| Changing boundaries of design and use | | BIBA | Full-Text | 1 | |
| Tone Bratteteig | |||
| Human-Computer Interaction concerns both humans and computers and involves a number of different disciplines and interdisciplinary areas. In this talk I discuss how recent technological and socio-cultural developments challenge the established categories of design and use of IT. I suggest seeing use as work, included in the work knowledge and constituting the conditions for the work. Drawing on traditional design disciplines design of IT can be conceptualized as a combination of ideas and materials, where the particular qualities of IT as a design material influence both the design process as well as the design result. In the talk I discuss these conceptualizations and how they can help us discuss how the changing relations between design and use of IT. I draw on both old and new research projects to illustrate how the concepts can be applied. | |||
| Developing interactive artificial intelligence software for NASA mission control | | BIBA | Full-Text | 1 | |
| Ari Kristinn Jónsson | |||
| Over the last decade, artificial intelligence technology has moved from being an obscure research project within NASA to being an important tool for NASA mission controllers who operate spacecraft such as the Mars Exploration Rovers and the International Space Station. This achievement is in part due to advances in artificial intelligence, but a critical part is due to the development of a good understanding of mission controllers needs and how they interact with computer software. This talk presents the development of these interactive software tools, with focus on user involvement and how lessons learned were applied to improve the technology. | |||
| The new era of physical/digital play | | BIBA | Full-Text | 2 | |
| David Merrill | |||
| The landscape of human-computer-interface possibilities has changed dramatically in recent years. Rising popularity of mobile phones has driven down the cost of microprocessors and other electronic components, and driven their quality up. Sensors have become tiny and embeddable, and graphical displays can be found on more and more of our personal devices. We are now entering the era of ubiquitous computing that Mark Weiser famously wrote about, where these technologies are disappearing into the fabric of our everyday lives. How will these new capabilities affect our experience of being human? One domain already experiencing great change is play. In this talk I will discuss some changes to the ways we play that are arriving as a result of technological advancement. I will explore implications of these changes for human-computer and human-human interaction, and how technology-based play in the future may look more familiar to us than we may think. | |||
| Let's all get up and walk to the North Pole: design and evaluation of a mobile wellness application | | BIBAK | Full-Text | 3-12 | |
| Aino Ahtinen; Pertti Huuskonen; Jonna Häkkilä | |||
| Mobile wellness applications can motivate people to exercise more because of
their ubiquitous presence and suitable technological possibilities. Wellness
applications utilize several factors that can increase physical activity levels
of users, e.g., data tracking, social sharing and playfulness. We describe the
design and evaluation of a mobile-phone based wellness application addressing
social sharing and playfulness. In our user study with 37 participants we focus
on presentation of physical activity data as a virtual trip on a map-based game
world. The findings reveal design implications that support users to be
motivated in doing the physical exercise, including setting departure and
destination places and viewing up-to-date progress between them. The virtual
trip was considered an understandable, concrete and interesting analogy. The
familiarity of the map of the home country as the game world was liked because
it added concreteness and understandability to the achievements. Keywords: analogy, evaluation, metaphor, mobile applications, playfulness, social
sharing, user experience, user studies, wellness | |||
| Location-based crowdsourcing: extending crowdsourcing to the real world | | BIBAK | Full-Text | 13-22 | |
| Florian Alt; Alireza Sahami Shirazi; Albrecht Schmidt; Urs Kramer; Zahid Nawaz | |||
| The WWW and the mobile phone have become an essential means for sharing
implicitly and explicitly generated information and a communication platform
for many people. With the increasing ubiquity of location sensing included in
mobile devices we investigate the arising opportunities for mobile
crowdsourcing making use of the real world context. In this paper we assess how
the idea of user-generated content, web-based crowdsourcing, and mobile
electronic coordination can be combined to extend crowdsourcing beyond the
digital domain and link it to tasks in the real world. To explore our concept
we implemented a crowd-sourcing platform that integrates location as a
parameter for distributing tasks to workers. In the paper we describe the
concept and design of the platform and discuss the results of two user studies.
Overall the findings show that integrating tasks in the physical world is
useful and feasible. We observed that (1) mobile workers prefer to pull tasks
rather than getting them pushed, (2) requests for pictures were the most
favored tasks, and (3) users tended to solve tasks mainly in close proximity to
their homes. Based on this, we discuss issues that should be considered during
designing mobile crowdsourcing applications. Keywords: context, crowdsourcing, location, mobile phone | |||
| Analysis of precedent designs: competitive analysis meets genre analysis | | BIBAK | Full-Text | 23-31 | |
| Mattias Arvola; Jonas Lundberg; Stefan Holmlid | |||
| Designers need to survey the competition and analyze precedent designs, but
methods for that purpose have not been evaluated in earlier research. This
paper makes a comparative evaluation between competitive analysis and genre
analysis. A randomized between-group experiment was conducted where graphic
design students were conducted one of the two analysis methods. There were 13
students in one group and 16 in the other. The results show that genre analysis
produced more detailed descriptions of precedent designs, but its process was
more difficult to understand. It is concluded that genre analysis can be
integrated into competitive analysis, to make use of the strengths of both
methods in the analysis of precedents. Keywords: analysis of precedents, competitive analysis, genre analysis, interaction
design | |||
| Exploring distance encodings with a tactile display to convey turn by turn information in automobiles | | BIBAK | Full-Text | 32-41 | |
| Amna Asif; Wilko Heuten; Susanne Boll | |||
| Visual and auditory displays successfully complement each other presenting
information in car navigation systems. However, they distract the visual and
auditory attention of the driver, which is needed in many primary driving
tasks, such as maneuvering the car or observing the traffic. Tactile interfaces
can form an alternative way to display spatial information. The way of how
exactly information should be presented in a vibro-tactile way is explored
rarely. In this paper we investigate three different designs of vibro-tactile
stimulation to convey distance information to the driver using a tactile waist
belt. We explore the tactile parameters intensity, rhythm, duration, and body
location for encoding the distance information. We conduct a comparative
experiment on a real navigation scenario in an urban environment to evaluate
our designs.
In our study we discovered that rhythm and duration are suitable parameters to generate tactile stimulation for encoding distance information. In this way the driver perceives countable vibro-tactile pulses, which indicate the distance in turn by turn instructions. The approach is found be simple way of encoding complex navigational information. Keywords: car navigation system, tactile interface | |||
| Facilitating continuity: exploring the role of digital technology in physical rehabilitation | | BIBAK | Full-Text | 42-51 | |
| Naveen Bagalkot; Elena Nazzi; Tomas Sokoler | |||
| In this paper we report our early experiences on exploring if, and how,
digital technology can help facilitate a stronger sense of continuity in the
physical rehabilitation process, as experienced by the therapists and the
senior citizens. We recognize four aspects of the design space offered by the
notion of continuity, and present two design explorations: MagicMirror,
exploring the design for self-monitoring and collaborative articulation; and
Walky, exploring the design for self-monitoring and the integration of rehab
activities with other everyday activities. Taking a research-through-design
approach we have used sketching in a co-design setting with senior citizens and
therapists, as the main vehicle for our research. With our MagicMirror and
Walky design explorations, we aim to contribute on two levels: firstly, by
providing two proof-of-concepts of designing digital technology for the
physical rehabilitation of senior citizens. Secondly, and more importantly, we
provide a pointer towards a new practice of physical rehabilitation: a practice
where the role of digital technology is to support, through the facilitation of
continuity, the collaboration between therapist and senior citizens across the
private home and the rehab clinic. We speculate that, digital technology, in
this way, can become a constructive part of the general move towards successful
and more efficient rehabilitation processes for the ever-growing number of
senior citizens in need of rehab. Keywords: aging, continuity, everyday activities, interaction design, physical
sketches, rehabilitation, research through design, self-monitoring | |||
| 4Photos: a collaborative photo sharing experience | | BIBAK | Full-Text | 52-61 | |
| Martijn ten Bhömer; John Helmes; Kenton O'Hara; Elise van den Hoven | |||
| In this paper, we describe the iterative design and user study of "4Photos",
a multi-screen table centrepiece allowing media content to be shared and
enjoyed in a social setting. It was our intention to design an object with the
purpose to gather qualitative data concerning the social effects of new ways of
democratic, serendipitous and playful photo sharing. To facilitate this we used
online photo repository content that most often gets experienced in an
individual setting. Using 4Photos we positioned this content within a social
setting and observed how the presentation of these images enabled new ways of
'phototalk' to arise. We describe the design process, the final concept and
reflect upon observed practices that emerged from people's usage of 4Photos. We
then present several design implications and discuss future directions for
continuation of this research. Keywords: collaboration, information interfaces, interaction, iterative design, photo
sharing, screens, serendipity | |||
| Two-handed input in a standard configuration of notebook with external mouse | | BIBAK | Full-Text | 62-71 | |
| Florian Block; Hans Gellersen | |||
| This paper discusses two-handed input for interaction with notebooks,
motivated by the observation that notebooks are often used with an external
mouse. We present results of a survey of 905 notebook users, of which 63.8%
reported occasional, and 47.0% regular use of a mouse instead of the built-in
pointing device (a touchpad in 95.8% of the reported configurations). Based on
this finding, we propose use of the built-in touchpad with the non-dominant
hand when an external mouse is used as primary pointing device. We provide a
systematic analysis of the input space of such a configuration, and contribute
a set of techniques that specifically exploit touchpad properties for input
with the non-dominant hand. These techniques include flick, scale and rotate
gestures; absolute positioning with tokens; and touchpad use as key modifier.
The techniques are demonstrated in a variety of GUI applications in a standard
environment of notebook with external mouse. Keywords: GUI, external mouse, input device, laptop, touchpad, two-handed interaction | |||
| Tenori-on stage: YouTube as performance space | | BIBAK | Full-Text | 72-81 | |
| Mark Blythe; Paul Cairns | |||
| This paper reports findings from four related studies of the "Tenori-on" as
it appears on YouTube in order to consider Web 2.0 as a performance space. A
quantitative analysis of returns for "Tenori-on" attempts to model how posts
achieve and maintain popularity. This analysis suggests sustained posting and
engagement amongst users rather than initial product launch enthusiasm. A
content analysis of the videos returned demonstrates a very different response
to the launch of other technologies like the iPhone 3G. A grounded theory
explores comments to the most viewed video returned which was a post by the
artist Little Boots. A range of comments indicate virtual applause and suggest
that YouTube has been appropriated here as a space for performance. Finally
perspectives from critical theory are drawn on to consider the meanings of the
Tenori-on in this user generated context and the ways users creatively resist
the most obvious affordances of the device. Keywords: Tenori-on, YouTube, critical theory, interaction criticism, user experience | |||
| Training software developers in usability engineering: a literature review | | BIBAK | Full-Text | 82-91 | |
| Anders Bruun | |||
| Software companies focusing on Usability Engineering face two major
challenges, the first being the sheer lack of usability specialists leading to
missing competences in the industry and the second, which regards small
companies suffering from the constraint of low budgets, thus not being able to
fund usability specialists or comprehensive consultancy. Training of
non-usability personnel in critical usability engineering methods has the
potential of easing these challenges. It is, however, unknown how much and what
kind of research that has been committed to novice training in UE methods. This
paper presents a comprehensive literature study of research conducted in this
area, where 129 papers are analyzed in terms of research focus, empirical
basis, types of training participants and training costs. Findings show a need
for further empirical research regarding long term effects of training,
training costs and training in user based evaluation methods. Keywords: developers, literature review, training, usability engineering | |||
| Design and evaluation of player experience of a location-based mobile game | | BIBAK | Full-Text | 92-101 | |
| Tara Carrigy; Katsiaryna Naliuka; Natasa Paterson; Mads Haahr | |||
| This paper reports on the design and evaluation of player experience of a
Location-Based Mobile Game set in Dublin, Ireland in which players act as
paranormal investigators hunting for ghosts and gathering evidence of
paranormal activity. The paper focuses on players' experience of engagement and
immersion, which was evaluated through a qualitative user study undertaken over
a three-day period with the participation of 19 subjects. We first discuss the
concept of immersion in gaming and then review related work before presenting
the design and implementation of our prototype and the results of our user
study. The results show that the experience succeeds in creating a high level
of immersion at several stages in the game and that this immersion can be
influenced by several factors including usability, control, modes of
interaction, aesthetics, flow and, perhaps most significantly, choice of
location. Keywords: engagement, immersion, location-based mobile gaming | |||
| Understanding the everyday use of images on the web | | BIBAK | Full-Text | 102-111 | |
| Boon Chew; Jennifer A. Rode; Abigail Sellen | |||
| This paper presents a qualitative study of domestic Web-based image use, and
specifically asks why users access images online. This work is not limited to
image search per se, but instead aims to understand holistically the
circumstances in which images are accessed through Web-based tools. As such, we
move beyond the existing information seeking literature, and instead provide
contextual examples of image use as well as an analysis of both how and why
images are used. The paper concludes with design recommendations that take into
account this wider range of activities. Keywords: diary study, domestic, field study, image search, photowork, web use | |||
| HCI & sustainable food culture: a design framework for engagement | | BIBAK | Full-Text | 112-117 | |
| Jaz Hee-jeong Choi; Eli Blevis | |||
| The current food practices around the world raises concerns for food
insecurity in the future. Urban / suburban / and peri-urban environments are
particularly problematic in their segregation from rural areas where the
natural food sources are grown and harvested. Soaring urban population growth
only deteriorates the lack of understanding in and access to fresh produce for
the people who live, work, and play in the city. This paper explores the role
of Human-Computer Interaction (HCI) design in encouraging individual users to
participate in creating sustainable food cultures in urban environments. The
paper takes a disciplinary perspective of urban informatics and presents five
core constituents of the HCI design framework to encourage sustainable food
culture in the city via ubiquitous technologies: the perspective of
transdisciplinarity; the domains of interest of people, place, and technology;
and the perspective of design. Keywords: HCI, design, food, sustainability, transdisciplinarity, urban informatics | |||
| Distributed usability evaluation: enabling large-scale usability evaluation with user-controlled instrumentation | | BIBAK | Full-Text | 118-127 | |
| Lars Christensen; Erik Frøkjær | |||
| We present DUE (Distributed Usability Evaluation), a technique for
collecting and evaluating usability data. The DUE infrastructure involves a
client-server network. A client-based tool resides on the workstation of each
user, providing a screen video recording, microphone input of voice commentary,
and a window for a severity rating. The idea is for the user to work
naturalistically, clicking a button when a usability problem or point of
uncertainty is encountered, to describe it verbally along with illustrating it
on screen, and to rate its severity. These incidents are accumulated on a
server, providing access to an evaluator (usability expert) and to product
developers or managers who want to review the incidents and analyse them. DUE
supports evaluation in the development stages from running prototypes and
onwards. A case study of the use of DUE in a corporate environment is
presented. The study indicates that the DUE technique is effective in terms of
low bias, high efficiency, and clear communication of usability issues among
users, evaluators and developers. Further, DUE is supporting long-term
evaluations making possible empirical studies of learnability. Keywords: automation, beta test, case study, distributed, evaluator effect,
instrumentation, learnability, remote, screen video, software industry,
think-aloud, usability evaluation, voice commentary | |||
| A study of mobile mood awareness and communication through MobiMood | | BIBAK | Full-Text | 128-137 | |
| Karen Church; Eve Hoggan; Nuria Oliver | |||
| Recent research shows that there has been increased interest in
investigating the role of mood and emotions in the HCI domain. Our moods,
however, are complex. They are affected by many dynamic factors and can change
multiple times throughout each day. Furthermore, our mood can have significant
implications in terms of our experiences, our actions and most importantly on
our interactions with other people. We have developed MobiMood, a
proof-of-concept social mobile application that enables groups of friends to
share their moods with each other. In this paper, we present the results of an
exploratory field study of MobiMood, focusing on explicit mood sharing in-situ.
