| Mobile Life -- Innovation in the Wild | | BIBA | Full-Text | 1-2 | |
| Kristina Höök | |||
| After a decade of work in our research labs on mobile and ubiquitous technology, often formed by the early visions of ubiquitous computing, with the urge to move interaction from the desktop out into the wild, these technologies have now moved out into the world -- into the wild. We are in the middle of a second IT-revolution, caused by the spread of mobile and ubiquitous services, in combination with a broad consumer-oriented market pull. The first ITrevolution, the introduction and deployment of Internet and the World Wide Web during the 1990's, had a major impact on all parts of our society. As mobile, ubiquitous technology now becomes wide-spread, the design and evaluation of mobile services -- i.e. information technology that can be accessed and used in virtually any setting -- represents an important business arena for the IT- and telecom industry. Together we have to look for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. | |||
| Towards Human-Centred Design | | BIBA | Full-Text | 3-4 | |
| Liam J. Bannon | |||
| The field of HCI has evolved and expanded dramatically since its origin in the early 1980's. The HCI community embraces a large community of researchers and practitioners around the world, from a variety of disciplinary backgrounds in the human and social sciences, engineering and informatics, and more recently, the arts and design disciplines. This kaleidoscope of cultures and disciplines as seen at INTERACT Conferences provides a rich pool of resources for examining our field. Applications are increasingly exploring our full range of sensory modalities, and merging the digital and physical worlds. WiFi has opened up a huge design space for mobile applications. A focus on usability of products and services has been complemented by an emphasis on engagement, enjoyment and experience. With the advent of ubiquitous computing, and the emergence of "The Internet of Things", new kinds of more open infrastructures make possible radically new kinds of applications. The sources of innovation have also broadened, to include human and social actors outside of the computing and design organizations. The question is to what extent is our mainstream thinking in the HCI field ready for the challenges of this Brave New World? Do the technological and social innovations that we see emerging require us to re-shape, or even, re-create, our field, or is it a case of a more gradual evolution and development of that which we already know? In this closing Keynote, I will provide a perspective on the evolution and development of the HCI field, looking backwards as well as forwards, in order to determine what are some of the changes of significance in the field. This "broad-brush" approach to what I term "human-centred design" will be complemented by the examination of specific projects and applications, to help anchor some of the discussion. Areas such as user-centred design, participatory design, computer-supported cooperative work and learning, and interaction design, in which I have had some involvement over the years, will be mentioned. I will discuss the themes of "ecologies of artefacts", appropriation, tinkering/bricolage, and the emergence of design anthropology, among other topics. The purpose of the talk is not to engage in a form of Futurism concerning the HCI field, but to examine some of the technical and social trends that can be observed, and to highlight some areas of particular significance that warrant further attention. I argue for a multi-layered approach that, while exploring new avenues of research concerning people's use of technology, does not necessarily dismiss the corpus of knowledge we have built up over the years concerning human-computer interaction. From a personal perspective, issues such as means and ends, our underlying values, and concern for our fellow human beings in an increasingly fragile world, are issues that, while perhaps seen as outside the remit of a narrow HCI brief, impact on the field in significant ways. In this regard, discussions of our future should not be the preserve of techno-determinists, but be open to all. For example, ubiquitous computing can be involved in many scenarios, not only that of "Ambient Intelligence". We need to engage in the development and critique of these different perspectives and approaches. Being able to work in and with multidisciplinary teams embodying distint, and at times conflicting perspectives, being able to communicate ones ideas and information across a variety of social and institutional boundaries, will become of great importance. Of particular concern, in the context of an IFIP INTERACT event, is the need to balance the heterogeneity of concepts and methods being used in research and practice with some form of quality control. Despite the heterogeneity of perspectives and disciplines nowadays involved in the field, I will argue that the HCI community, as a community, still does have a significant role to play in the development and evolution of useful, usable and engaging ICT-enabled infrastructures and applications. | |||
| DTorial: An Interactive Tutorial Framework for Blind Users in a Web 2.0 World | | BIBAK | Full-Text | 5-18 | |
| Joshua M. Hailpern; Loretta Guarino Reid; Richard Boardman | |||
| Effective tutorial systems can help promote products by reducing barriers of
learning new applications. With dynamic web applications becoming as complex as
desktop programs, there is a growing need for online tutorial/help systems. For
visually impaired users the key limitations of traditional help systems are 1)
poor access to help content with assistive technology, and 2) frequent reliance
on videos/images to identify parts of web applications and demonstrate
functionality. In this paper, we present a new interaction model, targeted
towards screen-reader users, that describes how to embed an interactive
tutorial within a web application. The interaction model is demonstrated within
a system called DTorial, a fully functional dynamic audio-based tutorial with
embedded content. While remaining within the web application, users can rapidly
access any tutorial content, injected inline near relevant application
controls, allowing them to quickly apply what they just heard to the
application itself, without ever losing their position or having to shift
windows. The model and implementation are grounded in sighted user help-systems
literature and an analysis of screen-reader and Web-Application interactions.
Lessons learned from the incremental design and evaluations indicate that
providing visually impaired users with dynamic, embedded, interactive
audio-based tutorial systems can reduce the barriers to new Web-Applications. Keywords: Tutorial; Help Systems; Web 2.0; Screen Reader; Blind; Visually Impaired;
Interactive Tutorial; Dynamic Content | |||
| The Attentive Hearing Aid: Eye Selection of Auditory Sources for Hearing Impaired Users | | BIBAK | Full-Text | 19-35 | |
| Jamie Hart; Dumitru Onceanu; Changuk Sohn; Doug Wightman; Roel Vertegaal | |||
| An often-heard complaint about hearing aids is that their amplification of
environmental noise makes it difficult for users to focus on one particular
speaker. In this paper, we present a new prototype Attentive Hearing Aid (AHA)
based on ViewPointer, a wearable calibration-free eye tracker. With AHA, users
need only look at the person they are listening to, to amplify that voice in
their hearing aid. We present a preliminary evaluation of the use of eye input
by hearing impaired users for switching between simultaneous speakers. We
compared eye input with manual source selection through pointing and remote
control buttons. Results show eye input was 73% faster than selection by
pointing and 58% faster than button selection. In terms of recall of the
material presented, eye input performed 80% better than traditional hearing
aids, 54% better than buttons, and 37% better than pointing. Participants rated
eye input as highest in the "easiest", "most natural", and "best overall"
categories. Keywords: Eye Tracking; Attentive User Interface; Assistive Technology; Hearing
Impairment; Input Devices; Multi-Modal Input | |||
| Video Gaming for Blind Learners School Integration in Science Classes | | BIBAK | Full-Text | 36-49 | |
| Jaime Sánchez; Mauricio Sáenz | |||
| In this study we evaluate how the use of audio-based technology can
facilitate school integration of blind learners through the interaction with a
science videogame. This experience consisted of designing and implementing The
Natomy's Journey Game to be played by blind and sighted middle school students.
The use of the videogame and its impact on the integration of blind learners
into mainstream schools was also evaluated, through the participation of both
teachers and learners. In the end, the goal was for blind learners to be able
to interact and become socially integrated through active science video gaming
and the application of specific science content. The results of this study
provide initial data and evidence that the use of video games such as The
Natomy's Journey Game can improve the process for the school integration of
learners with visual disabilities. Keywords: Visual disability; sound interface; school integration; science learning | |||
| Speech-Based Navigation: Improving Grid-Based Solutions | | BIBAK | Full-Text | 50-62 | |
| Shaojian Zhu; Yao Ma; Jinjuan Feng; Andrew Sears | |||
| Speech-based technology is a useful alternative to traditional input
techniques such as the keyboard and mouse. For people with disabilities that
hinder use of traditional input devices, a hands-free speechbased interaction
solution is highly desirable. Various speech-based navigation techniques have
been discussed in the literature and employed in commercial software
applications. Among them, grid-based navigation has shown both potential and
limitations. Grid-based solutions allow users to position the cursor using
recursive grids to 'drill down' until the cursor is in the desired location. We
report the results of an empirical study that assessed the efficacy of two
enhancements to the grid-based navigation technique: magnification and
fine-tuning. Both mechanisms were designed to facilitate the process of
selecting small targets. The results suggest that both the magnification and
the fine-tuning capabilities significantly improved the participants'
performance when selecting small targets and that fine-tuning also has benefits
when selecting larger targets. Participants preferred the solution that
provided both enhancements. Keywords: MouseGrid; Speech-based Cursor Control; Accessibility | |||
| Useful, Social and Enjoyable: Mobile Phone Adoption by Older People | | BIBAK | Full-Text | 63-76 | |
| Mario Conci; Fabio Pianesi; Massimo Zancanaro | |||
| The paper presents an empirical model of acceptance of mobile phones by
elderly people. It is based on an extension of the widely used TAM-Technology
Acceptance Model and aims specifically at investigating the relationship among
intrinsic and extrinsic motivations to use. The data consists of 740
questionnaires from people over 65 years old. The validated model shows that
intrinsic motivations play an important role albeit always mediated by
utilitarian motives. Similarly, it emerges a strong influence of the reference
social group (children and relatives) in increasing the utilitarian values of
the use of mobile phones. These findings suggest that mobile phone usage by
elderly might not be, after all, too much different, from a motivational point
of view, from that of younger or adult people. Keywords: TAM; mobile phones; elders; intrinsic motivation | |||
| Overview of Behaviour Characteristics of High and Low Literacy Users: Information Seeking of an Online Social Service System | | BIBAK | Full-Text | 77-80 | |
| Neesha Kodagoda; B. L. William Wong; Nawaz Kahan | |||
| We investigated the differences in information seeking behaviours between
low and high literacy users on an on-line social service system called the
"Adviseguide" website. Ten volunteers participated in the study. Using the UK's
National Skills for Life Survey, five were classified as high literate; five as
low literate. Participants had four information search tasks that vary in
difficulty: easy, medium and difficult. Observations, video recording, and a
semi structured interview technique were used. The data were analysed using
Grounded Theory and Emergent Themes Analysis approach. We identified eight
information seeking behaviour characteristics; Reading/ Scanning, Focus,
Satisfied, Verification, Recovery, Trajectories, Representation and Abandon.
Results showed that low and high literacy users demonstrated critically
different characteristics. Keywords: Low & high literacy users; information search task; information seeking
behaviour characteristics | |||
| 'I Have Something to Say': Supporting Aphasics for Organizing and Sharing Personal Experiences by Photos | | BIBAK | Full-Text | 81-84 | |
| Abdullah Al Mahmud; Jean-Bernard Martens | |||
| When a person, due to brain injury or other disease, suffers in his or her
ability to speak, it becomes inherently cumbersome to share needs, emotions,
and experiences through personal stories and social interaction. We report on
our early design exploration to share everyday experiences by photos for people
having expressive aphasia. We also introduce the concept of a multimodal
narrative template to help persons with aphasia to reconstruct their
experiences and hence promote face-to-face communication and social interaction
from everyday activities. Keywords: Aphasia; Sharing experiences; Contextual interview | |||
| The Attractiveness Stereotype in the Evaluation of Embodied Conversational Agents | | BIBAK | Full-Text | 85-97 | |
| Rabia Khan; Antonella De Angeli | |||
| Physical attractiveness is an important cue for social interaction.
