| Yackity yack, blah blah blah blah. Parlez vous? Dialogue Management for Talking Heads | | BIBA | xi | |
| Andrew Marriott | |||
| There are a number of interesting research problems associated with making a computer generated Talking Head behave in a realistic and believable manner. The research embraces such diverse areas as computer graphics, artificial intelligence and knowledge bases, international standards such as XML, emotional and psychological personalities, as well as Text to Speech Synthesis. My computer graphics alter ego and I will share some of these problems and their solutions with you. | |||
| Is HCI Still Necessary, Still New in the 21st Century? | | BIBA | xii | |
| Steve Draper | |||
| Is HCI as a distinct subject a pressure group that has now outlived its
moment of utility? Two broad classes of pressure suggest this: the relentless
march of technology that seems to change the relationships of humans to
computers: mobile computing, multimedia, affective, wearable, invisible
computing, etc. It's not HCI (except in the sense of IO technology) that
matters. On the other hand, a user-centered as opposed to that gadget-centred,
attitude may argue that it never was the interface that needed designing for
the user, but the whole system. Once this message has been absorbed and the
transitional period of applying bandaids to the user interface was passed, then
HCI would be unnecessary and user-centered design would be the software
engineering orthodoxy for all designs. Recent debates in the UK about the best
way to organise undergraduate training in HCI has also shown this spectrum of
approaches.
The persistent argument against both these attacks is that the real business of HCI research is to discover and articulate abstract principles that are valid across changes in technology and context (e.g. the different techniques needed for high and low bandwidth user interface links, pace in interaction, consistency, developing theories of interactivity, the mutual interaction of context and reference, designing for error recovery, designing for learning by exploration, etc.). We may however discern a steady shift in the type of such principles that are emerging as most important. Firstly, often the key issues turn out to be those of human-human interaction: e.g. CSCW, privacy, educational applications. These are often areas not well understood in advance by other disciplines, and advances in technology and HCI have depended upon creating new understanding of the relevant human-human interactivity. Secondly, there still seems to be too much techno-centrism, and too seldom do designers or researchers focus clearly on the fact that the best systems come from synergies: not from pushing either human or machine to their limits, but on finding designs that make the most of both, combining them in ways that overcome the weaknesses of each by themselves. For instance, retail call centres are very big business in a newly evolved configuration that crucially rely on both human and computer, yet are not hyped in the way that novel seeming technology is (e.g. E-commerce). But applying this paradigm in a new context (an undergraduate teaching lab) brought immediate success. | |||
| | BIBA | xiv | ||
| Patrick Larvie; Jared Braiterman; Jonathan Arnowitz; Elizabeth Dykstra-Erickson; Mike Floyd; Gina Grumke; Bob Skubic; Meaghan Waters | |||
| Interactive media can be usable, yet remain unused. Some of the most popular
applications, such as SMS communications and the Napster website, are also the
least usable according to traditional evaluation methods. Conversely, even some
of the most user-friendly and intuitive applications can fail to arouse the
interest of the intended audience. How might usability professionals approach
the difficulties of designing for desirability and usability? This panel
gathers industry specialists to examine innovations in usability practice and
theory that will help us go from making things people can use to making things
people actually want to use.
