It is easy to recognize gestures and motions in real time based on the detected hand images. This gesture recognition bridges a gap between humans and computers. Keywords: Input device, Gesture, Motion, 3D-shape, Image input device | |||
| The Sound of Your Stuff: Designing a Complex Auditory Display for an Interactive Museum Exhibit | | BIBAK | PDF | 239-240 | |
| Maribeth Back; Jonathan Cohen | |||
| We describe the design and implementation of a complex sonic environment for
Portable Effects, a museum exhibit consisting of several interactive stations.
The installation employs different types of auditory display in combination, as
navigational aids or as auditory representations of actions and processes.
Three aspects of the work are discussed: determining appropriate types of
sounds and their mappings to particular actions and processes; adjusting sonic
content, placement, and balance for maximum effect; and most importantly,
integrating the individual stations into a cohesive aural experience. Keywords: Audio, Auditory icons, Auditory display, Audible interface, Sound design,
Exhibit, Museum, Interactive audio, Interactive exhibit, Exploratorium | |||
| Synchronization of Speech and Hand Gestures during Multimodal Human-Computer Interaction | | BIBAK | PDF | 241-242 | |
| Marie-Luce Bourguet; Akio Ando | |||
| In this paper, we describe an experiment that studies temporal
synchronization between speech (Japanese) and hand pointing gestures. Gesture
(G) is shown to be synchronized with either the nominal or deictic ("this",
"that", "here", etc.) expression of a phrase. It is also shown that G is
predictable in the [-200 ms, 400 ms] interval around the beginning of its
related expression. The use of such a quantitative model of natural speech and
gesture integration (in the multimodal interface and the speech recognition
system), is also discussed. Keywords: Multimodal interaction, Speech recognition, Hand gestures, Synchrony,
Predictive model | |||
| "Just Speak Naturally": Designing for Naturalness in Automated Spoken Dialogues | | BIBAK | PDF | 243-244 | |
| David Williams; Christine Cheepen | |||
| This paper describes an experiment carried out in the domain of telephone
banking, and investigates the notion of naturalness in human-machine spoken
dialogues. The experiment showed that 'denatured' prompts which were stripped
of human-like constructs were preferable to callers, and achieved transaction
times similar to those resulting from a typical telebanking dialogue. Keywords: Spoken dialogues, Naturalness, Usability | |||
| Speech Recognition, Children, and Reading | | BIBAK | PDF | 245-246 | |
| Don Nix; Peter Fairweather; Bill Adams | |||
| In this paper we describe a speech recognition system for teaching reading
skills to young children, and various research issues and activities necessary
to make the system work. A full-scale application is described, which embodies
the research. The application interacts with a child to help him or her read,
and provides opportunities for the child to show off what he or she has read,
and to annotate the reading with audio and video comments. Special focus is
given to creating an acoustic model specifically for children, and to designing
an interface to deal with complexities of a speech recognition application. Keywords: Speech recognition, Reading instruction, Children, Education | |||
| Play It Again: A Study of the Factors Underlying Speech Browsing Behavior | | BIBAK | PDF | 247-248 | |
| Steve Whittaker; Julia Hirschberg; Christine H. Nakatani | |||
| Several recent UIs support access to recorded speech archives, but these
have not yet been systematically evaluated. We describe a laboratory study of
speech archive browsing using a GUI. We evaluate the effects of four factors:
task type, familiarity, structure, and play operation duration. We found that
while users learnt the overall layout of topics in the archive, they
experienced major problems in learning the internal structure of archival
topics. Contrary to our expectations, we also discovered that structural
information and fixed duration play operations were less useful for browsing
than anticipated. We discuss the impact of our results for speech archive UI
design, and describe a new UI which supports navigation within topic. Keywords: Speech archives, Browsing, Search, Retrieval | |||
| All Talk and All Action: Strategies for Managing Voicemail Messages | | BIBAK | PDF | 249-250 | |
| Steve Whittaker; Julia Hirschberg; Christine H. Nakatani | |||
| Voicemail is a pervasive technology, but we know little about how users
manage voice messages in executing everyday work. We analyze server logs, user
surveys and interviews to identify three problems users experience in managing
their voicemail: scanning, information extraction and search. We also isolate
three distinct voicemail processing strategies, and discuss the relative merits
of each strategy. We make recommendations about how voicemail might be
