| Human Values for Shaping the Made World | | BIBA | Full-Text | 1 | |
| Ben Shneiderman | |||
| Interface design principles have been effective in shaping new desktop applications, web-based resources, and mobile devices. Usability and sociability promote successful online communities and social network services. The contributions of human-computer interaction researchers have been effective in raising the quality of design of many products and services. As our influence grows, we can play an even more profound role in guaranteeing that enduring human values are embedded in the next generation of technology. This talk identifies which goals are realistic, such as universality, responsibility, trust, empathy, and privacy, and how we might ensure that they become part of future services and systems. | |||
| Getting Your Message Across to Your Users | | BIBA | Full-Text | 2-3 | |
| Clarisse Sieckenius de Souza | |||
| Most models, theories and perspectives in human-computer interaction focus on users communicating with systems. The very name of our discipline illustrates how pervasive is the idea that users and systems are the only relevant parties involved in the process we want to design or investigate. For over a decade, the Semiotic Engineering Research Group (SERG) has elaborated an alternative account of HCI. In it, what we traditionally call human-computer interaction is characterized as a particular instance of a more general process of computer-mediated human communication. | |||
| Perspectives on Social Computing | | BIBA | Full-Text | 4 | |
| Wendy A. Kellogg | |||
| Social computing has emerged as a broad area of research in HCI and CSCW, encompassing systems that mediate social information across collectivities such as teams, communities, organizations, cohorts, populations, and markets. Such systems are likely to support and make visible social attributes such as identity, reputation, trust, accountability, presence, social roles, expertise, knowledge, and ownership. Social computing is transforming organizations and societies by creating a pervasive technical infrastructure that includes people, organizations, their relationships and activities as fundamental system components, enabling identity, behavior, social relationships, and experience to be used as resources. In this talk, I argue for a broad definition of social computing, selectively review emerging applications, and discuss current research within and beyond IBM that is driving and is driven by the emerging vision of social computing. | |||
| Face-to-Face Sociability Signs Made Explicit in CMC | | BIBAK | Full-Text | 5-18 | |
| Carla Faria Leitão; Clarisse Sieckenius de Souza; Clarissa Maria de A. Barbosa | |||
| This paper discusses how semiotic engineering can support the formulation of
problems and solutions involved in handling face-to-face (F2F) sociability
models in computer-mediated communication (CMC). Based on a case study where a
group of users migrated through different types of CMC systems, we show that
the designer's model of F2F sociability is extensively signified and encoded
into technology, whether they know it or not. Users are deeply affected by the
designers' F2F sociability models. Two qualitative methods of analysis are used
to reveal the richness of interpretive and communicative processes in which
online communities are involved, and the interplay of designers' and users'
signs at interaction time. Keywords: Semiotic engineering; CMC; Sociability models | |||
| Exploring Temporal Communication Through Social Networks | | BIBAK | Full-Text | 19-30 | |
| Liaquat Hossain; Kon Shing Kenneth Chung; Shahriar Tanvir Hasan Murshed | |||
| The dissemination of information in social networks and the relative effect
of ICT (Information and Communications Technology) use has long been an
interesting area of study in the field of sociology, human computer interaction
and computer supported cooperative work. To date, a lot of research has been
conducted regarding an actor's mobile phone usage behavior while disseminating
information within a mobile social network. In this study, we explore the
structured network position of individuals using mobile phone and their ability
to disseminate information within their social network. Our proposition is that
an actor's ability to disseminate information within a social group is affected
by their structural network position. In this paper, we determine an actor's
structural network position by four different measures of centrality-(i)
degree, (ii) closeness, (iii) betweenness, and (iv) eigenvector centrality. We
analyse the Reality Mining dataset, which contains mobile phone usage data over
a 9 month period for exploring the association between the structural positions
of different actors in a temporal communication. We extract relational data to
construct a social network of the mobile phone users in order to determine the
association between their position in the network and their ability to
disseminate information. The following questions form the basis for this study:
Does information dissemination capability of an actor reflect their structural
position within a social network? How do different measures of centrality
associate with the information dissemination capability of an actor? Are highly
central actors able to disseminate information more effectively than those who
have a lower central position within a social network? Keywords: Social Networks; Mobile Usage Behaviour; Centrality; Information
Dissemination; Temporal Communication | |||
| Identifying Potential Social Impact of Collaborative Systems at Design Time | | BIBAK | Full-Text | 31-44 | |
| Clarissa Maria de A. Barbosa; Raquel Oliveira Prates; Clarisse Sieckenius de Souza | |||
| This paper presents Manas, a Semiotic Engineering epistemic tool for the
design of collaborative systems (CoSys) whose aim is to expand the designers'
knowledge and awareness of their influence on groups and group dynamics. Manas
has been developed to help designers represent their conception of
computer-mediated communication and reflect upon some of its potential social
effects, springing from user-system interaction, as well from user-user
interaction (through the system). The paper illustrates how Manas can lead
designers to reflect upon both the design problem and its proposed solution(s),
which allows them to make more conscious decisions. Increased knowledge and
awareness should then enhance the quality of CoSys design. Keywords: Semiotic Engineering; Collaborative Systems; Online Communities; Design
Models; Computer-Mediated Communication; Social Aspects of HCI | |||
| Group Efficacy in Asynchronous vs. Multi-synchronous Virtual Teams: An Empirical Study | | BIBAK | Full-Text | 45-58 | |
| Yingxin Pan; Chen Zhao | |||
| Group efficacy has begun to receive more attention in HCI. The paper
describes a mixed-design experiment aimed to explore the effect of time on
group efficacy development in two computer-mediated virtual conditions:
asynchronous vs. multi-synchronous teams. The relationships of group efficacy
measures at different times and tool evaluation, team satisfaction and
performance are also explored. Forty university students who participate in the
study are administered questionnaires over the course of the assigned ten-day
task. Results show group efficacy changes as a function of time in the
asynchronous environment. In addition, the positive relations between group
efficacy and tool evaluation and adoption and team satisfaction were
demonstrated for asynchronous groups. The findings indicate group efficacy is
dynamic with team development and useful in signaling how technology and
collaboration modes impact user experience and interaction in the asynchronous
environment. Keywords: Group Efficacy; Asynchronous & Multi-synchronous communication;
groupware; virtual team; CSCW | |||
| Mutual Awareness in Collocated and Distant Collaborative Tasks Using Shared Interfaces | | BIBA | Full-Text | 59-73 | |
| Alexandre Pauchet; François Coldefy; L. Lefebvre; Stéphane Louis Dit Picard; A. Bouguet; L. Perron; J. Guerin; D. Corvaisier; M. Collobert | |||
| Shared interface allowing several users in co-presence to interact
simultaneously on digital data on a single display is an uprising challenge in
Human Computer Interaction (HCI). Its development is motivated by the advent of
large displays such as wall-screens and tabletops. It affords fluid and natural
digital interaction without hindering human communication and collaboration. It
enables mutual awareness, making participant conscious of each other
activities.