Psychology studies have long shown that physical attractiveness can elicit
positive personality attributions as well as positive behaviour towards other
people. This effect is explained by the attractiveness stereotype. In this
paper, we investigate whether this stereotype apply to the interaction with
virtual agents. We report the results of two experiments where the
attractiveness stereotype was tested with and without interaction with the
agent. Results indicate a strong effect of the attractiveness stereotype,
showing that users tend to form and maintain a better evaluation of attractive
agents than of unattractive ones independent of actual interaction with the
agent or the agents' ethnicity. Implications for design are discussed. Keywords: Embodied conversational agents; user evaluation; virtual bodies | |||
| Interpreting Human and Avatar Facial Expressions | | BIBAK | Full-Text | 98-110 | |
| Sylvie Noël; Sarah J. Dumoulin; Gitte Lindgaard | |||
| This paper investigates the impact of contradictory emotional content on
people's ability to identify the emotion expressed on avatar faces as compared
to human faces. Participants saw emotional faces (human or avatar) coupled with
emotional texts. The face and text could either display the same or different
emotions. Participants were asked to identify the emotion on the face and in
the text. While they correctly identified the emotion on human faces more often
than on avatar faces, this difference was mostly due to the neutral avatar
face. People were no better at identifying a facial expression when emotional
information coming from two sources was the same than when it was different,
regardless of whether the facial expression was displayed on a human face or on
an avatar face. Finally, people were more sensitive to context when trying to
identify the emotion in the accompanying text. Keywords: Emotions; avatars; virtual reality; collaborative virtual world; facial
expression | |||
| Emotional Bandwidth: Information Theory Analysis of Affective Response Ratings Using a Continuous Slider | | BIBAK | Full-Text | 111-114 | |
| Danielle M. Lottridge; Mark H. Chignell | |||
| Emotions are an important part of the user experience in human machine
interaction. More standardized methods of emotion measurement are required to
assist in evaluating and comparing these experiences. This research introduces
the concept of Emotional Bandwidth, a psychometric property of self-reported
emotion measured through a continuous, quantitative slider. Emotional Bandwidth
is illustrated in a videoconference watching case study. The Shannon-Weaver
measure of informational entropy was used to quantify the rating usage
bandwidth, which relates to the number of levels of emotional rating
effectively utilized by participants. Significant differences in rating usage
strategy were found, with four groups being identified; across the four
experimental blocks, entropy either increased, decreased, remained constant or
irregular. Emotional Bandwidth, the information-theoretic analysis of affect
ratings collected with a continuous slider, may be used to characterize changes
in participants' emotional self-rating during experiments and evaluations. Keywords: Emotional Bandwidth; Psychometrics; Self-reported Emotion; Information
Theory; Affective Responses; Sliders; Evaluation | |||
| Can You Be Persuaded? Individual Differences in Susceptibility to Persuasion | | BIBAK | Full-Text | 115-118 | |
| Maurits Kaptein; Panos Markopoulos; Boris E. R. de Ruyter; Emile H. L. Aarts | |||
| Persuasive technologies are growing in popularity and many designers create
systems which intentionally change users attitudes or behaviors. This study
shows that peoples individual differences in susceptibility to persuasion, as
implemented using the six persuasion principles proposed by Cialdini 2, relates
to their compliance to a persuasive request which is accompanied by a
persuasive cue. This result is a starting point for designers to start
incorporating individual differences in susceptibility to persuasive cues in
their adaptive persuasive systems. Keywords: Persuasion; Persuasive technologies; Individual differences | |||
| The Subjective and Objective Nature of Website Aesthetic Impressions | | BIBAK | Full-Text | 119-122 | |
| Eleftherios Papachristos; Nikolaos M. Avouris | |||
| This paper explores the possibility to predict positive aesthetic impression
and user preference of website design through a combination of objective and
subjective factors. The objective factors used are symmetry, order, balance,
complexity while the subjective ones include familiarity -- novelty ratings.
The advantages of such an approach is the reduction of user involvement since
the ratings of objective factors may be provided by a small number of design
experts. We found indications that balance between certain factors maximize the
possibility of users having a positive aesthetic impression. Keywords: Aesthetic evaluation; website preference; visual appeal | |||
| Biting, Whirling, Crawling -- Children's Embodied Interaction with Walk-through Displays | | BIBAK | Full-Text | 123-136 | |
| Satu Jumisko-Pyykkö; Mandy Weitzel; Ismo Rakkolainen | |||
| Understanding of embodied interaction in the context of walk-through
displays and designing for it is very limited. This study examined children's
intuitive embodied interaction with a large, semi-visible, projective
walk-through display and space around it using observation. We identified
several interaction patterns for passing, staying and moving inside the screen,
using whole body and its parts for manipulating surface and content on the
screen, and ways of expanding the actual interaction environment outside of the
projected screen. We summarize the interaction patterns in the form of palette
for rich embodied interaction with projected walk-through displays. Keywords: Human factors; Interaction; Design; Experimentation; Displays; FogScreen;
Embodied interaction | |||
| Causes of Simultaneous Keystrokes in Children and Adults | | BIBAK | Full-Text | 137-140 | |
| Akiyo Kano; Janet C. Read | |||
| Simultaneously pressing two keys on a keyboard (Zero Time keystrokes) is a
unique typing occurrence. To understand the cause of Zero Time keystrokes,
typing data were collected from young children and undergraduate computing
students. The results show that, in both students and children, the most
frequent cause of Zero Time keystrokes were errors in aiming for the intended
key, resulting in the intended and an adjacent key being pressed together. The
second most frequent errors were Transposition Errors, which were errors in the
ordering of the intended two letters. Keywords: Typing error analysis; Simultaneous keystrokes; Zero Time keystrokes;
Adjacent letter Errors; Transposition Error | |||
| Evaluating a Tangible Game Video Console for Kids | | BIBAK | Full-Text | 141-144 | |
| Javier Marco; Eva Cerezo; Sandra Baldassarri | |||
| Tangible and tabletop interaction can be suitable for kindergarten children
as educational material, expressive tool, or merely for fun. But only playfully
interactive experiences will happen if technologies include aspects that are
relevant to the child's development, incorporating social experiences and easy
control. Observation of children using these technologies is an important
feedback to improve designs but an appropriated method has to be used in the
evaluations. The Structured Expert Evaluation Method (SEEM) not only assesses
technologies' usability but also fun aspects. This paper presents our research
about the design and evaluation of a tabletop prototype oriented to children
between 3 and 6 years, and the analysis of observations of children using our
games. Keywords: Tangible Interaction; Children Usability; Tabletop; User Center Design;
SEEM; Games; Augmented reality | |||
| Exploring Geometric Shapes with Touch | | BIBAK | Full-Text | 145-148 | |
| Thomas Pietrzak; Andrew Crossan; Stephen A. Brewster; Benoît Martin; Isabelle Pecci | |||
| We propose a new technique to help users to explore geometric shapes without
vision. This technique is based on a guidance using directional cues with a pin
array. This is an alternative to the usual technique that consists of raising
the pins corresponding to dark pixels around the cursor. In this paper we
compare the exploration of geometric shapes with our new technique in unimanual
and bimanual conditions. The users made fewer errors in unimanual condition
than in bimanual condition. However they did not explore the shapes more
quickly and there was no difference in confidence in their answer. Keywords: Tactile interaction; Tactons; geometry; non-visual interaction | |||
| Gender and Cultural Differences in Perceiving Game Characters of Digital Educational Games | | BIBA | Full-Text | 149-153 | |
| Effie Lai-Chong Law; Tim Gamble; Daniel Schwarz | |||
| A survey on the initial design of a digital educational game was developed and administered to the target group in Germany and England. Some significant gender and cultural differences in game play habit, game type preferences and game character perceptions were observed. | |||
| Staging Urban Interactions with Media Façades | | BIBAK | Full-Text | 154-167 | |
| Martin Brynskov; Peter Dalsgård; Tobias Ebsen; Jonas Fritsch; Kim Halskov; Rune Nielsen | |||
| Using media façades as a subcategory of urban computing, this paper
contributes to the understanding of spatial interaction, sense-making, and
social mediation as part of identifying key characteristics of interaction with
media façades. Our research addresses in particular the open-ended but
framed nature of interaction, which in conjunction with varying interpretations
enables individual sense-making. Moreover, we contribute to the understanding
of flexible social interaction by addressing urban interaction in relation to
distributed attention, shared focus, dialogue and collective action. Finally we
address challenges for interaction designers encountered in a complex spatial
setting calling for a need to take into account multiple viewing and action
positions. Our research-through-design approach has included a real-life design
intervention in terms of the design, implementation, and reflective evaluation
of a 180 m2 (1937 square feet) interactive media façade in operation
24/7 for more than 50 days. Keywords: Media facades; urban screens; multi-user; public space | |||
| Location-Based Services and Privacy in Airports | | BIBAK | Full-Text | 168-181 | |
| John Paulin Hansen; Alexandre Alapetite; Henning Boje Andersen; Lone Malmborg; Jacob Thommesen | |||
| This paper reports on a study of privacy concerns related to location-based
services in an airport, where users who volunteer for the service will be
tracked for a limited period and within a limited area. Reactions elicited from
travellers at a field trial showed 60% feeling to some or to a large degree
more secure with the system in operation. To provide a background for the
privacy study we also describe services provided by the tracking facility and
the infrastructure behind it as well as the design and evaluation activities we
used. Based on project results including a large number of comments from
passengers, we discuss factors influencing passengers' acceptance and
appreciation of location-based services in airports. Keywords: Location-based services; Mobile services; Tracking; Technology acceptance;
Privacy; Transport | |||
| 'I Know That You Know' -- Ascertaining Mutual Awareness of Recipient's Availability Status in Instant Messaging Applications | | BIBAK | Full-Text | 182-195 | |
| Agnieszka Matysiak Szóstek; Berry Eggen | |||
| This study investigated ways to attain mutual, reciprocal awareness of
recipient's availability status in Instant Messaging (IM) applications. For
that purpose we designed, implemented and tested a prototype of an IM system
named DoNTBother. The analysis of the quantitative and qualitative results
showed that displaying status indication in the chat box encouraged
participants to show more respect towards the communicative state of their
colleagues comparing to situations, in which the status indication was
presented only in the 'buddy list' view. These findings empirically confirm the
importance of reciprocal awareness as defined by Erickson and Kellogg [12] who
argued that, to stimulate social behaviours, systems need to maintain the
mutual knowledge of who knows what of the information that is shared among
users. The study also showed that mutual awareness needs to be maintained not
only during communication initiation but also throughout the entire
communication duration. To achieve that Instant Messaging systems need to: (i)
support indicating the time frame for answering messages in situations when the
recipient is not instantaneously able to engage in a conversation, (ii) support
specifying the urgency of a message and also (iii) support indicating
communication breakdowns especially if they are caused by a reason occurring
outside the application domain. Keywords: Instant Messaging systems; availability; mutual awareness | |||
| Automatic Translation System to Spanish Sign Language with a Virtual Interpreter | | BIBAK | Full-Text | 196-199 | |
| Sandra Baldassarri; Eva Cerezo; Francisco Royo-Santas | |||
| In this paper, an automatic translation system from Spanish language into
Spanish Sign Language (LSE) performed by a virtual interpreter is presented.
