| Interfacing Video Capture, Editing and Publication in a Tangible Environment | | BIBAK | Full-Text | 1-14 | |
| Cati Vaucelle; Hiroshi Ishii | |||
| The paper presents a novel approach to collecting, editing and performing
visual and sound clips in real time. The cumbersome process of capturing and
editing becomes fluid in the improvisation of a story, and accessible as a way
to create a final movie. It is shown how a graphical interface created for
video production informs the design of a tangible environment that provides a
spontaneous and collaborative approach to video creation, selection and
sequencing. Iterative design process, participatory design sessions and
workshop observations with 10-12 year old users from Sweden and Ireland are
discussed. The limitations of interfacing video capture, editing and
publication in a self-contained platform are addressed. Keywords: Tangible User Interface; Video; Authorship; Mobile Technology; Digital
Media; Video Jockey; Learning; Children; Collaboration | |||
| PaperCP: Exploring the Integration of Physical and Digital Affordances for Active Learning | | BIBAK | Full-Text | 15-28 | |
| Chunyuan Liao; François Guimbretière; Richard J. Anderson; Natalie Linnell; Craig Prince; Valentin Razmov | |||
| Active Learning in the classroom domain presents an interesting case for
integrating physical and digital affordances. Traditional physical handouts and
transparencies are giving way to new digital slides and PCs, but the fully
digital systems still lag behind the physical artifacts in many aspects such as
readability and tangibility. To better understand the interplay between
physical and digital affordances in this domain, we developed PaperCP, a
paper-based interface for a Tablet PC-based classroom interaction system
(Classroom Presenter), and deployed it in an actual university course. This
paper reports on an exploratory experiment studying the use of the system in a
real-world scenario. The experiment confirms the feasibility of the paper
interface in supporting student-instructor communication for Active Learning.
We also discuss the challenges associated with creating a physical interface
such as print layout, the use of pen gestures, and logistical issues. Keywords: Active Learning; Affordances; Paper-based Interface; Physical Interface;
Tablet PC | |||
| Seeing More: Visualizing Audio Cues | | BIBA | Full-Text | 29-42 | |
| Tony Bergstrom; Karrie Karahalios | |||
| Using audio visualization, we seek to demonstrate how natural interaction is augmented with the addition of interaction history. Our Conversation Clock visualization captures and represents audio in a persistent and meaningful representation to provide social cues not available in an otherwise ephemeral conversation. In this paper we present user study evaluation of the Conversation Clock as utilized by familiar groups and demonstrate how individuals use the salient cues to evaluate their own interaction. | |||
| CubeExplorer: An Evaluation of Interaction Techniques in Architectural Education | | BIBAK | Full-Text | 43-56 | |
| Hyunyoung Song; François Guimbretière; Michael A. Ambrose; Carl Lostritto | |||
| During the early stages of architectural training, tangibility plays an
important role in developing spatial awareness. In such contexts, tangible user
interfaces are believed to provide a significant advantage as they combine the
affordances of both the physical and the digital world. We introduce
CubeExplorer, a hybrid 3D conceptual aid that combines physical interaction and
digital modeling in an effort to complement conventional architectural
space-training tools (such as physical materials and digital CAD programs).
Using a digital pen as an input mechanism, CubeExplorer lets users perform
subtractive 3D geometric operations on a simple paper based cube model while
observing the resulting model on a display. The tangibility of the model
simplifies navigation and command execution, while the digital interface makes
it easy for users to explore multiple alternative designs. To evaluate the
potential of such an approach, we conducted a user study in a normal classroom
environment where students were provided with physical (wooden block), hybrid
(CubeExplorer), and virtual (FormZ) interfaces to complete the same assignment.
Our evaluation showed that CubeExplorer combined the advantages of both digital
and tangible media. The advantages of CubeExplorer over digital media were
substantiated in a follow-up study comparing CubeExplorer and SketchUp in a
similar building task. Keywords: Education; 3D modeling; pen-based interface; tangible user interface | |||
| InterCUBE: A Study into Merging Action and Interaction Spaces | | BIBAK | Full-Text | 57-70 | |
| Benjamin Salem; Harold Peeters | |||
| We describe the development of a novel tangible interface we call the
InterCUBE, a cube-shaped device with no external buttons or widgets. We study
the implications of such a shape in terms of interactions, notably the degrees
of freedom available and the manipulations possible. We also explain and
investigate the merging of the action, perception and interaction spaces, and
we design the InterCUBE interaction accordingly. To investigate the system we
have implemented a demonstration application: a shopping menu, in which users
can navigate through a menu simply by turning the cube in either one of the
four possible directions. We have evaluated the InterCUBE in comparison to an
equivalent mouse based interface and discuss the results. Keywords: Tangible User Interface; Usability; action and interaction spaces | |||
| EMA-Tactons: Vibrotactile External Memory Aids in an Auditory Display | | BIBAK | Full-Text | 71-84 | |
| Johan Kildal; Stephen A. Brewster | |||
| Exploring any new data set always starts with gathering overview
information. When this process is done non-visually, interactive sonification
techniques have proved to be effective and efficient ways of getting overview
information, particularly for users who are blind or visually impaired. Under
certain conditions, however, the process of data analysis cannot be completed
due to saturation of the user's working memory. This paper introduces
EMA-Tactons, vibrotactile external memory aids that are intended to support
working memory during the process of data analysis, combining vibrotactile and
audio stimuli in a multimodal interface. An iterative process led to a design
that significantly improves the performance (in terms of effectiveness) of
users solving complex data explorations. The results provide information about
the convenience of using EMA-Tactons with other auditory displays, and the
iterative design process illustrates the challenges of designing multimodal
interaction techniques. Keywords: vibrotactile; external memory aid; overview; visual impairment; high-density
sonification | |||
| Institutionalizing HCI in Asia | | BIBAK | Full-Text | 85-99 | |
| Andy Smith; Anirudha Joshi; Zhengjie Liu; Liam J. Bannon; Jan Gulliksen; Christina Li | |||
| In this paper we investigate the problems and potential solutions to the
effective establishment of HCI and usability in India and China. Our discussion
is motivated by five years of collaboration with relevant bodies in both
countries through EU-funded projects encouraging the development of a usability
culture in academic and industrial sectors. In order to contribute to
socially-responsible interaction in these countries the 'institutionalization'
of HCI is necessary. For us, this involves three elements: firstly an
appropriation of HCI concepts and methods to suit the local country / culture,
secondly the forming of a national organization around the reshaped discipline
that can actively promote HCI in industry and academia and establish links with
local national organizations, and thirdly the roll-out of effective usability
practice in industry. Some efforts made in this regard are briefly outlined. Keywords: cross-cultural usability; India; China; institutionalization | |||
| Cultural Mobilities: Diversity and Agency in Urban Computing | | BIBA | Full-Text | 100-113 | |
| Paul Dourish; Ken Anderson; Dawn Nafus | |||
| The rise of wireless networks and portable computing devices has been accompanied by an increasing interest in technology and mobility, and in the urban environment as a site of interaction. However, most investigations have taken a relatively narrow view of urban mobility. In consequence, design practice runs the risk of privileging particular viewpoints, forms of mobility, and social groups. We are interested in a view of mobility that reaches beyond traditional assumptions about the who, when, why, and what of mobility. Based on analytic perspectives from the social sciences and on empirical fieldwork in a range of settings, we outline an alternative view of technology and mobility with both analytic and design implications. | |||
| Designing a Trade-Off Between Usability and Security: A Metrics Based-Model | | BIBAK | Full-Text | 114-126 | |
| Christina Braz; Ahmed Seffah; David M'Raïhi | |||
| The design of usable yet secure systems raises crucial questions when it
comes to balancing properly security and usability. Finding the right tradeoff
between these two quality attributes is not an easy endeavor. In this paper, we
introduce an original design model based on a novel usability inspection
method. This new method, named Security Usability Symmetry (SUS), exploits
automata machines theory and introduces the concept of an advanced
Multifunction Teller Machine (MTM). We demonstrate, via case study, how to use
this model during the design of secure, usable interactive systems. Keywords: Usability; Security; User-Centered Design; Critical Systems; Automata
Machines; Metrics | |||
| Recognising Erroneous and Exploratory Interactions | | BIBAK | Full-Text | 127-140 | |
| Jonathan Back; Ann Blandford; Paul Curzon | |||
| A better understanding of "human error" is needed to help overcome problems
of people assuming they are to blame for their inability to use poorly designed
technology. In order to investigate people's ability to recognize, and reflect
on the causes of, particular types of errors, a problem solving environment was
designed that allowed participants to verbally self-report erroneous and
exploratory interactions. It was found that the pervasiveness of errors was
recognizable but underlying cognitive and attentional causes of errors were
not. Participants found that providing a causal account of device-specific