Usability professionals often find themselves at the crossroads of two historically separate fields: the "creative services" world of design and branding and the "engineering" and "productivity" focused process of developing online and offline software applications for business use. In today's competitive marketplace, user centered design must bridge creative and technical disciplines to create compelling interaction experiences and innovative business services. These applications require more than an easy to use interface; they must also tap into dimensions of user experience more closely related to pleasure and desire than to efficiency and intuitiveness. Especially for more novel applications, usability professionals may make important contributions from the early phases of product development, including concept prototyping, through later stages of design and evaluation. How can these practitioners learn new skills to meet the changing requirements of interactive media? What techniques and forms of collaboration will be required to address the changing product development cycle? The Panelists come from design and usability consultancies, venture capital firms, and Internet startups. They are teachers, designers, anthropologists, architects and consultants, all veterans of interactive media. They will discuss the ways they have learned to bridge the gap between design, branding and usability from both theoretical and practical perspectives. The Co-Chairs will provide a historical context for the shifting environment that has changed the theories and methods used by usability professionals working in interactive media and commerce. | |||
| Analysis of Task Model Requirements | | BIBAK | 1-6 | |
| Todd Bentley; Lorraine Johnston | |||
| This paper examines four key task-modelling methods, each associated with a
computer support tool, and identifies distinct features that allow each model
to achieve its specific objectives. By identifying these features, it is
possible to make an informed decision regarding the most suitable
task-modelling method for the current objective and allows a person to know
what facilities an existing model can provide. This will be of particular use
for novice task modellers and people who are unfamiliar with all task-modelling
methods. Furthermore, it may be used to guide the development and enhancement
of task-modelling methods. Keywords: task models, requirements, analysis, tools, selection | |||
| Panorama: A Tool for Browsing Design Artefacts | | BIBAK | 7-12 | |
| Judy Brown; Conrad Johnston | |||
| This paper proposes a tool called Panorama that allows users to browse
linked artefacts created during the software development process. Either
software engineers or HCI specialists have created the artefacts we consider in
this paper. Panorama facilitates the sharing of artefacts and aims to increase
the quality of communication between design team members throughout the
development and maintenance phases of the project and thereby improve the
usability of software applications. We look at a variety of artefacts created
by HCI specialists and software engineers including: static prototypes, dynamic
prototypes, task analysis specifications, scenarios and essential use case
descriptions. We investigate the value and feasibility of creating links
between these design artefacts. Keywords: Panorama, HCI, design, software engineering, development process,
development tools, UML, UIML | |||
| Structuring Envisionment: Using Understanding of Current Practices to Design for Future Use | | BIBAK | 13-18 | |
| Jennie Carroll; Steve Howard | |||
| This paper proposes a process model that provides a structured and
systematic way of using scenarios to design for future use. The process model
assists designers in moving from understanding of current practices to
envisioning future practices and situations of use; a by-product of the process
is that the rationale for decisions is documented. Examples from an ongoing
research project demonstrate the value of the approach. Keywords: Scenario based design | |||
| Developing a Shared Understanding of IT-Supported Learning Environments | | BIBAK | 19-24 | |
| Penny Collings; Chris Trevitt; Matthew Absalom | |||
| It is important that designers and users of IT-supported learning
environments develop a shared understanding of their purpose and of the new
ways of working and learning that they support. This is an evolutionary
process. This paper uses three examples of innovative IT-supported learning
environments to explore the development of shared understanding between
designers and users. The examples consist of empirical data from course notes
and seminars, and the reflections of designers and users. We find that
understanding of these IT-supported learning environments is enhanced by
considering each as providing new meeting places. Each meeting place creates
new opportunities for active engagement in a community of learning. Keywords: shared understanding, learning environments, conceptual model, computer
mediated communication, learning | |||
| Making the Web Emotional: Authoring Multimodal Presentations Using a Synthetic 3D Agent | | BIBAK | 25-30 | |
| Sylvain Descamps; Istvan Barakonyi; Mitsuru Ishizuka | |||
| Interface agents are becoming a new way for computers to communicate with
humans. These agents have gained much focus recently since there is a growing
interest for presentations over the Internet. The application domain of these
agents is becoming wider, the quality and complexity of the existing systems is
increasing fast. Our contribution to this research field concerns a new system
enabling authors to easily enhance their already existing content with
synthetic agents having believable behavior. It consists of a customizable 3D
facial agent system and a powerful language to author presentations using
interface agents, called MPML. This system provides both a versatile agent and
an easy-to-use control over it. Keywords: Multimodal presentation, interface agent, facial animation, affective
behavior | |||
| Strategies for Knowledge Acquisition from Multiple Experts -- An Explorative Study | | BIBAK | 31-37 | |
| Marita Duecker; Natalie Woletz | |||
| It is well-known that knowledge acquisition from multiple experts benefits
the quality of a knowledge base in many respects. However, knowledge
acquisition from multiple experts also causes several problems not least
because of the frequent spatial dispersion of experts. Appropriate CSCW
applications are needed to overcome spatial dispersions and to support experts
in acquiring knowledge collaboratively. By means of an explorative study we
identified major requirements for a system allowing experts to reach consensus
concerning the composition of a knowledge base. The study consisted of three
different settings in which experts were asked to demonstrate their approaches
to reaching consensus. Our observations allow the conclusion that amongst
others anonymity, transparency, different views on the conflict and solution
space, problem structuring, and easy access to knowledge constructing modules
are important characteristics of such a system. Keywords: Knowledge Acquisition, Multiple Experts, CSCW, Explorative Study | |||
| Personality Traits: The Missing Piece to Develop Design Guidelines for Graphical User Interfaces | | BIBAK | 38-44 | |
| Robert Fuchs | |||
| During the design of a real estate e-commerce website, several research
methods were applied to gather background information about real estate agents
and home buyers/sellers, with the purpose to define user personality profiles
and establish design guidelines for the Graphical User Interface. A personality
inventory was administered to 11 real estate agents and interviews were
conducted with 5 additional real estate agents and 5 clients. Parts of the
interviews with the real estate agents were used to validate the results
obtained from the questionnaire.
