| Assessing the Impact of Automatic vs. Controlled Rotations on Spatial Transfer with a Joystick and a Walking Interface in VR | | BIBAK | Full-Text | 1-18 | |
| Florian Larrue; Hélène Sauzéon; Déborah Foloppe; Grégory Wallet; Jean-René Cazalets; Christian Gross; Martin Hachet; Bernard N'Kaoua | |||
| We present a user study assessing spatial transfer in a 3D navigation task,
with two different motor activities: a minimal (joystick) and an extensive
motor activity (walking Interface), with rotations of the viewpoint either
controlled by the user, or automatically managed by the system. The task
consisted in learning a virtual path of a 3D model of a real city, with either
one of these four conditions: Joystick / Treadmill Vs Manual Rotation /
Automatic Rotation. We assessed spatial knowledge with six spatial restitution
tasks. To assess the interfaces used, we analyzed also the interaction data
acquired during the learning path. Our results show that the direct control of
rotations has different effects, depending on the motor activity required by
the input modality. The quality of spatial representation increases with the
Treadmill when rotations are enabled. With the Joystick, controlling the
rotations affect spatial representations. We discuss our findings in terms of
cognitive, sensorimotor processes and human computer interaction issues. Keywords: Interfaces; Navigation; Virtual Reality; Spatial Cognition; Joystick;
Treadmill; Rotation; Body-based Information; Vestibular Information; Human
Machine Interaction; Human Factors; User Study; Motor Activity | |||
| Designing Intuitive Multi-touch 3D Navigation Techniques | | BIBAK | Full-Text | 19-36 | |
| Damien Marchal; Clément Moerman; Géry Casiez; Nicolas Roussel | |||
| Multi-touch displays have become commonplace over recent years. Numerous
applications take advantage of this to support interactions that build on
users' knowledge and correspond to daily practices within the real world. 3D
applications are also becoming more common on these platforms, but the
multi-touch techniques for 3D operations often lag behind 2D ones in terms of
intuitiveness and ease of use. Intuitive navigation techniques are particularly
needed to make multi-touch 3D applications more useful, and systematic
approaches are direly needed to inform their design: existing techniques are
still too often designed in ad-hoc ways. In this paper, we propose a
methodology based on cognitive principles to address this problem. The
methodology combines standard user-centered design practices with optical flow
analysis to determine the mappings between navigation controls and multi-touch
input. It was used to design the navigation technique of a specific
application. This technique proved to be more efficient and preferred by users
when compared to existing ones, which provides a first validation of the
approach. Keywords: 3D navigation; multi-touch; interaction technique; design rationale | |||
| Truly Useful 3D Drawing System for Professional Designer by "Life-Sized and Operable" Feature and New Interaction | | BIBAK | Full-Text | 37-55 | |
| Shun'ichi Tano; Shinya Yamamoto; Junko Ichino; Tomonori Hashiyama; Mitsuru Iwata | |||
| "Media" is an artifact that expands our creativity and intelligence. We have
been studying the use of "Rich Media" to support creative and intelligent human
activities. Specifically, for over ten years we have focused on the 3D space as
one of "Rich Media" and developed many 3D sketch systems that support the
design of 3D objects. However, their long-term evaluation has revealed that
they are not used by designers in real fields. Even worse, they are treated as
if they were just mere attractions in an amusement park. The fundamental
problem is the lack of the indispensable function for 3D space. In this paper,
we propose new design principles, "life-size and operability", which make the
3D sketch system truly valuable for the designer. The new 3D sketch system is
designed on the basis of "life-size and operability", developed, and evaluated
successfully. Keywords: 3D Sketch; Life-size; Operability; Professional Designer; Mixed reality | |||
| A One-Handed Multi-touch Method for 3D Rotations | | BIBAK | Full-Text | 56-69 | |
| Douglas Scheurich; Wolfgang Stuerzlinger | |||
| Rotating 3D objects is a difficult task. We present a new rotation technique
based on collision-free "mating" to expedite 3D rotations. It is specifically
designed for one-handed interaction on tablets or touchscreens. A user study
found that our new technique decreased the time to rotate objects in 3D by more
than 60% in situations where objects align. We found similar results when users
translated and rotated objects in a 3D scene. Also, angle errors were 35% less
with mating. In essence, our new rotation technique improves both the speed and
accuracy of common 3D rotation tasks. Keywords: 3D rotations; 3D user interfaces; multi-touch; tablets | |||
| HandsIn3D: Supporting Remote Guidance with Immersive Virtual Environments | | BIBAK | Full-Text | 70-77 | |
| Weidong Huang; Leila Alem; Franco Tecchia | |||
| A collaboration scenario involving a remote helper guiding in real time a
local worker in performing a task on physical objects is common in a wide range
of industries including health, mining and manufacturing. An established ICT
approach to supporting this type of collaboration is to provide a shared visual
space and some form of remote gesture. The shared space and remote gesture are
generally presented in a 2D video form. Recent research in tele-presence has
indicated that technologies that support co-presence and immersion not only
improve the process of collaboration but also improve spatial awareness of the
remote participant. We therefore propose a novel approach to developing a 3D
system based on a 3D shared space and 3D hand gestures. A proof of concept
system for remote guidance called HandsIn3D has been developed. This system
uses a head tracked stereoscopic HMD that allows the helper to be immersed in
the virtual 3D space of the worker's workspace. The system captures in 3D the
hands of the helper and fuses the hands into the shared workspace. This paper
introduces HandsIn3D and presents a user study to demonstrate the feasibility
of our approach. Keywords: remote collaboration; co-presence; mixed reality; hand gesture; shared
visual space | |||
| MotionBender: A Gesture-Based Interaction Technique for Editing Motion Paths | | BIBAK | Full-Text | 78-85 | |
| Frederic Raber; Quan Nguyen; Michael Kipp | |||
| Precision tasks in 3D like object manipulation or character animation call
for new gestural interfaces that utilize many input degrees of freedom. We
present MotionBender, a sensor-based interaction technique for post-editing the
motion of e.g. the hands in character animation data. For the visualization of
motion we use motion paths, often used for showing e.g. the movement of the
hand through space over time, and allow the user to directly "bend" the 3D
motion path with his/her hands and twist it into the right shape. In a
comparative evaluation with a mouse-based interface we found that subjects
using our technique were significantly faster. Moreover, with our technique,
subject movement was more coordinated, i.e. movement was done in all three
dimensions in parallel, and the participants preferred our technique in a
post-experiment questionnaire. We also found a gender effect: male users both
like the gesture interaction better and achieve better performance. Keywords: coordination; character animation; motion trajectory; Kinect; 3D user
interfaces | |||
| RelicPad: A Hands-On, Mobile Approach to Collaborative Exploration of Virtual Museum Artifacts | | BIBAK | Full-Text | 86-103 | |
| Steven Neale; Winyu Chinthammit; Christopher Lueg; Paddy Nixon | |||
| In an ideal world, physical museum artefacts could be touched, handled,
examined and passed between interested viewers by hand. Unfortunately, this is
not always possible -- artefacts may be too fragile to handle or pass around,
or groups of people with mutual interests in objects may not be in the same
location. This can be problematic when attempting to explain or make sense of
the physical properties of artefacts.
To address these problems, we propose that direct manipulation of 3D content based on real-world interaction metaphors can help collaborators (both co and remotely located) to construct personal and mutual physical and spatial awareness of artefacts, while networked communication and collaboration allow for ideas and knowledge to be exchanged and shared. We present our interpretations from two studies of RelicPad, a tablet-based application that allows users to manually manipulate museum artefacts and to 'point out' areas of interest to each other using 3D annotations, facilitating a mutual awareness of spatial properties and referencing during discussion. Keywords: Museum artefacts; remote collaboration; tablet interfaces; 3D interaction
techniques; virtual reality | |||
| Funneling and Saltation Effects for Tactile Interaction with "Detached" Out of the Body Virtual Objects | | BIBAK | Full-Text | 104-121 | |
| Jaedong Lee; Sangyong Lee; Gerard J. Kim | |||
| In a previous work, we confirmed the existing effects of "Out of the Body"
tactile illusion for virtual and augmented objects through funneling and
saltation. However, it required a virtual imagery to be attached to the user
for directly extending one's body. This paper aims at investigating similar
phantom tactile sensations exist when the virtual object is visually detached
from the user's body. Two usability experiments were conducted to verify the
hypothesized phantom tactile effects: one for funneling and the other,
saltation. Our results have shown that in addition to the perception of the
phantom sensations with the "detached" visual feedback, the interaction
experience was significantly enriched (vs. when without explicit visual
feedback). We also discovered for the first time that for funneling, phantom
sensations can be elicited without any visual feedback at all. The findings can
be applied to the tactile interaction design using minimal number of actuators
on a variety of media platforms including the mobile, holography and augmented
reality. Keywords: Phantom sensation; Illusory feedback; Funneling; Saltation; Vibro-tactile
feedback; Multimodal feedback | |||
| Precise Pointing Techniques for Handheld Augmented Reality | | BIBAK | Full-Text | 122-139 | |
| Thomas Vincent; Laurence Nigay; Takeshi Kurata | |||
| We propose two techniques that improve accuracy of pointing at physical
objects for handheld Augmented Reality (AR). In handheld AR, pointing accuracy
is limited by both touch input and camera viewpoint instability due to hand
jitter. The design of our techniques is based on the relationship between the
touch input space and two visual reference frames for on-screen content, namely
the screen and the physical object that one is pointing at. The first technique
is based on Shift, a touch-based pointing technique, and video freeze, in order
to combine the two reference frames for precise pointing. Contrastingly --
without freezing the video, -- the second technique offers a precise mode with
a cursor that is stabilized on the physical object and controlled with relative
touch inputs on the screen. Our experimental results show that our techniques
are more accurate than the baseline techniques, namely direct touch on the
video and screen-centered crosshair pointing. Keywords: Handheld Augmented Reality; Interaction Techniques; Pointing | |||
| The Unadorned Desk: Exploiting the Physical Space around a Display as an Input Canvas | | BIBAK | Full-Text | 140-158 | |
| Doris Hausen; Sebastian Boring; Saul Greenberg | |||
| In everyday office work, people smoothly use the space on their physical
desks to work with documents of interest, and to keep tools and materials
nearby for easy use. In contrast, the limited screen space of computer displays
imposes interface constraints. Associated material is placed off-screen (i.e.,
temporarily hidden) and requires extra work to access (window switching, menu
selection) or crowds and competes with the work area (e.g., palettes and
icons). This problem is worsened by the increasing popularity of small displays
such as tablets and laptops. To mitigate this problem, we investigate how we
can exploit an unadorned physical desk space as an additional input canvas.
With minimal augmentation, our Unadorned Desk detects coarse hovering over and
touching of discrete areas ('items') within a given area on an otherwise
regular desk, which is used as input to the desktop computer. We hypothesize
that people's spatial memory will let them touch particular desk locations
without looking. In contrast to other augmented desks, our system provides
optional feedback of touches directly on the computer's screen. We conducted a
user study to understand how people make use of this input space. Participants
freely placed and retrieved items onto/from the desk. We found that
participants organize items in a grid-like fashion for easier access later on.
In a second experiment, participants had to retrieve items from a predefined
grid. When only few (large) items are located in the area, participants were
faster without feedback and there was (surprisingly) no difference in error
rates with or without feedback. As the item number grew (i.e., items shrank to
fit the area), participants increasingly relied on feedback to minimize errors
-- at the cost of speed. Keywords: Augmented desks; digital desks; peripheral interaction | |||
| GSR and Blink Features for Cognitive Load Classification | | BIBAK | Full-Text | 159-166 | |
| Nargess Nourbakhsh; Yang Wang; Fang Chen | |||
| A system capable of monitoring its user's mental workload can evaluate the
suitability of its interface and interactions for user's current cognitive
status and properly change them when necessary. Galvanic skin response (GSR)
and eye blinks are cognitive load measures which can be captured conveniently
and at low cost. The present study has assessed multiple features of these two
signals in classification of cognitive workload level. The experiment included
arithmetic tasks with four difficulty levels and two types of machine learning
algorithms have been applied for classification. Obtained results show that the
studied features of blink and GSR can reasonably discriminate workload levels
and combining features of the two modalities improves the accuracy of cognitive
load classification. We have achieved around 75% for binary classification and
more than 50% for four-class classification. Keywords: Cognitive load; galvanic skin response; eye blink; machine learning | |||
| Information Holodeck: Thinking in Technology Ecologies | | BIBAK | Full-Text | 167-184 | |
| Sharon Lynn Chu; Francis Quek | |||
| Information can be persistently represented on a multitude of devices beyond
a single screen and session. This paper explores how technological display and
device ecosystems (DDEs) may support human thinking, learning and sensemaking.
We propose a theoretical foundation that extends Vygotsky's sign mediation
triangle to include digital information. Through a process we call
objectification, perceivable objects, e.g. interface objects, tangible
technologies, can be associated with signs to support thinking. We present a
qualitative study of learning in a testbed DDE with 12 graduate students. We
developed a method that traces digital objects within 'thinking episodes' to
help us evaluate how technology configurations support objectification. Our
findings relate two storylines of how DDE technologies may afford
objectification. Our work advances a method informed by psychological theory to
examine device ecologies for their potential for learning, and articulates
affordances for the design of technology that can help to support higher
thought. Keywords: Ecology; technology; devices; displays; thinking; sensemaking;
objectification; embodied interaction; design | |||
| Managing Personal Information across Multiple Devices: Challenges and Opportunities | | BIBAK | Full-Text | 185-192 | |
| Simone Beets; Janet Wesson | |||
| Due to the constantly increasing volume of personal information (PI) and the
current trend towards mobile devices, there is a growing need to provide access
to PI across multiple devices. It has become difficult for a user to manage
his/her PI across these devices. The current hierarchical systems used to
organize PI do not support accessing PI across multiple devices. The aim of
this paper is to discuss the outcomes of an interview study that was conducted
to determine how users currently manage PI across multiple devices and to
identify what problems are experienced using these devices. Results showed that
participants found it difficult to access PI across their devices and do not
know beforehand what information they need to access. These problems could be
solved by providing an information visualization tool installed on their
devices which provides a single user interface to facilitate an overall view of
their PI. Keywords: Personal Information Management; Multiple Devices; Interview Study | |||
| Mobility Matters: Identifying Cognitive Demands That Are Sensitive to Orientation | | BIBAK | Full-Text | 193-210 | |
| G. Michael Poor; Guy Zimmerman; Dale S. Klopfer; Samuel D. Jaffee; Laura Marie Leventhal; Julie Barnes | |||
| Prior studies have shown benefits of interactions on mobile devices. Device
mobility itself changes the nature of the user experience; interactions on
mobile devices may present better support for cognition. To better understand
cognitive demands related to mobility, the current study investigated
presentations on a mobile device for a three-dimensional construction task. The
task imposed considerable cognitive load, particularly in demands for mental
rotation; individual differences in spatial ability are known to interact with
these demands. This study specifically investigated mobile device orientations
and participants' spatial ability. Subjects with low spatial ability were able
to complete the task more effectively when shown the presentation in a
favorable orientation. Individuals who saw the presentation in an unfavorable
orientation and those of low spatial ability, were differentially
disadvantaged. We conclude that mobility can reduce cognitive load by limiting
demands for spatial processing relating to reorientation. Keywords: Mobility; Mental Rotation; Presentation Orientation; Spatial Ability | |||
| Ambient Timer -- Unobtrusively Reminding Users of Upcoming Tasks with Ambient Light | | BIBAK | Full-Text | 211-228 | |
| Heiko Müller; Anastasia Kazakova; Martin Pielot; Wilko Heuten; Susanne Boll | |||
| Daily office work is often a mix of concentrated desktop work and scheduled
meetings and appointments. However, constantly checking the clock and alarming
popups interrupt the flow of creative work as they require the user's focused
attention. We present Ambient Timer, an ambient light display designed to
unobtrusively remind users of upcoming events. The light display -- mounted
around the monitor -- is designed to slowly catch the user's attention and
raise awareness for an upcoming event while not distracting her from the
primary creative task such as writing a paper. Our experiment compared
established reminder techniques such as checking the clock or using popups
against Ambient Timer in two different designs. One of these designs produced a
reminder in which the participants felt well informed on the progress of time
and experienced a better "flow" of work than with traditional reminders. Keywords: Ambient Light Display; Reminder; Interruptions; User Studies | |||
| Novel Modalities for Bimanual Scrolling on Tablet Devices | | BIBAK | Full-Text | 229-246 | |
| Ross McLachlan; Stephen A. Brewster | |||
| This paper presents two studies investigating the use of novel modalities
for bimanual vertical scrolling on tablet devices. Several bimanual interaction
techniques are presented, using a combination of physical dial, touch and
pressure input, which split the control of scrolling speed and scrolling
direction across two hands. The new interaction techniques are compared to
equivalent unimanual techniques in a controlled linear targeting task. The
results suggest that participants can select targets significantly faster and
with a lower subjective workload using the bimanual techniques. Keywords: Bimanual interaction; scrolling; tablets | |||
| Public Information System Interface Design Research | | BIBAK | Full-Text | 247-259 | |
| Ning Zhang; Junliang Chen; Zhengjie Liu; Jun Zhang | |||
| The diversity of users' cognitive skills remains the challenge of public
information system interface design. In this paper, we focus on the universal
interaction design method for public information systems like kiosks. We have
developed a method with six steps based on the resources model. The method we
proposed aims at reducing users' cognitive load and enabling designers to
optimize interface information. To validate this method, two prototypes were
designed based on the method and a usability test was conducted to compare
users' cognitive load, performance and satisfaction between the designed
prototypes and the current referencing system. Results show that, in contrast
with the current reference system, prototypes we designed based on the proposed
method can reduce user's cognitive load, and enhance user's performance and
satisfaction. Keywords: Universal usability; Cognitive load; Public information system | |||
| Comparison of User Performance in Mixed 2D-3D Multi-Display Environments | | BIBAK | Full-Text | 260-277 | |
| Abhijit Karnik; Tovi Grossman; Sriram Subramanian | |||
| Stereoscopic displays and volumetric 3D displays capable of delivering 3D
views have in use for many years. These standalone displays have been
investigated in detail for their impact on users' viewing experiences. Effects
like aesthenopia and nausea are well-known for flat-screen based stereoscopic
displays. However, these devices have not been tested in the context of
multi-display environments (MDEs). The performance cost of repetitive switching
between a 3D (stereo or volumetric) display and a standard 2D display are not
known. In this paper, we perform a thorough user study where we investigate the
effects of using such 3D displays within the context of a MDE. We report on our
findings and discuss the implications of the same on designs involving such
hybrid setups. Our experiments show that in the condition involving two 2D
displays which allow for motion parallax and perspective correction, the
participants performed the task the fastest. Keywords: stereoscopic display; autostereoscopic display; volumetric display; zone of
comfort; multi-display environment; performance; mental load | |||
| Touching the Void Revisited: Analyses of Touch Behavior on and above Tabletop Surfaces | | BIBAK | Full-Text | 278-296 | |
| Gerd Bruder; Frank Steinicke; Wolfgang Stuerzlinger | |||
| Recent developments in touch and display technologies made it possible to
integrate touch-sensitive surfaces into stereoscopic three-dimensional (3D)
displays. Although this combination provides a compelling user experience,
interaction with stereoscopically displayed objects poses some fundamental
challenges. If a user aims to select a 3D object, each eye sees a different
perspective of the same scene. This results in two distinct projections on the
display surface, which raises the question where users would touch in 3D or on
the two-dimensional (2D) surface to indicate the selection. In this paper we
analyze the relation between the 3D positions of stereoscopically displayed
objects and the on- as well as off-surface touch areas. The results show that
2D touch interaction works better close to the screen but also that 3D
interaction is more suitable beyond 10cm from the screen. Finally, we discuss
implications for the development of future touch-sensitive interfaces with
stereoscopic display. Keywords: Touch-sensitive systems; stereoscopic displays; 3D interaction | |||
| Understanding Hand Degrees of Freedom and Natural Gestures for 3D Interaction on Tabletop | | BIBAK | Full-Text | 297-314 | |
| Rémi Brouet; Renaud Blanch; Marie-Paule Cani | |||
| Interactively creating and editing 3D content requires the manipulation of
many degrees of freedom (DoF). For instance, docking a virtual object involves
6 DoF (position and orientation). Multi-touch surfaces are good candidates as
input devices for those interactions: they provide a direct manipulation where
each finger contact on the table controls 2 DoF. This leads to a theoretical
upper bound of 10 DoF for a single-handed interaction. With a new hand
parameterization, we investigate the number of DoF that one hand can
effectively control on a multi-touch surface. A first experiment shows that the
dominant hand is able to perform movements that can be parameterized by 4 to 6
DoF, and no more (i.e., at most 3 fingers can be controlled independently).
Through another experiment, we analyze how gestures and tasks are associated,
which enable us to discover some principles for designing 3D interactions on
tabletop. Keywords: 3D manipulation; multi-touch interaction; tabletop interaction;
gesture-based interaction | |||
| Considering Communities, Diversity and the Production of Locality in the Design of Networked Urban Screens | | BIBAK | Full-Text | 315-322 | |
| Wallis Motta; Ava Fatah gen Schieck; Holger Schnädelbach; Efstathia Kostopoulou; Moritz Behrens; Steve North; Lei Ye | |||
| Highly diverse settings such as London (with people from 179 countries
speaking 300 languages) are unique in that ethnic or socio-cultural backgrounds
are no longer sufficient to generate a sense of place, belonging and community.
Instead, residents actively perform place building activities on an ongoing
basis, which we believe is of great importance when deploying interactive
situated technologies in public spaces.
This paper investigates community and place building within a complex multicultural context. We approached this using ethnography, complemented with workshops in the wild. By studying the relationships arising between different segments of the community and two networked screen nodes, we examine the place building activities of residents, and how screen nodes are incorporated into them. Our research suggests that urban screens will be framed (and eventually used) as part of this continuing process of social, spatial and cultural construction. This highlights the importance of enabling socially meaningful relations between the people mediated by these technologies. Keywords: Diversity; communities; ethnography; workshops; in the wild; urban screens | |||
| Growing Existing Aboriginal Designs to Guide a Cross-Cultural Design Project | | BIBAK | Full-Text | 323-330 | |
| Margot Brereton; Paul Roe; Thomas Amagula; Serena Bara; Judy Lalara; Anita Lee Hong | |||
| Designing across cultures requires considerable attention to
inter-relational design methods that facilitate mutual exploration, learning
and trust. Many Western design practices have been borne of a different model,
utilizing approaches for the design team to rapidly gain insight into "users"
in order to deliver concepts and prototypes, with little attention paid to
different cultural understandings about being, knowledge, participation and
life beyond the design project. This paper describes a project that intends to
create and grow a sustainable set of technology assisted communication
practices for the Warnindilyakwa people of Groote Eylandt in the form of
digital noticeboards. Rather than academic practices of workshops, interviews,
probes or theoretical discourses that emphasize an outside-in perspective, we
emphasize building upon the local designs and practices. Our team combines
bilingual members from the local Land Council in collaboration with academics
from a remote urban university two thousand kilometers away. We contribute an
approach of growing existing local practices and materials digitally in order
to explore viable, innovative and sustainable technical solutions from this
perspective. Keywords: Cross-cultural; Aboriginal; slow design; sustainable design; digital
noticeboards; urban screens; interface design; Human-computer interaction | |||
| Web Accessibility in Africa: A Study of Three African Domains | | BIBAK | Full-Text | 331-338 | |
| Daniel Costa; Nádia Fernandes; Sofia Neves; Carlos Duarte; Raquel Hijón-Neira; Luís Carriço | |||
| Being the most used method for dissemination of information, especially for
public services, it is of paramount importance that the Web is made accessible
as to allow all its users to access the content of its pages.
In this paper, we evaluated 2250 Governmental Web pages from each one of three different African countries (i.e., Angola, Mozambique and South Africa). This report compares the accessibility quality and the level of structural complexity of these African countries government's Web pages. We found that hand coded pages tend to have larger number of HTML elements and also to present higher number of accessibility problems. Finally, it suggests some recommendations to repair the most common problems in these pages. Keywords: Web Science; Web accessibility; automated evaluation | |||
| Webpage Designs for Diverse Cultures: An Exploratory Study of User Preferences in China | | BIBAK | Full-Text | 339-346 | |
| Yin Su; David Liu; Xiaomeng Yuan; Justin Ting; Jingguo Jiang; Li Wang; Lin Gao | |||
| A wealth of studies has revealed a cross-cultural difference in the user
preference on webpage designs. Users from other cultures often criticize a
widely accepted webpage design in one culture. Designs for diverse cultures are
thus expected to be specific to address diverse user preferences. This study
investigated the preferences of Chinese users on four essential design elements
related to the readability of texts of the result pages of search engines. The
results suggested that the search result pages of the Bing search engine
designed for typical 'US users' did not satisfy Chinese users. Chinese users,
in general, preferred huge-sized texts for titles, a more compact layout of the
search result pages, and keywords to be highlighted in red. The findings of the
study contributed to webpage design guidelines for Chinese users, and may serve
as a catalyst in exploring user preferences in designing for diverse cultures. Keywords: webpage design; cross-culture; diversity; Chinese users | |||
| Your Phone Has Internet -- Why Are You at a Library PC? Re-imagining Public Access in the Mobile Internet Era | | BIBAK | Full-Text | 347-364 | |
| Jonathan Donner; Marion Walton | |||
| This study focuses on teenage users of public internet access venues (PAVs)
in low-income neighborhoods of Cape Town. It documents their cultivation of
detailed ICT repertoires to make the most of available ICTs. It highlights the
continuing importance of PAVs as supplements for poorly equipped schools and
reveals the incompleteness of any supposed transition to mobile-only internet
use. While the mobile internet is opening up opportunities for young people,
its current form still conflicts with the easy (global) rhetoric of a closing
digital divide and the end of the PAV. We recommend policy and design actions
(effecting rules, training, messaging, functionality, and Wi-Fi) to reconfigure
PAVs to be more useful "in the age of the mobile internet". Though some actions
require support from policymakers, this is fruitful ground for designers and
technologists. We identify steps that can be undertaken immediately, rather
than waiting for future device convergence or lower tariffs. Keywords: Libraries; ICT4D; Shared Access; South Africa; Developing Regions; Human
Factors; Mobile Phones | |||
| A Performance Review of Number Entry Interfaces | | BIBAK | Full-Text | 365-382 | |
| Patrick Oladimeji; Harold Thimbleby; Anna L. Cox | |||
| Number entry is ubiquitous and there are several ways a number entry
interface can be designed. Until recently, research has been focused mainly on
one type of number entry interface: the numeric keypad. Various factors such as
the range of values, and the space available for the design allows for several
alternative interfaces to be used for number entry. In the design of medical
devices such as those used for controlled drug delivery, accurate and timely
entry of numbers are required in order to reduce any risk of harm to patients.
This paper reviews five number entry interface styles and reports the result of
an experiment conducted to evaluate the performance differences of the
interfaces based on numbers used in infusion therapy in a hospital. The result
shows a significant effect of interface style on speed and accuracy. Keywords: Number entry interfaces; number entry error; user interface performance;
safety critical devices | |||
| Predictive Input Interface of Mathematical Formulas | | BIBAK | Full-Text | 383-400 | |
| Yoshinori Hijikata; Keisuke Horie; Shogo Nishida | |||
| Currently, inputting mathematical formulas into a document using a PC
requires more effort by users than inputting normal text. This fact inhibits
the spreading of mathematical formulas as internet contents. We propose a
method for predicting user's inputs of mathematical formulas using an N-gram
model: a popular probabilistic language model in natural language processing.
Mathematical formulas are usually presented in hierarchical structure.
Therefore, our method incorporates hierarchical information of mathematical
formulas to create a prediction model. We try to achieve high prediction
accuracy of inputting characters for mathematical formulas. Keywords: mathematical input; probabilistic language model; predictive input; N-gram
model | |||
| Selection-Based Mid-Air Text Entry on Large Displays | | BIBAK | Full-Text | 401-418 | |
| Anders Markussen; Mikkel R. Jakobsen; Kasper Hornbæk | |||
| Most text entry methods require users to have physical devices within reach.
In many contexts of use, such as around large displays where users need to move
freely, device-dependent methods are ill suited. We explore how selection-based
text entry methods may be adapted for use in mid-air. Initially, we analyze the
design space for text entry in mid-air, focusing on single-character input with
one hand. We propose three text entry methods: H4 Mid-Air (an adaptation of a
game controller-based method by MacKenzie et al. [21]), MultiTap (a mid-air
variant of a mobile phone text entry method), and Projected QWERTY (a mid-air
variant of the QWERTY keyboard). After six sessions, participants reached an
average of 13.2 words per minute (WPM) with the most successful method,
Projected QWERTY. Users rated this method highest on satisfaction and it
resulted in the least physical movement. Keywords: Text entry; mid-air interaction techniques; large high-resolution displays;
Huffman coding; multitap | |||
| Evaluating Multivariate Visualizations as Multi-objective Decision Aids | | BIBAK | Full-Text | 419-436 | |
| Meirav Taieb-Maimon; Lior Limonad; David Amid; David Boaz; Ateret Anaby-Tavor | |||
| When choosing a solution, decision makers are often required to account for
multiple conflicting objectives. This is a situation that can result in a
potentially huge number of candidate solutions. Despite the wide selection of
multivariate visualizations that can potentially help decide between various
candidates, no designated means exist to assess the effectiveness of these
visualizations under different circumstances. As a first contribution in this
work, we developed a method to evaluate different types of multivariate
visualization. The method focuses on the visualization's ability to facilitate
a better understanding of inter-objective trade-offs as a proxy to more
sensible decision making. We used the method to evaluate two existing
visualization aids: Parallel-Coordinates and an adaptation of Self Organizing
Maps (SOM). Both visualizations were compared with tabular data presentation.