In this paper, we are interested in Mixed Presence Groupware (MPG), when two or more remote shared interfaces are connected for a distant collaborative session. Our contribution strives to answer to the question: Can the actual technology provide sufficient presence feeling of the remote site to enable efficient collaboration between two distant groups? We propose DigiTable, an experimental platform we hope lessen the gap between collocated and distant interaction. DigiTable is combining a multiuser tactile interactive tabletop, a video-communication system enabling eye-contact with real size distant user visualization and a spatialized sound system for speech transmission. A robust computer vision module for distant users' gesture visualization completes the platform. We discuss first experiments using DigiTable for a collaborative task (mosaic completion) in term of distant mutual awareness. Although DigiTable does not provide the same presence feeling in distant and or collocated situation, a first and important finding emerges: distance does not hinder efficient collaboration anymore. | |||
| A Proxy-Based Infrastructure for Web Application Sharing and Remote Collaboration on Web Pages | | BIBA | Full-Text | 74-87 | |
| Richard Atterer; Albrecht Schmidt; Monika Wnuk | |||
| When people collaborate remotely, the WWW is part of the shared resources they use together. However, web pages do not offer support for collaborative interaction such as viewing or influencing another user's browsing session -- additional software needs to be installed for these features. In this paper, we present UsaProxy 2, an HTTP proxy that allows the same web page or application to be viewed and used in two browsers at the same time, without client-side software installation. This includes a visualisation of the remote user's mouse pointer, scrolling, keyboard input, following links to other pages and more. Our open-source proxy modifies HTML pages before delivering them to the browsers. The added JavaScript code provides session monitoring and shared browsing facilities. We conducted an experimental evaluation which shows that our approach works for different scenarios, such as shopping online and exchanging ideas on what to buy. The user study showed that our approach is accepted and liked by users. Combined with audio or text chat communication, it provides a very useful tool for informal, ad-hoc collaboration. | |||
| Investigating User Attention and Interest in Websites | | BIBAK | Full-Text | 88-101 | |
| Alistair G. Sutcliffe; Abdallah Namoune | |||
| Users' attention was investigated by eye tracking, combined with reported
rating of areas of interest, and free recall memory of six operational
websites. The sites differed in the pattern of fixations recorded depending on
their layout structure. Fixation durations and areas of interest were generally
correlated but exceptions were present in both directions. The sites which were
rated more attractive overall had an open layout and high density fixations on
animations. The sites which were preferred overall had column layout, and
content with brand seemed to be the more important determinants for preference.
Fixation densities were closely related to reported user interest for 4/6 sites
but not for two e-commerce sites. Reported attention, positive memory and
overall preference were weakly related. Keywords: Eye tracking; visual attention; website evaluation | |||
| FaericWorld: Browsing Multimedia Events Through Static Documents and Links | | BIBAK | Full-Text | 102-115 | |
| Maurizio Rigamonti; Denis Lalanne; Rolf Ingold | |||
| This paper describes a novel browsing paradigm, taking benefit of the
various types of links (e.g. thematic, temporal, references, etc.) that can be
automatically built between multimedia documents. This browsing paradigm can
help eliciting multimedia archives' hidden structures or expanding search
results to related media. The paper intend to present a novel model for
browsing any kind of multimedia archives and further focuses on an archive of
meetings recordings, in order to illustrate the advantage of our method to
perform cross-meetings and in general cross-documents browsing. First of all,
the structure of meeting datasets is presented, describing in particular the
media implied, the annotations used for cross-document linking and the major
mining techniques integrated in this work. Then, the paper presents at a glance
the visual browser we developed that combines searching and browsing by links.
Further, the performances of the actual system are discussed, i.e. the
automatic indexing and linking processes for the two different meeting corpora,
as well as the access and browsing performances. Finally, the paper presents
the major unsolved issues and our perspectives for future works. Keywords: Multimedia browsing; multimedia indexing; multimodal alignments; information
visualization; information retrieval; multimedia meetings archives | |||
| Degree-of-Interest Visualization for Ontology Exploration | | BIBA | Full-Text | 116-119 | |
| Peter Hüsken; Jürgen Ziegler | |||
| In recent years, improvements in semantic web technologies have given us new expressive description languages for modeling knowledge domains -- the so called ontologies. Nevertheless, ontology editors lack of easy and intuitive user interfaces, so that the exploration and creation of ontologies is often too difficult to be efficient. In this short paper, we introduce a new tree widget which utilizes sophisticated visualization and interaction features for ontology exploration and editing as a work in progress study. Due to space limitations we co+ncentrate here on the aspect of ontology browsing. | |||
| S³: Storable, Shareable Search | | BIBAK | Full-Text | 120-123 | |
| Meredith Ringel Morris; Eric Horvitz | |||
| We present S3, a system that implicitly captures the process and products of
Web investigations (exploratory searches involving multiple queries). This
automatically-created, persistent representation of an investigation enables
future review and continuation of suspended search activities. This persistent
representation can reduce unnecessary re-execution of queries and enable users
to quickly regain the context of a resumed activity. Stored investigations can
also be shared with, and augmented by, collaborators. Furthermore, a stored
investigation can act as a standing query, proactively updating itself when a
user revisits it. Keywords: Web search; exploratory search; investigation; persistent search | |||
| Trainable Sketch Recognizer for Graphical User Interface Design | | BIBA | Full-Text | 124-135 | |
| Adrien Coyette; Sascha Schimke; Jean Vanderdonckt; Claus Vielhauer | |||
| In this paper we present a new algorithm for automatic recognition of hand drawn sketches based on the Levenshtein distance. The purpose for drawing sketches in our application is to create graphical user interfaces in a similar manner as the well established paper sketching. The new algorithm is trainable by every user and improves the recognition performance of the techniques which were used before for widget recognition. In addition, this algorithm ay serve for recognizing other types of sketches, such as letters, figures, and commands. In this way, there is no modality disruption at sketching time. | |||
| UI Prototyping for Multiple Devices Through Specifying Interaction Design | | BIBA | Full-Text | 136-149 | |
| Jürgen Falb; Roman Popp; Thomas Röck; Helmut Jelinek; Edin Arnautovic; Hermann Kaindl | |||
| While user interface (UI) prototyping is generally considered useful, it may
often be too expensive and time-consuming. This problem becomes even more
severe through the ubiquitous use of a variety of devices such as PCs, mobile
phones and PDAs, since each of these devices has its own specifics that require
a special user interface.