Our results highlight that certain contextual factors had an effect on mood and
the interpretation of moods. Furthermore, mood sharing and mood awareness
appear to be good springboards for conversations and increased communication
among users. These and other findings lead to a number of key implications in
the design of mobile social awareness applications. Keywords: awareness, emotions, field study, location, mobile computing, mobile
interaction, moods, social context | |||
| Engaging spectators with multimodal digital puppetry | | BIBAK | Full-Text | 138-147 | |
| Céline Coutrix; Giulio Jacucci; Anna Spagnolli; Lingyi Ma; Matti Helin; Gabriela Richard; Lorenza Parisi; Stefano Roveda; Prayag Narula | |||
| We present Euclide, a multimodal system for live animation of a virtual
puppet that is composed of a data glove, MIDI music board, keyboard, and mouse.
The paper reports on a field study in which Euclide was used in a science
museum to animate visitors as they passed by five different stations.
Quantitative and qualitative analysis of several hours of videos served
investigation of how the various features of the multimodal system were used by
different puppeteers in the unfolding of the sessions. We found that the
puppetry was truly multimodal, utilizing several input modalities
simultaneously; the structure of sessions followed performative strategies; and
the engagement of spectators was co-constructed. The puppeteer uses nonverbal
resources (effects) and we examined how they are instrumental to talk as
nonverbal turns, verbal accompaniment, and virtual gesturing. These findings
allow describing digital puppetry as an emerging promising field of application
for HCI that acts as a source of insights applicable in a range of multimodal
performative interactive systems. Keywords: co-creation, engagement, field study, multimodality, museum, performative
interaction, virtual puppetry | |||
| Comparing user interaction with low and high fidelity prototypes of tabletop surfaces | | BIBAK | Full-Text | 148-157 | |
| Jan Derboven; Dries De Roeck; Mathijs Verstraete; David Geerts; Jan Schneider-Barnes; Kris Luyten | |||
| This paper describes a comparative study between the usage of low-fidelity
and a high-fidelity prototyping for the creation of multi-user multi-touch
interfaces. The multi-touch interface presented in this paper allows users to
collaboratively search for existing multimedia content, create new compositions
with this content, and finally integrate it in a layout for presenting it. The
study we conducted consists of a series of parallel user tests using both
low-fidelity and high-fidelity prototypes to inform the design of the
multi-touch interface. Based on a comparison of the two test sessions, we found
that one should be cautious in generalising high-level user interactions from a
low towards a high-fidelity prototype. However, the low-fidelity prototype
approach presented proved to be very valuable to generate design ideas
concerning both high and low-level user interactions on a multi-touch tabletop. Keywords: content creation, design, fidelity, multi-touch, prototyping, tabletop | |||
| Drop-and-drag: easier drag & drop on large touchscreen displays | | BIBAK | Full-Text | 158-167 | |
| Sebastian Doeweling; Urs Glaubitt | |||
| Large displays have been found to offer a number of benefits over
average-sized desktop displays: They increase productivity in office settings,
improve performance on spatial tasks and offer increased user satisfaction in
several contexts. However, their physical dimensions can complicate drag & drop
interactions for users, especially when touch or pen input is used. Existing
approaches (e.g. push-and-pop) have addressed this problem for simple
drag&drop operations, but fall short when it comes to more complex ones
(e.g. dropping a target onto a currently hidden node of a file tree or a
specific location on a digital map).
To address this issue, we propose drop-and-drag, an interaction technique which introduces fully interactive proxy targets and which allows the interruption and resumption of drag & drop operations. The results of a controlled experiment show that drop-and-drag is significantly faster than traditional drag & drop for sufficiently distant targets. Additionally, the results report improved user satisfaction when drop-and-drag is used, especially for complex drop targets. Keywords: drag & drop, drop-and-drag, interaction technique, touch screen, wall-size
display | |||
| Extending boundaries with meta-design and cultures of participation | | BIBAK | Full-Text | 168-177 | |
| Gerhard Fischer | |||
| Human-computer interaction (HCI) has refocused many research efforts within
computer science from a technology-centered view to a human-centered view. The
developments so far, however, have seen humans mostly as users and consumers
rather than as active contributors and designers.
This paper provides a conceptual framework based on meta-design and cultures of participation that democratize design and allows all stakeholders to evolve systems to fit their needs. It establishes a new extended discourse for HCI research in which information technologies are interwoven with human lives in all aspects of our existence (at home, working, teaching, learning, and being a citizen). Specific socio-technical environments instantiating the framework in different application domains are described, including: (1) environments for people with cognitive disabilities, (2) table-top computing systems for framing and solving complex urban planning problems, (3) modeling the buildings of the world in 3D, and (4) using Smart Grids to support energy sustainability. These examples show how metadesign and cultures of participation are design approaches that allow researchers and practitioners to extend boundaries by allowing all stakeholders to have more control over their artifacts and by providing opportunities to encourage and to support contributions by many people in personally meaningful activities. Keywords: boundaries, control, cultures of participation, distances, meta-design,
motivation, socio-technical environments, systemic problems | |||
| Wattsup?: motivating reductions in domestic energy consumption using social networks | | BIBAK | Full-Text | 178-187 | |
| Derek Foster; Shaun Lawson; Mark Blythe; Paul Cairns | |||
| This paper reports on the design, deployment and evaluation of "Wattsup", an
innovative application which displays live autonomously logged data from the
Wattson energy monitor, allowing users to compare domestic energy consumption
on Facebook. Discussions and sketches from a workshop with Facebook users were
used to develop a final design implemented using the Facebook API. Wattson
energy monitors and the Wattsup app were deployed and trialled in eight homes
over an eighteen day period in two conditions. In the first condition
participants could only access their personal energy data, whilst in the second
they could access each others' data to make comparisons. A significant
reduction in energy was observed in the socially enabled condition. Comments on
discussion boards and semi-structured interviews with the participants
indicated that the element of competition helped motivate energy savings. The
paper argues that socially-mediated banter and competition made for a more
enjoyable user experience. Keywords: competitive energy saving, persuasive technology, social networking,
sustainability, user experience | |||
| Empirical investigation of web design attributes affecting brand perception | | BIBAK | Full-Text | 188-197 | |
| Franca Garzotto; Fabio Sorce; Davide Bolchini; Tao Yang | |||
| The web has become a mainstream communication tool used by companies,
institutions, celebrities, and politicians to establish, reinforce, or
repurpose their brand, almost bypassing more conventional branding media. In
this scenario, understanding the effects of the different design qualities of a
website on users' attitude towards the brand is of major importance. This paper
contributes to the exploration of this issue by presenting a wide empirical
study that investigates the degree to which users' perception of a brand is
affected by different design aspects of a website, namely usability,
aesthetics, and communicability. The results of this multidimensional analysis
have implications on HCI research and practice, as they provide empirically
founded guidelines to prioritize design choices in relationship to branding
goals. Keywords: aesthetics, brand, communicability, design, usability, user attitude, user
experience, value, web | |||
| "Luckily, I don't need it": elderly and the use of artifacts for time management | | BIBAK | Full-Text | 198-206 | |
| Leonardo Giusti; Eleonora Mencarini; Massimo Zancanaro | |||
| In this paper, we describe the artifacts and the practices that a group of
elderly people use to plan future events and remembering information about
future event at the proper time. The role of such artifacts in the construction
of a narrative and emotional account of elderly life is discussed. A particular
attention is given to the description of the values that mediate the use of
time-scheduling artifacts. By taking into consideration the whole complexity of
time management ecology, we finally suggest a number of design opportunities. Keywords: elderly, time-management | |||
| Studying mobile context-aware social services in the wild | | BIBAK | Full-Text | 207-216 | |
| Paul Holleis; Matthias Wagner; Sebastian Böhm; Johan Koolwaaij | |||
| We have implemented and evaluated IYOUIT, a context-aware application for
the mobile phone that promotes a digital lifestyle, sharing, and life-logging
approach for people on the go. The service incorporates context management
technology to abstract data about and around the user into meaningful
interpretations of the user's digital trace in the real world. Complementary to
the public release of our service, we have conducted a longitudinal field study
with 19 users for a period of one month. In this paper, we present findings
from this coordinated user trial and provide researchers with advice on the
design and implementation of similar systems. Keywords: context awareness, mobile services, social networking | |||
| Negotiating privacy boundaries in social applications for accessibility mapping | | BIBAK | Full-Text | 217-225 | |
| Harald Holone; Jo Herstad | |||
| Privacy is often used as an abstract concept, and negotiating what
information to disclose to whom, where, at what times, and in what situations
is a challenging one. In this paper we apply a previously proposed framework
from Palen and Dourish for understanding and discussing privacy to a setting of
sharing and acting on information about physical accessibility. We do this by
describing existing practice for sharing of such information among wheelchair
users, and compare that with new practices emerging from the use of ICT, the
mobile, collaborative route planning concept OurWay. Through highlighting these
changes, we discuss concrete privacy issues, and hope to provide a contribution
to users, designers and analysts for creating and using mobile, networked
technologies for accessible navigation of urban and built environments. Keywords: CSCW, accessibility, negotiation, privacy, social navigation, trust | |||
| Transferring qualities from horseback riding to design | | BIBAK | Full-Text | 226-235 | |
| Kristina Höök | |||
| We see more and more attempts to design for bodily experiences with digital
technology, but it is a notably challenging design task. What are the possible
bodily experiences we may aim to design for, and how can we characterise them?
By analysing a horseback riding experience, we came to identify the following
themes: (1) how certain kinds of bodily experiences are best understood through
experiencing them yourself -- the bodily ways of knowing, (2) how rhythm and
balance create for particularly strong physical experiences of this kind, (3)
how movement and emotion coincide in these experiences, (4) how the movement
between seeing our own bodies as objects vs experiencing in and through our
bodies is one of the ways we come to learn the language of expressing and
understanding bodily action, and (5) how this in turn lets us describe the
sensitive and delicate relationship of wordless signs and signals that
represent, in the case described, two bodily agents -- a human and a horse.
When the human-horse relationship is really successful, it can be described as
rare moments of becoming a centaur. We translate these themes into design
considerations for bodily interactions. Keywords: autoethnography, bodily interaction, embodiment, experiential qualities | |||
| Controlling the use of collaboration tools in open source software development | | BIBAK | Full-Text | 236-245 | |
| Heli Ikonen; Netta Iivari; Henrik Hedberg | |||
| This paper analyses control in the open source software (OSS) development
context, focusing specifically on how the use of collaboration tools, such as
bug trackers and mailing lists, are controlled in OSS projects. The tools are
vital for the functioning of distributed OSS projects. One OSS case project was
analysed in the paper. The findings show a surprising amount of control in the
OSS project. In addition, when compared to traditional information systems (IS)
development projects, different control modes and mechanism were found. Strong
evidence for informal 'clan' and 'self-control' were found, but also a lot of
formal control was in use. The results are discussed in connection to OSS
literature and critical IS literature. Keywords: collaboration tools, control, open source software | |||
| Piles, tabs and overlaps in navigation among documents | | BIBAK | Full-Text | 246-255 | |
| Mikkel Rønne Jakobsen; Kasper Hornbæk | |||
| Navigation among documents is a frequent, but ill supported activity.
Overlapping or tabbed documents are widespread, but they offer limited
visibility of their content. We explore variations on navigation support:
arranging documents with tabs, as overlapping windows, and in piles. In an
experiment we compared 11 participants' navigation with these variations and
found strong task effects. Overall, overlapping windows were preferred and
their structured layout worked well with some tasks. Surprisingly, tabbed
documents were efficient in tasks requiring simply finding a document. Piled
documents worked well for tasks that involved visual features of the documents,
but the utility of recency or stable ordering of documents was task dependent.