redesigned to better address these problems and support these strategies. Keywords: Voicemail, Speech archives, Workplace communication | |||
| Focus Troupe: Using Drama to Create Common Context for New Product Concept End-User Evaluations | | BIBA | PDF | 251-252 | |
| Tony Salvador; Karen Howells | |||
| We offer a new technique for eliciting contextually relevant, personally experiential user feedback for products that do not yet exist. Too often customers and users are required to provide input on radically new product concepts with which, by definition, they have no direct experience. While traditional marketing techniques, e.g., focus groups and surveys, appear adequate for evaluating existing products with which customers have direct experience, these existing techniques offer only limited satisfaction for evaluating new product concepts where there is no customer experience. Based on our experiences, we note that one primary reason for this limited utility is the variable use-contexts prevalent among the individual customers due to a product presentation format that cannot offer a common context, e.g., a foil set. Focus Troupe is a technique whereby dramatic vignettes are presented to an audience of potential customers in which the new product concept is featured merely as a prop or even as a dramatic element, but not as an existing piece of technology. The vignette casts familiar or common situations where the particulars differ based on the new invention, thereby contextually highlighting the new concept against a familiar and common background. In our experience, the actual production of a Focus Troupe event is efficient and speedier than that of a more traditional focus group. The engaging presentation, the common background and no need for actual product concepts offers a unique methodology for eliciting relevant comments from otherwise naive customers about products that do not exist. | |||
| Remote Usability Evaluation: Can Users Report Their Own Critical Incidents? | | BIBAK | PDF | 253-254 | |
| Jose C. Castillo; H. Rex Hartson; Deborah Hix | |||
| In this paper, we briefly introduce the user-reported critical incident
method (originally called semi-instrumented critical incident gathering [3])
for remote usability evaluation, and describe results and lessons learned in
its development and use. Our findings indicate that users can, in fact,
identify and report their own critical incidents. Keywords: Remote usability evaluation, Remote evaluation, Usability evaluation,
Critical incidents, User-initiated, Usability data | |||
| The Evaluator Effect in Usability Tests | | BIBAK | PDF | 255-256 | |
| Niels Ebbe Jacobsen; Morten Hertzum; Bonnie E. John | |||
| Usability tests are applied in industry to evaluate systems and in research
as a yardstick for other usability evaluation methods. However, one potential
threat to the reliability of usability tests has been left unaddressed: the
evaluator effect. In this study, four evaluators analyzed four videotaped
usability test sessions. Only 20% of the 93 unique problems were detected by
all four evaluators and 46% were detected by only a single evaluator. Severe
problems were detected more often by all four evaluators (41%) and less often
by only one evaluator (22%) but a substantial evaluator effect remained. Keywords: Usability, User testing, Usability test, Evaluator effect | |||
| Analytical versus Empirical Evaluation of Spatial Displays | | BIBAK | PDF | 257-258 | |
| Mountaz Hascoet | |||
| In this paper, we propose a methodology for evaluating spatial display
techniques. Our approach is based on two different types of evaluation:
analytical experiments and user studies. This approach is important because it
uncovers aspects not detected when either technique is used alone. We apply
this approach to the comparison of two different layout techniques. Keywords: Spatial layout algorithms, Analytic versus empirical evaluation,
Visualization, Browsing | |||
| The Effect of Task Description Detail on Evaluator Performance with Cognitive Walkthroughs | | BIBAK | PDF | 259-260 | |
| Andrew Sears; David J. Hess | |||
| Inspection-based evaluation techniques are popular because they can be fast,
require limited formal training, and can find numerous usability problems. To
speed the evaluation process and reduce the need for formal training in
cognitive psychology, the cognitive walkthrough process was revised to
incorporate detailed step-by-step task descriptions. This paper reports on a
study that investigated the influence of this change. The results indicate
that providing detailed step-by-step task descriptions significantly changes
the types of problems found. These results should influence both future
research and how practitioners apply this technique. Keywords: Cognitive walkthrough, User interface evaluation | |||
| Comparison of GOMS Analysis Methods | | BIBAK | PDF | 261-262 | |
| Joel D. Baskin; Bonnie E. John | |||
| Although members of the same family of techniques, the Keystroke Level Model
and CPM-GOMS often predict different execution times for the same task [4].