Instead of developing UI prototypes directly, we propose specifying one interaction design from which UIs can be automatically generated for multiple devices. Our implemented approach uses communicative acts, which derive from speech act theory and carry desired intentions in interactions. Models of communicative acts, UI domain objects and interaction sequences comprise interaction design specifications in our approach and are based on a metamodel that we have defined. We support the development of such models through an IDE, which is coupled with the UI generator. This allows a new form of UI prototyping, where the effects of each model change can be seen immediately in the automatically generated UIs for every device at once. | |||
| Multi-fidelity Prototyping of User Interfaces | | BIBA | Full-Text | 150-164 | |
| Adrien Coyette; Suzanne Kieffer; Jean Vanderdonckt | |||
| Multi-fidelity prototyping combines within a single user interface prototype several elements whose representations are reproduced with different levels of fidelity with respect to the final user interface: no fidelity at all, low fidelity, medium fidelity, and high fidelity. In order to effectively and efficiently support multi-fidelity, an original set of techniques is defined and discussed: multiple representation manipulation by sketching and gesture recognition, smooth transition between any representation at any time, prototype reusability, multi-platform support, and multiple user interface prototyping facilities. The full implementation of these techniques in prototyping software provides designers and developers with a unique environment for exploring multiple designs with unprecedented support for quickly designing interfaces from scratch or from previously existing design templates. An experimental study reveals that the multiple representation manipulation together with smooth transition represents a valuable advantage for naturally designing user interfaces. The prototyping software supports several aspects involved in the user interface development life cycle and is convenient for non-WIMP user interfaces. | |||
| User-Centered Design and Business Process Modeling: Cross Road in Rapid Prototyping Tools | | BIBAK | Full-Text | 165-178 | |
| Noi Sukaviriya; Vibha Sinha; Thejaswini Ramachandra; Senthil Mani; Markus Stolze | |||
| Fast production of a solution is a necessity in the world of competitive IT
consulting business today. In engagements where early user interface design
mock-ups are needed to visualize proposed business processes, the need to
quickly create UI becomes prominent very early in the process. Our work aims to
speed up the UI design process, enabling rapid creation of low-fidelity UI
design with traditional user-centered design thinking but different tooling
concepts. This paper explains the approach and the rationale behind our model
and tools. One key focal point is in leveraging business process models as a
starting point of the UI design process. The other focal point is on using a
model-driven approach with designer-centered tools to eliminate some design
overheads, to help manage a large design space, and to cope with changes in
requirements. We used examples from a real business engagement to derive and
strengthen this work. Keywords: User-centered Design Process; UI Design; Model-driven User Interface;
Low-fidelity UI Tools | |||
| Ubiquitous Substitution | | BIBA | Full-Text | 179-192 | |
| Christina Brodersen; Susanne Bødker; Clemens Nylandsted Klokmose | |||
| Ubiquitous interaction places the user in the centre of dynamic configurations of technology, where work not necessarily is performed through a single personal computer, but supported by a multiplicity of technologies and physical devices. This paper presents an activity-theoretically based framework for analyzing ubiquitous substitution, i.e. a set of mediators that are or can be continuously substituted with the purpose of highlighting expected and indented uses, and the conflicts encountered when attempting substitution between them. The paper develops a four-leveled analysis of such mediators, and point towards a minimalist approach to design of ubiquitous interaction. | |||
| Meta-design: Expanding Boundaries and Redistributing Control in Design | | BIBAK | Full-Text | 193-206 | |
| Gerhard Fischer | |||
| Meta-design is an emerging conceptual framework aimed at defining and
creating socio-technical environments as living entities. It extends existing
design methodologies focused on the development of a system at design time by
allowing users to become co-designers at use time. Meta-design is grounded in
the basic assumption that future uses and problems cannot be completely
anticipated at design time, when a system is developed. Users, at use time,
will discover mismatches between their needs and the support that an existing
system can provide for them. Meta-design extends boundaries by supporting users
as active contributors who can transcend the functionality and content of
existing systems. By facilitating these possibilities, control is distributed
among all stakeholders in the design process.
This paper characterizes different design methodologies and identifies the unique challenges and opportunities for meta-design. It illustrates this approach with two examples: (a) Web2Gether (enriching the organizational practices and community building of assistive technology teachers), and (b) the Memory Aiding Prompting System (MAPS) (addressing the needs of people with cognitive disabilities and their caregivers). Assessments of our developments are used to identify some future implications and challenges for meta-design and its role in socially responsible design. Keywords: design; design methodologies; meta-design; socio-technical environments;
boundaries; control; seeding / evolutionary growth / reseeding model;
Web2Gether; Memory Aiding Prompting System (MAPS); application areas for
meta-design; socially responsible design | |||
| Improving Users' Comprehension of Changes with Animation and Sound: An Empirical Assessment | | BIBAK | Full-Text | 207-220 | |
| Céline Schlienger; Stéphane Conversy; Stéphane Chatty; Magali Anquetil; Christophe P. Mertz | |||
| Animation or sound is often used in user interfaces as an attempt to improve
users' perception and comprehension of evolving situations and support them in
decision-making. However, empirical data establishing their real effectiveness
on the comprehension of changes are still lacking. We have carried out an
experiment using four combinations of visual and auditory feedback in a split
attention task. The results not only confirm that such feedback improves the
perception of changes, but they also demonstrate that animation and sound used
alone or combined bring major improvements on the comprehension of a changing
situation. Based on these results, we propose design guidelines about the most
efficient combinations to be used in user interfaces. Keywords: Empirical evaluation; animation; sound; multimodal feedback; comprehension
of changes; dual task | |||
| Designing a Free Style, Indirect, and Interactive Storytelling Application for People with Aphasia | | BIBAK | Full-Text | 221-234 | |
| Elke Daemen; Pavan Dadlani; Jia Du; Ying Li; Pinar Erik-Paker; Jean-Bernard Martens; Boris E. R. de Ruyter | |||
| In this paper, we describe the iterative design and evaluation of a
storytelling application for individuals with expressive aphasia. Our user
studies show that besides basic requirements for medical care and training,
there is an unmet need of aphasics to share their daily experiences and
activities, anecdotes and feelings with their significant others. Thus, the
goal of the proposed design is to enhance aphasics' quality of life by
providing a platform for them to create and share their stories. More
specifically, the goal is to enable them to play a more active role in social
exchanges by providing them with a multimodal interface for storytelling that
has the following functionalities: taking photos, making drawings and
annotations, and recording sounds. In the end of this paper, we also summarize
important design guidelines that surfaced during the course of this project and
that are potentially relevant for other designers and researchers working with
aphasics. Keywords: Personal medical devices; aphasia; storytelling; multi-modal interfaces;
user-centered design; iterative design; assistive technology; alternative and
augmented communication; handheld devices | |||
| Supporting the Planning and Organization of Multiple Activities in the Workplace | | BIBAK | Full-Text | 235-238 | |
| Víctor M. González; Leonardo Galicia; Jesús Favela | |||
| Many studies have shown how knowledge workers face challenges while
multi-tasking among several projects and initiatives at the workplace.
