| Ambiguous Keyboards and Scanning: The Relevance of the Cell Selection Phase | | BIBAK | Full-Text | 1-4 | |
| Julio Miró-Borrás; Pablo Bernabeu-Soler; Raul Llinares; Jorge Igual | |||
| This paper focuses on the relevance of the cell selection phase in the
overall performance of a text entry system based on scanning and with an
ambiguous keyboard. Most of the layouts are designed trying only to minimize
the ambiguity of the keyboard, and taking into consideration only the
disambiguation process when entering text. Nevertheless, the number of scan
cycles necessary for selecting the cells has great importance in the overall
performance. As we show, the performance depends on the number of cells and the
linguistic model used in the cell selection phase. Keywords: Text Entry; Scanning; Ambiguous Keyboards; Disambiguation | |||
| Force Feedback Magnitude Effects on User's Performance during Target Acquisition: A Pilot Study | | BIBAK | Full-Text | 5-8 | |
| Lode Vanacken; Joan De Boeck; Karin Coninx | |||
| Only a few guidelines exist for defining the force properties in a haptic
interface; as a consequence, they are mostly determined in an ad-hoc manner. We
investigate how the user's performance changes during target acquisition when
increasing force amplitudes are applied. Using a simple multidirectional
point-select task, forces with variable amplitudes are applied to the user
while traversing from one target to the other. We find that the user's
performance suddenly degrades significantly, rather than decreasing
progressively. This finding may be important for defining guidelines which
forces may and may not be applied to a user in order to allow the haptic
feedback to improve, rather than deteriorate the user's performance. Keywords: Force Feedback; Target Acquisition | |||
| Gaze-Assisted Pointing for Wall-Sized Displays | | BIBAK | Full-Text | 9-12 | |
| Hans-Joachim Bieg; Lewis L. Chuang; Harald Reiterer | |||
| Previous studies have argued for the use of gaze-assisted pointing
techniques (MAGIC) in improving human-computer interaction. Here, we present
experimental findings that were drawn from human performance of two tasks on a
wall-sized display. Our results show that a crude adoption of MAGIC across a
range of complex tasks does not increase pointing performance. More
importantly, a detailed analysis of user behavior revealed several issues that
were previously ignored (such as, interference of corrective saccades,
increased decision time due to variability of precision, errors due to eye-hand
asynchrony, and interference with search behavior) which should influence the
development of gaze-assisted technology. Keywords: Eye-Tracking; Eye-Hand Coordination; Multimodal | |||
| Hand Pointing Accuracy for Vision-Based Interactive Systems | | BIBAK | Full-Text | 13-16 | |
| Kelvin Cheng; Masahiro Takatsuka | |||
| Vision-based hand pointing interactive systems always assume implicitly that
users' physical pointing accuracy is perfect. However, this may not be the
case. We investigated the accuracy provided by users in three pointing
strategies. Result showed that pointing inaccuracy can be as high as 239mm at 3
metres away and suggest that the line-up method provides the best accuracy
overall. Keywords: Hand Pointing; Pointing Accuracy; Computer Vision | |||
| Pen-Based Video Annotations: A Proposal and a Prototype for Tablet PCs | | BIBAK | Full-Text | 17-20 | |
| Diogo Cabral; Nuno Correia | |||
| Pen computing or pen-based technology can be considered one of the most
natural and intuitive computer input interface for humans. The combination of
digital video and pen-based technology can support a new approach for
electronic paper by associating handwritten notes and drawings with video
segments. This paper presents a proposal for pen-based video annotations and a
prototype for Tablet PCs, implementing this concept, particularly dynamic
pen-based video annotations combined with real-time video tracking. Keywords: Annotations; Video Annotations; Pen-based Annotations; Pen-based video
Annotations; Tablet PCs | |||
| Human Perception of Near-Duplicate Videos | | BIBAK | Full-Text | 21-24 | |
| Rodrigo de Oliveira; Mauro Cherubini; Nuria Oliver | |||
| Popular content in video sharing websites (e.g., YouTube) contains many
duplicates. Most scholars define near-duplicate video clips (NDVC) as identical
videos with variations on non-semantic features (e.g., image/audio quality),
while a few others also include semantic features (different videos of similar
content). However, it is unclear what exact features contribute to human
perception of similar videos. In this paper, we present the results of a user
study conducted with 217 users of video sharing websites. Findings confirm the
relevance of both classes of features, but the exact role played by semantics
on each instance of NDVC is still an open question. In most cases, participants
had a preference for one video when compared to its NDVC and they were more
tolerant to changes in the audio than in the video channel. Keywords: NDVC; near-duplicate; similarity; user study; YouTube | |||
| PressureMove: Pressure Input with Mouse Movement | | BIBAK | Full-Text | 25-39 | |
| Kang Shi; Sriram Subramanian; Pourang Irani | |||
| We present PressureMove a pressure based interaction technique that enables
simultaneous control of pressure input and mouse movement. Simultaneous control
of pressure and mouse movement can support tasks that require control of
multiple parameters, like rotation and translation of an object, or
pan-and-zoom. We implemented four variations of PressureMove techniques for a
2D position and orientation matching task where pressure manipulations mapped
to object orientation and mouse movement to object translation. The Naive
technique mapped raw pressure-sensor values to the object rotation; the
Rate-based technique mapped discrete pressure values to speed of rotation and
Hierarchical and Hybrid techniques that use a two-step approach to control
orientation using pressure. In user study that compared the four techniques
with the default mouse-only technique we found that Rate-based PressureMove was
the fastest technique with the least number of crossings and as preferred as
the default mouse in terms of user-preference. We discuss the implications of
our user study and present several design guidelines. Keywords: Pressure-input; integrality of input dimensions; pressure and movement
alternative interaction techniques | |||
| Bimanual Interaction with Interscopic Multi-Touch Surfaces | | BIBAK | Full-Text | 40-53 | |
| Johannes Schöning; Frank Steinicke; Antonio Krüger; Klaus Hinrichs; Dimitar Valkov | |||
| Multi-touch interaction has received considerable attention in the last few
years, in particular for natural two-dimensional (2D) interaction. However,
many application areas deal with three-dimensional (3D) data and require
intuitive 3D interaction techniques therefore. Indeed, virtual reality (VR)
systems provide sophisticated 3D user interface, but then lack efficient 2D
interaction, and are therefore rarely adopted by ordinary users or even by
experts. Since multi-touch interfaces represent a good trade-off between
intuitive, constrained interaction on a touch surface providing tangible
feedback, and unrestricted natural interaction without any instrumentation,
they have the potential to form the foundation of the next generation user
interface for 2D as well as 3D interaction. In particular, stereoscopic display
of 3D data provides an additional depth cue, but until now the challenges and
limitations for multi-touch interaction in this context have not been
considered. In this paper we present new multi-touch paradigms and interactions
that combine both traditional 2D interaction and novel 3D interaction on a
touch surface to form a new class of multi-touch systems, which we refer to as
interscopic multi-touch surfaces (iMUTS). We discuss iMUTS-based user
interfaces that support interaction with 2D content displayed in monoscopic
mode and 3D content usually displayed stereoscopically. In order to underline
the potential of the proposed iMUTS setup, we have developed and evaluated two
example interaction metaphors for different domains. First, we present
intuitive navigation techniques for virtual 3D city models, and then we
describe a natural metaphor for deforming volumetric datasets in a medical
context. Keywords: Multi-touch Interaction; Interscopic Interaction; 3D User Interfaces | |||
| Multimodal Media Center Interface Based on Speech, Gestures and Haptic Feedback | | BIBAK | Full-Text | 54-57 | |
| Markku Turunen; Jaakko Hakulinen; Juho Hella; Juha-Pekka Rajaniemi; Aleksi Melto; Erno Mäkinen; Jussi Rantala; Tomi Heimonen; Tuuli Laivo; Hannu Soronen; Mervi Hansen; Pellervo Valkama; Toni Miettinen; Roope Raisamo | |||
| We present a multimodal media center interface based on speech input,
gestures, and haptic feedback (hapticons). In addition, the application
includes a zoomable context + focus GUI in tight combination with speech
output. The resulting interface is designed for and evaluated with different
user groups, including visually and physically impaired users. Finally, we
present the key results from its user evaluation and public pilot studies. Keywords: Speech; haptics; gestures; multimodal interaction; media center | |||
| Comparing Gestures and Traditional Interaction Modalities on Large Displays | | BIBAK | Full-Text | 58-61 | |
| António Neto; Carlos Duarte | |||
| Interfaces based on gesture recognition offer a simple and intuitive
alternative to the use of traditional menus, keyboard and mouse. In this paper
we explore the field of gestural interaction on large screen displays,
presenting the results of a study where users employ gestures to perform common
actions in various applications suited for large displays. Results show the
actions for which gestural interaction is a best asset compared to traditional
interaction. Keywords: Gestures; Large Displays; Touch Screens; User-centered Study | |||
| Bodily Explorations in Space: Social Experience of a Multimodal Art Installation | | BIBAK | Full-Text | 62-75 | |
| Giulio Jacucci; Anna Spagnolli; Alessandro Chalambalakis; Ann Morrison; Lassi A. Liikkanen; Stefano Roveda; Massimo Bertoncini | |||
| We contribute with an extensive field study of a public interactive art
installation that applies multimodal interface technologies. The installation
is part of a Theater production on Galileo Galilei and includes: projected
galaxies that are generated and move according to motion of visitors changing
colour depending on their voices; projected stars that configure themselves
around shadows of visitors. In the study we employ emotion scales (PANAS),
qualitative analysis of questionnaire answers and video-recordings. PANAS rates
indicate dominantly positive feelings, further described in the subjective
verbalizations as gravitating around interest, ludic pleasure and transport.
Through the video analysis, we identified three phases in the interaction with
the artwork (circumspection, testing, play) and two pervasive features of these
phases (experience sharing and imitation), which were also found in the
verbalizations. Both video and verbalisations suggest that visitor's experience
and ludic pleasure are rooted in the embodied, performative interaction with
the installation, and is negotiated with the other visitors. Keywords: User studies; Art & entertainment; Multimodal interfaces; emotions | |||
| Advanced Maintenance Simulation by Means of Hand-Based Haptic Interfaces | | BIBAK | Full-Text | 76-88 | |
| Michele Nappi; Luca Paolino; Stefano Ricciardi; Monica Sebillo; Giuliana Vitiello | |||
| Aerospace industry has been involved in virtual simulation for design and
testing since the birth of virtual reality. Today this industry is showing a
growing interest in the development of haptic-based maintenance training
applications, which represent the most advanced way to simulate maintenance and
repair tasks within a virtual environment by means of a visual-haptic approach.
The goal is to allow the trainee to experiment the service procedures not only
as a workflow reproduced at a visual level but also in terms of the
kinaesthetic feedback involved with the manipulation of tools and components.
This study, conducted in collaboration with aerospace industry specialists, is
aimed to the development of an immersive virtual capable of immerging the
trainees into a virtual environment where mechanics and technicians can perform
maintenance simulation or training tasks by directly manipulating 3D virtual
models of aircraft parts while perceiving force feedback through the haptic
interface. The proposed system is based on ViRstperson, a virtual reality
engine under development at the Italian Center for Aerospace Research (CIRA) to
support engineering and technical activities such as design-time maintenance
procedure validation, and maintenance training. This engine has been extended
to support haptic-based interaction, enabling a more complete level of
interaction, also in terms of impedance control, and thus fostering the
development of haptic knowledge in the user. The user's "sense of touch" within
the immersive virtual environment is simulated through an Immersion
CyberForce® hand-based force-feedback device. Preliminary testing of the
proposed system seems encouraging. Keywords: Haptics; Virtual Reality; Multimodal Interfaces | |||
| Multimodal Interaction within Ambient Environments: An Exploratory Study | | BIBAK | Full-Text | 89-92 | |
| Yacine Bellik; Issam Rebaï; Edyta Machrouh; Yasmin Barzaj; Christophe Jacquet; Gaëtan Pruvost; Jean-Paul Sansonnet | |||
| Inputs and outputs are not two independent phenomena in multimodal systems.
This paper examines the relationship that exists between them. We present the
results of a Wizard of Oz experiment which shows that output modalities used by
the system have an influence on the users' input modalities for a large
category of users. The experiment took place in a smart room. This kind of
environment does not require any particular knowledge about computers and their
use and thus allowed us to study the behavior of ordinary people including
subjects who are not familiar with computers. The experiment also shows that
speech is a favorite modality within smart room environments for a large part
of users. We think that the results presented in this paper will be useful for
the design of intelligent multimodal systems. Keywords: Multimodal; Interaction; Wizard of Oz; Modality; Ambient Environment;
Ordinary People | |||
| Multimodal Interaction: Intuitive, Robust, and Preferred? | | BIBAK | Full-Text | 93-96 | |
| Anja Naumann; Ina Wechsung; Jörn Hurtienne | |||
| We investigated if and under which conditions multimodal interfaces (touch,
speech, motion control) fulfil the expectation of being superior to unimodal
interfaces. The results show that the possibility of multimodal interaction
with a handheld mobile device turned out to be more intuitive, more robust, and
more preferred than the interaction with the individual modalities speech and
motion control. However, it was not clearly superior to touch. Keywords: multimodal interfaces; intuitive use; usability | |||
| Sharing Map Annotations in Small Groups: X Marks the Spot | | BIBAK | Full-Text | 97-110 | |
| Ben Congleton; Jacqueline Cerretani; Mark W. Newman; Mark S. Ackerman | |||
| Advances in location-sensing technology, coupled with an increasingly
pervasive wireless Internet, have made it possible (and increasingly easy) to
access and share information with context of one's geospatial location. We
conducted a four-phase study, with 27 students, to explore the practices
surrounding the creation, interpretation and sharing of map annotations in
specific social contexts. We found that annotation authors consider multiple
factors when deciding how to annotate maps, including the perceived utility to
the audience and how their contributions will reflect on the image they project
to others. Consumers of annotations value the novelty of information, but must
be convinced of the author's credibility. In this paper we describe our study,
present the results, and discuss implications for the design of software for
sharing map annotations. Keywords: Map Annotation; Social Media; Sharing; Location Based Computing; HCI;
Requirements Analysis | |||
| Effect of Peripheral Communication Pace on Attention Allocation in a Dual-Task Situation | | BIBAK | Full-Text | 111-124 | |
| Sofiane Gueddana; Nicolas Roussel | |||
| Peripheral displays allow continuous awareness of information while
performing other activities. Monitoring such a display while performing a
central task has a cognitive cost that depends on its perceptual salience and
the distraction it causes, i.e. the amount of attention it attracts away from
the user's primary action. This paper considers the particular case of
peripheral displays for interpersonal communication. It reports on an
experiment that studied the effect of peripheral communication pace on
subjects' allocation of attention in a dual-task situation: a snapshot-based
peripheral monitoring task where participants need to assess the presence of a
remote person, and a central text-correcting task against the clock. Our
results show that the addition of the peripheral task caused a drop in the
success rate of the central task. As the pace of snapshots increased, success
rate decreased on the peripheral task while on the central one, success rate
remained the same but failures to reply in time occurred more frequently. These
results suggest that the increase in pace of snapshots caused participants to
change their strategy for the central task and allocate more attention to the
peripheral one, not enough to maintain peripheral performance but also not to
the point where it would affect central performance. Overall, our work suggests
that peripheral communication pace subtly influences attention allocation in
dual-task situations. We conclude by discussing how control over information
pace could help users of communication systems to adjust their local
distraction as well as the attention they draw from remote users. Keywords: Computer-mediated communication; peripheral communication; attention
allocation | |||
| Is the Writing on the Wall for Tabletops? | | BIBAK | Full-Text | 125-137 | |
| Nadia Pantidi; Yvonne Rogers; Hugh Robinson | |||
| We describe an ethnographic study that explores how low tech and new tech
surfaces support participation and collaboration during a workshop breakout
session. The low tech surfaces were post-it notes and large sheets of paper.