errors during interaction was especially difficult. A striking feature of
device-specific errors is that they involve actions that do not move an
individual towards a goal state, but remain critical to performing a task
correctly. Successfully identifying why an error has occurred requires an
understanding of environmental cues and salience. Findings imply that HCI
practitioners need to develop techniques to adjust the visual salience of cues,
making it is possible to recognize and recover from error. Keywords: Human error; self-report; HCI | |||
| Usability Challenges in Security and Privacy Policy-Authoring Interfaces | | BIBAK | Full-Text | 141-155 | |
| Robert W. Reeder; Clare-Marie Karat; John Karat; Carolyn Brodie | |||
| Policies, sets of rules that govern permission to access resources, have
long been used in computer security and online privacy management; however, the
usability of authoring methods has received limited treatment from usability
experts. With the rise in networked applications, distributed data storage, and
pervasive computing, authoring comprehensive and accurate policies is
increasingly important, and is increasingly performed by relatively novice and
occasional users. Thus, the need for highly usable policy-authoring interfaces
across a variety of policy domains is growing. This paper presents a definition
of the security and privacy policy-authoring task in general and presents the
results of a user study intended to discover some usability challenges that
policy authoring presents. The user study employed SPARCLE, an enterprise
privacy policy-authoring application. The usability challenges found include
supporting object grouping, enforcing consistent terminology, making default
policy rules clear, communicating and enforcing rule structure, and preventing
rule conflicts. Implications for the design of SPARCLE and of user interfaces
in other policy-authoring domains are discussed. Keywords: Policy; policy-authoring; privacy; security; usability | |||
| Understanding Compliance to Privacy Guidelines Using Text-and Video-Based Scenarios | | BIBA | Full-Text | 156-168 | |
| Abdullah Al Mahmud; Maurits Kaptein; Oliver Moran; Evelien van de Garde-Perik; Panos Markopoulos | |||
| Privacy is a major concern for the design and user acceptance of pervasive technology. Investigating privacy poses several methodological challenges. A popular approach involves surveying reactions of people to scenarios that highlight privacy issues. This paper examines the validity of this approach. It reports an experiment that compared people's ability to correctly judge compliance to privacy principles when scenarios are presented in video versus textual form. It was found that such privacy-related concepts are hard to understand, leading to a large number of erroneous judgments regardless of medium and that interpretation varied across media. Comprehension in such studies can be improved, if a text scenario is preceded by a video-based version. | |||
| Strategic Tabletop Negotiations | | BIBAK | Full-Text | 169-182 | |
| Tokuo Yamaguchi; Sriram Subramanian; Yoshifumi Kitamura; Fumio Kishino | |||
| Strategic negotiations in digital tabletop displays have not been well
understood. There is little reported in the literature on how users strategize
when group priorities and individual priorities conflict and need to be
balanced for a successful collaboration. We conducted an observational study on
three digital tabletop systems and a real-world setup to investigate
similarities and differences in real-world and digital tabletop strategic
collaborations. Our results show that in the real world, strategic negotiation
involves three phases: identifying the right timing, using epistemic actions to
consider a task plan and evaluating the value of the negotiation. We repeated
the real-world experiments with different digital tabletops and found several
differences in the way users initiate and perform strategic negotiations. Keywords: Face-to-Face Collaboration; Digital Tabletops; Strategic Negotiations;
Collaborative Tables; Single Display Groupware | |||
| A Fundamental Study for Participating in Multiple Teleconferences | | BIBAK | Full-Text | 183-196 | |
| Hironori Egi; Hisashi Anzai; Itaru Takata; Ken-ichi Okada | |||
| The purpose of this research is to support office workers to participate in
multiple teleconferences simultaneously. In order to achieve this goal, we have
investigated how people understand multiple voices that differ in conditions of
overlapping rates. We have evaluated comprehension of the context and the
keywords in multiple voices, which is necessary for the users to participate in
multiple teleconferences. In addition, we have described the psychological load
of the users by using NASA-TLX as the workload index and the physiological load
by examining the brain waves of the users. From the experiment, we can show
three factors. First, we found more than half of the examinees understand the
context when the voices are overlapped completely. Second, little of no
difference is observed in the level of comprehension of keywords, between when
the voices are half overlapped and overlapped completely. Third, it can also be
suggested that examinees are more uncertain of their answers when the voices
are overlapped completely compared to when they are only half overlapped. As
for the load of the users, our results suggested that imperfect overlap
amplifies the psychological load. Based on these results, we will discuss the
necessity of selecting appropriate overlap rates and design the environment of
multiple teleconferences. Keywords: multitask; multiple voices; multiple teleconferences; overlap rate | |||
| ICEbox: Toward Easy-to-Use Home Networking | | BIBAK | Full-Text | 197-210 | |
| Jeonghwa Yang; W. Keith Edwards | |||
| Home networking is becoming an essential part of everyday life. However,
empirical studies and consumer reports indicate that the complexities of
configuring and maintaining the home network impose a high barrier for most
householders. In this paper, we explore the sources of the complexity of the
home network, and describe a solution we have built to address this complexity.
We have developed a prototype network appliance that acts as a centralized
point of control for the home network, providing device provisioning and
reprovisioning, security, discovery, and monitoring. Our solution provides a
simple physical UI for network control, using pointing to introduce new devices
onto the network, and a physical lock to secure network access. Results of our
user studies indicate that users found this appliance both useful and usable as
a network configuration and management tool. Keywords: Home networking; usability; user interface; ICEbox | |||
| Selective Analysis of Linguistic Features Used in Video Mediated Collaboration: An Indicator of Users Sense of Co-presence | | BIBAK | Full-Text | 211-214 | |
| Paulo Melo; Leila Alem | |||
| Studies in video mediated collaboration are going beyond traditional
measures of time on task and task accuracy by attempting to qualify specific
aspect of users' experience. This paper explores users' sense of co-presence as
the extent to which they feel co-present with their partner when building
collaboratively a toy over a video conferencing system. A linguistic analysis
of the way users are referring to remote objects and places has been conducted
in order to investigate the correlation between co-presence score and the
frequency of local and remote deixis. Our results indicate that co-presence
score is positively correlated to the frequency of local deixis as reported
previously [1] and negatively correlated to remote deixis. We conclude that the
words used by users when referring to remote objects and places may indicate
aspects of user's experience while engaged in remote collaboration. Keywords: Co-presence; CMC; linguistic analysis; Video mediated collaboration | |||
| Gender Talk: Differences in Interaction Style in CMC | | BIBA | Full-Text | 215-218 | |
| Xiaoning Sun; Susan Wiedenbeck; Thippaya Chintakovid; Qiping Zhang | |||
| Qualitative analysis was used to investigate the nature of the interactions of different gender pairings doing a negotiation task via computer-mediated communication (CMC). Preliminary results indicate that female pairs used more language of fairness, saving face, and acknowledgement in their conversation than did male pairs. Male pairs made more procedural statements about meeting management and actions than female pairs. The study provides a preliminary understanding of how gender interactions may affect performance in CMC tasks. | |||
| Focus+Context Visualization Techniques for Displaying Large Lists with Multiple Points of Interest on Small Tactile Screens | | BIBAK | Full-Text | 219-233 | |
| Stéphane Huot; Eric Lecolinet | |||
| This paper presents a focus+context visualization and interaction technique
for displaying large lists on handheld devices. This technique has been
specifically designed to fit the constraints of small tactile screens. Thanks
to its spiral layout, it provides a global view of large lists on a limited
amount of screen real-estate. It has also been designed to allow direct
interaction with fingers. This technique proposes an alternative to multi-focus
visualization, called "augmented context", where several objects of interest
can be pointed up simultaneously. We propose two implementations of this
approach that either use spatial or temporal composition. We conducted a
controlled experiment that compares our approach to standard scrollable lists
for a search task on a PDA phone. Results show that our technique significantly
reduces the error rate (about 3.7 times lower) without loss of performance. Keywords: Mobile interfaces; focus+context visualization; spiral layout; finger
interaction; one-handed interaction | |||
| Techniques for Interacting with Off-Screen Content | | BIBAK | Full-Text | 234-249 | |
| Pourang Irani; Carl Gutwin; Grant Partridge; Mahtab Nezhadasl | |||
| Many systems -- such as map viewers or visual editors -- provide a limited
viewport onto a larger graphical workspace. The limited viewport means that
users often have to navigate to objects and locations that are off screen.
Although techniques such as zooming, panning, or overview+detail views allow
users to navigate off-screen, little is known about how different techniques
perform for different types of off-screen tasks, and whether one technique
works well for all tasks. We carried out two studies to explore these issues.