Researchers and consultants of personal productivity have identified practical
strategies and processes that people use to face, plan and manage their
activities. Our work is based on the analysis of those processes and strategies
involved in personal activity management (PAM), emphasizing the planning
aspects of it, with the goal of designing appropriate supportive information
technology. Keywords: Personal Activity Management; Planning Activities; Personal Productivity;
Knowledge Workers; Information Technology | |||
| Creators, Composers and Consumers: Experiences of Designing a Digital Library | | BIBAK | Full-Text | 239-242 | |
| Ann Blandford; Jeremy Gow; George Buchanan; Claire Warwick; Jon Rimmer | |||
| Many systems form 'chains' whereby developers use one system (or 'tool') to
create another system, for use by other people. Little work within
Human-Computer Interaction (HCI) has considered how usability considerations
propagate through such chains and yet in many situations the usability of
systems is determined by design decisions made at one or more steps removed
from the immediate developers of the system in question. In this paper, we
relate our experiences of developing digital library components and collections
to this notion of "design chains". This case study illustrates the necessity of
looking beyond the immediate users to try to anticipate the needs of
stakeholders elsewhere in the design chain. Keywords: digital libraries; system development; design chains | |||
| A Common Sense-Based On-Line Assistant for Training Employees | | BIBAK | Full-Text | 243-254 | |
| Júnia Coutinho Anacleto Silva; Muriel de Souza Godoi; Aparecido Fabiano Pinatti de Carvalho; Henry Lieberman | |||
| We present a prototype of an on-line assistant to support a training course
about workspace safety issues. The application uses a common sense reasoning
engine and the Brazilian Open Mind common sense knowledge base, to make
inferences about concepts that might be unfamiliar to the students. We explore
the use of metaphors and analogies to explain topics, enhancing learning by
using similarities to help students associate related topics. We believe that
common sense can be used to take into account cultural considerations while
helping learners to build analogies. A survey of students showed that they
considered analogies useful in the learning process, that the system was
helpful in understanding new concepts, and that it helped connect the
information searched for with common sense knowledge. Keywords: Distance learning; common sense; on-line assistant; training; education;
cognitive strategies; metaphors and analogies | |||
| Proactive Assistive Technology: An Empirical Study | | BIBA | Full-Text | 255-268 | |
| Amedeo Cesta; Gabriella Cortellessa; Vittoria Giuliani; Federico Pecora; Riccardo Rasconi; Massimiliano Scopelliti; Lorenza Tiberio | |||
| This paper analyzes the problem of evaluating elderly people's perception of assistive robots and domotic environments. Specifically, we focus on aspects related to the modalities in which interaction can occur between an elder user and an assistive robotic agent. Our work benefits from the products of project RoboCare, namely, a domestic environment in which sensors, intelligent software components and a domestic robot provide a set of cognitive support services for the elder user. This paper analyzes a number of evaluation criteria in detail, specifically related to the robot's aspect, the way in which it communicates with the user, and the perceived usefulness of its support services. Among these criteria, the paper proposes and reports an evaluation of the Proactive interaction modality (where the system takes the initiative) and On-demand interaction (in which the user explicitly requests a service). Users evaluate the On-demand support services in personal safety scenarios as particularly useful, and less so in scenarios which are not critical. The paper also provides a discussion which can be useful for the design of future assistive agents and robotic companions. | |||
| Use and Implications of a Shared, Forecasting Calendar | | BIBAK | Full-Text | 269-282 | |
| Joe Tullio; Elizabeth D. Mynatt | |||
| Changes in modern work environments, combined with advances in sensing and
machine intelligence, have given rise to a new class of groupware applications
that seeks to facilitate workplace communication through the prediction of
future availability and/or location. We present the results of a four-month
deployment of an experimental predictive calendar system in an academic
setting. While participants appreciated several novel features of the system,
most resisted adoption due to the uncertainty of its predictions, its effects
on privacy and impression management, and accessibility issues. We present
implications for designers who seek to incorporate forecasting components into
their groupware tools using observations from the study. Keywords: Groupware calendar system; evaluation; intelligent user interfaces;
forecasting; communication; privacy | |||
| Utilizing Sound Effects in Mobile User Interface Design | | BIBAK | Full-Text | 283-296 | |
| Hannu Korhonen; Jukka Holm; Mikko Heikkinen | |||
| The current generation of mobile devices is capable of producing polyphonic
sounds, has enough processing power for real-time signal processing, and much
better sound quality than their predecessors. The importance of audio is
increasing as we are moving towards multimodal user interfaces where audio is
one of the major components. In this paper, we present new ways of using audio
feedback more efficiently and intelligently in mobile user interfaces by
utilizing real-time signal processing. To test the ideas in practice, a
prototype calendar application was implemented. We arranged a one week field
trial to validate the design ideas. The results indicate that sound effects are
capable of passing information to the user in some extent, but they are more
useful in impressing the user and making existing audio feedback sound better. Keywords: Auditory interfaces; multi-modal interfaces; sonification; data
auralization; mobile phones; calendar; non-speech audio; reverb; navigation;
sound effects | |||
| Multimodal PDA Interfaces to Assist Drivers in Monitoring Their Vehicles | | BIBAK | Full-Text | 297-309 | |
| Giuseppe Ghiani; Fabio Paternò | |||
| In this paper we present a new hardware/software solution, which allows
users to easily interact with their cars' components through the OBD-II system.