Based on the results, we discuss the effects of spatial arrangement,
visibility, and task-dependency, and suggest areas for future research on
document navigation and its support by piling. Keywords: document navigation, overlapping windows, piled windows, window switching | |||
| Determining usability requirements into a call-for-tenders: a case study on the development of a healthcare system | | BIBAK | Full-Text | 256-265 | |
| Timo Jokela | |||
| Systems of public organizations, the development of which is acquired
through public tendering, often suffer from poor usability. To resolve this
issue, we explored how to determine usability requirements into a
call-for-tenders. Our case is a usability-critical healthcare system to be
developed for a city in Finland. We explored different options, and ended up
with two measures: task completion success rate for defining effectiveness
requirements, and a complementary measure that we call design solution success
rate. We could not find appropriate ways for defining requirements that
directly address efficiency and user satisfaction. Our case shows that the
tendering context sets specific restrictions to the selection of usability
measures, especially from the viewpoint of target setting and objective
verification. Keywords: call-for-tenders, measures, requirements, success rate, target levels,
tendering, usability, user experience | |||
| Descriptive quality of experience for mobile 3D video | | BIBAK | Full-Text | 266-275 | |
| Satu Jumisko-Pyykkö; Dominik Strohmeier; Timo Utriainen; Kristina Kunze | |||
| Perceptual quality evaluation experiments are used to assess the excellence
of multimedia quality. However, these studies disregard qualitative
experiential descriptions, interpretations, and impressions of quality. The
goal of this paper is to identify general descriptive characteristics of
experienced quality of 3D video on mobile devices. We conducted five studies in
which descriptive data was collected after the psychoperceptual quality
evaluation experiment. Qualitative semi-structured interviews and written
attribute description tasks were conducted with over 90 naïve
participants. The experiments contained an extensive and heterogeneous set of
produced quality by varying content, level of depth, compression and
transmission parameters, and audio and display factors for 3D. The results
showed that quality of experience is constructed from four main components, 1)
visual quality, 2) viewing experience, 3) content, and 4) quality of other
modalities and their interactions. Keywords: 3D, multimedia, quality of experience, quality perception | |||
| Unobtrusively controlling and linking information and services in smart environments | | BIBAK | Full-Text | 276-285 | |
| Bastian Kriesten; Christian Mertes; René Tünnermann; Thomas Hermann | |||
| Our living and work spaces are becoming ever more enriched with all kinds of
electronic devices. Many of these are too small to provide the possibility to
control or monitor them. Ambient intelligence is integrating many such devices
in what are called smart environments to form a network of interweaved sensors,
data displays and everyday devices. We present a method to intuitively issue
control over smart objects in such an environment, to display data that smart
objects provide and to manage the flow of information between objects in a
smart environment. This is achieved by using touch-enabled mobile phones as
readily available multi-purpose devices which are used to overlay real objects
with virtual controls. We evaluated the system with a first qualitative user
study. Keywords: ambient data streams, augmented reality, home automation, mixed reality,
mobile devices, mobile interaction | |||
| Evaluating multimodal systems: a comparison of established questionnaires and interaction parameters | | BIBAK | Full-Text | 286-294 | |
| Christine Kühnel; Tilo Westermann; Benjamin Weiss; Sebastian Möller | |||
| This paper describes the analysis of established and new questionnaires
concerning their applicability for the assessment of quality aspects of
multimodal systems. To this purpose, an experiment with 27 participants
interacting with a smart-home system via a voice interface, a smartphone-based
interface and a multimodal interface, was conducted. Interaction parameters
were assessed and related to constructs measured with these questionnaires. The
results indicate that some of the questionnaires are suitable for evaluating
multimodal interfaces. On the basis of correlations with interaction parameters
subscales of these questionnaires can be mapped to quality aspects, such as
effectiveness and efficiency. Recommendations are given how to meet two
important evaluation requirements, namely which questionnaire to use for
comparing two or more systems or system versions and how to identify factors or
components in a system that have to be improved. This is another step forward
to establish evaluation methods for multimodal systems. Keywords: evaluation, gesture, multimodal interaction, smart-home | |||
| Rise of the expert amateur: DIY projects, communities, and cultures | | BIBAK | Full-Text | 295-304 | |
| Stacey Kuznetsov; Eric Paulos | |||
| This paper presents a large-scale study of Do-It-Yourself (DIY) communities,
cultures and projects. We focus on the adoption and appropriation of
human-computer interaction and collaboration technologies and their role in
motivating and sustaining communities of builders, crafters and makers. Our
survey of over 2600 individuals across a range of DIY communities
(Instructables, Dorkbot, Craftster, Ravelry, Etsy, and Adafruit) reveals a
unique set of values, emphasizing open sharing, learning, and creativity over
profit and social capital. We derive design implications to embed these values
into other everyday practices, and hope that our work serves to engage CHI
practitioners with DIY expert amateurs. Keywords: DIY, motivations of contributors, online communities | |||
| Do people say what they think: social conformity behavior in varying degrees of online social presence | | BIBAK | Full-Text | 305-314 | |
| Lieve Laporte; Christof van Nimwegen; Alex J. Uyttendaele | |||
| In recent social media internet applications, many activities consist of
voting, ranking, commenting and sharing. People using these applications can
experience the social presence and influences of others, just as in real life.
The difference is, however, that fewer communication channels are available in
these online communication mediums. In this pilot study, we investigated to
which degree these altered communication mediums affect people's social
conformity behavior. Based on a classic normative social conformity paradigm by
Asch [1], we developed an online quiz. Two versions were created: a version
where users see other players represented with only a picture, and a version
with a live video stream. We studied the social conformity in these two online
situations regarding three information types: visual perception, factual
information and personal opinions. Results showed that participants answering
factual questions in the live video variant, offering more social cues than the
photo variant, followed the group more in giving incorrect answers.
Furthermore, participants in both variants agreed with group opinions. Keywords: online social conformity, online social presence, video | |||
| Using the hybrid simulation for early user evaluations of pervasive interactions | | BIBAK | Full-Text | 315-324 | |
| Karin Leichtenstern; Elisabeth André; Matthias Rehm | |||
| To reach a good user-friendliness, knowledge about user requirements is
crucial in the development process of a product. The sooner the knowledge is
achieved via user evaluations, the more money and time can be saved. In this
paper we investigate an approach called hybrid simulation for the early stages
evaluation of mobile applications where real mobile phones are used as
interaction devices to a virtualised simulation of a pervasive environment. On
the first sight, the method is cheap, easy and quick to use as well as more
realistic compared to a virtual simulation only approach. In order to receive a
more detailed insight in potential benefits and problems of the method, we
performed a user study and compared results of a traditional laboratory study
with the results of a study performed with the hybrid simulation. Keywords: early stages evaluation method, hybrid simulation, mobile phones, pervasive
interface, user-centred design | |||
| XTag: designing an experience capturing and sharing tool for persons with aphasia | | BIBAK | Full-Text | 325-334 | |
| Abdullah Al Mahmud; Rikkert Gerits; Jean-Bernard Martens | |||
| In this paper we describe the design and exploratory field evaluation of an
experience tagging and sharing application for people with expressive aphasia.
We conducted a probe study with representatives from this target user group to
gain a deeper understanding of the potential use of technology to capture and
share everyday experiences. We used the obtained insights in the design of a
new experience tagging tool (XTag). Our field study with the resulting
prototype suggests that multimedia (picture, audio and GPS) indeed offer great
potential for assisting aphasics while retelling their past experiences.
Specifically, the tagging application improved support over a digital camera as
it could be more easily operated single-handedly, which was much appreciated by
aphasics. We also share some methodological lessons that we learned from our
study. Keywords: aphasia, digital photo, inclusive design, photo tagging, sharing
experiences, storytelling, technology probe | |||
| Pipet: a design concept supporting photo sharing | | BIBAK | Full-Text | 335-342 | |
| Bernt Meerbeek; Peter Bingley; Wil Rijnen; Elise van den Hoven | |||
| To support reminiscing in the home, people collect an increasing amount of
digital media on numerous devices. When sharing their media with other people,
distribution of the media over different devices can be problematic. In this
paper, we address this problem by designing an innovative interaction concept
for cross-device interaction to support groups in sharing photos using multiple
devices. We designed and implemented the Pipet concept. Results of a
comparative study show that Pipet resulted in a pragmatic and hedonic user
experience. Keywords: collaboration, cross-device interaction, interaction design, photo sharing,
tangible user interface | |||
| User experience (UX) patterns for audio-visual networked applications: inspirations for design | | BIBAK | Full-Text | 343-352 | |
| Marianna Obrist; Daniela Wurhofer; Elke Beck; Amela Karahasanovic; Manfred Tscheligi | |||
| This paper summarizes best practices for improving user experience (UX) of
audio-visual networked applications such as YouTube, Flickr, or Facebook.
Designing for a good UX is becoming increasingly important within the HCI
community. However, there is still a lack of empirically based knowledge on how
to design audio-visual networked applications for an optimal UX. Based on
studies with more than 8000 users of ten different audio-visual networked
applications, we have developed 30 user experience patterns (short UX
patterns). Our UX patterns are build on the end users' experiences investigated
in lab and field studies in three different European countries. Most other
pattern collections are based on the experience of designers or developers. In
this paper we will present how we have developed the UX patterns and will
describe the major UX problem areas found in detail. Our pattern collection can
be useful to the designers of audio-visual networked applications and for the
researchers working in the area of UX by providing empirical evidence on
identified UX problems and suggestions for solutions referring to one or more
of our UX patterns. Keywords: audio-visual applications, patterns, social media, social networked
applications, user experience, user experience patterns | |||
| Collective interaction by design collective controllers for social navigation on digital photos | | BIBAK | Full-Text | 353-362 | |
| Marianne Graves Petersen; Peter Gall Krogh; Morten Boye Mortensen; Thomas Møller-Lassen; Ditte Hvas Mortensen | |||
| This paper seeks to attract attention to the possibilities for designing for
collaborative control and social negotiation in everyday interaction design.
This work is starts out from the interaction model of collective interaction,
which is a model depicting strong social connection between people interacting
on a shared digital material with a shared goal. We adopt a research through
design approach where we develop an exemplar collective interaction prototype
for collective exploration of digital photos in the home and we evaluate the
prototype in use. The exemplar prototype and experiences from trial use serves
to refine the collective interaction model and identify qualities and
shortcomings of collective interaction applications. In this way we wish to
point to a design space, which can lead to new interaction techniques and
designs supporting shared social experiences around digital materials in
everyday life. Keywords: collective interaction, interaction device, shared display, social
interaction, tactile | |||
| Privacy-awareness information for web forums: results from an empirical study | | BIBAK | Full-Text | 363-372 | |
| Stefanie Pötzsch; Peter Wolkerstorfer; Cornelia Graf | |||
| While interacting with others on the internet, users share a lot of personal
data with a potentially large but "invisible" audience. An important issue is
maintaining control over personal data and therefore, in the first place, users
need to be aware to whom they are disclosing which data. Based on the
cues-filtered-out theory we introduce a new feature to support the
privacy-awareness of forum users and tested it with 313 users. The results of
our empirical study show that the presentation of privacy-related context cues
indeed increases forum users' privacy-awareness. This is an important
precondition for users' willingness to modify privacy settings or to use
privacy-enhancing technologies. Keywords: empirical study, forum, privacy, privacy awareness, social software, social
web, user-centered design | |||
| Tactile camera vs. tangible camera: taking advantage of small physical artefacts to navigate into large data collection | | BIBAK | Full-Text | 373-382 | |
| Mathieu Raynal; Guillaume Gauffre; Cédric Bach; Bénédicte Schmitt; Emmanuel Dubois | |||
| This paper presents the design and evaluation of two interaction techniques
used to navigate into large data collection displayed on a large output space
while based on manipulations of a small physical artefact. The first technique
exploits the spatial position of a digital camera and the second one uses its
tactile screen. User experiments have been conducted to study and compare the
both techniques, with regards to users' performance and satisfaction. Results
establish that Tactile technique is more efficient than Tangible technique for
easy pointing tasks while Tangible technique is better for hardest pointing
tasks. In addition, users' feedback shows that they prefer to use the tangible
camera, which requires fewer skills. Keywords: interaction technique, mixed interactive systems, pointing task, usability
study | |||
| Five design challenges for human computation | | BIBAK | Full-Text | 383-392 | |
| Stuart Reeves; Scott Sherwood | |||
| Human computation systems, which draw upon human competencies in order to
solve hard computational problems, represent a growing interest within HCI.
Despite the numerous technical demonstrations of human computation systems,
however, there are few design guidelines or frameworks for researchers or
practitioners to draw upon when constructing such a system. Based upon findings
from our own human computation system, and drawing upon those published within
HCI, and from other scientific and engineering literatures, as well as systems
deployed commercially, we offer a framework of five challenging issues of
relevance to designers of systems with human computation elements: designing
the motivation of participants in the human computation system and sustaining
their engagement; orienting participants, framing and orienting participants;
using situatedness as a driver for content generation; considering the
organisation of human and machine roles in human computation systems; and
reconsidering the way in which computational analogies are applied to the
design space of human computation. Keywords: citizen science, crowdsourcing, design framework, games with a purpose,
human computation | |||
| Designing for crowds | | BIBAK | Full-Text | 393-402 | |
| Stuart Reeves; Scott Sherwood; Barry Brown | |||
| Designing for spectators and audiences presents new challenges to the design
of technology. In this paper we focus our attention on understanding and
designing for crowds as a distinct design topic. We present a study of one
particular instance of crowd activity -- football fans on match day. Close
video analysis of interactions within the crowd reveals how crowds seeks to
maintain membership through synchronisation of activity, but also how crowd
support interaction between its members through co-ordination around shared
objects and the 'snowballing' of songs and gestures. Drawing on this data we
develop salient topics for HCI design for crowds, such as: reconceptualising
interaction design to treat crowds as crowds rather than as groups of
individual audience members; understanding intra-crowd interactions, via the
use of shared objects and synchronising crowd interactions; and understanding
the nature of peripheral participation in crowd activities, and interactions
between distinct crowds. We also reflect on conceptual challenges that crowds
pose for HCI as it increasingly develops its interests in public settings. Keywords: crowds, design, spectatorship, sports fans | |||
| Mobile interaction with real-time geospatial data by pointing through transparent Earth | | BIBAK | Full-Text | 403-412 | |
| Erika Reponen; Jaakko Keränen | |||
| We present the user experience study results of a novel interaction concept
that enables viewing and accessing geospatial data from all around the Earth,
by pointing with a mobile device directly towards any physical location. We
explain the relationship of this concept to traditional augmented reality and
map based user interfaces, and we describe a prototype of the concept. In the
evaluation we found that whole body interaction is a good way to browse
geospatial content. The need for real-time information arises when using the
concept. Reliable and detailed information is expected. Examining the Earth
became interesting with the prototype. We also discuss the challenges faced in
the prototype and suggest ways to tackle them. Keywords: augmented reality, embodied interaction, first person view, geospatial data,
location based data, reality-based interaction | |||
| Lightweight personal sensemaking tools for the web | | BIBAK | Full-Text | 413-421 | |
| Brendan Ryder; Terry Anderson | |||
| Sensemaking is an ill-defined, iterative and complex activity concerned with
the way people approach the process of collecting, organizing and creating
representations of information. The user needs to be supported in two cognitive
tasks: 'representation construction', which involves finding an appropriate
structure to aid sensemaking and 'encoding', which is populating that structure
with meaningful information. Much work has been completed in the area of
encoding, but the forms of representation construction and how they can be
better supported in software require further investigation.