The new tech surfaces were writeable walls and a multi-touch tabletop. Four
groups used the different surfaces during three phases: i) brief presentation
of position papers and discussion of themes, ii) the creation of a group
presentation and iii) a report back session. Participation and collaboration
varied depending on the physical, technological and social factors at play when
using the different surfaces. We discuss why this is the case, noting how new
shareable surfaces may need to be constrained to invite participation in ways
that are simply taken for granted because of their familiarity when using low
tech materials. Keywords: Collaboration; equitable participation; interactive tabletops; workshops | |||
| Investigating the Effect of Hyperlink Information Scent on Users' Interaction with a Web Site | | BIBAK | Full-Text | 138-142 | |
| Nikolaos K. Tselios; Christos Katsanos; Nikolaos M. Avouris | |||
| In the study presented in this paper we investigate how variations of
information scent of hyperlinks of a webpage influence users' behavior in terms
of attention-focusing, confidence, effectiveness and efficiency, while
exploring a website. In the reported study, 19 participants completed eight
different tasks associated with eight simplified websites. Analysis of the
results showed that even small differences in the target-link's information
scent can substantially affect users' performance, distribution of attention
and confidence. The study contributes to the related literature by quantifying
the impact of even small differences in the target-link's scent on users'
success ratio, time for first click, confidence and distribution of attention.
In addition, a scent threshold value was identified, below which all the
measured variables were substantially affected, and thus the link could be
characterized as of "weak scent". Keywords: Information scent; eye tracking study; Latent Semantic Analysis | |||
| Interpersonal Privacy Management in Distributed Collaboration: Situational Characteristics and Interpretive Influences | | BIBAK | Full-Text | 143-156 | |
| Sameer Patil; Alfred Kobsa; Ajita John; Lynne Shapiro Brotman; Dorée D. Seligmann | |||
| To understand how collaborators reconcile the often conflicting needs of
awareness and privacy, we studied a large software development project in a
multinational corporation involving individuals at sites in the U.S. and India.
We present a theoretical framework describing privacy management practices and
their determinants that emerged from field visits, interviews, and
questionnaire responses. The framework identifies five relevant situational
characteristics: issue(s) under consideration, physical place(s) involved in
interaction(s), temporal aspects, affordances and limitations presented by
technology, and nature of relationships among parties. Each actor, in turn,
interprets the situation based on several simultaneous influences: self, team,
work site, organization, and cultural environment. This interpretation guides
privacy management action(s). Past actions form a feedback loop refining and/or
reinforcing the interpretive influences. The framework suggests that effective
support for privacy management will require that designers follow a
socio-technical approach incorporating a wider scope of situational and
interpretive differences. Keywords: Privacy; Awareness; Distributed collaboration; Privacy management | |||
| Assessing the "Quality of Collaboration" in Technology-Mediated Design Situations with Several Dimensions | | BIBAK | Full-Text | 157-160 | |
| Jean-Marie Burkhardt; Françoise Détienne; Anne-Marie Hébert; Laurence Perron | |||
| Our objective is to measure and compare the quality of collaboration in
technology-mediated design activities. Our position is to consider
collaboration as multidimensional. We present a method to assess quality of
collaboration composed of seven dimensions concerning communication processes
such as grounding, coordination processes, task-related processes, symmetry of
individual contributions as well as motivational processes. Keywords: multi-user interaction /cooperation; collaboration; design; methodology;
cognitive ergonomics; CSCL | |||
| A Multi-touch Tool for Co-creation | | BIBAK | Full-Text | 161-164 | |
| Geke D. S. Ludden; Tom Broens | |||
| Multi-touch technology provides an attractive way for knowledge workers to
collaborate. Co-creation is an important collaboration process in which
collecting resources, creating results and distributing these results is
essential. We propose a wall-based multi-touch system (called CoCreate) in
which these steps are made easy due to the notion of connected private spaces
and a shared co-create space. We present our ongoing work, expert evaluation of
interaction scenarios and future plans. Keywords: multi-touch; wall; interaction scenario; CoCreate | |||
| GColl: A Flexible Videoconferencing Environment for Group-to-Group Interaction | | BIBAK | Full-Text | 165-168 | |
| Petr Slovák; Pavel Troubil; Petr Holub | |||
| In this paper, we present GColl, a group-to-group videoconferencing
environment concept, which aims to provide a natural communication channel even
for ad-hoc groups or other teams that require frequent changes in the number of
participants or videoconferencing locations. GColl supports mutual gaze as well
as partial gaze awareness for all participants while still retaining very
modest technical requirements: a camera and an echo-canceling microphone at
each site; and a notebook with two USB cameras for each user. A working
prototype is available for download. Keywords: Videoconferencing; CMC; Gaze Awareness; Mutual Gaze; Partial Gaze Awareness;
Mixed Presence; Presence Disparity | |||
| Space as a Resource in Creative Design Practices | | BIBAK | Full-Text | 169-172 | |
| Dhaval Vyas; Gerrit C. van der Veer; Dirk Heylen; Anton Nijholt | |||
| Based on longitudinal ethnographic fieldwork in two industrial design
departments and two design companies, we explore the role of spatial
arrangements for supporting creative design practices within different design
studios. From our results, we show that designers explicitly make use of the
physical space for 1) communicating and inspiring design ideas, 2) exploring
design solutions and 3) managing design projects. We believe that these design
practices could bring insightful implications for developing ubiquitous
technologies to support the design profession. Keywords: Workspace; design practice; ethnography; creativity | |||
| five: Enhancing 3D Wall Displays with a 2D High-Resolution Overlay | | BIBAK | Full-Text | 173-186 | |
| Daniel Steffen; Achim Ebert; Matthias Deller; Peter Dannenmann | |||
| Projection-based stereoscopic wall displays allow users to immerse
themselves into virtual scenes, such as architecture simulations or games.
However, the usually low resolution (dpi) of such displays and slight alignment
offsets between the two projectors result in a loss of detail and bad
readability of textual information.
We propose addressing the problem by overlaying a third projector, so that its image is visible to both eyes. We eliminate offset artifacts by extracting 2D contents from the scene and rendering it using this dedicated "2D projector". In addition, we locally increase resolution by focusing the 2D projector onto a smaller region. This allows us to reduce the size of overlaid 2D annotations, thereby reducing interference with the 3D scene. In our paper, we describe the design of our display system called five. Following, we present two detailed user studies that compare five with an overview-and-detail and a pan-and-zoom interface. Keywords: Focus-plus-context screens; stereoscopy; peripheral vision; experimental
evaluation | |||
| Improving Window Switching Interfaces | | BIBAK | Full-Text | 187-200 | |
| Susanne Tak; Andy Cockburn; Keith Humm; David Ahlström; Carl Gutwin; Joey Scarr | |||
| Switching between windows on a computer is a frequent activity, but current
switching mechanisms make it difficult to find items. We carried out a
longitudinal study that recorded actual window switching behaviour. We found
that window revisitation is very common, and that people spend most time
working with a small set of windows and applications. We identify two design
principles from these observations. First, spatial constancy in the layout of
items in a switching interface can aid memorability and support revisitation.
Second, gradually adjusting the size of application and window zones in a
switcher can improve visibility and targeting for frequently-used items. We
carried out two studies to confirm the value of these design ideas. The first
showed that spatially stable layouts are significantly faster than the
commonly-used recency layout. The second showed that gradual adjustments to
accommodate new applications and windows do not reduce performance. Keywords: window switching; revisitation patterns; spatial constancy | |||
| The Panopticon and the Performance Arena: HCI Reaches within | | BIBAK | Full-Text | 201-204 | |
| Ann Light; Peter C. Wright | |||
| The impact of new technologies is hard to predict. We suggest the value of
theories of performativity in understanding dynamics around the convergence of
biomedical and information technology. Drawing on the ideas of Butler and
Foucault, we discuss a new, internal, context for HCI and raise potentially
disturbing issues with monitoring health. We argue that by adopting explicitly
social framings we can see beyond the idea of medical interventions to tools
for wellbeing and recognize more of the implications of looking within. Keywords: performativity; bodies; embodiment; biomedical; convergence | |||
| Exploring the Use of Discrete Gestures for Authentication | | BIBAK | Full-Text | 205-213 | |
| Ming Ki Chong; Gary Marsden | |||
| Research in user authentication has been a growing field in HCI. Previous
studies have shown that peoples' graphical memory can be used to increase
password memorability. On the other hand, with the increasing number of devices
with built-in motion sensors, kinesthetic memory (or muscle memory) can also be
exploited for authentication. This paper presents a novel knowledge-based
authentication scheme, called gesture password, which uses discrete gestures as
password elements. The research presents a study of multiple password retention
using PINs and gesture passwords. The study reports that although participants
could use kinesthetic memory to remember gesture passwords, retention of PINs
is far superior to retention of gesture passwords. Keywords: User authentication; gesture passwords; discrete gestures | |||
| AirMouse: Finger Gesture for 2D and 3D Interaction | | BIBAK | Full-Text | 214-227 | |
| Michael Ortega; Laurence Nigay | |||
| This paper presents AirMouse, a new interaction technique based on finger
gestures above the laptop's keyboard. At a reasonably low cost, the technique
can replace the traditional methods for pointing in two or three dimensions.
Moreover, the device-switching time is reduced and no additional surface than
the one for the laptop is needed. In a 2D pointing evaluation, a vision-based
implementation of the technique is compared with commonly used devices. The
same implementation is also compared with the two most commonly used 3D
pointing devices. The two user experiments show the benefits of the polyvalent
technique: it is easy to learn, intuitive and efficient by providing good
performance. In particular, our conducted experiment shows that performance
with AirMouse is promising in comparison with a touchpad and with dedicated 3D
pointing devices. It shows that AirMouse offers better performance as compared
to FlowMouse, a previous solution using fingers above the keyboard. Keywords: AirMouse; interaction; 2D/3D pointing; computer vision; Fitts' law | |||
| Follow My Finger Navigation | | BIBAK | Full-Text | 228-231 | |
| Rami Ajaj; Frédéric Vernier; Christian Jacquemin | |||
| This paper presents a novel interaction technique called Follow my Finger
(FmF) for navigation in 3D virtual environments using a 2D interactive view on
a table-top device. FmF consists in moving a camera icon that represents the 2D
subjective position and orientation of a viewpoint in the 3D world. Planar,
tactile, and direct manipulation of the camera icon facilitates navigation in
the 3D environment. From the user's perspective the camera icon follows her/his
finger trajectory to interactively modify the horizontal location, inclination,
and orientation of the 3D point of view. Keywords: Table-top; navigation; interaction technique; 3D environments | |||
| DGTS: Integrated Typing and Pointing | | BIBAK | Full-Text | 232-235 | |
| Iman Habib; Niklas Berggren; Erik Rehn; Gustav Josefsson; Andreas Kunz; Morten Fjeld | |||
| Capacitive sensing is used in many different fields of application. It has
been implemented in such devices as mobile phones and remote controls. However,
up until now the physical sensing area has remained limited despite the
widespread use of larger input devices such as keyboards. We present DGTS,
which seamlessly integrates keyboard typing and cursor pointing. This input
device offers multi-finger operation for scrolling and other specialized input
commands. The objective of this work is to replace computer mice and touchpads
by integrating capacitive sensing into a layer within the keyboard thereby
reducing the space required for pointing devices. This paper gives the
technical background, shows our contribution, and concludes with initial tests. Keywords: Capacitive sensing; touchpad; multi pointer; typing; pointing | |||
| Understanding Multi-touch Manipulation for Surface Computing | | BIBAK | Full-Text | 236-249 | |
| Chris North; Tim Dwyer; Bongshin Lee; Danyel Fisher; Petra Isenberg; George G. Robertson; Kori Inkpen | |||
| Two-handed, multi-touch surface computing provides a scope for interactions
that are closer analogues to physical interactions than classical windowed
interfaces. The design of natural and intuitive gestures is a difficult problem
as we do not know how users will approach a new multi-touch interface and which
gestures they will attempt to use. In this paper we study whether familiarity
with other environments influences how users approach interaction with a
multi-touch surface computer as well as how efficiently those users complete a
simple task. Inspired by the need for object manipulation in information
visualization applications, we asked users to carry out an object sorting task
on a physical table, on a tabletop display, and on a desktop computer with a
mouse. To compare users' gestures we produced a vocabulary of manipulation
techniques that users apply in the physical world and we compare this
vocabulary to the set of gestures that users attempted on the surface without
training. We find that users who start with the physical model finish the task
faster when they move over to using the surface than users who start with the
mouse. Keywords: Surface; Multi-touch; Gestures; Tabletop | |||
| How Not to Become a Buffoon in Front of a Shop Window: A Solution Allowing Natural Head Movement for Interaction with a Public Display | | BIBAK | Full-Text | 250-263 | |
| Omar Mubin; Tatiana Lashina; Evert van Loenen | |||
| The user interaction solution described in this paper was developed in the
context of an Intelligent Shop Window (ISW) with an aim to offer a user the
interaction solution where system response would be triggered by naturally
gazing at products. We have analyzed a possibility to realize such a user
interaction solution using gaze tracking and concluded that remote calibration
free eye tracking is still a subject of academic research, but that head
tracking could be used instead. We argue that conventional use of head tracking
requires conscious intentional head movements and thus does not fit into the
context of applications such as the ISW. We further describe our experiment
aimed to explore how head movements relate to eye movements when looking at
objects in a shop window context. We show large variability in head movement
and that per individual the gaze-head data could well be approximated with a
straight line. Based on these results we propose a new solution that enables
natural gaze interaction by means of head tracking. Keywords: Gaze Interaction; Head Tracking; Augmented Reality Systems | |||
| Chucking: A One-Handed Document Sharing Technique | | BIBAK | Full-Text | 264-278 | |
| Nabeel Hassan; Md. Mahfuzur Rahman; Pourang Irani; Peter Graham | |||
| Usage patterns of private mobile devices are constantly evolving. For
example, researchers have recently found that mobile users prefer using their
devices with only one hand. Furthermore, current hardware in these devices
reduces the need for a stylus and instead relies on finger input. However,
current interactive techniques, such as those used for sharing documents
between private and public devices have not taken advantage of these recent
developments. For example a popular technique, Flick for sharing documents
between devices relies on pen and stylus use and has not been adapted to
support one-handed interaction. In this paper, we present Chucking, a
gesture-based technique for sharing documents between private mobile devices
and public displays. Chucking is based on the natural human gesture used for
throwing or passing objects. We present the various design parameters that make
Chucking an effective document sharing technique. In a document positioning
task, we evaluated Chucking against Flicking. Our results show that under
certain contexts users were more accurate and effective with Chucking.
