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IHM Tables of Contents: 02030405060708091011121314

Proceedings of the 2011 Conference of the Association Francophone d'Interaction Homme-Machine

Fullname:Proceedings of the 23nd International Conference of the Association Francophone d'Interaction Homme-Machine
Editors:Michel Riveill
Location:Nice - Sophia Antipolis, France
Dates:2011-Oct-24 to 2011-Oct-27
Standard No:ISBN: 1-4503-0822-8, 978-1-4503-0822-9; ACM DL: Table of Contents hcibib: IHM11
Links:Conference Home Page | Association Francophone d'Interaction Homme-Machine
Summary:L'Association Francophone d'Interaction Homme-Machine (AFIHM) est fière d'apporter son soutien scientifique à l'organisation de la 23e conférence IHM à Sophia-Antipolis.
  1. Percevoir et interpreter
  2. Interagir sur supports mobiles
  3. Visualiser
  4. Interagir sans clavier ni souris
  5. Pointer et editer
  6. Concevoir

Percevoir et interpreter

From gaze plots to eye fixation patterns using a clustering method based on Hausdorff distances BIBAFull-Text 1
  Gautier Drusch; J. M. Christian Bastien; Jérôme Dinet
Eye-tracking studies have provided us with interesting findings regarding the way users explore Web pages. Usually, visual fixations are represented using gaze plots and heatmaps. Probably one of the most cited studies on Web page exploration is the one by Nielsen [15] who demonstrated that users often read Web pages in an F-shaped pattern. However, this conclusion is based on aggregated data that do not represent any real user. In order to characterize and to compare scanpaths so as to uncover possible scan-patterns, a clustering method based on the Hausdorff distance has been applied to the data from 113 users. The results have shown that scan-patterns could be identified. Groups of users have been identified and their behaviors have been described with diverse eye-tracking metrics. The contributions of this study are outlined as well as its drawbacks. Research perspectives are proposed.
La vitesse de défilement des barres de progression influence-t-elle la perception du temps d'attente? BIBAFull-Text 2
  Guillaume Gronier; Carine Lallemand
This research focuses on the satisfaction and waiting times perceived by a user during the moments where the interaction between the user and the system is temporarily interrupted (file download, setup of a program, etc.). These waiting times are often sources of anxiety and irritation. They go usually with the presentation of an animated progress bar. The objective of this research is to study the impact of different variable-rate progress bars by varying the speed of scrolling. Thus, we are interested in the effects of acceleration and deceleration between progress bars positions. The results confirm the existence of a causal link between perception of waiting time and satisfaction. In addition, a progress bar with a decelerating speed is significantly more appreciated by the users. The results may provide valuable information for the design of computer interfaces.
"Draw me the Web": impact of mental model of the web on information search performance of young users BIBAFull-Text 3
  Jérôme Dinet; Muneo Kitajima
The aim of this experiment conducted with 51 French children was to understand the relationships between children's information search performances and their mental model of the Web. Each participant was individually asked (a) to complete a demographic questionnaire asking experience with the Web, (b) to draw a picture of her/his perception about the Web, and (c) to perform two search tasks. The results showed that several mental models existed for young users about the Web, independently of their experience with the Web. Moreover, the results confirmed that mental model of the Web could have an effect on the performance.