This paper reports on the design, implementation and evaluation of a web-based personal sensemaking tool called Coalesce. It tightly integrates search facilities with the representation construction task through the SenseMap -- an innovative interactive hierarchical mechanism for displaying, structuring and storing selected information. Results from controlled experiments indicate that Coalesce enhances users' searching, gathering and organizing tasks when compared to a standard browser and word processor combination, but without imposing an additional cognitive load. Keywords: personal information management, personal sensemaking, representation
construction, tagging | |||
| The effect of aesthetically pleasing composition on visual search performance | | BIBAK | Full-Text | 422-431 | |
| Carolyn Salimun; Helen C. Purchase; David R. Simmons; Stephen Brewster | |||
| This paper presents the results of a study on the effect of the aesthetic
layout properties of a computer interface on visual search performance. Search
performance was measured at three levels of layout aesthetics: high, medium,
and low. Two types of performance metric were recorded: response time and
number of errors. Performance at the three levels of aesthetics was also
compared between two search methods (with or without mouse pointing), and
related to preference. The findings of the present study indicate that,
regardless of search method used, response time (but not errors) was strongly
affected by the aesthetics level. There is also a clear relationship between
preference and performance when a composite measurement of aesthetics is used,
although this does not seem to be due to the influence of individual aesthetic
features. Further study is needed to identify other aesthetic factors that
influence task performance, and to establish appropriate design guidelines. Keywords: aesthetics, aesthetics measures, interface layout, task performance | |||
| HandsDown: hand-contour-based user identification for interactive surfaces | | BIBAK | Full-Text | 432-441 | |
| Dominik Schmidt; Ming Ki Chong; Hans Gellersen | |||
| HandsDown is a novel technique for user identification on interactive
surfaces. It enables users to access personal data on a shared surface, to
associate objects with their identity, and to fluidly customize appearance,
content, or functionality of the user interface. To identify, users put down
their hand flat on the surface. HandsDown is based on hand contour analysis;
neither user instrumentation nor external devices are required for
identification. Characteristic features of the hand are initially extracted
from images captured by the surface's camera system and then classified using
Support Vector Machines (SVM).
We present a proof-of-concept implementation and show results of our evaluation which indicates the technique's robustness for user identification within small groups. Additionally, we introduce a set of interaction techniques to illustrate how HandsDown can improve the user experience, and we discuss the design space of such interactions. Keywords: authentication, interactive tabletops, multi-touch interaction, surface
computing, user identification | |||
| ExoBuilding: breathing life into architecture | | BIBAK | Full-Text | 442-451 | |
| Holger Schnädelbach; Kevin Glover; Ainojie Alexander Irune | |||
| ExoBuilding explores the novel design space that emerges when an
individual's physiological data and the fabric of building architecture are
linked. In its current form ExoBuilding is a tent-like structure that
externalises a person's physiological data in an immersive and visceral way.
This is achieved by mapping abdominal breathing to its shape and size,
displaying heart beat through sound and light effects and mapping electro
dermal activity to a projection on the tent fabric. The research is positioned
in relation to previous work and the iterative development of ExoBuilding from
to-scale to full-size prototype is described. The design process, feedback
gathered alongside and observations allow the discussion of wider issues: the
different scales possible, the temporal nature of the data, ownership and
ambiguity of that data, ranges of control and the aggregation of data in a
building context. This leads to the presentation of directions for future
research at this exciting boundary between Architecture, HCI and medical
science. Keywords: adaptive buildings, biofeedback, iterative prototyping, physiological data | |||
| Sustainable energy practices at work: understanding the role of workers in energy conservation | | BIBAK | Full-Text | 452-462 | |
| Tobias Schwartz; Matthias Betz; Leonardo Ramirez; Gunnar Stevens | |||
| Energy conservation has become a very relevant social issue. There is a
growing body of knowledge in the literature focused on supporting consumers in
reducing their personal carbon footprint in their domestic context. In the
workplace, however, most of the research focuses on optimizing formalized
production processes and investing in energy efficient equipment. This leaves
the question open of the role of workers in energy conservation. To explore
this question, and overcome this bias, we conducted a series of participatory
action research studies in which we introduced new smart metering technologies
in a large organization and observed their contribution in supporting
sustainable energy practices at work. In the paper we discuss the opportunity
and risks posed by using this technology to make energy practices more
transparent. Keywords: emancipation, energy conservation, practices, sustainability, workplace | |||
| Body-centric interaction techniques for very large wall displays | | BIBAK | Full-Text | 463-472 | |
| Garth Shoemaker; Takayuki Tsukitani; Yoshifumi Kitamura; Kellogg S. Booth | |||
| We examine the design space of interaction techniques for very large wall
displays by drawing from existing theory and practice for reality-based
interfaces and whole-body interfaces. We also apply insights drawn from
research in psychology about the human cognitive mechanisms that support
sensorimotor operations in different coordinate spaces, as well as research in
sociology examining how people manage coordination and privacy concerns in
these spaces. Using guidelines obtained from these analyses, we designed and
implemented a novel suite of body-centric interaction techniques. These were
integrated into a map browsing and editing application for a very large
(5m×3m) wall display. The application was then used to gather user
feedback to guide the further development of the interaction techniques. Keywords: embodied interaction, gesture-based interaction, multimodal, post-WIMP
interfaces, proxemics, reality-based interaction | |||
| From product concept to user experience: exploring UX potentials at early product stages | | BIBAK | Full-Text | 473-482 | |
| Sandra Sproll; Matthias Peissner; Christina Sturm | |||
| The focus on users' needs and emotions while interacting with products is a
key factor for product success. As the field of User Experience (UX) explores
these needs and their fulfilment, it gains in importance against the background
of the wish for human-oriented products and services. In order to avoid product
failure, the UX of a product should be considered in very early stages of
development when there is only a first concept or product idea. However, an
empirical UX evaluation seems to be quite difficult at a time when only
abstract product concepts are available. This paper presents a new method for
transferring concepts into "fictitious product experiences". The method has
been tried out in two studies focusing on the potential UX of new products. The
results show that this new approach enables users to evaluate the potential UX
of products in their daily routines. Moreover, the method is promising for
identifying new product attributes and even new product ideas based on a
positive UX. Keywords: concept testing, design methods, participatory design, user experience,
user-driven innovation | |||
| Electronic resource discovery systems: from user behaviour to design | | BIBAK | Full-Text | 483-492 | |
| Hanna Stelmaszewska; B. L. William Wong; Simon Attfield; Raymond Chen | |||
| Information seeking is a central part of academic development for both
students and researchers. However, this is often hindered by complex and highly
complicated electronic resource discovery systems. One approach to improving
these resources is to understand the difficulties and likely causes of problems
when using current systems and how people develop their searching, retrieval
and storage strategies. These might provide useful information about the
requirements for future design. In this paper we present our findings from
UBiRD, a project investigating user search behaviour in electronic resource
discovery systems based on a qualitative study of 34 users from three UK
universities. We then describe how the information gathered during the study
helped inform the design of INVISQUE, a novel non-conventional interface for
searching and querying on-line scholarly information. In addition, the theories
and design principles used during the INVISQUE design are discussed. Keywords: design principles, information seeking, interactive visualization, resource
discovery systems, search, user interface | |||
| Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging | | BIBAK | Full-Text | 493-502 | |
| Jakob Tholander; Carolina Johansson | |||
| What is it that is makes swinging a club to hit a ball so captivating and
fun that people spend their whole lives perfecting that one movement? In this
paper we present how we, rather than to invent something off-line in a lab,
have returned to the real world to get inspiration and studied full body
movement activities with non-digital artefacts that have track records of
ensnaring and hooking practitioners for a life time, golf and skateboarding. We
have also looked at a new interactive movement device called the BodyBug. We
explore how the skilled use of the artefacts puts people in contact with and
let them experience the world in an essentially new way. We identify and
present 8 design qualities for Whole Body Interaction, based on people's
performances in these activities. The interdependency between user, artefact
and physical environment was a primary driving forces behind rich, sustained
and graceful interaction with the artefacts. Keywords: body, embodiment, experience, interaction, movement | |||
| The impact of using location-based services with a behaviour-disordered child: a case study | | BIBAK | Full-Text | 503-510 | |
| Lisa Thomas; Pam Briggs; Linda Little | |||
| In this paper we explore technologies that help parents locate their
children. Parents regularly use mobile phones to stay in touch with their
children, but recent developments in location-based tracking allow parents to
assess the location of their child directly. Such location-based services offer
new assurances, but also bring new privacy challenges. In order to explore
these, we conducted a case study focussing on the way in which a family has
used location-based technologies to keep track of a child with Asperger's
Syndrome and Attention Deficit Hyperactivity Disorder. This novel research
shows that Location-Based Services, although usually applied to lone-worker
situations, can be effectively applied to other user groups. The parents of the
child were interviewed at length, and the interview was analysed using
qualitative methods. The findings are discussed and considered against a
current predictive model of LBS use. Keywords: assistive technology, location-based services, parental monitoring | |||
| Eyes-free text entry with error correction on touchscreen mobile devices | | BIBAK | Full-Text | 511-520 | |
| Hussain Tinwala; I. Scott MacKenzie | |||
| We present an eyes-free text entry method for mobile touchscreen devices.
Input progresses by inking Graffiti strokes using a finger on a touchscreen.
The system includes a word-level error correction algorithm. Auditory and
tactile feedback guide eyes-free entry using speech and non-speech sounds, and
by vibrations. In a study with 12 participants, three different feedback modes
were tested. Entry speed, accuracy, and algorithm performance were compared
between the three feedback modes. An overall entry speed of 10.0 wpm was found
with a maximum rate of 21.5 wpm using a feedback mode that required a
recognized stroke at the beginning of each word. Text was entered with an
overall accuracy of 95.7%. The error correction algorithm performed well: 14.9%
of entered text was corrected on average, representing a 70.3% decrease in
errors compared to no algorithm. Where multiple candidates appeared, the
intended word was 1st or 2nd in the list 94.2% of the time. Keywords: Graffiti, auditory display, error correction, eyes-free, finger input,
gestural input, mobile computing, text entry, touchscreen | |||
| User experience evaluation methods: current state and development needs | | BIBAK | Full-Text | 521-530 | |
| Arnold P. O. S. Vermeeren; Effie Lai-Chong Law; Virpi Roto; Marianna Obrist; Jettie Hoonhout; Kaisa Väänänen-Vainio-Mattila | |||
| The recent shift of emphasis to user experience (UX) has rendered it a
central focus of product design and evaluation. A multitude of methods for UX
design and evaluation exist, but a clear overview of the current state of the
available UX evaluation methods is missing. This is partly due to a lack of
agreement on the essential characteristics of UX. In this paper, we present the
results of our multi-year effort of collecting UX evaluation methods from
academia and industry with different approaches such as literature review,
workshops, Special Interest Groups sessions and an online survey. We have
collected 96 methods and analyzed them, among other criteria, based on the
product development phase and the studied period of experience. Our analysis
reveals development needs for UX evaluation methods, such as early-stage
methods, methods for social and collaborative UX evaluation, establishing
practicability and scientific quality, and a deeper understanding of UX. Keywords: evaluation method, methodological development needs, user experience | |||
| Family storytelling for grandparents and grandchildren living apart | | BIBAK | Full-Text | 531-540 | |
| René Vutborg; Jesper Kjeldskov; Sonja Pedell; Frank Vetere | |||
| Grandparents may feel revitalized when a grandchild joins the family, but
the physical separation that often exists between grandparents and
grandchildren can make it difficult to develop a close relationship. Current
communication technologies, such as the phone, are inadequate for developing
close relationships with children. This paper presents the design,
implementation and evaluation of a technology probe exploring how technology
can be designed to alleviate this problem. Based on the evaluation, four
important themes for designing technology for distributed intergenerational
bonding are elicited and discussed. The four themes are Conversational Context
(to have something to talk about), Facilitation (to be given the opportunity to
talk), Diversified Interaction Forms (to maintain attention of the child) and
Supporting Grandparent caring for grandchild (to adapt activity to the mood of
the child). Keywords: bonding, conversational context, distributed interaction, field study,
grandchildren, grandparents, technology probe | |||
| Supporting cooperative design through "living" artefacts | | BIBAK | Full-Text | 541-550 | |
| Dhaval Vyas; Anton Nijholt; Gerrit van der Veer | |||
| We present findings from a field trial of CAM (Cooperative Artefact Memory)
-- a mobile-tagging based messaging system -- in a design studio environment.
CAM allows individuals to collaboratively store relevant information onto their
physical design artefacts, such as sketches, collages, story-boards, and
physical mock-ups in the form of messages, annotations and external web links.
We studied the use of CAM in three student design projects. We observed that
CAM facilitated new ways of collaborating in joint design projects. The
serendipitous and asynchronous nature of CAM facilitated expressions of design
aesthetics, allowed designers to have playful interactions, supported
exploration of new design ideas, and supported designers' reflective practices.
In general, our results show how CAM transformed mundane design artefacts into
"living" artefacts that made the creative and playful side of cooperative
design visible. Keywords: CAM (Cooperative Artefact Memory), design studio, living artefacts, product
design, twitter | |||
| Crowdsourcing human-based computation | | BIBAK | Full-Text | 551-560 | |
| Doug Wightman | |||
| Thousands of websites have been created to crowdsource tasks. In this paper,
systems that crowdsource human-based computations are organized into four
distinct classes using two factors: the users' motivation for completing the
task (direct or indirect) and whether task completion is competitive. These
classes are described and compared. Considerations and selection criteria for
systems designers are presented. This investigation also identified several
opportunities for further research. For example, existing systems might benefit
from the integration of methods for transforming complex tasks into many simple
tasks. Keywords: crowdsourcing, distributed knowledge acquisition, human-based computation | |||
| Curve: revisiting the digital desk | | BIBAK | Full-Text | 561-570 | |
| Raphael Wimmer; Fabian Hennecke; Florian Schulz; Sebastian Boring; Andreas Butz; Heinrich Hußmann | |||
| Current desktop workspace environments consist of a vertical area (e.g., a
screen with a virtual desktop) and a horizontal area (e.g., the physical desk).