Our results show that the first visualization is more effective than a plain
tabular visualization for the purpose of multi-objective decision making. Keywords: Multi-criterion decision making; Multivariate visualizations; Information
Visualization; Usage experience evaluation | |||
| Homestead Creator: Using Card Sorting in Search for Culture-Aware Categorizations of Interface Objects | | BIBAK | Full-Text | 437-444 | |
| Kasper Rodil; Matthias Rehm; Heike Winschiers-Theophilus | |||
| Designing intuitive interfaces for rural African users requires us to
understand the users' conceptual model. We acknowledge differences in
categorization approaches based on cultural factors, among others. In the
absence of comprehensive literature and theories, we explore card sorting as a
means to derive a local categorization of interface objects for one of our
prototypes. Results indicate a locational-relational categorization scheme
among Herero elders in Namibia. Keywords: categorization; indigenous knowledge; 3D visualization; card sorting; HCI;
interface design | |||
| The Influence of Website Category on Aesthetic Preferences | | BIBAK | Full-Text | 445-452 | |
| Eleftherios Papachristos; Nikolaos Avouris | |||
| This paper investigates whether users' aesthetic impressions about websites
vary considerably across different domains. The assumption that aesthetic
judgments about websites that belong to diverse domains are based on different
visual design aspects has been investigated in three distinct studies in
healthcare, tourism, and web design business. In these studies participants
expressed their overall preference as well as their judgments on the constructs
of visual appeal, perceived usability and novelty. In addition, descriptions
about the test websites were obtained by expert panel and objective measures.
Preference Mapping (PM), which is a data summarization and visualization
technique, has been performed in each study. Attribute projection into the
preference maps allowed for the identification of important driver of
preference for each individual domain. Even though, visual appeal was the most
important predictor of overall preference in all studies, appealing websites
had different visual characteristics in each domain. Furthermore the importance
of the evaluation constructs varied considerably among studies, indicating that
aesthetic perceptions differed considerably across domains. These findings
emphasize the need for flexible evaluation methods that can be used to identify
important visual design factors within a specific website domain. Keywords: Website design; aesthetic evaluation; website categories; visual appeal;
preference mapping | |||
| WATTSBurning: Design and Evaluation of an Innovative Eco-Feedback System | | BIBAK | Full-Text | 453-470 | |
| Filipe Quintal; Lucas Pereira; Nuno Nunes; Valentina Nisi; Mary Barreto | |||
| This paper reports a 15 weeks study of artistic eco-feedback deployed in six
houses with an innovative sensing infrastructure and visualization strategy.
The paper builds on previous work that showed a significant decrease in user
awareness after a short period with a relapse in consumption. In this study we
aimed to investigate if new forms of feedback could overcome this issue,
maintaining the users awareness for longer periods of time. The study presented
here aims at understanding if people are more aware of their energy consumption
after the installation of a new, art inspired eco-feedback. The research
question was then: does artistic eco-feedback provide an increased awareness
over normal informative feedback? And does that awareness last longer? To
answer this questions participants were interviewed and their consumption
patterns analyzed. The main contribution of the paper is to advance our
knowledge about the effectiveness of eco-feedback and provide guidelines for
implementation of novel eco-feedback visualizations that overcome the relapse
behavior pattern. Keywords: Sustainability; Aesthetics; Eco-feedback; User Interfaces; Prototyping | |||
| Finding-NEVO: Toward Radical Design in HCI | | BIBAK | Full-Text | 471-478 | |
| Sharon Lynn Chu; Francis Quek; Yao Wang; Rex Hartson | |||
| We address the methodology of design-oriented research in HCI, whereby
researchers design and implement technology to test concepts. The task is to
produce a testable prototype (that we call NEVO, Non-Embarrassing Version One)
that faithfully embodies the concept. We probed leading HCI researchers and CHI
authors about the challenge of Finding NEVO. We found uncertainty on how to
design prototypes that allow for both design and scientific contributions. We
propose the Finding-NEVO model that articulates a process yielding prototypes
that are faithful to the rationale and idea being studied. We conclude by
discussing our theoretical and methodological contributions. Keywords: Radical design; design method; innovation; HCI | |||
| Method Card Design Dimensions: A Survey of Card-Based Design Tools | | BIBAK | Full-Text | 479-486 | |
| Christiane Wölfel; Timothy Merritt | |||
| There are many examples of cards used to assist or provide structure to the
design process, yet there has not been a thorough articulation of the strengths
and weaknesses of the various examples. We review eighteen card-based design
tools in order to understand how they might benefit designers. The card-based
tools are explained in terms of five design dimensions including the intended
purpose and scope of use, duration of use, methodology, customization, and
formal/material qualities. Our analysis suggests three design patterns or
archetypes for existing card-based design method tools and highlights
unexplored areas in the design space. The paper concludes with recommendations
for the future development of card-based methods for the field of interaction
design. Keywords: method cards; creativity cards; design methods; design tools | |||
| The Design and Usability Testing of DACADE -- A Tool Supporting Systematic Data Collection and Analysis for Design Students | | BIBAK | Full-Text | 487-494 | |
| Madihah Sheikh Abdul Aziz; Gitte Lindgaard; T. W. Allan Whitfield | |||
| Norman claims that designers are bereft of statistical knowledge to perform
effectively [10], stating that designers must understand technology, business
and psychology to support design decisions. For designers to acquire the
necessary statistical skills, design curricula should incorporate statistical
courses teaching systematic data collection and data analysis. This paper
presents the development and formative usability tests of the prototypes of a
software tool called DACADE intended to support design students collecting and
analyzing data systematically early in the design phase. It uses a 2D map and a
Napping® technique to support effective and efficient communication between
designers and target audiences in the design decision process by providing
visual data and descriptive statistics without needing statistical knowledge. Keywords: Software Engineering (Usability Testing); Human Factors in Software Design
(User Interfaces); user-centered design; human-centered design | |||
| The Effect of Physicality on Low Fidelity Interactive Prototyping for Design Practice | | BIBAK | Full-Text | 495-510 | |
| Joanna Hare; Steve Gill; Gareth Loudon; Alan Lewis | |||
| In this paper we propose the concept of 'active' and 'passive' physicality
as mental models to help in understanding the role of low fidelity prototypes
in the design process for computer embedded products. We define 'active
physicality' as how the prototype and its software react to users and 'passive
physicality' as how the prototype looks and feels offline. User trials of four
different types of 'low fidelity' prototypes were undertaken using an existing
product as the datum. Each prototype was analysed in terms of active and
passive physicality and user responses were collated and compared qualitatively
and quantitatively. The results suggest that prototypes that balance both
active and passive physicality produce data closer to the final device than
those that are strong in one at the expense of the other. Keywords: Physicality; interactive prototypes; computer embedded products; design;
product design; iterative product development; information appliances | |||
| CapTUI: Geometric Drawing with Tangibles on a Capacitive Multi-touch Display | | BIBAK | Full-Text | 511-528 | |
| Rachel Blagojevic; Beryl Plimmer | |||
| We present CapTUI, an innovative drawing tool that detects tangible drawing
instruments on a capacitive multi-touch tablet. There are three core components
to the system: the tangible hardware, the recognizer used to identify the
tangibles and the drawing software that works in tandem with the tangibles to
provide intelligent visual drawing guides. Our recognizable tangible drawing
instruments are a ruler, protractor and set square. Users employ these familiar
physical instruments to construct digital ink drawings on a tablet in an
intuitive and engaging manner. The visual drawing guides enhance the experience
by offering the user helpful cues and functionalities to assist them to draw
more accurately. A user evaluation comparing CapTUI to an application with
passive tools showed that users significantly preferred CapTUI and found that
the visual guides provide greater accuracy when drawing. Keywords: TUI; tangible; multi-touch; physical interaction; capacitive; drawing tools | |||
| Evocative Computing -- Creating Meaningful Lasting Experiences in Connecting with the Past | | BIBAK | Full-Text | 529-546 | |
| Janet van der Linden; Yvonne Rogers; Tim Coughlan; Anne Adams; Caroline Wilson; Pablo Haya; Estefanía Martín; Trevor Collins | |||
| We present an approach -- evocative computing -- that demonstrates how 'at
hand' technologies can be 'picked up' and used by people to create meaningful
and lasting experiences, through connecting and interacting with the past. The
approach is instantiated here through a suite of interactive technologies
configured for an indoor-outdoor setting that enables groups to explore,
discover and research the history and background of a public cemetery. We
report on a two-part study where different groups visited the cemetery and
interacted with the digital tools and resources. During their activities
serendipitous uses of the technology led to connections being made between
personal memories and ongoing activities. Furthermore, these experiences were
found to be long-lasting; a follow-up study, one year later, showed them to be
highly memorable, and in some cases leading participants to take up new
directions in their work. We discuss the value of evocative computing for
enriching user experiences and engagement with heritage practices. Keywords: pervasive computing; user experience; heritage practice; memories; evocative
computing | |||
| Systematic Integration of Solution Elements: How Does Digital Creativity Support Change Group Dynamics? | | BIBAK | Full-Text | 547-565 | |
| Florian Perteneder; Susann Hahnwald; Michael Haller; Kurt Gaubinger | |||
| In practice, most creativity techniques are still performed with traditional
tools, such as pen and paper, whiteboards, and flipcharts. When transforming
these techniques into a digital environment, the reduction of organizational
overhead is the main goal to foster accessibility. Still, we do not know if
overhead reduction fosters creativity or if it eliminates an important part of
the creative process. To get a deeper understanding of these effects, we
compare the performance of the creativity technique SIS (Systematic Integration
of Solution Elements) in a traditional setting with a setup based on multiple
interactive surfaces. By using a mix of diverse evaluation methods, we show how
the use of a digital interactive creativity room can really foster creativity
and produce better results. Keywords: Creativity; Design; Creativity Techniques; Interactive Environment;
Systematic Integration of Solution Elements; Collaboration | |||
| Accessibility of Public Web Services: A Distant Dream? | | BIBAK | Full-Text | 566-578 | |
| Kristiina Nurmela; Antti Pirhonen; Airi Salminen | |||
| Today, many public services are available online through Web sites. The
accessibility of the sites, also to people with disabilities, is important
because the accessibility concerns equality of citizens, a cornerstone of
democracy. In the current study we carried out a meta-analysis of 17 studies
concerning the accessibility of the Web sites of public administration.
Furthermore, we assessed the accessibility of Web pages of 12 ministries of the
Finnish government. The assessments were based on the Web Content Accessibility
Guidelines (WCAG). The results showed that in terms of the WCAG guidelines, the
average accessibility of public Web sites is poor. Moreover, there was no
improvement in the accessibility in the 2000's and many of the accessibility
failures were so simple that they could have been easily avoided. This may
indicate that the building of information society is driven by technology,
rather than principles of democracy and well-being. Keywords: Accessibility; public administration; WCAG | |||
| Augmenting Accessibility Guidelines with User Ability Rationales | | BIBAK | Full-Text | 579-586 | |
| Christophe Ponsard; Pascal Beaujeant; Jean Vanderdonckt | |||
| Designing accessible web sites and more generally Internet-connected devices
remains a challenging task nowadays. A number of guidelines (such as the WCAG2)
are now widely available and recognised. To better cope with the quickly
evolving technological landscape, these guidelines are also being formulated in
technology-neutral terms. However this is still leaving the user dimension
largely implicit, which makes it difficult to understand exactly which kind of
user a given website is hindering.
This paper describes how to capture and use rational links between guidelines and user capabilities/impairments by combining a set of complementary models (user, task, user interface, guidelines). The process of building those accessibility rationales relies upon available user and guidelines ontologies and also on obstacle identification and resolution techniques borrowed from the requirements engineering domain. This resulting enriched guidance enables a number of interesting new scenarios to better help web developers, analyse guidelines or make comparisons between guidelines. Keywords: Accessibility; Assessment; Web; User-Model; Task Model; Ontology;
Guidelines; WCAG | |||
| Lessons Learned from Crowd Accessibility Services | | BIBAK | Full-Text | 587-604 | |
| Hironobu Takagi; Susumu Harada; Daisuke Sato; Chieko Asakawa | |||
| Crowd accessibility services for people with disabilities, driven by
crowd-sourcing methods, are gaining traction as a viable means of realizing
innovative services by leveraging both human and machine intelligence. As the
approach matures, researchers and practitioners are seeking to build various
types of services. However, many of them encounter similar challenges, such as
variations in quality and sustaining contributor participation for durable
services. There are growing needs to share tangible knowledge about the best
practices to help build and maintain successful services. Towards this end, we
are sharing our experiences with crowd accessibility services that we have
deployed and studied. Initially, we developed a method to analyze the dynamics
of contributor participation. We then analyzed the actual data from three
service deployments spanning several years. The service types included Web
accessibility improvement, text digitization, and video captioning. We then
summarize the lessons learned and future research directions for sustainable
services. Keywords: Crowd-sourcing; accessibility; digital book; captioning; Web accessibility | |||
| Designing for Different Users and Multiple Devices: A Roadmap towards Inclusive Environments | | BIBAK | Full-Text | 605-622 | |
| Ig Ibert Bittencourt; Maria Cecília Baranauskas; Diego Dermeval; Juliana Braga; Roberto Pereira | |||
| The Web can be understood as an ecosystem of interconnected technological
resources organized by rules, strategies, organizational structures, and mainly
people. Such ecosystem is improving the potential to access knowledge
everywhere and at any time. However, for different reasons, this technological
extension is not reaching everybody yet. Those without access to knowledge are
mainly people with disabilities or living in underserved communities.
Nevertheless, the extension of Web technologies to different types of devices
(such as mobile phones, tablets, TV) and their connections have the potential
to increase the solutions to reach people with different needs through
different devices. For this reason, several research and industrial studies
have been proposed to design interfaces for multiple devices considering
differences among users. In this paper, we present results of a systematic
review on literature to build a roadmap towards inclusive environments.
Additionally, the study also suggests existing tools to support the design of
accessible applications for multiple devices. A significant result of this
review is the lack of studies addressing underserved communities. Keywords: Inclusive Environments; Portability; User Interface Design; Inclusiveness;
Diversity; Multiple Devices | |||
| User Control in Adaptive User Interfaces for Accessibility | | BIBAK | Full-Text | 623-640 | |
| Matthias Peissner; Rob Edlin-White | |||
| Adaptive user interfaces offer great potential for improving the
accessibility of interactive systems. At the same time, adaptations can cause
usability problems, including disorientation and the feeling of losing control.
Adaptations are therefore often discussed in terms of costs and benefits for
the users. However, design strategies to overcome the drawbacks of adaptations
have received little attention in the literature. We have designed different
adaptation patterns to increase the transparency and controllability of run
time adaptations in our MyUI system. This paper presents an experimental user
study to investigate the effectiveness and acceptability of the proposed
patterns in different cost-benefit situations and for different users. The
patterns turn out to increase the transparency and controllability of
adaptations during the interaction. They help users to optimize the subjective
utility of the system's adaptation behavior. Moreover, the results suggest that
preference and acceptance of the different patterns depend on the cost-benefit
condition. Keywords: Adaptive user interfaces; design patterns; accessibility; user study;
controllability | |||
| Vibro-Tactile Enrichment Improves Blind User Interaction with Mobile Touchscreens | | BIBAK | Full-Text | 641-648 | |
| Maria Claudia Buzzi; Marina Buzzi; Barbara Leporini; Maria Teresa Paratore | |||
| Interaction via mobile devices is a challenge for blind users, who often
encounter severe accessibility and usability problems. The main issues are due
to the lack of hardware keys, making it difficult to quickly reach an area or
activate functions, and to the new way of interacting via touchscreen. A
touchscreen has no specific reference points detectable by feel, so a blind
user cannot easily understand exactly where (s)he is positioned on the
interface nor readily find a specific item/function. Alternative ways to
provide content are mainly vocal and may be inadequate in some situations,
e.g., noisy environments. In this study we investigate enriching the user
interfaces of touchscreen mobile devices to facilitate blind users'
orientation. We propose a possible solution for improving interaction based on
the vibro-tactile channel. After introducing the idea behind our approach, two
implemented Android Apps including the enriched user interfaces are shown and
discussed. Keywords: Accessibility; usability; mobile accessibility; haptic UIs; blind | |||
| Designing with Dementia: Guidelines for Participatory Design together with Persons with Dementia | | BIBAK | Full-Text | 649-666 | |
| Niels Hendriks; Frederik Truyen; Erik Duval | |||
| Involving all stakeholders in the design process is often seen as a
necessity from both a pragmatic and a moral point of view [1]. This is always a
challenging task for designers and stakeholders and therefore many
participatory design methods have been developed to facilitate such a design
process. The traditional participatory design methods, however, are not fully
appropriate to incorporate persons with dementia [2], [3]. They create issues
as they assume that the participants are cognitively able; can make use of
visual and hands-on techniques; or require a high level of abstraction ability
of the person with dementia.
The aim of this paper is to present a number of guidelines which can be used as a starting point to set up participatory design projects with persons with dementia. This overarching set of guidelines provides for practical advice focusing on the role of the moderator, the preparation of a participatory session, the choice and adaptation of the method, the tools used, the role of each participant and the subsequent analysis. The basis for these guidelines stems from similar participatory projects with senior participants, persons with dementia and participants with aphasia or amnesia, two symptoms frequently co-occurring with dementia. All guidelines were evaluated and refined during four sessions with persons with dementia and a trusted family member. These participatory design sessions occurred in the course of the AToM project, a research and design project that tries to design an intelligent network of objects and people to ameliorate the life of persons with dementia. Keywords: participatory design; persons with dementia; method; guidelines | |||
| Navigating, Discovering and Exploring the Web: Strategies Used by People with Print Disabilities on Interactive Websites | | BIBAK | Full-Text | 667-684 | |
| Christopher Power; Helen Petrie; David Swallow; Emma Murphy; Bláithín Gallagher; Carlos A. Velasco | |||
| The majority of research into web accessibility has focused on identifying
and eliminating the problems that people with disabilities encounter when
interacting with the Web. In this paper we argue that we need to move away from
studying user problems to studying how people with disabilities apply
interaction strategies while browsing the Web. In this paper we present a study
of 19 print disabled users, including blind, partially sighted and dyslexic
people, interacting with a variety of interactive Web 2.0 web applications. The
participants undertook tasks using concurrent and retrospective protocols to
elicit information about how they interact with web content. The result of this
study was a collection of 586 strategic action sequences that were classified
into seven different types of strategy. Differences in the application of
strategies between the user groups are presented, as well as the most frequent
strategies used by each user group. We close the paper by discussing some
implications for the design of websites and assistive technologies as well as
the future directions for empirical research in accessibility. Keywords: Web accessibility; user study; user strategy; print disabled Web users;
blind Web users; partially sighted Web users; dyslexic Web users | |||
| Participatory Design with Blind Users: A Scenario-Based Approach | | BIBAK | Full-Text | 685-701 | |
| Nuzhah Gooda Sahib; Tony Stockman; Anastasios Tombros; Oussama Metatla | |||
| Through out the design process, designers have to consider the needs of
potential users. This is particularly important, but rather harder, when the
designers interact with the artefact to-be-designed using different senses or
devices than the users, for example, when sighted designers are designing an
artefact for use by blind users. In such cases, designers have to ensure that
the methods used to engage users in the design process and to communicate
design ideas are accessible. In this paper, we describe a participatory
approach with blind users based on the use of a scenario and the use of
dialogue-simulated interaction during the development of a search interface. We
achieved user engagement in two ways: firstly, we involved a blind user with
knowledge of assistive technologies in the design team and secondly, we used a
scenario as the basis of a dialogue between the designers and blind users to
simulate interaction with the proposed search interface. Through this approach,
we were able to verify requirements for the proposed search interface and blind
searchers were able to provide formative feedback, to critique design plans and
to propose new design ideas based on their experience and expertise with
assistive technologies. In this paper, we describe the proposed scenario-based
approach and examine the types of feedback gathered from its evaluation with
blind users. We also critically reflect on the benefits and limitations of the
approach, and discuss practical considerations in its application. Keywords: scenario; participatory design; visually impaired users | |||
| An Evaluation of Stacking and Tiling Features within the Traditional Desktop Metaphor | | BIBAK | Full-Text | 702-719 | |
| Clemens Zeidler; Christof Lutteroth; Gerald Weber | |||
| Having many open windows on the desktop can lead to various usability
problems. Window content may get occluded by other windows and working with
multiple windows may get cumbersome. In this paper, we evaluate the idea to
integrate stacking and tiling features into the traditional desktop metaphor.
For this purpose we introduce the Stack & Tile window manager, which allows
users to stack and tile arbitrary windows into groups that can be moved and
resized similar to single windows. To evaluate if stacking and tiling can
improve productivity, we conducted an experimental evaluation. We found that
participants were able to perform various multi-window tasks and switch between
tasks significantly faster using Stack & Tile. Furthermore, we found that
the time to set up a Stack & Tile window group is reasonably low. Stack
& Tile is open-source and has been used for over two years now. To evaluate
its usefulness in practice, we conducted a web-based survey that reveals how
people are actually using the new stacking and tiling features. Keywords: window manager; tabbing; usability; evaluation | |||
| Investigating Pointing Tasks across Angularly Coupled Display Areas | | BIBAK | Full-Text | 720-727 | |
| Fabian Hennecke; Alexander De Luca; Ngo Dieu Huong Nguyen; Sebastian Boring; Andreas Butz | |||
| Pointing tasks are a crucial part of today's graphical user interfaces. They
are well understood for flat displays and most prominently are modeled through
Fitts' Law. For novel displays (e.g., curved displays with multi-purpose
areas), however, it remains unclear whether such models for predicting user
performance still hold -- in particular when pointing is performed across
differently oriented areas. To answer this question, we conducted an experiment
on an angularly coupled display -- the Curve -- with two input conditions:
direct touch and indirect mouse pointer. Our findings show that the target
position affects overall pointing speed and offset in both conditions. However,
we also found that Fitts' Law can in fact still be used to predict performance
as on flat displays. Our results help designers to optimize user interfaces on
angularly coupled displays when pointing tasks are involved. Keywords: Pointing; Fitts' law; display orientation; curved surface | |||
| Semi-supervised Learning Based Aesthetic Classifier for Short Animations Embedded in Web Pages | | BIBAK | Full-Text | 728-745 | |
| Dipak Bansal; Samit Bhattacharya | |||
| We propose a semi-supervised learning based computational model for
aesthetic classification of short animation videos, which are nowadays part of
many web pages. The proposed model is expected to be useful in developing an
overall aesthetic model of web pages, leading to better evaluation of web page
usability. We identified two feature sets describing aesthetics of an animated
video. Based on the feature sets, we developed a Naïve-Bayes classifier by
applying Co-training, a semi-supervised machine learning technique. The model
classifies the videos as good, average or bad in terms of their aesthetic
quality. We designed 18 videos and got those rated by 17 participants for use
as the initial training set. Another set of 24 videos were designed and labeled
using Co-training. We conducted an empirical study with 16 videos and 23
participants to ascertain the efficacy of the proposed model. The study results
show 75% model accuracy. Keywords: Aesthetics; web page; short video; classification; semi-supervised learning;
Co-training | |||
| Switchback Cursor: Mouse Cursor Operation for Overlapped Windowing | | BIBAK | Full-Text | 746-753 | |
| Shota Yamanaka; Homei Miyashita | |||
| When we perform a task that involves opening a number of windows, we cannot
access the objects behind them. Thus, we are forced to switch the foreground
window frequently or to move it temporarily. In this paper, we propose a
Switchback Cursor technique where the cursor can move underneath windows when
the user presses both the left and right mouse buttons. We also discuss some of
the advantages of our method and effective situations that may be suited to the
Switchback Cursor. Keywords: Cursor; Graphical user interfaces (GUIs); Mouse; Pointer; WIMP | |||
| A Scandinavian Approach to Designing with Children in a Developing Country -- Exploring the Applicability of Participatory Methods | | BIBAK | Full-Text | 754-761 | |
| Nahid Wakil; Peter Dalsgaard | |||
| Participatory Design (PD) offers a democratic approach to design by creating
a platform for active end-user participation in the design process. Since its
emergence, the field of PD has been shaped by the Scandinavian context, in
which many early PD projects took place. In this paper we discuss the
challenges that arise from employing participatory methods in a different
socio-cultural setting with participants who have had comparatively limited
exposure to digital technologies. We offer a comparative study of two PD
projects carried out with school classes in Scandinavia and India. While the
setup for the two projects was identical, they unfolded in very different ways.
We present and discuss this study, which leads us to conclude that PD can be a
useful approach in both settings, but that there is a distinct difference as to
which methods bring about fruitful results. The most prominent difference is
the ways in which abstract and manifest participatory methods led to different
outcomes in the two settings. Keywords: Participatory Design; Developing Countries; Interaction Design; Future
Workshop; Inspiration Card Workshop; Mock-ups | |||
| Availability4D: Refining the Link between Availability and Adoption in Marginalised Communities | | BIBAK | Full-Text | 762-779 | |
| Fritz Meissner; Edwin Blake | |||
| We present a comparative study of mobile and conventional computing
technologies applied to providing access to career guidance information to high
school students from marginalised communities. Reported high availability of
mobile technology amongst these users would be beneficial, but our NGO partner
questioned feature phones' applicability for consuming large quantities of
information. We created two systems: a text interface exposed through a mobile
instant messaging service, and a website targeting conventional computers.
Despite positive usability tests for the website and fears of social stigma
related to mobile instant messaging, system logging over eight months of
parallel deployment showed convincing advantage in engagement for the mobile
system. Interviews revealed that computer infrastructure was tied to
institutions where access was limited; but greater access to mobile phones
(owned or borrowed) made use and advertisement to peers of the mobile system
easier. Social stigma was a problem only for a minority. Keywords: availability; adoption; marginalised communities; feature phones; mobile
Internet; M4D; NGOs | |||
| Communication Choices to Engage Participation of Rural Indonesian Craftspeople in Development Projects | | BIBAK | Full-Text | 780-787 | |
| Ellya Zulaikha; Margot Brereton | |||
| In participatory design projects, maintaining effective communication
between facilitator and participant is essential. This paper describes the
consideration given to the choice of communication modes to engage
participation of rural Indonesian craftspeople over the course of a significant
3 year project that aims to grow their self-determination, design and business
skill. We demonstrate the variety and subtlety of oral and written forms of
communication used by the facilitator during the project. The culture, the
communication skill and the influence of tacit knowledge affect the
effectiveness of some modes of communication over the others, as well as the
available infrastructure. Considerations are specific to the case of rural
Indonesian craftspeople, but general lessons can be drawn. Keywords: Communication Mode; Rural Craftspeople; Participatory Design; Participatory
Development | |||
| Content Prototyping -- An Approach for Engaging Non-technical Users in Participatory Design | | BIBAK | Full-Text | 788-795 | |
| Maletsabisa Molapo; Gary Marsden | |||
| Many in the developing world have little to no experience with computers --
they have never used software as part of their daily lives and jobs, so there
is always a challenge for how this class of users can be engaged in
Participatory Design in a manner that the value of their participation is not
limited by their computing experience. This paper looks at previous work that
addressed this challenge, and introduces an approach called content
prototyping, which is an adaptation of existing practices to fit the needs of
non-technical users. We also discuss the lessons learned from using this
approach, and give recommendations for related projects in the developing
world. Keywords: HCI4D; Prototyping; Low-Literacy | |||
| Designing a Platform for Participatory Urbanism: Transforming Dialogue into Action in Underserved Communities | | BIBAK | Full-Text | 796-803 | |
| Leonardo Giusti; Amelia Schladow; Amar Boghani; Steve Pomeroy; Nicholas Wallen; Federico Casalegno | |||
| Participatory urbanism platforms must balance stakeholder needs to both
empower citizens and exact change from the local authority. While many
platforms can trigger discussion, changes will only be achieved through
successful collaborative efforts. This paper outlines the challenges and
opportunities of designing for participatory urbanism, drawing on a case study
completed with UNICEF and underserved communities in Rio de Janeiro, Brazil.
Our design approach helped to generate physical changes in the community
infrastructure, and the beginnings of behavioral changes for community
residents. Keywords: Participatory urbanism; civic media; location-based platforms | |||
| Leisure-Based Reading and the Place of E-Books in Everyday Life | | BIBAK | Full-Text | 1-18 | |
| Annika Hupfeld; Abigail Sellen; Kenton O'Hara; Tom Rodden | |||
| With the proliferation of digital reading technologies and their underlying
ecosystem, practices of reading are currently undergoing significant changes.