Participants also preferred Chucking as it maps closely the type of interaction
one naturally performs to share objects. We also introduce extensions to
Chucking, such as Chuck-Back, Chuck-and-Rotate, and Chuck-and-Place that
constitute a suite of techniques that facilitate a large range of document
sharing interactions between private mobile devices and public displays. Keywords: Chucking; Flicking; public-to-private document sharing; multi-document
environments (MDEs) | |||
| This Just In! Your Life in the Newspaper | | BIBAK | Full-Text | 279-292 | |
| Bruno Antunes; Tiago João Vieira Guerreiro; Daniel Gonçalves | |||
| It is not uncommon for computer users to work on several things at once.
However, to the computer, all documents, emails and applications are considered
equal, regardless of why they were created or used. Little support is provided
when trying to recall important information about a particular project or
subject at a later time. What is more, there is no effective way to help users
review their past activities to identify when a particular subject was of
importance, what were their concerns at a given moment in the past, or simply
review their activities during a period of time at a glance. In this paper we
describe PersonalNews, a system in which users are presented with a personal
newspaper, in which the news articles describe the subjects they were concerned
with in a given period of time. Those articles are automatically generated from
the users' documents, grouped according to their subject and analyzed for
relevant passages describing them. We show that PersonalNews is able to
recognize the subjects and projects the users were involved in, and even help
them recall some they had forgotten about. Also, it can be used effectively to
help retrieve documents on particular subjects. Keywords: Personal Information Management; Personal Document Retrieval; Newspaper
Metaphor; Information Visualization | |||
| Instruction, Feedback and Biometrics: The User Interface for Fingerprint Authentication Systems | | BIBAK | Full-Text | 293-305 | |
| Chris Riley; Graham Johnson; Heather McCracken; Ahmed Al-Saffar | |||
| Biometric authentication is the process of establishing an individual's
identity through measurable characteristics of their behaviour, anatomy or
physiology. Biometric technologies, such as fingerprint systems, are
increasingly being used in a diverse range of contexts from immigration
control, to banking and personal computing. As is often the case with emerging
technologies, the usability aspects of system design have received less
attention than technical aspects. Fingerprint systems pose a number of
challenges for users and past research has identified issues with correct
finger placement, system feedback and instruction. This paper describes the
development of an interface for fingerprint systems using an iterative,
participative design approach. During this process, several different methods
for the presentation of instruction and feedback were identified. The different
types of instruction and feedback were tested in a study involving 82
participants. The results showed that feedback had a statistically significant
effect on overall system performance, but instruction did not. The design
recommendations emerging from this study, and the use of participatory design
in this context, are discussed. Keywords: Biometrics; Fingerprint; Instruction; Feedback | |||
| Measurement of Olfactory Characteristics for Two Kinds of Scent in a Single Breath | | BIBAK | Full-Text | 306-318 | |
| Kaori Ohtsu; Junta Sato; Yuichi Bannai; Ken-ichi Okada | |||
| This study describes a presentation technique of scent designed for users to
recognize multiple scents during a very short time period. We measured the
olfactory characteristics of subjects when two kinds of scents were presented
in a single breath. We defined and measured the minimum ejection interval in
which subjects could discriminate the two individually emitted pulses of scent,
which we term "separable detection threshold", and the minimum ejection
interval in which they could specify both kinds of scents, "separable
recognition threshold". Further, "response time" and "duration of scent
perception" were measured. As a result, we found the duration of scent
perception and the separable recognition threshold were positively correlated.
Knowledge of this olfactory characteristic brings us closer to being able to
provide a greater sense of realism in multimedia environments, by describing
more than one object by scent at the same time as the objects are seen on
screen. Keywords: Olfactory Information; Olfactory Display; Pulse Ejection; Olfactory
Characteristics | |||
| Keyboard before Head Tracking Depresses User Success in Remote Camera Control | | BIBAK | Full-Text | 319-331 | |
| Dingyun Zhu; Tom Gedeon; Ken Taylor | |||
| In remote mining, operators of complex machinery have more tasks or devices
to control than they have hands. For example, operating a rock breaker requires
two handed joystick control to position and fire the jackhammer, leaving the
camera control to either automatic control or require the operator to switch
between controls. We modelled such a teleoperated setting by performing
experiments using a simple physical game analogue, being a half size table
soccer game with two handles. The complex camera angles of the mining
application were modelled by obscuring the direct view of the play area and the
use of a Pan-Tilt-Zoom (PTZ) camera. The camera control was via either a
keyboard or via head tracking using two different sets of head gestures called
"head motion" and "head flicking" for turning camera motion on/off. Our results
show that the head motion control was able to provide a comparable performance
to using a keyboard, while head flicking was significantly worse. In addition,
the sequence of use of the three control methods is highly significant. It
appears that use of the keyboard first depresses successful use of the head
tracking methods, with significantly better results when one of the head
tracking methods was used first. Analysis of the qualitative survey data
collected supports that the worst (by performance) method was disliked by
participants. Surprisingly, use of that worst method as the first control
method significantly enhanced performance using the other two control methods. Keywords: Head Tracking; Remote Camera Control; Human Computer Interaction;
Teleoperation; Usability Evaluation | |||
| QualiTrack: Highspeed TUI Tracking for Tabletop Applications | | BIBAK | Full-Text | 332-335 | |
| Ramon Hofer; Thomas Nescher; Andreas M. Kunz | |||
| In this paper, we present a new technology to track multiple active Tangible
User Interfaces (TUI) on a projection table. We use a commercial high speed
infrared tracking camera with modified firmware. With a special tracking
method, we reach update rates of up to 250 Hz with low latencies. At this
tracking rate, we are able to track the position, state and the orientation of
more than 10 active TUIs on the table. For this, we use specified bit codes
which are transmitted by the devices. We developed dedicated hardware
(SyncUnit) and software to keep the devices and the high speed camera
synchronized. The system of camera, SyncUnit, and devices is fully hardware
controlled and delivers event coded tracking data for further usage in
interactive applications. Keywords: Single Display Groupware; Tangible User Interfaces; CSCW; Tracking; high
speed; low latency | |||
| Augmenting Surface Interaction through Context-Sensitive Mobile Devices | | BIBAK | Full-Text | 336-339 | |
| Alex Olwal | |||
| We discuss the benefits of using a mobile device to expand and improve the
interactions on a large touch-sensitive surface. The mobile device's denser
arrangement of pixels and touch-sensor elements, and its rich set of mechanical
on-board input controls, can be leveraged for increased expressiveness, visual
feedback and more precise direct-manipulation. We also show how these devices
can support unique input from multiple simultaneous users in collaborative
scenarios. Handheld mobile devices and large interactive surfaces can be
mutually beneficial in numerous ways, while their complementary nature allows
them to preserve the behavior of the original user interface. Keywords: Touch; mobile; interaction techniques; interactive surface | |||
| Designing Novel Image Search Interfaces by Understanding Unique Characteristics and Usage | | BIBAK | Full-Text | 340-353 | |
| Paul André; Edward Cutrell; Desney S. Tan; Greg Smith | |||
| In most major search engines, the interface for image search is the same as
traditional Web search: a keyword query followed by a paginated, ranked list of
results. Although many image search innovations have appeared in both the
literature and on the Web, few have seen widespread use in practice. In this
work, we explore the differences between image and general Web search to better
support users' needs. First, we describe some unique characteristics of image
search derived through informal interviews with researchers, designers, and
managers responsible for building and deploying a major Web search engine.
Then, we present results from a large scale analysis of image and Web search
logs showing the differences in user behaviour. Grounded in these observations,
we present design recommendations for an image search engine supportive of the
unique experience of image search. We iterate on a number of designs, and
describe a functional prototype that we built. Keywords: image search; log analysis; design | |||
| Crossmedia Systems Constructed around Human Activities: A Field Study and Implications for Design | | BIBAK | Full-Text | 354-367 | |
| Katarina Segerståhl | |||
| Many interactive systems today span across a range of interoperable IT
artifacts, forming crossmedia systems. They aim at providing pervasive and
synergistic support for human activities. This paper reports a three-month-long
qualitative field study exploring the use of a crossmedia fitness system to
support physical training. The main concern is how the system -- through the
configuration of its components -- supports the primary activity. Users'
primary motivation, elaborateness of their activities, internalization or
externalization of their actions and their perceived threshold toward using
distinct IT artifacts determined the utilization of the system and each of its
components. Compositional aspects of the system, such as its hierarchical
structure, distribution of functionality and functional modularity influenced
its ability to support different ways of training. The article contributes by
shedding light on aspects that influence the synergistic use of IT artifacts
and by proposing implications for designing crossmedia systems. Keywords: Pervasive computing; crossmedia systems; interaction design; human activity;
case study | |||
| Query Suggestion for On-Device Troubleshooting | | BIBA | Full-Text | 368-371 | |
| Frédéric Roulland; Stefania Castellani; Ye Deng; Antonietta Grasso; Jacki O'Neill | |||
| This paper describes a novel query suggestion tool we have designed and implemented to help users of office printing devices better formulate their queries, while searching a troubleshooting knowledge base provided as a service on the device itself. The paper traces the main motivations of the design of the query suggestion tool and outlines its technical details with an emphasis on its combination of features in relation to prior work. | |||
| Acquisition of Animated and Pop-Up Targets | | BIBAK | Full-Text | 372-385 | |
| Guillaume Faure; Olivier Chapuis; Michel Beaudouin-Lafon | |||
| Pop-up targets, such as the items of popup menus, and animated targets, such
as the moving windows in Mac OS X Exposé, are common in current desktop
environments. This paper describes an initial study of pointing on pop-up and
animated targets. Since we are interested in expert performance, we study the
situation where the user has previous knowledge of the (final) position of the
target. We investigate the effect of the DELAY factor, i.e. the delay before
the target pops up (for pop-up targets) or the duration of the animation (for
animated targets). We find little difference between the two techniques in
terms of pointing performance (time and error), however a kinematic analysis
reveals differences in the nature of the pointing movement. We also find that
movement time increases with DELAY, but the degradation is smaller when the
target is farther away than when it is closer. Indeed, larger distances require
a longer movement time therefore the target reaches its destination while the
participant is still moving the pointer, providing more opportunity to correct
the movement than with short distances. Finally we take into account these
results to propose an extension to Fitts' Law that better predicts movement
time for these tasks. Keywords: Pop-up targets; Animated targets; Movement analysis; Fitts' | |||
| An Optical Pen Tracking System as Alternative Pointing Device | | BIBAK | Full-Text | 386-399 | |
| Ingmar Seeliger; Ulrich Schwanecke; Peter Barth | |||
| A webcam together with a pen can replace a mouse as pointing device for many
common user interaction tasks. We have implemented an image-processing
component integrated in a tool that acts as mouse alternative. The
image-processing component tracks the head of a pen based on shape and colour
information retrieved in a quick, integrated initial pen-calibration phase
using Hough transform triggered by a motion detection cycle. The tracked 2D
position of the pen-head seen by the webcam is used to smoothly position the
mouse cursor. Combined with auto-clicking we can replace mouse-based user
interaction. The system tolerates changing lighting conditions, does not need
time-consuming camera calibration and works with off-the-shelf webcams. First
user experiences show that this technology can partially replace mouse
interaction for Repetitive Strain Injury (RSI) patients as well as completely
replace mouse interaction within dedicated environments such as presentation
booths or simple games. Keywords: Image processing; human computer interaction; mouse alternative; Repetitive
Strain Injury (RSI) | |||
| Did "Minority Report" Get It Wrong? Superiority of the Mouse over 3D Input Devices in a 3D Placement Task | | BIBAK | Full-Text | 400-414 | |
| François Bérard; Jessica Ip; Mitchel Benovoy; Dalia El-Shimy; Jeffrey R. Blum; Jeremy R. Cooperstock | |||
| Numerous devices have been invented with three or more degrees of freedom
(DoF) to compensate for the assumed limitations of the 2 DoF mouse in the
execution of 3D tasks. Nevertheless, the mouse remains the dominant input
device in desktop 3D applications, which leads us to pose the following
question: is the dominance of the mouse due simply to its widespread
availability and long-term user habituation, or is the mouse, in fact, more
suitable than dedicated 3D input devices to an important subset of 3D tasks? In
the two studies reported in this paper, we measured performance efficiency of a
group of subjects in accomplishing a 3D placement task and also observed
physiological indicators through biosignal measurements. Subjects used both a
standard 2D mouse and three other 3 DoF input devices. Much to our surprise,
the standard 2D mouse outperformed the 3D input devices in both studies. Keywords: 3D placement; input device; stress | |||
| The MAGIC Touch: Combining MAGIC-Pointing with a Touch-Sensitive Mouse | | BIBAK | Full-Text | 415-428 | |
| Heiko Drewes; Albrecht Schmidt | |||
| In this paper, we show how to use the combination of eye-gaze and a
touch-sensitive mouse to ease pointing tasks in graphical user interfaces. A
touch of the mouse positions the mouse pointer at the current gaze position of
the user. Thus, the pointer is always at the position where the user expects it
on the screen. This approach changes the user experience in tasks that include
frequent switching between keyboard and mouse input (e.g. working with
spreadsheets). In a user study, we compared the touch-sensitive mouse with a
traditional mouse and observed speed improvements for pointing tasks on complex
backgrounds. For pointing task on plain backgrounds, performances with both
devices were similar, but users perceived the gaze-sensitive interaction of the
touch-sensitive mouse as being faster and more convenient. Our results show
that using a touch-sensitive mouse that positions the pointer on the user's
gaze position reduces the need for mouse movements in pointing tasks
enormously. Keywords: Eye-tracking; eye-gaze pointing; touch-sensitive mouse; MAGIC pointing | |||
| Honeycomb: Visual Analysis of Large Scale Social Networks | | BIBA | Full-Text | 429-442 | |
| Frank van Ham; Hans-Jörg Schulz; Joan Morris DiMicco | |||
| The rise in the use of social network sites allows us to collect large amounts of user reported data on social structures and analysis of this data could provide useful insights for many of the social sciences. This analysis is typically the domain of Social Network Analysis, and visualization of these structures often proves invaluable in understanding them. However, currently available visual analysis tools are not very well suited to handle the massive scale of this network data, and often resolve to displaying small ego networks or heavily abstracted networks. In this paper, we present Honeycomb, a visualization tool that is able to deal with much larger scale data (with millions of connections), which we illustrate by using a large scale corporate social networking site as an example. Additionally, we introduce a new probability based network metric to guide users to potentially interesting or anomalous patterns and discuss lessons learned during design and implementation. | |||
| Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design | | BIBAK | Full-Text | 443-456 | |
| Chee Siang Ang; Panayiotis Zaphiris | |||
| We propose the use of social simulations to study and support the design of
online communities. In this paper, we developed an Agent-Based Model (ABM) to
simulate and study the formation of social networks in a Massively Multiplayer
Online Role Playing Game (MMORPG) guild community. We first analyzed the
activities and the social network (who-interacts-with-whom) of an existing
guild community to identify its interaction patterns and characteristics. Then,
based on the empirical results, we derived and formalized the interaction
rules, which were implemented in our simulation. Using the simulation, we
reproduced the observed social network of the guild community as a means of
validation. The simulation was then used to examine how various parameters of
the community (e.g. the level of activity, the number of neighbors of each
agent, etc) could potentially influence the characteristic of the social
networks. Keywords: Agent-based model; online community; simulation; sociability; social network | |||
| Designing Interaction for Local Communications: An Urban Screen Study | | BIBAK | Full-Text | 457-460 | |
| Fiona Redhead; Margot Brereton | |||
| This paper discusses the ongoing design and use of a digital community
noticeboard situated in a suburban hub. The design intention is to engage
residents, collect and display local information and communications, and spark
discussion. A key contribution is an understanding of Situated Display
navigation that aids retrieval from a long-term collection created by and for
suburban community, and engaging qualities of this collection. Keywords: Situated Display; Internet Technologies; Interaction; Urban Screen | |||
| WidSets: A Usability Study of Widget Sharing | | BIBAK | Full-Text | 461-464 | |
| Kristiina Karvonen; Theofanis Kilinkaridis; Olli Immonen | |||
| In this paper, we describe a study conducted to better understand and
improve the usability of the reputation elements on an online widget sharing
site called WidSets. With a series of interviews and an online questionnaire
with users of WidSets, we seek to understand the motivations and instigators of
the actual usage, the level of understanding, and acceptance of current
reputation elements. We analyse the impact of these factors on WidSets users'
willingness to download and use the publicly available widgets. The outcomes
show the visual elements of the user interface to predominate as the source for
information for the decision to trust and download. However, the accuracy of
the interpretation of these elements remains ambiguous. There also seems to be
little awareness of the underlying security issues related to possible
malicious widgets and developers. Keywords: Widget; reputation; usability; user study; questionnaire; trust | |||
| A Model for Steering with Haptic-Force Guidance | | BIBAK | Full-Text | 465-478 | |
| Xing-Dong Yang; Pourang Irani; Pierre Boulanger; Walter F. Bischof | |||
| Trajectory-based tasks are common in many applications and have been widely
studied. Recently, researchers have shown that even very simple tasks, such as
selecting items from cascading menus, can benefit from haptic-force guidance.