The translator is based on rules from Spanish grammar considering the
syntactical and morphological characteristics of words and the semantics of
their meaning. The system has been incorporated to an animation engine in which
a virtual character acts as an interpreter that communicates using LSE. The
mood of the interpreter is considered, so that the translation and the signs
are modified depending on whether the interpreter is happy, angry, etc. The
system has been tested with satisfactory results in speed and quality. Keywords: Sign language translation; virtual characters; animation; emotion | |||
| Towards an Approach to Ethics and HCI Development Based on Løgstrup's Ideas | | BIBAK | Full-Text | 200-203 | |
| Sandra Burri Gram-Hansen | |||
| Concurrent with interactive technologies playing an increasingly large part
of the lives of people all over the world, ethical reflections concerning the
use of such technology are becoming more and more important. Most often ethical
evaluations of a technology are based on either a utilitarian or a
deontological approach. Both kinds of approaches to the ethics of information
technology appear to be inadequate. This paper suggests an alternative based on
the works of the Danish philosopher K.E. Løgstrup (1905-1981). On this
basis it is argued that an attitude change is required amongst the developers
of interactive technologies in order for new technologies to be developed in a
truly ethical manner. Keywords: Persuasive design; Ethics; Løgstrup | |||
| Evidence Based Design of Heuristics for Computer Assisted Assessment | | BIBAK | Full-Text | 204-216 | |
| Gavin Sim; Janet C. Read; Gilbert Cockton | |||
| The use of heuristics for the evaluation of interfaces is a well studied
area. Currently there appear to be two main research areas in relation to
heuristics: the analysis of methods to improve the effectiveness of heuristic
evaluations; and the development of new heuristic sets for novel and
specialised domains. This paper proposes an evidence based design approach to
the development of domain specific heuristics and shows how this method was
applied within the context of computer assisted assessment. A corpus of
usability problems was created through a series of student surveys, heuristic
evaluations, and a review of the literature. This corpus was then used to
synthesise a set of domain specific heuristics for evaluating CAA applications.
The paper describes the process, and presents a new set of heuristics for
evaluating CAA applications. Keywords: Heuristics; usability; computer assisted assessment | |||
| Physical Fidelity: Exploring the Importance of Physicality on Physical-Digital Conceptual Prototyping | | BIBAK | Full-Text | 217-230 | |
| Joanna Hare; Steve Gill; Gareth Loudon; Devina Ramduny-Ellis; Alan J. Dix | |||
| The physicality of digital-physical devices is an essential part of our
interaction and understanding of information appliances. This paper draws on
the findings of an empirical study investigating the effect of physical
fidelity on a series of user trials. Three prototypes of a single design intent
were built, the standard of their construction dictated by the time imposed on
the designer. In choosing this constraint, the authors present the argument
that the most important driver in decisions that dictate fidelity levels is the
available and/or necessary time required for making a prototype in order to
generate information of the right quality. This paper presents the empirical
and qualitative results of the trials, which suggest that there is little
effect of fidelity on user performance, but the user's ability to give
constructive feedback on the design was influenced by the nature of the
prototypes. Keywords: Physicality; prototyping; fidelity; information appliance; product design;
tangible interface; low fidelity prototyping | |||
| Considering Cost in Usability Evaluation of Mobile Applications: Who, Where and When | | BIBAK | Full-Text | 231-234 | |
| Georgios Fiotakis; Dimitris Raptis; Nikolaos M. Avouris | |||
| As computing moves from desktop to outdoor everyday life activities,
usability evaluation must take into account new aspects, related with mobility
and space. In this paper the effectiveness of established usability evaluation
methods is examined through an extensive case study. The usability of an
educational mobile museum application was tested using three different methods:
inspection by experts, use in lab setting and use in the field. Results
indicate that each method uncovers different types of problems at different
cost. We believe that a combination of these methods may be worthwhile since
their produced results seem to be complementary. Keywords: Usability evaluation methods; mobile applications; user studies; expert
evaluation; lab; field; cost; severity; effort | |||
| Is the 'Figure of Merit' Really That Meritorious? | | BIBAK | Full-Text | 235-238 | |
| Jarinee Chattratichart; Gitte Lindgaard | |||
| Studies comparing performance of Usability Evaluation Methods (UEMs) led to
three standard metrics, namely, validity, thoroughness, and effectiveness,
calculated from lab-based usability test results. The effectiveness metric, E =
T × V, was proposed as the 'figure of merit' [7] that would give a
balanced account of validity and thoroughness. This paper provides an analysis
of the formula to caution future researchers and usability practitioners
against its use, proposes an alternative formula, and discusses the limitations
of the common baseline approach to UEM comparison. Keywords: Comparative usability evaluation; UEM; metrics | |||
| User-Centered Evaluation of the Responsiveness of Applications | | BIBAK | Full-Text | 239-242 | |
| Gerd Waloszek; Ulrich Kreichgauer | |||
| This paper presents an approach to evaluating the responsiveness of software
applications from a 'user's perspective, which has been developed and applied
at SAP AG, Germany, a leading manufacturer of business software. The approach
is based on human time ranges and compares actual with tolerable response
times, measured using standardized application scenarios. Keywords: System responsiveness; perceived performance; human time ranges | |||
| Evaluation of User Interface Design and Input Methods for Applications on Mobile Touch Screen Devices | | BIBA | Full-Text | 243-246 | |
| Florence T. Balagtas-Fernandez; Jenny Forrai; Heinrich Hussmann | |||
| With the advent of touch screen phones, good UI design and simplified input methods for applications running on such devices are important factors that contribute to its popularity and success. The goal of this research is to evaluate different user interface designs and input methods for mobile phones with touch screen capability. In order to do this, two prototypes of a simple social networking application were implemented using a G1 phone that runs the Android platform. A user study has been conducted to compare different input techniques and UI designs and evaluate their usability. | |||
| Multi-format Notifications for Multi-tasking | | BIBAK | Full-Text | 247-260 | |
| Julie S. Weber; Mark W. Newman; Martha E. Pollack | |||
| We studied people's perception of and response to a set of visual and
auditory notifications issued in a multi-task environment. Primary findings
show that participants' reactive preference ratings of notifications delivered
in various contexts during experimentation appear to contradict their
reflective, overall ratings of the notification formats when elicited
independently of contextual information, indicating a potential difficulty in
people's abilities to articulate their preferences in the absence of context.
We also found people to vary considerably in their preferences for different
notification formats delivered in different contexts, such that simple
approaches to selecting notification delivery formats will be dissatisfying to
users a substantial portion of the time. These findings can inform the designs
of future systems: rather than target the general user alone, they should
strive to better understand each user individually. Keywords: Notification interfaces; multi-format notification; user preferences | |||
| Making Pen-Based Operation More Seamless and Continuous | | BIBAK | Full-Text | 261-273 | |
| Chuanyi Liu; Xiangshi Ren | |||
| The feature of continuous interaction in pen-based system is critically
significant. Seamless mode switch can effectively enhance the fluency of
interaction. The interface which incorporated the advantages of seamless and
continuous operation has the potential of enhancing the efficiency of operation
and concentrating the users' attention. In this paper, we present a seamless
and continuous operation paradigm based on pen's multiple-input parameters. A
prototype which can support seamless and continuous (SC) operation is designed
to compare the performance with MS Word 2007 system. The subjects were
requested to select target components, activate the command menus and color the
targets with a given flowchart in two systems respectively. The experiment
results report the SC operation paradigm outperformed the standard ways in MS
Word in both operation speed and cursor footprint length (CFL). Keywords: Pen-based system; pressure; twist angle; continuous; seamless | |||
| Insight into Goal-Directed Movements: Beyond Fitts' Law | | BIBAK | Full-Text | 274-287 | |
| Karin Nieuwenhuizen; Dzmitry Aliakseyeu; Jean-Bernard Martens | |||
| Various methods and measures have been developed to assess the quality of
input devices and interaction techniques. One approach to investigating the
performance of input devices and interaction techniques is to focus on the
quality of the produced movements. The current paper proposes a new method of
analyzing goal-directed movements by dividing them into meaningful phases. In
addition to the proposed analysis method a selection of measures is suggested
to assess different aspects of rapidly aimed movements. In order to evaluate
the added value of the proposed analysis method an experiment has been
conducted to compare two input devices (mouse versus stylus with tablet) with
respect to their performance on a multi-directional pointing task. The results
show that the analysis into several phases reveals clear differences in the
movement strategy. Keywords: Persuasive design; Ethics; Løgstrup; Input devices; interaction techniques; movement analysis; performance
measures | |||
| A Model to Simulate Web Users' Eye Movements | | BIBAK | Full-Text | 288-300 | |
| Myriam Chanceaux; Anne Guérin-Dugué; Benoît Lemaire; Thierry Baccino | |||
| One of the most important tasks on the Web is foraging information. In this
study, we present a computational model which simulates human eye movements
during information seeking in Web pages. Human visual scanpaths are guided by
their information needs, by the visual features of the stimuli and by what they
previously processed. Our model takes into account both semantic (top-down) and
visual (bottom-up) information, as well as a memory model in order to predict
the focus of attention. Our model operates at the block level, but also at the
word level. To validate this model, both participants and model were asked to
seek information in a pseudo online newspaper. We find good correspondence
between simulated and empirically observed scanpaths. Knowing where the user is
looking at while searching for information is crucial for evaluating the
usability of Web sites and contribute to the design of Web pages. Keywords: Computational model; Information foraging; Web page; Usability; Semantic;
Visual saliency; Memory | |||
| Balancing Skills to Optimize Fun in Interactive Board Games | | BIBAK | Full-Text | 301-313 | |
| Eva Kraaijenbrink; Frank van Gils; Quan Cheng; Robert van Herk; Elise van den Hoven | |||
| Playing games against people with a different skill level can be boring or
frustrating, which decreases fun. A solution is to introduce specific rules
that balance a game. In this paper we describe a study in which we used an
electronic board game with tangible interaction to investigate whether
balancing a game indeed increases fun experienced. We also investigate whether
balancing skill levels implicitly (players are unaware) or explicitly (players
are aware) has an influence on the fun experienced. We found that players who
lost a game felt more successful in the balanced game compared to the
unbalanced game. The balanced game also offered the players more fun experience
than they expected beforehand. Finally, players preferred to play an explicitly
balanced game because it increased the feeling of effort and challenge. Keywords: Balancing skills; board games; tangible interaction; game balance;
interaction design; fun experience; social interaction | |||
| For Your Eyes Only: Controlling 3D Online Games by Eye-Gaze | | BIBAK | Full-Text | 314-327 | |
| Howell O. Istance; Aulikki Hyrskykari; Stephen Vickers; Thiago Chaves | |||
| Massively multiplayer online role-playing games, such as World of Warcraft,
have become the most widespread 3D graphical environments with millions of
active subscribers worldwide. People with severe motor impairments should be
able to take part in these games without the extent of their disability being
apparent to others online. Eye gaze is a high bandwidth modality that can
support this. We have developed a software device that uses gaze input in
different modes for emulating mouse and keyboard events appropriate for
interacting with on-line games. We report an evaluation study that investigated
gaze-based interaction with World of Warcraft using the device. We have found
that it is feasible to carry out tasks representative of game play at a
beginners skill level using gaze alone. The results from the locomotion task
part of the study show similar performance for gaze-based interaction compared
with a keyboard and mouse. We discuss the usability issues that arose when
completing three types of tasks in the game and the implications of these for
playing of this type of game using gaze as the only input modality. Keywords: Gaze interfaces; games; evaluation; virtual communities; MMOGs | |||
| Situating Productive Play: Online Gaming Practices and Guanxi in China | | BIBAK | Full-Text | 328-341 | |
| Silvia Lindtner; Scott D. Mainwaring; Paul Dourish; Yang Wang | |||
| Economic activities in and around online gaming in China are often
correlated in the West with practices of gold farming, or selling in-game
currency to players for real money in online games. What can we learn about
online gaming in China and about online gaming and online sociality more
broadly when we look at economic and other "pragmatic" practices through which
online gaming becomes meaningful to players? In this paper, we present findings
from an ethnographic study of online gaming in China's urban Internet cafes to
discuss implications for game design, and HCI design more broadly. Considering
the ties between socio-economic practices, development of trust and culturally
situated imaginings of self-hood and otherness, brings to the fore how online
gaming in and of itself constitutes the means for practical achievements in
day-to-day management of guanxi (social connection). Keywords: Online game; China; productive play; serious gaming; guanxi | |||
| Head Tracking in First-Person Games: Interaction Using a Web-Camera | | BIBAK | Full-Text | 342-355 | |
| Torben Sko; Henry J. Gardner | |||
| Recent advances in face-tracking technology have made it possible to
recognize head movements using a commodity web-camera. This development has
created exciting possibilities for enhancing player enjoyment during computer
game play. In order to ascertain the real-world potential for head gestural
input to First Person Shooter games, we have developed seven diverse
interaction techniques and integrated these with a modern games engine.