Despite the currency of the topic, we find there is little empirical research
on how people incorporate digital reading technologies into their existing
leisure-based reading practices. In this paper, we explore the place of
e-reading for pleasure in daily life, and how it is co-evolving with practices
surrounding printed books. We present a diary study with 16 readers tracking
their behaviors and motivations surrounding e-book use. Our findings are
relevant to designers of digital reading technologies in highlighting the
values guiding people's choices and behaviors concerning e-book use. Keywords: leisure e-reading; e-books; e-readers; tablets; smartphones; books; diary
study | |||
| Reading together as a Leisure Activity: Implications for E-reading | | BIBAK | Full-Text | 19-36 | |
| Michael Massimi; Rachelle Campigotto; Abbas Attarwala; Ronald M. Baecker | |||
| Reading from devices such as Kindles, Nooks, and tablets ("e-readers") is an
increasingly common practice. A primary reason users purchase e-readers is to
read for pleasure, as opposed to reading for work or school purposes. With
paper, people sometimes read together from a single book (e.g., reading a
bedtime story with a child) -- a practice we call partnered reading. This
practice, and the goals of e-reading for pleasure more generally, remain
underexplored in the HCI literature. This paper contributes findings from a
deployment study wherein participants used an e-reader application to read with
a partner. These findings (a) provide descriptive accounts of how people use
e-readers to read together, and (b) identify opportunities to improve the
design of e-readers to support partnered e-reading for pleasure. Keywords: E-reading; partnered reading; collaborative reading; pleasure;
entertainment; leisure; iPad; ALLT | |||
| The Mysterious Whiteboard | | BIBAK | Full-Text | 37-54 | |
| Clemens Nylandsted Klokmose; Olav W. Bertelsen | |||
| This paper raises the question of why electronic whiteboards are not
ubiquitous. The paper provides a design-oriented analysis of traditional as
well as electronic whiteboards in the context of collaborative and individual
activities. We offer a novel perspective on whiteboards for collaborative
activity based on a survey of the electronic whiteboard literature, a series of
interviews with users of traditional whiteboards, and concepts rooted in
Activity Theory. We identify a number of characteristics of the non-electronic
whiteboard that are important to understand and preserve in the design of
electronic whiteboard systems. Most importantly, we argue that the strength of
non-electronic whiteboards is a combination of their simplicity and stability
as well as a discontinuity between material on and outside of the whiteboard.
We argue that the non-electronic whiteboard has uses and properties, which will
require an electronic substitute to differ fundamentally in design compared to
our traditional personal computing devices as well as most designs seen today.
We present a set of themes for design of future electronic whiteboard systems
that emphasize limitations as a main design principle. We conclude with three
principles for design: The idea of installation rather than application; the
principle of supplementing rather than replacing; and finally the principle of
embracing and enhancing discontinuities. Keywords: Electronic whiteboards; non-personal computing; activity theory;
discontinuities; collaboration; science | |||
| A Tabletop System Using Infrared Image Recognition for Multi-user Identification | | BIBAK | Full-Text | 55-62 | |
| Shota Suto; Susumu Shibusawa | |||
| Many tabletop systems have been developed to facilitate face-to-face
collaboration and work at small meetings. These systems often require users to
attach sensors to their bodies to identify their positions, but attaching a
sensor to one's body can be bothersome and annoying, and user position and
posture may be restricted depending on where the sensor is attached. We have
proposed a technique for estimating user position in a tabletop system by image
recognition and implemented a tabletop system having a user position
identification function incorporating the proposed technique. This technique
first obtains touch points and hand-area information from touch operations
performed by the user, and establishes an association between the touch points
and hand from those positional relationships. Since the direction in which a
hand is extended can be derived from that hand's touch information, the
position of the user of the touch points belonging to that hand can be
estimated. As part of this study, we also implemented a photo-object
manipulation application, which has a function for orienting a photo object to
face the user based on the results of the above user-position estimation
technique. We performed an experiment to evaluate the position identification
rate, and found that the proposed technique could identify user position with
high accuracy. Keywords: Tabletop system; Image recognition; FTIR; Multi-touch; User position
identification; Area extraction | |||
| Performing Online and Offline: How DJs Use Social Networks | | BIBAK | Full-Text | 63-80 | |
| Mayur Karnik; Ian Oakley; Valentina Nisi | |||
| Music and online Social Network Sites (SNS) are closely intertwined in
popular culture, but we know relatively little about how performers use and
take advantage of such social systems. This paper investigates this space by
exploring how professional DJs leverage SNS in their work. It adopts a long
term mixed-methods ethnographic approach encompassing semi-structured
interviews, supported by studio visits and participant observations. Results
revealed that DJs used SNS for connecting to their audiences; promoting their
work; receiving peer feedback; discovering content and keeping abreast of their
field; and organizing and coordinating events. We further interpret our
findings in the context of issues DJs highlighted about their professional
practice and technology, and our observations; and draw out design implications
for future music orientated systems and services. Keywords: Ethnography; DJs; social networks; participant observations | |||
| Tension Space Analysis: Exploring Community Requirements for Networked Urban Screens | | BIBAK | Full-Text | 81-98 | |
| Steve North; Holger Schnädelbach; Ava Fatah gen Schieck; Wallis Motta; Lei Ye; Moritz Behrens; Efstathia Kostopoulou | |||
| This paper draws on the design process, implementation and early evaluation
results of an urban screens network to highlight the tensions that emerge at
the boundary between the technical and social aspects of design. While public
interactive screens in urban spaces are widely researched, the newly emerging
networks of such screens present fresh challenges. Researchers wishing to be
led by a diverse user community may find that the priorities of some users,
directly oppose the wishes of others. Previous literature suggests such
tensions can be handled by 'goal balancing', where all requirements are reduced
down to one set of essential, implementable attributes. Contrasting this, this
paper's contribution is 'Tension Space Analysis', which broadens and extends
existing work on Design Tensions. It includes new domains, new representational
methods and offers a view on how to best reflect conflicting community
requirements in some aspects or features of the design. Keywords: 'tension space analysis'; 'human factors'; 'design tensions'; 'design
space'; 'urban screens'; 'networked urban screens' | |||
| BinCam: Designing for Engagement with Facebook for Behavior Change | | BIBAK | Full-Text | 99-115 | |
| Rob Comber; Anja Thieme; Ashur Rafiev; Nick Taylor; Nicole Krämer; Patrick Olivier | |||
| In this paper we continue work to investigate how we can engage young adults
in behaviors of recycling and the prevention of food waste through social media
and persuasive and ubiquitous computing systems. Our previous work with BinCam,
a two-part design combining a system for the collection of waste-related
behaviors with a Facebook application, suggested that although this ubiquitous
system could raise awareness of recycling behavior, engagement with social
media remained low. In this paper we reconsider our design in terms of
engagement, examining both the theoretical and practical ways in which
engagement can be designed for. This paper presents findings from a new user
study exploring the re-design of the social media interface following this
analysis. By incorporating elements of gamification, social support and
improved data visualization, we contribute insights on the relative potential
of these techniques to engage individuals across the lifespan of a system's
deployment. Keywords: Engagement; Facebook; Sustainability; Recycling; Gamification; Social
influence; Persuasive technology | |||
| OpinionBlocks: A Crowd-Powered, Self-improving Interactive Visual Analytic System for Understanding Opinion Text | | BIBAK | Full-Text | 116-134 | |
| Mengdie Hu; Huahai Yang; Michelle X. Zhou; Liang Gou; Yunyao Li; Eben Haber | |||
| Millions of people rely on online opinions to make their decisions. To
better help people glean insights from massive amounts of opinions, we present
the design, implementation, and evaluation of OpinionBlocks, a novel
interactive visual text analytic system. Our system offers two unique features.
First, it automatically creates a fine-grained, aspect-based visual summary of
opinions, which provides users with insights at multiple levels. Second, it
solicits and supports user interactions to rectify text-analytic errors, which
helps improve the overall system quality. Through two crowd-sourced studies on
Amazon Mechanical Turk involving 101 users, OpinionBlocks demonstrates its
effectiveness in helping users perform real-world opinion analysis tasks.
Moreover, our studies show that the crowd is willing to correct analytic
errors, and the corrections help improve user task completion time
significantly. Keywords: Text analytics; text visualization; self-improving; crowd-sourcing | |||
| PolemicTweet: Video Annotation and Analysis through Tagged Tweets | | BIBAK | Full-Text | 135-152 | |
| Samuel Huron; Petra Isenberg; Jean Daniel Fekete | |||
| We present PolemicTweet a system with an encompassing, economic, and
engaging approach to video tagging and analysis. Annotating and tagging videos
manually is a boring and time-consuming process. Yet, in the last couple of
years the audiences of events -- such as academic conferences -- have begun to
produce unexploited metadata in the form of micropost activities. With
PolemicTweet we explore the use of tagged microposts for both video annotation
and browsing aid. PolemicTweet is a system 1) to crowd source conference video
tagging with structured sentiment metadata, 2) to engage audiences in a tagging
process, and 3) to visualize these annotations for browsing and analyzing a
video. We describe the system and its components as well as the results from a
one-year live deployment in 27 different events. Keywords: Backchannel; Video annotation; Crowdsourcing; Video analysis; Live tagging | |||
| Eyes Only: Navigating Hypertext with Gaze | | BIBAK | Full-Text | 153-169 | |
| Abdul Moiz Penkar; Christof Lutteroth; Gerald Weber | |||
| Eye gaze tracking is an obvious candidate for a future input device, perhaps
even for everyday computing. The hard problems with gaze-controlled interfaces
are inaccuracy and inadvertent clicking. We attempt to mitigate these problems
in the context of a gaze-controlled web browser. Four click alternatives
(Dwell, Single Confirm, Multiple Confirm and Radial Confirm) were implemented
along with a fifth mouse-controlled version for comparison. Two alternatives
make use of additional buttons that confirm a selection made previously by
dwell, hence improving accuracy. Our results indicate that the Multiple Confirm
alternative performed best among the gaze-based alternatives; it makes use of
multiple confirmation buttons when letting the user choose between different
options. When compared to the mouse, the clicking times were worse but the
accuracy was indistinguishable. User feedback also indicates that, although
mouse was considered best, Multiple Confirm was not perceived as slow and
generated excitement. This indicates that the Multiple Confirm click
alternative has potential as an interaction method for gaze interfaces. Keywords: Eye gaze tracking; dwell; navigation | |||
| Eye Pull, Eye Push: Moving Objects between Large Screens and Personal Devices with Gaze and Touch | | BIBAK | Full-Text | 170-186 | |
| Jayson Turner; Jason Alexander; Andreas Bulling; Dominik Schmidt; Hans Gellersen | |||
| Previous work has validated the eyes and mobile input as a viable approach
for pointing at, and selecting out of reach objects. This work presents Eye
Pull, Eye Push, a novel interaction concept for content transfer between public
and personal devices using gaze and touch. We present three techniques that
enable this interaction: Eye Cut & Paste, Eye Drag & Drop, and Eye
Summon & Cast. We outline and discuss several scenarios in which these
techniques can be used. In a user study we found that participants responded
well to the visual feedback provided by Eye Drag & Drop during object
movement. In contrast, we found that although Eye Summon & Cast
significantly improved performance, participants had difficulty coordinating
their hands and eyes during interaction. Keywords: Eye-Based Interaction; Mobile; Cross-Device; Content Transfer; Interaction
Techniques | |||
| Tools for a Gaze-Controlled Drawing Application -- Comparing Gaze Gestures against Dwell Buttons | | BIBAK | Full-Text | 187-201 | |
| Henna Heikkilä | |||
| We designed and implemented a gaze-controlled drawing application that
utilizes modifiable and movable shapes. Moving and resizing tools were
implemented with gaze gestures. Our gaze gestures are simple one-segment
gestures that end outside the screen. Also, we use the closure of the eyes to
stop actions in the drawing application. We carried out an experiment to
compare gaze gestures with a dwell-based implementation of the tools. Results
showed that, in terms of performance, gaze gestures were an equally good input
method as dwell buttons. Furthermore, more than 40% of the participants gave
better ratings for gaze gestures than for the dwell-based implementation, and
under 20% preferred dwell over gestures. Our study shows that gaze gestures can
be a feasible alternative for dwell-based interaction when they are designed
properly and implemented in the appropriate application area. Keywords: gaze interaction; eye tracking; drawing with gaze; gaze gestures | |||
| Designing Gesture-Based Control for Factory Automation | | BIBAK | Full-Text | 202-209 | |
| Tomi Heimonen; Jaakko Hakulinen; Markku Turunen; Jussi P. P. Jokinen; Tuuli Keskinen; Roope Raisamo | |||
| We report the development and evaluation of a gesture-based interaction
prototype for controlling the loading station of a factory automation system.
In this context, gesture-based interaction has the potential to free users from
the tedious physical controls but it must also account for safety
considerations and users' perceptions. We evaluated the gesture interaction
concept in the field to understand its applicability to industrial settings.
Our findings suggest that gesture-based interaction is an emotional, physically
charged experience that has the potential to enhance the work process.
Participants' feedback also highlighted challenges related to the reliability
of gesture recognition technology in the workplace, the perceived
professionalism of gesture-based interaction, and the role of physical feedback
in promoting feeling of control. Our results inform the development of
gesture-based interaction for similar contexts. Keywords: Gesture-based interaction; emotions; user experience; field study | |||
| Metamodels Infrastructure and Heuristics for Metamodel-Driven Multi-touch Interaction | | BIBAK | Full-Text | 210-227 | |
| Víctor López-Jaquero; Elena Navarro; Francisco Montero; Pascual González | |||
| Novice users usually find it hard to manipulate models by using traditional
Model-Driven Development techniques, because of the gap between the modeling
tools and these users' mental models. In this context, multi-touch interfaces
emerge as an alternative to make it easier for novice users to interact with
the models by using natural gestures and taking advantage from the popularity
that touch-based devices have achieved. In this paper, a metamodel
infrastructure and a set of heuristics are presented to automatically generate
multi-touch visual editors for manipulating models. The editor generated is
driven by a metamodel that also prevents the user from creating not valid
models. These heuristics have been validated while developing an environment
for novice users, such as psychologists or physiotherapists, for the treatment
of people with Acquired Brain Injury. Keywords: model-driven development; multi-touch interaction; heuristics; Acquired
Brain Injury (ABI) | |||
| TactiPEd: Easy Prototyping of Tactile Patterns | | BIBAK | Full-Text | 228-245 | |
| Sabrina Panëels; Margarita Anastassova; Lucie Brunet | |||
| We present the design and evaluation of a tactile editor, TactiPEd for the
rapid and easy prototyping of vibrotactile patterns. It is based on the
graphical metaphor of the shape of the device, which is used for the tuning of
the main tactile characteristics, including amplitude, frequency and duration
of tactile sequences. The editor includes file systems functionalities using
the XML format along with playing and recording functionalities. The editor was
thoroughly evaluated: a usability evaluation was conducted with 9 participants,
the designed metaphor-based patterns were analyzed for insights on cross-device
design and finally the editor was tested with several devices. TactiPEd was
successfully and easily used with little training and enabled users to design
patterns in little time. The resulting patterns shared common characteristics
across the devices for a given metaphor. Keywords: tactile feedback; tactile pattern authoring; vibrotactile pattern | |||
| Towards Many Gestures to One Command: A User Study for Tabletops | | BIBAK | Full-Text | 246-263 | |
| Yosra Rekik; Laurent Grisoni; Nicolas Roussel | |||
| Multi-touch gestures are often thought by application designers for a
one-to-one mapping between gestures and commands, which does not take into
account the high variability of user gestures for actions in the physical
world; it can also be a limitation that leads to very simplistic interaction
choices. Our motivation is to make a step toward many-to-one mappings between
user gestures and commands, by understanding user gestures variability for
multi-touch systems; for doing so, we set up a user study in which we target
symbolic gestures on tabletops. From a first phase study we provide qualitative
analysis of user gesture variability; we derive this analysis into a taxonomy
of user gestures, that is discussed and compared to other existing taxonomies.
We introduce the notion of atomic movement; such elementary atomic movements
may be combined throughout time (either sequentially or in parallel), to
structure user gesture. A second phase study is then performed with specific
class of gesture-drawn symbols; from this phase, and according to the provided
taxonomy, we evaluate user gesture variability with a fine grain quantitative
analysis. Our findings indicate that users equally use one or two hands, also
that more than half of gestures are achieved using parallel or sequential
combination of atomic movements. We also show how user gestures distribute over
different movement categories, and correlate to the number of fingers and hands
engaged in interaction. Finally, we discuss implications of this work to
interaction design, practical consequences on gesture recognition, and
potential applications. Keywords: Tabletop; multi-touch gesture; gesture recognition; interaction design | |||
| User-Defined Body Gestures for an Interactive Storytelling Scenario | | BIBAK | Full-Text | 264-281 | |
| Felix Kistler; Elisabeth André | |||
| For improving full body interaction in an interactive storytelling scenario,
we conducted a study to get a user-defined gesture set. 22 users performed 251
gestures while running through the story script with real interaction disabled,
but with hints of what set of actions was currently requested by the
application. We describe our interaction design process, starting with the
conduction of the study, continuing with the analysis of the recorded data
including the creation of gesture taxonomy and the selection of gesture
candidates, and ending with the integration of the gestures in our application. Keywords: User Defined Gestures; Kinect; Full Body Tracking; Depth Sensor;
Interaction; Interactive Storytelling | |||
| User-Defined Gestures for Augmented Reality | | BIBAK | Full-Text | 282-299 | |
| Thammathip Piumsomboon; Adrian Clark; Mark Billinghurst; Andy Cockburn | |||
| Recently there has been an increase in research towards using hand gestures
for interaction in the field of Augmented Reality (AR). These works have
primarily focused on researcher designed gestures, while little is known about
user preference and behavior for gestures in AR. In this paper, we present our
guessability study for hand gestures in AR in which 800 gestures were elicited
for 40 selected tasks from 20 participants. Using the agreement found among
gestures, a user-defined gesture set was created to guide designers to achieve
consistent user-centered gestures in AR. Wobbrock's surface taxonomy has been
extended to cover dimensionalities in AR and with it, characteristics of
collected gestures have been derived. Common motifs which arose from the
empirical findings were applied to obtain a better understanding of users'
thought and behavior. This work aims to lead to consistent user-centered
designed gestures in AR. Keywords: Augmented reality; gestures; guessability | |||
| Gesture-Based Interaction in Domotic Environments: State of the Art and HCI Framework Inspired by the Diversity | | BIBAK | Full-Text | 300-317 | |
| Ana Carla de Carvalho Correia; Leonardo Cunha de Miranda; Heiko Hornung | |||
| Applications for the control and automation of residential environments
(domotics) are an emerging area of study within Human-Computer Interaction
(HCI). One of the related challenges is to design gestural interaction with
these applications. This paper explores socio-technical aspects of gestural
interaction in intelligent domotic environments. An analysis of literature in
the area revealed that some HCI-related aspects are treated in a restricted
manner that neglects socio-technical dimensions. We propose a framework for
discussing related challenges in an integrated manner, considering the
dimensions people, gestural mode of interaction, and domotics. Some of these
challenges are addressed by literature outside the area of domotics. Many open
research questions remain, e.g. how to design gestural vocabularies that
minimize ambiguity and consider cultural and social aspects. The proposed
framework might contribute to answering these questions thus to designing
meaningful interaction that is intuitive and easy to learn. Keywords: Gesture-Based Interaction; Home Automation; Smart Home; Domotics;
Socio-Technical Framework | |||
| Thumbs Up: 3D Gesture Input on Mobile Phones Using the Front Facing Camera | | BIBAK | Full-Text | 318-336 | |
| Paul Schmieder; John Hosking; Andrew Luxton-Reilly; Beryl Plimmer | |||
| We use the front facing camera in a smart phone to capture gesture input.
Thumb gestures performed above the camera are recognized and used to invoke
commands. In contrast to other input modalities the camera requires no device
movements and no valuable screen space is used. To be viable, this type of
interaction requires gestures which are comfortable and memorable for the user
and real-time accurate recognition of those gestures. Given the performance
constraints of phones and their cameras we needed to determine whether accurate
and reliable recognition is possible and identify types of gestures that are
recognizable and user appropriate. As a proof of concept, we conducted a user
study testing three gestures for performance and user satisfaction. The results
demonstrate that the 3D gestural input is successful and we provide detailed
insights into successful recognition strategies for this novel interaction
modality. Keywords: Motion gestures; mobile interaction; image recognition | |||
| User and System Cross-Learning of Gesture Commands on Pen-Based Devices | | BIBAK | Full-Text | 337-355 | |
| PeiYu Li; Manuel Bouillon; Eric Anquetil; Grégoire Richard | |||
| This paper presents a new design and evaluation of customizable gesture
commands on pen-based devices. Our objective is to help users during the
definition of gestures by detecting confusion among gestures. We also help the
memorization gestures with the guide of a new type of menu "Customizable
Gesture Menus". These menus are associated with an evolving gesture recognition
engine that learns incrementally, starting from few data samples. Our research
focuses on making user and recognition system learn at the same time, hence the
term "cross-learning". Three experimentations are presented in details in this
paper to support these ideas. Keywords: Handwritten gesture recognition; Marking Menus; Customizable gesture
interfaces | |||
| Adoption and Appropriation: A Design Process from HCI Research at a Brazilian Neurological Hospital | | BIBAK | Full-Text | 356-363 | |
| Junia Anacleto; Sidney Fels | |||
| Through our research on natural ICT solutions for integration into a non-ICT
based workflow at a Brazilian chronic care hospital, we created a new design
process and two additional HCI design criteria for maintaining natural work
processes using information and communication technologies (ICT). For our HCI
design we propose two design pathways: 1. iterating on adoption of designed
technologies and 2. iterating on appropriation of these technologies. The
degree of appropriation provides an indicator of how natural a design is since
it allows for users' inventiveness to uncover latent affordances for use in new
contexts. Thus, the use of an interface along with whether its potential is
realized in new, user-oriented contexts, are critical elements for designing
natural interfaces. We report our insights gained through observations and
user-centered design for health professionals at a non-ICT based, large
chronic-care hospital to support this perspective. Keywords: human computer interaction; appropriation; adoption; design process; user
centered design; health care; mental illness; non-disruptive workflow | |||
| Chronicles: Supporting Conversational Narrative in Alternative and Augmentative Communication | | BIBAK | Full-Text | 364-371 | |
| Annalu Waller; Rachel Menzies; Daniel Herron; Suzanne Prior; Rolf Black; Thilo Kroll | |||
| Individuals share experiences and build relationships through the medium of
narrative. Lifelong personal narratives play a key role in developing social
identity. Individuals with little or no functional speech due to severe speech
and physical impairments (SSPI) find it difficult to share personal narrative
as augmentative and alternative communication (AAC) systems do not support
interactive story telling. As a result, people with congenital SSPI who use AAC
may not have learned the linguistic skills involved in sharing narratives. The
Chronicles software was developed to support the sharing of personal narrative.
Conversational analysis of a conversation using Chronicles illustrates how the
system can support more natural conversations when using AAC. Keywords: Augmentative and Alternative Communication; Personal narrative; Social
identity; Accessibility; Assistive technology; Disability | |||
| Development of Novel eHealth Services for Citizen Use -- Current System Engineering vs. Best Practice in HCI | | BIBAK | Full-Text | 372-379 | |
| Isabella Scandurra; Jesper Holgersson; Thomas Lind; Gunilla Myreteg | |||
| Many new public eHealth Services are now being developed. Often a
conventional customer-vendor process is used, where the customer is a public
authority, e.g. a county council, and the vendor a commercial actor, e.g. an IT
development company. In this case study the engineering process regards a novel
eHealth service aiming to provide patients with online access to their
electronic health record. A complicating factor in conventional customer-vendor
processes for public e-services is that "the future user could be anyone". In
the light of best practice in Human-Computer Interaction, this study examines
the joint effort of the customer and vendor when developing novel services for
citizen use. The results include delimiting factors, recommendations for public
authority customers and proposed new actions for the research agenda. Keywords: user participation; public e-health services; e-government; electronic
health records; system development methods; collaborative design; Scrum | |||
| Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks | | BIBAK | Full-Text | 380-394 | |
| Frank Soboczenski; Paul Cairns; Anna L. Cox | |||
| Many tasks with interfaces require entering data accurately, for example,
entering patient data in an electronic records system or programming infusion
pumps. However, human error is inevitable. Paradoxically, results from
cognitive psychology suggest that representing information in a poorer quality
format increases the likelihood of memorising the information accurately. This
is explained by the dual system account of cognition where slower, more
effortful but more accurate thinking is invoked via the poorer quality
representation. We present two studies where we transfer these results to the
domain of data-entry and show that poorer quality format of to-be-copied
information leads to increased accuracy in transcription tasks. Moreover, this
is not a consequence of the typical speed-accuracy tradeoffs. The results of
our novel approach have implications for the design of data-entry tasks in
domains such as healthcare. Keywords: Human error; cognition; data-entry; presentation quality; numberentry;
infusion pump; perception; safety-critical systems | |||
| You Can't Touch This: Potential Perils of Patient Interaction with Clinical Medical Devices | | BIBAK | Full-Text | 395-402 | |
| Paul Noble; Ann Blandford | |||
| Clinical medical devices are designed with the explicit assumption that
trained medical team members will operate them in appropriate hospital
environments. As technological complexity increases, along with the possibility
to create specific ward configurations, the potential for unusual interaction
combinations poses challenges for safety and training. Resilience engineering
proposes that a system should cope with disturbances and unexpected conditions.
Consequently, an important consideration for design is to examine medical
device interactions that can be considered 'non-routine'. In recognition of the
localised nature of clinical practice, and in order to investigate the broad
range and type of non-routine occurrences, a novel interview approach was
adopted involving medical researchers and practitioners. Examples of
non-routine interaction were obtained across a diverse range of localities.
Covert patient interactions and dangerous configuration combinations were
identified which adversely affected treatment. Drawing on these concerns the
potential role of patient involvement in bolstering system resilience is
discussed. Keywords: Medical Devices; Safety; Resilience Engineering; Customisation | |||
| A Dog Tail for Utility Robots: Exploring Affective Properties of Tail Movement | | BIBAK | Full-Text | 403-419 | |
| Ashish Singh; James E. Young | |||
| We present a dog-tail interface for utility robots, as a means of
communicating high-level robotic state through affect. This interface leverages
people's general knowledge of dogs and their tails (e.g., wagging means happy)
to communicate robotic state in an easy to understand way. In this paper, we
present the details of our tail construction, and the results of a study which
explored a base case of people's reactions to the tail: how various parameters
of tail movements and configuration influence perception of the robot's
zoomorphized affective state. Our study indicated that people were able to
interpret a range of affective states from various tail configurations and
gestures, and in summary, we present a set of guidelines for mapping tail
parameters to intended perceived affective robotic state. Keywords: human-robot interaction; animal-inspired interfaces; affective computing | |||
| Pebbles: User-Configurable Device Network for Robot Navigation | | BIBAK | Full-Text | 420-436 | |
| Kentaro Ishii; Haipeng Mi; Lei Ma; Natsuda Laokulrat; Masahiko Inami; Takeo Igarashi | |||
| This study proposes devices suitable for use by non-experts to design robot
navigation routes. The user places landmarks, called pebbles, on the floor to
tell navigation routes to a robot. Using infrared communication, the pebbles
automatically generate navigation routes. The system is designed such that
non-expert users can understand the system status to configure the user's
target environment without expert assistance. During deployment, the system
provides LED and voice feedback. The user can confirm that the devices are
appropriately placed for the construction of a desired navigation network. In
addition, because there is a device at each destination, our method can name
locations by associating a device ID with a particular name. A user study
showed that non-expert users were able to understand device usage and construct
robot navigation routes. Keywords: Robot Navigation; Tangible User Interface; Navigation Landmark; Non-Expert
User | |||
| Robots for Real: Developing a Participatory Design Framework for Implementing Educational Robots in Real-World Learning Environments | | BIBAK | Full-Text | 437-444 | |
| Lykke Brogaard Bertel; Dorte Malig Rasmussen; Ellen Christiansen | |||
| As educational service robots become increasingly accessible, the demand for
methodologies that generate knowledge on r-learning applicable to real world
learning environments equally increases. This paper proposes a participatory
design framework for involving users in the development of robot-supported
didactic designs and discusses its applicability to existing educational
contexts on the basis of a case study on the implementation and use of the
therapeutic robot seal Paro at a school for children with an autism diagnosis. Keywords: Participatory design; Human-Robot Interaction; Education | |||
| Computer-Supported Work in Partially Distributed and Co-located Teams: The Influence of Mood Feedback | | BIBAK | Full-Text | 445-460 | |
| Andreas Sonderegger; Denis Lalanne; Luisa Bergholz; Fabien Ringeval; Juergen Sauer | |||
| This article examines the influence of mood feedback on different outcomes
of teamwork in two different collaborative work environments. Employing a 2 x 2
between-subjects design, mood feedback (present vs. not present) and
communication mode (face-to-face vs. video conferencing) were manipulated
experimentally. We used a newly developed collaborative communication
environment, called EmotiBoard, which is a large vertical interactive screen,
with which team members can interact in a face-to-face discussion or as a
spatially distributed team. To support teamwork, this tool provides visual
feedback of each team member's emotional state. Thirty-five teams comprising 3
persons each (with a confederate in each team) completed three different tasks,
measuring mood, performance, subjective workload, and team satisfaction.