Haptic guidance is also of significant value in many applications such as
medical training, handwriting learning, and in applications requiring precise
manipulations. There are, however, only very few guiding principles for
selecting parameters that are best suited for proper force guiding. In this
paper, we present a model, derived from the steering law that relates movement
time to the essential components of a tunneling task in the presence of
haptic-force guidance. Results of an experiment show that our model is highly
accurate for predicting performance times in force-enhanced tunneling tasks. Keywords: Haptic guidance; steering task; Steering law; Fitts' law | |||
| Designing Laser Gesture Interface for Robot Control | | BIBAK | Full-Text | 479-492 | |
| Kentaro Ishii; Shengdong Zhao; Masahiko Inami; Takeo Igarashi; Michita Imai | |||
| A laser pointer can be a powerful tool for robot control. However, in the
past, their use in the field of robotics has been limited to simple target
designation, without exploring their potential as versatile input devices. This
paper proposes to create a laser pointer-based user interface for giving
various instructions to a robot by applying stroke gesture recognition to the
laser's trajectory. Through this interface, the user can draw stroke gestures
using a laser pointer to specify target objects and commands for the robot to
execute accordingly. This system, which includes lasso and dwelling gestures
for object selection, stroke gestures for robot operation, and push-button
commands for movement cancellation, has been refined from its prototype form
through several user-study evaluations. Our results suggest that laser pointers
can be effective not only for target designation but also for specifying
command and target location for a robot to perform. Keywords: laser pointer; stroke gesture; human-robot interaction; user interface | |||
| A Haptic-Enhanced System for Molecular Sensing | | BIBA | Full-Text | 493-496 | |
| Sara Comai; Davide Mazza | |||
| The science of haptics has received an enormous attention in the last decade. One of the major application trends of haptics technology is data visualization and training. In this paper, we present a haptically-enhanced system for manipulation and tactile exploration of molecules. The geometrical models of molecules is extracted either from theoretical or empirical data using file formats widely adopted in chemical and biological fields. The addition of information computed with computational chemistry tools, allows users to feel the interaction forces between an explored molecule and a charge associated to the haptic device, and to visualize a huge amount of numerical data in a more comprehensible way. The developed tool can be used either for teaching or research purposes due to its high reliance on both theoretical and experimental data. | |||
| Designing with Only Four People in Mind? -- A Case Study of Using Personas to Redesign a Work-Integrated Learning Support System | | BIBAK | Full-Text | 497-509 | |
| Amir Dotan; Neil A. M. Maiden; Valentina Lichtner; Lola Germanovich | |||
| In this paper we describe and reflect on the use of personas to redesign the
3rd prototype of APOSDLE -- a system to support informal learning and knowledge
transfer in the workplace. Based on the results of a formative evaluation of
the 2nd prototype we used personas to explore how users' goals, behaviour and
preferences could be communicated to project members during a two-day design
workshop, in order to ensure useful and usable design solutions. We actively
involved stakeholders representing the target market throughout the process as
they helped to create, validate and interpret the four personas we used. By
doing so we aimed to address methodological weaknesses and practical
limitations of using personas, primarily those relating to the validity of the
personas used and the way they are interpreted. We reflected on how effective
the personas were by referring to data generated during the workshop and
discussion transcripts. As reported by others, and as we have experienced
ourselves, using personas can be quite challenging as rich narrative
descriptions are expected to produce insight and design solutions. In light of
this challenge, we contribute a case study illustrating how personas were
implemented in a real world situation to engage project members with user
information and drive the design process. We specifically discussed the
strengths and weaknesses of actively involving stakeholders in creating and
using personas. Keywords: Personas; User-Centred Design; Work-Integrated Systems; Interaction Design;
Usability | |||
| Play-Personas: Behaviours and Belief Systems in User-Centred Game Design | | BIBAK | Full-Text | 510-523 | |
| Alessandro Canossa; Anders Drachen | |||
| Game designers attempt to ignite affective, emotional responses from players
via engineering game designs to incite definite user experiences. Theories of
emotion state that definite emotional responses are individual, and caused by
the individual interaction sequence or history. Engendering desired emotions in
the audience of traditional audiovisual media is a considerable challenge;
however it is potentially even more difficult to achieve the same goal for the
audience of interactive entertainment, because a substantial degree of control
rests in the hand of the end user rather than the designer. This paper presents
a possible solution to the challenge of integrating the user in the design of
interactive entertainment such as computer games by employing the "persona"
framework introduced by Alan Cooper. This approach is already in use in
interaction design. The method can be improved by complementing the traditional
narrative description of personas with quantitative, data-oriented models of
predicted patterns of user behaviour for a specific computer game Additionally,
persona constructs can be applied both as design-oriented metaphors during the
development of games, and as analytical lenses to existing games, e.g. for
evaluation of patterns of player behaviour. Keywords: Play persona; emotion; game design; user centered design; user experience
design | |||
| Developing and Validating Personas in e-Commerce: A Heuristic Approach | | BIBA | Full-Text | 524-527 | |
| Volker Thoma; Bryn Williams | |||
| A multi-method persona development process in a large e-commerce business is described. Personas are fictional representations of customers that describe typical user attributes to facilitate a user-centered approach in interaction design. In the current project persona attributes were derived from various data sources, such as stakeholder interviews, user tests and interviews, data mining, customer surveys, and ethnographic (direct observation, diary studies) research. The heuristic approach of using these data sources conjointly allowed for an early validation of relevant persona dimensions. | |||
| Picking Up Artifacts: Storyboarding as a Gateway to Reuse | | BIBAK | Full-Text | 528-541 | |
| Shahtab Wahid; Stacy M. Branham; Lauren Cairco; D. Scott McCrickard; Steve Harrison | |||
| Storyboarding offers designers the opportunity to illustrate a visual
narrative of use. Because designers often refer to past ideas, we argue
storyboards can be constructed by reusing shared artifacts. We present a study
in which we explore how designers reuse artifacts consisting of images and
rationale during storyboard construction. We find images can aid in accessing
rationale and that connections among features aid in deciding what to reuse,
creating new artifacts, and constructing. Based on requirements derived from
our findings, we present a storyboarding tool, PIC-UP, to facilitate artifact
sharing and reuse and evaluate its use in an exploratory study. We conclude
with remarks on facilitating reuse and future work. Keywords: design reuse; storyboarding; claims | |||
| Are User Interface Pattern Languages Usable? A Report from the Trenches | | BIBAK | Full-Text | 542-545 | |
| Regina Bernhaupt; Marco Winckler; Florence Pontico | |||
| Patterns languages pattern languages for interaction design have been an
active research field in the area of Human-Computer Interaction. However, only
few researchers have explored the impact of pattern languages in real
application domains. This work reports a field study on acceptance and adoption
of pattern languages by development teams in industry. Our results show that
pattern languages should take into account the idiosyncrasies of the
application domain and results show that pattern languages can be a great
leverage to improve usability culture in industry. Keywords: pattern languages; field usability study; acceptance | |||
| Get Your Requirements Straight: Storyboarding Revisited | | BIBA | Full-Text | 546-549 | |
| Mieke Haesen; Kris Luyten; Karin Coninx | |||
| Current user-centred software engineering (UCSE) approaches provide many techniques to combine know-how available in multidisciplinary teams. Although the involvement of various disciplines is beneficial for the user experience of the future application, the transition from a user needs analysis to a structured interaction analysis and UI design is not always straightforward. We propose storyboards, enriched by metadata, to specify functional and non-functional requirements. Accompanying tool support should facilitate the creation and use of storyboards. We used a meta-storyboard for the verification of storyboarding approaches. | |||
| Hello World! -- Experiencing Usability Methods without Usability Expertise | | BIBAK | Full-Text | 550-565 | |
| Elina Eriksson; Åsa Cajander; Jan Gulliksen | |||
| How do you do usability work when no usability expertise is available? What
happens in an organization when system developers, with no previous HCI
knowledge, after a 3-day course, start applying usability methods, and
particularly field studies? In order to answer these questions qualitative data
were gathered through participatory observations, a feed back survey, field
study documentation and interviews from 47 system developers from a public
authority. Our results suggest that field studies enhance the developer's
understanding of the user perspective, and provide a more holistic overview of
the use situation, but that some developers were unable to interpret their
observations and see solutions to the users' problems. The field study method
was very much appreciated and has now become standard operating procedure
within the organization. However, although field studies may be useful, it does
not replace the need for usability professionals, as their knowledge is
essential for more complex observations, analysis and for keeping the focus on
usability. Keywords: Field studies; ethnography; usability; user centered systems design; case
study; public authority; sense making | |||
| Supporting Worth Mapping with Sentence Completion | | BIBAK | Full-Text | 566-581 | |
| Gilbert Cockton; Sari Kujala; Piia Nurkka; Taneli Hölttä | |||
| Expectations for design and evaluation approaches are set by the development
practices within which they are used. Worth-Centred Development (WCD) seeks to
both shape and fit such practices. We report a study that combined two WCD
approaches. Sentence completion gathered credible quantitative data on user
values, which were used to identify relevant values and aversions of two player
groups for an on-line gambling site. These values provided human value elements
for a complementary WCD approach of worth mapping. Initial worth maps were
extended in three workshops, which focused on outcomes and user experiences
that could be better addressed in the current product and associated marketing
materials. We describe how worth maps were prepared for, and presented in,
workshops, and how product owners and associated business roles evaluated the
combination of WCD approaches. Based on our experiences, we offer practical
advice on this combinination. Keywords: User Values; Sentence Completion; Worth-Centred Development (WCD); Worth
Mapping; Monetary Gaming | |||
| What Is an Activity? Appropriating an Activity-Centric System | | BIBAK | Full-Text | 582-595 | |
| Svetlana Yarosh; Tara Matthews; Thomas P. Moran; Barton A. Smith | |||
| Activity-Centric Computing (ACC) systems seek to address the fragmentation
of office work across tools and documents by allowing users to organize work
around the computational construct of an Activity. Defining and structuring
appropriate Activities within a system poses a challenge for users that must be
overcome in order to benefit from ACC support. We know little about how
knowledge workers appropriate the Activity construct. To address this, we
studied users' appropriation of a production-quality ACC system, Lotus
Activities, for everyday work by employees in a large corporation. We
contribute to a better understanding of how users articulate their individual
and collaborative work in the system by providing empirical evidence of their
patterns of appropriation. We conclude by discussing how our findings can
inform the design of other ACC systems for the workplace. Keywords: Activity-Centric Computing; Appropriation; Office & Workplace | |||
| Sharing Usability Problem Sets within and between Groups | | BIBAK | Full-Text | 596-599 | |
| Gudmundur Freyr Jonasson; Ebba Thora Hvannberg | |||
| Merging similar usability problems is often a time consuming step in the
process of usability evaluation. We have developed a tool which can aid with
merging duplicate problem descriptions. The tool enables evaluators to define
constructs which describe a usability problem and store them in a database. The
evaluator can search for existing constructs, problem descriptions and problem
sets using the query language XQuery. The XQuery search function also enables
the evaluator to compare usability problems. The tool is designed to be
flexible and the exchange of data between evaluators is simple exploiting the
compatibility of XML (Extensible Markup Language) and a well defined data
structure. We have performed an analysis on a problem set to check for the
comparison quality of the merging function in the tool. This has allowed us to
suggest further ways to compare usability problems. Keywords: Usability; problem; construct definition; merging; exchange; relevance | |||
| Obstacles to Option Setting: Initial Results with a Heuristic Walkthrough Method | | BIBA | Full-Text | 600-603 | |
| Silvia Gabrielli; Anthony Jameson | |||
| This short paper is the first step in a line of research that aims to deepen understanding of the difficulties that users often have with option setting interfaces: those parts of a system that allow the user to set parameters that influence the system's behavior and appearance. On the basis of a theoretical distinction of three things that users may fail to understand about a given option, we introduce a simple variant of the heuristic walkthrough method that helps evaluators to uncover likely obstacles. We give a quantitative and qualitative overview of the obstacles found through the application of this heuristic walkthrough to parts of four popular applications. | |||
| Dimensions of Context Affecting User Experience in Mobile Work | | BIBAK | Full-Text | 604-617 | |
| Heli Wigelius; Heli Väätäjä | |||
| Understanding the contextual factors affecting user experience is essential
in designing and evaluating mobile systems for mobile work. The aim of this
paper is to explore these contextual factors through three case studies: of
safety observation at construction sites, passenger transportation with taxis,
and mobile news journalism. For each case study we describe the nature of the
mobile work and present our findings on the contextual factors that were found
to affect the user experience. Based on the results, we present and discuss
five dimensions of mobile work context affecting user experience: 1) social, 2)
spatial, 3) temporal, 4) infrastructural, and 5) task context. Compared to
earlier frameworks of context for mobile work, the social context as well as
the infrastructural context was emphasized in our findings. The presented
framework elaborates the dimensions of context affecting user experience of
mobile systems and services in mobile work in particular. The framework is also
applicable for mobile consumer systems and services. Keywords: context; mobile work; user experience; mobile systems | |||
| When Joy Matters: The Importance of Hedonic Stimulation in Collocated Collaboration with Large-Displays | | BIBAK | Full-Text | 618-629 | |
| Jasminko Novak; Susanne Schmidt | |||
| Hedonic aspects are increasingly considered as an important factor in user
acceptance of information systems, especially for activities with high
self-fulfilling value for the users. In this paper we report on the results of
an experiment investigating the hedonic qualities of an interactive
large-display workspace for collocated collaboration in sales-oriented travel
advisory. The results show a higher hedonic stimulation quality of a
touch-based large-display travel advisory workspace than that of a traditional
workspace with catalogues. Together with the feedback of both customers and
travel agents this suggests the adequacy of using touch-based large-displays
with visual workspaces for supporting the hedonic stimulation of user
experience in collocated collaboration settings. The relation of high
perception of hedonic quality to positive emotional attitudes towards the use