Our data suggest that KLM describes error-free performance of a skilled user
with little practice on a particular task whereas CPM-GOMS describes error-free
performance after extensive practice. A participant completed a task 500 times
using two different methods. Observed times for the first error-free trial
were close to the times predicted by KLM and quickly decreased with practice to
more closely match those predicted by CPM-GOMS. The biggest contributor to the
change were mental operators, which decreased markedly in both duration and
frequency, although the duration of pointing also decreased. Keywords: GOMS, Cognitive models, User models | |||
| Integrated Design of Real Architectural Spaces and Virtual Information Spaces | | BIBAK | PDF | 263-264 | |
| Norbert A. Streitz | |||
| This paper presents an introduction to the Suite "Integrated design of real
architectural spaces and virtual information spaces". It discusses the
affordances of architectural spaces serving as information spaces and vice
versa. As a consequence, it argues for a two-way augmentation of these two
worlds were are living in. It concludes with an overview of the papers of this
Suite. Keywords: Augmented reality, Physical space, Architecture, Virtual space, Ambient
information, Workspace design | |||
| Shuffle, Throw or Take It! Working Efficiently with an Interactive Wall | | BIBAK | PDF | 265-266 | |
| Jorg Geissler | |||
| In this paper, we report on interaction techniques for very large displays
such as interactive walls. Since display space is a crucial aspect for most
visually-oriented tasks, we developed an interactive wall with an active area
of 4.5 meters width, 1.1 meters height, and with 3072x768 pixels. At this
wall, three users are able to work simultaneously on separate areas using pen,
finger, and hand gestures. They can shuffle display objects around, throw them
to other users standing at the opposite side of the wall, they can take objects
from the wall and put them back at another location without explicit mode
changes. Keywords: Computer-augmented reality, Roomware, Gestures, Pen-based computing, Group
interfaces, Interaction techniques | |||
| Communication Chairs Examples of Mobile Roomware | | BIBAK | PDF | 267-268 | |
| Christian Muller-Tomfelde; Wolfgang Reischl | |||
| This paper describes the current state of our work on computer-augmented
chairs, designed to be part of team work spaces. These chairs have either a
pen-based computer display or a laptop docking facility integrated into their
armrest. Equipped with accumulators and an antenna device, the chairs are
entirely wireless and easy to move and to rearrange for the needs of different
work situations. Keywords: Computer-augmented reality, Roomware, Pen-based computing, Wireless
networking, Mobile computing, Position detection, Computer-supported
cooperative work | |||
| Water Lamp and Pinwheels: Ambient Projection of Digital Information into Architectural Space | | BIBAK | PDF | 269-270 | |
| Andrew Dahley; Craig Wisneski; Hiroshi Ishii | |||
| We envision that the architectural spaces we inhabit will be an interface
between humans and online digital information. This paper introduces ambient
fixtures called Water Lamp and Pinwheels: a new approach to interfacing people
with online digital information. The Water Lamp projects water ripple shadow
created by a "rain of bits." The Pinwheels spin in a "bit wind." These ambient
fixtures present information within an architectural space through subtle
changes in light, sound, and movement, which can be processed in the background
of awareness. We describe the design and implementation of the Water Lamp and
the Pinwheels, and discuss their potential applications as well as design
issues. Keywords: Ambient media, Tangible bits, Tangible user interface, ambientROOM, Ambient
fixtures, Architectural space, Lights | |||
| Adding Another Communication Channel to Reality: An Experience with a Chat-Augmented Conference | | BIBAK | PDF | 271-272 | |
| Jun Rekimoto; Yuji Ayatsuka; Hirotaka Uoi; Toshifumi Arai | |||
| This paper reports our recent experience with a 3-day technical conference,
which was fully augmented by a chat system and a telepresence camera. In this
trial, the chat acted as a sub-channel to reality; participants both in local
and remote conference rooms can freely interchange their thoughts or opinions
inspired by presentations through the chat. We observed several interactions
between virtual (chat) and real discussions during the conference -- namely,
(1) Chat discussions often activated discussions in the real world, while
treating tiny questions, (2) Co-authors could provide supplemental information
through the chat while the first author was presenting, and (3) Participants
who were not familiar with the research topic could get more understanding from
the chat. We also observed the effect of anthropomorphic representation by
switching the chat system between text- and comic-based. Keywords: Chat, Computer-supported conferences | |||
| Basics of Integrated Information and Physical Spaces: The State of the Art | | BIBAK | PDF | 273-274 | |
| Norbert A. Streitz; Daniel M. Russell | |||
| This paper presents an overview of selected work relevant to the problem
domain of the suite "Integrated design of real architectural spaces and virtual
information spaces". Keywords: Augmented reality, Ubiquitous computing, Tangible bits, Ambient media,
Collaborative work spaces, Roomware | |||
| The Future of Integrated Design of Ubiquitous Computing in Combined Real & Virtual Worlds | | BIBAK | PDF | 275-276 | |
| Daniel M. Russell; Mark Weiser | |||
| Building real/virtual information environments relies on a kind of ubiquity.