We propose a multimodal interface for PDAs supporting vocal and graphical
commands. Our aim is to provide a safe and usable way to access the sensed
engine data and vehicular status while driving. The retrieved information,
which can be presented through different modalities, is used to alert the
driver about some events, such as surpassing the speed limit. Keywords: Car interfaces; mobile devices; multimodal interfaces | |||
| The Adaptive Hybrid Cursor: A Pressure-Based Target Selection Technique for Pen-Based User Interfaces | | BIBAK | Full-Text | 310-323 | |
| Xiangshi Ren; Jibin Yin; Shengdong Zhao; Yang Li | |||
| We present the Adaptive Hybrid Cursor, a novel target acquisition technique
for pen-based interfaces. To assist a user in a target selection task, this
technique automatically adapts the size of the cursor and/or its contexts (the
target size and the selection background) based on pen pressure input. We
systematically evaluated the new technique with various 2D target acquisition
tasks. The experimental results indicated that the Adaptive Hybrid Cursor had
better selection performance, and was particularly effective for small-target
and high-density environments in which the regular cursor and the Bubble Cursor
[13] failed to show significant advantages. The Adaptive Hybrid Cursor is a
novel way to improve target acquisition via pressure input, and our study
demonstrated its viability and potential for pen-based interfaces. Keywords: pen-based interfaces; pressure; small target acquisition; target density | |||
| ThumbSpace: Generalized One-Handed Input for Touchscreen-Based Mobile Devices | | BIBAK | Full-Text | 324-338 | |
| Amy K. Karlson; Benjamin B. Bederson | |||
| In this paper, we present ThumbSpace, a software-based interaction technique
that provides general one-handed thumb operation of touchscreen-based mobile
devices. Our goal is to provide accurate selection of all interface objects,
especially small and far targets, which are traditionally difficult to interact
with using the thumb. We present the ThumbSpace design and a comparative
evaluation against direct interaction for target selection. Our results show
that ThumbSpace was well-received, improved accuracy for selecting targets that
are out of thumb reach, and made users as effective at selecting small targets
as large targets. The results further suggest user practice and design
iterations hold potential to close the gap in access time between the two input
methods, where ThumbSpace did not do as well as direct interaction. Keywords: ThumbSpace; one handed mobile interaction | |||
| Optimizing on Mobile Usage Cost for the Lower Income Group: Insights and Recommendations | | BIBA | Full-Text | 339-342 | |
| Deepak P; Anuradha Bhamidipaty | |||
| There is an increasing trend in the penetration of mobile phones towards the lower strata (lower income) group of the society. Cost is perceived as the governing factor which determines the adoption of mobile phones in this group. This paper explores the effect of cost on the usage of mobile phones and proposes an enhanced design with features that optimize its usage cost for lower income group. These features help determine and restrict call duration, proactively alert user on usage deviations and avoid early call terminations. Preliminary evaluations of the enhanced design were decidedly positive about the effectiveness in controlling and optimizing mobile usage cost. | |||
| Button Keyboard: A Very Small Keyboard with Universal Usability for Wearable Computing | | BIBAK | Full-Text | 343-346 | |
| Hyunjung Kim; Minjung Sohn; Seoktae Kim; Jinhee Pak; Woohun Lee | |||
| This paper presents the Button Keyboard, a very small wearable keyboard with
universal usability. The Button Keyboard has high wearability and social
acceptance due to its remarkably small size. As it is roughly button sized
(33mm×33mm), it can be worn on the body without any discomfort. In
addition, it adapts a mobile QWERTY layout to improve text entry for general
users without special training. After an evaluation of the text input
performance, it was found that the keyboard provides sufficient text input
speed and learnability in spite of its small size. Furthermore, a
touch-sensitive keypad divides input states by recognizing finger motions.
Therefore, the system can provide visual or auditory feed-forwards to users.
Thus, users can confirm the key before they execute. This previewable feature
makes the keyboard a highly usable example of a wearable computer, in that it
reduces the focus of attention and frequency of error. Moreover, it has the
potential to assist the disabled by providing effective and appropriate ranges
of feed-forwards. Keywords: Wearable computing; Text entry; Keyboard | |||
| Electronic Communication: Themes from a Case Study of the Deaf Community | | BIBA | Full-Text | 347-360 | |
| Valerie Henderson-Summet; Rebecca E. Grinter; Jennie Carroll; Thad Starner | |||
| We present a qualitative, exploratory study to examine the space of electronic communication (e.g. instant messaging, short message service, email) by Deaf teenagers in the greater Atlanta metro area. We discuss differences and similarities between deaf and hearing teen's usage of electronic communication mediums. Five common themes: Identity, Connection, Control, Tension, and Convenience were identified from the analysis of the data collected. These themes allow us to explore electronic communication from the "use-centric" view of teenagers who are indifferent to the underlying technology supporting this communication. | |||
| Accessibility and Interactive TV: Design Recommendations for the Brazilian Scenario | | BIBAK | Full-Text | 361-374 | |
| Lara Schibelsky G. Piccolo; Amanda Meincke Melo; Maria Cecília Calani Baranauskas | |||
| TV can be regarded as the most far-reaching media in Brazil. Its presence is
noticed in 90% of Brazilian homes and it is the main source of information for
a major part of the population. The moment of definition and consolidation of
the digital TV technology provides us with a unique opportunity for analyzing
and discussing this media accessibility. Making sure that TV contents and
devices are flexible enough so that people are able to perceive, understand and
interact with them is a main asset for its use and an essential requirement for
the democratization of information via TV broadcasting. This paper analyzes
interactive digital TV accessibility in informal, formal, and technical levels,
considering the Brazilian context. In addition, it presents recommendations to
design accessible interfaces by referring to the W3C guidelines 2.0 for Web
accessibility and specific recommendations for iDTV. Keywords: Accessibility; Interactive digital TV; User Interfaces for All | |||
| Guidelines for Designing Mobility and Orientation Software for Blind Children | | BIBAK | Full-Text | 375-388 | |
| Jaime Sánchez; Miguel Elías | |||
| We present a study about the use of current electronic travel aids to help
blind people navigate through familiar and unfamiliar environments. We also
discuss the main strengths and weaknesses of electronic travel aids and propose
guidelines to design and use them adequately. We provide a proposal to develop
and use traveling aids. As a result, this can be a first step towards defining
major aspects to develop travel aids oriented to assist mobility and
orientation of blind people. Keywords: Mobility and Orientation; User-centered software development; Blind users;
Electronic travel aids; Virtual environments | |||
| SymAB: Symbol-Based Address Book for the Semi-literate Mobile User | | BIBA | Full-Text | 389-392 | |
| Anuradha Bhamidipaty; Deepak P | |||
| Developing countries like India are observing an increasing trend in the penetration of mobile phones towards the base of the pyramid (lower strata of the society). This segment comprises of users who are novice and semi-literate and are interested in the basic usage of the mobile phone. This paper explores one of the basic features, the address book for its usability and presents an enhanced symbol-based design to cater for the semi-literate user. The enhancement uses symbols to replace current text based storage and retrieval and also includes a call distribution based address book access to align with the skewed nature of the user's requirements. The results of a preliminary evaluation of the prototype are encouraging regarding the value perceived through the design. | |||
| Accessibility of Assistive Software Installation Interfaces | | BIBAK | Full-Text | 393-396 | |
| Lucia Filgueiras; Edson Sales; Lucy Gruenwald; Ana Maria Barbosa; Renato Facis | |||
| Software installation is a one-time task; yet, it should work well.
Regarding assistive technologies, users with disabilities will often require
help in installation tasks. Five assistive software products were evaluated in
order to identify barriers faced by visually impaired users performing the
installation task and none of them, for different reasons, allowed full
completion of installation task. Some recommendations are devised from the
experience. Keywords: Assistive technology; accessibility; installation software; usability | |||
| Model-Driven Adaptation for Plastic User Interfaces | | BIBAK | Full-Text | 397-410 | |
| Jean-Sebastien Sottet; Vincent Ganneau; Gaëlle Calvary; Joëlle Coutaz; Alexandre Demeure; Jean-Marie Favre; Rachel Demumieux | |||
| User Interface (UI) plasticity denotes UI adaptation to the context of use
(user, platform, physical and social environments) while preserving usability.