Evaluation of the techniques was carried out with four focus groups made up of
expert games developers and experienced end-users. One of the techniques was
further refined and subjected to a follow-up comparison test with promising
results. A set of guidelines for the future development of head interaction
techniques for computer games has been derived from the studies. All of the
techniques have been built upon freely available software and open-sourced to
encourage further research in this area. Keywords: Input and interaction technology; face tracking; head tracking; computer
game; game engine; first person shooter | |||
| Playability: How to Identify the Player Experience in a Video Game | | BIBAK | Full-Text | 356-359 | |
| José Luis González Sánchez; Natalia Padilla Zea; Francisco L. Gutiérrez | |||
| Nowadays Video Games occupy a privileged position in the leisure and
entertainment market, representing the fastest-growing industry globally. In
this paper we will analyse how, in video game development, Usability alone is
not sufficient to achieve the optimum Player Experience. We argue that the
concept of Usability needs broadening and deepening, to embrace further
attributes and properties that identify and describe the Player Experience. We
present our proposed means of defining Playability, its attributes and
properties and how associate them with the different elements of a video game. Keywords: Playability; Usability; User Experience; Video Games | |||
| SimCompany: An Educational Game Created through a Human-Work Interaction Design Approach | | BIBAK | Full-Text | 360-363 | |
| Pedro Campos; Ana Campos | |||
| We present a novel children's educational game, which was created through a
human-work interaction design -- an emerging research field which advocates a
better understanding of the relationship between work-domain based empirical
studies and iterative design of prototypes and new technologies. We describe
how "SimCompany", a game for teaching children about business management
concepts, was created. SimCompany proved effective as a teaching tool about
business management concepts, and initial evaluation showed a positive increase
in students' rate of learning, compared to traditional teaching methods. Keywords: Human work interaction design; sensor-based installations; field
observations; educational games; interface design | |||
| What's Next? A Visual Editor for Correcting Reading Order | | BIBAK | Full-Text | 364-377 | |
| Daisuke Sato; Masatomo Kobayashi; Hironobu Takagi; Chieko Asakawa | |||
| The reading order, i.e. the serialized form, of the webpage should be a
meaningful order for alternative representations such as the audible forms
needed for visually impaired users. However, the serialized form rarely
receives attention because it is visually elusive for authors using the
existing WISIWYG authoring environments. Therefore we propose a new
visualization technique called "reading flow" that visualizes the order of the
serialized form with variable granularity by using a visible path extending
through the elements in the content. This allows the authors to instantly
evaluate the ordering by the visual pattern of the path. Our approach also
allows them to interactively and intuitively reorganize the order of the
serialized form. The results of two comparative experiments show that our
reading flow greatly increases the ability of the authors to understand and
organize the ordering compared to the existing techniques. Keywords: Reading flow; reading order; Web accessibility; ARIA flowto | |||
| Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation | | BIBAK | Full-Text | 378-391 | |
| Aaron Genest; Carl Gutwin; Adrian Reetz; Regan L. Mandryk; David Pinelle; Andre Doucette | |||
| On the World Wide Web, page previews augment hyperlinks to provide extra
information about each link's destination. These previews can reduce navigation
time and errors in goal-directed navigation tasks when the information provided
by the text and context of links is inadequate. A number of different types of
page previews have been proposed, and some are already in use; however, little
is known about which preview types will consistently help users make good
navigation decisions. Our study compares six preview techniques (title, URL,
subject category, page genre, genre symbol, and thumbnail), two delivery
mechanisms (inline and popup), and two page load times (fast and slow). We
found that previews showing the genre of the page (e.g., whether the page is an
information page or a search page) yielded significantly faster performance
than other preview techniques, and participants also preferred the genre-based
previews. Our study is the first to compare the performance of a wide range of
page previews in a naturalistic, non-search environment, and provides empirical
data that can improve support for goal-directed navigation. Keywords: Goal-directed browsing; information scent; page previews | |||
| Comparison of Tag Cloud Layouts: Task-Related Performance and Visual Exploration | | BIBAK | Full-Text | 392-404 | |
| Steffen Lohmann; Jürgen Ziegler; Lena Tetzlaff | |||
| Tag clouds have become a popular visualization and navigation interface on
the Web. Despite their popularity, little is known about tag cloud perception
and performance with respect to different user goals. This paper presents
results from a comparative study of several tag cloud layouts. The results show
differences in task performance, leading to the conclusion that interface
designers should carefully select the appropriate tag cloud layout according to
the expected user goals. Furthermore, the analysis of eye tracking data
provides insights into the visual exploration strategies of tag cloud users. Keywords: Tag Clouds; Tagging; Performance; Perception; Eye Tracking; Visualization;
User Goals; Navigation; Evaluation; Folksonomy | |||
| Bringing Web 2.0 to the Old Web: A Platform for Parasitic Applications | | BIBA | Full-Text | 405-418 | |
| Florian Alt; Albrecht Schmidt; Richard Atterer; Paul Holleis | |||
| It is possible to create interactive, responsive web applications that allow user-generated contributions. However, the relevant technologies have to be explicitly deployed by the authors of the web pages. In this work we present the concept of parasitic and symbiotic web applications which can be deployed on arbitrary web pages by means of a proxy-based application platform. Such applications are capable of inserting, editing and deleting the content of web pages. We use an HTTP proxy in order to insert JavaScript code on each web page that is delivered from the web server to the browser. Additionally we use a database server hosting user-generated scripts as well as high-level APIs allowing for implementing customized web applications. Our approach is capable of cooperating with existing web pages by using shared standards (e.g. formatting of the structure on DOM level) and common APIs but also allows for user-generated (parasitic) applications on arbitrary web pages without the need for cooperation by the page owner. | |||
| Are Ten Participants Enough for Evaluating Information Scent of Web Page Hyperlinks? | | BIBAK | Full-Text | 419-422 | |
| Christos Katsanos; Nikolaos K. Tselios; Nikolaos M. Avouris | |||
| Information scent of hyperlinks, that is the user's assessment of semantic
relevance of navigation options in a webpage, has been identified as a critical
factor in Web navigation. An important question in this context is to identify
the minimum number of participants required to measure reliably information
scent. A two phase study was conducted in an attempt to provide an answer to
this question. In the first phase, involving 101 participants, ratings produced
by different size subsets of participants were compared to those of the whole
set. In the second phase, the ratings of these different size subsets of
participants where compared with measures of behavior of 54 participants, who
performed the same information navigation tasks using a typical web browser.
Results indicate that representative estimates of information scent can be
obtained from 10 participants in both cases. This finding has important
implications for future scent-related studies. Keywords: Information scent; Web usability study; cost-benefit analysis | |||
| Navigational Consistency in Websites: What Does it Mean to Users? | | BIBAK | Full-Text | 423-427 | |
| Helen Petrie; George Papadofragkakis; Christopher Power; David Swallow | |||
| A study was conducted to investigate the effects of navigational
inconsistencies in websites on users' perceptions and performance. Of four
inconsistencies manipulated (position of navigational bar, order of elements in
navigational bar, font type and size of elements), only the position of the bar
had a substantial effect. However this affected both users' perception of their
performance and their actual performance, in terms of the time spent on
webpages. The mean time spent on the page with the inconsistently positioned
navigational bar more than doubled and this effect persisted over subsequent
pages. The methodology developed provides a useful way of investigating the
effects of navigational inconsistency, an under-studied phenomenon. Keywords: Website navigation; navigational consistency; website usability | |||
| CloudMonster: Support Flexible Browsing and Searching within Music Collections | | BIBA | Full-Text | 428-431 | |
| Ya-Xi Chen; Matthias Hoyer; Andreas Butz | |||
| Studies in the field of Music Information Retrieval (MIR) have shown that users would like to use multiple criteria simultaneously and additional criteria besides the widely used metadata of artist, album and song. We present our prototype named CloudMonster, which supports flexible browsing and searching within music collections using multiple criteria. In a preliminary evaluation the added flexibility for browsing and searching was highly appreciated and we received valuable suggestions for future research. | |||
| Combinable Tabs: An Interactive Method of Information Comparison Using a Combinable Tabbed Document Interface | | BIBAK | Full-Text | 432-435 | |
| Gonglue Jiang; Chen Zhao; Matthew R. Scott; Fang Zou | |||
| The Tabbed Document Interface ("TDI") of today's web browsers is widely
considered to be a usability improvement over the previously predominate Single
Document Interface ("SDI"). TDI styled interfaces however, especially in
mashups or other overlays of different information sets, suffer from a key
usability limitation: they cannot show two or more tabbed documents
simultaneously. Users are left with the task of quickly switching between tabs
when trying to visually compare content. Our contribution is centered on
intuitively enabling the comparison of tabbed content via what we coined a
Combinable Tabbed Document Interface ("CTDI"). This interface extends TDI to
allow tabs to be dragged and dropped onto one another to form a "master tab"
whose data page renders a "side by side" view of its combined "sub tabs". The
combined view will revert to the previous form when closing the master tab.
It's a novel solution for those websites that needs to compare information,
such as e-commerce sites, online dictionaries, etc. To test the effectiveness
of CTDI, we developed an online dictionary called "Engkoo" which puts the
concept to practice. Keywords: Information comparison; TDI; CTDI; AIC; tabs; combinable tabs | |||
| Web User Modeling via Negotiating Information Foraging Agent | | BIBAK | Full-Text | 436-439 | |
| Xuehong Tao; Yin Leng Theng; Terence Ting | |||
| Information foraging theory lays a good foundation for web user modeling.