And ubiquitous computing means placing computers everywhere in the user
environment, providing ways for them to interconnect, talk and work together.
In designing integrated real & virtual worlds, building ubiquity into
information services and devices will be a prerequisite goal. Much work has
gone into the particulars of display devices and input-output devices, while
relatively little has focused on the invisible problem of actually getting all
these devices and resources to work together.
Three important directions for future work in real & virtual ubiquitous computing seem clear: (1) devices work will continue (creating novel kinds of output and input devices in places where people can use them), (2) transparent communication (between devices, information and people must become more functional and standard), and (3) the user experience design (so people can use the constellation of devices and information resources available to them). Keywords: Ubiquitous computing, Real worlds, Virtual worlds | |||
| Computer Support for Distance Art Therapy | | BIBAK | PDF | 277-278 | |
| Davor Cubranic; Kellogg S. Booth; Kate Collie | |||
| We present the results of user testing of a system we developed to support
distance art therapy and discuss problems that were identified with refinements
to the system to prevent or ameliorate them. Keywords: Health care applications, Shared workspaces, Art, Therapy | |||
| A Room of Your Own: What Would it Take to Help Remote Groups Work as Well as Collocated Groups? | | BIBAK | PDF | 279-280 | |
| Judith S. Olson; Lisa Covi; Elena Rocco; William J. Miller; Paul Allie | |||
| Remotely located teams have difficulty and today's groupware is not totally
successful in helping them. To inform our design of future groupware, we
investigated the work habits of teams that have nearly the ideal: they work in
dedicated project rooms. We conducted field work that included interviews and
observations of teams in 9 U.S. companies who had dedicated project rooms and a
6 week study of one site. We found that the team members reported clear
advantages of being collocated: increased learning, motivation, and
coordination. Future groupware for remote groups must at least support large,
persistent, shared visual displays, awareness of team members' activities, and
various signals to others about the importance of the work. Keywords: Computer supported cooperative work, Groupware, Teamwork, Space | |||
| Tickertape: Awareness in a Single Line | | BIBAK | PDF | 281-282 | |
| Geraldine Fitzpatrick; Sara Parsowith; Bill Segall; Simon Kaplan | |||
| This paper describes an awareness tool called Tickertape. Tickertape is a
lightweight, highly tailorable tool that provides an interface to a world of
transient information via a single-line scrolling message window. We overview
Tickertape, describing both its unidirectional and bidirectional message groups
and its time-out feature. We then illustrate how it is being used within one
organisation. Keywords: Awareness, CSCW, Groupware, Event notification | |||
| People Presence or Room Activity: Supporting Peripheral Awareness over Distance | | BIBAK | PDF | 283-284 | |
| Elin Ronby Pedersen | |||
| Peripheral awareness is a powerful human resource that has only recently
been addressed in media space design. The challenge is to figure out what
would be important to convey remotely and to strike a balance between too much
and too little. Symbolic representation of remote activity is a powerful way
to go, but as it turns out also easy to do wrong. This paper presents some
early findings on problems and promises of using symbolic representation: it
reports from informal studies of people using the AROMA prototype in regular
office and home settings, and it conveys some lessons on designing appropriate
and effective symbolic representations. Keywords: Awareness, Activity, Presence, Symbolic representation | |||
| Peripheral Participants in Mediated Communication | | BIBAK | PDF | 285-286 | |
| Andrew F. Monk; Leon A. Watts | |||
| When more than two people take part in a conversation or work task their
involvement may be either as 'primary' or 'peripheral' participants depending
on whether or not they are actively involved in the current shared task. This
distinction was operationalised in an experiment. An interested peripheral
participant listened in to the conversation of two others, one of whom was in
the same room and one of whom was remote. Whether one was a primary or
peripheral participant had a large effect on ratings of social presence, larger
than the effect of whether one was remote or copresent. Keywords: Video-mediated communication, Overhearing, Participation, Awareness,
Presence | |||