of a large-display workspace indicates that even in utilitarian activities
(e.g. reaching sales goals for travel agents) hedonic aspects can play an
important role. This calls for reconsidering the traditional divide of hedonic
vs. utilitarian systems in current literature, to a more balanced view towards
systems which provide both utilitarian and hedonic sources of value to the
user. Keywords: Collaboration; large displays; hedonic information systems; user experience | |||
| The 'Joy-of-Use'-Button: Recording Pleasant Moments While Using a PC | | BIBAK | Full-Text | 630-633 | |
| Robert Schleicher; Sandra Trösterer | |||
| This paper describes the conceptualization and implementation of a free
software tool to record positive moments while using a PC. The application runs
in the background and is only visible as an icon in the system tray. Once
called, the user is prompted to quantify the Joy-of-Use experience with a
five-point rating which is saved together with a screenshot of the currently
active window. The user can also mark areas in the screenshot that were
relevant to the positive experience. In the advanced mode, the event can
additionally be characterized by selecting typical aspects of such moments that
were determined empirically, or by giving an own description in a free text
field. A running version for Microsoft Windows XP and its source code are
available online for other researchers and practitioners who wish to collect
their own data on Joy-of-Use. Keywords: emotion; fun; usability evaluation tool; Microsoft Windows XP | |||
| Introducing a Pairwise Comparison Scale for UX Evaluations with Preschoolers | | BIBAK | Full-Text | 634-637 | |
| Bieke Zaman | |||
| This paper describes the development and validation of a pairwise comparison
scale for user experience (UX) evaluations with preschoolers. More
particularly, the dimensionality, reliability and validity of the scale are
discussed. The results of three experiments among almost 170 preschoolers show
that user experience cannot be measured quantitatively as a multi-dimensional
construct. In contrast, preschoolers' UX should be measured directly as a
one-dimensional higher order construct. This one-dimensional scale encompassing
five general items proved to be internally consistent and valid providing
evidence of a solid theory-based instrument to measure UX with preschoolers. Keywords: UX evaluation; pairwise comparison scale; preschoolers | |||
| The Effect of Brand on the Evaluation of Websites | | BIBA | Full-Text | 638-651 | |
| Antonella De Angeli; Jan Hartmann; Alistair G. Sutcliffe | |||
| The effect of brand on consumer attitudes towards real and virtual goods is largely documented in consumer psychology and marketing. There is an obvious link between the design of a website and its brand. Yet, this effect has attracted little attention from the HCI community. This paper presents empirical evidence showing that brand attitude influences the evaluation of websites. The effect was reliable across different measures: people holding better attitudes were more positive in the evaluation of aesthetics, pleasure and usability. A sample of students (N=145) with a background in HCI was tested, suggesting that brand may influence the output of expert evaluators. The study provides support to the proposition of UX as a contextual-dependent response to the interaction with computing systems and has important implications for the design and evaluation of websites which are discussed in the conclusion. | |||
| Does Branding Need Web Usability? A Value-Oriented Empirical Study | | BIBAK | Full-Text | 652-665 | |
| Davide Bolchini; Franca Garzotto; Fabio Sorce | |||
| Does usability of a web-based communication artifact affect brand, i.e., the
set of beliefs, emotions, attitudes, or qualities that people mentally
associate to the entity behind that artifact? Intuitively, the answer is "yes":
usability is a fundamental aspect of the quality of the experience with a
website, and a "good" experience with a "product" or its reifications tends to
translate into "good" brand perception. To date, however, the existence of a
connection between web usability and brand perception is shown through
anecdotic arguments, and is not supported by published systematic research.
This paper discusses a study that empirically investigates this correlation in
a more rigorous, analytical, and replicable way. Our main contribution is
twofold: on the one hand, we provide empirical evidence to the heuristic
principle that web usability influences branding, and we do that through four
between subjects controlled experiments that involved 120 subjects. On the
other hand, we inform the study with a systematic value-oriented approach to
the user experience, and thus provide a conceptual framework that can be reused
in other experimental settings, either for replicating our study, or for
designing similar studies focusing on the correlation of web branding vs.
design factors other than usability. Keywords: brand; usability; value-centered approach; web application; communication
goal; empirical study; inspection | |||
| What Needs Tell Us about User Experience | | BIBAK | Full-Text | 666-669 | |
| Annika Wiklund-Engblom; Marc Hassenzahl; Anette Bengs; Susanne Sperring | |||
| The present study explores the sources and consequences of fulfilling six
fundamental human needs, namely Autonomy, Relatedness, Competence, Stimulation,
Influence, and Security, through using interactive products and media. Each
need refers to a distinct set of issues, such as according product attributes
(e.g., "flexibility") and experiential consequences (e.g., "freedom of
choice"). Besides the need-specific content, which helps to characterize and
differentiate user experiences, the study reveals the close relation between
needs and according product attributes as their mirror images. Keywords: User Experience; Fundamental Needs; Technology and Media Interaction | |||
| From Paper to PDA: Design and Evaluation of a Clinical Ward Instruction on a Mobile Device | | BIBAK | Full-Text | 670-683 | |
| Anne Marie Kanstrup; Jan Stage | |||
| Mobile devices with small screens and minimal facilities for interaction are
increasingly being used in complex human activities for accessing and
processing information, while the user is moving. This paper presents a case
study of the design and evaluation of a mobile system, which involved
transformation of complex text and tables to digital format on a PDA. The
application domain was an emergency medical ward, and the user group was junior
registrars. We designed a PDA-based system for accessing information, focusing
on the ward instruction, implemented a prototype and evaluated it for usability
and utility. The evaluation results indicate significant problems in the
interaction with the system as well as the extent to which the system is useful
for junior registrars in their daily work. Keywords: Interaction design; mobile system; usability evaluation; interpretive
evaluation; case study | |||
| Designing User Interfaces for Smart-Applications for Operating Rooms and Intensive Care Units | | BIBAK | Full-Text | 684-695 | |
| Martin Christof Kindsmüller; Maral Haar; Hannes Schulz; Michael Herczeg | |||
| Today's physicians and nurses working in operating rooms and intensive care
units have to deal with an ever increasing amount of data. More and more
medical devices are delivering information, which has to be perceived and
interpreted in regard to patient status and the necessity to adjust therapy.
The combination of high information load and insufficient usability creates a
severe challenge for the health personnel with respect to proper monitoring of
these devices respective to acknowledging alarms and timely reaction to
critical incidents. Smart Applications are a new kind of decision support
systems that incorporate medical expertise in order to help health personnel in
regard to diagnosis and therapy. By means of a User Centered Design process of
two Smart Applications (anaesthesia monitor display, diagnosis display), we
illustrate which approach should be followed and which processes and methods
have been successfully applied in fostering the design of usable medical
devices. Keywords: Smart-Applications; Safety Critical Systems; Healthcare; User Interface; OR;
ICU | |||
| Interactive Therapeutic Multi-sensory Environment for Cerebral Palsy People | | BIBAK | Full-Text | 696-699 | |
| Cesar Mauri; Agusti Solanas; Toni Granollers; Joan Bagés; Mabel García | |||
| The Interactive Therapeutic Sensory Environment (ITSE) research project
offers new opportunities on stimulation, interaction and interactive creation
for people with moderate and severe mental and physical disabilities. Mainly
based on computer vision techniques, the ITSE project allows the gathering of
users' gestures and their transformation into images, sounds and vibrations.
Currently, in the APPC, we are working in a prototype that is capable of
generating sounds based on the users' motion and to process digitally the vocal
sounds of the users. Tests with impaired users show that ITSE promotes
participation, engagement and play. In this paper, we briefly describe the ITSE
system, the experimental methodology, the preliminary results and some future
goals. Keywords: Cerebral Palsy; Elderly; Disabled People; Artificial Vision | |||
| Designing Systems for Health Promotion and Autonomy in Older Adults | | BIBAK | Full-Text | 700-703 | |
| Helena Lindgren; Ingeborg Nilsson | |||
| The inclusion and autonomy of older people in the society where large parts
of the life is organized with computer and Internet use as means is addressed
in an ongoing project in the rehabilitation and health domains. Part from
investigating the potentials of using ICT for rehabilitation of older people
with limited or no computer skills, the aim for the project is to develop
methods and tools for the purpose, and also for the interaction design domain
where systems are developed for older people. The resulting methods are used
for informing the design of the system in an iterative process. Keywords: Interaction design; activity theory; health care; evaluation | |||
| CLINICAL SURFACES -- Activity-Based Computing for Distributed Multi-Display Environments in Hospitals | | BIBA | Full-Text | 704-717 | |
| Jakob E. Bardram; Jonathan Bunde-Pedersen; Afsaneh Doryab; Steffen Sørensen | |||
| A multi-display environment (MDE) is made up of co-located and networked personal and public devices that form an integrated workspace enabling co-located group work. Traditionally, MDEs have, however, mainly been designed to support a single "smart room", and have had little sense of the tasks and activities that the MDE is being used for. This paper presents a novel approach to support activity-based computing in distributed MDEs, where displays are physically distributed across a large building. CLINICAL SURFACES was designed for clinical work in hospitals, and enables context-sensitive retrieval and browsing of patient data on public displays. We present the design and implementation of CLINICAL SURFACES, and report from an evaluation of the system at a large hospital. The evaluation shows that using distributed public displays to support activity-based computing inside a hospital is very useful for clinical work, and that the apparent contradiction between maintaining privacy of medical data in a public display environment can be mitigated by the use of CLINICAL SURFACES. | |||
| Designing a Safer Interactive Healthcare System -- The Impact of Authentic User Participation | | BIBAK | Full-Text | 718-730 | |
| Kathryn L. Went; Peter Gregor; Ian W. Ricketts | |||
| Information technology has been widely promoted in the healthcare sector to
improve current practice and patient safety. However, end users are seldom
involved extensively in the design and development of healthcare systems, with
lip service often paid to the idea of true user involvement. In this case study
the impact of sustained authentic user participation was explored using an
interdisciplinary team, consisting of experts both in interaction and
healthcare design and consultant anaesthetists, nurses, and pharmacists, to
create an electronic prescribing and administration system. This paper details
the interface that was created and provides examples of the way in which the
design evolved in response to the sustained authentic user participation
methods. The working prototype both reduced the opportunity for user error and
was preferred by its users to the existing manual system. Keywords: Healthcare; user engagement; participatory design | |||
| A Novel Approach for Creating Activity-Aware Applications in a Hospital Environment | | BIBA | Full-Text | 731-744 | |
| Jakob E. Bardram | |||
| Context-aware and activity-aware computing has been proposed as a way to adapt the computer to the user's ongoing activity. However, deductively moving from physical context -- like location -- to establishing human activity has proved difficult. This paper proposes a novel approach to activity-aware computing. Instead of inferring activities, this approach enables the user to explicitly model their activity, and then use sensor-based events to create, manage, and use these computational activities adjusted to a specific context. This approach was crafted through a user-centered design process in collaboration with a hospital department. We propose three strategies for activity-awareness: context-based activity matching, context-based activity creation, and context-based activity adaptation. We present the implementation of these strategies and present an experimental evaluation of them. The experiments demonstrate that rather than considering context as information, context can be a relational property that links 'real-world activities' with their 'computational activities'. | |||
| Investigating CAPTCHAs Based on Visual Phenomena | | BIBAK | Full-Text | 745-748 | |
| Anja B. Naumann; Thomas Franke; Christian Bauckhage | |||
| We propose and evaluate several novel types of CAPTCHAs (test to tell
computers and humans apart) that exploit characteristics of the human visual
system. Perceptions caused by the effect of lightness constancy or grouping
phenomena due to transparent motion are hard to emulate on computers and may
thus provide novel authentication mechanisms. Keywords: CAPTCHA; visual phenomena; optical illusions | |||
| Reflection of a Year Long Model-Driven Business and UI Modeling Development Project | | BIBAK | Full-Text | 749-762 | |
| Noi Sukaviriya; Senthil Mani; Vibha Sinha | |||
| Model-driven software development enables users to specify an application at
a high level -- a level that better matches problem domain. It also promises
the users with better analysis and automation. Our work embarks on two
collaborating domains -- business process and human interactions -- to build an
application. Business modeling expresses business operations and flows then
creates business flow implementation. Human interaction modeling expresses a UI
design, its relationship with business data, logic, and flow, and can generate
working UI. This double modeling approach automates the production of a working
system with UI and business logic connected. This paper discusses the human
aspects of this modeling approach after a year long of building a procurement
outsourcing contract application using the approach -- the result of which was
deployed in December 2008. The paper discusses in multiple areas the happy
endings and some heartache. We end with insights on how a model-driven approach
could do better for humans in the process. Keywords: Business process model; model-driven user interface; UI design; solution
design | |||
| Designing Tools for Supporting User Decision-Making in e-Commerce | | BIBAK | Full-Text | 763-776 | |
| Alistair G. Sutcliffe; Faisal Al-Qaed | |||
| The paper describes a set of tools designed to support a variety of user
decision-making strategies. The tools are complemented by an online advisor so
they can be adapted to different domains and users can be guided to adopt
appropriate tools for different choices in e-commerce, e.g. purchasing
high-value products, exploring product fit to users' needs, or selecting
products which satisfy requirements. The tools range from simple recommenders
to decision support by interactive querying and comparison matrices. They were
evaluated in a scenario-based experiment which varied the users' task and
motivation, with and without an advisor agent. The results show the tools and
advisor were effective in supporting users and agreed with the predictions of
ADM (adaptive decision making) theory, on which the design of the tools was
based. Keywords: Decision support; e-commerce; recommenders; advisor agents | |||
| Designing for Culturally Contextualized Learning Activity Planning: Matching Learning Theories and Practice | | BIBAK | Full-Text | 777-790 | |
| Aparecido Fabiano Pinatti de Carvalho; Júnia Coutinho Anacleto Silva; Vânia Paula de Almeida Néris | |||
| Helping teachers in their activities has been an issue more and more
explored in Computer Science. However, in order to support teachers
effectively, it is necessary to understand their needs and to design tools that
they can easily manage. One of those needs is undoubtedly to put in practice
pedagogical principles. This paper presents the design of PACO-T, a tool for
helping teachers in planning learning activities (LAs) supported by common