The first study compared the performance of three classes of techniques (zoom,
overview+detail, and proxy) in six types of off-screen tasks. We found that the
techniques show substantial differences across different tasks and that no one
technique is suitable for all types of off-screen navigation. This study led to
the design of two novel hybrid navigation techniques -- WinHop and Multiscale
Zoom -- that combine properties of multiple simpler approaches in an attempt to
broaden support for off-screen navigation. We carried out a second study to
assess the hybrid techniques, and found that they do provide reliable
performance on a wide range of tasks. Our results suggest that integrating
complimentary properties from different approaches can significantly improve
performance in off-screen navigation tasks. Keywords: Navigation techniques; offscreen navigation; small displays | |||
| CandidTree: Visualizing Structural Uncertainty in Similar Hierarchies | | BIBAK | Full-Text | 250-263 | |
| Bongshin Lee; George G. Robertson; Mary Czerwinski; Cynthia Sims Parr | |||
| Most visualization systems fail to convey uncertainty within data. To
provide a way to show uncertainty in similar hierarchies, we interpreted the
differences between two tree structures as uncertainty. We developed a new
interactive visualization system called CandidTree that merges two trees into
one and visualizes two types of structural uncertainty: location and sub-tree
structure uncertainty. We conducted a usability study to identify major
usability issues and evaluate how our system works. Another qualitative user
study was conducted to see if biologists, who regularly work with
hierarchically organized names, are able to use CandidTree to complete
tree-comparison tasks. We also assessed the "uncertainty" metric we used. Keywords: Uncertainty visualization; Structural uncertainty; Tree comparison;
Graphical user interfaces | |||
| Tagscape: Navigating the Tag Landscape | | BIBA | Full-Text | 264-267 | |
| Lauren Haynes; Aylin Selcukoglu; Sunah Suh; Karrie Karahalios | |||
| Recent years have seen an explosion in online collaborative tagging, the most prevalent visualization of which are tag clouds. Despite their popularity, tag clouds suffer from limitations of separation from tagged items, lack of relational information between tags and a less-than-fully interactive experience. In this paper we introduce Tagscape, a tag system interface that attempts to address these issues. Tagscape uses a magnet analogy to represent relationships between tags and tagged items as attractions and repulsions. Preliminary informal evaluations of the interface were positive and revealed avenues for future work. | |||
| Visual Tagging Through Social Collaboration: A Concept Paper | | BIBA | Full-Text | 268-271 | |
| Andrea Bellucci; Stefano Levialdi; Alessio Malizia | |||
| Collaborative tagging has grown on the Internet as a new paradigm for web information discovering, filtering and retrieval. In the physical world, we use visual tags: labels readable by smartphones with cameras. While visual tags are usually related to a web site address, collaborative tagging, instead, provides updated, recommended information contributed and shared by users. In this paper we investigate the combination of collaborative tagging systems with visual tags. We present a prototype of a semiautomatic system generating visual tags which gather information from collaborative tagging. The user can interact with a list of relevant tags (built by clustering closely related tags) that can be further encoded in a visual tag, according to user's preferences. The user experience is enriched by retrieving multimedia content linked to the selected tags, present on the web. We finally show a case study illustrating our approach. | |||
| Visualizing Activity on Wikipedia with Chromograms | | BIBAK | Full-Text | 272-287 | |
| Martin Wattenberg; Fernanda B. Viégas; Katherine J. Hollenbach | |||
| To investigate how participants in peer production systems allocate their
time, we examine editing activity on Wikipedia, the well-known online
encyclopedia. To analyze the huge edit histories of the site's administrators
we introduce a visualization technique, the chromogram, that can display very
long textual sequences through a simple color coding scheme. Using chromograms
we describe a set of characteristic editing patterns. In addition to confirming
known patterns, such reacting to vandalism events, we identify a distinct class
of organized systematic activities. We discuss how both reactive and systematic
strategies shed light on self-allocation of effort in Wikipedia, and how they
may pertain to other peer-production systems. Keywords: Wikipedia; Visualization; Peer Production; Visualization | |||
| MatLink: Enhanced Matrix Visualization for Analyzing Social Networks | | BIBAK | Full-Text | 288-302 | |
| Nathalie Henry; Jean-Daniel Fekete | |||
| Visualizing social networks presents challenges for both node-link and
adjacency matrix representations. Social networks are locally dense, which
makes node-link displays unreadable. Yet, main analysis tasks require following
paths, which is difficult on matrices. This article presents MatLink, a hybrid
representation with links overlaid on the borders of a matrix and dynamic
topological feedback as the pointer moves. We evaluated MatLink by an
experiment comparing its readability, in term of errors and time, for social
network-related tasks to the other conventional representations on graphs
varying in size (small and medium) and density. It showed significant
advantages for most tasks, especially path-related ones where standard matrices
are weak. Keywords: Node-Link Diagram; Matrix Visualization; Social Network | |||
| CodeSaw: A Social Visualization of Distributed Software Development | | BIBA | Full-Text | 303-316 | |
| Eric Gilbert; Karrie Karahalios | |||
| We present CodeSaw, a social visualization of distributed software development. CodeSaw visualizes a distributed software community from two important and independent perspectives: code repositories and project communication. By bringing together both shared artifacts (code) and the talk surrounding those artifacts (project mail), CodeSaw reveals group dynamics that lie buried in existing technologies. This paper describes the visualization and its design process. We apply CodeSaw to a popular open source project, showing how the visualization reveals group dynamics and individual roles. The paper ends with a discussion of the results of an online field study with prominent open source developers. The field study suggests that CodeSaw positively affects communities and provides incentives to distributed developers. Furthermore, an important design lesson from the field study leads us to introduce a novel interaction technique for social visualization called spatial messaging. | |||
| The Use of Information Visualization to Support Software Configuration Management | | BIBAK | Full-Text | 317-331 | |
| Roberto Therón; Antonio González Torres; Francisco José García Peñalvo; Pablo Santos | |||
| This paper addresses the visualization of the collaboration history in the
development of software items using a simple interactive representation called
Revision Tree. The visualization presents detailed information on a single
software item with the intention of supporting the awareness of the project
managers and developers about the item evolution and the collaboration taking
place on its development. We considered that repositories of Software
Configuration Management tools are the best information source to extract
relevant information dealing with the relationships between the programmers and
software items, as well as information regarding the creation of baselines,
branches and revisions, and useful date and time details for the arrangement of
the development timeline and collaboration representation. Keywords: Software Configuration Management (SCM); Information visualization; Focus +
context; Time line; Polyfocal display; Interaction; Revision Tree | |||
| Enhancing Interactivity in an Online Learning Environment | | BIBAK | Full-Text | 332-344 | |
| Luciane Maria Fadel; Mary C. Dyson | |||
| This study focuses on of the use of animation to alert students to incoming
messages and system updates in an online environment. It describes an
experiment which compares an animation- and a text-based interface in terms of
how the students perceived the alerting system. Relationships between the
number of interactions, performance, and perceived social presence are
examined. The results indicate that the animation-based interface group
interact more than the text-based interface group and perceptions of social
presence might be stronger for those students who post more messages. In
addition, the results suggest that those students who perceived a stronger
social presence also performed better. These findings have implications for
designing online course environments where the design of the interface should
be considered as a variable that enhances social presence. Keywords: interactivity; social presence; animation; online environment | |||
| Reading Companion: A Interactive Web-Based Tutor for Increasing Literacy Skills | | BIBAK | Full-Text | 345-348 | |
| Keith Grueneberg; Amy Katriel; Jennifer Lai; Jing Feng | |||
| This paper discusses learnings from the development of Reading Companion, a
web-based system that uses speech recognition technology to help children and
adults increase their literacy skills. An animated tutor character both
'speaks' and 'listens' to the reader, guiding them as they read e-books
selected by their teacher from a virtual library. The system creates detailed
performance reports for each student and because it is available on the
internet, the learners can continue reading where they left off once they get
home to share their progress with their family. We discuss implementation
challenges that were overcome, as well as feedback from users and teachers. To
our knowledge this is the first successful implementation of real-time
interactive speech recognition using Flash on the internet. We believe this
presents a valuable model of how speech can be used on the web as part of
interactive applications. Keywords: Literacy; web; speech recognition; animated tutor character | |||
| PASTEL: Pattern-Driven Adaptive Simulations | | BIBAK | Full-Text | 349-352 | |
| Mark K. Singley; Peter G. Fairweather; Tracee Wolf; Dick Lam | |||
| We propose a new kind of learning environment called an adaptive simulation
that more deeply explores and exploits the potential of simulations as
pedagogical and explanatory tools. In an adaptive simulation, the simulation
configuration is not fixed but rather can be modified by an instructional agent
for optimal pedagogical effect. Types of adaptations include manipulations of
simulation time and state, changes in representation to facilitate explanations
and/or task performance, and adjustments in simulation complexity by the
addition and/or removal of components. We briefly describe a system we are
developing called PASTEL that is designed to enable these kinds of adaptations.
