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CHINZ Tables of Contents: 05060708091011121315

Proceedings of CHINZ'05, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction

Fullname:Proceedings of the 6th ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction
Note:Making CHI Natural
Editors:Beryl Plimmer; Robert Amor
Location:Auckland, New Zealand
Dates:2005-Jul-07 to 2005-Jul-08
Publisher:ACM
Standard No:ISBN 1-59593-036-1; ACM DL: Table of Contents hcibib: CHINZ05
Papers:16
Pages:103
Autoethnography: a tool for practice and education BIBAFull-Text 1-8
  Sally Jo Cunningham; Matt Jones
Ethnographic techniques are useful tools for developing a fine-grained, context-based understanding of user behavior. Because conventional ethnographic studies are time-intensive, interest has grown in techniques that can be applied more rapidly, to fit within the software development cycle -- a sort of 'ethnography lite'. One such promising tool is the autoethnography, in which the investigator creates an ethnographic description and analysis of his/her own behavior, attempting to develop an objective understanding of the behaviors and work context under consideration by casting the investigator as both the informant 'insider' and the analyst 'outsider'. We demonstrate the potential of the autoethnography in HCI education through a case study of an HCI assignment in which autoethnography informs requirements analysis and system design. This paper argues that the autoethnography has a role to play in software development and is a useful teaching tool for HCI courses.
Creativity in action: some implications for the design of creativity support systems BIBAFull-Text 9-14
  R. T. Jim Eales
In this paper, we present a case study of creativity in action. We describe the activities of a creative computer user, the successful Australian artist, Jill Lewis. In particular, we highlight her interesting use of digital technology in her creation of traditional paintings on canvas. From this study, we attempt to derive implications for the design and development of creativity support systems in general. Our findings suggest that models of creativity have little value, but that creativity support systems are possible and valuable and that the effortless switching from one medium to another may be a useful starting point for design.
Exploring sketch beautification techniques BIBAFull-Text 15-16
  Beirong Wang; Jian Sun; Beryl Plimmer
Beautification of vague, imprecise sketchy ink input is an interesting area for exploration, especially with the emergence of pen-based systems, such as the Tablet PC. Fifty percent of the total time spent creating drawings on a computer is on formalisation operations [3], why waste this time when the same result is achievable via recognition and beautification techniques? We examined beautification and its value in supporting the design process by prototyping a design tool incorporating several beautification techniques. The following is a description of the design, construction and evaluation of our grid based design environment.
Picture scenarios for representing use context in design BIBAFull-Text 17-18
  Sonja Pedell; Frank Vetere
The context of use has a major impact on mobile device design. However, there are few system design methods that assist user interface designers to represent use context in a useful and systematic manner throughout the design process. We report here on a method called Picture Scenarios that was used by four design teams whilst designing mobile information devices for a public square. Results show that Picture Scenarios helped the teams to better understand, negotiate and represent use context during their design activities.
Controlling the complexity of grouped items in colour interfaces BIBAFull-Text 19-23
  Giovanni S. Moretti; Paul J. Lyons
In this paper we describe a method of managing the complexity that arises when automatically colouring a realistic GUI interface. This complexity primarily comes from two sources, from the number of items to be coloured -- which in interfaces of realistic complexity grows very quickly -- and from the interactions between both the items' colours themselves and their background colour. Attempting to satisfy the relationships between the colours of items in an interface, their backgrounds, whether items may be coloured identically or must be distinct, and all the while creating a colour scheme that is harmonious requires multiple constraints be satisfied simultaneously. The addition of visually related groups of screen elements complicates this optimisation. The use of spring-based algorithms will allow groups to have their own local colour schemes (sub-schemes) while still satisfying the need for overall colour harmony.
Effect of perceived attractiveness of web interface design on visual search of web sites BIBAFull-Text 25-27
  Ivana Nakarada-Kordic; Brenda Lobb
Six web designs varying only in colour combinations were shown to the participants prior to the experiment in order to elicit individual perceptions of attractiveness. Participants then performed a visual search task on mock web sites employing the most and the least attractive web design as chosen by each participant. Three types of performance were recorded: accuracy, time-to-target, and search perseverance. Perceived attractiveness had a statistically significant effect on search perseverance, but not on accuracy and time-to-target. The findings highlight the need to further study web interface aesthetics especially in those contexts where the purpose is to keep the users online for longer.
InkKit: a generic design tool for the tablet PC BIBAFull-Text 29-30
  Ronald Chung; Petrut Mirica; Beryl Plimmer
In this paper, we describe the design philosophy, implementation and evaluation of InkKit, an informal design platform that uses pen input on a tablet PC to imitate the informality of a low fidelity tool. The aim is for this toolkit to provide a foundation for further research into domain specific sketch support.
   Designers initially hand-sketch their ideas [3, 6] because informal tools, such as pen and paper, offer the freedom to work with partly formed or ambiguous designs. The emergence of electronic pen input systems has seen a number of exploratory projects applying pen-based sketch software to the design process. Even though these projects differ, most of them use the same general framework. Thus a significant part of the implementation incorporates the same basic functionalities.
Managing UI pattern collections BIBAFull-Text 31-38
  Junhua Deng; Elizabeth Kemp; E. G. Todd
A large number of user interface (UI) pattern collections have been developed by different researchers. This paper discusses the main requirements for a tool to be used by researchers and user interface designers that can manage a repository of possibly disparate pattern collections. An analysis of the main requirements and specifications for such a tool has been carried out. Pattern tools have been surveyed to identify the functionality they provide. A framework for a UI pattern management tool has been developed in the light of the analysis and the survey.