Results indicated that the evaluation of the other team members' emotional
state was more accurate when the mood feedback was presented. In addition, mood
feedback influenced team performance positively in the video conference
condition and negatively in the face-to-face condition. Furthermore,
participants in the video conference condition were more satisfied after task
completion than participants in the face-to-face condition. Findings indicate
that the mood feedback tool is helpful for teams to gain a more accurate
understanding of team members' emotional states in different work situations. Keywords: virtual teamwork; videoconference; face-to-face; mood; computer-supported
cooperative work | |||
| Do Usability Professionals Think about User Experience in the Same Way as Users and Developers Do? | | BIBAK | Full-Text | 461-478 | |
| Torkil Clemmensen; Morten Hertzum; Jiaoyan Yang; Yanan Chen | |||
| In this paper, we study how usability professionals' thinking about system
use relates to that of system developers and end users. We conducted 72
repertory-grid interviews to capture how usability professionals, developers,
and users describe their system use. The participants in each stakeholder group
were from China, Denmark, and India. Our results indicate that usability
professionals focus on emotion-related aspects of system use, while users focus
more on context in terms of utility and degree of usage. There are no
interactions between stakeholder group and nationality, although both
stakeholder group and nationality independently influence how participants
think about usability and user experience. We recommend that to understand
users' concerns, researchers should study context more. Keywords: Usability professionals; UX professionals; user experience; stakeholder
differences; cultural differences | |||
| Here or There? How Configuration of Transnational Teams Impacts Social Capital | | BIBAK | Full-Text | 479-496 | |
| Julia Katherine Haines; Judith S. Olson; Gary M. Olson | |||
| The many challenges of distributed communication and the many challenges of
intercultural collaboration have been researched and discussed at length in the
literature. What is lacking is a combined approach that looks at both issues of
distance and diversity in collaboration. We conducted research in a large,
multinational technology company to better understand team configurational
factors in transnational work. In this case study, we found that the
development of social capital is impacted by whether a person is in their home
context or transplanted and their expectations based on that context. This has
implications for the development of intellectual capital in the team. We
highlight factors in the creation of social capital as well as some mechanisms
that may mitigate cultural difference. In addition to bringing into focus the
challenges that arise in various configurations, this study contributes to the
transnational literature by highlighting the importance of local context in
diverse collaborations. Keywords: Transnational collaboration; team configuration; social capital | |||
| A Comparison of List vs. Hierarchical UIs on Mobile Phones for Non-literate Users | | BIBAK | Full-Text | 497-504 | |
| Indrani Medhi; Kentaro Toyama; Anirudha Joshi; Uday Athavankar; Edward Cutrell | |||
| Previous research has shown that low-literate users have difficulty using
hierarchical information architectures and that a list design showing all items
at once on a PC screen works best for search tasks. However, the limited screen
space on phones makes it impossible to show more than a few items at once on a
single screen. Does a hierarchical UI work better on a phone? In this study, we
compared the performance of non-literate users from Bangalore, India, on a
search task using a hierarchical UI (four levels deep) and a multi-page list
that had forty items across seven pages of a touch-screen phone. Our results
show that participants using the multi-page list perform better both in terms
of time taken and percent correct even when the list UI design requires them to
browse through multiple pages of items on the phone. Keywords: Non-literate users; list design; hierarchy; mobile phone | |||
| A User Study with GUIs Tailored for Smartphones | | BIBAK | Full-Text | 505-512 | |
| David Raneburger; David Alonso-Ríos; Roman Popp; Hermann Kaindl; Jürgen Falb | |||
| Web-based graphical user interfaces (GUIs) are mostly not tailored for small
devices with touchscreens, such as smartphones. There is little scientific
evidence on the conditions where additional taps for navigation are better or
scrolling. Therefore, we conducted a user study in which we evaluated different
ways of tailoring a GUI for a smartphone. Each participant performed the same
task with two different layouts of the same GUI. We collected quantitative data
through measuring task completion time and error rates, as well as qualitative
data through subjective questionnaires. The main result is that minimizing the
number of taps is important on a smartphone. Users performed significantly
better when they could scroll (vertically), instead of tapping on widget
elements (tabs). This preference was also reflected in their subjective
opinions. Keywords: Usability; device-tailored GUI; small touchscreen; user study | |||
| Evaluating Direct Manipulation Operations for Constraint-Based Layout | | BIBAK | Full-Text | 513-529 | |
| Clemens Zeidler; Christof Lutteroth; Wolfgang Stuerzlinger; Gerald Weber | |||
| Layout managers are used to control the placement of widgets in graphical
user interfaces (GUIs). Constraint-based layout managers are more powerful than
other ones. However, they are also more complex and their layouts are prone to
problems that usually require direct editing of constraints. Today, designers
commonly use GUI builders to specify GUIs. The complexities of traditional
approaches to constraint-based layouts pose challenges for GUI builders.
We evaluate a novel GUI builder, the Auckland Layout Editor (ALE), which addresses these challenges by enabling GUI designers to specify constraint-based layouts via direct manipulation using simple, mouse-based operations. These operations hide the complexity of the constraint-based layout model, while giving designers access to its benefits. In a user evaluation we compared ALE with two other mainstream layout builders, a grid-based and a constraint-based one. The time taken to create realistic sample layouts with our builder was significantly shorter, and most participants preferred ALE's approach. The evaluation demonstrates that good usability for authoring constraint-based layouts is possible. Keywords: GUI builder; layout editing; layout manager; constraint-based layout; layout
preview; evaluation | |||
| KLM Form Analyzer: Automated Evaluation of Web Form Filling Tasks Using Human Performance Models | | BIBAK | Full-Text | 530-537 | |
| Christos Katsanos; Nikos Karousos; Nikolaos Tselios; Michalis Xenos; Nikolaos Avouris | |||
| Filling forms is a common and frequent task in web interaction. Therefore,
designing web forms that enhance users' efficiency is an important task. This
paper presents a tool entitled KLM Form Analyzer (KLM-FA) that enables
effortless predictions of execution times of web form filling tasks. To this
end, the tool employs established models of human performance, namely the
Keystroke Level Model and optionally the Fitts' law. KLM-FA can support various
evaluation scenarios, both in a formative and summative context, and according
to different interaction strategies or modeled users' characteristics. A study
investigated the accuracy of KLM-FA predictions by comparing them to
participants' execution times for six form filling tasks in popular social
networking websites. The tool produced highly accurate predictions (89.1%
agreement with user data) in an efficient manner. Keywords: Web form design; task efficiency; user performance time; automated tool;
human performance models | |||
| The Evolution of Number Entry: A Case Study of the Telephone | | BIBAK | Full-Text | 538-545 | |
| Parisa Eslambolchilar; Julie Webster; Gerrit Niezen | |||
| This paper details a user study to investigate serial digit entry on
analogue and digital input platforms and the errors associated with them. We
look specifically at the case of entering eleven-digit telephone numbers
without a decimal point. The telephone is used as a platform for comparison,
due to its clear evolution from a rotary dial to a pushbutton keypad and more
recently, touch-based input. Thirty participants took part in a user study,
which concluded that the touch interface was four times less accurate than the
pushbutton and rotary dial interfaces. The latter two interfaces performed with
similar accuracy; however, users were more than three times faster on the
pushbutton keypad and recognized almost twice as many errors on the rotary
dial. We have extended previous error taxonomies to include some errors
relevant to sequences of numbers and built upon task-based guidelines found in
the literature to suggest context-based design considerations. Keywords: Number Entry; Interaction Design; Usability; Telephone Interfaces | |||
| Informing the Design of an Authoring Tool for Developing Social Stories | | BIBAK | Full-Text | 546-553 | |
| Aurora Constantin; Helen Pain; Annalu Waller | |||
| This paper describes the design of an authoring tool, ISISS (Improving
Social Interaction through Social Stories), for supporting practitioners using
social stories to enhance social interaction in children with Autism Spectrum
Conditions (ASC). The goals of the research are: 1) to determine practitioners'
current procedures when working with social stories; 2) to discover how
technology can better support such practitioners in the development and use of
social stories that focus on improving children's social communication skills.
An exploratory study was conducted with experienced practitioners, resulting in
a number of design principles. Two low-functioning prototypes were developed,
and explored in a second study. Further work is discussed. Keywords: Paper-based Interfaces; Design; Autism; ASC; Educational Tool; Assistive
Technology for Children with ASC; Authoring Tool | |||
| Introducing New Perspectives in the Use of Social Technologies in Learning: Social Constructionism | | BIBAK | Full-Text | 554-570 | |
| Antigoni Parmaxi; Panayiotis Zaphiris; Eleni Michailidou; Salomi Papadima-Sophocleous; Andri Ioannou | |||
| This paper reports on a qualitative study of the use of social technologies,
explored in the context of an intensive 650-hour Greek language course.
Qualitative content analysis of instructors' field notes, students' and
instructors' reflections, interviews and a focus group was employed aiming at
identifying the use of social technologies as a platform for constructing an
online artifact. To triangulate the findings, the study also collected data by
observing students' activity with social technologies. A code scheme was
developed which manifests the use of social technologies as a social
constructionism platform identifying its major dimensions: exploration of
ideas, construction of online artifact and evaluation of the constructed
artifact. Actions within each dimension that indicate the manifestation of
social constructionism are identified and discussed. This study revealed
results in favor of the use of social technologies as social constructing
platforms suggesting a new framework for their use. Keywords: social technologies; web 2.0 technologies; social constructionism; online
artifact | |||
| Usability Specialists as Boundary Spanners -- An Appraisal of Usability Specialists' Work in Multiparty Distributed Open Source Software Development Effort | | BIBAK | Full-Text | 571-588 | |
| Netta Iivari | |||
| This study examines the work of usability specialists in a multiparty
research project producing an open source learning application for children,
with children. Children as a user group has been acknowledged decades ago and
methods for involving them have been devised, but there is a lack of research
examining what happens to children's input in practice, when integrated with
actual development. The paper contrasts the empirical findings with the
existing research on the usability specialists' roles and with the knowledge
management literature on boundary spanning, which argues that for successful
knowledge sharing and arriving at shared understandings there needs to emerge
boundary spanners and boundary objects and a new joint field of practice within
which the experts involved can collaborate. This paper argues for the boundary
spanner position to be acquired by usability specialists. Instances of
successful boundary spanning are described and conditions for successful
boundary spanning are discussed. Keywords: Usability specialist; boundary spanning; boundary object; children | |||
| Vimprint: Exploring Alternative Learning through Low-End Mobiles | | BIBAK | Full-Text | 589-596 | |
| Sheetal K. Agarwal; Jyoti Grover; Anupam Jain; Arun Kumar | |||
| The Internet today provides a plethora of applications to assist anyone
wanting to learn a new subject, language or a concept. Resources available
include dictionaries, translation engines, downloadable e-books, tutorials,
online courses etc. The rapid proliferation of smart phones has further
provided richer visual applications that assist the user in learning on the go.
However, all these applications are dependent upon the availability of Internet
and/or an expensive computing device such as a smartphone or a computer. This
puts them out of reach for a large section of society that consists of
underprivileged people (economically or literacy-wise) and who probably need
such tools the most. Also, many learning applications are pull-based and depend
on the user's motivation to keep coming back for more. We present Vimprint - a
system that offers an alternative mode of learning through telephony voice
applications over any touchtone phone with a push-based interaction module. We
present its design in the context of vocabulary building. Application of
Vimprint system in the field is a work-in-progress and we present the results
of a preliminary study conducted to assess its effectiveness. Keywords: Social Computing; Developing regions; Voice Applications; Education;
Diversity; Inclusiveness | |||
| Improving Evaluation Honesty and User Experience in E-learning by Increasing Evaluation Cost and Social Presence | | BIBAK | Full-Text | 597-615 | |
| Juha Leino; Tomi Heimonen | |||
| While various recommender approaches are increasingly considered in
e-learning, lack of studies of actual use is hindering the development. For
several years, we have used non-algorithmic recommender features on an
undergraduate course website to help students find pertinent study materials.
As students earn credit from adding and evaluating materials, some have chosen
to evaluate materials dishonesty, i.e. without actually reading them. To
improve honesty, in 2012 we coupled 5-star ratings with commenting (previously
uncoupled) to increase the cost and complexity of evaluating and gave students
individual presence with nicknames (previously anonymous) to increase social
presence and enable reputation formation. Our results show that high enough
cost of evaluating together with high enough social presence can lead to
complete honesty in evaluations and enhance both user experience and student
involvement. In effect, designing such e-learning systems includes not only
designing the features but also their use, as the two are intertwined. Keywords: e-learning; recommenders; ratings; social presence; honesty; design | |||
| Interacting with Augmented Reality: How Does Location-Based AR Enhance Learning? | | BIBAK | Full-Text | 616-623 | |
| Ruobing Li; Bo Zhang; S. Shyam Sundar; Henry Been-Lirn Duh | |||
| Augmented Reality (AR) can provide additional information about mediated
events, but can it enhance our learning and comprehension? We performed a user
study of a location-based AR application in order to answer this question. A
2-condition (AR modality vs. non-AR digital book modality) between-subjects
experiment with 36 dyads of secondary school students in Singapore was
conducted to examine how the use of AR modality in an educational context
impacts students' learning performance. Data from the experiment showed that
location-based AR improved students' learning performance by catching their
attention and enhancing their ability to elaboratively process the information
they encountered. Theoretical and practical implications are discussed. Keywords: Location-based AR; modality; learning; transportation | |||
| The ReflecTable: Bridging the Gap between Theory and Practice in Design Education | | BIBAK | Full-Text | 624-641 | |
| Jonathan Hook; Thomas Hjermitslev; Ole Sejer Iversen; Patrick Olivier | |||
| The ReflecTable is a digital learning environment that explores how design
games and video-led reflection might be combined to bridge the gap between the
theoretical and practical components of design education. The concept seeks to
leverage the qualities of exploratory design games and video to inspire design
students to critically reflect upon the relationship between their evolving
design practices and the theories and techniques they are taught in lectures,
by allowing them to capture, review and reflect upon short videos of a design
game. In this paper, we present the ReflecTable design and nine studies
conducted during the course of its development. The studies suggest that the
ReflecTable has the potential to support design students in understanding how
theoretical concepts and methods relate to different design situations and
their own evolving design practices. Keywords: Design; design games; video-led reflection; education; reflection;
reflective practicum; off-loop reflection; learning-by-doing | |||
| Evaluating User Experience for Interactive Television: Towards the Development of a Domain-Specific User Experience Questionnaire | | BIBAK | Full-Text | 642-659 | |
| Regina Bernhaupt; Michael Pirker | |||
| This paper presents a questionnaire-based approach to evaluate the user
experience (UX) while interacting with interactive Television (iTV) systems.
Current contributions in the field of UX propose generic methods applicable to
various application domains, whereas our contribution is dedicated to the
specific domain of interactive TV systems. Based on a classification of UX
dimensions from a literature review, the first version of the questionnaire is
focusing on the dimension's aesthetics, emotion, stimulation and
identification. A validation study with 106 participants was performed to
assess the relations between the evaluated UX dimensions, as well as their fit
to the underlying theoretical assumptions. Results showed that the UX
dimensions aesthetics, emotion and stimulation are important for the domain of
iTV, while identification was not confirmed. The study revealed significant
correlations between the type of IPTV system used and the emotional and
stimulation dimension. Additionally, a significant effect of the TV reception
mode and the type of IPTV box owned on the emotion towards the system was
observed. Beyond the contribution of the questionnaire that is directly
applicable for any iTV system, the findings described in the paper demonstrate
the need for user experience evaluation methods targeted at specific domains:
the validation of the questionnaire shows that identification is not a central
dimension of user experience when interacting with interactive TV. Keywords: interactive TV; iTV; user experience; UX; questionnaire; Internet Protocol
Television; IPTV; emotion; stimulation; identification | |||
| Managing User Experience -- Managing Change | | BIBAK | Full-Text | 660-677 | |
| Job Mashapa; Edna Chelule; Darelle Van Greunen; Alida Veldsman | |||
| Interactive products with innovative user interfaces are being designed
while the user interfaces of existing products are being improved. The changes
in user interfaces are being prompted by the need to design products that are
useful, usable and appealing for an enchanting user experience to the people
using the products. It is harmoniously agreed within the user experience domain
that a change in the user interface of a product consequently affects the user
experience of the people who use the product. Furthermore, user experience
practitioners and academics acknowledge that user experience evolves over time.
Paradoxically, there is lack of strategies for managing user experience as it
evolves, or when a new user interface is introduced. Change in user experience
is a process that needs to be managed for a positive user experience to be
attained. Literature is awash with models aimed at guiding and managing change
implementation. On the contrary, most of the change management models are aimed
at managing change in organizations while neglecting managing the user
experience of the people to which change is introduced. At the time of writing
this paper, no evidence was found of an existing model aimed at managing user
experience, both in theory and practice. Following the aforementioned premise,
the purpose of this paper is to propose theoretical requirements for managing
user experience of the people using interactive products. The paper commences
with a conceptual background synthesis of related domain components required
for managing user experience. Thereafter, the requirements for managing user
experience are determined. After-which the requirements are presented in a User
Experience Management Requirements (UXMR) framework. The paper culminates with
proposed future work. Keywords: User Experience; Usability; User Centred Design; Change Management;
Requirements | |||
| What Do You See in the Cloud? Understanding the Cloud-Based User Experience through Practices | | BIBAK | Full-Text | 678-695 | |
| John C. Tang; Jed R. Brubaker; Catherine C. Marshall | |||
| End users have begun to incorporate cloud-based services into their
collaborative practices. What spurs and constrains this adoption? Are the cloud
services understood adequately and used effectively? How might we intervene to
promote a better connection between user practices and cloud services? In this
study, we focus on collaborative practices that surround the adoption, use, and
understanding of two popular, but sometimes contrasting, cloud services for
creating and sharing content: Dropbox and Google Docs. We conducted 22 in-depth
interviews with people who used these services, including collaborators who
used the services together, and people who had migrated from Google Docs to
Google Drive. We found that users thought of the cloud in terms of the
practices it helped them accomplish. Their understanding of the cloud was often
shaped by the particular file storage and sharing technologies the cloud was
replacing (remediation). Furthermore, collaborating with others through the
cloud sometimes revealed different assumptions about how the cloud worked,
leading users to develop socially negotiated practices around their use of the
cloud. We use this analysis to identify some specific opportunities for
designers to help users build more accurate conceptual models of the cloud and
use its capabilities more fully: (1) when users are adopting the cloud to enact
a practice; (2) when users are replacing an existing technology with the cloud;
and (3) when users are encountering others' practices through collaboration. Keywords: File synchronization; file sharing; online editors; collaboration; cloud
user experience | |||
| Awareness, Transience and Temporality: Design Opportunities from Rah Island | | BIBAK | Full-Text | 696-713 | |
| Pedro Ferreira; Pedro Sanches; Alexandra Weilenmann | |||
| This paper deals with the implications of the socialness of private
communication. Drawing upon ethnographic observations of first time mobile
phone users in Rah, an island in Vanuatu, we revisit the debate on how the
mobile phone reconfigures private and personal communication. Our observations
show how the advent of the mobile phone disrupts and challenges existing
practices around how private communication is managed on the island. These
observations are used to open up a design space where we explore the socialness
of personal, private communication. Drawing on the analysis, we discuss three
directions for future thinking of mobile interaction design: (1) designing for
spatial awareness; (2) designing for transience and (3) designing with
temporality. We expand on these to discuss the notion of digital patina, which
we argue, is an exciting topic to explore for the design of personal, social
communication. Keywords: Privacy; personal communication; social communication; transience;
temporality; translucence; awareness; design | |||
| Comparison of Phone-Based Distal Pointing Techniques for Point-Select Tasks | | BIBAK | Full-Text | 714-721 | |
| Mohit Jain; Andy Cockburn; Sriganesh Madhvanath | |||
| Many different mobile phone-based distal pointing techniques have been
proposed and evaluated. Interaction with distant large-screen displays,
including interactive TV, requires active pointing and selection of target
items. In this paper, we empirically compare four different phone-based distal
pointing techniques for point-select tasks. Results show that participants
prefer a discrete pointing technique using the phone's touchscreen as a
touchpad. This method also achieved the highest accuracy among the techniques
studied, with comparable speed. We discuss the implications of our findings for
distal interaction. Keywords: Interactive TV; iTV; Phone; Distal Pointing; Evaluation | |||
| Extending Mobile Interfaces with External Screens | | BIBAK | Full-Text | 722-729 | |
| Julian Seifert; Dennis Schneider; Enrico Rukzio | |||
| Mobile phones allow for the use of all kinds of applications, and their
mobile applications often provide similar functionalities as desktop
applications. However, they are constrained by the limited screen size of the
mobile device. Accordingly, designs of mobile user interfaces require
optimization for small screens. As a consequence, users are provided with less
context and often have to switch views or resize content such as maps or
pictures. We present Mobies, a novel approach for extending mobile user
interfaces by using external screens (e.g., the mobile phone and a large
screen). Users can utilize more space and can thus overview a larger
information context. We present a novel interaction and application concept and
describe how user interfaces can be spanned across displays. Further, we
contribute an original approach for using Near Field Communication to detect
the devices' spatial relation. We report on a user study which compared Mobies
with standard mobile settings. Results from the system usability scale show
that interaction with Mobies is subjectively more usable. Furthermore, it
provides higher perceived information clarity and supports faster sharing of
information to others. Keywords: Mobile phones; distributed user interfaces; interaction | |||
| Communicating in a Ubicomp World: Interaction Rules for Guiding Design of Mobile Interfaces | | BIBAK | Full-Text | 730-747 | |
| S. Shyam Sundar; Xue Dou; Sangmee Lee | |||
| As computing resources become accessible anytime anywhere, rules of
interaction and engagement between humans are changing. For example,
response-time expectations have dramatically decreased in recent years because
of the assumption that recipients are constantly checking e-mail and text
messages on their mobile devices. Likewise, expectations of context-awareness
have become an important part of interactions. For example, the tag-line "Sent
from my iPhone" is a means of conveying the context (mobile) of the message
sender, which also serves to explain -- or offer an excuse for -- the brevity
of the response. In this manner, there are several design strategies that are
needed for managing expectations, as new rules of interaction emerge due to the
ubiquity of our access to computing resources. This paper presents a list of 12
such interaction rules based on theory and research in interpersonal
communication and psychology. These rules provide design ideas for mobile
ubicomp interfaces. Keywords: Mobile HCI; Ubiquitous Computing; Interpersonal Communication; User
Psychology | |||
| Flow Specification Patterns of End-User Programmers: Lessons Learnt from a Health Mobile Application Authoring Environment Design | | BIBAK | Full-Text | 748-755 | |
| Filipe Fernandes; Luís Duarte; Luís Carriço | |||
| This paper discusses a set of interaction patterns encountered during the
development of an authoring tool for mobile therapeutic applications. Unlike
static paper artefacts, mobile applications can be enriched via the inclusion
of complex behaviors. Typical examples include the definition of simple
sequential interaction among all screens or the involvement of basic rules and
triggers. As part of an ongoing project in which we are designing an authoring
environment for mobile applications in clinical interventions, we studied how
clinicians with no programming background were able to intertwine different
screens from an application according to different rules. We were especially
interested in comparing the approaches adopted using a low-fidelity prototype
and using a high-fidelity version of the authoring tool. Results show that,
despite a few technology induced strategies, users tend to mimic their actions
using the paper based prototype in the corresponding hi-fi version. Keywords: Authoring Tool; Non-Expert Programming; Participatory Design | |||
| MoCoShoP: Supporting Mobile and Collaborative Shopping and Planning of Interiors | | BIBAK | Full-Text | 756-763 | |
| Julian Seifert; Dennis Schneider; Enrico Rukzio | |||
| We present MoCoShoP, a system that supports the collaborative process of
shopping and planning furniture and interior items. The system consists of a
mobile application running on the users' mobile phones and an interactive
surface application deployed on shared planning desks in the furniture retail
store environment. Users belonging together share a virtual shopping cart. By
scanning labels attached to furniture items with their phones that are of
interest, users can inspect item details (e.g., dimensions, available colors)
with the mobile application and add items to their shopping cart. The shared
planning desk allows users to collaboratively review collected items and create
possible arrangements of items on a floor plan. Finally, users can store
furniture arrangements for later inspection. In this work, we contribute the
design and a prototype implementation of MoCoShoP. Results of a first
evaluation indicate that users appreciate how they can collect and share data
during the process of shopping and how it supports collaborative planning. Keywords: Mobile phones; interactive surface; collaboration; shopping assistant;
collaborative planning | |||
| Usability and Utility Needs of Mobile Applications for Business Management among MSEs: A Case of Myshop in Uganda | | BIBAK | Full-Text | 764-773 | |
| Rehema Baguma; Marko Myllyluoma; Nancy Mwakaba; Bridget Nakajubi | |||
| This paper discusses the usability needs of mobile applications for basic
business management for Micro and Small Scale Enterprises (MSEs) in developing
countries. This is based on results from a user study carried out in Uganda on
30 MSEs. The study was carried out on MyShop, an easy to use mobile business
management application for cash transactions and book keeping designed for
micro-entrepreneurs. The study investigated learning to use MyShop, the support
MyShop gives to the user and its usefulness, and value addition to users. The
study also covered the pleasure and stimulation MyShop gives to users. Results
from the study show that MSE owners/shopkeepers would like an application that
is easy to use such as have an intuitive navigation and a simple and clear
language. They would also like an application that supports their unique
context like multiple people operating a shop, selling goods on credit,
ownership of multiple businesses, use of low end phones and regular load
shedding. In terms of value addition, MSEs would like the application to assist
them in managing the daily operations and developing the business in the long
term such as marketing, time saving and control over business. Keywords: Usability; mobile applications; utility; MSEs; MyShop; business management | |||
| Using Video Prototypes for Evaluating Design Concepts with Users: A Comparison to Usability Testing | | BIBAK | Full-Text | 774-781 | |
| Matthijs Zwinderman; Rinze Leenheer; Azadeh Shirzad; Nikolay Chupriyanov; Glenn Veugen; Biyong Zhang; Panos Markopoulos | |||
| We present an exploratory study that compared user feedback obtained from
evaluating a mobile application versus a reverse engineered video prototype of
this same application. The comparison included qualitative and quantitative
data analysis. Questionnaire responses regarding user acceptance (UTAUT [8])
and the overall user experience (AttrakDiff [4]) showed no differences.
Qualitative analysis of the comments by potential users yielded similar
results. Some differences regarding comments pertaining to the fit of the
application to its context of use and appreciation of hedonic qualities,
warrant investigation in future research. Usability tests seem better suited to
identify issues referring to the functionality and data accessed. Overall the
results confirm the validity and usefulness of video prototyping, and can help
us develop a better understanding of its strengths and weaknesses. Keywords: Video prototyping; comparative usability study; experiment; user centered
design methodology | |||
| Designing Mobile Phone Interfaces for Age Diversity in South Africa: "One-World" versus Diverse "Islands" | | BIBAK | Full-Text | 1-17 | |
| Karen Renaud; Rénette Blignaut; Isabella Venter | |||
| Designing for diversity is a laudable aim. How to achieve this, in the
context of mobile phone usage by South African seniors, is a moot point. We
considered this question from two possible perspectives: universal (one-world)
versus focused design (designing for diverse "islands" of users). Each island
would be characterised by a measure of relative homogeneity in terms of user
interface needs. Our particular focus in this paper is age diversity. The
universal approach attempts to deliver a design that can be all things to all
people -- meeting the needs of all users within one user interface. The
islander approach delivers specific and different designs for islands within a
diverse world. To determine which the best approach would be, in the South
African context, we dispatched a team of student researchers to interview
participants from an older generation, on a one-to-one basis. It was beneficial
to deploy aspiring designers to carry out this research because we wanted to
confront aspiring researchers with the differences between their own and other
generations' usage of, and attitudes towards, mobile phones. Our study found
that there were indeed significant age-related differences in mobile phone
usage. Our research delivered insights that led to a model of the factors
impacting mobile phone usage of the senior generation as a series of filters
between the user and their device. We conclude that the island approach is more
suitable for age-specific design. This approach might well become less fitting
as a more technologically experienced population ages, but at present there is
a clear need for an age-sensitive mobile interface design. Keywords: Mobile Phones; Design; Age | |||
| PointerPhone: Using Mobile Phones for Direct Pointing Interactions with Remote Displays | | BIBAK | Full-Text | 18-35 | |
| Julian Seifert; Andreas Bayer; Enrico Rukzio | |||
| Large screens or projections in public and private settings have become part
of our daily lives, as they enable the collaboration and presentation of
information in many diverse ways. When discussing the shown information with
other persons, we often point to a displayed object with our index finger or a
laser pointer in order to talk about it. Although mobile phone-based
interactions with remote screens have been investigated intensively in the last
decade, none of them considered such direct pointing interactions for
application in everyday tasks. In this paper, we present the concept and design
space of PointerPhone which enables users to directly point at objects on a
remote screen with their mobile phone and interact with them in a natural and
seamless way. We detail the design space and distinguish three categories of
interactions including low-level interactions using the mobile phone as a
precise and fast pointing device, as well as an input and output device. We
detail the category of widget-level interactions. Further, we demonstrate
versatile high-level interaction techniques and show their application in a
collaborative presentation scenario. Based on the results of a qualitative
study, we provide design implications for application designs. Keywords: Mobile phone; pointing; interaction; collaboration | |||
| Situating Asynchronous Voice in Rural Africa | | BIBAK | Full-Text | 36-53 | |
| Nicola J. Bidwell; Masbulele Jay Siya | |||
| Designing for oral users in economically poor places has intensified efforts
to develop platforms for asynchronous voice. Often these aim to assist users in
rural areas where literacy is lowest, but there are few empirical studies and
design tends to be oriented by theory that contrasts the mental functions of
oral and literate users, rather than by local practices in social situations.