Open research issues include precisely how to perform these adaptations and
when to employ them for optimal effect. Keywords: adaptive user interface; simulation; HCI patterns; systems thinking | |||
| Online Communities Administration: Defining Tools for Different Profiles | | BIBAK | Full-Text | 353-356 | |
| Elton José da Silva; Silas Sallaume | |||
| There occur a great number of breakdowns in online communities caused by the
natural gap between face-to-face and virtual relationships. In addition to this
shortcoming, creating, managing and promoting participative online communities
is frequently arduous work, and there usually are few tools to help the
administrators through this endeavor. So, in this paper we present some results
of a research carried out for the implementation of a tool for managing online
communities called OriOnGroups, which aims to help in the administrator's
decision-making when creating and managing communities. We introduce a
categorization for communities profiles and make use of personas, which helped
us to select different tools for each one of these profiles. Keywords: Online Community Administration; User/Group Profiles; Personas | |||
| Building Communities with People-Tags | | BIBA | Full-Text | 357-360 | |
| Stephen Farrell; Tessa A. Lau; Stefan Nusser | |||
| Social tagging has been applied to many applications including image sharing, bookmarking and music recommendations. We have developed a application for the social tagging of people to support contact management and browsing profiles in an enterprise directory. As we expected, we found that users tag people for personal organization and for "social" motivations just as in other systems. However, an unexpected result is that users tag other users in order to create communities. By tagging, encouraging others to tag, and sharing links to tags, an active minority of users is using people-tagging to bring people together. | |||
| Interactive Floor Support for Kinesthetic Interaction in Children Learning Environments | | BIBA | Full-Text | 361-375 | |
| Kaj Grønbæk; Ole Sejer Iversen; Karen Johanne Kortbek; Kaspar Rosengreen Nielsen; Louise Aagaard | |||
| This paper introduces a novel kinesthetic interaction technique for interactive floors. The interaction techniques utilize vision-based limb tracking on an interactive floor -- a 12 m2 glass surface with bottom projection. The kinesthetic interaction technique has been developed for an interactive floor implemented in a school square. The paper discusses the kinesthetic interaction technique and its potentials in the domain of learning applications: Kinesthetic interaction supports body-kinesthetic learning as argued in the learning literature. Kinesthetic interaction is fun and motivating thus encourages children to explore and learn. Kinesthetic interaction on large display surfaces supports collaborative, co-located play and learning through communication and negotiation among the participants. Finally, the paper discusses prospects and challenges in development of kinesthetic interaction for interactive floors. | |||
| Was Vygotsky Right? Evaluating Learning Effects of Social Interaction in Children Internet Games | | BIBAK | Full-Text | 376-389 | |
| Franca Garzotto | |||
| The social basis for learning, particularly in childhood, has been
acknowledged since the seminal research of the Russian psychologist Lev
Vygotsky. Although his theory is very often cited in HCI literature as a
theoretical basis for the design of multi-user interactive artefacts, little
empirical data is available that assess Vygotsky's thesis in this domain. This
paper presents an empirical study that investigated the learning impact of
social interaction in the context of children
online edutainment. We developed "multiplayer" and "individual" configurations of an educational internet game and measured the learning benefits of "playing together" and "playing alone" in 54 children from a local elementary school. Not surprisingly, our findings confirm that Vygotsky was right. They provide some empirical evidence that in contexts of online gaming, the presence of interpersonal communication, collective goals, and social activities has measurable beneficial effects on children learning. Keywords: edutainment; social interaction; multiuser online game; children; learning;
evaluation | |||
| Daily Activities Diarist: Supporting Aging in Place with Semantically Enriched Narratives | | BIBAK | Full-Text | 390-403 | |
| Georgios Metaxas; Barbaros Metin; Jutta Schneider; Panos Markopoulos; Boris E. R. de Ruyter | |||
| The Daily Activities Diarist is an awareness system that supports social
connectedness between seniors living alone and their social intimates. The
Daily Activities Diarist extracts automatically an Activity-of-Daily-Life
(ADL)-journal from data collected through a wireless sensor network installed
at the home of the seniors. We describe the design of the system, its
implementation and the lessons from two trials lasting 2 weeks each. The paper
makes the case for narrative presentation of awareness information and for
seamful design of awareness systems of this ilk. Keywords: Computer-mediated communication; awareness systems; assisted living;
ubiquitous computing | |||
| Head Up Games: The Games of the Future Will Look More Like the Games of the Past | | BIBAK | Full-Text | 404-407 | |
| Iris Soute; Panos Markopoulos | |||
| With the emergence of pervasive technology, pervasive games came into
existence. Most are location-aware applications, played with a PDA or mobile
phone. We argue that the interaction paradigm these games support, limits
outdoor play that often involves spontaneous social interaction. This paper
introduces a new genre of pervasive games we call Head Up Games. The paper
describes these games and how they differ from current research prototypes of
pervasive games. Also, it outlines their characteristics and illustrates our
vision with Camelot, an outdoor game for children. Keywords: Pervasive games; Children; Social gaming | |||
| MarkerClock: A Communicating Augmented Clock for Elderly | | BIBA | Full-Text | 408-411 | |
| Yann Riche; Wendy E. Mackay | |||
| This paper presents markerClock, a communication appliance embedded into a clock and designed for seniors as a simple and intuitive device. MarkerClock enhances seniors' connectedness to their social networks, particularly friends, neighbors and relatives, therefore increasing the potential of human communication for providing and receiving care. In doing so, markerClock supports reciprocal care behaviors observed during our initial user study, which could be used to leverage the need for institutionalized care. This paper describes markerClock and its implementation of both passive and active communications. | |||
| Usability Study of Multi-modal Interfaces Using Eye-Tracking | | BIBAK | Full-Text | 412-424 | |
| Regina Bernhaupt; Philippe A. Palanque; Marco Winckler; David Navarre | |||
| The promises of multimodal interaction to make interaction more natural,
less error-prone and more enjoyable have been controversially discussed in the
HCI community. On the one hand multimodal interaction is being adopted in
fields ranging from entertainment to safety-critical applications, on the other
hand new forms of interaction techniques (including two-handed interaction and
speech) are still not in widespread use. In this paper we present results from
a usability evaluation study including eye-tracking on how two mice and speech
interaction is adopted by the users. Our results show evidence that two mice
and speech can be adopted naturally by the users. In addition, we discuss how
eye-tracking data helps to understand advantages of two-handed interaction and
speech. Keywords: Multimodal interfaces; usability evaluation method; two mice; speech | |||
| Investigating Effective ECAs: An Experiment on Modality and Initiative | | BIBA | Full-Text | 425-438 | |
| Alistair G. Sutcliffe; Faisal Al-Qaed | |||
| This paper investigates the effectiveness of conversational agent-based delivery of task strategy and operational help for an interactive search tool. The study tested three modalities of advice (text-only, text-and-audio, and text-audio-and-agent) in addition to a control group with no advice. User- and system- initiated advice modes were also compared. Subjects in the text-only group outperformed other modality groups in usability errors, search performance, advice uptake and in their positive comments in the debriefing interview and post-test questionnaire. User-initiated advice was preferred and was more effective. Users criticized speech advice for being too long and difficult to control. The results suggested that the computer as social actor paradigm might not be effective for advisory applications. | |||
| Towards a Physiological Model of User Interruptability | | BIBAK | Full-Text | 439-451 | |
| Daniel Chen; Jamie Hart; Roel Vertegaal | |||
| User interruptability has become an important topic of study in
Human-Computer Interaction (HCI). However, automatically determining the
availability of users is still problematic. In this paper, we present a
preliminary study of the use of physiological measurements for predicting user
interruptability status. We measured Heart Rate Variability (HRV) and
Electromyogram (EMG) signals whilst users performed a variety of tasks;
including reading, solving word puzzles, mental arithmetic, typing, and playing
a racing game. Results show high correlations for both HRV (r = 0.96) and EMG
(r = 0.85) with user self-reports of interruptability. We combined these two
measures into a single linear model, which predicted user interruptability with
a combined r
2 of 0.95, or 95% of the variance. Please note that our model, at this stage, describes interruptability across users rather than per individual. We describe an application of our findings in the Physiological Weblog, or 'Plog, a system that uses our model for automating online messaging status. Keywords: Interruptions; Blogs; Attentive User Interfaces (AUIs) | |||
| Evaluation of a Multi-user System of Voice Interaction Using Grammars | | BIBAK | Full-Text | 452-455 | |
| Elizabete Munzlinger; Fabricio da Silva Soares; Carlos Henrique Quartucci Forster | |||
| This paper shows an experimental study about the design of grammars for a
voice interface system. The influence of the grammar design on the behavior of
the voice recognition system regarding accuracy and computational cost is
assessed through tests. With the redesign of a grammar we show that those
characteristics can be expressively improved. Keywords: Grammar; multi-user interface; automatic speech recognition | |||
| An Eye Tracking Study of How Pictures Influence Online Reading | | BIBAK | Full-Text | 456-460 | |
| David Beymer; Peter Z. Orton; Daniel M. Russell | |||
| We present an eye tracking study to measure if and how including pictures --
relevant or irrelevant to the text -- affects online reading. In a
between-subjects design, 82 subjects read a story on a computer screen. The
text was accompanied by either: (a) pictures related to the text, (b) pictures
unrelated to the text (advertisements), or (c) no pictures. Reading statistics
such as reading speed and regressions were computed, as well as measures of
picture gazes. When pictures related to the text were replaced with
advertisements, we observed a number of significant differences, including
speed, regressions, and re-reading. Keywords: Eye tracking; viewing pictures; online reading | |||
| Quantifying the Performance Effect of Window Snipping in Multiple-Monitor Environments | | BIBAK | Full-Text | 461-474 | |
| Dugald Ralph Hutchings; John T. Stasko | |||
| Snip is a tool that allows a user to constrict the view onto any window. We
report on a controlled study of the snip tool in the context of a
multiple-monitor environment. The study was designed based on observed user
behavior in a field study of multiple-monitor users' snipping habits. Analysis
provided results that indicate that users can expect to reference information
approximately 15% to 30% faster from snipped windows than from non-snipped
windows. Further, users need to pay only a small overhead cost to perform the
snip operation. The result extends to other recently presented region-based
interface tools that aim to assist multiple-monitor users interact effectively
and employ additional monitor space for information-referencing activities. Keywords: multiple monitors; window management; evaluation; snip | |||
| Interacting with the Computer Using Gaze Gestures | | BIBAK | Full-Text | 475-488 | |
| Heiko Drewes; Albrecht Schmidt | |||
| This paper investigates novel ways to direct computers by eye gaze. Instead
of using fixations and dwell times, this work focuses on eye motion, in
particular gaze gestures. Gaze gestures are insensitive to accuracy problems
and immune against calibration shift. A user study indicates that users are
able to perform complex gaze gestures intentionally and investigates which
gestures occur unintentionally during normal interaction with the computer.
Further experiments show how gaze gestures can be integrated into working with
standard desktop applications and controlling media devices. Keywords: eye-tracker; gaze gestures | |||
| A Comparative Longitudinal Study of Non-verbal Mouse Pointer | | BIBAK | Full-Text | 489-502 | |
| Murni Mahmud; Adam J. Sporka; Sri Hastuti Kurniawan; Pavel Slavík | |||
| A longitudinal study of two non-speech continuous cursor control systems is
presented in this paper: Whistling User Interface (U3I) and Vocal Joystick
(VJ). This study combines the quantitative and qualitative methods to get a
better understanding of novice users' experience over time. Three hypotheses
were tested in this study. The quantitative data show that U3I performed better
in error rate and in simulating a mouse click; VJ was better on other measures.