Daily working activities benefit from different intrinsic properties of both of
these areas. However, both areas are distinct from each other, making data
exchange between them cumbersome. Therefore, we present Curve, a novel
interactive desktop environment, which combines advantages of vertical and
horizontal working areas using a continuous curved connection. This connection
offers new ways of direct multi-touch interaction and new ways of information
visualization. We describe our basic design, the ergonomic adaptations we made,
and discuss technical challenges we met and expect to meet while building and
configuring the system. Keywords: curve, digital desks, direct-touch, ergonomics, interactive surfaces,
tabletop interfaces, workplace | |||
| How to stay in the emotional rollercoaster: lessons learnt from designing EmRoll | | BIBAK | Full-Text | 571-580 | |
| Farnaz Zangouei; Mohammad Ali Babazadeh Gashti; Kristina Höök; Tim Tijs; Gert-Jan de Vries; Joyce Westerink | |||
| Bodily expressions can be used to involve players in intense experiences
with games. By physically moving, breathing, or increasing your pulse, you may
start emotional processes that help create for a stronger experience of the
narrative in the game. We have designed a system named EmRoll that poses
riddles to pairs of players. The riddles can only be solved if the players are,
or at least pretend to be, moving according to different emotional states:
dancing happily, relaxed breathing and being scared. The system measures
movement, breathing and sweat reactions from the two players. Lessons learnt
were: playing in pairs is an important aspect as the two players influenced
one-another, pulling each other into stronger experiences; getting excited
through intense movement when involving your whole body worked well, as did
relaxing through deep breathing; using the sweat response as an input mechanism
worked less well; and finally, putting a Wizard (a human operator) into the
loop can help bootstrap difficulty balancing and thereby increase emotional
involvement. Keywords: affective loop, biological sensors, body tracking, designing for experience,
full body interaction | |||
| Keep talking: an analysis of participant utterances gathered using two concurrent think-aloud methods | | BIBAK | Full-Text | 581-590 | |
| Tingting Zhao; Sharon McDonald | |||
| This paper presents the results of a study that compared two think-aloud
styles: the classic approach and a relaxed think-aloud on the nature and number
of participant utterances produced. Overall, ten categories of utterance were
extracted from the verbal data ranging from categories that had a direct impact
on usability problem analysis, to those which simply described procedural
actions. There were no categories of utterance that were unique to either
method. The interactive think-aloud led to the production of more utterances
that could be directly used in usability problem analysis. Participants
provided explanations, opinions and recommendations during classic think-aloud,
even though they were not instructed to do so. This finding suggests that the
social context of testing may override the classic instruction to think aloud. Keywords: think aloud studies, usability testing, verbal protocols | |||
| tacTiles: a low-cost modular tactile sensing system for floor interactions | | BIBAK | Full-Text | 591-594 | |
| Jan Anlauff; Tobias Großhauser; Thomas Hermann | |||
| In this paper, we present a prototype of a spatially resolved force sensing
floor surface. The force sensors are based on conductive paper and grouped into
modules called tacTiles. Due to the cheap and widely available materials used
for tacTiles, the approach is suitable as a low-cost alternative for spatially
resolved tactile sensing. The necessary techniques are shared as an open source
and open hardware project to provide an affordable tactile sensing for smart
environments. As an interactive application of these tacTiles, we present a
detection of step direction algorithm used to count steps into and out of a
room. Keywords: HCI, force sensing, modular systems, open hardware, open source, paper FSR,
tacTiles, tactile floor sensing | |||
| Interaction design qualities: theory and practice | | BIBAK | Full-Text | 595-598 | |
| Mattias Arvola | |||
| This paper reports the results of an action research project investigating
the articulation of interaction design qualities for a web portal for urban
planning and development. A framework for analyzing interaction design
qualities is presented. The framework consists of the practical, the social,
the aesthetic, the structural and the ethical quality dimensions, and it was
tried out in practice with developers and designers of the portal. This
provided experiences used to revise the framework. The results indicate that
the framework can be improved by splitting the social quality dimension into a
communicational dimension and an organizational dimension. The structural
dimension is also renamed to the technical dimension. Keywords: experiential qualities, interaction design qualities, quality in use, use
qualities, user experience | |||
| Virtual fashion and avatar design: a survey of consumers and designers | | BIBAK | Full-Text | 599-602 | |
| Jeffrey Bardzell; Tyler Pace; Jennifer Terrell | |||
| As virtual worlds evolve, so does the visual language of avatars inside
them. In Second Life, an emergent virtual fashion industry supports amateur
fashion/avatar design. This fashion industry includes both emergent (i.e.,
user-created) social institutions as well as a network of technologies,
including Second Life's virtual environment itself, which support a
sophisticated fusion of technical and cultural practices. This paper presents
the results of a survey, offering an empirical overview of virtual
fashionistas' shopping and content creation behaviors in Second Life. The
results suggest relationships between technology and culture, giving rise to
concrete forms of sociality, style, embodiment and gender in the virtual world.
The paper concludes with a discussion of the role of usability (both in fashion
creation and consumption) in driving the desirability of fashion products,
bodies, and even gender performances in virtual environments. Keywords: Second Life, user study, user-generated content, virtual fashion | |||
| Space-multiplexed input on mouse-extended notebooks | | BIBAK | Full-Text | 603-606 | |
| Florian Block; Hans Gellersen | |||
| Space-multiplexed input allows the distribution of tasks across spatially
separated input devices. In this paper, we present an empirical study that
evaluates the practical applicability of space-multiplexed input to
mouse-extended notebooks -- a common configuration which integrates both a
touchpad and an external mouse. Our study shows that (1) two-handed input can
instantly be performed by subjects without significant loss in performance; (2)
one-handed operation of space-multiplexed interfaces performs worse than
time-multiplexed input; and (3) the touchpad can be faster to acquire than
virtual handles of standard size. Keywords: notebook, space-multiplexed input, touchpad, two-handed interaction | |||
| The impact of cognitive load on the perception of time | | BIBAK | Full-Text | 607-610 | |
| Florian Block; Hans Gellersen | |||
| In cognitive psychology it is well known that cognitive load can have a
significant impact on time perception. In this paper, we present an observation
made during an empirical evaluation of several input techniques, showing that
the cognitive load occurring during user input can significantly reduce
perceived time. We provide a discussion of our findings, proposing that
existing work in cognitive psychology, such as the Cognitive-Timer Model is
applicable to HCI; and that this understanding can provide valuable information
for predicting and actively modeling perceived input performance when designing
user interfaces. Keywords: cognitive load, perception of time, user interface design | |||
| Experiencing the non-sensuous: on measurement, representation and conception in urban art installations | | BIBAK | Full-Text | 611-614 | |
| Morten Breinbjerg; Morten S. Riis; Tobias Ebsen; Rasmus B. Lunding | |||
| In this paper we discuss the conflict between a scientific and an artistic
approach to interface design in an urban experience-oriented installation, we
designed for the Hopenhagen LIVE activities in Copenhagen during the COP15
climate summit meeting in December 2009. The installation called "Atmosphere --
the sound and sight of CO2" converted data from CO2 measurements to sound and
visuals presented through headphones and on a 2-meter high, quadrant sculpture
that functioned as a transparent, low resolution LED screen. Hereby a normally
non-sensuous phenomenon became visible and audible giving the public sensuous
access to the symbolic villain of climate change: Carbon dioxide. What the
sound and visuals actually represented and how it was conceived is a rather
complex question that is fundamental to the artistic concept and of
epistemological concern for this paper. Keywords: interface design, measurement and epistemology, representation,
sonification, visualization | |||
| DisQo: a user needs analysis method for smart home | | BIBAK | Full-Text | 615-618 | |
| Joëlle Coutaz; Emeric Fontaine; Nadine Mandran; Alexandre Demeure | |||
| How can people identify the services that they might expect from their smart
home when they have little to no knowledge about novel technologies? This paper
reports on a user needs analysis method designed to answer this question:
DisQo. We have recruited 17 families and used a combination of interviews and
playful cultural probes. Results show that families are willing to couple smart
objects to improve their lives. Keywords: end-user composition, service-oriented computing, smart artifacts coupling,
smart home, ubiquitous computing | |||
| User perception of interruptions in multimedia annotation tasks | | BIBAK | Full-Text | 619-622 | |
| Chris Creed; Chris P. Bowers; Robert J. Hendley; Russell Beale | |||
| For mixed-initiative multimedia annotation systems an effective dialogue
between the system and user is critical. In order to inform the development of
such dialogue a clear insight into the impact of interruptions upon the
perceptions of the user is required. We present preliminary results of an
investigation into interruptions in the form of queries to the user. We show
that a user can perceive differences between trivial and important queries.
Whether a query is shown in or out of context, or at some opportune time, is
also shown to have an impact on user perception of the system. Keywords: interruptions, multimedia annotation | |||
| Seeking a theoretical foundation for design of in sitro usability assessments | | BIBAK | Full-Text | 623-626 | |
| Yngve Dahl | |||
| Recent studies on usability assessment methodology suggest that features of
real-word use settings can be replicated in laboratories in order to combine
realism with a high level of control. The field of human-computer interaction,
however, lacks theoretical foundation for how to design well scoped and
targeted in sitro, or simulation-based usability assessments. In this paper, we
draw parallels between usability assessments and training simulations. We argue
that the same mechanisms through which training simulations are adjusted to
optimize transfer of skills can also be used in usability assessments conducted
in sitro to trigger user reflections on specific design aspects. Keywords: fidelity, simulation, training simulation, usability assessment,
user-centered design | |||
| Why do users communicate via such or such media?: some insights from users' daily experiences | | BIBAK | Full-Text | 627-630 | |
| Françoise Détienne; Béatrice Cahour; Liv Lefebvre | |||
| The objective of this study is to understand why people choose to use such
or such media of communication in their daily activity. In a field study,
twelve young adults were requested to narrate daily communication experiences
on a storyboard, some of them being interviewed afterward. Quantitative results
show a significant relationship between the choice of media and the affective
or socio-relational link with the recipient. Qualitative analyses highlight (1)
more or less deliberate choices of media, (2) strategic choices of media for
emotional interactions or for reinforcing social relationships, (3) management
of communication focus, (4) management of information complexity and ambiguity,
(5) management of interruptiveness and modeling interlocutors' availability and
preference, (6) management of time-distributed communication with
conversational progress and context switches. These results are put into
perspective in the framework of mediated communication theories. Keywords: media affordances, mediated communication, socio-affective relationship,
users' experience | |||
| The impact of concept (re)presentation on users' evaluation and perception | | BIBAK | Full-Text | 631-634 | |
| Sarah Diefenbach; Marc Hassenzahl; Kai Eckoldt; Matthias Laschke | |||
| Early product concept evaluation, which is based on descriptions or
conceptual sketches instead of functional prototypes or design models, has many
practical advantages. However, a question at hand is whether the format of
representation impacts the results of empirical "user studies". A study with
two different design concepts and 326 participants revealed that global product
evaluation (i.e., goodness) and high-level product perceptions (i.e., pragmatic
quality, hedonic quality) are not influenced by differences in the concept
(re)presentation (text, pictures, video, functional prototype). Only the
assessment of interaction characteristics, such as its speed, was affected. Keywords: concept testing, evaluation, interaction, prototyping, representation, user
experience | |||
| Exploration of direct bi-manual interaction in digitally mediated stop-motion animation | | BIBAK | Full-Text | 635-638 | |
| Mariza Dima; John Lee; Mark Wright | |||
| In this paper we present the development of a digital system prototype for
character animation, with the primary focus on enabling direct bi-manual
interaction through the employment of haptic sense and gestural control. The
aim of the research is to explore the design of digital animation systems that
build upon and augment the rich tacit knowledge embodied in the traditional
creative practice of stop-motion animation. A team of highly skilled
stop-motion animators participated in the design process of the prototype
system evaluating and reflecting upon the key aspects of the design. We
describe our design approach and the methodology employed in two design key
studies framed around the concepts of direct tactile manipulation and
two-handed interaction. We identify the components that enabled immediacy and
enhanced engagement with the new system. The outcomes of the studies illustrate
the system's potential for enabling immersive physical interaction in a digital
animation setting. Keywords: animation, embodied interaction, haptic I/O, tacit knowledge | |||
| Choosing field methods: a reflection on a RepGrid study | | BIBAK | Full-Text | 639-642 | |
| Helen M. Edwards; Sharon McDonald; S. Michelle Young | |||
| Usability researchers increasingly need to get into the field to study
emerging technologies and new contexts of use. Success in such endeavors
requires an appropriate toolbox of techniques, to use in specific settings and
with a broad range of user groups. In this study a user group of elderly
citizens considered what benefits mobile technologies could offer them. Two
techniques (repertory grids and semi-structured interviews) were used.
Reflection on the study has led to identification of a number of criteria to
consider when choosing field methods. Keywords: elderly citizens, field methods, mobile technology, repertory grids,
semi-structured interviews | |||
| Mementos: a tangible interface supporting travel | | BIBAK | Full-Text | 643-646 | |
| Augusto Esteves; Ian Oakley | |||
| Tangible interaction promises interfaces with ready affordances, which
embrace physicality and which naturally support collaboration. However, the
complexity of the hardware required to produce tangible systems has typically
constrained their operation to highly specialized application areas and
particular physical environments. This paper argues that this has limited the
scope of research into such systems and addresses this issue by presenting
Mementos, a tangible interface for tourists and travelers and intended to
support all stages of a trip: preparation, experience, and remembering and
reflecting. In this way, it explores how tangible interaction can support a
complex real world task spread across time and multiple contexts. The paper
describes the design, implementation and early evaluation of Mementos. It
concludes that such work takes an important step towards popularizing tangible
interaction. Keywords: HCI, context-aware, tangible interaction, tourism | |||
| Analysis in usability evaluations: an exploratory study | | BIBAK | Full-Text | 647-650 | |
| Asbjørn Følstad; Effie Lai-Chong Law; Kasper Hornbæk | |||
| While the planning and implementation of usability evaluations are well
described in the literature, the analysis of the evaluation data is not. We
present interviews with 11 usability professionals on how they conduct
analysis, describing the resources, collaboration, creation of recommendations,
and prioritization involved. The interviews indicate a lack of structure in the
analysis process and suggest activities, such as generating recommendations,
that are unsupported by existing methods. We discuss how to better support
analysis, and propose four themes for future research on analysis in usability
evaluations. Keywords: analysis, interview, thinking aloud, usability evaluation, usability
inspection, usability professionals | |||
| Pocket Bee: a multi-modal diary for field research | | BIBAK | Full-Text | 651-654 | |
| Jens Gerken; Stefan Dierdorf; Patric Schmid; Alexandra Sautner; Harald Reiterer | |||
| In this paper we present Pocket Bee, a multi-modal diary tool that allows
researchers to remotely collect rich and in-depth data in the field. Based on
the Android smart phone platform, we especially focused on an easy to use user
interface. We introduce the notion of core questions that serve as cognitive
triggers for pre-defined events. Multiple modalities allow participants to
compose notes in the most appropriate and convenient way. Instant network
synchronization allows researchers to view and analyze the data on-the-fly
while also being able to create new tasks or questionnaires during an ongoing
study. These can also be linked to certain trigger events, such as time and
date. Thereby, Pocket Bee supports diary and Experience Sampling (ESM) studies.