We describe designing an Audio Repository (AR) based on practices, priorities
and phone-use in rural Africa. The AR enables users to record, store and share
voice files on a shared tablet and via their own cell-phones. We deployed the
AR for 10 months in rural Africa and illiterate elders, who have few ways to
use free or low-cost phone services, used it to record meetings. Use of, and
interactions with, the AR informed the design of a new prototype. They also
sensitized us to qualities of collective sense-making that can inspire new
interactions but that guidelines for oral users overlook; such as the fusion of
meaning and sound and the tuning of speech and bodily movement. Thus, we claim
that situating design in local ways of saying enriches the potential for
asynchronous voice. Keywords: Oral users; Rural Africa; Asynchronous voice; Social media | |||
| A Field Trial on Mobile Crowdsourcing of News Content Factors Influencing Participation | | BIBAK | Full-Text | 54-73 | |
| Heli Väätäjä; Esa Sirkkunen; Mari Ahvenainen | |||
| We conducted a five-week field trial on mobile crowdsourcing of hyperlocal
news content to 1) understand the readers' experiences and 2) explore factors
affecting their participation. In the end of the study the participants were
surveyed with an online questionnaire (17/104 respondents) and five
participants were interviewed. Although respondents and interviewees were
enthusiastic about the trial, the activity in the trial was low. Results
indicate that participant characteristics (age, gender, participation
motivations and hobbyist background in photography) and task characteristics in
terms of the subjectively perceived task significance (possible impact on
important issues in the environment or on community), task relevance (related
to the background and participation motivation), and task engagingness have an
effect on the participation. In addition, participation was influenced by the
estimated needed effort vs. the expected benefit (monetary benefit or having a
possibility to influence), vicinity to the assignment location, enjoyment of
the activity, and the monetary reward. To plan and manage the crowdsourcing
activity the news publishers need information about the characteristics of the
participants, participation patterns and motivations that could be provided by
the crowdsourcing platform. Keywords: Crowdsourcing; user-generated content; hyperlocal; news; motivation;
location; mobile; ubiquitous; reader; photo; Scoopshot | |||
| Nudging People Away from Privacy-Invasive Mobile Apps through Visual Framing | | BIBAK | Full-Text | 74-91 | |
| Eun Kyoung Choe; Jaeyeon Jung; Bongshin Lee; Kristie Fisher | |||
| Smartphone users visit application marketplaces (or app stores) to search
and install applications. However, these app stores are not free from
privacy-invasive apps, which collect personal information without sufficient
disclosure or people's consent. To nudge people away from privacy-invasive
apps, we created a visual representation of the mobile app's privacy rating.
Inspired by "Framing Effects," we designed semantically equivalent visuals that
are framed in either a positive or negative way. We investigated the effect of
the visual privacy rating, framing, and user rating on people's perception of
an app (e.g., trustworthiness) through two experiments. In Study 1,
participants were able to understand the intended meaning of the visual privacy
ratings. In Study 2, we found a strong main effect for visual privacy rating on
participants' perception of an app, and framing effects in a low privacy rating
app. We discuss implications for designing visual privacy ratings, including
the use of positive visual framing to nudge people away from privacy-invasive
apps. Keywords: Visual framing; privacy; privacy metrics; rating; nudge; framing effect;
valence; positive framing; negative framing; Mechanical Turk | |||
| The Impact of Encumbrance on Mobile Interactions | | BIBAK | Full-Text | 92-109 | |
| Alexander Ng; Stephen A. Brewster; John Williamson | |||
| This paper investigates the effects of encumbrance (holding different types
of objects while using mobile devices) to understand the interaction
difficulties that it causes. An experiment was conducted where participants
performed a target acquisition task on a touchscreen mobile phone while
carrying different types of bags and boxes. Mobility was also evaluated since
people carry items from one place to another. Motion capture hardware was used
to track hand and arm postures to examine how holding the different types of
objects caused excessive movement and instability therefore resulting in
performance to decline. The results showed encumbrance and mobility caused
target accuracy to decrease although input while holding the box under the
non-dominant arm was more accurate and exerted quicker targeting times than
holding no objects. Encumbrance affected the dominant hand more than the
non-dominant hand as targeting error significantly increased and caused greater
hand instability. The issues caused by encumbrance suggest the topic requires
more attention from researchers and users would benefit greatly if better
interaction techniques and applications are developed to counteract the
problems. Keywords: Encumbrance; Mobility; Mobile interactions; Target acquisition | |||
| Conception of Ambiguous Mapping and Transformation Models | | BIBAK | Full-Text | 110-125 | |
| Christopher Martin; Matthias Freund; Henning Hager; Annerose Braune | |||
| Model transformations are the linking element between the different levels
of abstraction in the model-based user interface development. They map source
elements onto target elements and define rules for the execution of these
mappings. Approaches for the reuse of transformation rules use formal
transformation models, which only specify the mappings and abstract from the
implementation. Current solutions are usually only able to describe unambiguous
(1-on-1) mappings. In general, however, there are ambiguous (1-on-n) mappings
from which the unambiguous mappings are only chosen during the design process.
The knowledge which source element can be mapped onto which target elements is
to date not being formalized. This paper therefore presents a proposal for an
ambiguous mapping and transformation model and describes its usage in an
iterative development process. Keywords: Model-based User Interface Design; Model Transformations; Mapping Model;
Transformation Model; Iterative Development | |||
| Model Assisted Creativity Sessions for the Design of Mixed Interactive Systems: A Protocol Analysis | | BIBAK | Full-Text | 126-143 | |
| Christophe Bortolaso; Emmanuel Dubois | |||
| To help designers face the complexity of mixed interaction and identifying
original and adapted solutions, we developed and evaluated an original approach
to interaction design. This approach, called Model Assisted Creativity Sessions
(MACS), aims to combine the best elements of both a model of mixed interaction,
and a collaborative and creative session. The objective is twofold: to support
the exploration of the design space, and to establish a common language between
participants. To assess the viability of this approach, we relied on a protocol
analysis of the verbal recordings of two existing design situations. Results
show that the model impacts the generation of ideas and that participants use
the model concepts to share their thoughts during the session. Keywords: Design; Method; Mixed Interaction; Model; Creativity | |||
| Model-Based Self-explanatory UIs for Free, but Are They Valuable? | | BIBAK | Full-Text | 144-161 | |
| Alfonso García Frey; Gaëlle Calvary; Sophie Dupuy-Chessa; Nadine Mandran | |||
| Model-Driven Engineering (MDE) has been extensively used for generating User
Interfaces (UIs) from models. As long as these models are kept alive at
runtime, the UIs are capable of adapting to variations of the context of use.
This paper investigates a potentially powerful side effect: the possibility of
enriching the UIs with explanations directly generated from these models. This
paper first describes a software infrastructure that supports this generation
of explanations. It then reports on a user study that evaluates the added value
of such model based self-explanations. Keywords: Self-Explanatory User Interfaces; Model-Driven Engineering; Models at
runtime; Self-Explanation | |||
| Comparing Input Modalities for Peripheral Interaction: A Case Study on Peripheral Music Control | | BIBAK | Full-Text | 162-179 | |
| Doris Hausen; Hendrik Richter; Adalie Hemme; Andreas Butz | |||
| In graphical user interfaces, every application usually asks for the user's
full attention during interaction with it. Even marginal side activities often
force the user to switch windows, which results in attention shifts and
increased cognitive load. Peripheral interaction addresses this problem by
providing input facilities in the periphery of the user's attention by relying
on divided attention and human capabilities such as proprioception and spatial
memory. Recent work shows promising results by shifting tasks to the periphery
for parallel task execution. Up to now, most of these interfaces rely on
tag-based objects, tokens or wearable devices, which need to be grasped and
manipulated, e.g., by turning, moving or pressing the device.
To explore this design space further, we implemented three modalities for peripheral interaction with a desktop audio player application -- graspable interaction, touch and freehand gestures. In an eight-week in-situ deployment, we compared the three modalities to each other and to media keys (as the state-of-the-art approach). We found that all modalities can be successfully used in the (visual and attentional) periphery and reduce the amount of cognitive load when interacting with an audio player. With this work we intend to (1) illustrate the variety of possible modalities beyond graspable interfaces, (2) give insights on manual peripheral interaction in general and the respective modalities in particular and (3) elaborate on paper based prototypes for the evaluation of peripheral interaction. Keywords: Peripheral Interaction; Input Modalities; Audio Control | |||
| Linetic: Technical, Usability and Aesthetic Implications of a Ferrofluid-Based Organic User Interface | | BIBAK | Full-Text | 180-195 | |
| Jeffrey Tzu Kwan Valino Koh; Kasun Karunanayaka; Ryohei Nakatsu | |||
| We present an OUI that combines Hall Effect sensing and actuation through
electromagnetically-manipulated ferrofluid. The movement of magnets worn on the
fingertips, over a surface embedded with a Hall Effect sensor array and
electromagnets, gives the user the ability to interact with ferrofluid. This
system provides a three-dimensional, physically animated response, as well as
three-dimensional, spatial-sensing inputs. The vibration of the magnets worn on
the fingertips, produced by the repulsing polarity of the electromagnets,
provides the user with haptic feedback. Linetic is a multimodal interface with
a visual, audio and haptic experience. In this manuscript we explain the
overall system from a technical, usability and aesthetic viewpoint by outlining
significant experiments conducted that contribute to the development of the
system. Furthermore we discuss the philosophical and aesthetical implications
of the Linetic system, as well as characterize Linetic's disposition to
Analogness or Digitalness. Keywords: Electromagnetic; haptic; TUI; OUI; morphable; shape changing | |||
| When Paper Meets Multi-touch: A Study of Multi-modal Interactions in Air Traffic Control | | BIBAK | Full-Text | 196-213 | |
| Cheryl Savery; Christophe Hurter; Rémi Lesbordes; Maxime Cordeil; T. C. Nicholas Graham | |||
| For expert interfaces, it is not obvious whether providing multiple modes of
interaction, each tuned to different sub-tasks, leads to a better user
experience than providing a more limited set. In this paper, we investigate
this question in the context of air traffic control. We present and analyze an
augmented flight strip board offering several forms of interaction, including
touch, digital pen and physical paper objects. We explore the technical
challenges of adding finger detection to such a flight strip board and evaluate
how expert air traffic controllers interact with the resulting system. We find
that users are able to quickly adapt to the wide range of offered modalities.
Users were not overburden by the choice of different modalities, and did not
find it difficult to determine the appropriate modality to use for each
interaction. Keywords: Paper computing; augmented paper; digital pen; interactive paper; tangible
interfaces; air traffic control | |||
| 3D Visualization and Multimodal Interaction with Temporal Information Using Timelines | | BIBAK | Full-Text | 214-231 | |
| Giannis Drossis; Dimitris Grammenos; Ilia Adami; Constantine Stephanidis | |||
| This paper reports on the design, development and evaluation of TimeViewer,
a system allowing the storing, visualization and multimodal interaction with
temporal and semantic information using timelines in 3D environments. We focus
on the appliance of 3D interactive timelines for temporal information
visualization, extending their capabilities with the novel concept of a
time-tunnel. Our work is intended to investigate beyond the current state of
the art interaction with 3D environments using a variety of input modes, such
as touch and full-body kinesthetic interaction. Qualitative results were
elicited through an evaluation with 16 users in order to assess the users'
opinion of the system, the efficiency of the offered interactions and direct
future research in the area. Keywords: Interactive timelines; multimodal interaction; 3D information visualization;
full-body interaction; virtual environment; usability evaluation | |||
| Activity Theory as a Tool for Identifying Design Patterns in Cross-Modal Collaborative Interaction | | BIBA | Full-Text | 232-240 | |
| Oussama Metatla; Nick Bryan-Kinns; Tony Stockman; Fiore Martin | |||
| This paper examines the question of how to uncover patterns from the process of designing cross-modal collaborative systems. We describe how we use activity patterns as an approach to guide this process and discuss its potential as a practical method for developing design patterns. | |||
| Cross-Communicability: Evaluating the Meta-communication of Cross-Platform Applications | | BIBAK | Full-Text | 241-258 | |
| Rodrigo de A. Maués; Simone Diniz Junqueira Barbosa | |||
| Evaluating cross-platform systems is challenging due to the different
constraints and capabilities of each platform. In this paper we extend the
Semiotic Inspection Method (SIM), a Semiotic Engineering evaluation method, to
evaluate cross-platform systems. We introduce the term cross-communicability to
denote the quality of the meta-communication of the system as whole, taking
into account the user traversal between the different platforms. To assess
cross-communicability, we describe a novel approach to conduct the SIM, which
introduces a contrastive analysis of the designer-to-user meta-communication
messages of each platform, based on a semiotic framing of design changes
initially proposed for End-User Development. The results from an analytical
study indicate that this approach is capable of identifying and classifying
several potential communication breakdowns particular to cross-platform
systems, which in turn can inform the design or redesign of a cross-platform
application. Keywords: Cross-platform; user interface design; communicability; semiotic inspection
method; semiotic engineering | |||
| On-Line Sketch Recognition Using Direction Feature | | BIBAK | Full-Text | 259-266 | |
| Wei Deng; Lingda Wu; Ronghuan Yu; Jiazhe Lai | |||
| Sketch recognition is widely used in pen-based interaction, especially as
the increasing popularity of devices with touch screens. It can enhance
human-computer interaction by allowing a natural/free form of interaction. The
main challenging problem is the variability in hand drawings. This paper
presents an on-line sketch recognition method based on the direction feature.
We also present two feature representations to train a classifier. We support
our case by experimental results obtained from the NicIcon database. A
recognition rate of 97.95% is achieved, and average runtime is 97.6ms using a
Support Vector Machine classifier. Keywords: Sketched symbol recognition; NicIcon database; multi-stroke shapes | |||
| Beyond Rhetoric to Poetics in IT Invention | | BIBAK | Full-Text | 267-279 | |
| Annie Gentes; Ted Selker | |||
| Two kinds of discourse typically define scientific productions: logical
(epistemology of science) and rhetorical (sociology of science). We suggest
that research projects can also be analyzed as poetical productions. While
rhetorical strategies anticipate controversies and deploy techniques to defend
projects and findings, poetical practices deepen the cultural and symbolic
dimensions of technologies. Based on use cases that show different ways the
poetics come to bear on research and development projects in information
technology (IT), we discuss the play on words and images and how they
contribute to the definition and creation of a new technology within research
projects. Three cases of poetical practices are presented: naming technologies,
christening projects, and designing logos. We give examples of naming and
project identity formation to underscore how such a poetic stance impacts
projects. Images and words help people imagine what the technology is about by
giving imaginary traits and cultural substance. This paper's analysis is a call
for further work exposing the value of conscious use of poetical approaches to
deepen the framing of IT projects. Keywords: Rhetoric; Poetics; Project Definition; Design; Sociology of Science;
Sociology of Technology; Invention | |||
| Storytelling in Visual Analytics Tools for Business Intelligence | | BIBAK | Full-Text | 280-297 | |
| Micheline Elias; Marie-Aude Aufaure; Anastasia Bezerianos | |||
| Stories help us communicate knowledge, share and interpret experiences. In
this paper we discuss the use of storytelling in Business Intelligence (BI)
analysis. We derive the actual practices in creating and sharing BI stories
from in-depth interviews with expert BI analysts (both story "creators" and
"readers"). These interviews revealed the need to extend current BI visual
analysis applications to enable storytelling, as well as new requirements
related to BI visual storytelling. Based on these requirements we designed and
implemented a storytelling prototype tool that is integrated in an analysis
tool used by our experts, and allows easy transition from analysis to story
creation and sharing. We report experts' recommendations and reactions to the
use of the prototype to create stories, as well as novices' reactions to
reading these stories. Keywords: Visual Storytelling; Business Intelligence | |||
| Using Narrative Research and Portraiture to Inform Design Research | | BIBAK | Full-Text | 298-315 | |
| Connie Golsteijn; Serena Wright | |||
| Employing an interdisciplinary perspective, this paper addresses how
narrative research and portraiture -- methods originating from, and commonly
used in social sciences -- can be beneficial for HCI and design research
communities. Narrative research takes stories as a basis for data collection
and analysis, while portraiture can be used to create written narratives about
interview participants. Drawing on this knowledge, we show how a focus on
narrative data, and analysis of such data through portraiture, can be adopted
for the specific purpose of enhancing design processes. We hope to encourage
design and HCI researchers to consider adopting these methods. By drawing on an
illustrative example, we show how these methods served to inform design ideas
for digital crafting. Based on our experiences, we present guidelines for using
narrative research and portraiture for design research, as well as discussing
opportunities and strengths, and limitations and risks. Keywords: Qualitative research; methods; narratives; story-telling; narrative
research; portraiture; design research; interaction design; craft | |||
| Hoptrees: Branching History Navigation for Hierarchies | | BIBAK | Full-Text | 316-333 | |
| Michael Brooks; Jevin D. West; Cecilia R. Aragon; Carl T. Bergstrom | |||
| Designing software for exploring hierarchical data sets is challenging
because users can easily become lost in large hierarchies. We present a novel
interface, the hoptree, to assist users with navigating large hierarchies. The
hoptree preserves navigational history and context and allows one-click
navigation to recently-visited locations. We describe the design of hoptrees
and an implementation that we created for a tree exploration application. We
discuss the potential for hoptrees to be used in a wide variety of hierarchy
navigation scenarios. Through a controlled experiment, we compared the
effectiveness of hoptrees to a breadcrumb navigation interface. Study
participants overwhelmingly preferred the hoptree, with improved time-on-task
with no difference in error rates. Keywords: Navigation; tree visualization; hierarchy; breadcrumbs; visual interfaces;
usability | |||
| User-Centric vs. System-Centric Evaluation of Recommender Systems | | BIBAK | Full-Text | 334-351 | |
| Paolo Cremonesi; Franca Garzotto; Roberto Turrin | |||
| Recommender Systems (RSs) aim at helping users search large amounts of
contents and identify more effectively the items (products or services) that
are likely to be more useful or attractive. The quality of a RS can be defined
from two perspectives: system-centric, in which quality measures (e.g.,
precision, recall) are evaluated using vast datasets of preferences and
opinions on items previously collected from users that are not interacting with
the RS under study; user-centric, in which user measures are collected from
users interacting with the RS under study. Prior research in e-commerce has
provided some empirical evidence that system-centric and user-centric quality
methods may lead to inconsistent results, e.g., RSs that were "best" according
to system-centric measures were not the top ones according to user-centric
measures. The paper investigates if a similar mismatch also exists in the
domain of e-tourism. We discuss two studies that have adopted a system-centric
approach using data from 210000 users, and a user-centric approach involving
240 users interacting with an online hotel booking service. In both studies, we
considered four RSs that employ an implicit user preference elicitation
technique and different baseline and state-of-the-art recommendation
algorithms. In these four experimental conditions, we compared system-centric
quality measures against user-centric evaluation results. System-centric
quality measures were consistent with user-centric measures, in contrast with
past studies in e-commerce. This pinpoints that the relationship between the
two kinds of metrics may depend on the business sector, is more complex that we
may expect, and is a challenging issues that deserves further research. Keywords: Recommender systems; E-tourism; Evaluation; Decision Making | |||
| Video Navigation with a Personal Viewing History | | BIBAK | Full-Text | 352-369 | |
| Abir Al-Hajri; Gregor Miller; Sidney Fels; Matthew Fong | |||
| We describe a new video interface based on a recorded personal navigation
history which provides simple mechanisms to quickly find and watch previously
viewed intervals, highlight segments of video the user found interesting and
support other video tasks such as crowd-sourced video popularity measures and
consumer-level video editing. Our novel history interface lets users find
previously viewed intervals more quickly and provides a more enjoyable video
navigation experience, as demonstrated by the study we performed. The user
study tasked participants with viewing a pre-defined history of a subset of the
video and answering questions about the video content: 83.9% of questions
(average) were answered correctly using the personal navigation history, while
65.5% were answered using the state-of-art method; they took significantly less
time to answer a question using our method. The full video navigation interface
received an 82% average QUIS rating. The results show that our history
interface can be an effective part of video players and browsers. Keywords: Video Navigation; Navigation History; Video Summarization | |||
| A New Approach to Walking in Place | | BIBAK | Full-Text | 370-387 | |
| Luís Bruno; João Pereira; Joaquim Jorge | |||
| Walking in Place (WIP) is an important locomotion technique used in virtual
environments. This paper proposes a new approach to WIP, called
Speed-Amplitude-Supported Walking-in-Place (SAS-WIP), which allows people, when
walking along linear paths, to control their virtual speed based on footstep
amplitude and speed metrics. We argue that our approach allows users to better
control the virtual distance covered by the footsteps, achieve higher average
speeds and experience less fatigue than when using state-of-the-art methods
based on footstep frequency, called GUD-WIP.
An in-depth user evaluation with twenty participants compared our approach to GUD-WIP on common travel tasks over a range of short, medium and long distances. We measured task performance using four distinct criteria: effectiveness, precision, efficiency and speed. The results show that SAS-WIP is both more efficient and faster than GUD-WIP when walking long distances while being more effective and precise over short distances. When asked their opinion via a post-test questionnaire, participants preferred SAS-WIP to GUD-WIP and reported experiencing less fatigue, having more fun and having a greater level of control when using our approach. Keywords: Walking in place; virtual locomotion; virtual speed control; performance;
motor control | |||
| Disambiguation Canvas: A Precise Selection Technique for Virtual Environments | | BIBAK | Full-Text | 388-405 | |
| Henrique G. Debarba; Jerônimo G. Grandi; Anderson Maciel; Luciana Nedel; Ronan Boulic | |||
| We present the disambiguation canvas, a technique developed for easy,
accurate and fast selection of small objects and objects inside cluttered
virtual environments. Disambiguation canvas rely on selection by progressive
refinement, it uses a mobile device and consists of two steps. During the
first, the user defines a subset of objects by means of the orientation sensors
of the device and a volume casting pointing technique. The subsequent step
consists of the disambiguation of the desired target among the previously
defined subset of objects, and is accomplished using the mobile device
touchscreen. By relying on the touchscreen for the last step, the user can
disambiguate among hundreds of objects at once. User tests show that our
technique performs faster than ray-casting for targets with approximately 0.53
degrees of angular size, and is also much more accurate for all the tested
target sizes. Keywords: Selection techniques; 3D interaction; usability evaluation; progressive
refinement | |||
| Full Semantic Transparency: Overcoming Boundaries of Applications | | BIBAK | Full-Text | 406-423 | |
| Andrea Kohlhase; Michael Kohlhase; Constantin Jucovschi; Alexandru Toader | |||
| Complex workflows require intelligent interactions. In this paper we attack
the problem of combining user interfaces of specialized applications that
support different aspects of objects in scientific/technical workflows with
semantic technologies. We analyze the problem in terms of the (new) notion of
full semantic transparency, i.e., the property of user interfaces to give full
access to an underlying semantic object even beyond application lines. In a
multi-application case full semantic transparency is difficult, but can be
achieved by representing the semantic objects in a structured ontology and
actively supporting the application-specific framings of an object in a
semantic interface manager. We evaluate the proposed framework in a situation
where aspects of technical constructions are distributed across a CAD system, a
spreadsheet application, and a knowledge base. Keywords: Full semantic transparency; multi-application Semantic Alliance; frame
shifts; spreadsheets; CAD systems; semantic services | |||
| A Comprehensive Study of the Usability of Multiple Graphical Passwords | | BIBAK | Full-Text | 424-441 | |
| Soumyadeb Chowdhury; Ron Poet; Lewis Mackenzie | |||
| Recognition-based graphical authentication systems (RBGSs) using images as
passwords have been proposed as one potential solution to the need for more
usable authentication. The rapid increase in the technologies requiring user
authentication has increased the number of passwords that users have to
remember. But nearly all prior work with RBGSs has studied the usability of a
single password. In this paper, we present the first published comparison of
the usability of multiple graphical passwords with four different image types:
Mikon, doodle, art and everyday objects (food, buildings, sports etc.). A
longitudinal experiment was performed with 100 participants over a period of 8
weeks, to examine the usability performance of each of the image types. The
results of the study demonstrate that object images are most usable in the
sense of being more memorable and less time-consuming to employ, Mikon images
are close behind but doodle and art images are significantly inferior. The
results of our study complement cognitive literature on the picture superiority
effect, visual search process and nameability of visually complex images. Keywords: usability; user authentication; multiple image passwords | |||
| Security for Diversity: Studying the Effects of Verbal and Imagery Processes on User Authentication Mechanisms | | BIBAK | Full-Text | 442-459 | |
| Marios Belk; Christos Fidas; Panagiotis Germanakos; George Samaras | |||
| Stimulated by a large number of different theories on human cognition,
suggesting that individuals have different habitual approaches in retrieving,
recalling, processing and storing verbal and graphical information, this paper
investigates the effect of such processes with regard to user performance and
preference toward two variations of knowledge-based authentication mechanisms.
In particular, a text-based password authentication mechanism and a
recognition-based graphical authentication mechanism were deployed in the frame
of an ecological valid user study, to investigate the effect of specific
cognitive factors of users toward efficiency, effectiveness and preference of
authentication tasks. A total of 145 users participated during a five-month
period between February and June 2012. This recent study provides interesting
insights for the design and deployment of adaptive authentication mechanisms
based on cognitive factors of users. The results and implications of this paper
are valuable in understanding and modeling user interactions with regard to
authentication mechanisms. Keywords: User Authentication; Cognitive Factors; Efficiency; Effectiveness;
Preference; Usable Security; Diversity; User Study | |||
| Survival of the Shortest: A Retrospective Analysis of Influencing Factors on Password Composition | | BIBAK | Full-Text | 460-467 | |
| Emanuel von Zezschwitz; Alexander De Luca; Heinrich Hussmann | |||
| In this paper, we investigate the evolutionary change of user-selected
passwords. We conducted one-on-one interviews and analyzed the complexity and
the diversity of users' passwords using different analysis tools. By comparing
their first-ever created passwords to several of their currently used passwords
(e.g. most secure, policy-based), we were able to trace password reuse,
password changes and influencing factors on the evolutionary process. Our
approach allowed for analyzing security aspects without actually knowing the
clear-text passwords. The results reveal that currently used passwords are
significantly longer than the participants' first passwords and that most
participants are aware of how to compose strong passwords. However, most users
are still using significantly weaker passwords for most services. These weak
passwords, often with roots in the very first passwords the users have chosen,
apparently survive very well, despite password policies and password meters. Keywords: password; evolution; security; policy; survey; human factor | |||
| Travel Routes or Geography Facts? An Evaluation of Voice Authentication User Interfaces | | BIBA | Full-Text | 468-475 | |
| Alina Hang; Alexander De Luca; Katharina Frison; Emanuel von Zezschwitz; Massimo Tedesco; Marcel Kockmann; Heinrich Hussmann | |||
| Fallback authentication based on voice recognition provides several benefits to users. Since it is a biometric method, there are no passwords that have to be remembered. Additionally, the technique can be used remotely without the user having to be physically present. We performed stakeholder interviews and we iteratively designed and evaluated different voice authentication user interfaces with a focus on ease-of-use. The main goal was to keep embarrassment low and to provide an interaction as natural as possible. Our results show that small changes in the interface can significantly influence the users' opinions about the system. | |||
| Exploring the Use of Distributed Multiple Monitors within an Activity-Promoting Sit-and-Stand Office Workspace | | BIBAK | Full-Text | 476-493 | |
| Kathrin Probst; David Lindlbauer; Florian Perteneder; Michael Haller; Bernhard Schwartz; Andreas Schrempf | |||
| Nowadays sedentary behaviors such as prolonged sitting have become a
predominant element of our lives. Particularly in the office environment, many
people spend the majority of their working day seated in front of a computer.
In this paper, we investigate the adoption of a physically active work process
within an activity-promoting office workspace design that is composed of a
sitting and a standing workstation. Making use of multiple distributed
monitors, this environment introduces diversity into the office workflow
through the facilitation of transitions between different work-related tasks,
workstations, and work postures. We conducted a background study to get a
better understanding of how people are performing their daily work within this
novel workspace. Our findings identify different work patterns and basic
approaches for physical activity integration, which indicate a number of
challenges for software design. Based on the results of the study, we provide
design implications and highlight new directions in the field of HCI design to
support seamless alternation between different postures while working in such
an environment. Keywords: Multi-Monitor; Distributed Display Environment; User Interaction | |||
| Modeless Pointing with Low-Precision Wrist Movements | | BIBAK | Full-Text | 494-511 | |
| Theophanis Tsandilas; Emmanuel Dubois; Mathieu Raynal | |||
| Wrist movements are physically constrained and take place within a small
range around the hand's rest position. We explore pointing techniques that deal
with the physical constraints of the wrist and extend the range of its input
without making use of explicit mode-switching mechanisms. Taking into account
elastic properties of the human joints, we investigate designs based on rate
control. In addition to pure rate control, we examine a hybrid technique that
combines position and rate-control and a technique that applies non-uniform
position-control mappings. Our experimental results suggest that rate control
is particularly effective under low-precision input and long target distances.