Supporting content design of interaction spaces BIBAFull-Text 39-44
  Chris Phillips; Rowena Joe
Designing the architecture of a graphical user interface requires the distribution of content -- tools and materials -- across interaction spaces. The provision of tool support for designing interface architecture at an abstract level is explored in this paper through the development of a tool to support this activity within Usage-Centred Design (UCD). UCD is based on the development of several abstract models, plus a mapping to the visual design of the user interface. Interface Architect is a modelling tool which supports the creation of the UCD content model, incorporating canonical abstract components.
Robust content creation with form-oriented user interfaces BIBAFull-Text 45-52
  Dirk Draheim; Christof Lutteroth; Gerald Weber
In this paper we describe how content can be created in a way that ensures its integrity at all times, and how the user interface for such a content editing program can be modeled using the methodology of form-oriented analysis. The paper discusses aspects concerning the data that is being created, as well as aspects of the content editor itself. We show that technological features like typing, opaque identities and user transactions can facilitate the process of content creation as experienced by the user significantly, and that these features can be effectively incorporated when using the form-oriented analysis model.
Information visualisation utilising 3D computer game engines case study: a source code comprehension tool BIBAFull-Text 53-60
  Blazej Kot; Burkhard Wuensche; John Grundy; John Hosking
Information visualisation applications have been facing ever-increasing demands as the amount of available information has increased exponentially. With this, the number and complexity of visualisation tools for analysing and exploring data has also increased dramatically, making development and evolution of these systems difficult. We describe an investigation into reusing technology developed for computer games to create collaborative information visualisation tools. A framework for using game engines for information visualisation is presented together with an analysis of how the capabilities and constraints of a game engine influence the mapping of data into graphical representations and the interaction with it. Based on this research a source code comprehension tool was implemented using the Quake 3 computer game engine. It was found that game engines can be a good basis for an information visualisation tool, provided that the visualisations and interactions required meet certain criteria, mainly that the visualisation can be represented in terms of a limited number of discrete, interactive, and physical entities placed in a static 3-dimensional world of limited size.
Role play in 3D virtual environments: a pedagogic case study BIBAFull-Text 61-66
  Theodor G. Wyeld
Researchers are beginning to explore the role of digital design collaboration within multi-user 3D virtual environments. In the latest installment of an ongoing remote digital design collaboration project with the Sydney University Key Centre of Design Computing and Cognition (KCDC), the University of Queensland Information Environments Program (IEP) co-coordinated an online production of T. S. Eliot's The Cocktail Party in a 3D virtual world environment. This paper describes the process and pedagogical outcomes of early learners collaborating remotely in digital 3D media.
CASE: a framework for evaluating learner-computer interaction in Computer-Assisted Language learning BIBAFull-Text 67-74
  Roderick A. Farmer; Baden Hughes
Socio-cultural theories of language learning examine the impact of social interaction within cultural environments upon cognitive development and learner performance. Such theories emphasise the emergence of learner strategies and subsequent proficiency through involvement in continuously unravelling situated activities. However, this view is rarely expressed within Computer-Assisted Language Learning where practitioners often fail to consider implications of system design. This is in part due to the lack of a holistic and integrative framework for capturing, modelling and evaluating cognitive and social requirements of learner-computer interaction. In response, we propose the CASE (Cognition, Activity, Social Organisation and Environment) framework, and explore its application to a historical study on Computer-Assisted Language Learning software development. In sum, we argue that the CASE approach will greatly assist Computer-Assisted Language Learning initiatives in quality-driven system design.
Genre, task, topic and time: facets of personal digital document management BIBAFull-Text 75-82
  Sarah Henderson
Most operating systems provide the ability to create folders to contain documents, and to nest these folders to create a hierarchical organization. However, little is known about the kinds of folders people create using this type of organizing scheme, or how they structure those folders.
   Exploratory research was conducted, analyzing the folder structures of six knowledge workers and it was found that most folder names represent the genre, task, topic or time dimension of the documents they contained. While these four dimensions were consistent across all participants, the order in which these dimensions are combined into a hierarchical structure varies substantially, even among people with the same job.
   A number of interesting areas of investigation are highlighted for future research, including a proposal that these dimensions be treated as facets of document metadata and that exploring faceted navigation interfaces for personal digital document management would be a fruitful area for further research.
Graphical abstract help BIBAFull-Text 83-89
  Jeff Huang; Bo Lu; Michael B. Twidale
We explore the use of abstracted versions of screenshots as part of an interface to support giving help to the user. Graphstract, the software implementation of this graphical help system, extends the ideas of textually oriented Minimal Manuals to the use of screenshots, enabling multiple small graphical elements to be shown in a small space. This enables the user to get an overview of a complex sequential task as a whole.
   Graphical hints, such as jagged edges, red dots, and icons are also explored. The idea has been developed by iterative prototyping. In cases where the minimalist help is insufficient, ways of providing more detailed information on demand are investigated.
The territory is the map: designing navigational aids BIBAFull-Text 91-100
  Nicola J. Bidwell; Christopher Lueg; Jeff Axup
It has been shown that people encounter difficulties in using representations and devices designed to assist navigating unfamiliar terrain. Literature review and self-reported visual and textual data from field experiments are presented. This suggests usability may be limited by assumptions about landmarks implicit in designing representations. Firstly, memorable landmarks are emphasized but route following in situ requires recognizable landmarks. Secondly, little emphasis is placed on differences between landmarks contributing to higher-level concepts related to wayfinding and those directly provoking actions in the environment. Studies analyse landmarks in SMS during collaborative wayfinding to an unfamiliar rendezvous and in images to communicate routes in unfamiliar terrain. Findings illustrate usability benefits for navigation aids. This includes helping users to align a landmark's illustration to their individual perspective in the environment. It also includes identifying landmark salience for shared use by people navigating in dispersed groups to dynamically-negotiated rendezvous.