However, the existing user modeling methods mainly focus on fixed information
needs. In the real world, a user's information goal often evolves, and
information foraging is a negotiation process between the user and the system.
In this paper, we proposed an agent based approach that modeled the dynamic
information seeking process of information foragers. Keywords: Information foraging; information scent; information retrieval; user
modeling; software agent | |||
| Distinguishing Difficulty Levels with Non-invasive Brain Activity Measurements | | BIBAK | Full-Text | 440-452 | |
| Audrey Girouard; Erin Treacy Solovey; Leanne M. Hirshfield; Krysta Chauncey; Angelo Sassaroli; Sergio Fantini; Robert J. K. Jacob | |||
| Passive brain-computer interfaces are designed to use brain activity as an
additional input, allowing the adaptation of the interface in real time
according to the user's mental state. The goal of the present study is to
distinguish between different levels of game difficulty using non-invasive
brain activity measurement with functional near-infrared spectroscopy (fNIRS).
The study is designed to lead to adaptive interfaces that respond to the user's
brain activity in real time. Nine subjects played two levels of the game Pacman
while their brain activity was measured using fNIRS. Statistical analysis and
machine learning classification results show that we can discriminate well
between subjects playing or resting, and distinguish between the two levels of
difficulty with some success. In contrast to most previous fNIRS studies which
only distinguish brain activity from rest, we attempt to tell apart two levels
of brain activity, and our results show potential for using fNIRS in an
adaptive game or user interface. Keywords: Brain-computer interface; human cognition; functional near-infrared
spectroscopy; fNIRS; task classification; game; difficulty level | |||
| Memorization and Information-Retrieval Behaviors | | BIBAK | Full-Text | 453-466 | |
| Jun-ichiro Watanabe; Youichi Horry | |||
| What is the relationship between memorization of information and the
behavior used to retrieve that information? Searching for photos stored on a
media is a common activity. Chances are that it is easier to find some types of
photos than others. To determine the reason for this, we conducted a user study
to clarify the mechanisms people use to retrieve information. We found that the
operational patterns differed with the degree of memorization and the types of
target photos. In particular, we found that the overall relative positions of
target contents and/or the order of the arrangement affect memorization. The
difference in operational patterns can be interpreted as a difference in
retrieval strategies. These findings should contribute to the field of
computer-human interactions, enabling the mechanisms used to retrieve
information to be better understood. This understanding should lead to
interfaces that can dynamically and appropriately assess user intentions and
situations. Keywords: Information-retrieval; scrolling; memorization; operation patterns | |||
| Aspects of Auditory Perception and Cognition for Usable Display Resolution in Data Sonification | | BIBAK | Full-Text | 467-470 | |
| Johan Kildal | |||
| Sonification of data via the mapping of values to frequency of sound is an
auditory data analysis technique commonly used to display graph information.
The goal for any form of graph is to display numerical information with
accuracy and neutrality while exploiting perceptual and cognitive processes.
Conveying information in frequency of sound is subject to aspects of pitch
perception, largely overlooked to date, that can influence these properties of
auditory graphing. This paper identifies some of these aspects and describes
potential design limitations and opportunities derived from the musical nature
of auditory data representations. Keywords: Frequency categorization; auditory display; auditory graph; design | |||
| Simulating Perceptive Processes of Pilots to Support System Design | | BIBAK | Full-Text | 471-484 | |
| Andreas Lüdtke; Jan-Patrick Osterloh | |||
| In this paper we present an approach towards supporting the ergonomic design
of aircraft cockpits by predicting the probability that pilots might miss
relevant information due to routine learning effects combined with non-adequate
placement of display instruments. The approach is based on an executable
cognitive pilot model. We focus on the cognitive interaction between (1)
rule-based processing of flight procedures, (2) the pilot's mental model of the
current situation and (3) pilot's attention. The cognitive model is coupled
with a formal cockpit design to simulate human-machine interaction during
flight procedures. As an example we analyze the perception of automatic flight
mode changes. Keywords: Human modeling for design; human (selective) attention; mental models; human
behavior simulation | |||
| Cognitive Load Measurement from User's Linguistic Speech Features for Adaptive Interaction Design | | BIBAK | Full-Text | 485-489 | |
| M. Asif Khawaja; Fang Chen; Christine Owen; Gregory Hickey | |||
| An adaptive interaction system, which is aware of the user's current
cognitive load (CL), can change its response, presentation and flow of
interaction material accordingly, to improve user's experience and performance.
We present a speech content analysis approach to CL measurement, which employs
users' linguistic features of speech to determine their experienced CL level.
We show analyses of several linguistic features, extracted from speech of
personnel working in computerized incident control rooms and involved in highly
complex bushfire management tasks in Australia. We present the results of
linguistic features showing significant differences between the speech from the
cognitively low load and high load tasks. We also discuss how the method may be
used for user interface evaluation and interaction design improvement. Keywords: Cognitive Load; Measurement; Linguistic Features; Language usage; Word
Categories; Interaction Design; Bushfire Management | |||
| Using Psychophysiological Measurements in Physically Demanding Virtual Environments | | BIBAK | Full-Text | 490-493 | |
| Domen Novak; Matjaz Mihelj; Marko Munih | |||
| Psychophysiological evaluation of mental workload in human-computer
interaction has generally been limited to situations with little physical load.
This paper examines the viability of using heart rate, skin conductance,
respiration and peripheral skin temperature as psychophysiological indicators
in a physically demanding task performed in a simple virtual environment.
Respiratory rate was found to be a good indicator of arousal while respiratory
rate variability and skin temperature indicated changes in valence. Keywords: Affective HCI; Human Factors; Multi-Modal Interfaces | |||
| Resilience of Interaction Techniques to Interrupts: A Formal Model-Based Approach | | BIBA | Full-Text | 494-509 | |
| Maurice H. ter Beek; Giorgio P. Faconti; Mieke Massink; Philippe A. Palanque; Marco Winckler | |||
| In many modern working environments interruptions are commonplace as users must temporarily suspend a task to complete an unexpected intervening activity. As users are faced with more and more sources of information competing for their attention, it is becoming increasingly important to understand how interruptions affect their abilities to complete tasks. This paper introduces a new perspective for research in this field by employing analytical, model-based techniques that are informed by well-established cognitive theories and empirical data available in the literature. We propose stochastic modelling and model checking to predict measures of the disruptive effects of interruptions to two well-known interaction techniques: Drag 'n Drop and Speak 'n Drop. The approach also provides a way to compare the resilience of different interaction techniques to the presence of external interruptions that users need to handle. The obtained results are in a form that allows validation with results obtained by empirical studies involving real users. | |||
| Adaptive Security Dialogs for Improved Security Behavior of Users | | BIBA | Full-Text | 510-523 | |
| Frederik De Keukelaere; Sachiko Yoshihama; Scott Trent; Yu Zhang; Lin Luo; Mary Ellen Zurko | |||
| Despite the increasing awareness of the importance of security for daily computer users, we see that many users still fail to behave securely when confronted with a security-related decision. In this paper, we introduce a new approach to security-related dialogs called Adaptive Security Dialogs (ASD). This approach is a combination of a new architecture and a new way of interacting with users to provide them with appropriate and effective security dialogs. ASD realizes this goal by matching the complexity and intrusiveness of security-related dialogs to the risk associated with the decision the user is making. This results in an architecture in which users can focus on their tasks, get (immediate) feedback on their decisions, and interact with dialogs with an appropriate complexity and appearance for the decision's associated risk. This paper makes the following three contributions. First, we introduce a general architecture for handling security-related decisions. Second, through an empirical user study using a web-based e-mail client, we show significant improvement in the care exercised by our participants without sacrificing usability. Third, we describe how the different pieces of existing research fit into the bigger picture of improving users' behavior. | |||
| Perceptions of Risk and Control: Understanding Acceptance of Advanced Driver Assistance Systems | | BIBA | Full-Text | 524-527 | |
| Somya Joshi; Thierry Bellet; Vanessa Bodard; Angelos Amditis | |||
| With a marked increase in advanced driver assistance systems (ADAS) being designed and deployed for cars, there is a logical emergence of studies that critically examine the influence these have on driver behavior and attitudes towards risk and safety. The research question addressed within this paper asks to what extent the level of perceived criticality or risk on the part of drivers influences their acceptance of advanced assistance. | |||
| Detection of Pilot Errors in Data by Combining Task Modeling and Model Checking | | BIBAK | Full-Text | 528-531 | |
| Florian Frische; Tomasz Mistrzyk; Andreas Lüdtke | |||
| In this paper we show a consistent approach of using Hierarchical Task
Analysis together with model checking to identify pilot errors during the
interaction with cockpit automation systems in aircraft. Task analysis is used
to model flight procedures which describe how to operate a specific system in a
particular situation. Afterwards model checking is used to identify deviations
from these procedures in empirical simulator data. We envision applying this
method to automatically detect pilot errors during flight tests or pilot
training. Keywords: Hierarchical Task Analysis; Model Checking; Error Analysis | |||
| Improving the Cost Structure of Sensemaking Tasks: Analysing User Concepts to Inform Information System Design | | BIBAK | Full-Text | 532-545 | |
| Simon Attfield; Ann Blandford | |||
| In many everyday contexts people interact with information systems in order
to make sense of a domain of interest. However, what this means and how it can
best be supported are poorly understood. In particular, there has been little
research on how to develop system representations that simplify naturally
occurring sense making processes by matching people's conceptualizations of the
domain. In this paper we draw on Klein et al.'s data-frame theory and Russell
at al's notion of cost-structures in sensemaking to propose an approach to
understanding sensemaking that supports reasoning about system requirements.