The qualitative data indicate that the participants' opinions regarding both
tools improved day-by-day. U3I was perceived as less fatiguing than VJ. U3I
approached the performance of VJ at the end of the study period, indicating
that these two systems can achieve similar performances as users get more
experienced in using them. This study supports two hypotheses but does not
provide enough evidence to support one hypothesis. Keywords: Voice-based interface; non-verbal vocal input; speech recognition; cursor
control; continuous input; mouse cursor; acoustic gestures | |||
| ZWPS: A Hybrid Selection Technique for Small Target Acquisition in Pen-Based Interfaces | | BIBAK | Full-Text | 503-506 | |
| Jibin Yin; Xiangshi Ren | |||
| In this paper a novel zoom-based technique with pressure (hereafter referred
to as "ZWPS") is proposed to improve small target selection in pen-based
interfaces. In this technique pressure is used as a switch mode to couple a
standard pointing technique and a zoomable technique together. ZWPS allows both
precise and normal selections. We conducted an experiment to examine the
effectiveness of ZWPS. The experimental results indicate that ZWPS
significantly enhance small target selections. Keywords: pen-based interface; pressure; zoom-based; small target acquisition | |||
| Investigation to Line-Based Techniques for Multi-target Selection | | BIBAK | Full-Text | 507-510 | |
| Jibin Yin; Xiangshi Ren | |||
| This paper presents three selection techniques (called Rubber-ling-sweep,
Line-string and Coupling-with-pressure) to enhance multi-target acquisition in
GUIs and to overcome the drawback of the standard rubber-band box technique,
i.e., the limitation of not being able to select an irregular layout of
targets. Rubber-line-sweep utilizes a rubber-band line to select targets by
"sweeping" them. Line-string employs a line stroke to "string" targets together
and select them. Coupling-with-pressure couples these two techniques with
pressure as a switch mode. Experiments were conducted to compare these
techniques with the standard Rubber-band box, which used a two-dimensional grid
which could include varied target sizes, distances and target layouts, and
which is applied by using pens as input devices. Experimental results indicate
that Rubber-line-sweep, Line-string and Coupling-with-pressure show significant
advantages for targets with irregular layouts. Taking performance and
subjective ratings together, Coupling-with-pressure outperforms the other three
techniques. Keywords: multi-target selection; pen-based interface; pressure | |||
| Usability Cost-Benefit Analysis: How Usability Became a Curse Word? | | BIBA | Full-Text | 511-524 | |
| Mikko Rajanen; Netta Iivari | |||
| Usability is an important quality characteristic of software (SW) products and systems. Usability cost-benefit analysis models outline the potential benefits and costs of usability. This paper contrasts usability cost-benefit analysis literature with an empirical case in industrial setting, in which usability cost-benefit considerations (along with other usability activities) resulted in usability becoming a curse word. An interpretive case study was carried out in a SW development organization. Empirical analysis reveals that clearly divergent meanings and motives were attached to usability and its cost-benefit analysis in the organization. Increased sales and reduced development costs were strongly emphasized as benefits of better usability. However, very surprising meanings were attached to them both. Furthermore, the increased development costs associated with better usability were the main failure factor of the whole usability improvement effort. Implications both for theory and practice are discussed. | |||
| DREAM & TEAM: A Tool and a Notation Supporting Exploration of Options and Traceability of Choices for Safety Critical Interactive Systems | | BIBA | Full-Text | 525-540 | |
| Xavier Lacaze; Philippe A. Palanque | |||
| Justification of choices made throughout the design process of systems is a recurrent desire and quite often a formal request from certification authorities in the safety critical domain. However, even though some work has already been done in the early phases of the development processes, justifying choices in the later phases such as detailed design or implementation remain a cumbersome activity left (without any support) in the hands of the developers. This paper presents a notation called TEAM (Traceability, Exploration and Analysis Model) and its associated tool called DREAM (Design Rationale Environment for Argumentation and Modelling). The paper presents first the notation and its specificities with respect to other Design Rationale notations. Both the notation and the tools are presented on a case study showing how they can support design of interaction techniques for Air Traffic Control workstations. We also present the rationale that we have gathered while designing the graphical representation of the notation. | |||
| A Glass Box Design: Making the Impact of Usability on Software Development Visible | | BIBAK | Full-Text | 541-554 | |
| Natalia Juristo Juzgado; Ana María Moreno; Maria Isabel Sánchez Segura; Maria Cecília Calani Baranauskas | |||
| User-centered design is not just about building nice-looking and usable
interfaces, and software development is not just about implementing
functionality that supports user tasks. This paper aims to build a tighter fit
between human-computer interaction and software engineering practices and
research by addressing what software and usability engineering practitioners
can learn from each other regarding the impact of usability on software
development. More specifically we aim to support usability people in helping
developers to elicit requirements that can incorporate usability functions into
software development. The paper shows what type of impact usability has on
software models and suggests how this impact can be dealt with at the
requirements elicitation and specification stages of the development cycle. Keywords: usability features; software development | |||
| Are Engineers Condemned to Design? A Survey on Software Engineering and UI Design in Switzerland | | BIBAK | Full-Text | 555-568 | |
| Ljiljana Vukelja; Lothar Müller; Klaus Opwis | |||
| In this paper we present the results of a descriptive online survey
conducted among Swiss software developers regarding their engineering practices
with a special focus on the design and development of user interfaces. This
enables an insight into the everyday life of a software engineer and can lead
usability practitioners, project managers and clients to a better level of
cooperation in designing user interfaces through understanding how software
engineers work. While software is developed and tested in a professional way,
several problem areas were detected: firstly, software engineers frequently
develop user interfaces alone, without the help of Human-Computer Interaction
(HCI) professionals. Secondly, they have a limited knowledge of HCI. Thirdly,
whilst they have contact to end users, they do not make use of this for user
interface design. Finally, usability tests are rare and seldom result in big
changes. Keywords: Software engineering; user interface design; user-centered design; survey | |||
| Awareness Solutions for Informal Communication Negotiation Support at Work | | BIBA | Full-Text | 569-570 | |
| Agnieszka Matysiak Szóstek | |||
| The goal of our project is to design and evaluate an awareness system that supports handling interruptions for both interruption actors: interruptees and interruptors. | |||
| Sensemaking and Knowledge Building in System Development | | BIBA | Full-Text | 571-572 | |
| Elina Eriksson | |||
| One major goal of research within the HCI (Human-Computer Interaction) community is to develop or refine theories and methods that can be used in practice, in the system development process. However usability methods are not always with ease adopted in the system development process or in organizations [1,2]. | |||
| Just Email It to Me! Why Things Get Lost in Shared File Repositories | | BIBAK | Full-Text | 573-576 | |
| Emilee J. Rader | |||
| Shared file repositories are a type of information technology application
used by workgroups to store and share files online. Their use in organizations
is becoming more frequent; however, repository users are not always able to
effectively find and access information, especially when files in the
repository have been created and maintained by others. Through field studies
involving current users of shared file repositories, I will document and
analyze the scope and consequences of the problem. In addition, I will test
hypotheses about possible remedies through a series of experiments exploring
the effects of common ground on folder hierarchy and naming structure, and the
ability of users to find and access files. Keywords: Shared file repositories; social computing; information management; common
ground | |||
| Crossmodal Interaction: Using Audio or Tactile Displays in Mobile Devices | | BIBA | Full-Text | 577-579 | |
| Eve E. Hoggan | |||
| Mobile device users can be in a variety of different situations where visual, audio, or tactile feedback is not appropriate. This research aims to investigate the design of auditory/tactile crossmodal icons which can provide an alternative form of output using the most appropriate modality to communicate information. The results of this research will aid designers of mobile displays in creating effective crossmodal cues which require minimal training and provide alternative presentation modalities through which information may be presented if the context requires. | |||
| The Impacts of Hyperlinks and Writer Information on the Credibility of Stories on a Participatory Journalism Web Site | | BIBAK | Full-Text | 580-585 | |
| Kirsten A. Johnson | |||
| Credibility in mainstream media continues to wane, giving rise to new forms
of journalism supported by the Internet. One of these new forms of journalism
is participatory journalism. This is a form of journalism in which content is
produced by ordinary citizens, usually on web sites. One of the most popular
participatory journalism web sites at this time is ohmynews.com. Like
mainstream media, this site, as well as ones like it, have credibility
obstacles to overcome. This paper outlines a proposed study in which the
researcher will test whether or not the presence of information about a writer
and sources used to write a story on a participatory journalism web site
affects the perceived credibility of the story. Keywords: Participatory journalism; Citizen journalism; weblogs; blogs; computer
mediated communication; CMC; credibility; Participatory journalism; blogging;
user created content; computer mediated communication; Participatory journalism
and markers of credibility; Does providing information about the writer of a
story and sources used to write the story affect its credibility? | |||
| Understanding the Evolution of Users' Personal Information Management Practices | | BIBA | Full-Text | 586-591 | |
| Manas Tungare | |||
| Information is being disseminated much faster than we can assimilate it, leading to information overload. In addition to desktop computers, users use a vast array of other devices to manage their information, which leads to information fragmentation. It has not yet been studied how users adapt their information management practices in response to the introduction of new devices into their personal information ecosystem. As part of my doctoral research, I plan to study this evolution, which is important for the design of next-generation devices and to establish future research directions in personal information management. | |||
| Multimodal Interaction in a Ubiquitous Environment | | BIBAK | Full-Text | 592-597 | |
| Mayuree Srikulwong | |||
| Result of my literature review shows the important characteristics of three
distinct modalities and the factors influencing interaction in a ubiquitous