The analysis of the real estate agent personality traits identified a very homogeneous group composition. This profile served as basis for the development of usability goals and recommendations for the Graphical User Interface design for this particular user group. Keywords: User Research, User Profiling, Web-Design Guidelines, Usability | |||
| Levels of Interactivity and Interactivity Maps | | BIBAK | 45-50 | |
| Connor Graham; Jon Pearce; Steve Howard; Frank Vetere | |||
| In interactive systems design the concept of interactivity often presents
difficulties in terms of conceptual understanding, representation and modeling.
This paper draws on existing taxonomies in human factors (e.g. Sheridan, 1998),
HCI (e.g. Laurel, 1992) and educational technology (e.g. Sims, 1997) to
elucidate a working definition of interactivity that includes locus of control,
temporality, degrees of freedom and impact on dialogue. The paper further
discusses interactivity's relationship to engagement and how individual
dimensions are applicable to understanding and designing user-system
interactions. Finally it proposes using "Interactivity Maps" to explore the
relationship between individual scenarios, theories of action and levels of
interactivity. Keywords: interactivity, locus of control, temporality, degrees of freedom,
engagement, interactivity maps, scenarios | |||
| Evolving and Iterating Style Guides | | BIBAK | 51-57 | |
| Connor Graham; Jon Pearce; Elizabeth Sykes | |||
| Style Guides are now relatively commonplace in the development of Web sites,
with organizations writing sets of specific design rules to ensure consistent
and hopefully usable designs. This study claims that the traditional conception
of a style guide as a set of rules is not complete and that a style guide can
only be understood in the context of the organization in which it will be
deployed. The paper then reports on a set of criteria describing style guides,
extracted from the analysis of a set of four different style guides. The paper
argues that many traditional style guides are costly to develop and may not fit
in the organizational context. Finally a process for the development of a style
guide for Web learning resources is proposed through interaction with
stakeholders, a usability evaluation involving usability testing and contextual
interview and finally reduction of the data generated into statements within a
style guide. Limitations to the study and areas for further work are then
noted. Keywords: style guides, criteria, organizational context, Style Guide Development
Cycle | |||
| Reconciling Communities of Practice: Lessons from User-Centred Design | | BIBAK | 58-62 | |
| Helen Hasan; Lejla Vrazalic | |||
| This paper describes and interprets lessons learnt from a user-centred
system development project. The system gathers performance data on a set of
strategic objectives in order to determine how well the work of employees in
the organization meets those strategic objectives. The concept of information
architectures is used to analyse and interpret the development of the system,
where the term "information architecture" means the structure of information
that makes sense to the people using it. The analysis indicates that
communities of practice seem to base their information architecture on the
activities in which they are engaged. Lessons learnt from the project imply
that an activity-based approach would be useful in reconciling different
communities of practice when designing systems for diverse users. Keywords: Communities of practice, information architecture, user-centred design,
strategic information systems | |||
| Young People, Mobile Technology and the Task Artefact Cycle | | BIBAK | 63-69 | |
| Steve Howard; Jennie Carroll; Frank Vetere; Jane Peck; John Murphy | |||
| What happens during the earliest stages of technology use? How do users make
sense of novel technologies? Why do some people persist in the use of an
artefact, when others reject it? On the basis of empirical research, we are
capturing the processes followed by young people during their earliest stages
of technology use, stages we have called 'appropriation'. Depending on the
balance between what young people desire, the capabilities and implications of
technology and the situations of use that young people inhabit, we have
observed non-appropriation, appropriation and disappropriation. Design for the
long-term persistent use of technology, requires the design process to be
mindful of appropriation. In the paper we discuss how such mindfulness can be
achieved through scenario-based design and we situate our model of
appropriation within the task-artefact cycle. Keywords: Scenario based design, mobile devices, envisionment | |||
| Assessing the Effectiveness of Generic User Models | | BIBAK | 70-76 | |
| Peter N. Hyland | |||
| This paper identifies the characteristics most frequently used in the
literature to describe casual and novice users and integrates these