| When Two Hands Are Better Than One: Enhancing Collaboration Using Single Display Groupware | | BIBAK | PDF | 287-288 | |
| Jason Stewart; Elaine M. Raybourn; Ben Bederson; Allison Druin | |||
| In this paper, we describe Single Display Groupware, a software model that
enables multiple users to work simultaneously at a single computer display. We
discuss the collaborative benefits observed during a pilot study of the SDG
application, KidPad. Keywords: CSCW, Children, Single display groupware, Educational application, Input
devices, Pad++, KidPad | |||
| Experiments in Inhabited TV | | BIBA | PDF | 289-290 | |
| Steve Benford; Chris Greenhalgh; Chris Brown; Graham Walker; Tim Regan; Paul Rea; Jason Morphett; John Wyver | |||
| Inhabited TV involves the public deployment of collaborative virtual environments (CVEs) so that on-line audiences can participate in TV shows within shared virtual worlds. This extends traditional broadcast TV and more recent interactive TV by enabling social interaction among participants and by offering them new forms of control over narrative structure (e.g., navigation within a virtual world) and greater interaction with content (e.g., direct manipulation of props and sets). Inhabited TV also builds on recent research into CVEs as social environments, including experiments with Internet-based virtual worlds [2] and the development of more scaleable research platforms. This involves more explicitly focusing on issues of production, management, format and participation arising from the staging of events within virtual worlds. The potential size of Inhabited TV audiences also challenges the scaleability of CVEs. | |||
| The Lightwork Performance: Algorithmically Mediated Interaction for Virtual Environments | | BIBA | PDF | 291-292 | |
| John Bowers; Sten-Olof Hellstrom; Kai-Mikael Jaa-Aro | |||
| In this paper, we describe the human-computer interaction concepts we have built into an improvisatory performance art work called Lightwork. This -- a 15 minute long piece combining electroacoustic music with the real-time construction and navigation of back-projected virtual environments (VEs) -- has combined artistic, social and computer science skills, building on our experience and studies of [1,2]. Multi-disciplinary design of this sort is typical of work at the Centre for User-Oriented IT-Design (CID) at the Royal Institute of Technology. | |||
| Look Who's Talking: The GAZE Groupware System | | BIBAK | PDF | 293-294 | |
| Roel Vertegaal; Harro Vons; Robert Slagter | |||
| The GAZE Groupware System is a multiparty mediated system which provides
support for gaze awareness in communication and collaboration. The system uses
an advanced, desk-mounted eyetracker to metaphorically convey gaze awareness in
a 3D virtual meeting room and within shared documents. Keywords: CSCW, Awareness, Eyetracking, VRML2 | |||
| Looking for Sound? Selling Perceptual Space in Hierarchically Nested Boxes | | BIBAK | PDF | 295-296 | |
| Roel Vertegaal; Barry Eaglestone | |||
| ISEE3D is a 3D musical sound browser which uses nested boxes to allow
browsing through a hierarchy of perceptually organized sound spaces. Keywords: Multimedia, Database, Musical sound, 3D, Dataglove | |||
| Using Earcons to Improve the Usability of Tool Palettes | | BIBA | PDF | 297-298 | |
| Stephen A. Brewster | |||
| This paper describes an experiment to investigate the effectiveness of adding sound to tool palettes. Palettes have usability problems because users need to see the information they present but they are often outside the area of visual focus. Non-speech sounds called earcons were used to indicate the current tool and tool changes so that users could tell what tool was in use, wherever they were looking. Experimental results showed a significant reduction in the number of tasks performed with the wrong tool. Users knew what the current tool was and did not try to perform tasks with the wrong one. | |||
| Multi-Parameter Controllers for Audio Mixing | | BIBAK | PDF | 299-300 | |
| Craig Wisneski; Ed Hammond | |||
| This paper describes the design of multi-parameter controllers for sound
engineering applications. These devices accept multi-dimensional input to
allow simultaneous control of many parameters. We describe two gestural input
devices and their application to sound spatialization tasks. Keywords: Multi-parameter control, Sound mixing, Sound spatialization, Recording
consoles, Tangible user interface | |||
| The Usability of Transparent Overview Layers | | BIBAK | PDF | 301-302 | |
| Donald A. Cox; Jasdeep S. Chugh; Carl Gutwin; Saul Greenberg | |||
| Viewports into large visual workspaces are sometimes supplemented by a
separate window that displays a miniaturized overview of the entire workspace.