computing context. Research aim is to develop the principles for the design of
multimodal interactive systems in a ubiquitous environment. Keywords: Multimodality; Multimodal Interaction; Ubiquitous Computing | |||
| Interaction and Visualization Techniques for Programming | | BIBA | Full-Text | 598-603 | |
| Mikkel Rønne Jakobsen | |||
| Programmers spend much of their time investigating the source code of a program, which often involves navigating and understanding delocalized code fragments. This Ph.D. project explores the use of information visualizations that are designed to support programmers in these activities. I use controlled experiments to provide precise measurements of the usability of visualizations and detailed insight into users' interaction with visualizations. Also, case studies are used to understand how professional programmers use visualizations in realistic work activity. Overall, this research will contribute empirically founded insight into the design and use of visualizations in programming. | |||
| Visually Exploring Large Social Networks | | BIBAK | Full-Text | 604-610 | |
| Nathalie Henry | |||
| Vast new datasets are available for social scientists to analyze with the
increasing use of internet technologies. Email clients, instant messenger and
chat; photo sharing and peer-to-peer file exchange; open-source programming
platforms and online editable encyclopedias such as wikipedia -- all give
social scientists ready-to-analyze data about how people communicate and
collaborate. Keywords: Information Visualization and Human Computer Interaction; This PhD focuses
on visualization and interaction to navigate; explore and present large social
networks | |||
| Cultural Usability: The Effects of Culture on Usability Testing | | BIBAK | Full-Text | 611-616 | |
| Qingxin Shi | |||
| Culture has already played an important role in the global market. It not
only affects products, but also impacts on usability evaluation methods. This
project aims to examine in the established thinking aloud usability evaluation
method (TA UEM), how does the evaluator build a supportive relationship and
communicate effectively with the user in order to find relevant usability
problems in culturally localized applications. It includes three parts, pilot
study, field study and experiments, to get both qualitative data and
quantitative data. From this project, we hope to find an effective way to
structure our TA UEM methodology to capture or be sensitive towards the mental
models and ways of thinking in different cultural groups. Keywords: Thinking Aloud Usability Testing; Culture; Localization; Evaluator Effect | |||
| Consistency on Multi-device Design | | BIBAK | Full-Text | 617-623 | |
| 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. Keywords: design methods; mobile computing; web design | |||
| A Critical Analysis of the Semiotic Engineering Evaluation Methods | | BIBAK | Full-Text | 624-625 | |
| Silvia Amelia Bim | |||
| Semiotic Engineering is a semiotic theory of HCI that views human-computer
interaction as a contingent process of designer-to-user metacommunication. The
theory currently has two evaluation methods, Communicability Evaluation and
Semiotic Inspection. The aim of our research is to do a critical analysis of
both methods in order to align them with each other, especially in ontological
and epistemic terms, and to position them more clearly in the Semiotic
Engineering territory. Keywords: Semiotic Engineering; Evaluation Methods; Communicability Evaluation Method;
Semiotic Inspection Method | |||
| Why Gender Matters in CMC? Supporting Remote Trust and Performance in Diverse Gender Composition Groups Via IM | | BIBA | Full-Text | 626-627 | |
| Xiaoning Sun | |||
| An important yet largely unexplored area in HCI is how gender affects trust development and performance in virtual settings. This proposed study aims to investigate whether providing social chat activities to collaborators in a social dilemma game before they collaborate via remote text chat can support trust development and performance among remote team members. This study will provide an understanding of how communication media as well as initial social activities affect male, female and mixed gender pairs' trust development and performance in a virtual environment from a simulated longitudinal perspective. Ultimately, the results of this study may provide insights into ways of improving performance of teams made up of diverse individuals in real world virtual collaborations. | |||
| PeerCare: Challenging the Monitoring Approach to Eldercare | | BIBA | Full-Text | 628-630 | |
| Yann Riche | |||
| This Ph.D. is jointly advised by Wendy Mackay (INRIA) and Stephen Viller (Univ. of Queensland). It takes place in the Human Computer Interaction and Computer Mediated Communications research areas, and focuses on the design and evaluation of communication appliances for seniors to better "age in place". | |||
| HCI Brazilian Community -- After 10 Years | | BIBAK | Full-Text | 631-632 | |
| Raquel Oliveira Prates | |||
| The Brazilian HCI community first started organizing itself in 1997 and
after 10 years has grown and consolidated itself nationally and
internationally. Keywords: Brazil; HCI community; Brazilian Computer Society; SBC; CEIHC; Brazil-CHI;
BR-CHI; SIGCHI; IFIP | |||
| uiGarden, -- An Online HCI Society in Two Languages | | BIBAK | Full-Text | 633-634 | |
| Christina Li | |||
| uiGarden, -- a bilingual webzine, gives an opportunity between practitioners
and researches working in user experience designer field from the Chinese and
English speaking part of the world to exchange opinions and gain further
knowledge within the field. Keywords: Online HCI Society; bilingual webzine; China | |||
| The AIPO Society: Present and Future Trends | | BIBA | Full-Text | 635-636 | |
| María Paula González; Toni Granollers; César A. Collazos; Julio Abascal | |||
| This paper presents an overview of the international Asociación Interacción Persona-Ordenador (AIPO), a growing society related to HCI and focused on the Spanish-speaking community. AIPO is aimed to support HCI related activities both in the academia and the industry, connecting hundreds of millions of potential members. | |||
| A Multimodal Medical Sculptor | | BIBAK | Full-Text | 637-640 | |
| Roberto Silveira da, Jr. Rosa; Marcus A. C. Farias; Daniela Gorski Trevisan; Luciana Porcher Nedel; Carla M. D. S. Freitas | |||
| This work introduces the design of a multimodal application allowing the
user to sculpt 3D medical data. We are considering interaction modalities such
as blowing and gesture to segment the 3D data visualized. Besides we present a
multimodal platform for the rapid development of multimodal interactive systems
as a central tool for an iterative user-centered design process. Keywords: multimodal interaction; medical application; 3D interaction; OpenInterface | |||
| I-Candies: Supporting Semi-formal Communication in a Coffee Corner | | BIBAK | Full-Text | 641-644 | |
| Khairun Fachry; Ingrid Mulder; Henk Eertink; Hans Zandbelt | |||
| This paper describes the development of a multi-user interactive display in
the coffee corner that makes the office workers aware of events happening
within the company aiming to stimulate social interaction. New input devices,
i-Candies (fake candies integrated with RFID tags) are used as multi-user input
devices for explicit interactions with the display. The interactive display and
i-Candies have been deployed and tested within the office environment. Keywords: Design; Tangible User Interface; Context-aware System | |||
| Multi-modal Search Interaction: Helping Users Make Connections Between Conceptual and Spatial Maps | | BIBAK | Full-Text | 645-648 | |
| Christian Beck; Craig Birchler | |||
| In this paper we describe an interface for searching and conceptualizing
related information. We describe a specific application of this interface for
searching traditional artists in the state of Indiana. The interface employs
multi-modal interaction by allowing the user to search for artists using a map
of the state of Indiana alongside a conceptual hierarchical map of crafts and
sub-crafts. The two interfaces work in parallel with each other so that as a
user interacts with one interface, it affects what is displayed on the opposing
map. The goal of this application is twofold. One goal is to provide users with
a better and simpler means for searching a specific set of information using
only relevant and related data. The second goal is to provide companies,
organizations or institutions with an interface that will allow them to provide
clients or targeted users with a more effective way to search their database. Keywords: Conceptual map; spatial map; interactive searching | |||
| Podcast Generator and Pluriversiradio: An Educational Interactive Experience | | BIBAK | Full-Text | 649-652 | |
| Alberto Betella; Marco Lazzari | |||
| This paper presents an open source podcast publishing application which has
been implemented to create an educational podcasting service at the University
of Bergamo (Italy) and has subsequently been adopted by several universities
and other podcasters in Italy and abroad. Keywords: educational podcasting; free software; open source; podcast publishing;
distance education; distance learning; mobile learning | |||
| A New Performance Measure Taking into Account the Mental Load in Mobile Text Entry Tasks | | BIBAK | Full-Text | 653-656 | |
| Franck Poirier; Hamed H. Sad | |||
| Text entry research has received a lot of attention in recent years because
of the need for more effective and usable entry methods on mobile devices.
Technical limitations such as screen size have led to the design of entry
interfaces that mentally load the user in order to obtain better performances.
Current evaluation methodologies of these interfaces focus on text entry speed
and error rate but don't pay enough attention to the mental load. In this
paper, we concentrate on the evaluation of the load's effect on text entry
process and we present a comparative evaluation of three mobile text entry
methods with and without the application of a secondary task. We also define a
performance measure that takes into account the mental load characteristic for
a given text entry interface. Keywords: Mobile text entry; mental load; evaluation; secondary task | |||
| Collabohab: A Technology Probe into Peer Involvement in Cardiac Rehabilitation | | BIBAK | Full-Text | 657-660 | |
| Julie Maitland | |||
| Mobile and ubiquitous systems designed to promote an increase in physical
activity by harnessing social influence have so far had variable success.
Taking a cardiac rehabilitation program as a specific health domain, in which
physical inactivity is one of several targeted behaviours, the research
described in this paper aims to elicit understanding of peer-involvement in
health-related behavioural change and explore the potential for effective
technological support. This paper introduces the technology probe Collabohab
and discusses the accompanying methodological approach being adopted to
establish insight into the important but so far little understood phenomenon of
social support within health-related behavioural change. Keywords: health; cardiac rehabilitation; social support; technology probe | |||
| Envisioning Probe Kit: Creativity and Storytelling to Capture the Inner Thoughts of People | | BIBAK | Full-Text | 661-664 | |
| Patrizia Andronico; Patrizia Marti; Maurizio Martinelli | |||
| During the last few years the interest in Information and Communications
Technologies (ICT) fields has spread towards wireless and mobile devices which
can support activities in everyday life. Designing for play, learning and
awareness is becoming more and more a factual aspects of research willing to
meet users' needs. In such a broaden range of possible applications for the new
ubiquitous and pervasive technologies, classical HCI methods for revealing
efficiency and effectiveness of an innovative product are no more adequate.