sense knowledge, based on PACO, a seven-step textual framework for planning
pedagogically suitable LAs. The design was based on the results of a case study
carried out to investigate how teachers can plan LAs following PACO steps,
using common sense knowledge from a common sense knowledge base collaboratively
built through the web. Moreover, the interface design was ruled by a Web Design
Pattern Language, attempting to improve the usability of the tool. PACO-T aims
to help teachers to put in practice the recommendation for contextualizing LAs
to the target group, found in several learning theories. Keywords: e-learning; learning activity; contextualization; common sense knowledge;
computer tool; design; Web Design Pattern; pedagogical issues | |||
| WIPDash: Work Item and People Dashboard for Software Development Teams | | BIBAK | Full-Text | 791-804 | |
| Mikkel R. Jakobsen; Roland Fernandez; Mary Czerwinski; Kori Inkpen; Olga A. Kulyk; George G. Robertson | |||
| We present WIPDash, a visualization for software development teams designed
to increase group awareness of work items and code base activity. WIPDash was
iteratively designed by working with two development teams, using interviews,
observations, and focus groups, as well as sketches of the prototype. Based on
those observations and feedback, we prototyped WIPDash and deployed it with two
software teams for a one week field study. We summarize the lessons learned,
and include suggestions for a future version. Keywords: Information visualization; software development; large display; cooperative
work; CSCW; situational awareness; field study | |||
| CGD -- A New Algorithm to Optimize Space Occupation in Ellimaps | | BIBAK | Full-Text | 805-818 | |
| Benoît Otjacques; Maël Cornil; Monique Noirhomme-Fraiture; Fernand Feltz | |||
| How to visualize datasets hierarchically structured is a basic issue in
information visualization. Compared to the common diagrams based on the
nodes-links paradigm (e.g. trees), the enclosure-based methods have shown high
potential to represent simultaneously the structure of the hierarchy and the
weight of nodes. In addition, these methods often support scalability up to
sizes where trees become very complicated to understand. Several approaches
belong to this class of visualization methods such as treemaps, ellimaps,
circular treemaps or Voronoi treemaps. This paper focuses on the specific case
of ellimaps in which the nodes are represented by ellipses nested one into each
other. A controlled experiment has previously shown that the initial version of
the ellimaps was efficient to support the perception of the dataset structure
and was reasonably acceptable for the perception of the node weights. However
it suffers from a major drawback in terms of display space occupation. We have
tackled this issue and the paper proposes a new algorithm to draw ellimaps. It
is based on successive distortions and relocations of the ellipses in order to
occupy a larger proportion of the display space than the initial algorithm. A
Monte-Carlo simulation has been used to evaluate the filling ratio of the
display space in this new approach. The results show a significant improvement
of this factor. Keywords: Information Visualization; Ellimaps; Hierarchies Visualization | |||
| Visual Search Strategies of Tag Clouds -- Results from an Eyetracking Study | | BIBAK | Full-Text | 819-831 | |
| Johann Schrammel; Stephanie Deutsch; Manfred Tscheligi | |||
| Tag clouds have become a frequently used interaction technique in the web in
the past couple of years. Research has shown the influence of variables such as
tag size and location on the perception of tag clouds. However, several
questions remain unclear. First, little is know on how tag clouds are perceived
visually and which search strategies users apply when looking for tags in a tag
cloud. Second, there are variables, especially tag location, were prior work
comes to conflicting results. Third, several approaches to present tag clouds
with the tags semantically clustered have been proposed recently. However, it
remains unclear which effects these new approaches have on the perception of
tag clouds. In this paper we report the results of an extensive study on the
perception of tag clouds using eye tracking technology that allows answering
these questions. Keywords: Tag clouds; eye tracking; folksonomy; clustering; semantic grouping;
visualization | |||
| Interactive and Lightweight Mechanisms to Coordinate Interpersonal Privacy in Mediated Communication | | BIBAK | Full-Text | 832-833 | |
| Natalia A. Romero; Laurens Boer; Panos Markopoulos | |||
| In this paper we describe three mechanisms that enable people to coordinate
their interaction needs with others in their social network. The proposed
designs are based on the Privacy Grounding Model [4] that argues the need for
lightweight and interactive coordination mechanisms to support the dynamic and
dialectic nature of interpersonal privacy coordination. Keywords: Interpersonal Privacy; Common Ground; Coordination; Computer Mediated
Communication; Social Communication | |||
| Liberating Expression: A Freehand Approach to Business Process Modeling | | BIBAK | Full-Text | 834-835 | |
| Nicolas Mangano; Noi Sukaviriya | |||
| Tools that support business process modeling are designed for experienced
users to draw a process with precision and professional appearance. These tools
are not conducive to sketching quick business design ideas. This demo proposal
presents Inkus, a non-intrusive business process sketching tool which allows
freehand sketches of process ideas and slowly brings the users to the required
common business vocabulary. Our goal is to help unleash creativity in business
designers and enrich the design process with values beyond drawing. Keywords: Sketching; business process modeling; use case modeling; low-fidelity UI;
creativity support | |||
| Multimodal Interaction with Speech, Gestures and Haptic Feedback in a Media Center Application | | BIBAK | Full-Text | 836-837 | |
| Markku Turunen; Jaakko Hakulinen; Juho Hella; Juha-Pekka Rajaniemi; Aleksi Melto; Erno Mäkinen; Jussi Rantala; Tomi Heimonen; Tuuli Laivo; Hannu Soronen; Mervi Hansen; Pellervo Valkama; Toni Miettinen; Roope Raisamo | |||
| We demonstrate interaction with a multimodal media center application.
Mobile phone-based interface includes speech and gesture input and haptic
feedback. The setup resembles our long-term public pilot study, where a living
room environment containing the application was constructed inside a local
media museum allowing visitors to freely test the system. Keywords: Speech; haptics; gestures; multimodal interaction; media center | |||
| Social Circles: A 3D User Interface for Facebook | | BIBAK | Full-Text | 838-839 | |
| Diego Rodrigues; Ian Oakley | |||
| Online social network services are increasingly popular web applications
which display large amounts of rich multimedia content: contacts, status
updates, photos and event information. Arguing that this quantity of
information overwhelms conventional user interfaces, this paper presents Social
Circles, a rich interactive visualization designed to support real world users
of social network services in everyday tasks such as keeping up with friends
and organizing their network. It achieves this by using 3D UIs, fluid
animations and a spatial metaphor to enable direct manipulation of a social
network. Keywords: Socialnetwork; visualization; direct manipulation; 3D UI; animation | |||
| Socio-Technical Evaluation Matrix (STEM): A Collaborative Tool to Support and Facilitate Discussion on Socio-Technical Issues of a Design Process | | BIBAK | Full-Text | 840-841 | |
| Souleymane Boundaouda Camara; José L. Abdelnour-Nocera | |||
| STEM is an interactive web application designed to support and facilitate
socio-technical discussions in a collaborative environment. This interactive
demo shows how STEM aims to encompass issues with collaborative tools such as
organisation of discussion threads by relevancy, interdependency and iteration
of previous discussions. Keywords: Collaborative work tool; socio-technical evaluation; dependability | |||
| Take Three Snapshots -- A Tool for Fast Freehand Acquisition of 3D Objects | | BIBAK | Full-Text | 842-843 | |
| Gabriele Peters; Klaus Häming | |||
| We introduce a tool which allows an untrained user to take three images of
an object freehand with a simple consumer camera. From these images a 3d model
of the visible parts of the object is reconstructed within seconds and
visualized realistically. From a research point of view we propose solutions
for three weaknesses of the state-of-the-art reconstruction pipeline. These
contributions allow for a more robust and a considerably faster reconstruction
process than before, which can be used, e.g., to create new types of interfaces
or to assist in creating virtual environments. Keywords: Object Acquisition; Object Reconstruction; User Interfaces; Interaction
Techniques; Visualisation Techniques; Usability | |||
| Blended Interaction Design: A Spatial Workspace Supporting HCI and Design Practice | | BIBAK | Full-Text | 844-847 | |
| Florian Geyer | |||
| This research investigates novel methods and techniques along with tool
support that result from a conceptual blend of human-computer interaction with
design practice. Using blending theory with material anchors as a theoretical
framework, we frame both input spaces and explore emerging structures within
technical, cognitive, and social aspects. Based on our results, we will
describe a framework of the emerging structures and will design and evaluate
tool support within a spatial, studio-like workspace to support collaborative
creativity in interaction design. Keywords: interaction design; design research; conceptual blending; blending theory;
design tools; creativity support | |||
| Designing an Artificial Robotic Interaction Language | | BIBAK | Full-Text | 848-851 | |
| Omar Mubin; Christoph Bartneck; Loe M. G. Feijs | |||
| The project described hereunder focuses on the design and implementation of
a "Artificial Robotic Interaction Language", where the research goal is to find
a balance between the effort necessary from the user to learn a new language
and the resulting benefit of optimized automatic speech recognition for a robot
or a machine. Keywords: Artificial Languages; Speech Interaction; Automatic Speech Recognition | |||
| Designing Mobile Service Experiences, the Role of Emotional Dimension | | BIBAK | Full-Text | 852-855 | |
| Teresa Sarmento | |||
| This research project aims to improve the methods for translating emotional
factors experienced by users into characteristics of the mobile service
interfaces. Keywords: service design; user experience; mobile interfaces; new services; service
experience prototyping | |||
| Development of a Method for Evaluating the Usability of In-Vehicle Information Systems (IVISs) | | BIBAK | Full-Text | 856-859 | |
| Catherine Harvey | |||
| This project involves the development of a model-based method for the
evaluation of design concepts for In-Vehicle Information Systems (IVISs). The
evaluation method is aimed specifically at assessing the usability of the Human
Machine Interface (HMI) associated with these systems. It is aimed at the very
early stages of design and is intended to provide designers with a quick and
easy method of evaluating HMI concepts. The evaluation method will be validated
and refined using the results from user trials conducted in a driving simulator
and on-road, in an instrumented vehicle. Keywords: Driving; Usability; Ergonomics; Interface; Evaluation; Design | |||
| Evaluating Human Computer Interaction through Self-rated Emotion | | BIBA | Full-Text | 860-863 | |
| Danielle M. Lottridge | |||
| This thesis investigates the tools, psychometric characteristics, physiological relationships, and overall benefits and limits of continuous self-rated emotion as a measure of conscious affective experience. | |||
| Human-Computer Interaction Techniques in Firefighting | | BIBA | Full-Text | 864-867 | |
| Sebastian Denef | |||
| This thesis investigates the design of human computer interaction techniques for ubiquitous computing solutions in firefighting. | |||
| Retrieval of User Interface Templates Based on Tasks | | BIBAK | Full-Text | 868-871 | |
| Jordan Janeiro; Thomas Springer; Simone Diniz Junqueira Barbosa; Alexander Schill | |||
| Using template structures is an interesting approach to develop user
interfaces. A designer can predefine such structures, following best user
interface practices, to be constantly reused. However, it may be a problem to
navigate through a repository of templates to find a suitable one for a certain
application. Therefore, we propose a retrieval mechanism for templates based on
its supported tasks. Keywords: user interface; template; information retrieval; natural language; task
terminology; search engine | |||
| Supporting Aphasics for Capturing, Organizing and Sharing Personal Experiences | | BIBAK | Full-Text | 872-875 | |
| Abdullah Al Mahmud | |||
| When a person, due to brain injury or another 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. This paper
describes the aim and progress of the author's dissertation, which focuses on
designing a support system to share daily experiences for people suffering from
expressive aphasia. Keywords: Aphasia; Sharing experiences; Contextual interview | |||
| The Role of Personal and Shared Displays in Scripted Collaborative Learning | | BIBAK | Full-Text | 876-879 | |
| Sara Streng | |||
| Applying technologies in collaborative learning is an important but
difficult task. In this work I will investigate ways of supporting "scripted"
collaborative learning with technologies. "Scripted" means that the learning
phases, activities and tasks are predefined by educationalists to provide some
form of guidance. In particular, I focus on the role of personal and shared
displays in different learning phases. Furthermore, I examine how user
interfaces can be designed in a way that guides the learner's activities. The
proposed contribution is a set of guidelines as well as a software framework
that support the creation of scripted collaborative learning applications. Keywords: Collaborative Learning; CSCL Scripts; Shareable User Interfaces | |||
| Towards a Flexible User Simulation for Evaluating Spoken Dialogue Systems | | BIBAK | Full-Text | 880-883 | |
| Dmitry Butenkov | |||
| The main aim of research is to introduce a new data-driven user simulation
approach for the quality and usability evaluation for spoken dialogue systems. Keywords: Human-Computer Interaction; Human Factors; Statistical User Simulation;
Usability Evaluation; Spoken Dialogue Systems; Experimental Design | |||
| User Aware Technology: From Inter-human Awareness to Technology-User Awareness | | BIBA | Full-Text | 884-887 | |
| Ditte Hvas Mortensen | |||
| The present project explores how the development of user-aware technology may be supported by applying knowledge from research in psychology on nonverbal aspects of human activity in context. | |||
| User eXperience: Tools for Developers | | BIBAK | Full-Text | 888-891 | |
| Anssi Jääskeläinen | |||
| This dissertation aims to narrow the user experience gap between the design
and test phases in software development by offering UX tools for the
developers. Keywords: User experience; UX; software development; query tool; database | |||
| A Dynamic Environment for Video Surveillance | | BIBAK | Full-Text | 892-895 | |
| Paolo Bottoni; Maria De Marsico; Stefano Levialdi; Giovanni Ottieri; Mario Pierro; Daniela Quaresima | |||
| Video surveillance systems must support multiple streaming and prompt alert
notification. We propose a two-tiered environment: a supervisor defines
presentation layouts and model interface reactions to alerts; a surveillant
watches synchronized videos, adapts layouts, and is notified with alerts. Keywords: Video surveillance; Interface reconfiguration; Synchronization | |||
| An Integrated Approach for Creating Service-Based Interactive Applications | | BIBAK | Full-Text | 896-899 | |
| Marius Feldmann; Jordan Janeiro; Tobias Nestler; Gerald Hübsch; Uwe Jugel; André Preußner; Alexander Schill | |||
| While the implementation of business logic and business processes based on
service-oriented architectures is well-understood and covered by existing
development approaches, integrated concepts that empower users to exploit the
Internet of Services to create complex interactive applications are missing. In
this paper, we present an integrated approach that fills this gap. Our approach
builds upon service annotations that add meta-information related to user
interface generation, service dependencies, and service composition to existing
service descriptions. Services can be composed visually to complex interactive
applications based on these annotations without the need to write any code. The
application code is generated completely from the service composition
description. Our approach is able to support heterogeneous target environments
ranging from client/server architectures to mobile platforms. Keywords: services; composition; annotations; interactive applications; MDA | |||
| Implicit Interaction: A Modality for Ambient Exercise Monitoring | | BIBAK | Full-Text | 900-903 | |
| Jin Wan; Michael J. O'Grady; Gregory M. P. O'Hare | |||
| Ambient Exercise refers to the implicit exercise that people undertake in
the course of their everyday duties -- a simple example being climbing stairs.