Instead of this separate window, we have layered a transparent version of the
overview atop the viewport. Because the overview fills the display, it becomes
the largest size possible. An exploratory study indicates that people can use
this unusual system, where they switch between layers when performing a
construction task. Keywords: Transparent interfaces, Overviews, Groupware | |||
| MetricViews: Design of Multiple Spreadsheets into a Single Dynamic View | | BIBAK | PDF | 303-304 | |
| David Small; Yin Yin Wong; Sergio Canetti | |||
| In this paper, we describe MetricViews, a Java applet in which multiple
spreadsheet views are presented in a singular dynamic context. Instead of
publishing a large number of discrete spreadsheets and graphs, each of which
would show a particular subset of information, we designed an interactive
display with which users can construct a wide variety of views into the
information space. A structured information tool enables users to construct
meaningful views and shift between them without losing context. Our approach
is to constrain the choices to a set of interrelated views derived from careful
analysis of the information. By carefully designing a hierarchy of information
and by displaying continuous transitions between views we intend to provide
users with a simple yet very effective way of finding and understanding complex
data. Keywords: Spreadsheet, Visualization, Interactive graphics, Information design | |||
| Goal-Directed Zoom | | BIBAK | PDF | 305-306 | |
| Allison Woodruff; James Landay; Michael Stonebraker | |||
| We introduce a novel zoom method, goal-directed zoom. In a goal-directed
zoom system, users specify which representation of an object they wish to see.
The system automatically zooms to the elevation at which that representation
appears at appropriate detail. We have extended a database visualization
environment to support end-user construction of visualizations that have
goal-directed zoom. We present a sample visualization we have constructed
using this environment. Keywords: Clutter, Information density, Semantic zoom, Visualization | |||
| Integrated Multi Scale Text Retrieval Visualization | | BIBAK | PDF | 307-308 | |
| Karlis Kaugars | |||
| We present a viewer for text retrieval presentation which implements a novel
approach to detail + context views of information. The viewer presents
multiple documents at any of four different levels of detail without distortion
and allows the user to easily compare retrieved documents. Keywords: Text display, Information presentation, Detail + Context technique | |||
| Designing Visualization Tools for Learning | | BIBAK | PDF | 309-310 | |
| Brian J. Foley | |||
| Computer visualizations can be a powerful tool for teaching students about
science. But educational visualizations need to be designed with students in
mind so that the interface is not only easy to use, but also helps students
understand the science that is being visualized. This study looks at the
design of visualization tools for middle school students learning
thermodynamics. Educational research suggested that a dot-density
representation of temperature would help students understanding. Assessments
of the visualizations show a significant effect on students' understanding. Keywords: Visualization, Education, Science, Representation | |||
| Symphony: Exploring User Interface Representations for Learner-Centered Process Scaffolding | | BIBAK | PDF | 311-312 | |
| Chris Quintana; Elliot Soloway; Joseph Krajcik; Andrew Carra; Matt Houser; Mike McDonald; Mike Mouradian; Aaron Saarela; Naresh Vyas; Michele Wisnudel | |||
| We introduce Symphony, a supportive integrated environment for high-school
science students. The process of science inquiry is a complex one that is
difficult for novice learners to perform. With Symphony, we are exploring how
to provide effective process support for the learner by conceptualizing complex
processes in the user interface. We have begun by using flow diagrams and
timelines in the interface. As we continue, we will evaluate and characterize