Interagir sur supports mobiles

Using the user's point of view for interaction on mobile devices BIBAFull-Text 4
  Jérémie Francone; Laurence Nigay
We study interaction modalities for mobile devices (smartphones and tablets) that rely on a camera-based head tracking. This technique defines new possibilities for input and output interaction. For output, by computing the position of the device according to the user's head, it is for example possible to realistically control the viewpoint on a 3D scene (Head-Coupled Perspective, HCP). This technique improves the output interaction bandwidth by enhancing the depth perception and by allowing the visualization of large workspaces (virtual window). For input, head movement can be used as a means of interacting with a mobile device. Moreover such an input modality does not require any additional sensor except the built-in front-facing camera. In this paper, we classify the interaction possibilities offered by head tracking on smartphones and tablets. We then focus on the output interaction by introducing several applications of HCP on both smartphones and tablets and by presenting the results of a qualitative user experiment.
SAM: the Swiss Army Menu BIBAFull-Text 5
  David Bonnet; Caroline Appert
This article introduces the Swiss Army Menu (SAM), a radial menu that enables a very large number of functions on a single small tactile screen. The design of SAM relies on four different kinds of items, support for navigating in hierarchies of items and a control based on small thumb movements. SAM can thus offer a set of functions so large that it would typically have required a number of widgets that could not have been displayed in a single viewport at the same time.
TouchOver: decoupling positioning from selection on touch-based handheld devices BIBAFull-Text 6
  Adriano Scoditti; Thomas Vincent; Joelle Coutaz; Renaud Blanch; Nadine Mandran
When compared to conventional desktop mouse input, touch input on handheld devices suffers from the lack of a main feature: that of a mouseover state that can provide users with dynamic pro-active information. In addition, with touch screens, selection precision is limited by undesired extra finger tracking during finger press and lift movements.
   We propose TouchOver, a multi-modal input technique for touch-screen accelerometers-enabled handheld devices where positioning is performed with a finger on the touch surface, while selection is triggered by a gentle "tilt forward" of the device. By doing so, TouchOver adds a mouseover-like state and improves selection precision while remaining compatible with existing interaction techniques such as Shift [10] devised to improve precision. Our formal user study shows a significant precision improvement over two other selection techniques as well as a good tradeoff between speed and accuracy.
Forecasting tool on a mobile device BIBAFull-Text 7
  Olivier Mercier; Stephane Dupin; Cédric Ulmer; Johannes Demund
Within the domain of predictive analytics [7, 11], this paper presents a mobile application for data forecasting [9] and its corresponding user interface. Although forecasting tools already exist, none of them were available on mobile devices. With a focus on simplicity, we present the results of usability surveys, based on interactions assumptions we took. These interactions use current mobile best practices, mainly leveraging touch screens and multi-touch capacities. We also present performance results, and their impact and users perception. This paper illustrates this work through a use case on budget forecasting for a city mayor.


Analyse de la tâche de diagnostic et évaluation d'IHM en imagerie médicale BIBAFull-Text 8
  Olivier ; Christine Cavaro-Ménard; Lindsey Cooper
Biomedical imaging has become an essential part of patient care. The emergence of new technologies raises important questions concerning the most appropriate display station, the most appropriate image optimisation technique and the level of experience the reader brings to the assessment process. The Equimose project considers these issues and applies a global approach to the diagnostic reading process in MRI and nuclear medicine.
   Human-Computer Interaction is an essential part of the present study, whereby all tools used in the diagnostic process are considered and analysed e.g. peripheral I/O and software. All software tools, which are manipulated by the reader, are considered with the ultimate aim of defining a global task model that includes and represents the specificities of a selection of reading tasks as represented by MRI and PET imaging modalities.
Amélioration du circuit visuel des contrôleurs aériens pour relier les données entre visualisations en utilisant des transitions animées BIBAFull-Text 9
  Maxime Cordeil; Christophe Hurter; Stéphane Conversy
Several separate displays are used by Air Traffic Controllers, such as radar view, flight lists view or paper strips. In order to link the information between these views and keep focus on a subset of flights, controllers are required to do visual operations (eye gaze, analysis of visual properties etc.). This process can be disruptive when traffic increases and when visualizations display large amounts of objects. In this paper we propose the use of animated transitions to replace the visual paths controllers take. We discuss this technique and show results of a predictive evaluation that suggests an improvement in users' performance.
Visualisation de digests d'emails en entreprise BIBAFull-Text 10
  Romain Vuillemot; Jérôme Mulsant; Gaëlle Recourcé
In this article we focus on emails digests visualization, namely the graphical representation of a compact set of emails in a single email [26]. The objective of this technique is to synthesize a set of data contained in emails to assist the user in decision-making and results sharing. Our contribution consists in extending the techniques introduced in [26] by describing digests examples, using visualization techniques such as word clouds or graphs. We detail the implementation as a webmail and we discuss our early technical and ergonomic issues observed while deploying this technique in a production context.
Représentation visuelle interactive de l'importance subjective de critères de sélection de données BIBAFull-Text 11
  Benoît Otjacques; Maël Cornil; Mickaël Stefas; Fernand Feltz
This paper studies how to allow a user to specify intuitively the importance of the criteria used to select data. A new graphical component (called sliding query) based on the slide rule metaphor is proposed. A preliminary evaluation has highlighted the potential of this component.
Utilisation d'outils de visual data mining pour l'exploration d'un ensemble de règles d'association BIBAFull-Text 12
  Gwenael Bothorel; Mathieu Serrurier; Christophe Hurter
Data Mining aims at extracting maximum of knowledge from huge databases. It is realized by an automatic process or by data visual exploration with interactive tools. Automatic data mining extracts all the patterns which match a set of metrics. The limit of such algorithms is the amount of extracted data which can be larger than the initial data volume. In this article, we focus on association rules extraction with Apriori algorithm. After the description of a characterization model of a set of association rules, we propose to explore the results of a Data Mining algorithm with an interactive visual tool. There are two advantages. First it will visualize the results of the algorithms from different points of view (metrics, rules attributes...). Then it allows us to select easily inside large set of rules the most relevant ones.