Hybrid and non-uniform position-control mappings, on the other hand, result in
higher precision and become more effective as input precision increases. Keywords: Pointing techniques; constrained wrist movement; elastic devices; rate
control; clutching | |||
| Wands Are Magic: A Comparison of Devices Used in 3D Pointing Interfaces | | BIBAK | Full-Text | 512-519 | |
| Martin Henschke; Tom Gedeon; Richard Jones; Sabrina Caldwell; Dingyun Zhu | |||
| In our pilot study with 12 participants, we compared three interfaces, 3D
mouse, glove and wand in a 3D naturalistic environment. The latter two were
controlled by the same absolute pointing method and so are essentially
identical except for the selection mechanism, grasp action versus button. We
found that the mouse performed worst in terms of both time and errors which is
reasonable for a relative pointing device in an absolute pointing setting, with
the wand both outperforming and favored by users to the glove. We conclude that
the presence of a held object in a pointing interface changes the user's
perception of the system and magically leads to a different experience. Keywords: "magic wand"; "3D mouse"; "hand gesture"; "fatigue"; "user satisfaction" | |||
| Assisting the Driver with Distance Estimation: Usability Evaluation of Graphical Presentation Alternatives for Local Traffic Events | | BIBAK | Full-Text | 520-537 | |
| Angela Mahr; Sandro Castronovo; Rafael Math; Christian Müller | |||
| When integrating numerous in-car information and assistance systems, a
consistent way of spatial distance presentation for drivers is required. A
common practice is to use discrete textual information (e.g. 500 meters) in
combination with a graphical bar representing relative spatial information.
Hitherto there exists no design consistency with respect to bars for distance
illustration. Contemporary solutions differ in terms of movement direction
(upward vs. downward), composition type (decreasing vs. increasing), or
alignment (horizontal vs. vertical). We conducted a driving simulator
experiment to investigate user preferences, perceived location, and eye gaze
data for a meaningful subset of bars in a dynamic scenario. When approaching a
traffic event (road works), one out of four vertical bar alternatives indicated
the current distance. Subsequently, the associated horizontal bar type
(decreasing or increasing) visualized the driver's spatial progress within the
road works section. Our results indicate, that drivers prefer upwards-moving
approach bars and progress bars decreasing from left to right. Eye-tracking
data supports usage of decreasing bars instead of increasing bars. Accordingly,
we elaborated an initial version of design guidelines for bars representing
relative spatial information for local events. On this basis we implemented
approach and progress indicators, which were adopted for numerous use-cases in
a large field operational test for Vehicle-2-X Communication. Keywords: Distance; Assistance; Design; Usability Evaluation; In-car; Driving | |||
| Culturally Independent Gestures for In-Car Interactions | | BIBAK | Full-Text | 538-545 | |
| Sebastian Loehmann; Martin Knobel; Melanie Lamara; Andreas Butz | |||
| In this paper we report on our ongoing work to introduce freehand gestures
in cars as an alternative input modality. Contactless gestures have hardly been
successful in cars so far, but have received attention in other contexts
recently. We propose a way to achieve a better acceptance by both drivers and
car manufacturers. Using a four-step process, we developed a small set of
culturally independent and therefore easy-to-learn gestures, which can be used
universally across different devices. We built a first prototype using distance
sensors to detect the stop gesture in front of several devices. We conducted a
user study during actual driving situations, testing the pragmatic and hedonic
quality of the approach as well as its attractiveness. The results show a high
acceptance of our approach and confirm the potential of freehand gestures as an
alternative input modality in the car. Keywords: freehand gestures; automotive user interface; culturally independent | |||
| Don't Text While Driving: The Effect of Smartphone Text Messaging on Road Safety during Simulated Driving | | BIBAK | Full-Text | 546-563 | |
| Kaspar Lyngsie; Martin S. Pedersen; Jan Stage; Kim F. Vestergaard | |||
| Text messaging on smartphones uses a full soft keyboard instead of the
numeric buttons on traditional mobile phones. While being more intuitive, the
lack of tactile feedback from physical buttons increases the need for user
focus, which may compromise safety in certain settings. This paper reports from
an empirical study of the effect of text messaging on road safety. We compared
the use of a traditional mobile phone and a smartphone for writing text
messages during simulated driving. The results confirm that driver performance
when texting decreases considerably as there are significant increases in
reaction time, car-following distance, lane violation, number of
crash/near-crash incidents, perceived task load and the amount of time the
driver is looking away from the road. The results also show that smartphones
makes this even worse; on key performance parameters they increase the threat
from text messaging while driving. These results suggest that drivers should
never text while driving, especially not with a smartphone. Keywords: Driving; mobile phone; smartphone; text messaging; road safety; driver
distraction; simulated driving experiment | |||
| Ageing, Technology Anxiety and Intuitive Use of Complex Interfaces | | BIBAK | Full-Text | 564-581 | |
| Raghavendra Reddy Gudur; Alethea Blackler; Vesna Popovic; Doug Mahar | |||
| This paper presents the outcome of a study that investigated the
relationships between technology prior experience, self-efficacy, technology
anxiety, complexity of interface (nested versus flat) and intuitive use in
older people. The findings show that, as expected, older people took less time
to complete the task on the interface that used a flat structure when compared
to the interface that used a complex nested structure. All age groups also used
the flat interface more intuitively. However, contrary to what was
hypothesised, older age groups did better under anxious conditions.
Interestingly, older participants did not make significantly more errors
compared with younger age groups on either interface structures. Keywords: Prior-experience; Technology anxiety; self-efficacy; Intuitive interaction;
Ageing; Complex Interfaces | |||
| Emerging Technologies and the Contextual and Contingent Experiences of Ageing Well | | BIBAK | Full-Text | 582-589 | |
| Toni Robertson; Jeannette Durick; Margot Brereton; Kate Vaisutis; Frank Vetere; Bjorn Nansen; Steve Howard | |||
| Based on a series of interviews of Australians between the ages of 55 and 75
this paper explores the relations between our participants' attitudes towards
and use of communication, social and tangible technologies and three relevant
themes from our data: staying active, friends and families, and cultural
selves. While common across our participants' experiences of ageing, these
themes were notable for the diverse ways they were experienced and expressed
within individual lives and for the different roles technology was used for
within each. A brief discussion of how the diversity of our ageing population
implicates the design of emerging technologies ends the paper. Keywords: Ageing population; ageing well; social technologies; tangible technologies;
diversity | |||
| Question-Answer Cards for an Inclusive Micro-tasking Framework for the Elderly | | BIBAK | Full-Text | 590-607 | |
| Masatomo Kobayashi; Tatsuya Ishihara; Akihiro Kosugi; Hironobu Takagi; Chieko Asakawa | |||
| Micro-tasking (e.g., crowdsourcing) has the potential to help "long-tail"
senior workers utilize their knowledge and experience to contribute to their
communities. However, their limited ICT skills and their concerns about new
technologies can prevent them from participating in emerging work scenarios. We
have devised a question-answer card interface to allow the elderly to
participate in micro-tasks with minimal ICT skills and learning efforts. Our
survey identified a need for skill-based task recommendations, so we also added
a probabilistic skill assessment model based on the results of the micro-tasks.
We also discuss some scenarios to exploit the question-answer card framework to
create new work opportunities for senior citizens. Our experiments showed that
untrained seniors performed the micro-tasks effectively with our interface in
both controlled and realistic conditions, and the differences in their skills
were reliably assessed. Keywords: Micro-Tasks; Gamification; Skill Assessment; Ageing; Elderly; Senior
Workforce | |||
| An Experimental Study of Chinese Shopping Related Sharing Behaviors | | BIBAK | Full-Text | 608-615 | |
| Min Li; Jun Zhang; Zhengjie Liu; Graham I. Johnson | |||
| Social media has become an increasingly important venue for social
interaction and communication. Most previous research have shown the
information sharing on social media platforms, but few focus on shopping
related sharing (SRS) information and how these information influence consumer
decision-making. Through a combination of interviews with observations in our
lab to the users of social media and online shopping sites, we want to find
answers to the question: what are the factors that influence Chinese consumers'
SRS behaviors? It was discovered that the factors like why, what, whom, where,
when etc. have significant influence to Chinese consumers' SRS behaviors. The
study offers insights into the relationship between SRS and Chinese consumer
decision-making, and design implications are discussed. Keywords: Social media; shopping; sharing; social influence; consumer decision-making | |||
| Perceptions of Facebook Privacy and Career Impression Management | | BIBAK | Full-Text | 616-623 | |
| Danielle Pilcer; Andrew Thatcher | |||
| Facebook was initially designed as a social tool representing a person's
social life, yet today it functions as a platform synthesizing all facets of
life, including the work context. Within the frame of the social capital
theory, a survey was conducted measuring Facebook users' experience,
perceptions of privacy and career impression management. Results found that
higher Facebook experience was related to increased levels of trust and career
impression management in terms of self-monitoring and work relations. Higher
work privacy was related to career impression management in terms of lower work
relations and higher perceived workplace outcomes; and career impression
management in terms of higher perceived self-monitoring and workplace outcomes
were related to lower levels of privacy awareness. It was concluded that how
one uses Facebook and one's perceived value in presenting an image of an
employable person is influenced by how one views their Facebook privacy. Keywords: Facebook; privacy; impression management; employability; social capital
theory | |||
| Simplifying Remote Collaboration through Spatial Mirroring | | BIBAK | Full-Text | 624-631 | |
| Fabian Hennecke; Simon Voelker; Maximilian Schenk; Hauke Schaper; Jan Borchers; Andreas Butz | |||
| Even though remote collaboration through telepresence is supported by a
variety of devices and display environments, it still has some inherent
problems. One of these problems is the definition of a unified spatial
reference system for the shared workspace in combination with an immersive
representation of the collaborator. To mitigate this problem we propose a
technique we call spatial mirroring. It is based on a virtual collaboration
environment using two curved displays and aims to eliminate possible
communication errors due to left/right misunderstandings. We explain the
working principle and ideas behind spatial mirroring, and present two
consecutive user studies in which we were able to verify its benefits. Keywords: Remote collaboration; Telepresence; Orientation problem; Spatial reference;
Mirroring | |||
| Social Influence from Personalized Recommendations to Trusting Beliefs of Websites: Intermediate Role of Social Presence | | BIBAK | Full-Text | 632-639 | |
| Yanan Li; Yong Wang | |||
| With the increasing prevalence of online shopping, many companies have added
"personalized recommendation" modules on their websites to collect customers'
click-stream data in real time and conduct relevant analysis, which will both
assist the decision-making of the web owners and enrich the interactive
experience of the customers. A website with more personalized recommender
system allows users to experience others as psychologically present being,
conveys a feeling of human warmth and sociability which is believed critical
for the formation of consumers' trust towards online stores. In this study, a
laboratory experiment was conducted to empirically examine the effects of the
level of perceived personalization on consumers' trusting beliefs towards
online store. The result also demonstrated that the perception of social
presence can partially mediate the effect of perceived personalization on
consumer's trusting beliefs. Keywords: Personalized Recommendation; Personalization; Social Presence; Trusting
beliefs | |||
| Social Network Users' Religiosity and the Design of Post Mortem Aspects | | BIBAK | Full-Text | 640-657 | |
| Cristiano Maciel; Vinicius Carvalho Pereira | |||
| Social networks increase the challenges of designing real-world aspects
whose computational abstraction is not simple. This includes death and digital
legacy, strongly influenced by cultural phenomena, such as religion. Therefore,
it is important to analyze youngsters' concepts of death in the web, as the
Internet Generation outnumbers other groups of social network users. Besides,
due to their age, many of them face other people's death for the first time on
the web. This paper analyzes to what extent these users' religion and the
belief in afterlife may signal guidelines for a social network project that
considers volition towards digital legacy. The data herein analyzed
qualitatively and quantitatively come from a survey-based research with
Brazilian high school students. The contributions for Human-Computer
Interaction (HCI) studies comprise design solutions that may consider aspects
of religion, death and digital legacy, also improving users' and designers'
understanding on these issues in system design. Keywords: social networks; Internet Generation; post mortem; religion | |||
| A Tale of Two Puppets, Two Avatars and Two Countries | | BIBAK | Full-Text | 658-665 | |
| Yoram I. Chisik; Monchu Chen; M. Clara Corriea Martins | |||
| We describe observations from studies conducted with school children in
Nepal and Portugal with the aim of exploring two questions: 1. Can we develop
an interactive game that will continue to engage the child in gameplay when the
electricity supply fails? 2. What are the discernable differences in the ways
children in Nepal and Portugal interact with the game given the huge
socio-economic and cultural differences between them? The studies highlight the
potential of the design in fostering continued engagement in the game when the
electricity supply fails. They also show surprising little difference between
the children in Nepal and Portugal. The observations suggest game mechanism and
basic interactions can be regarded as universal across cultures and levels of
income and can thus be designed and tested in any location and be expected to
work and be understood by children from any culture and background. Keywords: Games; Play; Children; Electricity; Design; Interaction; HCI4D | |||
| Avalanche! Reanimating Multiple Roles in Child Computer Interaction Design | | BIBAK | Full-Text | 666-673 | |
| Timo Göttel | |||
| This paper values children as design partners in Child Computer Interaction
to ensure building environments highly suitable for the target group. However,
it appears beneficial to address underlying roles, align design processes on
school activities or give considerations to the voluntary nature of such
projects. We conducted eight projects with 75 pupils using initial learning
environments. We found that starting design processes with pupils as users
helps to identify further design steps that can be consequently tackled with
the former users as informants and design partners. Thus, we suggest the
Avalanche Design Cycle to engage children as fresh users at several stages
asking them to become informants and design partners consecutively. The
Avalanche Design Cycle is an iterative design process complying with school
life allowing pupils to join/leave design teams. Thereby, it is aiming at
sustained team sizes and more representative groups. Keywords: Child-centered design; users; informants; design partners | |||
| Likeness and Dealbreakers: Interpreting Interpersonal Compatibility from Online Music Profiles | | BIBAK | Full-Text | 674-681 | |
| Mo Kudeki; Karrie Karahalios | |||
| How much would a stranger know about you if they knew only the last song you
listened to? Quite a bit, at least according to the stranger. Music taste often
acts as proxy for our personalities, and we constantly perform this taste
perception online. In our study, we find that good first impressions are
common, bad first impressions are extreme, and that people pick up on many
subtle cues about personality and whether they share common values based on
data found in an online music profile. Similar motivations for listening to
music and the perception of individuality are more highly valued than similar
taste in genres or artists, suggesting that social media applications could
benefit from incorporating these motivations in predicting compatibility
between users. Keywords: Music; listening history; taste performance; impression formation;
personality; social networking service | |||
| Paraplay: Exploring Playfulness Around Physical Console Gaming | | BIBAK | Full-Text | 682-699 | |
| John Downs; Frank Vetere; Steve Howard | |||
| We present the concept of paraplay: playful activities that take place
within the context of an interactive game or other play activity, but outside
the activity itself. By critically examining work related to gaming and play
goals and motivations we argue that the concept of playfulness should have a
stronger role in our understanding of gaming sessions, and particularly social
gaming sessions. In order to further understand the role of playfulness in
social gaming we conducted an empirical field study of physical console gaming.
Six families with a total of 32 participants were provided with an Xbox 360
console, Kinect sensor, and three casual physical video games to play together
for a period of approximately two weeks. Participants were instructed to record
their social gaming sessions. We conducted video analysis on these recordings
as well as interviews with many of the participants. We found numerous types
and examples of playfulness within the gaming session even from those who were
not actively participating in the game. Drawing on the results of this study we
present a taxonomy of paraplay and discuss the ways that playfulness can be
exhibited in a social play session. We show that participants in a game
situation act within a wider context of playfulness, according to a variety of
significant roles ranging from active player through to audience member. We
explore these roles and their attributes to provide a rich account of paraplay
and its importance in understanding playful activities broadly. Keywords: Games; context of gaming; metagames; physical console gaming; play; social
gaming; videogames | |||
| Exploring Twitter Interactions through Visualization Techniques: Users Impressions and New Possibilities | | BIBAK | Full-Text | 700-707 | |
| Guilherme Coletto Rotta; Vinícius Silva de Lemos; Ana Luiza Moura da Cunha; Isabel Harb Manssour; Milene Selbach Silveira; André Fagundes Pase | |||
| Social networking websites have been taking a huge space on the Internet.
With millions of members spread across the world, these services connect their
users through "friendship" relations, and within a short period of time the
information is disseminated in the network. Considering Twitter, we
investigated how standard techniques of information visualization can improve
the analysis of its users' behavior, i.e. the group of people who most closely
relate, and the frequency and type of messages they send. This investigation
was done through user's studies with a set of visualization techniques
implemented in an interactive system prototype. Keywords: visualization techniques; social networks; twitter users' behavior | |||
| Helping Me Helping You: Designing to Influence Health Behaviour through Social Connections | | BIBAK | Full-Text | 708-725 | |
| Noreen Kamal; Sidney Fels; Joanna McGrenere; Kara Nance | |||
| Of key importance to avoiding significant health problems such as cardiac
disease and stroke is eating nutritious foods and leading an active lifestyle.
However, leading a healthy lifestyle remains elusive and obesity continues to
increase in North America. We investigate how online social networks (OSN) can
change health behaviour by blending theories from health behaviour and
participation in OSNs. We designed, prototyped and evaluated an OSN, called
VivoSpace, using factors derived from the blend of theoretical models with the
intention to change health behaviour. Our results from field studies with 35
participants from two clinical and one non-clinical social network groups
revealed that designing these factors into the online social network lead to
positive health behaviour change, namely, improved diet for the clinical group.
The use of theoretical models in the evaluation provided a means to understand
how the design can be improved to see further health behaviour change. Keywords: Health; behaviour change; social networks; diet; physical activity | |||
| Who Would Pay for Facebook? Self Esteem as a Predictor of User Behavior, Identity Construction and Valuation of Virtual Possessions | | BIBAK | Full-Text | 726-743 | |
| Jiaqi Nie; S. Shyam Sundar | |||
| Self-presentation is a major preoccupation in Facebook. Users carefully
construct their online profile and assiduously edit postings on their wall in
order to strategically shape their online persona. This study examines some
psychological antecedents and consequences of such actions. In particular, we
propose that users' self-esteem affects their sense of agency and
self-monitoring tendencies, with the former leading to a fuller description of
their profile and the latter contributing to more frequent customization of
their wall. In turn, these behaviors are hypothesized to contribute to users'
personal and social identity respectively, en route to affecting their
valuation of Facebook as a virtual possession. Structural equation modeling
analysis of survey data (N=221) largely supports this model and reveals that
the personal identity reflected in one's Facebook account is a major predictor
of the degree to which one values it as a possession. We discuss the
implications of "I" vs. "Me" in self-esteem with regard to virtual possessions
in social networking environments. Keywords: self-esteem; Facebook activity; online identity construction; virtual
possession; survey; quantitative methods; structural equation modeling (SEM) | |||
| Authoring Support for Post-WIMP Applications | | BIBAK | Full-Text | 744-761 | |
| Katharina Gerken; Sven Frechenhäuser; Ralf Dörner; Johannes Luderschmidt | |||
| Employing post-WIMP interfaces, i.e. user interfaces going beyond the
traditional WIMP (Windows, Icons, Menu, Pointer) paradigm, often implies a more
complex authoring process for applications. We present a novel authoring method
and a corresponding tool that aims to enable developers to cope with the added
level of complexity. Regarding the development as a process conducted on
different layers, we introduce a specific layer for post-WIMP in addition to
layers addressing implementation or traditional GUI elements. We discuss the
concept of cross layer authoring that supports different author groups in the
collaborative creation of post-WIMP applications permitting them working
independently on their respective layer and contributing their specific skills.
The concept comprises interactive visualization techniques that highlight
connections between code, GUI and post-WIMP functionality. It allows for
graphical inspection while transitioning smoothly between layers. A cross layer
authoring tool has been implemented and was well received by UI developers
during evaluation. Keywords: authoring processes; authoring tools; post-WIMP interfaces; cross layer
authoring; collaborative user interface development; combined post-WIMP
interactions; visual validation | |||
| Existing but Not Explicit -- The User Perspective in Scrum Projects in Practice | | BIBAK | Full-Text | 762-779 | |
| Åsa Cajander; Marta Larusdottir; Jan Gulliksen | |||
| Agile software development processes are becoming more common, but this does
not mean that the user perspective in the development is catered for. It has
its challenges to integrate the users' aspects in Scrum projects in practice.
In order to better understand these challenges we have interviewed IT
professionals using Scrum focusing on four different areas: responsibility for
the user perspective, emphasis on usability and user experience through
documentation, usability activities with users and the organisational and
contextual settings for emphasizing the user perspective. Results show that the
responsibility for the user perspective is unclear in Scrum projects, and that
often the user perspective is neither discussed nor described in the projects.
However, the user perspective is often present through informal feedback used
to understand the context of use and inform design for example. Finally the
paper presents implications for working with the user perspective in Scrum
projects. Keywords: Usability; user experience; user perspective; responsibility; agile software
development; Scrum | |||
| Fast Train to DT: A Practical Guide to Coach Design Thinking in Software Industry | | BIBAK | Full-Text | 780-787 | |
| Muktha Hiremath; Visvapriya Sathiyam | |||
| In this paper, we explain best practices of bringing together diverse teams
from business, technology and user experience in a large-scale software
development setup and coaching them to use design thinking as a methodology to
product definition and innovation, in less than 5 weeks. This paper can serve
as a primer for those who are new to design thinking and coaching. It
contributes to a better understanding of the importance of a coach in nurturing
a design thinking mindset. Keywords: Design Thinking; Innovation; Human Centered Design; Coaching | |||
| The Development and Evaluation of an Interactive System for Age Related Musculoskeletal Rehabilitation in the Home | | BIBAK | Full-Text | 1-18 | |
| Mobolaji Ayoade; Stephen Uzor; Lynne Baillie | |||
| This paper describes a series of user studies carried out to investigate the
usability, significance, and acceptance of two visualization tools designed to
improve the quality of, and adherence to home-based exercise programmes for
musculoskeletal rehabilitation. The core functionality of these visualization
tools enabled the users to observe the optimal way to perform their exercises
via a mannequin, and receive feedback on their own movements through the use of
body worn sensors. Before full deployment in the home, two user studies were
carried out in the laboratory, and then two in the home with seniors who had
recently undergone musculoskeletal rehabilitation using a standard care paper
based booklet in the home. Our key findings suggest that by using the
visualization tools the participants were able to overcome the major
limitations of standard care; and that these tools were considered by the users
to be useful in encouraging participation in home exercise. Keywords: Home rehabilitation; inertial motion sensors; older adults; visualizations
and musculoskeletal conditions | |||
| Walking in the Wild -- Using an Always-On Smartphone Application to Increase Physical Activity | | BIBAK | Full-Text | 19-36 | |
| Tim Harries; Parisa Eslambolchilar; Chris Stride; Ruth Rettie; Simon Walton | |||
| This multidisciplinary paper reports on a large-scale field trial, designed
and implemented by a group of social scientists, computer scientists and
statisticians, of a new smartphone-based app for the promotion of walking in
everyday life. The app, bActive, is designed for a more diverse range of users
than the typical active-lifestyle app, since it requires neither additional
equipment nor a great deal of commitment to exercise. As a result, it can raise
awareness of walking and promote walking amongst those with only a casual or
hesitant engagement with the topic. The 6-week randomised controlled trial with
22-40 year-old male participants (N=152) indicates that bActive prompted users
to increase the amount of walking they did by encouraging them to value and
increase walking that is incidental to normal everyday activities. Longitudinal
data analysis showed that use of the app increased walking by an average of 64%
but did not find any evidence to suggest that the inclusion of comparative
social feedback improves the impact of such apps on male participants. Keywords: walking; feedback; norms; app; active-lifestyle; social sharing | |||
| F-Formations in Cooking Together: A Digital Ethnography Using YouTube | | BIBAK | Full-Text | 37-54 | |
| Jeni Paay; Jesper Kjeldskov; Mikael B. Skov; Kenton O'Hara | |||
| Cooking together is an important part of our lives. We cook with others not
only to create a meal, but also to enhance our relationships. But how does this
role of communal cooking translate into modern society where families and
friends are increasingly separated physically and connected primarily online?
Motivated by this question we have embraced research into the design of future
networked cooking spaces. The first step has been to understand how people use
physical space while cooking together. Through a digital ethnography on YouTube
videos, we have analyzed the spatial configurations of people, food and
technology based on Kendon's notions of spacing and orientation. Our main
contribution is the identification of known F-formations as well as new
formations taking place during social cooking. Based on this we suggest that
given the presence of formations in the kitchen different from those found
during activities that are mainly conversational, simply installing traditional
video-conferencing systems in people's kitchens will not suffice in
facilitating the interactions taking place there. Instead, designers need to
rethink the positioning and use of cameras and displays. Keywords: Cooking; F-formation; proxemics; digital ethnography; YouTube | |||
| Practices Surrounding Event Photos | | BIBAK | Full-Text | 55-72 | |
| Dhaval Vyas; Anton Nijholt; Gerrit van der Veer | |||
| Sharing photos through mobile devices has a great potential for creating
shared experiences of social events between co-located as well as remote
participants. In order to design novel event sharing tools, we need to develop
in-depth understanding of current practices surrounding these so called 'event
photos'- photos about and taken during different social events such as weddings
picnics, and music concert visits among others. We studied people's practices
related to event photos through in-depth interviews, guided home visits and
naturalistic observations. Our results show four major themes describing
practices surrounding event photos: 1) representing events, 2) significant
moments, 3) situated activities through photos, and 4) collectivism and roles
of participants. Keywords: Photo-sharing; HCI; Design; Ethnography | |||
| Sharing Experiences over Video: Watching Video Programs together at a Distance | | BIBAK | Full-Text | 73-90 | |
| Anna Macaranas; Gina Venolia; Kori Inkpen; John Tang | |||
| While video communication is becoming quite popular among remote friends and
family, recent usage practices have been extending beyond just talking heads to
remotely sharing an experience by doing an activity together. However, current
video chat tools are aimed at sharing talking heads and need to be reconsidered
to support remotely sharing activities. We explore a specific remote shared
activity -- watching video programs -- through a three-phase study. We surveyed
people's interest in watching video together, studied how people currently
watch together in their homes, and compared different conditions for watching
together in the lab. Our work explored people's current and desired practices,
interactions, and technical implementations. We present our findings in themes
that provide insights for designing systems that better support using
video-mediated communication to share watching videos together over distance.
We found that remotely watching video programs together while connected by
video-mediated communication is engaging, fun, and fosters social bonds between
the participants, and that these results are stronger with increased fidelity
of the communication media. Keywords: Shared experiences; proxy; telepresence; teleconferencing; video
conferencing; video-mediated communication; home | |||
| Exploring Reactions to Widespread Energy Monitoring | | BIBAK | Full-Text | 91-108 | |
| James A. Colley; Benjamin Bedwell; Andy Crabtree; Tom Rodden | |||
| This paper explores the measurement, apportionment and representation of
widespread energy monitoring. We explicate the accountability to users of the
data collected by this type of monitoring when it is presented to them as a
single daylong picture. We developed a technology probe that combines energy
measurement from the home, workplace and the journeys that connect these
spaces. Through deployment of this probe with five users for one month we find
that measurement need not be seamless for it to be accountable; that
apportionment is key to making consumption for communal spaces accountable and
that people can readily make useful inferences about their energy consumption
from daylong pictures formed from widespread monitoring. Finally, we present
four issues raised by the probe -- the nature of real world monitoring, the
dynamic and social nature of apportionment, disclosure of energy data and
alignment of incentives with consumption -- that need to be addressed in future
research. Keywords: Distributed energy monitoring; measurement; apportionment; representation;
technology probe | |||
| HCI for City Farms: Design Challenges and Opportunities | | BIBAK | Full-Text | 109-116 | |
| Peter Lyle; Jaz Hee-jeong Choi; Marcus Foth | |||
| Urban agriculture plays an important role in many facets of food security,
health and sustainability. The city farm is one such manifestation of urban
agriculture: it functions as a location centric social hub that supplies food,
education, and opportunities for strengthening the diverse sociocultural
fabrics of the local community. This paper presents the case of Northey Street
City Farm in Brisbane, Australia as an opportunity space for design. The paper
identifies four areas that present key challenges and opportunities for HCI
design that support social sustainability of the city farm: A preference for
face-to-face contact leads to inconsistencies in shared knowledge; a dependence
on volunteers and very limited resources necessitates easily accessible
interventions; other local urban agricultural activity needing greater
visibility; and the vulnerability of the physical location to natural
phenomenon, in this instance flooding, present a design challenge and a need to
consider disaster management. Keywords: Urban Agriculture; City Farm; Design; Sustainability; Urban Informatics | |||
| Towards Engaged Consumption: New Sources of Inspiration for Eco-feedback Design | | BIBAK | Full-Text | 117-124 | |
| Stephen Snow; Margot Brereton | |||
| Eco-feedback interventions are capable of producing reductions in household
energy consumption. Yet less is known about exactly how this reduction is
achieved, how to maximise user engagement, or how to effectively translate
engagement into energy saving. This paper discusses design opportunities for
eco-feedback systems through observations of domestic energy use in both
Western and rural developing world contexts. Drawing on case studies from these
two contexts including 21 empirical interviews, we present an alternative
framework for human-resource interaction, highlighting design opportunities for
a transition towards more engaged and sustainable energy consumption among
users. Keywords: Eco-feedback; resource use; electricity; engaged consumption | |||
| Sustainability at Home: An Exploratory Study on Monitoring Needs and Energy Management Actions of Solar Power Producers | | BIBAK | Full-Text | 125-132 | |
| Dounia Lahoual; Myriam Fréjus | |||
| This exploratory study focused on the energy consumption practices of
customer-producers (prosumers) in relation to their needs in monitoring energy
production. Our analysis of both production monitoring activities and domestic
activities in real situations revealed the motivations of these producers and
demonstrated that the actions of energy management were not dependent on the
status of customer-producer. The actions of energy management arose from
individual and collective constructions, as well as the appropriation of
electrical appliances and attractive pricing offers. These results suggest that
the issue of offering incentives for energy management would benefit from
greater attention to questions of appropriation, pricing, and technical
devices. Keywords: Sustainability; energy management; photovoltaic production; domestic
activity; prosumers; consumption/production feedback | |||
| WattsBurning on My Mailbox: A Tangible Art Inspired Eco-feedback Visualization for Sharing Energy Consumption | | BIBAK | Full-Text | 133-140 | |
| Filipe Quintal; Mary Barreto; Nuno Nunes; Valentina Nisi; Lucas Pereira | |||
| This paper describes a novel art-inspired tangible eco-feedback system. The
concept emerged from a workshop with researchers, designers and artists looking
at innovative ways to provide more effective eco-feedback that engages users
emotionally. The tangible aspect of the system is composed of a set of magnets
that users can stick on their physical mailbox outside of their apartment
building according to their average energy consumption. The magnets are a total
of seven pieces, one for each day of the week. Each piece has a variation of
three colors, from green (low consumption) to burning red (high consumption).