characteristics into an initial model of expert, casual and novice users. Using
data collected during the usability testing of an experimental prototype, the
initial model was found to be ineffective. This suggests that many intuitive
models of casual and novice users may be invalid. Results of the usability
testing were statistically analysed to produce other tentative models, with
some surprising results. Keywords: User models, expert users, casual users, novice users, usability testing | |||
| | BIBAK | 77-83 | ||
| Jesper Kjeldskov | |||
| Full and partial immersion in virtual reality are fundamental different user
experiences: partial immersion supports the feeling of "looking at" a virtual
environment while full immersion supports the feeling of "being in" that
environment. Working with a range of interactive virtual reality applications
using different display systems we have found that the use of six-sided caves
and panoramic displays results in different requirements to interaction
techniques. These can be related to specific categories of interaction:
orientating, moving and acting. In this paper I present a framework for the
evaluation and design of interaction techniques for virtual reality focusing on
the relations between interaction techniques and display types. Keywords: Virtual Reality, Interaction Techniques, Interaction Devices, Display Types,
Field of View | |||
| On Context-Aware Artifacts and Socially Responsible Design | | BIBAK | 84-89 | |
| Christopher Lueg | |||
| Context-aware artifacts are of particular interest to HCI researchers as the
user's interaction with artifacts moves from rather static desktops to less
well-structured environments. Most work in developing such artifacts appears to
be technology-driven by which we mean that often not much time is spent on
exploring and clarifying the underlying concepts of context. In this paper, we
attempt to contribute to the discussion of context by outlining an explicit
distinction between the concept of context as a characterization of a situation
and the situation itself which we understand as a social construct in the first
place. Acknowledging this difference suggests that designers of context-aware
artifacts should pay particular attention to the fact that the context
determined by context-aware artifacts may differ from what the persons involved
in a social setting have negotiated. In such a situation, it should be possible
to overrule the context-aware artifact in such a way that the artifact's
behavior does no longer interfere with the situation that has been negotiated
among peers. Keywords: Artifacts, context, context-awareness, situation, negotiation, frame problem | |||
| Access to Personal Travel Itinerary Information Using Mobile Phones | | BIBAK | 90-95 | |
| Masood Masoodian; Nicholas Lane | |||
| A typical travel itinerary provides information relating to various travel
arrangements. In its conventional form, a travel itinerary is tabular and lists
travel information such as flights and hotel bookings sequentially in time.
Other forms of travel itinerary visualisation techniques have been developed in
recent years to allow travellers easier access to information in their
itinerary. However, these visualisations have generally been created for
personal computers with large display screens, making them of limited use to
travellers without continuous access to computers during their travel. This
paper describes a system called MATI, which allows access to online personal
travel itinerary information using WAP-enabled mobile phones. Keywords: mobile computing, information visualisation, mobile phones, handheld
devices, travel itinerary, WAP | |||
| International Usability Testing Who Should Do It -- Internationals or Locals? | | BIBAK | 96-101 | |
| John D. Murphy | |||
| This paper uses a case study of international usability testing conducted
across five countries in five different regions of the world to define a
framework to support practitioners design international usability tests.
Firstly, usability tests from the case study are used to define three types of
testing models -- local, foreign and mixed. Then a number of relationships and
communication gaps or distances between the designer, the tester and the
subject of the test are defined. Finally, these are combined into a framework
to define the type of test model that should be used for a given set of
communication relationships. Keywords: international, usability, test, design, framework | |||
| User Centred Design Space Exploration for Consumer AR Applications | | BIBAK | 102-108 | |
| Volker Paelke; Christian Geiger; Christian Reimann; Joerg Stoecklein | |||
| Augmented reality (AR) integrates interactive computer graphics into
real-world environments. Current developments in mobile computing and wireless
communication technology will soon enable the implementation of AR applications
on commodity hardware, thus enabling the creation of consumer AR applications.