In this article, we focus on the use of Model-Driven Engineering and
demonstrate how the intrinsic flexibility of this approach can be exploited by
designers for UI prototyping as well as by end-users in real settings. For
doing so, the models developed at design-time, which convey high-level design
decisions, are still available at run-time. As a result, an interactive system
is not limited to a set of linked pieces of code, but is a graph of models that
evolves, expresses and maintains multiple perspectives on the system from
top-level tasks to the final UI. A simplified version of a Home Heating Control
System is used to illustrate our approach and technical implementation. Keywords: User interface plasticity; user interface adaptation; context aware systems;
Model-Driven Engineering | |||
| The Beautification Process in Model-Driven Engineering of User Interfaces | | BIBAK | Full-Text | 411-425 | |
| Inés Pederiva; Jean Vanderdonckt; Sergio España; José Ignacio Panach; Oscar Pastor | |||
| The beautification of a user interface resulting from model-to-model and
model-to-code transformations in Model-Driven Architecture consists of
performing manual changes to address user requirements which have not been
supported during the transformations. These requirements may include
customization, users' preferences, and compliance with corporate style
guidelines. This paper introduces a beautification process into a
user-interface model. This process includes a series of beautification
operations based on a formal definition, as well as a constrained editor that
enables designers to apply these beautification operations on a user interface.
All manual changes done using these beautification operations are transformed
into model-to-model transformations, thus reducing the problem of round-trip
engineering. The paper also demonstrates that this process significantly
reduces the number of manual changes performed on user interfaces of
information systems, while preserving the quality properties induced by the
transformations. Keywords: Beautification operation; beautification process; human-computer interaction
model; round-trip engineering; model-driven engineering; quality by
construction; user interface description language; user interface code tweaking | |||
| Consistency Priorities for Multi-device Design | | BIBA | Full-Text | 426-429 | |
| Rodrigo de Oliveira; Heloisa Vieira da Rocha | |||
| We propose consistency priorities to support multi-device interface design minimizing the user's cognitive effort while performing the same task on different interfaces. The methodology is being evaluated through a framework that generates Pocket PC interfaces from desktop web pages. Initial results point to the acceptance of the approach. | |||
| A Flexible Presentation Tool for Diverse Multi-display Environments | | BIBA | Full-Text | 430-433 | |
| Kazutaka Kurihara; Takeo Igarashi | |||
| Display environments for presentations are becoming diverse, and it is common to have multiple displays in the same room. We present a system to edit and give presentations using multiple displays. The main idea is to separate the content from the views. The author prepares presentation visuals (text and images) on an infinitely zoomable canvas, and then specifies what is shown in each display by dragging a rectangular display proxy onto the canvas. The presenter can change what is shown in each display by manipulating these display proxies. We describe an example that showed that the system can handle various presentation scenarios using multiple displays. | |||
| A Pressure-Sensing Mouse Button for Multilevel Click and Drag | | BIBAK | Full-Text | 434-446 | |
| Masaki Omata; Kenji Matsumura; Atsumi Imamiya | |||
| This paper proposes a pressure-sensing mouse button that can better express
the user's intention. When users use it for click or drag, the users can
specify continuous parameters of the mouse operation by adjusting intensity of
the button press between from lightly to strongly. For evaluating it, we
conducted experiments to validate optimal number of pressure levels and to
compare the mouse with conventional input methods. Subjects required
significantly more time with eight pressure levels than with fewer levels. We
also found that the mouse was not faster than conventional mice in terms of
task performance time because users were not adept at adjusting force of the
mouse button. We, therefore, suggest that an effective operation for the
pressure-sensing mouse button is to change an insignificant effective parameter
associated with fundamental determination of a mouse operation. Keywords: Mouse button; pressure-sensing button; multilevel button press; pressure | |||
| DeskJockey: Exploiting Passive Surfaces to Display Peripheral Information | | BIBAK | Full-Text | 447-460 | |
| Ryder Ziola; Melanie Kellar; Kori Inkpen | |||
| This paper describes DeskJockey, a system to provide users with additional
display space by projecting information on passive physical surfaces in the
environment. The current DeskJockey prototype utilizes a projected desk and
allows information to be moved easily between active and passive displays using
a world-in-miniature interaction metaphor. A four-week, in-situ field study was
conducted to compare usage of DeskJockey with typical multiple monitor use. The
results revealed potential for utilizing passive physical surfaces in this
manner and demonstrated that this type of display space has distinctive
affordances and benefits which enhance traditional display space. Keywords: Augmented desk; multiple monitors; peripheral information; display space
management; user interaction | |||
| Drag-and-Guess: Drag-and-Drop with Prediction | | BIBA | Full-Text | 461-474 | |
| Takeshi Nishida; Takeo Igarashi | |||
| Drag-and-guess is an extension of drag-and-drop that uses predictions which is based on application specific knowledge. As the user begins to drag an object, the system predicts the drop target and presents the result to the user. When the target is hidden in a closed folder or beneath other windows, the system makes it temporarily visible. This frees users from manual preparation such as expanding a folder tree or uncovering the target location. The user can accept the prediction by throwing the object, which then flies to the target. Or, if the prediction is unsatisfactory, the user can ignore it and perform the operation as usual. We built three prototype applications (email client, spreadsheet and overlapping windows) to show that DnG is useful in many applications. Results of the user study show that the proposed technique can improve task performance when the task is difficult to complete manually and reasonable prediction algorithm is available. | |||
| Wave Menus: Improving the Novice Mode of Hierarchical Marking Menus | | BIBAK | Full-Text | 475-488 | |
| Gilles Bailly; Eric Lecolinet; Laurence Nigay | |||
| We present Wave menus, a variant of multi-stroke marking menus designed for
improving the novice mode of marking while preserving their efficiency in the
expert mode of marking. Focusing on the novice mode, a criteria-based analysis
of existing marking menus motivates the design of Wave menus. Moreover a user
experiment is presented that compares four hierarchical marking menus in novice
mode. Results show that Wave and compound-stroke menus are significantly faster
and more accurate than multi-stroke menus in novice mode, while it has been
shown that in expert mode the multi-stroke menus and therefore the Wave menus
outperform the compound-stroke menus. Wave menus also require significantly
less screen space than compound-stroke menus. As a conclusion, Wave menus offer