Increasing awareness of the potential health benefits of such activities may
well contribute to an increase in a person's well-being. Initially, it is
necessary to monitor and quantify such exercise so that personalized fitness
plans may be constructed. In this paper, the implicit interaction modality is
harnessed to enable the capturing of ambient exercise activity thereby
facilitating its subsequent quantification and interpretation. The novelty of
the solution proposed lies in its ubiquity and transparency. Keywords: Ambient exercise; Implicit interaction; Pervasive health | |||
| Interacting with Casework Documents Using Timelines | | BIBAK | Full-Text | 904-907 | |
| Morten Bohøj; Niels Olof Bouvin | |||
| We present a way of creating an overview of administrative procedures using
timelines. Our design also provides for manipulation of the information given
on the timeline through interacting directly with the timeline. As an example
application, a prototype supporting administrative procedures surrounding
parental leave in Denmark, has been developed and evaluated. Keywords: Timeline; visualization; manipulation; casework | |||
| Measuring Emotional Wellbeing with a Non-intrusive Bed Sensor | | BIBAK | Full-Text | 908-911 | |
| Gert van der Vloed; Jelle Berentsen | |||
| We examine the possibility of using non-intrusive bed sensor measures to
ascertain the emotional wellness of an individual. To this end we did a
convergent validation study to determine whether heart rate and respiration
measures provided by the bed sensor correlate with self reports through
questionnaires. The results show that negative affect and worry tension
positively correlate with nocturnal respiration. Keywords: Emotions; Emotional Wellbeing; Physiological Measures | |||
| Using a Dynamic Model to Simulate the Heuristic Evaluation of Usability | | BIBAK | Full-Text | 912-915 | |
| Nuria Hurtado; Mercedes Ruiz; Jesús Torres | |||
| Among usability inspection methods, heuristic evaluation, or expert
evaluation, is considered the most used and well-known usability evaluation
method. The number of evaluators and their expertise are essential aspects that
affect the quality of the evaluation, the cost that its application generates,
and the time that it is necessary to spend. This paper presents a dynamic
simulation model to analyze how different configurations of evaluator team have
an effect upon the results of the heuristic evaluation method. One of the main
advantages of using a dynamic simulation model is the possibility of trying out
different decisions before carrying them out, and change them during the
simulation of the evaluation process. Keywords: Usability; usability evaluation; heuristic evaluation; dynamic simulation
modeling | |||
| Using Avatars for Improving Speaker Identification in Captioning | | BIBAK | Full-Text | 916-919 | |
| Quoc V. Vy; Deborah I. Fels | |||
| Captioning is the main method for accessing television and film content by
people who are deaf or hard-of-hearing. One major difficulty consistently
identified by the community is that of knowing who is speaking particularly for
an off screen narrator. A captioning system was created using a participatory
design method to improve speaker identification. The final prototype contained
avatars and a coloured border for identifying specific speakers. Evaluation
results were very positive; however participants also wanted to customize
various components such as caption and avatar location. Keywords: inclusive design; speaker identification; avatars; captioning | |||
| Biometrics in Practice: What Does HCI Have to Say? | | BIBAK | Full-Text | 920-921 | |
| Lynne M. Coventry; Graham I. Johnson; Tom McEwan; Chris Riley | |||
| This panel discusses biometric technologies from different perspectives in
HCI in order to arrive at a coherent response that the community can give in
this area. The challenges of doing this will also be of interest in terms of
HCI's general influence on topical issues. Keywords: Biometrics; public influence of HCI | |||
| Demarcating User eXperience | | BIBA | Full-Text | 922-923 | |
| Virpi Roto | |||
| This panel discusses the scoping of user experience as a research field. User experience is a crossing point of several disciplines, each of which tends to define user experience from their own perspective. The distinguished panelists from academia and industry represent the different perspectives to user experience: Traditional human-computer interaction, Psychology, Cognitive psychology, and Design. The goal of the panel is to get one step closer to a shared understanding of the concept of user experience. | |||
| Mobility, Emotion, and Universality in Future Collaboration | | BIBAK | Full-Text | 924-925 | |
| Mark H. Chignell; Naotsune Hosono; Deborah Fels; Danielle M. Lottridge; John A. Waterworth | |||
| The Graphical user interface has traditionally supported personal
productivity, efficiency, and usability. With computer supported cooperative
work, the focus has been on typical people, doing typical work in a highly
rational model of interaction. Recent trends towards mobility, and emotional
and universal design are extending the user interface paradigm beyond the
routine. As computing moves into the hand and away from the desktop, there is a
greater need for dealing with emotions and distractions. Busy and distracted
people represent a new kind of disability, but one that will be increasingly
prevalent. In this panel we examine the current state of the art, and prospects
for future collaboration in non-normative computing requirements. This panel
draws together researchers who are studying the problems of mobility, emotion
and universality. The goal of the panel is to discuss how progress in these
areas will change the nature of future collaboration. Keywords: Future Interfaces; Mobile Computing; Perceptual Interfaces; Emotional
Design; University Interfaces; Cross-Cultural Interfaces | |||
| Designing Interaction for Next Generation Personal Computing | | BIBA | Full-Text | 926-927 | |
| Giorgio De Michelis; Marco Loregian; Claudio Moderini; Patrizia Marti; Cesare Colombo; Liam J. Bannon; Cristiano Storni; Marco Susani | |||
| Over two decades of research in the field of Interaction Design and Computer Supported Cooperative Work convinced us that the current design of workstations no longer fits users' needs. It is time to design new personal computers based on metaphors alternative to the desktop one. With this SIG, we are seeking to involve international HCI professionals into the challenges of designing products that are radically new and tackling the many different issues of modern knowledge workers. We would like to engage a wider cross-section of the community: our focus will be on issues of development and participation and the impact of different values in our work. | |||
| Postgraduate Studies in the Field of HCI | | BIBAK | Full-Text | 928-929 | |
| Teija Vainio; Veikko Surakka; Roope Raisamo; Kari-Jouko Räihä; Poika Isokoski; Kaisa Väänänen-Vainio-Mattila; Sari Kujala | |||
| In September of 2007, the Tampere Unit for Computer Human Interaction
(TAUCHI) at the University of Tampere and The Unit of Human-Centered Technology
(IHTE) at the Tampere University of Technology initiated a joint effort to
increase collaboration in the field of human-technology interaction (HTI). One
of the main aims was to develop higher quality education for university
students and to carry out joint internationally recognized HTI research. Both
research units have their own master and postgraduate students while the focus
of education is at IHTE on usability and human-centered design of interactive
products and services whereas TAUCHI focuses on human-technology interaction
developing it by harmonizing the potential of technology with human abilities,
needs, and limitations. Based on our joint analysis we know now that together
TAUCHI and IHTE are offering an internationally competitive master's program
consisting of more than 40 basic, intermediate and advanced level courses.
Although both units are partners in the national Graduate School in
User-Centered Information Technology (UCIT) led by TAUCHI we have recognized a
clear need for developing and systematizing our doctoral education. Keywords: Education; HCI; postgraduate studies | |||
| Advanced Perceptual User Interfaces: Applications for Disabled and Elderly People | | BIBAK | Full-Text | 930-931 | |
| Francisco J. Perales López | |||
| The research of new human-computer interfaces has become a growing field in
computer science, which aims to attain the development of more natural,
intuitive, unobtrusive and efficient interfaces. This objective has come up
with the concept of Perceptual User Interfaces (PUIs) that are turning out to
be very popular as they seek to make the user interface more natural and
compelling by taking advantage of the ways in which people naturally interact
with each other and with the world. PUIs can use speech and sound recognition
and generation, computer vision, graphical animation and visualization,
language understanding, touch-based sensing and feedback (haptics), learning,
user modeling and dialog management. Keywords: human-computer interfaces; computer vision techniques; natural interaction;
perceptual user interfaces | |||
| Combining Requirements and Interaction Design through Usage Scenarios | | BIBAK | Full-Text | 932-933 | |
| Hermann Kaindl | |||
| When the requirements and the interaction design of a system are separated,
they will most likely not fit together, and the resulting system will be less
than optimal. Even if all the real needs are covered in the requirements and
also implemented, errors may be induced by human-computer interaction through a
bad interaction design and its resulting user interface. Such a system may even
not be used at all. Alternatively, a great user interface of a system with
features that are not required will not be very useful as well.
Therefore, we argue for combined requirements engineering and interaction design, primarily based on usage scenarios. However, scenario-based approaches vary especially with regard to their use, e.g., employing abstract use cases or integrating scenarios with functions and goals in a systematic design process. So, the key issue to be addressed is how to combine different approaches, e.g., in scenario-based development, so that the interaction design as well as the development of the user interface and of the software internally result in an overall useful and useable system. In particular, scenarios are very helpful for purposes of usability as well. Keywords: Interaction design; usage scenarios; requirements engineering; user
interfaces; usability | |||
| Design Patterns for User Interfaces on Mobile Equipment | | BIBA | Full-Text | 934-935 | |
| Erik G. Nilsson | |||
| The objective of this tutorial is to enhance the participants' skills in designing user interfaces for mobile equipment, including adaptive and context sensitive user interfaces and multimodal interaction. Through a combination of lectures and practical exercises, a collection of patterns addressing issues regarding designing user interfaces on mobile devices is presented. The patterns address typical challenges and opportunities when designing user interfaces that are to run on PDAs and SmartPhones -- both challenges connected to characteristics of the equipment and connected to tasks to which designing suitable user interfaces is challenging. The tutorial is intended for user interface designer, systems developers, and project leaders that work with or plan to work on development of applications on mobile devices. The tutorial requires basic knowledge of user interface design in general, and basic understanding of challenges connected to designing user interfaces on mobile devices. | |||
| Eye Tracking in Human-Computer Interaction and Usability Research | | BIBAK | Full-Text | 936-937 | |
| Tommy Strandvall | |||
| The objective of the tutorial is to give an overview on how eye tracking is
currently used and how it can be used as a method in human computer interaction
research and especially in usability research. An eye tracking system records
how the eyes move while a subject is completing a task for example on a web
site. By analyzing these eye movements we are able to gain an objective insight
into the behavior of that person. Keywords: eye tracking; eye movements; usability; human-computer interaction; method;
methodology | |||
| HCI in the Era of Ambient Media -- And beyond 2009 INTERACT Tutorial | | BIBAK | Full-Text | 938-939 | |
| Artur Lugmayr | |||
| According to McLuhan, "the medium is the message" -- but what means
interaction and what is the medium in the age of ubiquitous and pervasive
computation -- when the medium is 'in' daily objects? Ambient media are media
that are embedded throughout our natural environment -- location based
services, context awareness, emotional responsive interfaces, touch and gesture
based interfaces, haptics and biometrics, sensor perception, mobile devices,
and smart data mining are the technological enabler for smart media
environments. The latest trends from emotional computation, affective
computation, and tangible media lay the foundations for this new and exciting
form of media existing far beyond screen concepts and mouse based interaction
metaphors. The tutorial trains participants in the basic technologies as tools
for the design of new interactive 'ambient' environments. It presents case
studies and latest research results in the field of ambient media, ranging from
ambient assisting living, user experience design, user contributed content, and
mobile services. After the tutorial the participants should understand the
principles of ambient media with its underlying concepts and methods,
especially emphasizing human-computer-interaction. As roundup, the tutorial
presents a more visionary viewpoint to the future of media technology: the use
of biological metaphors for interactive environments (biomedia). Keywords: ubiquitous computation; ambient media; pervasive computation | |||
| Introduction to Social Network Analysis | | BIBAK | Full-Text | 940-941 | |
| Panayiotis Zaphiris; Chee Siang Ang | |||
| Social Network analysis focuses on patterns of relations between and among
people, organizations, states, etc. It aims to describe networks of relations
as fully as possible, identify prominent patterns in such networks, trace the
flow of information through them, and discover what effects these relations and
networks have on people and organizations. Social network analysis offers a
very promising potential for analyzing human-human interactions in online
communities (discussion boards, newsgroups, virtual organizations). This
Tutorial provides an overview of this analytic technique and demonstrates how
it can be used in Human Computer Interaction (HCI) research and practice,
focusing especially on Computer Mediated Communication (CMC). This topic
acquires particular importance these days, with the increasing popularity of
social networking websites (e.g., youtube, myspace, MMORPGs etc.) and the
research interest in studying them. Keywords: Social Network Analysis; Social Computing; Computer Mediated Communication | |||
| Key Issues in Planning and Making Sense of International Field Research | | BIBAK | Full-Text | 942-943 | |
| Susan M. Dray; David A. Siegel | |||
| More and more companies are doing international research as they design
products and services for people around the world. These studies are
particularly complex and challenging however, and there are, to date,
relatively few resources to guide the people doing them. This tutorial uses
scenarios and discussion to help practitioners learn how to approach, plan,
manage, and interpret international field studies. Keywords: Fieldwork; ethnography; user research; international research; user
experience | |||
| Measuring the Subjective User eXperience | | BIBA | Full-Text | 944-945 | |
| Maurits Kaptein | |||
| Measuring the subjective user experience is a challenging task. In this tutorial we will demonstrate how psychological constructs can be divided in separate variables, each measured by its individual questionnaire items. The tutorial will address the analysis of the questionnaire data to estimate its validity and reliability. Analysis will be demonstrated using SPSS. | |||
| Methods and Tools for Ethical Usability | | BIBAK | Full-Text | 946-947 | |
| Iordanis Kavathatzopoulos; Agata Kostrzewa; Mikael Laaksoharju | |||
| The objectives of the tutorial are to provide knowledge of basic ethical,
psychological and organizational theories that are relevant to consider ethical
aspects during design and use of IT systems; knowledge and skills about
handling and solving ethical problems in connection with design and use of
IT-systems; and skills in using questionnaires, surveys, interviews and the
like in connection with software development and IT-use. It contains lectures,
workshop and exercises; use of special tools to identify and consider IT
ethical issues during planning, construction, installation and use of IT
systems; and group exercises where the participants train their ethical skills
on IT ethical conflicts and problems. Intended participants are system
developers, purchasers, usability experts, academics, HCI teachers. Keywords: Ethics; Usability; Tools; Methods; Skills | |||
| Model a Discourse and Transform It to Your User Interface | | BIBAK | Full-Text | 948-949 | |
| Hermann Kaindl | |||
| Every interactive system needs a user interface, today possibly even several
ones adapted for different devices (PCs, PDAs, mobile phones). Developing a
user interface is difficult and takes a lot of effort, since it normally
requires design and implementation. This is also expensive, and even more so
for several user interfaces for different devices.