The system was developed in a user-centered design process and its potential
value is described in a scenario of use illustrating an upcoming study. Keywords: ESM, diary, evaluation, longitudinal, multi-modal, tool | |||
| SmarterPhone: supporting meetings in a mobile context | | BIBAK | Full-Text | 655-658 | |
| Humberto Glória; Tiago Guerreiro; Daniel Gonçalves | |||
| We must deal with growing amounts of information, leading to organizational
and retrieval problems. This is particularly true in a mobile context. We
describe how to proactively present the users with information relevant for a
meeting, in a mobile context, based solely on the personal information
available in their computers. We performed a study where 100 users were asked
about what makes some information important for a given meeting, leading to the
creation of SmarterPhone, a mobile application whose interface was crafted to
enable users to efficiently access personally relevant information in a
particular context. A user study showed that on average 80% of all relevant
documents and people are found, demonstrating the validity of our approach and
underlying relevance criteria. Keywords: meetings, mobile applications, personal information management, user studies | |||
| Evaluating game genres for tagging images | | BIBAK | Full-Text | 659-662 | |
| Dion Hoe-Lian Goh; Rebecca P. Ang; Alton Y. K. Chua; Chei Sian Lee | |||
| Applications that use games to harness human intelligence are increasing in
popularity and such games are also known as Games With A Purpose (GWAP). Most
GWAPs are collaborative in nature, requiring pairs of players to cooperate in a
game to receive points. Competitive GWAPs, where players work against each
other, are a more recent entrant, and have been argued to address shortcomings
of collaborative GWAPs. In this paper, we focus on image tagging GWAPs where
users play games to generate tags for images. Three versions were created:
collaborative GWAP, competitive GWAP and a control application for manual
tagging. The applications were evaluated to uncover users' preferences for
these genres as well as the usefulness of the tags generated. Results suggest
that the competitive GWAP outperformed the other two applications. Implications
of the work are discussed. Keywords: games with a purpose, human computation game, image tagging, social
computing, user study | |||
| Designing a personal information visualization tool | | BIBAK | Full-Text | 663-666 | |
| Paulo Gomes; Sandra Gama; Daniel Gonçalves | |||
| Interacting with computers has become part of our daily lives. This
interaction results in large amounts of personal information, spread throughout
places and applications. As a consequence, it is quite difficult to get an
overall view of all our information or to find a specific item we are looking
for. A meaningful visualization technique may be the solution to this problem.
We present VisMe, an interactive visualization tool that allows users to
explore personal information. It integrates and uniformly displays relevant
concepts in interconnected timelines. Each of these items (people, subjects and
documents) can be progressively explored, creating new timelines, where several
avenues can be simultaneously explored in context. VisMe allows relations
between concepts to be explored in a straightforward way. By providing the
means to interactively find relations between different kinds of information in
order to retrieve personally relevant data, VisMe gives users insight into
their digital selves that current tools have a hard time providing. Keywords: information visualization, personal information management, user-centered
design | |||
| The city at hand: media installations as urban information systems | | BIBAK | Full-Text | 667-670 | |
| Roland Haring; Hideaki Ogawa; Christopher Lindinger; Horst Hörtner; Shervin Afshar; David Stolarsky | |||
| This paper describes an approach to design a novel system for presenting
data related to a city in an intuitive and metaphorical way. By using
interactive surfaces and the coupling of information with graspable physical
objects, urban data, maps and live sensors built around the physical model of a
city can be used to engage discourse and civil participation. This research
group aims to create new media installations for bridging the gap between
citizen and urban data. In this research, we realized two installations named
"Changing Linz" and "SimLinz". By providing different interaction modalities to
generate and visualize views of datasets, the systems support new insights on
statistical and real-time information of a city. The paper is a case study of
urban information presentation systems that were built for public installations
in the city of Linz. Keywords: HCI, collaboration, interaction design, maps, multimedia, paper-pen
metaphor, presentation system, tangible interface, tangible interfaces, urban
information system | |||
| Take me by the hand: haptic compasses in mobile devices through shape change and weight shift | | BIBAK | Full-Text | 671-674 | |
| Fabian Hemmert; Susann Hamann; Matthias Löwe; Anne Wohlauf; Josefine Zeipelt; Gesche Joost | |||
| This paper compares two novel physical information displays, both of which
allow for haptic, non-invasive, non-audiovisual information display: a
shape-changing device and a weight-shifting device. As for their suitability in
mobile navigation applications, the two haptic systems are compared against
each other, and also against a GUI-based solution, which serves as a baseline.
The results of the study indicate that the shape- and weight-based displays are
less accurate than the GUI-based variant, but may be suitable for simple
directional guidance (e.g. walking ahead, or turning left or right) and
beneficial in terms of reaction times to visual cues (e.g. traffic lights).
This paper concludes with an outlook towards potential future research
activities in this field. Keywords: handheld, mobile phone, navigation, physical displays, shape change, weight
shift | |||
| Experiments in the wild: public evaluation of off-screen visualizations in the Android market | | BIBAK | Full-Text | 675-678 | |
| Niels Henze; Benjamin Poppinga; Susanne Boll | |||
| Since the introduction of application stores for mobile devices there has
been an increasing interest to use this distribution platform to collect user
feedback. Mobile application stores can make research prototypes widely
available and enable to conduct user studies "in the wild" with participants
from all over the world. Previous work published research prototypes to collect
qualitative feedback or to collect quantitative attributes of specific
prototypes. In this paper we explore how to conduct a study that focuses on a
specific task and tries to isolate cause and effect much like controlled
experiments in the lab. We compare three visualization techniques for
off-screen objects by publishing a game in the Android Market. e.g. we show
that the performance of the visualization techniques depends on the number of
objects. Using a more realistic task and feedback from a hundred times more
participants than previous studies lead to much higher external validity. We
conclude that public experiments are a viable tool to complement or replace lab
studies. Keywords: Android Market, experiment, game, map navigation, off-screen | |||
| TilePix: an exploratory interface to astronomical image databases | | BIBAK | Full-Text | 679-682 | |
| Avon Huxor; Steve Phillipps | |||
| In this paper we present TilePix, an ongoing project to design and build a
visual interface to massive, astronomical, imaging databases. We focus on the
motivation, design rationale and early decisions taken to design the interface.
We address the problem that arises when astronomical image data is reduced to
metadata by automated tools, losing much of the basic information. TilePix
allows a structured access to the raw image data, through the metadata,
facilitating exploration and discovery. This is achieved by creating image
tiled image displays that represent the formal data normally used by
astronomers. The use of the prototype is also briefly described. Keywords: exploration of data, image database access, premature formalization | |||
| Motor efficiency of text entry in a combination of a soft keyboard and unistrokes | | BIBAK | Full-Text | 683-686 | |
| Poika Isokoski; Benoît Martin; Paul Gandouly; Thomas Stephanov | |||
| We describe a text entry system called UniKeyb where a character is entered
when the stylus lands on a key on a soft keyboard. Optionally, a second
character may be entered by doing a unistroke gesture before lifting the
stylus. A simulation suggested a speed advantage of about 20% in expert use. In
an experiment, we verified that learning needed for UniKeyb use is possible.
Unikeyb may indeed outperform conventional soft keyboards in expert use.
However, reaching such level of expertise requires learning the skill of
chunking writing into two-character chunks. UniKeyb offers a soft transition to
Unistroke writing because the use of Unistrokes is not compulsory. Keywords: UniKeyb, soft keyboard, text entry, unistroke | |||
| Prototyping iPhone apps: realistic experiences on the device | | BIBAK | Full-Text | 687-690 | |
| Anders P. Jørgensen; Matthijs Collard; Christian Koch | |||
| In this paper we evaluate Touch Application Prototype -- a tool for
designers to quickly create interactive and realistic prototypes of Apple®
iPhone® apps and test them on the device. We define 5 requirements such as
Speed, Practicality and Realism, and evaluate the tool during the development
of a mobile work tool. Users intuitively use their inherent knowledge about
touch interfaces, revealing expectations towards the use of gestures, and
testing the interface's affordance. TAP rivals the speed and ease of paper
prototyping, yet offers a realistic look and feel, without any coding. It is
offered as a public, free tool. Keywords: gestures, iPad, iPhone, mobile applications, user evaluation | |||
| Onto-Frogger: the making of | | BIBAK | Full-Text | 691-694 | |
| Amalia Kallergi; Fons J. Verbeek | |||
| This paper presents the making of a game-like interface to an image
collection. Having previously claimed that video games can be relevant to
collections as interfaces to support exploration, we proceeded with developing
a prototype game as a case study for an image database. The making of this game
and, specifically, of the game's interface has been an iterative process the
stages and challenges of which we discuss here. In our approach, we
deliberately adopt a HCI standpoint but our practice has been heavily
influenced by concepts particular to games. The resulting artifact is
intriguing both as a product in the context of our database and as a research
tool to explore the potentials of game-like interfaces to collections. Keywords: arcade games, gaming interface, image repositories | |||
| Politics at the interface: a Foucauldian power analysis | | BIBAK | Full-Text | 695-698 | |
| Gopinaath Kannabiran; Marianne Graves Petersen | |||
| At the birth of participatory design, there was a strong political
consciousness surrounding the design of new technology, the design process in
particular, establishing a rich set of methods and tools for user-centered
design. Today, the term design has extended its scope of concern beyond the
process of design and into how users interact with the designed product on a
day-to-day basis.
This paper is an attempt to call to attention the need for a new set of methods, attitudes and approaches, along with the existing, to discuss, analyze and reflect upon the politics at the interface. By presenting a critical analysis of two design cases, we elicit the importance of such an agenda and the implications for design in doing so. We use the Foucauldian notion of power to analyze the power relationships in these two cases and to articulate the politics at the interface. We conclude by emphasizing the need for furthering this agenda and outlining future work. Keywords: critical analysis, foucault, gender, interface design, politics, power,
transgender | |||
| Thumbs-up scale and frequency of use scale for use in self reporting of children's computer experience | | BIBAK | Full-Text | 699-702 | |
| Akiyo Kano; Matthew Horton; Janet C. Read | |||
| A Computer Experience questionnaire was piloted with 49 children to validate
two new scales of measurement, the Thumbs-Up Scale (TUS) and Frequency of Use
Scale (FUS). TUS is a VAS (Visually Analogue Scale) designed to measure
perceived skill levels. FUS is a Likert scale for measuring how often a device
is used or an event occurs. The two scales gained high correlation with their
respective validation measures (TUS r=.892, FUS r=.744) indicating that TUS and
FUS can be used effectively with children as young as 7 years old. Keywords: Computer Experience, Frequency of Use Scale, Thumbs-Up Scale, VAS, children,
Likert scale, validating scales | |||
| EcoIsland: a persuasive application to motivate sustainable behavior in collectivist cultures | | BIBAK | Full-Text | 703-706 | |
| Hiroaki Kimura; Tatsuo Nakajima | |||
| Until now, many kinds of persuasive applications have been developed, and
most of which are used by individuals for personal benefits, example includes
better healthcare, better lifestyle, etc. However, one application area that is
yet to be explored effectively is persuading commons for preserving shared
resources including environmental conservation. Unlike existing persuasive
applications, these applications do not aim personal benefits and consequently
requires radically different persuasion techniques. In this paper, we apply
knowledge of cross-cultural understanding to this kind of persuasive
applications. We introduce five design strategies for persuasive applications
that could be used especially in collectivist cultures. By sharing our
experiences of building persuasive application for reducing CO2
emissions, we expose how these five strategies could be applied in persuasive
applications in collectivist cultures. Keywords: cultural difference, persuasive technology, sustainability | |||
| Comprehending parametric CAD models: an evaluation of two graphical user interfaces | | BIBAK | Full-Text | 707-710 | |
| Sinisa Kolaric; Halil Erhan; Robert Woodbury; Bernhard E. Riecke | |||
| In this study, we experimentally evaluated two GUI prototypes (named "split"
and "integrated") for parametric CAD modeling. Participants in the study were
asked to perform a number of 3D model comprehension tasks, using both
interfaces. The tasks themselves were classified into three classes:
parameterization, topological and geometrical tasks. We measured the task
completion times, error rates, and user satisfaction for both interfaces. The
experimental results showed that task completion times are significantly
shorter when the "split" interface is being used, in all cases of interest: 1)
tasks taken as a whole and 2) tasks viewed by task type. There was no
significant difference in error rates between the two interfaces; however,
error rate was significantly higher in the case of parameterization tasks (for
both interfaces). User satisfaction was significantly higher for the "split"
interface. The study gave us a better understanding of the human performance
when perceiving and comprehending parametric CAD models, and offered insight
into the usability aspects of the two studied interfaces; we also believe that
the knowledge obtained could be of practical utility to implementers of
parametric CAD modeling packages. Keywords: 3D model comprehension, CAD, GUI, interfaces, parametric CAD, parametric
models, usability | |||
| Are human-computer interaction design patterns really used? | | BIBAK | Full-Text | 711-714 | |
| Christian Kruschitz; Martin Hitz | |||
| This paper describes the outcoming of an online survey which focuses on the
usage of Human-Computer Interaction (HCI) design patterns. The results should
clarify if HCI patterns are currently used in academic and especially in
industrial environments. Furthermore, we want to investigate the shortcomings
of the design pattern concept from the users point of view. The results are
incorporated in the design of an formalized HCI design pattern structure. Keywords: HCI design pattern, formalization, survey | |||
| Where are the Ionians of user experience research? | | BIBAK | Full-Text | 715-718 | |
| Kari Kuutti | |||
| The paper discusses about the attempts to clarify and define the concept of
User Experience, using the difference between Babylonians and Ionians to
astronomy as a parable. According to paper, the effort in UX research may be
too heavily directed towards immediate practical usefulness, and suggests that
there is a need for a complementary conceptual-theoretical discussion. Keywords: Empirical Research, history, theory, usability | |||
| To what extent usability truly matters?: a study on usability requirements in call-for-tenders of software systems issued by public authorities | | BIBAK | Full-Text | 719-722 | |
| Taina Lehtonen; Juha Kumpulainen; Tapani N. Liukkonen; Timo Jokela | |||
| Systems in public organizations widely suffer from poor usability. We
analyzed to what extent public authorities require usability, through examining
38 call-for-tenders that were issued during a period of three months in
Finland. We found six categories of usability requirements. Our conclusion is
that the authorities seem to have some concern on usability. However, not a
single call-for-tenders was found where usability was truly required: the
usability requirements were invalid and/or not verifiable. We conclude that
both more research and more guidance for defining usability requirements for
practitioners are needed. Keywords: call-for-tenders, usability, usability requirements | |||
| Blue-sky and down-to-earth: how analogous practices can support the user-centred design process | | BIBAK | Full-Text | 723-726 | |
| Sara Ljungblad; Clint Heyer | |||
| We discuss how traditional methods for understanding design requirements are
leveraged to produce innovative and fundamentally new perspectives when using
analogy. We call these analogous practice approaches, and illustrate two cases
that both use analogy to achieve exploratory design with ethnography, by
gathering data from a different setting than we intend to design for. We
discuss how the use of analogy is different in the cases, yet exemplify a
related perspective of using analogy as a resource to support inventive design
with traditional data collection methods. Keywords: analogous practice, analogy, design methods, ethnography, transfer scenarios | |||
| GappaGoshti : a social networking platform for information dissemination in the rural world | | BIBAK | Full-Text | 727-730 | |
| Sylvan Lobo; Pankaj Doke; Sanjay Kimbahune | |||
| The poor, rural, semi-literate farmer in India is in dire need of credible
information services for sustenance. Various telephony, Interactive Voice
Response System (IVRS), Short Messaging Service (SMS) texts, kiosks, and mobile
based approaches have attempted to cater to their information needs, but have
failed to give an engaging and useful experience. We have attempted to give the
rural farmer a rich and useful Internet-like experience through a mobile based
multimedia social networking platform -- GappaGoshti™. We have created an
engaging user experience which transforms into a platform used for information
exchange, advice exchange, announcement board and more such services in spite
of the technology and social challenges. Keywords: ICT, India, asynchronous persistent audio, mobile, rural, rural social
networking, search, social media, usability, voice, web | |||
| PINwI: pedestrian indoor navigation without infrastructure | | BIBAK | Full-Text | 731-734 | |
| Markus Löchtefeld; Sven Gehring; Johannes Schöning; Antonio Krüger | |||
| Navigation in larger unfamiliar buildings like town halls, airports,
shopping malls or other public indoor locations is often difficult for humans.