The magnets are to be displayed in a sequence that represents a typical
panorama of local nature. In this paper we report the design and the study we
conducted to gauge preliminary results on the system usage and potential.
Interviews with participants revealed that none of them felt uncomfortable
having their consumption displayed outside. When children were involved in the
process they "took control" of the task and pressured their families to perform
better. Keywords: Sustainability; Aesthetics; Art driven Eco-feedback; User Interfaces;
Prototyping | |||
| Dynamic Spatial Positioning: Physical Collaboration around Interactive Table by Children in India | | BIBAK | Full-Text | 141-158 | |
| Izdihar Jamil; Kenton O'Hara; Mark Perry; Abhijit Karnik; Mark T. Marshall; Swathi Jha; Sanjay Gupta; Sriram Subramanian | |||
| We present a study of how children demonstrate physicality during
collaboration around interactive tables at school. Our results show that
children tend to dynamically position themselves around the tabletop area to
effect particular social outcomes. These movements around the tabletop allow
them to enact coordination strategies in their social interactions with each
other to manage their learning and task-based activities. Our analysis
indicates the importance of understanding physical strategies and behaviours
when designing and deploying interactive tables in classrooms. We discuss how
the design of tabletops in school can embrace the extensibility of this
technology, providing access for children to shape their own collaboration
strategies during learning. Keywords: Interaction techniques; tabletop; spatial formation; dynamic spatial
position; collaborative learning; children and India | |||
| Dynamic Tangible User Interface Palettes | | BIBAK | Full-Text | 159-176 | |
| Martin Spindler; Victor Cheung; Raimund Dachselt | |||
| Graphics editors often suffer from a large number of tool palettes that
compete with valuable document space. To address this problem and to bring back
physical affordances similar to a painter's palette, we propose to augment a
digital tabletop with spatially tracked handheld displays. These displays are
dynamically updated depending on their spatial location. We introduce the
concept of spatial Work Zones that take up distinct 3D regions above the table
surface and serve as physical containers for digital content that is organized
as stacks of horizontal layers. Spatial Work Zones are represented either by
physical objects or on-screen on the tabletop. Associated layers can be
explored fluently by entering a spatial Work Zone with a handheld display. This
provides quick access and seamless changes between tools and parts of the
document that are instantly functional, i.e., ready to be used by a digital
pen. We discuss several use cases illustrating our techniques and setting them
into context with previous systems. Early user feedback indicates that
combining dynamic GUI functionality with the physicality of spatially tracked
handheld displays is promising and can be generalized beyond graphics editing. Keywords: Tangible user interface palettes; spatial Work Zones; tabletop displays;
dynamic pen heads; spatial management | |||
| TIDE: Lightweight Device Composition for Enhancing Tabletop Environments with Smartphone Applications | | BIBAK | Full-Text | 177-194 | |
| Léo Sicard; Aurélien Tabard; Juan David Hincapié-Ramos; Jakob E. Bardram | |||
| Interactive surfaces like tabletop computers provide large touch-enabled
displays, support novel forms of interaction and collaboration, and extend
computation to new environments. However, being a novel platform, the existing
application pool is limited and applications existing for other platforms have
to be re-developed. At the same time, smartphones are pervasive computers that
users carry around and with a large pool of applications. This paper presents
TIDE, a lightweight device composition middleware to bring existing smartphone
applications onto the tabletop. Through TIDE, applications running on the
smartphone are displayed on the tabletop computer, and users can interact with
them through the tabletop's interactive surface. TIDE contributes to the areas
of device composition and tabletops by providing an OS-level middleware that is
transparent to the smartphone applications, maintaining privacy by limiting
content transfer between devices, and enhancing the usefulness of tabletops
with already existing smartphone applications and software developers. We
present the design and implementation of TIDE, the study of different
interaction techniques to manipulate TIDE's interactive content, and an
analysis of different research directions. Initial user feedback shows that
TIDE is easy to use, learnable, and convenient for collaborative activities and
private environments. Keywords: Distributed User Interfaces; Multiple Display Environments; Tabletops;
Smartphones; Device Composition | |||
| Evaluating the Effect of Phrase Set in Hindi Text Entry | | BIBAK | Full-Text | 195-202 | |
| Mohit Jain; Khushboo Tekchandani; Khai N. Truong | |||
| Recently, many different Indic text entry mechanisms have been proposed and
evaluated. Whereas the use of a common phrase set across text-entry research
may help to produce generalizable results across studies, previous Indic Text
entry evaluations have used a variety of different text entry phrases. In this
paper, we develop and evaluate three different types of Hindi phrase sets that
have been previously used in the literature -- Hindi films, a grade VII
textbook and a translated version of MacKenzie and Soukoreff's phrases -- to
study effects of their characteristics on performance. No statistical
difference was found in novice user performance due to the different phrase
sets. However, based on participant feedback, we report that consideration
should be taken with regards to phrase length, frequency, understandability,
and memorability in the design and selection of text-entry phrases. Keywords: Hindi; Text Input; Phrase Set | |||
| Frequent Words Improve Readability and Short Words Improve Understandability for People with Dyslexia | | BIBAK | Full-Text | 203-219 | |
| Luz Rello; Ricardo Baeza-Yates; Laura Dempere-Marco; Horacio Saggion | |||
| Around 10% of the population has dyslexia, a reading disability that
negatively affects a person's ability to read and comprehend texts. Previous
work has studied how to optimize the text layout, but adapting the text content
has not received that much attention. In this paper, we present an eye-tracking
study that investigates if people with dyslexia would benefit from content
simplification. In an experiment with 46 people, 23 with dyslexia and 23 as a
control group, we compare texts where words were substituted by shorter/longer
and more/less frequent synonyms. Using more frequent words caused the
participants with dyslexia to read significantly faster, while the use of
shorter words caused them to understand the text better. Amongst the control
group, no significant effects were found. These results provide evidence that
people with dyslexia may benefit from interactive tools that perform lexical
simplification. Keywords: Textual accessibility; dyslexia; eye-tracking; lexical simplification;
readability; understandability; word frequency; word length | |||
| TicQR: Flexible, Lightweight Linking of Paper and Digital Content Using Mobile Phones | | BIBAK | Full-Text | 220-228 | |
| Jennifer Pearson; Simon Robinson; George Buchanan; Matt Jones | |||
| In this paper we introduce TicQR -- a photo-based checkbox-enabled interface
which bridges the physical and digital document domains, allowing automatic
download or processing of useful data from paper documents. There is a long
demonstrated need for people to be able to connect between printed material and
digital information and services. By using a combination of image recognition
and QR codes we are able to detect user marks on paper documents via a single
photograph taken with a standard smart phone. This information can then be used
to access the equivalent digital content, save contacts or URLs, or even order
goods directly from local retailers. Keywords: Paper documents; tick boxes; QR Codes | |||
| One Half or 50%? An Eye-Tracking Study of Number Representation Readability | | BIBAK | Full-Text | 229-245 | |
| Luz Rello; Susana Bautista; Ricardo Baeza-Yates; Pablo Gervás; Raquel Hervás; Horacio Saggion | |||
| Are numbers expressed as digits easier to read and understand than written
with letters? What about fractions and percentages? Exact or rounded values? We
present an eye-tracking study that attempts to answer these questions for
Spanish, using fixation and reading time to measure readability as well as
comprehension questions to score understandability. We find that digits are
faster to read but do not help comprehension. Fractions help understandability
while percentages help readability. No significant results were found
concerning the influence of rounding. Our experiments were performed by 72
persons, half of them with dyslexia. To the best of our knowledge, this is the
first study that addresses the cognitive load of number representation in any
language, even more for people with dyslexia. Keywords: textual accessibility; dyslexia; user testing; eye-tracking; readability;
comprehension; number representation | |||
| Studying a Head Tracking Technique for First-Person-Shooter Games in a Home Setting | | BIBAK | Full-Text | 246-263 | |
| Torben Sko; Henry Gardner; Michael Martin | |||
| This paper examines webcam-enabled head tracking for games in a home
setting. A new head interaction technique was developed based upon prior
laboratory-based research, with a focus on making it robust to the variable
conditions of a home setting. Our technique was integrated into a test-bed game
and 550 hours of gameplay data was collected from 2500 users, many of whom also
provided formal feedback. The head tracking performed creditably and players
reported that the experience was more immersive. Head tracking failed to
enhance competitive playing performance, perhaps owing to familiarization
effects. Nevertheless, the data revealed evidence of learning amongst users,
suggesting that performance would improve with continued use. Key lessons that
emerged in the home setting in contrast to the earlier laboratory study were a
demonstrated need for clear guidance and feedback during system set-up, and
greater caution regarding its deployment, having discovered a small population
of users who became nauseous. Keywords: head tracking; gestural interaction; online studies; games | |||
| Tracking Eyes in Service Prototyping | | BIBAK | Full-Text | 264-271 | |
| Monchu Chen; Veraneka Lim | |||
| A mobile eye tracker was used to collect viewing behavior in a mixed reality
immersive Cave Automatic Virtual Environment (CAVE) environment to evaluate a
design concept of a tourist information office. The synthetic office consists
of physical artifacts and virtual contents projected onto three walls of a
room-sized cube. A Think Aloud study was conducted with both a goal-oriented
condition and a free-browsing condition while subjects wearing the eye-tracker.
Multiple Augmented Reality markers were used to reconstruct gaze positions in
the coordinate system of the real environment. Gaze points were later
aggregated to create heat maps, which were used as textures for a computer 3D
model replication of the synthetic tourist office. The interactive
visualization of the 3D heat map showcases different viewing patterns for
different conditions. The insights suggest the combination of eye-tracking and
mixed reality environment to be a valuable tool for prototyping service design
of similar kinds. Keywords: Eye-Tracking; Service Design; Experience Prototyping; Heat Map | |||
| Did We Miss Something? Correspondence Analysis of Usability Data | | BIBAK | Full-Text | 272-279 | |
| Stanislaw Zabramski; Wolfgang Stuerzlinger | |||
| We have applied a multivariate exploratory technique called Correspondence
Analysis (CA) to create and analyze a model of the dataset of experiment
results. The dataset originates from a comparative usability study of tracing
with the use of mouse, pen, and touch input and contains both categorical and
continuous data -- i.e. results of questionnaires and task measurements. CA
allowed to visually and numerically assess the main variables in the dataset
and how they interact with each other. In our study, pen input had the best
measured performance and was preferred by the users. Touch input was the least
accurate of all input methods tested but it was preferred by users over mouse
especially in the conditions lacking of visual feedback of drawing. CA helped
to detect that secondary effect even though it cannot be explained by the
performance results alone. The importance of the influence of user's previous
experience is also noted. We conclude that CA helped to identify all major
phenomena known from previous studies but also was sensitive to minor and
secondary effects, what makes it a well suited method to quickly evaluate
usability data. Keywords: shape; freehand; tracing; drawing; mouse; pen; stylus; touch; evaluation;
comparison; error; measurement; subjective | |||
| Social Overlays: Collectively Making Websites More Usable | | BIBAK | Full-Text | 280-297 | |
| Tao Dong; Mark S. Ackerman; Mark W. Newman; Gaurav Paruthi | |||
| Many small organizations lack the expertise and resources to conduct
usability evaluations of their websites. Social Overlays, presented here, is a
new system that allows a community of users to collectively improve their
website.
Social Overlays enables end-users to identify and repair common user interface problems through creating "overlays" on web pages as part of their regular use, thereby improving usability while reducing the need for professional services. In short, Social Overlays harnesses the diversity of experience and ideas within a community to "crowd source" usability. To evaluate Social Overlays, we examined whether a group of community members without any usability training could use Social Overlays to identify and repair UI problems on their medium-sized community's website. We found that they could. Community users were able to uncover a large number of UI problems and formulate reasonable solutions to the problems they identified. In addition, we compared Social Overlays to two standard ways of assessing website usability: expert inspection and usability testing. We found that Social Overlays users identified more problems, and their reported problems differed in useful ways from those found by the experts and the usability testing team. Keywords: Usability; community; peer production; social computing | |||
| Usability Evaluation in a Digitally Emerging Country: A Survey Study | | BIBAK | Full-Text | 298-305 | |
| Fulvio Lizano; Maria Marta Sandoval; Anders Bruun; Jan Stage | |||
| Several emerging countries experience increasing software development
activities. With the purpose of provide useful feedback on possible courses of
action for increasing application of usability evaluation in such countries,
this paper explores the status of usability evaluation in a digitally emerging
country. Our aim is to identifying common characteristics or behavioral
patterns that could be compared with digitally advanced countries. We used an
online survey answered by 26 software development organizations, which gave a
snapshot of the application of usability evaluation in these organizations. We
found many similarities with advanced countries, several completely new
obstacles more connected with software development matters and a relatively
positive improvement in the lack of "usability culture". These findings suggest
good conditions to improve conduction of usability evaluations in digitally
emerging countries. Keywords: Usability evaluation; advantages; obstacles; digitally emerging countries | |||
| Understanding Diversity -- The Impact of Personality on Technology Acceptance | | BIBAK | Full-Text | 306-313 | |
| Kay Behrenbruch; Matthias Söllner; Jan Marco Leimeister; Ludger Schmidt | |||
| Technology is becoming increasingly automated, aiming to ease the life of
its users. However, besides the advantages of this trend, users are also faced
with increasing risks, e.g., regarding their privacy. Examples are seamless
online payments that come with the requirement to provide sensitive, e.g.,
credit card information, or social networks trying to elicit private
information for its users. Research on technology acceptance identified two
important factors for the individual decision to accept such kinds of risk:
trust and personality traits. In this paper we present a model that integrates
research findings for personality traits and for trust in the context of
technology acceptance. We show that specific personality traits have a distinct
direct or moderating effect. We, e.g., found that two personality traits
moderate the relationship between perceived ease of use and intention to use.
This moderation could explain the inconsistent findings on this relationship in
prior research. Keywords: Technology acceptance; personality traits; trust | |||
| A Vocabulary to Access Users' Cultural Perspectives in Human-Computer Interaction | | BIBAK | Full-Text | 314-322 | |
| Catia Maria Dias Ferreira; Luciana Cardoso de Castro Salgado; Clarisse Sieckenius de Souza | |||
| This paper presents research carried out to explore the implications of
giving users a specific vocabulary to express their perceptions and opinions
about opportunities to make contact with cultural diversity in human-computer
interaction. This two-step study is part of a broader research project that
aims at investigating users' perceptions and reactions when interacting with
cross-cultural systems. Our current findings point at the expressive power of
the proposed vocabulary and the promising outcomes of using it in the
interaction design cycle of cross-cultural systems. Keywords: Cross-cultural evaluation; Culture; Cultural Viewpoint Metaphors | |||
| Characteristics of Elderly User Behavior on Mobile Multi-touch Devices | | BIBAK | Full-Text | 323-341 | |
| Susumu Harada; Daisuke Sato; Hironobu Takagi; Chieko Asakawa | |||
| Smartphones and tablet devices have been rapidly proliferating, and
multi-touch interaction, powerful processors and rich array of sensors make
these devices an attractive service platform for older users. While there is an
increasing number of work investigating the issues that elderly users
experience through their interaction with mobile devices, most have focused
either on evaluation of low-level interaction characteristics or on qualitative
survey. Therefore, we conducted a user study with 21 elderly participants to
analyze the needs and issues faced by this user group under naturalistic usage
scenarios. Specifically, we interviewed each participant about their
experiences, had them perform various practical tasks using our custom testing
application, and analyzed the operation logs using our custom visualizations.
Based on our results, we summarize the types of issues observed, present design
considerations for the applications studied, and future research directions. Keywords: Mobile; Multi-touch; Smartphones; Tablet; Aging; Elderly | |||
| From Persona to Techsona | | BIBAK | Full-Text | 342-349 | |
| Susanne Bødker; Clemens Nylandsted Klokmose | |||
| In this paper we introduce the notion of techsona, as a possible counterpart
design instrument to personas. We use a case study to illustrate a design
process where techsonas help pinpoint technological ideas and alternatives and
analyze these systematically. While a persona captures "imagine a user...", a
scenario "imagine a situation..." the techsona gives the missing piece of
"imagine a technology..." We show how a recently developed activity theoretical
model can serve both as a framing for techsonas and as an analytical interface
between personas and techsonas. The paper discusses the potentials and problems
of the techsona and concludes that the techsona truly helps with a missing
piece in persona and scenario-based design. Keywords: Persona; Techsona; Activity Theory | |||
| Going Global with Personas | | BIBAK | Full-Text | 350-357 | |
| Lene Nielsen; Kira Storgaard Nielsen; Jan Stage; Jane Billestrup | |||
| The persona method is widely used and commonly described both in scientific
literature and in case-based blogs. Most often the descriptions point to a
local context with local user groups and it is difficult to find writings on
use of the method in an international context and in globally distributed
teams. This paper reports from a qualitative study conducted in 2012/13 within
13 Danish companies and points to how design teams apply several different
strategies when end-users are distributed worldwide. Moreover it shows how the
designers value the strength of the method to provide common grounds for the
team, especially for team distributed across countries. Keywords: personas; scenarios; cross culture; international; design | |||
| On Users' Preference on Localized vs. Latin-Based CAPTCHA Challenges | | BIBAK | Full-Text | 358-365 | |
| Christos Fidas; Artemios G. Voyiatzis | |||
| A Completely Automated Public Turing test to tell Computers and Humans Apart
(CAPTCHA) is a widely used security mechanism for constructing a
high-confidence proof that the entity interacting with a remote service is
actually a human being. Stimulated by the facts that: a) nowadays CAPTCHA
challenges are solely based on the Latin alphabet, b) currently Internet
population consists in its majority of non-native-English speakers and c)
numerous web sites consist of exclusively localized content, we conducted an
empirical study aiming to examine the effect of various factors on users'
preference in solving localized vs. Latin-based text CAPTCHA challenges. The
study embraced a between-subject design using a self-developed localized
CAPTCHA mechanism, capable of producing text challenges based on the
participants' native alphabet. A total of 384 non-native English speakers
participated in the frame of the reported study which followed an ecological
valid experimental design. Analysis of interaction results provides interesting
insights which can be taken into consideration for designing more usable
CAPTCHA mechanisms. Keywords: CAPTCHA; Usability; Security; Native Language (non-Latin) systems; localized
CAPTCHA | |||
| Designing for the Functionality South African Internet Banking Websites Should Provide to Address the Needs of Generation-Y Users | | BIBAK | Full-Text | 366-383 | |
| Sebabatso Mtimkulu; Judy van Biljon; Tobias van Dyk | |||
| Despite the widespread adoption of Internet banking there are no validated
guidelines on the functionality the younger, techno-savvy Generation-Y customer
segment (18-35 year age bracket) expect from Internet banking websites. This
research investigated the functionality the Generation-Y customer segment
require from South-African Internet banking websites. The User Centred Design
(UCD) philosophy with a mixed method research design was utilised. Generation-Y
technological characteristics and preferences abstracted from the literature
were aligned with functionality trends of future Internet banking websites to
formulate an initial list of Generation-Y aligned Internet banking
functionality guidelines. These were evaluated during interviews with
representative Generation-Y customers and also used in the heuristic evaluation
of the Internet banking platforms of five South African banks. The findings
were integrated towards synthesizing functionality guidelines. A visual
representation of these functionality guidelines was constructed as a wireframe
prototype for evaluation by Generation-Y users. The main contribution of the
study is the validated list of Internet banking functionality guidelines for
Generation-Y banking customers. Keywords: Functionality; Internet banking; Generation-Y; User Experience | |||
| "Nobody Other Than Me Knows What I Want": Customizing a Sports Watch | | BIBAK | Full-Text | 384-402 | |
| Piia Nurkka | |||
| In order for companies to effectively use customization as a design
strategy, there should be understanding on what users would like to customize
and why. This study explores the use of customization features of sports watch
in order to assess the extent of customization, and to identify reasons for
customization in this context. Survey data from 100 users of a sports watch
were analyzed to understand how they use the different customization features:
general preferences, functionality and appearance. The findings show that
although the users vary in the use of customization, they state similar reasons
for customization: control, ease-of-use, increased effectiveness, and better
fit to personal preferences. The motivation to customize in this context is for
the most part related to autonomy: to the sense of control the user has by
having the tool to adapt the product according to own preferences, wants and
needs. Keywords: customization; sports watch; satisfaction; user experience | |||
| Online Requirements and Portal Design for Female University Science and Technology Students in Kenya | | BIBAK | Full-Text | 403-410 | |
| Stephen Kimani; Eunice Njeri; John Njue | |||
| In science and technology (S&T) career progression, women drop out at
virtually every step until extremely few are found in positions of influence
and recognition. Although this is a global problem, it is even more critical in
Africa. The number of female university S&T students in Africa has remained
low for the past about three decades. There is thus a dire need to
encourage/support such students especially in African countries, including
Kenya. Online portals have the potential to motivate/support Kenyan female
university S&T students. It is however critical to understand the
characteristics and requirements of these students. While there exists
literature on the differences between online female users and male users, women
in S&T in African countries (including Kenya) face rather unique
challenges. This paper reports a study that indicates the characteristics and
online requirements of Kenyan female university S&T students, and then
describes a corresponding online portal design. Keywords: Online user requirements; user interface design; online portals; science and
technology; female students | |||
| Finger on the Pulse: The Value of the Activity Stream in the Enterprise | | BIBAK | Full-Text | 411-428 | |
| Ido Guy; Tal Steier; Maya Barnea; Inbal Ronen; Tal Daniel | |||
| The activity stream, which syndicates user activities across social media,
has been gaining popularity on the web. With social media infiltrating the
enterprise and higher portions of the workforce becoming accustomed to
consuming information through activity streams, it also has the potential to
play a key role in shaping the workplace. This work provides a first
comprehensive study of an enterprise activity stream. We analyze different
characteristics of the stream, its usage through a faceted search-based
application, and the way users search it compared to traditional enterprise
search. We also discuss various use cases of the stream, both from an
individual employee's perspective and from an organizational perspective,
exposing the potential value and role of the activity stream in the enterprise
of the future. Keywords: Activity streams; collaboration; cscw; enterprise; enterprise search;
real-time search; social analytics; social business; social media; social
search; social software; social streams; web 2.0 | |||
| Relationship-Based Business Process Crowdsourcing? | | BIBAK | Full-Text | 429-446 | |
| Jacki O'Neill; David Martin | |||
| New technologies do not always benefit the worker, especially when harnessed
by organisations seeking ever cheaper labour. Crowdsourcing is a
technology-enabled way of working which offers the potential to bring work to
far flung communities. However, it is something of a double-edged sword and
there are many socio-technical and ethical challenges. In the micro-task market
crowdsourcing platforms tend to be designed largely for the advantage of the
organisation requesting work, rather than the worker. This paper contributes to
research calling to redress this balance [2, 6]. It describes the findings of
an ethnographic study of an outsourced business process -- healthcare form
digitization -- as performed by workers in-office (India) and @Home (USA). It
reveals the complexities of the relationships between worker and organisation
and argues that designing some aspects of these relationships into
crowdsourcing platforms and applications is as beneficial for the organisation
as it is for the worker. Keywords: Crowdsourcing; ethnography; business process outsourcing; relationship-based
crowdsourcing | |||
| User Experience and Learning Experience in Online HCI Courses | | BIBAK | Full-Text | 447-454 | |
| Saila Ovaska | |||
| Several Massive Open Online Courses (MOOCs) have become available also in
the field of Human-Computer Interaction (HCI), in addition to other fields of
study. How do they operate, and what do they teach? We compare two HCI MOOCs
with a locally composed small scale online HCI course that was built and
launched in 2012, and discuss issues in pedagogy, user experience and learner
experience in online HCI education. Keywords: HCI Education; online education; MOOC; User Experience | |||
| Audvert: Using Spatial Audio to Gain a Sense of Place | | BIBAK | Full-Text | 455-462 | |
| Liam Betsworth; Nitendra Rajput; Saurabh Srivastava; Matt Jones | |||
| We introduce Audvert -- a system that facilitates serendipitous discovery
and navigation through spatial audio; used to navigate and discover points of
interest in large, unfamiliar indoor environments. Our main aim was to create a
lightweight spatial audio display that can convey a sense of a place without
complex point and select interactions. We conducted a preliminary study
comparing two audio types to see which best suited sound localization and a
study of Audvert used in a real world scenario. Our findings suggest that long
continuous audio performs better than short intermittent audio for sound
localisation. We also discover a change in behaviour when using the system,
with a large percentage of users wanting to visit newly discovered shops after
using the system. We discuss the findings and draw research conclusions. Keywords: Non-visual Navigation; Wayfinding; Auditory Display | |||
| Rhythms of the Domestic Soundscape: Ethnomethodological Soundwalks for Phatic Technology Design | | BIBAK | Full-Text | 463-470 | |
| Hanif Baharin; Sean Rintel; Stephen Viller | |||
| The importance of the domestic soundscape as a context for technological
interventions has received little attention in HCI research. In this paper, we
discuss how an ethnomethodological soundwalk method facilitated design
principles for a phatic technology probe for seniors living alone. Taking
soundscape concepts as a starting point, we suggest that the soundwalk works
much like a breaching experiment, changing the participant's role in engaging
with their soundscape from reactive automatic agent to proactive reflective
agent. This enables participants to reveal their own systematic orderliness
when accounting for everyday sounds. We find that sounds are accounted for in
terms of people placed in narratives. As such, we argue that phatic
technologies use new sounds and rhythms to augment the domestic soundscape to
take advantage of people's abilities to create social narratives from limited
cues. Keywords: Domestic soundscape; soundscape study; ethnomethodology; breaching
experiment | |||
| "Roger that!" -- The Value of Adding Social Feedback in Audio-Mediated Communications | | BIBAK | Full-Text | 471-488 | |
| Rahul Rajan; Joey Hsiao; Deven Lahoti; Ted Selker | |||
| Losing track of who is in a conversation, and what is being said, is always
a problem especially on audio-only conference calls. This paper investigates
how domain-independent social feedback can support such interactions, and
improve communication, through the use of audio cues. In particular, we show
how an agent can improve people's ability to accurately identify and
distinguish between speakers, reassure users about the presence of other
collaborators on the line, and announce events like entry & exit with
minimum impact on users cognitive ability. Keywords: Audio-mediated; Conference calls; Considerate; Social feedback | |||
| Supporting Voice Content Sharing among Underprivileged People in Urban India | | BIBAK | Full-Text | 489-506 | |
| Christian Remy; Sheetal K. Agarwal; Arun Kumar; Saurabh Srivastava | |||
| Recent advances in voice-based telecom information systems enable
underprivileged and low-literacy users to access and offer online services
without expensive devices or specialized technical knowledge. We propose SRLs
(speech resource locators), a mechanism that facilitates the creation, access,
and sharing of online voice content. To test the interaction with SRLs, we
developed a proof-of-concept application that allows for simple sharing of
voice content. We subsequently created a smartphone application for the same
service that provided a graphical user interface to the online voice
application. Our findings show that literate underprivileged people were able
to share online voice content on feature phones and smart phones whereas in
low-literacy people were unable to access shared content over feature phones
but able to do so on smart phones. We conclude by highlighting opportunities
and challenges for the design of voice-based applications that support
information sharing. Keywords: HCI4D; Information Sharing; ICTD; User-Centered Design; Interactive Voice
Systems; Smartphones; India | |||
| Adding Vibrotactile Feedback to Large Interactive Surfaces | | BIBAK | Full-Text | 507-514 | |
| Julian Seifert; Markus Packeiser; Enrico Rukzio | |||
| Interactive surfaces and multi-touch tables are increasingly available
outside academic contexts, and are entering, for instance, work or educational
contexts. A large variety of applications exists for a multitude of tasks. For
interacting with these applications, existing interaction concepts are often
directly mapped to the multi-touch surface, which is often limited by physical
constraints. For instance, to enter text on an interactive surface, most often
a virtual keyboard is used. However, users cannot feel when, for instance, they
have accidentally pressed two keys at the same time. Research on mobile devices
has identified vibrotactile feedback as an effective means to support users
when interacting with touch screens. In this work, we present results of an
experiment in which we investigated whether typical tasks (e.g., typing text,
drag-and-drop of items) on interactive multi-touch surfaces can be supported by
providing vibrotactile feedback directly on the surface. We compared direct
feedback with distal feedback provided on the user's body, as well as their
combination. Surprisingly, our results show that all compared variants of
vibrotactile feedback had no significant positive effect on the task
performance. Yet participants rated tactile feedback significantly higher
regarding interaction support and subjective speed compared to no provided
feedback. Keywords: Interactive surfaces; vibrotactile feedback; touch-based interaction; multi
touch | |||
| Analysis and Visualization of Interactions with Mobile Web Applications | | BIBAK | Full-Text | 515-522 | |
| Paolo Burzacca; Fabio Paternò | |||
| We present a novel solution for intelligent analysis and visualization of
user interactions with Web applications through mobile devices in order to help
identify usability issues. The proposed tool is also able to support comparison
of optimal use with actual user interactions. We also report on an example
application of our tool to the evaluation of a real mobile Web site. Keywords: Tools for Remote Evaluation; Web Applications; Mobile HCI | |||
| Beats Down: Using Heart Rate for Game Interaction in Mobile Settings | | BIBAK | Full-Text | 523-530 | |
| Claudia Stockhausen; Justine Smyzek; Detlef Krömker | |||
| Mobile devices allow integration of different sensors, offering new
possibilities for interaction. Integrating heart rate into a mobile game offers
several possibilities for enhancing gameplay. In our work we implemented a game
prototype on a mobile device with different game modes. Increasing and
decreasing heart rate is used for game interaction. The mobile scenario allows
involving the environment to influence the heart rate. We conducted a first
user experience study for evaluation of the integrated interaction methods in
mobile scenarios and conclude with our future work. Keywords: Physiological Interaction; Mobile Games; Game Interaction | |||
| Cultural Congruence and Rating Scale Biases in Homepages | | BIBAK | Full-Text | 531-538 | |
| Gitte Lindgaard; Cathy Dudek; Gerry Chan | |||
| We reanalyzed data from three studies to explore first-impression cultural
congruency effects and potential rating scale biases among Canadian and
Taiwanese/Chinese participants judging visual appeal of homepages. The
objective was to identify variables likely to affect such judgments for future
studies in a new research program. Some support was found for both issues and
pointers for refinements of future studies were identified. Keywords: visual appeal; cultural congruence; first impression | |||
| Diverse Ecologies -- Interdisciplinary Development for Cultural Education | | BIBAK | Full-Text | 539-546 | |
| Michael Heidt; Kalja Kanellopoulos; Linda Pfeiffer; Paul Rosenthal | |||
| We present a case study outlining development efforts towards an interface
ecology to be deployed in museums. We argue that the problem at hand calls for
a highly interdisciplinary design process. Furthermore, system design in the
domain of cultural education poses a unique set of challenges. At the same time
few existing design methodologies are suitable for addressing this special
environment of system design. We outline a set of tentative methodological
elements aimed at informing adequate interdisciplinary development processes.