Taking into consideration human experience during the interaction with ICT
devices needs a more creative and multidisciplinary design approach. This work
was developed within a European project called MobileMAN whose aim was to
develop a self-organizing and infrastructure-less network with the potentiality
of the well-known MANET (Mobile Ad hoc NETwork) paradigm. Our goal in the
MobileMAN project was to investigate with potential end users, the possible
applications useful for everyday activities that could work with this emerging
technology. We then tried to adopt a more creative and multidisciplinary
approach, inspired by the "Probe Kit" developed at the Royal College of London. Keywords: ubiquitous computing; probe kit; creativity; storytelling; UCD; Cultural
Psychology | |||
| Initial Development of a PDA Mobility Aid for Visually Impaired People | | BIBA | Full-Text | 665-668 | |
| David K. McGookin; Maya Gibbs; Annu-Maaria Nivala; Stephen A. Brewster | |||
| We discuss requirements surrounding a mobile navigation system for visually impaired people. We describe an initial prototype based on a PDA using GPS location tracking. This prototype has so far failed to provide reliable location detection, due to the use of GPS in built up environments. We discuss how our system may improve detection by switching between a range of different location tracking technologies. However, we conclude that there may still be times when these technologies fail, and more work is needed on how to support the user in such circumstances. | |||
| Voice Interfaces in Art -- An Experimentation with Web Open Standards as a Model to Increase Web Accessibility and Digital Inclusion | | BIBAK | Full-Text | 669-672 | |
| Martha Carrer Cruz Gabriel | |||
| The web has been largely mute and deaf but since the beginning of the 21st
century this scenario is changing with the possibility of using intelligent
voice interfaces on web systems. In this paper we present the Voice Mosaic -- a
system that allows voice interactions on the web through the telephone. Its
voice interface uses speech recognition and synthesis solutions developed with
VoiceXML, an open-standard in voice technologies adopted by the W3C. Voice
Mosaic is an artwork that allows people to get in touch with the possibility of
talking to the web, intending to cause awareness about it. Since the technology
used in Voice Mosaic can be used to improve accessibility (for visual impaired
people) and digital inclusion (since the telephone is one of the cheapest
devices in the world), dissolving borders and amplifying the pervasiveness, we
believe that the concepts presented here can be useful to other developers. Keywords: voice; web; interface; hybridization; telephone; accessibility; digital
inclusion | |||
| Evangelizing Usability to 700 People: Strategies for Building a User-Centered Organizational Culture | | BIBAK | Full-Text | 673-674 | |
| Filipe Levi; Paulo Melo; Ubirajara de Lucena; Cynthia Belleza; José Arcoverde | |||
| For the last three years, CESAR's user experience team has endeavored to
build a user-centered organizational culture. In this report, we present some
succeeding empirical strategies for evangelizing usability, in the hope that
professionals in similar contexts might benefit from them. Keywords: Usability evangelism; user-centered culture; ICT organizations | |||
| HxI: An Australian Initiative in ICT-Augmented Human Interactivity | | BIBA | Full-Text | 675-676 | |
| Christian Müller-Tomfelde; Belinda Kellar; Peter Eades | |||
| The nature of global business today means people often need to work as part of geographically dispersed teams. As such, organisations around the globe are looking to improve the way employees collaborate and share knowledge, even if they are collaborating across large distances. The complexity of dealing with distributed knowledge workers is heightened by the increasing struggle by individuals to extract and make sense of the huge amounts of data that needs to be processed in order to extract meaningful insights within their work context. The HxI Initiative is a new national initiative in Australia, which is driven by these overarching business drivers. Research is planned and conducted to improve the ability of humans to interact with information, their colleagues and their environments in the modern organization. | |||
| Introducing HCI in Corporate IT Department in a Large Company in Brazil | | BIBAK | Full-Text | 677-679 | |
| Andre Vinicius Fontes Dantas; Carlos Freud Alves Batista; Cassiano Ebert; Maíra Greco de Paula; Simone Diniz Junqueira Barbosa | |||
| This paper describes the introduction of human-computer interaction
activities in the Corporate IT Department in a large energy company in Brazil.
It is certified by ISO 9001:2000, and thus has a set of norms that IT employees
must follow during the software development process. We discuss the
introduction of HCI activities into these norms. Keywords: software development process norms; human-computer interaction | |||
| São Paulo State e-gov: LabIHC and e-Poupatempo's Experience | | BIBAK | Full-Text | 680-681 | |
| Renato Facis; Carlos Alberto Neves Torres; Jair Barreto de Vasconcelos | |||
| This document describes the experience of São Paulo state government
in its initiatives to develop an e-gov standard, focusing on the importance of
centralization of access efforts from the citizen's perspective and the role of
human-computer interaction and social and digital inclusion in this process. Keywords: Electronic government (e-gov); social inclusion; digital inclusion;
human-computer interaction (HCI); usability; accessibility | |||
| The Challenges of Creating Connections and Raising Awareness: Experience from UCLIC | | BIBAK | Full-Text | 682-683 | |
| Ann Blandford; Rachel Benedyk; Nadia Berthouze; Anna Louise Cox; John Dowell | |||
| With current disciplinary structures and academic priorities, Human-Computer
Interaction faces ongoing challenges: is it a discipline in its own right, or
simply a sub-discipline of computer science, psychology or design? Is it a
science or engineering discipline? Should it concern itself with developing
theory or improving practice? UCLIC aims to find appropriate middle ways on
such questions: it conducts scientifically-based HCI research with a view to
improving practice, and thus have an impact on society. It is based in the
disciplines of Psychology and Computer Science and promotes participation
across the disciplines. Research and teaching cover cognitive, affective,
physical, social and technical aspects of interactive system design and use. Keywords: human error; digital libraries; design practice; formal models; affect;
cognition; social and organisational impacts of technology | |||
| Usability, from a Bigger Picture | | BIBAK | Full-Text | 684-685 | |
| Mercedes Sanchez; José Luis Adán Gil | |||
| This paper presents the strategy of Mercedes Sanchez Usabilidade, a
Brazilian consultancy firm, to spread the usability concept among consumers and
companies in a way that no other company has ever done in Brazil. The strategy
made usability news in the media and it is benefiting consumers, companies and
professionals of user experience all over the country. Keywords: usability; communication strategy; blog; Brazil | |||
| User Experience Research at Tech Mahindra | | BIBAK | Full-Text | 686-687 | |
| Sanjay Tripathi | |||
| In this overview we describe how user experience research and design has
been established in Tech Mahindra Ltd. (TechM), and how it is organised to
support both short term development programs and long term research. While
focusing on research activities at TechM, the challenges of assessing real user
experience issues critical to business success, user experience measurement
methodology and future research focus are discussed in this paper. Keywords: Social computing; user experience metrics; index of integration; Telecom;
Interaction design; HCI | |||
| User System Interaction Program | | BIBAK | Full-Text | 688-689 | |
| Panos Markopoulos; Maddy Janse; Sanjin Pajo; Paula Deisz; Annemieke van Ruiten; Vanessa Sawirjo; Albertine Visser | |||
| The User System Interaction program (USI) is a post-master program at the
Technical University Eindhoven (TU/e), the Netherlands. The program is designed
to provide students with skills and capabilities for conceptualizing,
designing, implementing and evaluating new products, services and applications.