In order to explore the design space of consumer AR applications we have
developed a design process that enables active participation of end-users in
the conception, design and evaluation of AR applications. The design process
itself is based on the idea of "testable design representations". Throughout
the process design representations are refined and employed in user tests to
provide instant feedback to designers. A collection of tools allows to create
and modify the design representations and supports Wizard-of-Oz tests with
these design representations. Keywords: Augmented Reality, Concept Evaluation, User Centred Design, Wizard-Of-Oz
Tests, Tool Support | |||
| Arrowhead Cursors Have Irrelevant Features that Influence Cursor Velocity and Overshooting | | BIBAK | 109-114 | |
| Jim Phillips; Tom Triggs; James Meehan | |||
| Arrowheads cue direction and engender optical illusions. These irrelevant
properties may influence cursor placement upon computer screens. In a choice
reaction time paradigm participants moved an upwards or downwards pointing
arrowhead cursor to screen top or bottom to targets of 7.5 or 15mm diameter.
Experiment 1 employed a standard sized cursor, and found downwards cursor
placements prolonged. With a double size cursor, Experiment 2 found a
compatible arrowhead orientation improved response latencies, but reduced
cursor velocities for smaller targets. Overshooting occurred in the direction
the arrow pointed for larger targets. Apparently there are costs when planning
movements within virtual environments. Keywords: Cursor, Arrowhead, Positioning, Mouse, Kinematics | |||
| Learning HCI in The Lost World | | BIBAK | 115-120 | |
| Toni Robertson; Christopher Lueg; Wayne Brookes | |||
| Instead of a formal examination, HCI students completed part of their
assessment in a local video game parlour. It is one of the few places where a
large group of students can experience participant observation of technology in
its everyday situation of use. In this paper we discuss some of the usability
issues that were identified during the evaluations as well as the pedagogical
insights that resulted for the students and staff involved. It was clear that
while the students could identify specific problems, they had difficulty,
describing and critiquing the structure of the interaction in the various games
and moving between general usability principles and specific examples in
context. However, their experience demonstrated vividly the differences between
evaluating technology inside and outside of its everyday context and between
observation of, and participation in, the use of the technology being
evaluated. Keywords: Usability issues, HCI education, usability evaluation, video games,
learning, pleasure | |||
| The Continuing Evolution of Best Practice Principles in Designing for Web Accessibility | | BIBAK | 121-127 | |
| Gian Sampson-Wild; Oliver K. Burmeister | |||
| Web accessibility for people with disabilities, particularly those with
vision impairment is an issue of prominence due to the publicity surrounding
the recent SOCOG court case. Implications for web site design arise from
interpretations of the Disability Discrimination Act as it was interpreted for
that case, as well as recommendations by HREOC and W3C. There are categories of
compliance that designers need to understand. These categories are still
evolving. Their current interpretations are presented in this paper as well as
further ways to develop them. Keywords: accessibility, W3C, web, disability, design, discrimination, guidelines,
HREOC | |||
| Interface Issues for 3D Motion Control | | BIBAK | 128-133 | |
| Jan Scott; Barney Dalgarno | |||
| 3D virtual environments have wide-ranging potential applications. It is
important that the user can comfortably move and navigate in such environments.