the best performance for both novice and expert modes in comparison with
existing multi-level marking menus, while requiring less screen space than
compound-stroke menus. Keywords: Marking menus; Wave menus; novice mode | |||
| Nearly-Integral Manipulation of Rotary Widgets | | BIBAK | Full-Text | 489-492 | |
| Rodrigo Almeida; Pierre Cubaud | |||
| We present a work in progress that investigates the manipulation of virtual
rotary knobs using a device with three degrees-of-freedom. We draw a brief
parallel between handling real knobs in professional sound appliances and
interacting with desktop rotary widgets. Then, we present an interaction
technique aimed to support a natural mapping, to reduce the activation time,
and to enhance the fluidity along the gestures that compose this activity. Keywords: Interaction Techniques; Rotary Widgets; 3DOF Devices | |||
| CATKey: Customizable and Adaptable Touchscreen Keyboard with Bubble Cursor-Like Visual Feedback | | BIBAK | Full-Text | 493-496 | |
| Kentaro Go; Yuki Endo | |||
| This paper describes our ongoing project related to touchscreen keyboard
interfaces. This customizable and adaptable touchscreen keyboard with bubble
cursor-like visual feedback, CATKey, is a software keyboard for touchscreens
that is designed to provide adaptable and customizable functions. We discuss
its concept, prototype, and tentative evaluation. Keywords: adaptation; bubble cursor; customization; touchscreen keyboard | |||
| A Conceptual Framework for the Design and Evaluation of Affective Usability in Educational Geosimulation Systems | | BIBAK | Full-Text | 497-510 | |
| Elizabeth Furtado; Vasco Furtado; Eurico Vasconcelos Filho | |||
| In this article we propose a conceptual framework for associating the
concepts of usability, computer education and affective quality. We analyze the
interaction student-teacher under the light of learning strategies used in
educational geosimulators for defining the main emotional constructs that are
involved in this process. We elaborate this initial analysis by identifying
which interactive objects should be associated with the identified emotional
constructs. We associate these objects with an architecture that defines the
basics components of an educational geosimulation system as well as the
learning strategies used in this context. We illustrate the utility of the
framework with an evaluation of an education geosimulator for police training
as well as an evaluation of the student's satisfaction during the interaction
in different scenarios. Keywords: Affective emotional quality; Educational System Evaluation | |||
| TEMo-Chine: Tangible Emotion Machine | | BIBA | Full-Text | 511-514 | |
| Omar Mubin; Abdullah Al Mahmud; Christoph Bartneck | |||
| We examine whether or not it is possible to determine, recognize and/or report the emotional state of a group of people through touch and/or body motion. We present the initial design of a mechanism for an asynchronous yet anonymous means of communication where the basic framework is set up by defining interaction with the system and aggregating the individual interaction components. We present the results from our initial user evaluation based on a scenario-based methodology. The results prove that users tend to exhibit similar emotional expression and interaction modalities, which could be used to determine general emotional states. | |||
| Characterizing the Diversity in Users' Perceptions | | BIBAK | Full-Text | 515-518 | |
| Evangelos Karapanos; Jean-Bernard Martens | |||
| This paper proposes a novel approach to modeling the diversity in users'
perceptions, based on a mixture of qualitative and quantitative techniques: the
Repertory Grid Technique and Multi-Dimensional Scaling. The proposed method can
be used for identifying diverse user groups that can inspire a range of
personas, or for selecting subjects for field studies and usability tests. In a
case study we explored the perceptions of product creators and end users
towards an innovative product in its early design stage. Keywords: user profiling; Repertory Grid; Multi-dimensional Scaling | |||
| Stay on the Ball! An Interaction Pattern Approach to the Engineering of Motivation | | BIBA | Full-Text | 519-522 | |
| Kirstin Kohler; Sabine Niebuhr; Marc Hassenzahl | |||
| This paper introduces an interaction pattern approach to "engineer" motivation. Its goal is to provide concrete ideas (in the form of patterns) on how to design software that motivates its users to stay on a task. The paper presents an example of a motivating pattern, the Task Status Display (TSD), and its empirical validation. Preliminary results support its motivational effect, thereby lending support to the general notion of building motivation into interactive products for the workplace. | |||
| Motivational Needs-Driven Mobile Phone Design | | BIBAK | Full-Text | 523-526 | |
| Judy van Biljon; Paula Kotzé; Gary Marsden | |||
| This paper provides support for the use of motivational needs in identifying
mobile phone uses and related features. Drawing on motivational human and usage
space research, the findings of interviews and surveys, this paper proposes the
Mobile phone Usage Space Model (MUSM). MUSM distinguishes between two groups of
features by identifying necessary and additional features, thus focusing the
designer's activity on motivational needs-driven design, rather than feature
escalation that currently appears to dominate. Keywords: Mobile phone design; usage spaces; motivational needs | |||
| Mobile Application for Increasing Contextual and Emotional Work Group Awareness | | BIBAK | Full-Text | 527-531 | |
| Mikko Salminen; Kari Kallinen; Kliment Yanev; Niklas Ravaja; Timo Saari | |||
| This paper presents a prototype of a mobile application enhancing emotional
and contextual awareness in distributed knowledge work teams. Emotional,
contextual, and other types of data from users are collected both implicitly
and explicitly. The benefits of such a system are hypothesized to include
increased individual and group awareness, emotional awareness, location-, task-
and status awareness. A novel way to visualize data on location, use context,
and user's subjective emotional state on a mobile phone are also presented. Keywords: Mobile social application; knowledge work; contextual awareness; emotional
awareness | |||
| Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and Evaluation | | BIBA | Full-Text | 532-545 | |
| Niklas Elmqvist; Ulf Assarsson; Philippas Tsigas | |||
| Recent developments in occlusion management for 3D environments often involve the use of dynamic transparency, or virtual "X-ray vision", to promote target discovery and access in complex 3D worlds. However, there are many different approaches to achieving this effect and their actual utility for the user has yet to be evaluated. Furthermore, the introduction of semi-transparent surfaces adds additional visual complexity that may actually have a negative impact on task performance. In this paper, we report on an empirical user study comparing dynamic transparency to standard viewpoint controls. Our implementation of the technique is an image-space algorithm built using modern programmable shaders to achieve real-time performance and visually pleasing results. Results from the user study indicate that dynamic transparency is superior for perceptual tasks in terms of both efficiency and correctness. | |||
| Towards Applicable 3D User Interfaces for Everyday Working Environments | | BIBAK | Full-Text | 546-559 | |
| Frank Steinicke; Timo Ropinski; Gerd Bruder; Klaus Hinrichs | |||
| Desktop environments represent a powerful user interface and have been used
as the de facto standard human-computer interaction paradigm for over 20 years.