these and other representations to see how to best support novice learners in
the "doing" of a complex process. Keywords: Learner-centered tools, Process scaffolding, Supportive integrated
environments, Process visualization | |||
| The Rise of Personal Web Pages at Work | | BIBA | PDF | 313-314 | |
| Sara Bly; Linda Cook; Tim Bickmore; Elizabeth Churchill; Joseph W. Sullivan | |||
| A series of 20 interviews in four organizations explores the ways in which employees take advantage of personal web pages to support their work and to reflect who they are. Both interviewee comments and web page examples suggest the importance of individual personalization of information management and dissemination, presentation and perception of personality, and usage from the reader's perspective. These results can inform the development of future web technologies for use in organizations. Furthermore, this self representation on web pages is a way of making individual knowledge more available in the workplace. | |||
| Does Every Link Have the Same Usability? An Exploratory Study of the Link Structure of Cyber Malls | | BIBAK | PDF | 315-316 | |
| Jinwoo Kim; Byunggon Yoo | |||
| Designing an effective link structure is critical for effective navigation
in cyber shopping malls. In this study, the usability of three types of add-on
links are evaluated through measures of frequency of use, rate of recall, and
perceived convenience of navigation. The results indicate that the usage rate
is interrelated with both the recall rate and the convenience of navigation,
and that not all add-on links increase the convenience of navigation. Keywords: Link structure, Add-on links, Cyber shopping mall | |||
| Polynesian Navigation: Locomotion and Previewing Aspects | | BIBAK | PDF | 317-318 | |
| Kent Wittenburg; Wissam Ali-Ahmad; Daniel LaLiberte; Tom Lanning | |||
| In investigations of navigation for information spaces we have been inspired
by the navigational methods of seagoing peoples of Polynesia and Micronesia
(Hutchins 1983). From them we borrow a notion of locomotion in which the
traveller remains stationary and the terrain moves relative to the traveller.
We discuss two prototypes for navigation tools in Web information spaces in
which images are used the primary means for presenting Meta-information about
locale (web pages), movement is modelled as a flowstream of information coming
to the user, and orientation is visualised through positions in ordered
sequences. The goal is to increase navigability by allowing the user to
quickly preview many possible moves before the next step is taken. Keywords: Navigation, Information spaces, Web | |||
| A Java-Based Approach to Active Collaborative Filtering | | BIBAK | PDF | 319-320 | |
| Christopher Lueg; Christoph Landolt | |||
| In this paper, we present a collaborative filtering approach to webpage
filtering. The system supports users in exchanging recommendations and
exploits the social relation between recommenders and recipients of
recommendations instead of computing a degree of interest. In order to help
users estimate the potential interestingness of a recommended webpage, the
system augments the recommendation object with additional data indicating how
previous recipients of the recommendation have dealt with the corresponding
webpage. The system has been implemented as a collection of personal user
agents exchanging recommendations with a central recommendation server. The
user agents are implemented as Java applets and the recommendation server is a
Java remote object realized as object factory. Keywords: Situatedness, Collaborative filtering, WWW, Java | |||
| Applying Writing Guidelines to Web Pages | | BIBAK | PDF | 321-322 | |
| John Morkes; Jakob Nielsen | |||
| Web users generally prefer writing that is concise, easy to scan, and
objective (rather than promotional) in style, research has shown. We
incorporated these and other attributes into a redesign of Web content. Doing
so required trade-offs and some hard decisions, but the results were positive.