This tutorial shows how human-computer interaction can be based on discourse modeling, even without employing speech or natural language. Our discourse models are derived from results of Human Communication theories, Cognitive Science and Sociology. Such discourse models can specify an interaction design. This tutorial also demonstrates how such an interaction design can be used for model-driven generation of user interfaces and linking them to the application logic and the domain of discourse. Keywords: Discourse modeling; model-driven user interface generation | |||
| Understanding Users in Context: An In-Depth Introduction to Fieldwork for User Centered Design | | BIBAK | Full-Text | 950-951 | |
| Susan M. Dray; David A. Siegel | |||
| There is increased awareness of the need for design to be driven by deep
understanding of users, their activity patterns, processes, needs and external
influences -- understanding that can only be gained by studying user behavior
in the user's context. This requires understanding of how to plan and carry out
observational studies of users, which is a new skill for many. In addition,
fieldwork is bigger than any one methodology. Therefore, in this tutorial, we
will take a fresh and deeper look at fundamental principles, teach a range of
techniques, and examine important issues on which methods differ. Keywords: Fieldwork; ethnography; user research; contextual inquiry; artifact
walkthrough; naturalistic usability evaluation | |||
| 2nd Workshop on Design for Social Interaction through Physical Play | | BIBAK | Full-Text | 952-953 | |
| Tilde Bekker; Janienke Sturm; Emilia I. Barakova | |||
| We aim to stimulate social interaction by designing and creating interactive
objects for physical play for diverse user groups, such as children, elderly or
people with special needs. With this workshop we aim to bring researchers and
practitioners together to share and explore issues and opportunities for
technology-enhanced physical play for stimulating face-to-face social
interaction (as opposed to virtual interaction through a computer). The focus
of this workshop is on sharing theories that are valuable for the design and
research of products and applications in this field. Keywords: Social interaction; play; interactive technologies; theory | |||
| 4th Workshop on Software and Usability Engineering Cross-Pollination: Usability Evaluation of Advanced Interfaces | | BIBAK | Full-Text | 954-956 | |
| Regina Bernhaupt; Peter Forbrig; Jan Gulliksen; Janet Wesson | |||
| The usability evaluation of advanced interfaces such as intelligent,
adaptive and context-aware interfaces presents several challenges. These
interfaces need to be evaluated over an extended time period and used in their
actual context of use, rather than in a laboratory setting. Usability
evaluation methods for traditional interactive systems have been extensively
researched and are well understood. These methods include heuristic evaluation,
usability testing and field studies. The goal of this workshop is to bring
together people who are engaged in the design and evaluation of advanced
interfaces across different disciplines. The objective is to exchange ideas and
techniques relevant to the usability evaluation of advanced interfaces and to
establish guidelines for the evaluation of such interfaces that cross-pollinate
the different disciplines. Keywords: Usability Evaluation; Advanced Interfaces; Guidelines | |||
| Culture and Technologies for Social Interaction | | BIBAK | Full-Text | 957-958 | |
| Qinying Liao; Susan R. Fussell; Sheetal K. Agarwal; Arun Kumar; Amit Anil Nanavati; Nitendra Rajput; Yingxin Pan | |||
| While social activities and user requirements clearly vary across cultures,
we are far from having a systematic understanding of culture's role in the
design, development and use of social technologies. This workshop will bring
together a mix of HCI researchers and practitioners, social scientists and
psychologists who are interested in areas of social technologies and culture,
in order to (a) examine the design and use of technologies for social
interaction in different cultures to date; (b) explore various viewpoints on
the key issues for future research; (c) outline various approaches and identify
some basic guidelines for understanding cultural impacts in building social
technologies as well as user interfaces and (d) foster new collaborations in
the community. Keywords: Culture; social interaction; social networking sites; online community;
social technology; social software | |||
| Design and Evaluation of e-Government Applications and Services (DEGAS'2009) | | BIBA | Full-Text | 959-960 | |
| Marco Winckler; Monique Noirhomme-Fraiture; Dominique L. Scapin; Gaëlle Calvary; Audrey Serna | |||
| The main goal of this workshop is to bring researchers and practitioners together to explore the issues and challenges related to the development of usable and accessible user interfaces for e-Government applications using innovative Information and Communication Technology (ICT). This workshop is the second in a series of workshops organized at IFIP TC 13 Interact conference focused on User Interfaces for e-Government applications. The present edition addresses the emergence of ubiquitous platforms and the multiple access points to e-Government applications. In particular, we are concerned by case studies, theories, applications, and design and evaluation methods for ubiquitous e-Government applications that are committed with the universal access for citizens. DEGAS 2009 is officially supported by the IFIP WG 13.3 on HCI and disability and the IFIP WG 13.2 on Methodologies for User-Centered Systems Design. | |||
| Designing for Naturally Engaging Experiences | | BIBAK | Full-Text | 961-962 | |
| David Browning; Marlyn van Erp; Mads Bødker; Nicola J. Bidwell; Truna Aka J. Turner | |||
| This full day workshop explores how insights from artefacts, created during
data collecting and analysis, are translated into prototypes. It is
particularly concerned with getting closer to people's experience of shaping a
design space. The workshop draws inspiration from data-products resulting from
interactions in natural, unbuilt places with the intention of supporting both
those with work integrating understandings of such experiences into design and
those interested in the way material provokes ideas and inspiration for design. Keywords: Interaction Design; Place; Representation | |||
| Ethics, Roles and Relationships in Interaction Design in Developing Regions | | BIBAK | Full-Text | 963-964 | |
| Anxo Cereijo Roibás; Andy Dearden; Susan M. Dray; Phil Gray; John C. Thomas; Niall Winters | |||
| A workshop to explore ethical and organisational issues associated with
interaction design efforts conducted in developing regions of the world. The
workshop will discuss the challenges of conducting this type of work in a way
that can bring sustainable benefits to people living in developing regions. Keywords: International development; ethics; capacity-building; cross-cultural design | |||
| Human Aspects of Visualization | | BIBA | Full-Text | 965-966 | |
| Achim Ebert; Alan J. Dix; Nahum D. Gershon; Margit Pohl | |||
| The quantity of data available in our modern information society is ever-growing. It is becoming unfeasible for any one person to oversee, much less understand the overwhelming amount of unstructured, multidimensional information he or she is confronted with every day. The human visual system, the "mind's eye", relies in large part on the eye and on the processing and the interpretation of the information processed by the brain. Visualization utilizes both. | |||
| Innovation for an Inclusive Future | | BIBA | Full-Text | 967-968 | |
| Mark Springett; Mark Rice; Alex Carmichael; Richard N. Griffiths | |||
| This workshop will focus on setting the agenda for research, practice and policy in support of inclusive design for third generation computer-based products. The next generation of technology represents an unprecedented opportunity to improve the quality of life for groups of users who have previously faced exclusion, such as those with impairments and older citizens. At the same time it risks creating a greater digital divide and further exclusion. How we approach design for this new generation will determine whether or not the third wave will provide positive advances towards an inclusive digital world. We therefore need to put forward both a rationale for inclusive design and provide pointers towards technical development and design practice in support of inclusion. It is our belief that there is not only a strong moral case for design for inclusion but also significant commercial incentive, which may be key to persuading influential players to focus on inclusion. Therefore one of our key objectives is to describe and promote the advantages of designing 'in from the edges' of the user population rather than designing for a notional 'average' user. | |||
| Interplay between Usability Evaluation and Software Development (I-USED 2009) | | BIBAK | Full-Text | 969-970 | |
| Silvia Abrahão; Kasper Hornbæk; Effie Lai-Chong Law; Jan Stage | |||
| This workshop is aimed at bringing together researchers and practitioners
from the Human-Computer Interaction (HCI) and Software Engineering (SE) fields
to determine the state-of-the-art in the interplay between usability evaluation
and software development and to generate ideas for new and improved relations
between these activities. The aim is to base the determination of the current
state on empirical studies. Presentations of new ideas on how to improve the
interplay between HCI & SE to the design of usable software systems should
also be based on empirical studies. Keywords: software development; user interface development; usability assessment;
usability evaluation methods; empirical studies | |||
| New Challenges for Participation in Participatory Design in Family, Clinical and Other Asymmetrical, Non-work Settings | | BIBAK | Full-Text | 971-972 | |
| Olav W. Bertelsen; Per-Olof Hedvall | |||
| Participatory design (PD) has taken as its ideal that designers and users
should engage in an equal language game. When we apply PD in contexts where
some of the users involved are weak, ill, or have impairments, this assumed
equality can no longer be an ideal. The workshop explores new ideals for
participatory design in non-work settings with highly heterogeneous user
constellations. Keywords: Participatory Design; Non-Work Setting; Asymmetry; Heterogeneity | |||
| New Sociotechnical Insights in Interaction Design | | BIBA | Full-Text | 973-974 | |
| José L. Abdelnour-Nocera; Anders I. Mørch | |||
| New challenges are facing interaction design. On one hand because of advances in technology -- pervasive, ubiquitous, multimodal and adaptive computing -- are changing the nature of interaction. On the other, web 2.0, massive multiplayer games and collaboration software extends the boundaries of HCI to deal with interaction in settings of remote communication and collaboration. The aim of this workshop is to provide a forum for HCI practitioners and researchers interested in knowledge from the social sciences to discuss how sociotechnical insights can be used to inform interaction design, and more generally how social science methods and theories can help to enrich the conceptual framework of systems development and participatory design. Position papers submissions are invited to address key aspects of current research and practical case studies. | |||
| Team Meetings within Clinical Domains -- Exploring the Use of Routines and Technical Support for Communication | | BIBA | Full-Text | 975-976 | |
| Kristina Groth; Ann Lantz; Eva-Lotta Sallnäs; Oscar Frykholm; Anders Green | |||
| Today, it is common that a team of clinicians, from different disciplines, instead of one single doctor, care for a patient. This is especially true when it concerns more complicated diseases in highly specialised health care. Going from one doctor to a team of doctors raises new dimensions/problems/issues when deciding about the diagnosis and how to treat the patient. Instead of one person deciding, based on the information given from others, a group of people need to agree on a decision. How do the participants during such decision meetings argue for their experience and skill? What kind of technologies are available and how do they support the communication in the meeting? Måseide (2006), for example, focuses on how different forms of evidence influence and regulate the judgements and decisions of medical practitioners during such meetings. Groth et al. (2008), for example, focuses on the technology used during such meetings, with a focus on audio, video, and images. | |||
| Touch Affordances | | BIBAK | Full-Text | 977-978 | |
| Karin Slegers; Dries De Roeck; Timo Arnall | |||
| The workshop "Touch Affordances" addresses a concept relevant to human
computer interactions based on touch. The main topic is the challenge of
applying the notion of affordances to domains related to touch interactions
(e.g. (multi)touch screens, RFID & NFC, ubiquitous interfaces). The goals
of this workshop are to launch a community of researchers, designers, etc.
interested in this topic, to create a common understanding of the field of
touch affordances and to generate ideas for new research areas for intuitive
touch interactions. The workshop will be highly interactive and will have a
creative, generative character. Keywords: Affordances; HCI; intuitive design; NFC; RFID; (multi)touch interface; touch
experience; ubiquitous interface | |||
| Towards a Manifesto for Living Lab Co-creation | | BIBAK | Full-Text | 979-980 | |
| Asbjørn Følstad; Petter Bae Brandtzæg; Jan Gulliksen; Mikael Börjeson; Pirjo Näkki | |||
| There is a growing interest in Living Labs for innovation and development in
the field of information and communication technology. In particular there seem
to be a tendency that current Living Labs aim to involve users for co-creative
purposes. However, the current literature on Living Lab co-creation is severely
limited. Therefore an Interact workshop is arranged as a first step towards a
manifesto for Living Lab co-creation. Keywords: Living Labs; co-creation; workshop | |||
| User Experience Evaluation Methods in Product Development (UXEM'09) | | BIBAK | Full-Text | 981-982 | |
| Virpi Roto; Kaisa Väänänen-Vainio-Mattila; Effie Law; Arnold P. O. S. Vermeeren | |||
| High quality user experience (UX) has become a central competitive factor of
product development in mature consumer markets [1]. Although the term UX
originated from industry and is a widely used term also in academia, the tools
for managing UX in product development are still inadequate. A prerequisite for
designing delightful UX in an industrial setting is to understand both the
requirements tied to the pragmatic level of functionality and interaction and
the requirements pertaining to the hedonic level of personal human needs, which
motivate product use [2]. Understanding these requirements helps managers set
UX targets for product development. The next phase in a good user-centered
design process is to iteratively design and evaluate prototypes [3]. Evaluation
is critical for systematically improving UX. In many approaches to UX,
evaluation basically needs to be postponed until the product is fully or at
least almost fully functional. However, in an industrial setting, it is very
expensive to find the UX failures only at this phase of product development.
Thus, product development managers and developers have a strong need to conduct
UX evaluation as early as possible, well before all the parts affecting the
holistic experience are available. Different types of products require
evaluation on different granularity and maturity levels of a prototype. For
example, due to its multi-user characteristic, a community service or an
enterprise resource planning system requires a broader scope of UX evaluation
than a microwave oven or a word processor that is meant for a single user at a
time. Before systematic UX evaluation can be taken into practice, practical,
lightweight UX evaluation methods suitable for different types of products and
different phases of product readiness are needed. A considerable amount of UX
research is still about the conceptual frameworks and models for user
experience [4]. Besides, applying existing usability evaluation methods (UEMs)
without adaptation to evaluate UX may lead to some scoping issues.
Consequently, there is a strong need to put UX evaluation from research into
practice. Keywords: User experience; Evaluation methods; User-centered design; Product
development | |||
| Virtual Teams and Human Work Interaction Design -- Learning to Work in and Designing for Virtual Teams | | BIBA | Full-Text | 983-984 | |
| Rikke Orngreen; Torkil Clemmensen; Annelise Mark Pejtersen | |||
| The boundaries and work processes for how virtual teams interact are undergoing changes, from a tool and stand-alone application orientation, to the use of multiple generic platforms chosen and redesigned to the specific context. These are often at the same time designed both by professional software developers and the individual members of the virtual teams, rather than determined on a single organizational level. There may be no impact of the technology per se on individuals, groups or organizations, as the technology for virtual teams rather enhance situation ambiguity and disrupt existing task-artifact cycles. This ambiguous situation calls for new methods for empirical work analysis and interaction design that can help us understand how organizations, teams and individuals learn to organize, design and work in virtual teams in various networked contexts. | |||