However, the design of an interface allowing the user to easily control their
motion is problematic. This paper describes a comparative study on the
usability of motion control interfaces in 3D virtual environments. A series of
positive and negative features of the navigation tools studied have been
identified and a series of usability guidelines for designers have been
derived. Keywords: Usability, Navigation, 3D, Motion control, Computer Games, VRML | |||
| Dynamically Constructed Virtual Spaces -- The "Loose Integration" Framework | | BIBAK | 134-142 | |
| Simeon J. Simoff | |||
| This paper discusses the loose integration approach in building
collaborative virtual environments as a collection of several underlying
technologies. The framework allows to develop an open integrated environment
which supports consistent human computer interaction, uniting existing
supporting technologies at conceptual and interface level. Proposed approach is
suitable for developing customisable learning environments for subjects, which
include in their curriculum different computer mediated environments and
different modes of delivery. Keywords: virtual place, virtual worlds, collaborative virtual environments, on-line
learning, systems integration, computer supported collaborative work, virtual
communities | |||
| The Use of Auditory Feedback in Call Centre Computer-Human-Human Interaction | | BIBAK | 143-147 | |
| Anette Steel; Matt Jones; Mark Apperley | |||
| Initial investigations have been carried out to evaluate issues of the
computer-human-human interaction (which we refer to as CHHI) commonly found in
call centre scenarios. These investigations suggest the use of auditory icons
and earcons to give auditory feedback could improve CHHI in the call centre
environment. Providing good customer service is crucial to organizations and it
is increasingly common that it is provided through call centres therefore
improvements in CHHI will have significant impacts. Keywords: call centre interaction, chhi, chi, auditory feedback, visually impaired
software, cscw | |||
| Culturally Commercial: A Cultural E-Commerce Framework | | BIBAK | 148-153 | |
| Fay Sudweeks; Simeon Simoff | |||
| A problem with most global e-business models is a flattening of cultural
diversity, with little regard to local identity. This paper presents a
culturally specific framework for e-Business with an example of its
application. The example illustrates online shopping in a 3D distributed
environment which is sensitive to specific cultures. Keywords: e-commerce, cultural diversity, 3d environments, online shopping | |||
| Investigations into Privacy and Other Aspects of a Real-Time Distributed Marks Collection System | | BIBAK | 154-160 | |
| Richard C. Thomas; Paul Cashman; David Edwin; Martin Ritchie | |||
| The real-time collection of laboratory marks gives the opportunity to save
lecturer time and, as a side effect, possibly improve the early detection of
students at risk. However there may be adverse consequences for student and
demonstrator privacy. This paper presents a distributed marks-collection system
we have built. It captures marks in situ in the laboratory from about 650
students enrolled over two units. The web-based system, constructed using the
Teachers' and Learners' Collaborascope software, has proved highly robust. We
also discuss our investigations into privacy concerns. Keywords: privacy, student marks, distributed information system, performance
prediction, user monitoring, TLC, servlet, non-functional requirements | |||
| Towards Contingent Usability Evaluation of WWW Sites | | BIBAK | 161-167 | |
| Andrew Turk | |||
| evaluation parameters for WWW sites, through a contingency table approach.
This is based on categorising the site via taxonomies of user characteristics
and site content/purpose. Appropriate design guidelines, usability dimensions
and evaluation techniques may then be identified and a suitable evaluation plan
established. Usability questionnaires may be optimised. Progress on development
of this framework into a software tool is discussed. Keywords: usability, evaluation, WWW, sites, contingency, users, tasks,
characteristics | |||
| Ambiguity and Abstraction: Supporting Early Design Process in Interactive Systems | | BIBAK | 168-174 | |
| Michael Wainer; Denny Hays | |||
| Computer systems promoted as design tools often are neglected by designers
until after the initial design phases have been completed. Several
researchers(Gross et al (1996), Hays et al (2000) Kao et al (1997)) have noted
the deficiencies of software systems to adequately support the early phases of
design. Our premise is that this is due in large part to the disregard of
ambiguity as an abstraction management tool. The goal of this paper is to more
clearly define the role of ambiguity and to suggest interface guidelines to
incorporate it so as to create better interactive support for early design
process. Keywords: Design process, User interface, Ambiguity, Abstraction, Emergence,
Creativity, Guidelines | |||
| Respiratory Sonification Helps Anaesthetists Timeshare Patient Monitoring with Other Tasks | | BIBAK | 175-180 | |
| Marcus Watson; Penelope Sanderson | |||
| We explored the effectiveness of continuous auditory displays, or
"sonifications", for conveying information about an anaesthetised patient's
respiratory state. A dual-task experiment showed that sonification helps