The two key elements of the approach are the identification of the process and
the transformational steps within that process that could benefit from support
to reduce costs, and the identification of primary concepts which are cued by
information in the context of a given sensemaking task and domain, and around
which users integrate information to form a structured understanding. Our
general principle is that by understanding a sensemaking transformation in
terms of its source data and the integrating structures it creates, one is
better able to anticipate the evolving information needs that it tends to
invoke. We test this approach with a case study of fraud investigation
performed by a team of lawyers and forensic accountants and consider how to
support the elaboration of prototypical user-frames once they have been
invoked. Keywords: Sensemaking; conceptual design; fraud investigations | |||
| Vote and Be Heard: Adding Back-Channel Signals to Social Mirrors | | BIBAK | Full-Text | 546-559 | |
| Tony Bergstrom; Karrie Karahalios | |||
| In face-to-face group situations, social pressure and organizational
hierarchy relegate the less outspoken to silence, often resulting in fewer
voices, fewer ideas, and groupthink. However, in mediated interaction like
email, more people join in the discussion to offer their opinion. With this
work, we aim to combine the benefits of mediated communication with the
benefits and affordances of face-to-face interaction by adding a mediated
back-channel. We describe Conversation Votes, a tabletop system that augments
verbal conversation with a shared anonymous back-channel to highlight
agreement. We then discuss a study of our design with groups engaged in
repeated discussion. Our results show that anonymous visual back-channels
provide a medium for the underrepresented voices of a conversation and balances
interaction among all participants. Keywords: Anonymous; back-channel; collocated; debate; feedback; voting | |||
| Ownership and Evolution of Local Process Representations | | BIBAK | Full-Text | 560-573 | |
| Thomas P. Moran; Tara L. Matthews; Laurian C. Vega; Barton A. Smith; James Lin; Stephen Dill | |||
| Knowledge workers tailor collaborative business processes to local
conditions. They own (i.e., create and maintain) representations of these local
processes (such as checklists) to guide the work. Our goal is to design tools
to support the ownership of collaborative local processes by enabling workers
to flexibly adapt process representations to work situations. This paper
focuses on how workers evolve representations for collaborative, locally-owned
processes by updating them from situated experiences to keep up with changing
business conditions. To understand this, we conducted a field study and a lab
study. From the field study, we describe how factors like group roles and
documentation purposes affect the evolution of process representations. Based
on these observations, we propose a model of the practice of evolving local
process representations that provides a framework for understanding activity
documentation needs. The lab study then provides behavioral details on the ways
people carried out the evolution practice. These studies yield design
implications for collaborative activity support tools. Keywords: Coordination; collaboration; business processes; activities; work practices;
process evolution | |||
| Designing for Improving Verbal Patient Transfer | | BIBA | Full-Text | 574-577 | |
| Abdullah Al Mahmud; Max Eichenbrenner; Omar Mubin | |||
| The current verbal patient transfer between nurses and paramedics lacks communication, which leads to loss of information. During this operation, handwritten protocols are used to document the patient's personal data and the treatment given at several intervals. In order to encourage teamwork between the two parties (i.e. nurses and paramedics), the challenge is to present the patient information in a more accessible and feasible way. In this paper, we present the design and evaluation of an interactive and tangible presentation medium that aims to improve the verbal patient transfer by mediated communication. Our result shows that the concept would improve the current verbal patient transfer as evaluated by paramedics and nurses. | |||
| Exploring Manual Interaction and Social Behaviour Patterns in Intensely Collaborative Teamwork | | BIBAK | Full-Text | 578-581 | |
| Natalie Ruiz; Kelvin Cheng; Markus Rittenbruch | |||
| This paper presents the results of a comparative study of 4-person
collaborative teams working at a traditional table with pen and paper vs. a
multi-touch table with digital keyboards and notepads. We compare the social
behaviours of 'giving' and 'taking' during intensely collaborative teamwork,
namely the differences between paper-based behaviour, digital-object based
behaviour and a mixed condition behaviour where both paper and digital objects
were used. Differences in sharing behaviour may be attributed to the degree of
ownership afforded by digital objects on a touch display vs. paper objects.
Additional visual metaphors to help tabletop users are recommended. Keywords: Manual gestures; CSCW; Multi-touch table; paper vs. digital | |||
| A Comparison of Direct and Indirect Multi-touch Input for Large Surfaces | | BIBAK | Full-Text | 582-594 | |
| Dominik Schmidt; Florian Block; Hans Gellersen | |||
| Multi-touch input on interactive surfaces has matured as a device for
bimanual interaction and invoked widespread research interest. We contribute
empirical work on direct versus indirect use multi-touch input, comparing
direct input on a tabletop display with an indirect condition where the table
is used as input surface to a separate, vertically arranged display surface.
Users perform significantly better in the direct condition; however our
experiments show that this is primarily the case for pointing with
comparatively little difference for dragging tasks. We observe that an indirect
input arrangement impacts strongly on the users' fluidity and comfort of
'hovering' movement over the surface, and suggest investigation of techniques
that allow users to rest their hands on the surface as default position for
interaction. Keywords: Multi-touch interfaces; surface computing; indirect input | |||
| Evaluating Gaze and Touch Interaction and Two Feedback Techniques on a Large Display in a Shopping Environment | | BIBAK | Full-Text | 595-607 | |
| Angelique Kessels; Evert van Loenen; Tatiana Lashina | |||
| At Philips Research, an Intelligent Shop Window (ISW) was developed. With
the ISW, a unique combination is made between a transparent display that is
embedded in the window glass, and physical products presented in the shop
window. In this paper, touch and gaze interaction with the large display in the
ISW are investigated and evaluated. For sensing interfaces it is known that
especially with gaze interaction, it is a challenge to communicate to the user
that the system is ready and attending to the user, but also which part of the
system the user can address. Therefore, two suitable feedback mechanisms for
this interaction were designed and evaluated with users. The first was the
'polite products' concept, where products were placed on a turntable. When the
user selects the product with either touch or gaze interaction, the product on
the turntable turns towards the user. The second feedback method was a
transparent light tile behind the products, which changed color when the
product was selected. The evaluation results showed that the polite product
concept was rated better than the light tile on almost every item related to
hedonic values such as enjoyability and fun. Next to that it became clear that
participants felt more in control when using touch interaction and that touch
worked faster and more efficient than gaze interaction. However, gaze
interaction was a fairly new and exotic interaction method for participants and
they said they liked using gaze interaction. Especially the combination of gaze
interaction with the polite products feedback method was very strong. Keywords: Touch interaction; gaze interaction; feedback mechanisms; large displays;
public space | |||
| Design and Evaluation of a Large Interactive Display to Support Social Interaction at Work | | BIBAK | Full-Text | 608-611 | |
| Sanjin Pajo; Senka Zubic; Agnieszka Matysiak Szóstek; Janienke Sturm | |||
| Social interaction at work has been shown to enhance creativity and
productivity. This paper describes the design and evaluation of a large,
interactive display that aims to stimulate social interaction amongst
co-workers by providing food for talk in the form of activities, jokes, and
music. User and system requirements were collected using Cultural Probes and
Focus groups. The evaluation of our prototype system provides valuable insights
that may guide the design of future systems supporting social interaction at
work. Keywords: Design; Large Touch-Screen Display; Social Interaction; BSCW | |||
| Interactivity for Museums: Designing and Comparing Sensor-Based Installations | | BIBAK | Full-Text | 612-615 | |
| Pedro Campos; André Dória; Magno Sousa | |||
| Technology today provides exciting new possibilities for creating more
appealing museum experiences, since we can exploit the surprise factor of
innovative interaction styles to create an engaging experience that facilitates
the learning process. This research was based on extensive in-site observation
as well as surveys conducted at the scene, and it relates to a cultural
interactive exhibition titled "Cultural Tourism". The issues were organized
around usability problems detected, social interaction and differences between
interaction styles, all of which contribute to increasing our knowledge
regarding the use of interactive technology as a means to reduce the distance
between visitors and cultural heritage. Keywords: Interactive installations; museum exhibitions; sensor-based installations;
kiosks; field observations | |||
| Leaf Menus: Linear Menus with Stroke Shortcuts for Small Handheld Devices | | BIBAK | Full-Text | 616-619 | |
| Anne Roudaut; Gilles Bailly; Eric Lecolinet; Laurence Nigay | |||
| This paper presents Leaf menu, a new type of contextual linear menu that
supports curved gesture shortcuts. By providing an alternative to keyboard
shortcuts, the Leaf menus can be used for the selection of commands on
tabletops, but its key benefit is its adequacy to small handheld touchscreen
devices (PDA, Smartphone). Indeed Leaf menus define a compact and known layout
inherited from linear menus, they support precise finger interaction, they
manage occlusion and they can be used in close proximity to the screen borders.
Moreover, by providing stroke shortcuts, they favour the selection of frequent
commands in expert mode and make eye-free selection possible. Keywords: Menu Techniques; Mobile Devices; One-handed Interaction | |||
| Spatial Cues in Small Screen Devices: Benefit Or Handicap? | | BIBAK | Full-Text | 620-633 | |
| Martina Ziefle | |||
| Disorientation in small-screen-device menus is a frequent problem for many
users. This study examines if navigation aids containing spatial information
may reduce disorientation. Two aids were implemented into a simulated mobile
phone: One aid contained spatial cues, providing an overview of menu locations
and routes, the other delivered landmark knowledge, representing salient
features on the route. Also, a condition without any aid was examined. 24
children and 24 adults solved four phone tasks twice. Dependent variables were
navigation effectiveness and efficiency. Performance was lowest when users were
not supported by any aid. The aid providing survey knowledge yielded the best
performance. Though, the relative benefit by aids revealed to be age-related.
While the aid providing survey knowledge was advantageous for all users, the
aid delivering landmark knowledge was especially harmful for the children,
which showed considerably more detouring in the menu. It is concluded that
navigation aids reduce disorientation in small devices, especially those which
support users to build up a spatial representation of the menu. Keywords: Spatial orientation; navigation aids; small-screen-device | |||
| 3DKey: An Accordion-Folding Based Virtual Keyboard for Small Screen | | BIBAK | Full-Text | 634-644 | |
| Khaldoun Al Faraj; Mustapha Mojahid; Nadine Vigouroux | |||
| Nowadays, handheld devices are more and more equipped with functionalities
and applications so that they almost serve like a desktop computer. However
users find them tedious and tiring to input text due the tiny keys of their
virtual keyboard. In this paper, we discuss a new text entry method (3DKey)
based on addition of a third dimension to traditional virtual keyboard to
overcome the small screen constraint of handheld devices. In this context, the
accordion-folding the virtual keyboard is used as a solution to expand keys
leading to easier selection. Thus our 3DKey virtual keyboard can be seen as
composed of two zones: an accordion-folded zone and a spread zone. Our study
showed that users achieved more accurate and relatively faster text entry with
120° accordion-folding and predictive spreading virtual keyboard, which
resulted in speed improvement of 37.71%, than with traditional virtual
keyboard. Keywords: Text input; virtual keyboard; 3D key; accordion folds style; prediction
system; mobile devices; handhelds; PDAs; UMPCs | |||
| Investigating Temporal-Spatial Characteristics of Mouse and Touch Input | | BIBAK | Full-Text | 645-657 | |
| Christian Müller-Tomfelde | |||
| This paper explores differences between user actions employing mouse and
touch input devices when performing a collaborative task on a tabletop
interface. We explore temporal and spatial characteristics of drag actions of
users through mouse (indirect) and touch input (direct) devices. Our analysis
is based on system-logged interaction data we collected in an exploratory
study. The analysis reveals that touch users performed more drag actions than
mouse users. Furthermore, touch users dragged artefacts on a tabletop for a
shorter period of time than mouse users. At the same time, touch users dragged
objects in the workspace shorter distances than mouse users. We also identify
differences based on the temporal-spatial histograms of the drag actions. We
discuss our findings based on observations we made during the collaborative
task and interviews with participants after the study. The results may be
related to the performed task and to ergonomic design issues of the setup. We
describe the possible implications on co-located and remote collaboration. Keywords: Direct and indirect input devices; synchronous co-located collaboration;
tabletop; user study | |||
| Adaptive Pointing -- Design and Evaluation of a Precision Enhancing Technique for Absolute Pointing Devices | | BIBAK | Full-Text | 658-671 | |
| Werner A. König; Jens Gerken; Stefan Dierdorf; Harald Reiterer | |||
| We present Adaptive Pointing, a novel approach to addressing the common
problem of accuracy when using absolute pointing devices for distant
interaction. First, we discuss extensively some related work concerning the
problem-domain of pointing accuracy when using absolute or relative pointing
devices. As a result, we introduce a novel classification scheme to more
clearly discriminate between different approaches. Second, the Adaptive
Pointing technique is presented and described in detail. The intention behind
this approach is to improve pointing performance for absolute input devices by
implicitly adapting the Control-Display gain to the current user's needs
without violating users' mental model of absolute-device operation. Third, we
present an experiment comparing Adaptive Pointing with pure absolute pointing
using a laser-pointer as an example of an absolute device. The results show
that Adaptive Pointing results in a significant improvement compared with
absolute pointing in terms of movement time (19%), error rate (63%), and user
satisfaction. Keywords: Adaptive Pointing; bubble test; pointing precision; hand tremor;
control-display gain; distant interaction; laser-pointer | |||
| The Perception of Cultural Differences in Online Self-presentation | | BIBAK | Full-Text | 672-685 | |
| Yifan Jiang; Oscar de Bruijn; Antonella De Angeli | |||
| Online self-presentation, defined as the way people present themselves
through profiles, blogs, photo albums, etc., forms the basis of much of the
interpersonal relationship building taking place in social networking platforms
such as Windows Live Space. However, little is known about how people make
sense of this information, particularly if presenter and audience do not have a
common cultural background. This study investigated the effectiveness of
cross-cultural online communication by measuring the cross-cultural social
perception of specially constructed online representations of a typical British
and a typical Chinese person. The representations were based on a 7-dimensional
characterization of cultural differences derived from a review of the
literature. The findings suggested that cultural characterization embedded in
online communication affects the social perception of others, that it can
trigger stereotypes, and that it has consequences for establishing
relationships. Implications for the design of social networking platforms are
discussed. Keywords: Cross-cultural communication; Online Self-presentation | |||
| Anchoring Design in Rural Customs of Doing and Saying | | BIBAK | Full-Text | 686-699 | |
| Nicola J. Bidwell | |||
| An increasing range of initiatives aim to enable rural communities in
developing regions to generate their own, non-text based, digital content to
share local stories, information and concerns. Video, photos and audio offer
new resources for practices that give communities' a sense of identity and
continuity and that members acquire in relationships with each other, their
environment and history via speech, gesture, song, music, drama, ritual, skills
or crafts. However, these contexts pose challenges for designing interactions
within frameworks that have a heritage of text and indirect orality and which
emphasize particular communication dynamics and structures. We seek to create
new design directions based on insights into local ways of 'doing and saying'
gained in interactions with people living under traditional law and custom in
the Xhosa Kingdom of Pondoland, South Africa. This paper distils themes from an
ethnography when the author lived according to local norms and constraints and
cogenerated design activities, situated in the community's priorities,
customary power relations and consensus-based practice. We reflect on
communication in ordinary and extraordinary activities, and sociotechnical
'experiments' from using social networking websites to storytelling with blogs.