Interagir sans clavier ni souris

Expérience de transfert de savoirs et de technologies issus de la recherche et de l'industrie aux étudiants d'une formation en IHM BIBAFull-Text 13
  Anne-Marie Pinna-Déry; Alain Giboin; Philippe Renevier-Gonin; Christian Brel; Macha Da Costa
This paper reports an experience feedback about a Master-2 and Engineering-School level training in HCI based on the transfer of knowledge and technology from research and industry. We emphasize the importance of training students to promising research areas such as user interface plasticity and to recent technologies for developing mobile media and MS surface table applications. The whole training enhances user-centered methods to encourage students to focus on the use of applications.
Promesses et contraintes de la joaillerie numérique interactive: un aperçu de l'état de l'art BIBAFull-Text 14
  Simon T. Perrault; Gilles Bailly; Yves Guiard; Eric Lecolinet
The miniaturization of electronic components paves the way for new interaction techniques for wearable computing. We briefly review interactive digital jewelry, an emerging subfield. We report the data of a limited poll about the way people perceive the prospect of digital jewelry. We then consider the constraints and the promise of digital jewelry, and finally classify the current solutions, which generally resort to gestural interaction.
Etude exploratoire du stylo électronique pour le Contrôle Aérien BIBAFull-Text 15
  Christophe Hurter; Paul Edouard; Vincent Gaits; Hasna Nadfaoui; Jérome Pailler; Catherine Letondal; Stéphane Conversy
Current environment used by air traffic controllers mixes digital visualizations (radar screen), and tangible systems with paper strip. Despite the fact that paper strip are robust, flexible and complementary to the radar screen, authorities decided to abandon it in the profit of digital strip. The main issue of paper strip is that the system does not have access to the information written on it. In this paper, we studied an alternative solution with hybrids Anoto pens with contiuous streaming. We first retrieved important tasks performed by air traffic controller, second, we investigated to find out efficient interaction paradigm for their activity. Finally, we developed and assessed an operational prototype with new functionalities. This suggests that it is possible to retain advantages of existing paper strip while informing informatics systems and improving interaction.
Analyse procédurale: un nouveau paradigme pour l'analyse de tracés manuscrits BIBAFull-Text 16
  Ney Renau-Ferrer; Céline Rémi
In this paper, we present a new axis concerning a possible use of pen based HCI. It is common to use those interfaces for applications concerning visuo-spatial treatments such as shape recognition. But we believe that the possibilities offered by those interface allow one to consider other kind of treatments focusing not on the shape but on analyzing drawer's process during the sketching activity. Those approaches, that we call ≪ Procedural analysis ≫, are almost nonexistent. In this article we will detail what is a procedural analysis and we will show some possible uses of those kinds of methods.
Un espace de caractérisation de la télécommande dans le contexte de la télévision interactive BIBAFull-Text 17
  Dong-Bach Vo; Gilles Bailly; Eric Lecolinet; Yves Guiard
Initially designed in the nineteen seventies as a mere zapping tool, obviously the traditional device known as the TV remote control no longer responds to the multifarious needs of today's interactive television. Designing new remote-control devices is a challenge that the HCI community has started to face. The paper indicates the various directions that are currently being investigated by researchers. The paper starts with an attempt to characterize the specific context of interactive TV. We then offer a tentative account of the design and evaluation space of interest. There is little doubt that the traditional remote control may still be improved and augmented. It is unlikely, however, that it will survive for long the crisis it has been undergoing since the beginning of the digital era, given the emerging plethora of alternative interaction possibilities based on a variety of new interfacing logics, which the paper reviews.
Lessons learned from the WILD room, a multisurface interactive environment BIBAFull-Text 18
  Michel Beaudouin-Lafon
Creating the next generation of interactive systems requires experimental platforms that let us explore novel forms of interaction in real settings. This article describes WILD, a high-performance environment for exploring multi-surface interaction that includes an ultra-high resolution wall display, a multitouch table, a motion tracking system and various mobile devices. The article describes the integrative research approach of the project and the lessons learned with respect to hardware, participatory design, interaction techniques and software engineering.