But the rising demand of 3D applications dealing with complex datasets exceeds
the capabilities of traditional interaction devices and two-dimensional
displays. Such applications need more immersive and intuitive interfaces. In
order to be accepted by the users, technology-driven solutions that require
inconvenient instrumentation, e.g., stereo glasses or tracked gloves, should be
avoided. Autostereoscopic display environments equipped with tracking systems
enable humans to experience virtual 3D environments more naturally, for
instance via gestures, without having to use annoying devices. However,
currently these approaches are used only for specially designed or adapted
applications. In this paper we introduce new 3D user interface concepts for
such setups which require minimal instrumentation of the user and can be
integrated easily in everyday working environments. We propose an interaction
framework which supports simultaneous display of and simultaneous interaction
with both monoscopic as well as stereoscopic contents. We identify the
challenges for combined mouse-, keyboard- and gesture-based input paradigms in
such an environment and introduce novel interaction strategies. Keywords: HCI; autostereoscopic display environments; 3D user interfaces | |||
| Dwell-Based Pointing in Applications of Human Computer Interaction | | BIBAK | Full-Text | 560-573 | |
| Christian Müller-Tomfelde | |||
| This paper describes exploratory studies and a formal experiment that
investigate a particular temporal aspect of human pointing actions. Humans can
express their intentions and refer to an external entity by pointing at distant
objects with their fingers or a tool. The focus of this research is on the
dwell time, the time span that people remain nearly motionless during pointing
at objects. We address two questions: Is there a common or natural dwell time
in human pointing actions? What implications does this have for Human Computer
Interaction? Especially in virtual environments, feedback about the referred
object is usually provided to the user to confirm actions such as object
selection. A literature review and two studies led to a formal experiment in a
hand-immersive virtual environment in search for an appropriate feedback delay
time for dwell-based pointing actions. The results and implications for
applications for Human Computer Interaction are discussed. Keywords: Pointing gesture; dwell time; interactive systems | |||
| A Miniature, One-Handed 3D Motion Controller | | BIBAK | Full-Text | 574-577 | |
| Kynan Eng | |||
| Users of three-dimensional computer-aided design (CAD) and gaming
applications need to manipulate virtual objects in up to six degrees of
rotational and translation freedom (DOF). To date, no 3D controller provides
one-handed 6DOF input with miniature size and low cost. This paper presents a
prototype of the first one-handed 6DOF motion controller suitable for use in
portable platforms such as laptop computers, mobile telephones and hand-held
game consoles. It is based on an optical sensor combined with novel planar
spring mechanics, and can be easily manufactured using low-cost materials and
processes. Keywords: 3D motion controller; optical sensor; hand-held device | |||
| Use Case Evaluation (UCE): A Method for Early Usability Evaluation in Software Development | | BIBAK | Full-Text | 578-591 | |
| Kasper Hornbæk; Rune Thaarup Høegh; Michael Bach Pedersen; Jan Stage | |||
| It is often argued that usability problems should be identified as early as
possible during software development, but many usability evaluation methods do
not fit well in early development activities. We propose a method for usability
evaluation of use cases, a widely used representation of design ideas produced
early in software development processes. The method proceeds by systematic
inspection of use cases with reference to a set of guidelines for usable
design. To validate the method, four evaluators inspected a set of use cases
for a health care application. The usability problems predicted by the
evaluators were compared to the result of a conventional think-aloud test.
About one fourth of the problems were identified by both think-aloud testing
and use case inspection; about half of the predicted problems not found by
think-aloud testing were assessed as providing useful input to early
development. Qualitative data on the evaluators' experience using the method
are also presented. On this background, we argue that use case inspection has a
promising potential and discuss its limitations. Keywords: Usability evaluation; use cases; software development | |||
| Evaluating Reduced-Functionality Interfaces According to Feature Findability and Awareness | | BIBA | Full-Text | 592-605 | |
| Leah Findlater; Joanna McGrenere | |||
| Many software applications continue to grow in terms of the number of features they offer. Reduced-functionality interfaces have been proposed as a solution by several researchers, but evaluations have been limited in number and scope. We argue that traditional performance measures are not sufficient for these interfaces, so we introduce and distinguish feature findability and feature awareness measures. We have conducted a controlled study that demonstrates the tradeoff between these two measures: findability in a minimal layered approach was better than in the full interface alone, but subjects were more aware of advanced features if they used the full interface from the outset. A marked layered approach was also evaluated, but provided little benefit over the other interfaces. Ours is also the first experiment comparing more than one multi-layer approach to a control interface. | |||
| Playful Probing: Making Probing More Fun | | BIBAK | Full-Text | 606-619 | |
| Regina Bernhaupt; Astrid Weiss; Marianna Obrist; Manfred Tscheligi | |||
| We present a methodological variation of cultural probing called playful
probing. In playful probing games are developed according to the area
investigated, to enhance participants' involvement in the studies. The games
are used as additional probing material and enhance participants' involvement.
Based on an experimental case study with 40 households participating in a
ethnographic study on new forms of media usage in the home context we show how
playful probing can successful support users' engagement during the
ethnographic study. We found interesting insights, for example the amount of
data provided on creative cards doubled for households using the playful
probing approach compared to households not using playful probing. Thus the
methodological extension seems worth the effort when used in ethnographic
studies within the home context. Keywords: Ethnography; cultural probes; playful; method; computer technology usage in
households; interactive TV | |||
| Do I Do What I Say?: Observed Versus Stated Privacy Preferences | | BIBA | Full-Text | 620-623 | |
| Kay Connelly; Ashraf Khalil; Yong Liu | |||
| This paper examines the use of surveys in measuring privacy concerns in ubiquitous computing environments. Two evaluation techniques are used to study the privacy concerns of sharing context information: a paper based survey and in-situ questionnaires. Results from the two techniques differ significantly, suggesting that surveys are not reliable in predicting privacy concerns regarding context-aware services. Further, the surveys are not consistently biased; for some information, people shared more in-situ than they predicted they would share in the survey, while for other types, they shared less. | |||
| In and Out of the Hospital: The Hidden Interface of High Fidelity Research Via RFID | | BIBA | Full-Text | 624-627 | |
| Svetlena Taneva; Effie Law | |||
| The use of RFID technology in HCI research is emerging. We identify its promising application in the healthcare sector by empowering the process of capturing, extracting and analyzing data, which help understand task patterns underlying human errors and other intriguing phenomena. RFID and video as research tools are compared to identify their strengths and weaknesses. RFID can be cost-effective and powerful, especially when combined with the hospital information system and optionally with video analysis. | |||
| Exploring Multiple Usability Perspectives | | BIBA | Full-Text | 628-632 | |
| Tobias Uldall-Espersen | |||
| Industrial usability work often fails to produce the expected impact on software products even though significant resources have been used on uncovering problems and suggesting improvements. So, it seems that feedback from industrial usability work lacks persuasiveness, i.e. it fails to convince the key stakeholders that actions need to be taken. This study reports from interviews with 26 stakeholders in software development projects. Our data suggests that the interviewees address usability using different perspectives and based on our observations we describe five such perspectives. Further, we discuss how applying different usability perspectives might inform the persuasiveness of usability work. | |||