We describe how indexicality dynamically shares context and entwines a person's
identity with physical setting; and, how practices, such as prolonged
discussion, diachronic repetition and synchronous utterance, build rapport,
collective memory and cohesion. We propose that these practices inspire ways
that local social structures can impact on activities to design systems of
organization for information sharing, with occasional reference to our
observations of other rural peoples in north Mozambique and north Australia. Keywords: Rural; Africa; Localizing design; Identity; Ethnography | |||
| Faces of Privacy: Effect of Culture and Context | | BIBAK | Full-Text | 700-703 | |
| Kari-Jouko Räihä; Saila Ovaska | |||
| We repeated in Finland a study on privacy concerns originally carried out in
the USA. The results suggest that there are cultural differences in the
willingness of people to reveal privacy-sensitive information. Keywords: Privacy; regulation mechanisms; cultural differences | |||
| Fair Partnerships -- Working with NGOs | | BIBAK | Full-Text | 704-707 | |
| Shikoh Gitau; Gary Marsden | |||
| This paper highlights how Non-Governmental Organizations (NGOs) can be
utilized during the design of Information Communication Technologies for
Development (ICT4D). We use the design process of a voter education system as a
case study, which incorporated three NGOs from two African countries. Of key
interest to us are the ways in which we can avoid exploiting these NGOs and
make sure the ICT intervention meets their goals, as well as those of the
researchers. Keywords: Public Display; ICT4D; Participatory Design; Contextual Design; Mobile
Phones; Africa; developing world; NGOs | |||
| An Evaluation Framework for Mobile User Interfaces | | BIBAK | Full-Text | 708-721 | |
| Marco de Sá; Luís Carriço | |||
| We present the extensions to a software framework which supports the
construction and evaluation of mixed-fidelity prototypes for mobile devices.
The framework is available for desktop and mobile devices and allows designers
and users to test the prototypes on actual devices. Additionally, the
extensions aim at allowing designers to gather usage information, both
passively and actively, tailoring the used techniques to users or project's
goals. It supports contextual and ubiquitous evaluation also including in-situ
prototyping and participatory design on-the-go. We address the evaluation's
features and their contribution to the field of mobile interaction design,
presenting real-life case studies and achieved results. Keywords: Mobile devices; In-Situ Evaluation; Ethnography; Prototyping | |||
| Exploring Cross-Device Web Use on PCs and Mobile Devices | | BIBAK | Full-Text | 722-735 | |
| Shaun K. Kane; Amy K. Karlson; Brian Meyers; Paul Johns; Andy Jacobs; Greg Smith | |||
| In this paper, we explore whether sharing a user's web browsing activity
across their computing devices can make it easier to find and access web sites
on a mobile device. We first surveyed 175 smartphone users about their web use
across multiple devices. We found that users shared web information between
devices, but generally used cumbersome manual methods to do so. In a second
study, we tracked the web sites visited by 14 participants on their PC and
mobile phone, and used experience-sampling surveys to determine whether sharing
sites across devices would be useful. We found that participants visited many
of the same sites on both their mobile device and PC, and that participants
were interested in viewing additional sites from their PC on their mobile
device. Our results suggest that automatically sharing web activity information
between devices has potential to improve the usability of the mobile web. Keywords: Mobile web; cross-device user experience; activity logging; experience
sampling method | |||
| Fancy a Drink in Canary Wharf?: A User Study on Location-Based Mobile Search | | BIBAK | Full-Text | 736-749 | |
| Alia Amin; Sian Townsend; Jacco van Ossenbruggen; Lynda Hardman | |||
| We present a web-based diary study on location-based search behavior using a
mobile search engine. To capture users' location-based search behavior in a
ubiquitous setting, we use a web-based diary tool that collects users' detailed
mobile search activity, their location and diary entries. This method enables
us to capture users' explicit behavior (query made), their implicit intention
(motivation behind search) and the context (spatial, temporal, and social) in
which the search was carried out. The results of the study show that people
tend to stick closely to regularly used routes and regularly visited places,
e.g. home and work. We also found that most location-based searches are
conducted while in the presence of others. We summarize our findings and offer
suggestions to improve location-based search by using features such as
location-based service mash-ups. Keywords: Location-based search; local search; mobile search; diary study | |||
| Bringing Digital Storytelling to the Mobile | | BIBAK | Full-Text | 750-753 | |
| Thomas Reitmaier; Gary Marsden | |||
| Technology has changed the way in which people tell their stories. This
paper introduces digital storytelling and looks at why the mobile is an ideal
platform for creating digital stories. The iterative design approach chosen for
our Mobile Digital Storytelling system is discussed. Results of a final
experiment, comparing our system to an existing mobile system that supports
digital storytelling, are presented, which suggest that our system has met its
design goals of providing an effective and efficient user interface.
Qualitative insights from user evaluations show that mobile digital
storytelling has a future. Keywords: User-centered design; digital storytelling; mobile devices; content
creation; interaction design | |||
| Exploring User Requirements for Non-visual Mobile Navigation Systems | | BIBAK | Full-Text | 754-757 | |
| Charlotte Magnusson; Kirsten Rassmus-Gröhn; Konrad Tollmar; Hanna Stigmar | |||
| This paper describes an explorative user study of how two different user
groups experience current, as well as envisioned new mobile navigation systems.
Two groups have been the primary target in this study; a group of elderly
people and a group of relatively young university students that were visually
impaired. The study consisted of three parts: a focus group/test, a diary study
and a design workshop where the users envisioned new kinds of interaction with
mobile navigation systems by building and demonstrating low-fi prototypes.