The discussion is embedded into a critique of existing methodologies while
being orientated towards inviting critique itself. The guiding insight steering
our methodological developments is that fundamental differences between project
participants and other stakeholders should be construed as assets. Rather than
trying to integrate them or covering them up, the dynamic friction between
differing viewpoints can be rendered productive by means of poietic practices. Keywords: interdisciplinarity; museum informatics; design for cultural experience | |||
| Evaluation of PhonAge: An Adapted Smartphone Interface for Elderly People | | BIBAK | Full-Text | 547-554 | |
| Farah Arab; Yasir Malik; Bessam Abdulrazak | |||
| Smartphones can play a significant role in maintaining decent Quality of
Life for elderly people. Key factor to Smartphones usage success among elderly
people depends on the accessibility of phone interface. In this paper, we
present preliminary evaluation results of our PhonAge, an accessible and
adaptable interface for Smartphones that is customized to the elderly profile.
The results of the evaluation show adequacy of the interface to elderly needs.
The evaluation feedbacks also helped in improving PhonAge interface design. Keywords: Smartphone; Mobile Phone Interface; Accessibility; Evaluation; Aging | |||
| Experimentally Manipulating Positive User Experience Based on the Fulfilment of User Needs | | BIBAK | Full-Text | 555-562 | |
| Andreas Sonnleitner; Marvin Pawlowski; Timm Kässer; Matthias Peissner | |||
| In this work, we prepared three variations of a prototype to experimentally
manipulate parameters helping to improve User Experience (UX) of technological
products. Based on a model considering the fulfilment of user needs (Fig. 1),
two variations of a neutrally designed tool were developed to address two
selected needs (popularity, competition) by slightly changing functionalities
or design elements. The manipulation of UX is validated with real-time and
retrospective subjective evaluation of UX, and objective data of user
behaviour. Participants rated significantly higher positive UX and showed more
active behaviour for designs of the prototype addressing the user needs
competition and popularity compared to the neutral design. These findings show
the importance of considering elements of UX in the early development process
of technological products. Keywords: User Experience; UX; User Needs; User-Driven Innovation | |||
| Floffy: Designing an Outdoor Robot for Children | | BIBAK | Full-Text | 563-570 | |
| Omar Mubin; Luke Vink; Pieter Oosterwijk; Abdullah Al Mahmud; Suleman Shahid | |||
| In our research we utilized the domain of entertainment robotics to educate
children on the principles of environmental awareness by playful means
outdoors. Our research revolved around the iterative design of Floffy: the
environmental robot, which was essentially a playful toy robot that would
respond positively to interaction that was beneficial for the environment and
the child's own well being and negatively to interaction or behaviour that was
detrimental to the surroundings. We conducted an explorative, informal
evaluation of Floffy with two small groups of children and they rated their
experience with it positively. Our results show that there is potential in
utilizing entertainment robots to educate children on serious and critical
issues such as saving our environment and being sustainable. Keywords: Child-robot interaction; Arduino; Environment | |||
| Human-Spreadsheet Interaction | | BIBAK | Full-Text | 571-578 | |
| Andrea Kohlhase | |||
| Spreadsheets have become very popular tools for analyzing and visualizing
data from business and science. To better understand human-spreadsheet
interaction, we explore readers' information models, but in contrast to most
studies we focus on spreadsheet readers rather than spreadsheet authors. We
conducted a study using the repertory grid technique and analyzed the result
with the help of a Generalized Procrustes Analysis yielding a deeper
understanding of human's information model of spreadsheets. Based on this we
envision new human-spreadsheet interactions to increase the readibility and
thus, usability of spreadsheets. Keywords: Spreadsheets; repertory grid; information model of spreadsheets;
human-spreadsheet interaction; information objects | |||
| Improving Students Learning Programming Skills with ProGames -- Programming through Games System | | BIBAK | Full-Text | 579-586 | |
| Raquel Hijón-Neira; Ángel Velázquez-Iturbide; Celeste Pizarro-Romero; Luís Carriço | |||
| We present a system for learning programming skills, ProGames, through a
leveled set of visually-attractive and interactive programming exercises in
Greenfoot, categorized by students likes to offer them solutions to problems
they really enjoy or like most. The system has been evaluated during the course
2012-13 in 3 Computer Science Degrees and our results show very positive
acceptance by the students. Keywords: Programming teaching; Interactions Analysis; e-Learning; Moodle; Greenfoot;
Visualization | |||
| Long-Term Experiences with an Iterative Design of a QR-Code-Based Payment System for Beverages | | BIBAK | Full-Text | 587-594 | |
| Max-Emanuel Maurer; Alexander De Luca; Alina Hang; Doris Hausen; Fabian Hennecke; Sebastian Loehmann; Henri Palleis; Hendrik Richter; Simon Stusak; Aurélien Tabard; Sarah Tausch; Emanuel von Zezschwitz; Franziska Schwamb; Heinrich Hussmann; Andreas Butz | |||
| We report on the design and long-term use of a digital tracking system for
the consumption and payment tracing of beverages, called "Barkeeper". It is
based on tags wearing QR-codes and its design was not primarily guided by
efficiency, but rather everyday use during the last three years in our lab. In
this trusted environment, we collected extensive usage data, making this a
serious long-term field deployment of UbiComp technology. We present the
system, its iterative design evolution, the users' views on it and insights
gained by daily usage. We argue that QR-code interaction, when implemented in a
very pragmatic way, can be not only a cheap but also a very powerful
interaction technique. Based on our experience we propose a set of general
rules, which make QR-code-based interaction practical and often superior to
other interaction techniques. Keywords: visual markers; QR-codes; ubicomp; payment system | |||
| Moment Machine: Opportunities and Challenges of Posting Situated Snapshots onto Networked Public Displays | | BIBAK | Full-Text | 595-602 | |
| Nemanja Memarovic; Ava Fatah gen Schieck; Efstathia Kostopoulou; Moritz Behrens; Martin Traunmueller | |||
| Large public displays are becoming a ubiquitous resource in the urban
environment. Interconnected over the Internet these hitherto isolated "ad
displays" could become a novel and powerful communication medium -- networked
public displays. One example for such a novel type of communication is their
use as community tools. Scattered across the urban landscape and equipped with
additional sensors, such as cameras, they provide the opportunity for local
community members to take images of themselves and leave their "mark" in the
setting, e.g., on their way to school, work, or meeting with friends. In order
to understand the potential of posting situated snapshots on networked public
displays in the context of place-based communities we designed and developed
the Moment Machine -- a networked public display application that allows
one-click photo capture. In this paper we report on identified opportunities
and challenges emerging from 6 user trials in the wild at 2 locations. Keywords: networked public displays; urban screens; situated snapshots; community
interaction; public space; urban computing; urban informatics | |||
| Overview Scrollbar: A Scrollbar Showing an Entire Document as an Overview | | BIBAK | Full-Text | 603-610 | |
| Ko Mizoguchi; Daisuke Sakamoto; Takeo Igarashi | |||
| A scrollbar is the most basic function of a graphical user interface. It is
usually displayed on one side of an application window when a displayed
document is larger than the window. However, the scrollbar is mostly presented
as a simple bar without much information, and there is still plenty of room for
improvement. In this paper, we propose an overview scrollbar that displays an
overview of the entire document on it and implemented four types of overview
scrollbars that use different compression methods to render the overviews. We
conducted a user study to investigate how people use these scrollbars and
measured the performance of them. Our results suggest that overview scrollbars
are more usable than is a traditional scrollbar when people search targets that
are recognizable in overview. Keywords: user interface; scrollbar; document navigation | |||
| Participatory Design for Cultural Representation: A Cultural Transparency Perspective | | BIBAK | Full-Text | 611-618 | |
| Amalia G. Sabiescu; Nemanja Memarovic | |||
| Participatory design approaches are being increasingly employed for
designing digital artefacts and information systems with and for local
communities. These cases require a reconceptualization of PD processes to
account for widened knowledge gaps between designers and community members, and
new patterns of community-defined design goals. In this paper we provide a
perspective on the design process that will help designers to better plan their
involvement in participatory projects with local communities. Our analytical
stance resides on an interpretation of Étienne Wenger's theory of
cultural transparency. Participatory design is analysed as an iterative process
of decoding and encoding that involves users/local people and designers having
as outcome understanding (through decoding) and representations (through
encoding). Cultural transparency, achieved when the two agents advanced
sufficient understanding on the other's practices, is the landmark for
effective design. The paper argues for the importance of working towards
attainment of cultural transparency in community-based projects, in particular
when the goal is to create culturally representative artefacts. Examples of
activities and suggestions for advancing cultural transparency in these
contexts are provided. Keywords: participatory design; cultural transparency; cross-cultural design; local
communities; cultural representation | |||
| Reducing Driver Task Load and Promoting Sociability through an Affective Intelligent Driving Agent (AIDA) | | BIBAK | Full-Text | 619-626 | |
| Kenton Williams; Cynthia Breazeal | |||
| This work outlines the development of an Affective Intelligent Driving Agent
(AIDA), a social robot that sits in a vehicle's dashboard and behaves as a
friendly assistant. This highly expressive robot uses an Android smartphone as
its face, which serves as the main computational unit for the system. AIDA
determines what information may be relevant to the driver, delivers it at the
most appropriate time, and resolves which expressions should be used when doing
so. An evaluation was performed in which participants completed mock driving
tasks with the aid of 1) a smartphone with apps, 2) AIDA as a static,
expressive agent, or 3) AIDA as a mobile robot. Results showed that the AIDA
robot helped reduce user task load and promoted more sociability with users
better than the smartphone or AIDA as a static agent. Keywords: Affective HCI; Human-robot interaction; Novel user interfaces and
interaction techniques | |||
| Semantic Modelling in Support of Adaptive Multimodal Interface Design | | BIBAK | Full-Text | 627-634 | |
| Elena Tsiporkova; Anna Hristoskova; Tom Tourwé; Tom Stevens | |||
| The design of multimodal interfaces requires intelligent data interpretation
in order to guarantee seamless adaptation to the user's needs and context. HMI
(human-machine interaction) design accommodates varying forms of interaction
patterns, depending on what is most appropriate for a particular user at a
particular time. These design patterns are a powerful means of documenting
reusable design know-how. The semantic modelling framework in this paper
captures the available domain knowledge in the field of multimodal interface
design and supports adaptive HMIs. A collection of multimodal design patterns
is constructed from a diversity of real-world applications and organized into a
meaningful repository. This enables a uniform and unambiguous description
easing their identification, comprehensibility and applicability. Keywords: Human-machine interface; Multimodal Design Patterns; Adaptive Interfaces;
Pro-active Interaction; Data Modelling; Context-awareness | |||
| Supporting Improved Maternity Care by Midwives: Design Opportunities and Lessons Learned | | BIBAK | Full-Text | 635-642 | |
| Abdullah Al Mahmud; David V. Keyson | |||
| In this paper we describe a study about the role of Information Technology
(IT) on the quality of maternity care in the midwifery centres in the
Netherlands. We conducted an interview study with midwives in the Netherlands.
The objective was to understand the current situation, challenges and design
opportunities that could help to provided improved healthcare. The results of
the interview study show that the current prenatal care system suffer from some
challenges such as proper IT support, lack of IT training for the midwives,
lack of integrity between different software systems used in the midwifery
centres and hospitals and attitude of the pregnant mothers. Based on our
findings we provide some recommendations and design implications to support
improved care provided by the midwives. Keywords: Prenatal care; midwives; Information Technology (IT); maternal health;
Human-Computer Interaction (HCI) | |||
| Technology Enhanced PBL in HCI Education: A Case Study | | BIBAK | Full-Text | 643-650 | |
| Christina Vasiliou; Andri Ioannou; Panayiotis Zaphiris | |||
| Problem Based Learning (PBL) is an instructional method in which the base
for learning is a real-world problem. A typical PBL setting is comprised of
students working together on an authentic problem, using simple tools such as
whiteboards and stationery. Online tools and multimedia technologies have also
been used to support PBL activities. There is however no empirical work on the
blended use of both physical and digital tools. This paper presents a case
study in which we employed PBL pedagogy for the teaching of a post-graduate
course in Human Computer Interaction (HCI). The activities were situated in a
multimodal information space, rich in digital and physical elements including
personal computers, projectors with downwards projection, tablets, iPods,
digital pen readers, stationery and a Facebook group for each team. We
administrated questionnaires assessing students' motivational beliefs and
overall satisfaction with the learning experience. Our results show that
students' overall satisfaction was highly rated, while the information space
contributed to students' engagement and collaboration. Keywords: Problem based learning; HCI education; Multi-modal interfaces | |||
| The 'Relay Ideation' Technique: Moving from Problem Understanding to Problem Solving in the Design Process | | BIBAK | Full-Text | 651-658 | |
| Karin Slegers; Pieter Duysburgh; An Jacobs | |||
| When describing the design process in product innovation, many authors
identify phases that can be described as 'problem analysis' and 'generating
ideas'. Several techniques are available to support design teams in each of
these phases, but it remains a challenge to move from understanding a problem
to coming up with ideas for concepts that might solve the problem. In addition,
some of these techniques have counterproductive social side effects, which in
fact may impede creativity in a design team. In this paper we describe a new
technique for product idea generation called the 'relay ideation' technique.
This technique was developed to help design teams move from understanding a
problem to thinking creatively and concretely about the problem in order to
generate concepts for innovative products or services. The technique is
illustrated with a case study about IT applications for hearing-impaired
children. Keywords: Ideation; techniques; conceptualization; design team | |||
| The Effect of Stress on Cognitive Load Measurement | | BIBAK | Full-Text | 659-666 | |
| Dan Conway; Ian Dick; Zhidong Li; Yang Wang; Fang Chen | |||
| Human physiological signals have been widely used to non-invasively measure
cognitive load (CL) during task execution. A major challenge for CL detection
is the presence of stress, which may affect physiological measurements in ways
that confound reliable detection of CL. In this experiment we investigated the
effect of stress on cognitive load measurement using galvanic skin response
(GSR) as a physiological index of CL. The experiment utilized feelings of lack
of control, task failure and social-evaluation to induce stress. Mean GSR
values were shown to be significantly different between CL levels in the
'no-stress' condition, but not when including the 'stress' condition. On the
other hand, features extracted from GSR signals based on peak detection
exhibited consistent behaviour under both conditions, demonstrating the
usefulness of the features as cognitive load index even when a person's stress
level is fluctuating. Keywords: Cognitive load; galvanic skin response (GSR); stress | |||
| The PEW Framework for Worth Mapping | | BIBAK | Full-Text | 667-674 | |
| Fatoumata Camara; Gaëlle Calvary; Rachel Demumieux | |||
| In Human Computer Interaction, it is more and more clear that usability is
not enough. In order to take into account the other criteria that may be
relevant for design, G. Cockton introduced the notion of "worth" and the Worth
Centered Design (WCD) framework for its operationalization. The WCD framework
structures the development process and provides designers with a set of tools,
including Worth Maps (WMs).
Worth maps connect systems attributes to human ones, and as such represent a promising tool. However, they remain understudied and under-experimented. This paper presents the results of our experience with WMs. More precisely, it proposes the PEW (Perceived and Expected Worth) framework for worth mapping, reports findings from a study conducted with 5 experts regarding many aspects of WMs, and discusses future directions for research. Keywords: Interactive systems design; worth; Worth Maps (WMs) | |||
| The Profile of Law Clerks Using Judiciary Informatics in Turkey | | BIBAK | Full-Text | 675-680 | |
| Zerrin Sungur; Özlem Alpu; Özlem Oktal; Berna Yazici | |||
| The automation of judicial services got it's start in 1998 in Turkey. In
order to increase performance and productivity of these services many
regulations have been made in parallel with the innovations and improvements
realized in the sector of information technologies. There are many internal
users using the judiciary informatics such as chief judges, judges, attorneys
general, solicitors, prison officers and law clerks. The aim of this study is
to analyze the profile of the law clerks using judiciary informatics in Turkey
and evaluate their uses of judiciary informatics in terms of the dimensions of
performance and effort expectancy, attitude toward using technology, security
and risk and anxiety. Web based questionnaire, which was prepared as a
five-point Likert type scale including 4898 law clerks, was analyzed through
factor analysis. The empirical research was carried out between July and August
2012 in Turkey. Keywords: law clerks; e-government; judiciary informatics; Turkey | |||
| Towards a Communication System for People with Athetoid Cerebral Palsy | | BIBAK | Full-Text | 681-688 | |
| Yohan Guerrier; Christophe Kolski; Franck Poirier | |||
| Communication is an important act in the development and empowerment of
human beings. Through language, humans communicate their needs, desires,
moods... Unfortunately, many physical and mental disabilities deprive some
people of such communication means. Nowadays various Augmentative and
Alternative Communication (AAC) systems exist in order to help people with
disabilities. Virtual keyboards are the most common AAC systems for physical
disabilities. Concerning mental disability, there are tools based on
pictograms. This paper is divided into two parts. First, we put forward a
critical review of various AAC systems with a focus on users with athetoid
cerebral palsy. Second, the paper presents work in progress concerning a
communication system for such users. Keywords: Communication; mobility; cerebral palsy (CP); slurred speech; communication
aid; COMMOB | |||
| Towards Supporting the Existing Workplace Practices of a Community of Brazilian Healthcare Professionals | | BIBAK | Full-Text | 689-696 | |
| Roberto Calderon; Sidney Fels; Junia Anacleto | |||
| With the increasing affordability of computers, displays and
telecommunications, the scenario of introducing digital Information and
Communication Technologies (ICT) into communities with little or no previous
exposure to computing has become common place. Understanding how ICT affects
the functioning of such communities is important for determining design and
introduction strategies that can minimize the disruption of well established
practices in said scenarios. We designed and introduced a ticketing system
within a community of Brazilian healthcare professionals that have little or no
previous exposure to computing. Visualizing individual people led to tasks
directed towards particular individuals. Visualizing people interactions
promoted open-ended and communal tasks. We observed that professionals
circumvented the original design of the system to introduce unimplemented
functionalities and support their well-established social-based information
management practices. Keywords: Visualization; Situated Displays; Healthcare; Collaboration; Social Capital | |||
| Traveller: An Interactive Cultural Training System Controlled by User-Defined Body Gestures | | BIBAK | Full-Text | 697-704 | |
| Felix Kistler; Elisabeth André; Samuel Mascarenhas; André Silva; Ana Paiva; Nick Degens; Gert Jan Hofstede; Eva Krumhuber; Arvid Kappas; Ruth Aylett | |||
| In this paper, we describe a cultural training system based on an
interactive storytelling approach and a culturally-adaptive agent architecture,
for which a user-defined gesture set was created. 251 full body gestures by 22
users were analyzed to find intuitive gestures for the in-game actions in our
system. After the analysis we integrated the gestures in our application using
our framework for full body gesture recognition. We further integrated a second
interaction type which applies a graphical interface controlled with freehand
swiping gestures. Keywords: User Defined Gestures; Kinect; Full Body Tracking; Depth Sensor;
Interaction; Interactive Storytelling; Cultural Training | |||
| Usability Guidelines for Mobile Devices: Length of Hyperlinks | | BIBAK | Full-Text | 705-712 | |
| Eva Garcia-Lopez; Antonio Garcia-Cabot; Luis de-Marcos; Jose-Ramon Hilera | |||
| The use of mobile devices is increasing in recent years, and their
characteristics are different from those of computers (keyboard and screen
size, interaction method, etc.), so it is important to specifically study the
usability of these devices. This paper presents an experiment carried out with
users to find the correct length (from the point of view of usability) of
hyperlinks in mobile devices. A real mobile device has been used for the
experiment, as well as more than 20 users. The experiment compared three
different lengths of hyperlinks and it concluded that users prefer hyperlinks
as short as possible and they are identified better when the text is not
justified. Keywords: Hyperlinks; usability; guidelines; mobile devices | |||
| User-Centered Design between Cultures: Designing for and with Immigrants | | BIBAK | Full-Text | 713-720 | |
| Jan Bobeth; Stephanie Schreitter; Susanne Schmehl; Stephanie Deutsch; Manfred Tscheligi | |||
| Immigrants represent a substantial part of European society. After
emigration, they can suffer from fundamental changes in their socio-economic
environment. Therefore, supportive ICT services (e.g. for language learning or
job search) have high potential to ease inclusion, especially for newly arrived
immigrants with low education. Within an international research project we
involve Turkish and Arabic immigrants in a user-centered design (UCD) process
with the goal to develop supportive ICT services for smartphones. In this
paper, we present our methodological experiences and discuss benefits and
drawbacks of methods. Based thereupon, we formulate concrete implications for
successful UCD with immigrants, e.g. collaborating with nongovernmental
organizations (NGOs) or benefiting from reflections of long term-immigrants. Keywords: User-Centered Design; Immigrants; Diversity; Method | |||
| Using Graphical Representations to Support the Calculation of Infusion Parameters | | BIBAK | Full-Text | 721-728 | |
| Sandy J. J. Gould; Anna L. Cox; Duncan P. Brumby | |||
| A variety of medical procedures require arithmetic calculations to be
performed. These calculations can be complex and induce errors that can have
serious consequences on the ward. In this paper, we consider whether a
graphical representation might make these calculations easier. The results of a
laboratory experiment are reported in which participants were asked to solve a
number of infusion parameter problems that were represented either graphically
or textually. Results show that participants were faster but no more accurate
in solving graphical problems than they were textual problems. We discuss the
need for situated work to be conducted that builds on these initial findings to
determine whether the advantages of graphical representations transfer to
actual workplace settings. Keywords: Graphical reasoning; infusion pumps; re-representation; calculation | |||
| Visual Conversational Interfaces to Empower Low-Literacy Users | | BIBAK | Full-Text | 729-736 | |
| Sheetal K. Agarwal; Jyoti Grover; Arun Kumar; Monia Puri; Meghna Singh; Christian Remy | |||
| Mobile phones have come a long way from being plain voice calling devices to
becoming multipurpose handy tools powered by ever increasing new applications
available on-the-go. For many, the mobile phone of today has become the
essential device one does not leave home without. However, for a large
percentage of human population mobile phone apps are not of much use as they
are not literate or IT savvy enough to be able to benefit from them. Recent
advances in voice-based telecom information systems enable underprivileged and
low-literacy users to access and offer online services without requiring
expensive devices or specialized technical knowledge. However, voice
applications are limited in their capability due to their time consuming
nature. In this paper, we demonstrate an interaction modality that combines the
power of voice communication with graphical interfaces in smartphones to break
the barrier of illiteracy. Keywords: Diversity; HCI4D; Information Sharing; ICTD; User-Centered Design;
Interactive Voice Systems; Smartphones; India | |||
| Visual Indication while Sharing Items from a Private 3D Portal Room UI to Public Virtual Environments | | BIBAK | Full-Text | 737-744 | |
| Minna Pakanen; Leena Arhippainen; Jukka H. Vatjus-Anttila; Olli-Pekka Pakanen | |||
| In this paper, we describe the user experience evaluation results of a 3D
Portal Room UI for sharing 3D objects from private space to remote public
virtual environments. The user evaluation with 30 participants was conducted
with a functional prototype and additional high quality images that were
printed on paper sheets. The evaluation indicated that participants liked this
way of sharing objects and found it also useful. However, it also raised some
privacy concerns, especially if the target virtual environment was perceived as
public. Evaluation elicited that the visual indication while sharing objects is
important; therefore, designers of 3D virtual environments should prefer a
distinguishable glow around the shared object and portal. Keywords: Portals; 3D user interface; virtual environment; user interaction; visual
indication; user experience | |||
| Web Design for Science Museum towards Engaging User Experience | | BIBAK | Full-Text | 745-754 | |
| Mohd Syaheezam Asyraq Yamin; Eswati Azni Jaafar | |||
| Nowadays, exhibition experience is no longer defined by physical visits.
Increasing a person's knowledge about a subject tends to increase their
interest in it, thus improve attendance and support for the exhibition. This
research analyses and conduct comparison studies regarding website elements
featured in 30 science museums around the world. Consequently, this produces an
overview of one effective model for Website design; a user-centered process
that includes techniques for need assessment, methodology, goal/task analysis,
user interface design, and finally pre/post prototyping. Keywords: User Experience; Usability; Web Design; Science Museum | |||
| Lessons Learned from Designing Non-traditional Interfaces for Educational Applications in South Africa | | BIBAK | Full-Text | 755-763 | |
| Michael Wolf | |||
| As a specialised design consultancy for interactive learning environments
and tools, Formula D interactive has gained valuable project experience in
designing nontraditional interfaces for digital educational content and tools
in the culturally diverse context of South Africa. The aim of this paper is to
share the company's experience in the field using prominent examples of their
recent work, related research and user testing in order to discuss the merit of
large-scale interactive surfaces, gesture-based and tangible interfaces in
culturally diverse contexts. The company's work includes interactive displays
for science centres and museums as well as digital learning tools for classroom
environments. Keywords: Non-traditional interfaces; interaction design; tangible interaction;
gesture-based interaction; Locomotion interfaces; interactive surfaces;
multitouch; interactive learning environments; HCI examples | |||
| The Bigger Picture: The Use of Mobile Photos in Shopping | | BIBAK | Full-Text | 764-771 | |
| Maryam Tohidi; Andrew Warr | |||
| Mobile phones are becoming, if not already, an integral part of our lives.
They have a wide range of applications, such as communication, gaming and
commerce. Shopping in particular is a rapidly growing domain. Today, shoppers
use their phones to make more informed shopping decisions by researching
products and merchants, save money using price comparison, mobile coupons and
daily deal apps, even purchase products directly on a mobile device. While
mobile commerce and shopping apps are in the spotlight, one area that has
received little attention is the role of the native capabilities of a mobile
phone, such as the mobile camera, in the shopping process. This paper
demonstrates the key role mobile photos play in the shopping process,
documenting use cases, practices and pain points, and informing opportunity
areas for mobile shopping applications and services. Keywords: Mobile; Phones; Cameras; Shopping; Photos | |||