The students, working in multidisciplinary and multicultural teams, exploit new
technologies for the benefit of users in the domain of communication and
information technology. Keywords: User-System Interaction; Human-Computer Interaction; research; design;
education; professional development | |||
| Human Centric E-Learning and the Challenge of Cultural Localization | | BIBA | Full-Text | 690-691 | |
| Albert N. Badre; Stefano Levialdi; Jim Foley; John Thomas; Carol Strohecker; Antonella De Angeli; Preetha Ram; Ashwin Ram; Jaime Sánchez | |||
| The cutting edge of designing for the user experience today is found in the arena of designing for the user's cultural context {1}, {2}, {3}. This is primarily true because of global expansion of the Internet and Web usage. Brick and mortar businesses have learned to adapt their products to be culturally sensitive. For example, car manufacturers build the same basic platform with different styling and amenities depending on where the vehicle will be sold. To convey an appealing image to potential buyers and readers, publishers translating popular works into many languages usually have different covers designed for different countries: for this reason they aim towards the perception of an object and of its functions. We often differ in the way we experience the world around us. Our experiences differ relative to our primary language, educational practices, work habits, and what makes for an enjoyable experience, whether in what and how we like to play, what sounds that we appreciate, or colors that appeal to us {4}, {5}. | |||
| Meta-design and Social Creativity: Making All Voices Heard | | BIBA | Full-Text | 692-693 | |
| Gerhard Fischer | |||
| This panel will explore the two innovative and interrelated HCI themes "meta-design" (design for designer) and "social creativity" (transcending the individual human mind). It will focus on the contribution of these two themes to socially-responsible interaction by bringing together researchers from different backgrounds to explore the controversial issues associated with this objective. | |||
| Socially Responsible Design in the Context of International Development | | BIBA | Full-Text | 694-695 | |
| Andrew M. Dearden; Lynne Dunckley; Mike Best; Susan M. Dray; Ann Light; John C. Thomas | |||
| Human beings evolved for many millennia; during most of that time, our major social contacts were within small, tightly knit groups who shared a common language, culture and physical context. Now, we find ourselves to be a part of a global community. Though we still have very different cultures, languages, perspectives, and physical contexts, we also share a planet with limited and shrinking resources and we share many interactions in our intellectual, technological and economic spheres. Potentially, technology offers many benefits to the many peoples of the world. Yet, there is also potential for damaging the diversity in the ecology of ideas and cultures that may be indispensable for humankind to survive the next millennium. More immediately, technology developed without sufficient understanding and involvement of those to be most affected by it will probably fail at best and in the worst cases, not only fail to provide anticipated benefits but produce negative side-effects. One such side-effect may well be making future technological usage more difficult. | |||
| Sharing Perspectives on Community-Centered Design and International Development | | BIBA | Full-Text | 696-697 | |
| Mike Best; Andrew M. Dearden; Susan M. Dray; Ann Light; John C. Thomas; Celeste Buckhalter; Dan Greenblatt; Shanks Krishnan; Nithya Sambasivan | |||
| Our work with communities in developing countries suggests that HCI practice is a long way from maturity in these contexts. With this SIG, we are seeking to build on a CHI2007 workshop that brought together 50 people to share experience and plan a more integrated approach to the challenges of supporting international development with ICT. We would like to engage a wider cross-section of the community in considering the demands of researching and delivering meaningful design for countries with very different needs from those in the Global North. Our focus will be on issues of development and participation and the impact of differing values in our work. | |||
| Embedding HCI in Developing Countries: Localizing Content, Institutionalizing Education and Practice | | BIBA | Full-Text | 698-699 | |
| Andy Smith; Anirudha Joshi; Zhengjie Liu; Liam J. Bannon; Jan Gulliksen; Maria Cecília Calani Baranauskas | |||
| This SIG will facilitate a debate concerning how best to support the development of indigenous HCI in developing countries, both as part of education and training systems and within industrial practice. | |||
| Collaborative Behavior and Supporting Technologies | | BIBAK | Full-Text | 700-701 | |
| Jonathan Grudin; Steven E. Poltrock | |||
| Collaboration technologies are emerging rapidly to support groups,
organizations, and society. This half-day course includes lectures, video
illustrations, and case studies that cover experiences, current possibilities,
and future trends, focusing on areas of rapid change. How might organizations
use weblogs? Why has digital video taken so long to take hold, and what is
happening now? What is the promise and practice with workflow management? Keywords: collaboration technology; CSCW; adoption; emerging technologies | |||
| Designing Multi-device User Interfaces: How to Adapt to the Changing Device | | BIBAK | Full-Text | 702-703 | |
| Fabio Paternò | |||
| Nowadays, everyday life is becoming a multi-platform environment where
people are surrounded by different types of devices through which they can
connect to networks in different ways. Most of them are mobile personal devices
carried by users moving freely about different environments populated by
various other devices. Such environments raise many issues for designers and
developers, such as the possibility of obtaining user interfaces able to adapt
to the interaction resources of the available devices. The main learning
objective is to gain knowledge and skills in methods and tools for the design
of multi-device interfaces that can support designers and developers to address
a number of issues raised by ubiquitous computing. Keywords: Multi-device interfaces; Model-based design; Ubiquitous Environment | |||
| HCI Themes for the Future: Collaborative Design, Social Creativity, and Meta-design | | BIBA | Full-Text | 704-705 | |
| Gerhard Fischer | |||
| The participants will be acquainted with HCI themes for the future. These
themes will be instantiated with new conceptual frameworks and illustrated with
innovative systems. The presentation will be linked as much as possible to the
concerns and experiences of the participants. The objective of the tutorial is
to provide the participants with opportunities to think differently about the
future challenges facing HCI research and practice and to illustrate with
concrete examples how these challenges can be addressed.
The tutorial will focus on three major themes: (1) design, specifically collaborative design and an assessment of different design methodologies (including: user-centered design, learner-centered design, and participatory design); (2) social creativity which is required because complex design problems transcend the unaided, individual human mind; and (3) meta-design which creates environments involving users as active contributors rather than as passive consumers. The themes of the tutorial will be illustrated with specific theoretical frameworks and innovative systems developed by the presenter and his colleagues and other research groups working on these topics. The relevance of these themes has been demonstrated by their impact on research, education, and design practices in companies, educational institutions, and research organizations with which we have collaborated. | |||
| How to Combine Requirements and Interaction Design Through Usage Scenarios | | BIBAK | Full-Text | 706-707 | |
| Hermann Kaindl | |||
| When the requirements and the interaction design of a system are separated,
they will most likely not fit together, and the resulting system will be less
than optimal. Even if all the real needs are covered in the requirements and
also implemented, errors may be induced by human-computer interaction through a
bad interaction design and its resulting user interface. Such a system may even
not be used at all. Alternatively, a great user interface of a system with
features that are not required will not be very useful as well.
Therefore, we argue for combined requirements engineering and interaction design, primarily based on usage scenarios. However, scenario-based approaches vary especially with regard to their use, e.g., employing abstract use cases or integrating scenarios with functions and goals in a systematic design process. So, the key issue to be addressed is how to combine different approaches, e.g., in scenario-based development, so that the interaction design as well as the development of the user interface and of the software internally result in an overall useful and useable system. In particular, scenarios are very helpful for purposes of usability as well. Keywords: Interaction design; usage scenarios; requirements engineering; user
interfaces; usability | |||
| Introducing HCI into an Organization: Making a Convincing Case for Usability | | BIBA | Full-Text | 708-709 | |
| Gitte Lindgaard | |||
| The influence of a usability team in a particular organization and its products depends partly on the organizational structure and culture and partly on the skill set in the usability team itself. Once management decides to embrace usability, the integration of a usability team should therefore be considered very carefully in light of the existing organizational structure and culture [1,5] without, of course, neglecting consideration of the skills required to ensure the long-term benefits of usability to the organization's products. | |||
| Software Usability Metrics and Methods | | BIBAK | Full-Text | 710-711 | |
| Patricia A. Chalmers | |||
| Potential customers usually want to know how they will benefit if they hire
a usability professional, and they may want numbers to measure those benefits,
or calculate a return on investment. However, many professionals become
confused when customers ask them to measure the usability of a software
application, software program, web site, or other software product. In order to
clarify the process of measuring usability, this tutorial first offers a
definition of software usability metrics, gives examples of usability metrics,
and reviews reasons for usability metrics. Next, the tutorial steps through the
process of deciding what metrics and methods to use as well as when, where, and
how to use them. Keywords: usability; metrics; usability metrics; methods; usability methods;
stakeholders; usability stakeholders; return on investment; ROI; evaluation;
usability evaluation; usability test; usability experiment; usability
consultation; usability evaluation; tracking technology | |||
| Understanding Users In Context: An In-Depth Introduction to Fieldwork for User Centered Design | | BIBAK | Full-Text | 712-713 | |
| Susan M. Dray; David A. Siegel | |||
| There is increased awareness of the need for design to be driven by deep
understanding of users, their activity patterns, processes, needs and external
influences -- understanding that can only be gained by studying user behavior
in the user's context. This requires that practitioners know how to plan and
carry out observational studies of users, which in turn is a new skill for
many. In addition, fieldwork is bigger than any one methodology. Therefore, in
this tutorial, we will take a fresh and deeper look at fundamental principles,
teaches a range of techniques, and examines important issues on which methods
differ. Keywords: Fieldwork; ethnography; user research; naturalistic observation; contextual
inquiry; artifact walkthrough; naturalistic usability evaluation | |||
| Usability Design: A New Rational Unified Process Discipline | | BIBA | Full-Text | 714-715 | |
| Magnus Lif; Bengt Göransson | |||
| A new discipline, Usability Design, is introduced as an extension to
Rational Unified Process (RUP). The aim is to make RUP more user-centred. The
discipline springs out of best practices for user-centred design and contains
activities that have been carefully tested. Five new roles are introduced to
take responsibility for the different activities. An example is given to show
the content of the workflow, the workflow details and the activities. The
Usability Design discipline help projects to focus on usability and the users
throughout the system development lifecycle. In the tutorial the participants
will learn how to work with the new discipline within the RUP framework. It
will contain practical examples and there will be room for discussions based on
the participants own experience.
Use-Centered Systems Design, Usability, Systems Development, Software Engineering, Rational Unified Process | |||
| A Comparison of Navigation Techniques Across Different Types of Off-Screen Navigation Tasks | | BIBA | Full-Text | 716-721 | |
| Grant Partridge; Mahtab Nezhadasl; Pourang Irani; Carl Gutwin | |||
| In many systems such as PDAs, users access data through a limited viewport. This means that users have to frequently navigate to regions that are off-screen to view important content. Many techniques exist for moving to off-screen regions; However, none of these have been evaluated across a range of different types of off-screen tasks. In this video, we demonstrate the effectiveness of several major off-screen navigation techniques across a variety of tasks. We also include two newly developed techniques -- WinHop and Multiscale Zoom -- that were based on complementary features of existing systems. Our results suggest that integrating complementary properties from different approaches can significantly improve performance on a wide range of off-screen navigation tasks. | |||
| Iztmo: A New and Intuitive Way to Connect People | | BIBAK | Full-Text | 722-725 | |
| Danielle Gandarillas; Gil Guigon; Ilana Paterman | |||
| Iztmo is a conceptual project of an electronic percussion instrument that
works under a network environment to establish communication among multiple
users. A new language is then created, based on rhythm, and enriched by each
person's cultural background -- with the main purpose of being in harmony.
Iztmo emits up to five sounds, divided in different ways of interaction: the
user can strike it, rattle it, and scrape it. Some might play well, some might
have no rhythm. But everybody will learn sharing this experience. A
self-standing video was made to explain the concept and to demonstrate how the
experience works. Keywords: Interaction design; tangible media; conceptual design; digital device;
communication; connection; music; experience | |||
| Shortcuts: A Visualization of Interactive Processes | | BIBAK | Full-Text | 726-729 | |
| Ilana Paterman | |||
| Shortcuts is a critical design contribution to suggest us to think about
interactive processes, regarding immediateness and automation promoted by
digital technologies. A video illustrates this theoretical approach, enabling
the visualization of simple interactions of everyday life. The video shows
several ordinary interactions, which are, little by little, graphically
represented by their duration associated with body movement. The goal is to
promote the awareness of physical interaction, duration and sensorial
perception when creating new products and technologies. Keywords: Interaction design; digital technologies; interface design; tangibility;
movement; subjectivity; visualization | |||