Information about user requirements for these types of applications is obtained
and we observe features in the study design which are relevant for a wider
range of mobile services. Keywords: Mobile; Navigation; Non-visual; Digital Maps | |||
| Multi-display Composition: Supporting Display Sharing for Collocated Mobile Devices | | BIBA | Full-Text | 758-771 | |
| Kent Lyons; Trevor Pering; Barbara Rosario; Shivani Sud; Roy Want | |||
| Multi-display composition is a technique that enables several mobile devices to join together over a wireless network to form a larger logical display. This logical display can be created in an ad hoc manner for use when and where it is needed out of a group of users' existing mobile computers. In this work we present a multi-display composition system and discuss our implementation that supports dynamically extending the display across several devices. Furthermore, we present findings from a study of collocated groups of individuals using multi-display composition on two different types of mobile computers. We found mixed results with respect to the effect of the resulting display area. The use of two devices by a pair of participants tended to be rated more favorably than a corresponding group of four devices and participants. Furthermore, while providing additional screen real estate for smaller UMPCs, tablets were rated more favorably when using our system. Finally, we discuss usage themes that emerged from participants' use of the multi-display composition system. | |||
| Animated Transitions for Adaptive Small Size Mobile Menus | | BIBAK | Full-Text | 772-781 | |
| Jussi Huhtala; Jani Mäntyjärvi; Aino Ahtinen; Leena Ventä; Minna Isomursu | |||
| This paper explores how the user interface of a mobile device could support
human perception and conception of changes in its environment. Animated
transition effects may hold potential for visualizing changes in the resources
available for the user through the context-aware user interface. Four different
transition types are investigated. Each transition represents a different
approach for visualizing changes in UI. The transitions are evaluated with 40
test subjects, half in India and half in Europe. Statistical analysis of the
results indicates that animated transition effects have a clear positive effect
on perception and conception of change. Keywords: Mobile UI design; animation; transition | |||
| Investigating the Use of Voice and Ink for Mobile Micronote Capture | | BIBAK | Full-Text | 782-795 | |
| Adrienne H. Andrew; Amy K. Karlson; A. J. Bernheim Brush | |||
| Despite the potential benefits of digital note taking tools, research has
found that people continue to use paper for creating micronotes, informal
personal notes such as reminders and to-dos. Design recommendations from
formative studies suggest that "natural" input modalities such as voice and
digital ink could help to overcome the drawbacks of text entry on phones and
PDAs. We conducted an 18-person lab study to understand the perceived and
actual trade-offs that these non-traditional input methods offer for micronote
capture. We found that people preferred ink (8 participants) and voice (8
participants) input over keyboard (2 participants) input. Half our participants
varied the input method they used in different environments, while the rest did
not. However, paper remains popular and was preferred by 8 participants when
given the option. The 9 participants whose ink and voice micronotes were
transcribed with higher error rates had a noticeably different experience using
voice including slower capture times, and higher mental and physical demand
survey responses. The percentage of participants that preferred ink, voice, and
keyboard was the same for both transcription quality groups. Keywords: Mobile input; voice input; digital ink; micronotes; mobile note taking | |||
| SmartActions: Context-Aware Mobile Phone Shortcuts | | BIBAK | Full-Text | 796-799 | |
| Akos Vetek; John A. Flanagan; Ashley Colley; Tuomas Keränen | |||
| Mobile phones are often regarded as difficult to use due to their size
restrictions. To improve on this, in this paper we described our approach using
unsupervised learning to automate common tasks on a mobile phone, thereby
requiring less key presses, by means of context-dependent quick-access
shortcuts presented in the homescreen of the phone. We also briefly reviewed
some of our user study findings, and raised the issue of possible privacy
concerns with our implementation. Keywords: Mobile interfaces; adaptive interfaces; context-dependent systems | |||
| Can You Feel It? -- Using Vibration Rhythms to Communicate Information in Mobile Contexts | | BIBAK | Full-Text | 800-803 | |
| Sebastian Feige | |||
| Development of interfaces for interaction in mobile scenarios faces the
challenge of a broad variety of different possible user contexts. New
approaches are needed, which demand a minimum of attention in situations where
the user is engaged in other mobility tasks. In this paper, the results of an
experiment targeting the recognition of vibration rhythms in real world mobile
situations are depicted, suggesting further research on tactile mobile
interfaces. Keywords: HCI; mobility; tactile; perception; cognition; attention | |||
| An Evaluation of Product Identification Techniques for Mobile Phones | | BIBA | Full-Text | 804-816 | |
| Felix von Reischach; Florian Michahelles; Dominique Guinard; Robert Adelmann; Elgar Fleisch; Albrecht Schmidt | |||
| Among others, consumer products can be purchased in the Internet and in traditional stores. Each of the two has dedicated advantages. An online survey conducted within the frames of this work investigates these advantages. It motivates the transition of the advantages of online shopping, such as access to recommendations of other consumers, to the sales floor. Recent trends in mobile phone technology, for example the emergence of the mobile Internet, enable exactly this transition, potentially enriching the shopping experience in the real world. A key challenge though is a fast and convenient identification of products. This work compares five product identification modalities for mobile phones in a comparative study. The dependent variables evaluated are 'task completion time' and 'perceived ease of use'. Our study is the first that quantifies the advantage of automatic identification. The results indicate that automatically identifying a product scanning a tag can be up to eight times faster than entering a product name in a text field. Surprisingly, barcode recognition using a camera phone can be conducted almost as fast and convenient as scanning an RFID tag. Our work provides a benchmark for developers having to choose appropriate identification technology for their mobile application. | |||
| Presence, Routines, and Technology Discrepancy -- Information Exchange between Parents and Preschool Teachers | | BIBA | Full-Text | 817-829 | |
| Stina Nylander | |||
| We have interviewed four parents and a teacher at a Swedish preschool to investigate the practices for spreading information in preschool. Our findings suggest that frequent presence in the premises of the preschool is important to get information, and that parents rely heavily on routines to make it work. When either of these points fail, breakdowns occur. Discrepancies in parents' and teachers' IT use also complicates the information exchange. | |||
| TimeTilt: Using Sensor-Based Gestures to Travel through Multiple Applications on a Mobile Device | | BIBAK | Full-Text | 830-834 | |
| Anne Roudaut; Mathias Baglioni; Eric Lecolinet | |||
| We present TimeTilt, a sensor-based technique that allows multiple windows
switching on mobile devices, and which overcomes the limitations of mobile
devices, i.e. their impoverished input bandwidth (often no keyboard, a small
tactile screen and the drawbacks of one-handed interaction). TimeTilt, which is
based on a lenticular metaphor, aims at both reducing the activation time when
switching between views, and supporting a natural mapping between the gestures
and the navigation. We draw a brief classification of sensor-based gestures
that could be used in mobile conditions, and we present an experiment. Keywords: Mobile devices; One-handed interaction; Multiple windows; Sensors; Gestures;
Lenticular; Undo; Redo | |||
| NFC-Based Mobile Interactions with Direct-View Displays | | BIBA | Full-Text | 835-838 | |
| Khoovirajsingh Seewoonauth; Enrico Rukzio; Robert Hardy; Paul Holleis | |||
| Two NFC-based interactions are described in the paper. The first interaction technique is referred to as Touch & Connect: a process by which an NFC tag is used to rapidly pair a mobile device with a computer. The second interaction technique is referred to as Touch & Select, and considerably extends the Touch & Connect concept by allowing the use of an NFC-enabled mobile phone to directly touch at, and select, an object on the computer screen. We achieve this by attaching a grid of NFC tags to the back of the screen. A picture browsing application has been developed in order to compare Touch & Connect and Touch & Select with the currently available Bluetooth-based approach. Our most salient findings show a considerable task time decrease for Touch-and-Connect (31%) and Touch-and-Select (43%) over the standard Bluetooth approach for picture browsing tasks. | |||
| Design and Evaluation of an Adaptive Mobile Map-Based Visualisation System | | BIBAK | Full-Text | 839-852 | |
| Bradley van Tonder; Janet Wesson | |||
| Mobile visualisation of map-based information is a difficult task. Designers
of such systems must contend with the limitations of mobile devices in terms of
hardware, screen size and input mechanisms. These problems are exacerbated by
the nature of spatial data, where a large information space needs to be
presented and manipulated on a small screen. In this paper, a prototype
adaptive mobile map-based visualisation system, called MediaMaps, is presented.
MediaMaps allows users to capture, location-tag, sort and browse multimedia in
a map-based view. MediaMaps was designed to adapt the information visualised,
the map-based visualisations and the supporting user interface. The results of
an international field study, in which participants used MediaMaps on their
personal mobile phones for a three-week period, are also presented. These
results show that the adaptations implemented achieved high levels of accuracy
and user satisfaction and successfully addressed some of the limitations of
mobile map-based visualisation. Keywords: Mobile map-based visualisation; adaptive interfaces; usability evaluation | |||
| Exploring Multimodal Navigation Aids for Mobile Users | | BIBAK | Full-Text | 853-865 | |
| Teija Vainio | |||
| When navigating in real physical environments, as human beings we tend to
display systematic or near-systematic errors with distance, direction and other
navigation issues. To avoid making these errors, we choose different strategies
to find our way. While there have been a lot of HCI studies of navigation
design guidelines for using maps or speech-based or tactile-based guidance in
mobile devices, in this paper we introduce an initial study of multimodal
navigation design utilising the design practice of episodes of motion
originated from urban planning. The implications of designing cues and
providing rhythm, as the design guidelines of episodes of motions suggests, are
explored in this study with the subjects being pedestrians with wayfinding
tasks in an urban area. The main contributions of this paper are in evaluating
the design implications in the context of mobile wayfinding tasks and in
reflecting the results according to human wayfinding behaviour. It is concluded
that by designing predictive clues and rhythm into mobile multimodal navigation
applications, we can improve navigation aids for users. Keywords: Mobile navigation; multimodality; design | |||
| Feature Use in Mobile Video Creation | | BIBAK | Full-Text | 866-869 | |
| Arto Puikkonen; Jonna Häkkilä; Rafael Ballagas; Jani Mäntyjärvi | |||
| Today's mobile phones are also video cameras. People are using these
ubiquitous cameras to document everyday surroundings as well as create more
artistic videos. This paper examines emergent mobile film making patterns by
tracking video composition and recording activities in ecologically valid
contexts of use. We report the findings of a user study on user created mobile
videos, where the actions of 11 active mobile video users were documented for 2
weeks. The collected material included diaries, device logs, and altogether 255
videos. Our findings characterize the features of a typical mobile video.
Additionally, our study uncovers common practices, user motivations and
pitfalls during filming and editing in the mobile context. Keywords: Mobile video; mobile multimedia; user created content; user studies | |||
| Glaze: A Visualization Framework for Mobile Devices | | BIBAK | Full-Text | 870-873 | |
| Roberto Sousa; Valentina Nisi; Ian Oakley | |||
| The processing power of mobile devices is increasing steadily; their screen
size suffers more fundamental limits. Given this contrast, we identify mobile
information visualization which maximizes the effectiveness of small screen
displays as a key area for future development. To achieve this, we present an
overview of Glaze, a plug-in based visualization framework for mobile devices
based on the information visualization reference model. We discuss two
prototype visualizations implemented using Glaze and designed based on the
output of concept generation interviews with users. Keywords: Visualizations; Mobile Devices; Multimedia; Framework | |||
| A Collaborative Approach to Minimize Cellphone Interruptions | | BIBA | Full-Text | 874-877 | |
| Ashraf Khalil; Kay Connelly | |||
| In this paper, we present a collaborative approach to minimizing inappropriate cellphone interruptions. The approach uses Bluetooth technology to discover and communicate with the surrounding cell phones in order to read their notification profiles. The profile of the majority is assumed to be the most suitable setting for the current social environment. Cellphones running the collaborative service can automatically update their profile according to the majority profile or at least alert the user to do so. We have conducted a user study to examine the acceptability and the usefulness of the collaborative service and to incorporate users' feedback into the early design process. | |||
| Augmented Interactions: A Framework for Adding Expressive Power to GUI Widgets | | BIBA | Full-Text | 878-891 | |
| Jared Cechanowicz; Carl Gutwin | |||
| The basic elements of WIMP interfaces have proven to be robust components for building interactive systems, but these standard interactors also have limitations. On many occasions, researchers have introduced augmented GUI elements that are capable of more expressive interactions and that are better suited to user tasks. Although many of these novel designs have been effective, augmented interactors are still invented in an ad-hoc fashion, and there is no systematic way of thinking about or designing augmentations. As a result, there is little understanding of the principles underlying augmentation, the relationships between different designs, or the possibilities for creating new interactors. In this paper we present a framework that specifies elemental interactions with WIMP components and identifies the possible ways in which augmentations can occur. We show the explanatory and generative power of the framework by analysing existing and novel augmented interactions. | |||
| Model-Based Design of Multi-device Interactive Applications Based on Web Services | | BIBAK | Full-Text | 892-905 | |
| Fabio Paternò; Carmen Santoro; Lucio Davide Spano | |||
| Creating an interactive application based on pre-existing functionalities
poses a number of novel issues in the design process. We discuss a method and
an associated model-based language, which aim to address such issues in
multi-device contexts. One specific aspect of this method is the ability to
obtain user interfaces for accessing multiple services. In addition, the
possibility to specify interactive objects, Web services accesses and scripts
allows designers to describe Rich Internet Applications as well. Keywords: Model-Based Design; Multi-device Environments; User Interface Design; Web
Services | |||
| Speed-Accuracy Tradeoff in Trajectory-Based Tasks with Temporal Constraint | | BIBAK | Full-Text | 906-919 | |
| Xiaolei Zhou; Xiang Cao; Xiangshi Ren | |||
| Speed-accuracy tradeoff is a common phenomenon in many types of human motor
tasks. In general, the more accurately the task is to be accomplished, the more
time it takes, and vice versa. In particular, when users attempt to complete
the task with a specified amount of time, the accuracy of the task can be
considered as a dependent variable to measure user performance. In this paper
we investigate speed-accuracy tradeoff in trajectory-based tasks with temporal
constraint, through a controlled experiment that manipulates the movement time
(MT) in addition to the tunnel amplitude (A) and width (W). A quantitative
model is proposed and validated to predict the task accuracy in terms of
lateral standard deviation (SD) of the trajectory. Keywords: Human performance model; speed-accuracy tradeoff; temporal constraint;
trajectory-based tasks | |||