Pointer et editer

SPEED: prédiction de cibles BIBAFull-Text 19
  Jonathan Wonner; Jérôme Grosjean; Antonio Capobianco; Dominique Bechmann
We present the SPEED method to predict endpoints, based on analysis of the kinetic characteristics of the pointing gesture. Our model splits the gesture into an acceleration phase and a deceleration phase to precisely detect target. The first phase allows us to identify a velocity peak that marks the beginning of the second phase. This phase is approached with a quadratic model to predict gesture endpoint. A pilot study shows that SPEED predicts a target more precisely than other existing methods, for 1D tasks without distractors.
Extension de la norme ISO 9241-9 au pointage en 3D BIBAFull-Text 20
  Bénédicte Schmitt; Mathieu Raynal; Emmanuel Dubois; Cédric Bach
Nowadays, more applications use the visualization of three-dimensional data to represent complex data. But interaction tasks for this kind of environment do not take benefits from formal evaluation methods. We propose to extend the 9241-9 ISO standard, which gives recommendations for pointing task in 1D or 2D, to a 3D pointing task. We describe our protocol used to evaluate the performance and the satisfaction of users.
Edition synchrone de plusieurs objets: services et interaction BIBAFull-Text 21
  Raphaël Hoarau; Stéphane Conversy
Graphical interactions that modify many objects at once have not been studied systematically. Based on contextual inquiries of designers, and on previous systems and work, we have identified the services required for an efficient interaction with multiple objects: set management, action management, and support for exploratory design. We present a number of interactions that provide a subset of the identified services, by relying on an improved property sheet. This work may enable designers to design more consistent and more powerful interactions.


Inspirer, explorer: Magellan, un environnement interactif evolutionnaire pour la génération d'exemples BIBAFull-Text 22
  Dimitri Masson; Alexandre Demeure; Gaëlle Calvary
Creativity is key in User Interfaces (UI) design. Numerous methods and tools exist for supporting creativity. However few have focused on the presentation of examples so far. We propose Magellan an interactive evolutionary environment to semi-automatically generate examples galleries suited to the problem under study. We report a qualitative evaluation of Magellan for designing an Instant Messenger UI.
Prototypage basé sur les modèles de tâches: une étude pilote BIBAFull-Text 23
  Thomas Lachaume; Patrick Girard; Laurent Guittet; Allan Fousse
Task models, which have been designed for activity modeling, are used in different ways, for interactive system evaluation or design. In this work, we present a pilot study on task-based prototyping. We show how leaning on task models may make collaborative work easier between business experts and software designers, for identifying precise required functionalities.
Composing applications with OntoCompo BIBAFull-Text 24
  Christian Brel; Philippe Renevier-Gonin
In this paper, we present an ontology-based approach to compose applications while preserving their former look. Our composition process relies on the manipulation of User Interfaces (UI) and on several ontologies describing relationships between tasks, UI and Functionalities. Our tool, called OntoCompo, supports compositions realized by the developer thanks to the selection, extraction and positioning of UI elements to constitute the new application.
La place de l'ergonomie dans un projet de conception d'une R&D industrielle, le cas du tri des déchets télé-opéré BIBAFull-Text 25
  Maxime Beaudoin; Anne Antoni
Over the 4 years of designing of this distance waste-sorting machine, ergonomics has been considered more and more influential. The activity analysis in particular has raised a number of questions on the tool functionalities and its place in the work management, questions which proved to be crucial in the aspect of production performance. Therefore greater efforts have been made to create initially unplanned user tests at different stages of the project designing.
   Today, the man-machine interaction is most important. Especially in the tools adaptation to new waste-fields, which recognition can be more or less difficult for an operator.
Designing affective animations with children as design partners using role-playing BIBAFull-Text 26
  Sylvie Girard; Hilary Johnson
This paper describes a user-centred participatory-design method, novel to the domain of interaction design of affective components for learning, for gathering user requirements from children. The method was considered to be suitable and appealing for children in terms of participating in design, and led to the definition of a sample of digital animations that portray a set of emotional states. The method's main novelty lies in the use of real actors as design partners to express affect, and includes comic strips in the data gathered. This method is believed of value for future design of affective components in educational context by, and for, children.