Due to the high amount of infrastructure needed for indoor positioning, just a
few navigation services for indoor environments exist. Therefore in many of
these buildings 'YOU-ARE-HERE' (YAH) maps are provided, often located at the
entrance or other key places, to facilitate orientation and navigation within
the building, but they have the disadvantages of being stationary. In this
paper, we try to overcome these problems by presenting PINwI (Pedestrian Indoor
Navigation without Infrastructure), an application that allows the user of a
mobile camera device with integrated compass and accelerometer to utilize a
photo of such an indoor YAH-map to navigate through the corresponding building.
Using a dead reckoning approach, we enrich stationary analog YAH-maps with
basic location functionality and turn them into a digital and dynamic medium
that can help decision making while taking turns or estimating distances. Keywords: 'you are here' maps, indoor localization, mobile camera devices, pedestrian
navigation | |||
| Pointing for non-visual orientation and navigation | | BIBAK | Full-Text | 735-738 | |
| Charlotte Magnusson; Miguel Molina; Kirsten Rassmus-Gröhn; Delphine Szymczak | |||
| People who have visual impairments may have difficulties navigating freely
and without personal assistance, and some are even afraid to go out alone.
Current navigation devices with non-visual feedback are quite expensive, few,
and are in general focused on routing and target finding. We have developed a
test prototype application running on the Android platform in which a user may
scan for map information using the mobile phone as a pointing device to orient
herself and to choose targets for navigation and be guided to them. It has
previously been shown in proof of concept studies that scanning and pointing to
get information about different locations, or to use it to be guided to a
point, can be useful. In the present study we describe the design of PointNav,
a prototype navigational application, and report initial results from a recent
test with visually impaired and sighted users. Keywords: GPS, audio-haptic, augmented reality, compass, interaction, navigation,
non-visual | |||
| Mobile or desktop websites?: website usage on multitouch devices | | BIBAK | Full-Text | 739-742 | |
| Max-Emanuel Maurer; Doris Hausen; Alexander De Luca; Heinrich Hussmann | |||
| Mobile Internet is nearly a standard nowadays. Due to former bandwidth,
input and screen limitations, website providers often created special versions
of their websites for mobile devices. New hardware and interactions techniques
like multitouch gestures enable a new way of browsing the original versions of
websites. However, companies still spent effort and money in creating secondary
versions of their original pages. With the rapid deployment of new mobile
devices, the usefulness of mobile versions of websites becomes questionable. To
investigate on users expectations, we conducted an online survey with 108
participants about their browsing habits and preferences on mobile devices.
In a follow-up user study with 24 participants. The results of the survey show that more and more people prefer using original content instead of the mobile version, especially for users of new generation mobile devices like the iPhone or Android phones. Those results are supported by the user study, which shows no significant performance increase when comparing both versions -- the mobile and desktop one -- performing a visual search task. Keywords: Mobile Internet, mobile devices, multitouch | |||
| Venice unfolding: a tangible user interface for exploring faceted data in a geographical context | | BIBAK | Full-Text | 743-746 | |
| Till Nagel; Frank Heidmann; Massimiliano Condotta; Erik Duval | |||
| We introduce Venice Unfolding, a case study on tangible geo-visualization on
an interactive tabletop to enable the exploration of architectural projects in
Venice. Our tangible user interface consists of a large display showing
projects on a map, and a polyhedral object to browse these data interactively
by selecting and filtering various metadata facets. In this paper we describe a
prototype employing new methods to communicate territorial data in visual and
tangible ways. The object reduces the barrier between the physical world and
virtual data, and eases the understanding of faceted geographical data,
enabling urban planners and citizens alike to participate in the discovery and
analysis of information referring to the physical world. Keywords: faceted data, geo visualization, multi-touch, tabletop interface, tangible
interaction, urban planning, visual browsing | |||
| DESIGNi: a workbench for supporting interaction design | | BIBAK | Full-Text | 747-750 | |
| Claudia Nass; Kerstin Klöckner; Sarah Diefenbach; Marc Hassenzahl | |||
| New devices expand design possibilities, but also lead to more challenges in
the creation of interaction forms. This article introduces DESIGNi, a workbench
that supports designers in exploring interaction forms and their attributes in
a structured and systematic way. We present the components of DESIGNi and its
use in creating a business application. Moreover, a comparison of the
interaction forms specified in the design process with DESIGNi and the
perceived interaction characteristics in user studies revealed interesting
insights and points for improvement in the interaction design itself. Keywords: design workbench, interaction design, interaction vocabulary | |||
| What makes a Butlerbot a Butlerbot?: a discussion of a robot classification system | | BIBAK | Full-Text | 751-754 | |
| Mie Nørgaard | |||
| This paper discusses the development of a classification system for robots,
inspired by other ordering systems such as archaeological typology and
zoological taxonomy. The paper argues that a robot classification system would
help researchers, designers and public discuss specific types of robots -- such
as robotic hoovers, robotic pets and speculative social multipurpose robots --
and the ethical implications they each offer. Inspiration from typology and
taxonomy is discussed and the paper points to challenges for the development of
a robot classification system and concrete plans for future work. Keywords: futurescaping, human-robot interaction, robot classification, robots, social
robots | |||
| Towards a model for egocentric interaction with physical and virtual objects | | BIBAK | Full-Text | 755-758 | |
| Thomas Pederson; Lars-Erik Janlert; Dipak Surie | |||
| Designers of mobile context-aware systems are struggling with the problem of
conceptually incorporating the real world into the system design. We present a
body-centric modeling framework (as opposed to device-centric) that
incorporates physical and virtual objects of interest on the basis of proximity
and human perception, framed in the context of an emerging "egocentric"
interaction paradigm. Keywords: interaction paradigm, user interface design | |||
| Visualizing the text of Philip Pullman's trilogy "His Dark Materials" | | BIBAK | Full-Text | 759-764 | |
| Tim Regan; Linda Becker | |||
| Digital technologies have repeatedly redefined the paper world of books.
Digital printing has overhauled the publishing processes, and the internet has
revolutionized the way audiences and authors connect to share their enthusiasm
and criticism. Now the digitization of books themselves, either for searching,
browsing, and reading on a computer screen through services like Google Books,
or for reading on dedicated devices like Amazon's Kindle, the Sony Reader, or
Apple's iPad are threatening the established order. For this project we
side-step these issues and concentrate instead on how the analytical power and
display capabilities of computers may be used to enhance our understanding of
book texts. We use the term "book texts" rather than the word "books" as we are
not trying to build computer systems that might understand books, but rather we
use the computer's ability to treat books as an abstract sequence of words as
the starting point for new analytical tools. Keywords: book visualization, books, children's literature, information visualization,
text visualization, visualization | |||
| Teaching UbiComp with sense | | BIBAK | Full-Text | 765-768 | |
| Mike Richards; Neil Smith | |||
| Modern computer science education should take account of recent advances in
smart and ubiquitous computing technologies. Ubicomp shows great potential to
attract new learners. However, novice students find it needlessly difficult to
learn concepts with existing programming languages, let alone the additional
demands of programming sensors, actuators and networks. We have developed
Sense, an extension to the graphical programming language Scratch, and an
associated sensor/actuator board. Together, these will allow novice
undergraduate students to quickly develop their own smart devices while
learning the fundamentals of programming. Students will first study with Sense
in 2011 but developmental feedback has been positive. Keywords: education, graphical languages, programming, ubiquitous computing | |||
| Introducing co-design for digital technologies in rural areas | | BIBAK | Full-Text | 769-772 | |
| Fausto Sainz; R. Ignacio Madrid; Jaisiel Madrid | |||
| This article presents the preliminary results of an innovative experience of
user involvement, which employs a methodology anchored in the Nordic
participatory design tradition. The activities conducted cover early stages of
the design process for electronic identity (eID) card applications in rural
areas of Southern Spain. People Led Innovation (PLI) methodology is adopted in
order to ensure that the technological solutions to be developed fit users'
needs. PLI is a Human Centered Design (HCD) approach which combines Ergonomics
and Emotional evaluation techniques (e.g. user experience testing) with
participatory techniques (e.g. co-design sessions) in the context of the
specific 'form of life' of potential users. Research results showed that this
combination of techniques and approaches provides valuable information to guide
the design of products and services adapted to the real context in which they
are going to be used. Keywords: PLI, co-design, eID, participatory design, people led innovation, rural
areas, user experience | |||
| PyGmI: creation and evaluation of a portable gestural interface | | BIBAK | Full-Text | 773-776 | |
| Matthias Schwaller; Denis Lalanne; Omar Abou Khaled | |||
| The Portable Gestural Interface PyGmI, which we implemented, is a smart tool
to interact with a system via simple hand gestures. The user wears some color
markers on his fingers and a webcam on his chest. The implemented prototype
permits to visualize and navigate into presentation files, thanks to a tiny
projector fixed on the user's belt. The gesture recognition uses color
segmentation, tracking and the Gesture and Activity Recognition Toolkit (GART).
This article presents PyGmI, its setup, the designed gestures, the recognition
modules, an application using it and finally an evaluation. Keywords: gestural interaction, portable user interface | |||
| Capital music: personal expression with a public display of song choice | | BIBAK | Full-Text | 777-780 | |
| Jan Seeburger; Marcus Foth; Dian Tjondronegoro | |||
| Using information and communication technology devices in public urban
places can help to create a personalised space. Looking at a mobile phone
screen or listening to music on an MP3 player is a common practice avoiding
direct contact with others e.g. whilst using public transport. However, such
devices can also be utilised to explore how to build new meaningful connections
with the urban space and the collocated people within. We present findings of
work-in-progress on Capital Music, a mobile application enabling urban dwellers
to listen to music songs as usual, but also allowing them to announce song
titles and discover songs currently being listened to by other people in the
vicinity. We study the ways that this tool can change or even enhance people's
experience of public urban spaces. Our first user study also found changes in
choosing different songs. Anonymous social interactions based on users' music
selection are implemented in the first iteration of the prototype that we
studied. Keywords: context sharing, music, public places, urban informatics | |||
| Research methods for involving hearing impaired children in IT innovation | | BIBAK | Full-Text | 781-784 | |
| Karin Slegers; Pieter Duysburgh; An Jacobs | |||
| Involving hearing impaired children in research is not straightforward, as
these children often have deficiencies in spoken and written language.