The rewritten website scored 159% higher than the original in measured
usability. Compared with original-site users, users of the rewritten site
reported higher subjective satisfaction and performed better in terms of task
time, task errors, and memory. Implications for website writing and design are
discussed. Keywords: WWW, World Wide Web, Writing, Reading, Page design | |||
| A Method for Evaluating Web Page Design Concepts | | BIBAK | PDF | 323-324 | |
| Thomas S. Tullis | |||
| In redesigning the Intranet at Fidelity Investments, we used a paper-based
technique for getting user feedback on initial design concepts for the web
pages. The technique involved color printouts of "Greeked" versions of five
different candidate web page designs. Users had to try to identify nine
standard elements that appeared on each page (e.g., owner, last updated). They
also rated each on three subjective rating scales (format, attractiveness,
color). The technique was successful in helping us to derive a new design. Keywords: Web design, Intranet, User feedback, Evaluation | |||
| The Baby Sense Environment: Enriching and Monitoring Infants' Experiences and Communication | | BIBAK | PDF | 325-326 | |
| Gili Weinberg; Rich Fletcher; Seum-Lim Gan | |||
| The BabySense Environment is an integrated system designed to enhance an
infant's sensory-motor experience, to allow parents and relatives to remotely
monitor infant's development, and to enable new types of interactions with
other infants. The system also demonstrates alternate peripheral means of
displaying information such as lights, sound and a kinetic sculpture. Keywords: Infants, Sensory-motor, Background monitoring, Foreground monitoring,
Interaction, Communication | |||
| PingPongPlus: Augmentation and Transformation of Athletic Interpersonal Interaction | | BIBAK | PDF | 327-328 | |
| Craig Wisneski; Julian Orbanes; Hiroshi Ishii | |||
| PingPongPlus (PP+) is a digitally enhanced version of the classic ping-pong
game. We have designed a digital layer of audio/visual augmentation on top of
a conventional ping-pong table using a newly developed ball tracking system and
video projection. The "reactive table" displays patterns of light and shadow
as a game is played, and the rhythm and style of play drives accompanying
sound. In the process, this project explores new ways to couple athletic
recreation and social interaction with engaging digital enhancements. This
paper describes the basic idea, research agenda, several applications,
technical implementation, and initial experiences. Keywords: Augmented reality, Reactive surface, Athletic / kinesthetic interaction,
Computer-supported collaborative play, Interactive media art | |||
| GroupWear: Nametags that Tell about Relationships | | BIBAK | PDF | 329-330 | |
| Richard Borovoy; Fred Martin; Mitchel Resnick; Brian Silverman | |||
| We have built a set of computationally-augmented nametags capable of
providing information about the relationship between two people engaged in a
face-to-face conversation. This paper puts forward criteria useful for the
design of such interpersonal augmentation, experiences that inform the
principles, and initial evidence of their success. Keywords: Wearable computing, Augmented reality, Groupware, Computer supported
cooperative work (CSCW) | |||
| Fabric Computing Interfaces | | BIBAK | PDF | 331-332 | |
| Maggie Orth; Rehmi Post; Emily Cooper | |||
| This paper presents a series of physical computer interfaces and
computational devices that are constructed from electronic fabrics and
conducting threads. We introduce two types of textile keyboards, a piecework
switch matrix and a capacitive embroidered keypad. We discuss these fabric
sensors in a variety of applications. We give examples of computational
clothing using this technology. This clothing shows how digital technology can
be imbedded into the world around us. We argue that creating computational
devices with new and unexpected materials gives designers the creative freedom
to radically change the appearance and "feeling" of such devices. Keywords: Physical interface, Smart materials, Wearable computing, Industrial design | |||
| It/I: An Experiment Towards Interactive Theatrical Performances | | BIBAK | PDF | 333-334 | |
| Claudio S. Pinhanez; Aaron F. Bobick | |||
| "It/I" is a theater play produced at the MIT Media Laboratory where one of
the characters is performed autonomously by a computer system. Computerized
actors and stages enable performances to be repeated with members of the
audience re-enacting the leading roles, having their own, personal view of the
universe of the play. In this paper we report the experience, and discuss some
of its possible developments. Keywords: Interactive entertainment, Story-based interaction, Immersive environments | |||
| An Interactive Poetic Garden | | BIBAK | PDF | 335-336 | |
| Tom White; David Small | |||
| The garden is the symbol of man's control over nature. This project
attempts to bring the computer into the garden in harmony with stone, water,
and plant materials. The computer is used to drive a video projector, creating
the illusion of text floating on the surface of the water as it flows through
the garden. This relaxing computational environment lends itself well to
several open ended active and passive modes of interaction. Keywords: Garden, Water, Interaction design, Interactive installation, Industrial
design | |||