Therefore, researchers cannot rely on commonly used research methods that are
based on verbal communication. In this paper we describe a series of research
activities that were conducted to understand the world of experience of hearing
impaired children in order to generate ideas for innovative IT applications. A
user-centered design approach was followed, in which potential users and
stakeholders were involved as much as possible. The methods that were used to
understand the target group are discussed with respect to the experience of the
researchers. Successes and lessons learned are described and recommendations
for involving target groups with whom researchers and designers cannot
communicate as they are used to, are provided. Keywords: children, hearing impairments, methods, user-centered design | |||
| Evaluation of adaptive SpringLens: a multi-focus interface for exploring multimedia collections | | BIBA | Full-Text | 785-788 | |
| Sebastian Stober; Christian Hentschel; Andreas Nürnberger | |||
| Sometimes users of a multimedia retrieval system are not able to explicitly state their information need. They rather want to browse a collection in order to get an overview and to discover interesting content. In previous work, we have presented a novel interface implementing a fish-eye-based approach for browsing high-dimensional multimedia data that has been projected onto display space. The impact of projection errors is alleviated by introducing an adaptive nonlinear multi-focus zoom lens. This work describes the evaluation of this approach in a user study where participants are asked to solve an exploratory image retrieval task using the SpringLens interface. As a baseline, the usability of the interface is compared to a common pan-and-zoom-based interface. The results of a survey and the analysis of recorded screencasts and eye tracking data are presented. | |||
| Measuring effects of private and shared displays in small-group knowledge sharing processes | | BIBAK | Full-Text | 789-792 | |
| Sara Streng; Karsten Stegmann; Sebastian Boring; Sonja Böhm; Frank Fischer; Heinrich Hussmann | |||
| Knowledge sharing is important in every team or organization. Various tools
are frequently used in meetings to support knowledge sharing, ranging from
pen-and-paper to whiteboards and other shared workspaces. This paper reports on
a user study that investigated how private and shared displays affect knowledge
sharing processes in co-located meetings. Three setups were compared in a
hidden-profile experiment: a distributed system providing a shared display and
laptops (Note&Share), a regular whiteboard and pen-and-paper. The results
show several advantages of the distributed system. For example, the group was
more confident in the solution when using Note&Share. Furthermore the
number of shared arguments was significantly closer to the correct number,
which suggests that misunderstandings occurred less frequently. Finally some
interesting effects were observed, which we claim to be connected to the
availability of pen-and-paper in all conditions. Therefore, we discuss the
observed effects as well as general lessons learned from this experiment. Keywords: hidden profile experiment, knowledge sharing, mind map, multi-display
environment | |||
| Mobile device interaction gestures for older users | | BIBAK | Full-Text | 793-796 | |
| Christian Stößel; Lucienne Blessing | |||
| Finger gesture interaction on multitouch surfaces has become increasingly
popular, especially on mobile devices. While manufacturers struggle to stake
their claims in setting the next interaction standard, research still has to
validate the 'intuitiveness' and 'naturalness' which is often attributed to
this new interaction paradigm. Elderly users, who still struggle with
interfaces that do not address their particular needs, abilities and knowledge,
could especially benefit from a more intuitive and easy-to-use interface. This
work addresses the question of which gestures might be appropriate for a range
of common tasks on a generic mobile device for older users. Furthermore, we
investigate whether the preferred gestures for a certain task differ between
younger and older users. Results show that perceived suitability differs
significantly on characteristics such as basic gesture type, fingers involved,
or gesture complexity between the age groups. Keywords: aging, gesture-based interaction, multi-touch interfaces, user-centered
design | |||
| Messenger visual: a pictogram-based IM service to improve communications among disabled people | | BIBAK | Full-Text | 797-800 | |
| Pere Tuset; Pere Barberán; Léonard Janer; Esteve Buscà; Sandra Delgado; Nuria Vilà | |||
| This paper presents a pictogram-based instant messaging service that intends
to bridge the social and digital gap of people with cognitive impairments. By
means of using pictograms as the communication language and by tailoring down
the interface to suit pictogram-based communication requirements, the service
allows users to exchange real-time messages across the Internet to communicate
with their relatives and acquaintances. Through our initial evaluation
procedure with a group of eleven users with different types and degrees of
cognitive impairments we show that a pictogram-based instant messaging service
has a great potential to improve their communicative capabilities, as well as
to enable their personal and social development. Keywords: assistive technologies, instant messaging services, pictogram-based
communication, user-centered design | |||
| From magical experience to effortlessness: an exploration of the components of intuitive interaction | | BIBAK | Full-Text | 801-804 | |
| Daniel Ullrich; Sarah Diefenbach | |||
| Though researchers, industry and users largely agree that products must be
'intuitive' to use, there is little agreement on what is meant by this claim.
In order to clarify the concept and, in particular, its differentiation to
usability we choose a phenomenological approach. Overall, we identify four
relevant subcomponents of intuitive interaction, whose origin is rooted in HCI
and decision making research: Effortlessness, Gut Feeling, Verbalizability, and
Magical Experience. Two user studies (N=115, N=37) provide further insights
into the complex nature of intuitiveness. We conclude that there are systematic
variations in the respective components' specification which can be regarded as
particular patterns of intuitive interaction. Amongst others, these patterns
depend on the product category and one's prior knowledge in the product domain. Keywords: components of intuitiveness, intuitive interaction, prior knowledge, user
experience | |||
| Role playing with fire fighters: using a worst case scenario and verbal re-enactment in the role play | | BIBAK | Full-Text | 805-808 | |
| Paula Valkonen; Marja Liinasuo | |||
| The paper presents a case in which the new method for studying user-related
issues in dangerous working environments was used. An innovation of reshaped
role play, named as here as Worst Case Role Play, accompanied by reality checks
in the form of verbal re-enactments, was used in searching for use context and
information needs of a fire fighter performing smoke diving in a burning
building. The specific purpose of this study was to gain knowledge of fire
fighters' potential need for wearable electronics. The method, described and
discussed in this paper, proved fruitful in eliciting user-centric information,
usable also for technical design. Keywords: method, role playing, use context | |||
| Gesture based interaction for visually-impaired people | | BIBAK | Full-Text | 809-812 | |
| Sylvie Vidal; Grégoire Lefebvre | |||
| This paper presents a user-based pilot evaluation with visually-impaired
users, which compares three different interaction paradigms when dialing a
phone number on a touchscreen device. Our proposal based on the coupling of
gesture recognition and vocal synthesis seems to offer users an easy, efficient
and pleasurable alternative for entering numbers, without cognitive overload. Keywords: eyes-free interaction, gesture recognition, user study | |||
| Bridging gaps with pointer warping in multi-display environments | | BIBAK | Full-Text | 813-816 | |
| Manuela Waldner; Ernst Kruijff; Dieter Schmalstieg | |||
| Pointer warping can be an effective alternative to relocate the mouse
pointer to a remote display in multi-display environments. It minimizes the
mouse pointer travel and does not require the user to search for a path to the
target display. However, little is known about the factors that influence the
performance of pointer warping. In this paper we explore the characteristics of
pointer warping compared to standard mouse behavior on a dual-monitor setup
with varying physical distance. Our results show that the performance of
pointer warping is hardly affected by the distance of the pointer warp, but is
influenced by the direction of the warp. Keywords: multi-display environments, pointer warping | |||
| Detecting the "point of originality" in student writing | | BIBAK | Full-Text | 817-820 | |
| Brandon White; Johann Ari Larusson | |||
| This paper proposes a new method for the objective evaluation of student
work through the identification of original content in writing assignments.
Using WordNet as a lexical reference, this process allows instructors to track
how key phrases are employed and evolve over the course of a student's writing,
and to automatically visualize the point at which the student's language first
demonstrates original thought, phrased in their own, original words. After
sketching the method for isolating "points of originality," the paper provides
a method for visualizing the resulting information. By visualizing otherwise
subjective information in a way that is objectively intelligible, the goal is
to provide educators with the ability to monitor student investment in concepts
from the course syllabus, and to extend or modify the boundaries of the
syllabus in anticipation of pre-existing knowledge or trends in interest. Keywords: evaluation methods, information visualization and presentation | |||
| Architectures of interaction: an architectural perspective on digital experience | | BIBAK | Full-Text | 821-824 | |
| Heather Wiltse; Erik Stolterman | |||
| Digital technologies increasingly form the backdrop for our lives, and both
provide and shape possibilities for interaction. This is a function similar to
that of architecture in the physical world. For this reason we suggest that it
could be productive to view and critique interactive digital technologies as
one might physical architecture: in terms of the possibilities they provide for
action, visibility, and interaction. We begin by pointing to the many
architectural metaphors that are already common in HCI, and then move on to
demonstrate how an architectural perspective can make visible less obvious
interactive spaces. Finally, we argue that the potential benefits of this
perspective are that it can allow us to see where interactive spaces have been
constructed (intentionally or not); think about how particular artifacts and
systems interface with each other and with the whole of embodied experience;
and link specific design decisions to potential social dynamics. Keywords: architecture, critique, design, experience, infrastructure, interaction,
phenomenology, postphenomenology, theory | |||
| Measuring the dynamics of user experience in short interaction sequences | | BIBAK | Full-Text | 825-828 | |
| Benjamin Wimmer; Bernhard Wöckl; Michael Leitner; Manfred Tscheligi | |||
| In this paper we discuss the dynamics of user experience in short
interaction sequences (SIS). By splitting up complex tasks into several smaller
sub steps -- and therefore transforming it into a SIS -- it allows identifying
and measuring dynamic changes of specific UX factors throughout the task. This
enables generating a more detailed view than by common approaches like pre and
post task evaluation. Through a study we examined the factors pleasantness and
arousal on the basis of a generic online shopping process. For validation, two
different methods (Emocards, Sensual Evaluation Instrument) were used for
measurement. Results show different dynamics of UX for each of the evaluated
sub steps and we therefore conclude that singular UX measurement (at one point
of time) or pre and post task evaluation is not sufficient for getting a full
picture of UX. Keywords: dynamic user experience, emocards, sensual evaluation instrument, short
interaction sequence | |||
| UCD method selection with usability planner | | BIBAK | Full-Text | 829-830 | |
| Xavier Ferre; Nigel Bevan; Tomás Antón Escobar | |||
| The diversity of User Centred Design (UCD) methods and the difficulties for
estimating their cost-effectiveness make planning usability activities in
systems development a hard task. Usability Planner is a tool to support the
selection of UCD methods to be applied in a particular project or organization,
and to estimate the relative cost benefits of applying usability methods at
different stages. Keywords: UCD method selection, business benefits, business case for usability,
project risks, usability support tool | |||
| HawkEye: a novel process automation interface | | BIBAK | Full-Text | 831-832 | |
| Kristoffer Husøy; Torgeir Enkerud | |||
| Operators in the automation industries today have difficulties in
maintaining their situation awareness and understanding the impact of events.
Massive amounts of data must be perceived and made sense of in a short amount
of time, and maintaining overview is difficult while digging deep into the
details when solving problems. The HawkEye prototype described here seeks to
overcome these problems by providing a zoomable interface with animated
movement and information aggregation. The intentions are that the information
layout with zooming can provide a better sense of context, the animated
movement can support continuous learning and the information aggregation can
help operators make sense of the events and their implications as they occur. Keywords: DCS, information navigation, interaction techniques, process automation,
sensemaking, situation awareness, zooming | |||
| Temporal relations in affective health | | BIBA | Full-Text | 833-838 | |
| Elsa Vaara; Iuliana Silvasan; Anna Ståhl; Kristina Höök | |||
| In the Affective Health project we explore possibilities of how to, through biofeedback support users in making sense of the relationship between their stress and their behavior in everyday life. Affective Health is a tool for visualizing patterns and trends of bodily and contextual information. It is particularly important that the design reflects changes over time as this is how people start recognizing patterns in their own behavior and connect it to their bodily reactions. We spent substantial effort sketching and testing ways of portraying time that would move us away from more mathematically inspired representations such as for example graphs and calendars. Instead, we want users to see the signals our bodies emit as part of themselves, of their own ways of being in the world, alive, acting and reacting to their environment. We have explored many possible, alternative ways of visualizing biofeedback over time. For example as the relation between different places and with time as different layers of history in a concept inspired from ecology. The latest and most developed concept is a cyclic repetition of biodata mapped on a spiral shape. | |||
| linked.: a relatedness experience for boys | | BIBAK | Full-Text | 839-844 | |
| Matthias Laschke; Marc Hassenzahl; Kurt Mehnert | |||
| Social exchange, intimacy and relatedness are a basic human need. Not
surprisingly, there is a number of means to mediate relatedness over a
distance, such as the telephone, Skype or Facebook. However, each of these
imposes a particular way of communication, constrained by the employed
technology rather than deliberately shaped by the designer. In line with an
experience-driven approach to technology design, we suggest linked. as a
communication device for teenage boys. An ethnography-inspired study revealed
that teenage boys tend to "squabble" to express and fulfill their need for
relatedness and physicality. linked. draws upon this. It is a modular
pillow-like device, enabling boys to squabble over a distance, thereby
providing a means to experience relatedness in a novel, emotional, but socially
appropriate ways. Keywords: emotion, experience design, industrial design, non-verbal communication,
relatedness, social interaction, user experience | |||
| An exploratory study of a touch-based gestural interface for elderly | | BIBAK | Full-Text | 845-850 | |
| Chiara Leonardi; Adriano Albertini; Fabio Pianesi; Massimo Zancanaro | |||
| This paper presents the design ideas and a preliminary study of a
touch-based gestural interface to support older adults in social networking. We
had the hypothesis that the directness of gestures made them well suited to
implement an interaction metaphor based on familiarity. Although preliminary,
this hypothesis can be sustained. In particular, we found that most of the
gestures (and in particular the iconic and the dynamic ones) have a hedonic
quality that attracted and motivated our participants. We think that our
results may contribute to the ongoing debate about gestural interfaces and help
in understanding the value and the issue of this form of interaction. Keywords: Elderly, familiarity-based design, gestural interfaces, touch-based
interfaces | |||
| Bringing playfulness to disabilities | | BIBAK | Full-Text | 851-856 | |
| Patrizia Marti | |||
| This article presents the design case of a robot companion targeted at
children who are prevented from playing normally, due to cognitive,
developmental or physical impairments. The robot design presents some
distinctive qualities. From an instrumental viewpoint it reflects inclusiveness
and social exchange. It enables inclusive play activities that promote
confidence and self-esteem. All children blossom as children with different
abilities, including "fully able" children, collaboratively achieve success, in
games that are fun for all. A specific effort in the design was spent in
creating consistency between the form, visual qualities, and the behaviours of
the robot, in order to enable play scenarios that were specifically targeted at
autistic, mild cognitively-impaired and severely motor-impaired children. Keywords: inclusive games, modular design, robot companion, smart textile design | |||
| Untangling the mess -- a redesign of a technical environment for a telecommunication company call centre: part II: capturing a valid order for a telecommunication service | | BIBAK | Full-Text | 857-862 | |
| Margret Dora Ragnarsdottir | |||
| The technical environment in a call center for a telecommunications company
has exploded in the past years and is now in bad need of a redesign. In a
previous paper [3] we described how we used probes in order to understand the
user needs for such a system. This paper discusses how to address the user
needs in the redesign of the environment. In particular we focus on designing
an order capture user interface by applying user-centered design and
participatory design. The conclusion discusses the lessons learned and the
challenges of making a design come to life as functioning software. In this
case, getting the users to describe what they do and what they need proved easy
using the methodology described above. The challenges were communicating this
result onwards to those responsible for creating the software so that the
wishes of the users would be honored. Keywords: agile software development, enterprise software design, participatory
design, scrum, user interface design, user-centered design | |||
| Grand challenges for future HCI research: cultures of participation, interfaces supporting learning, and expansive learning | | BIBA | Full-Text | 863-866 | |
| Yrjö Engeström; Annalisa Sannino; Gerhard Fischer; Anders I. Mørch; Olav W. Bertelsen | |||
| This panel will analyze the research activities (including objectives,
theoretical foundations, developments, synergy, and differences) of three
research centers:
* Center for Research on Activity, Development, and Learning (CRADLE),
University of Helsinki, with a research focus on "expansive learning"; * Center for LifeLong Learning and Design (L3D). University of Colorado, with a research focus on "cultures of participation"; * InterMedia, Center for Communication, Design and Learning, University of Oslo, with a research focus on "interfaces supporting learning". | |||