anaesthetists maintain high levels of awareness of patient state and at the
same time perform other tasks more effectively than when relying upon visual
monitoring of patient state. In summary, sonification of patient physiology
beyond traditional pulse oximetry appears a viable and useful adjunct when
monitoring patient state. Keywords: Sonification, auditory displays, patient monitoring systems, cognitive
engineering | |||
| Situation Awareness and Its Implications for Human-Systems Interaction | | BIBAK | 181-186 | |
| B. L. William Wong; Ann Blandford | |||
| This paper describes the nature of situation awareness in the command and
control of emergency ambulances in a large metropolitan centre. In a field
study using the Critical Decision Method, situation awareness has been found to
play a crucial role in ensuring that real-time decisions are made in the
context of the situation. A descriptive model of how dispatchers interact with
their control systems to develop and maintain this mental picture was
developed. This paper proposes four challenges that systems developers must
address when designing command and control systems for emergency ambulance
dispatch management. Keywords: situation awareness, human-systems interaction, field study, command and
control, emergency ambulance, Critical Decision Method | |||
| Stakeholder Perspectives of Accounting Information Quality | | BIBAK | 187-193 | |
| Hongjiang Xu | |||
| The quality of the information provided is critical in accounting
information systems. This paper describes a study, which explores the
stakeholders' perspectives in relation to data quality in accounting
information systems. The study involved the development of a conceptual
framework representing the relationships between stakeholder groups and data
quality in accounting information systems, and the application of the framework
in a case study. Keywords: information quality, accounting information, stakeholder | |||
| Privacy-Enhanced Displays by Time-Masking Images | | BIBAK | 194-199 | |
| William S. Yerazunis; Marco S. Carbone | |||
| This paper describes a method for enhancing the privacy of computer displays
in public and semipublic areas. By operating the display at a higher-than-usual
frame rate and alternately displaying frames of an arbitrary private image and
a computed mask image, unauthorized viewers perceive one image, while
authorized viewers with appropriately keyed shutterglasses see an entirely
different (and private) image. Although the technique can be defeated, it
provides a measure of privacy against casual and opportunistic privacy
penetrations. Keywords: data privacy, display technology, shutterglasses | |||
| Scenario Editor Project: Supporting Scenario Development Activities In Web-Site Design | | BIBAK | 200-203 | |
| Kentaro Go; John M. Carroll; Atsumi Imamiya | |||
| In this paper, wee describe the rationale and design of our ongoing project:
the Scenario Editor, which supports scenario development activities in Web-site
design and redesign. The Scenario Editor helps the development of scenarios of
Web-site use as well as tradeoff analysis of Web-related artifacts; in other
words, it manages the design rationales of Web sites. Furthermore, it
transforms recorded scenarios and claims into XML (eXtensible Markup Language)
format, which can be browsed using specific Web browsers. Thus, it provides an
opportunity to share and reuse the design rationales among the stakeholders
including non-technical users. Keywords: Scenarios, scenario-based design, design activities, claims, claims
analysis, design rationales, Web-site design | |||
| Cultural Issues of User Interface Design in Implementing Web Based Electronic Business | | BIBAK | 204-209 | |
| Kyeong-Soon Kang | |||
| This paper explores cultural issues with respect to web-based business
systems and web design in electronic business over web sites. Studying the
cultural issues of user interface design in implementing web-based electronic
business will provide guidelines for the global use of electronic business.
This paper summarises recent work on implementation issues for the improvement
of graphic and text usage in a variety of system environments and web interface
design issues, which should be designed to suit users on a global level, and
discusses examples of effective popular business web site interfaces currently
in use. Keywords: Culture Issues, User Interface Design, Web Interface Design and Web Based
Business Systems | |||
| Auditory Cues in a Multimodal Jukebox | | BIBAK | 210-216 | |
| Tatiana Lashina | |||
| This paper addresses the problem of evaluating the meaningfulness of
auditory feedback used in a multimodal interface. The question of
meaningfulness arises when auditory feedback have to give navigation cues in
hands-and-eyes free interaction. An experimental framework was developed to
answer the questions addressing the interaction between visual and auditory
modalities. The results indicated that the visual interface representation had
great influence on interpreting the meaning of sound. The degree of this
influence depends on the autonomy of the sound. When auditory and visual
modalities are presented together it reinforces the meaning of the sound being
played on its own. Keywords: Auditory-feedback, audio-visual modalities, navigation cues, hands-and-eyes
free, remote-evaluation, user-interfaces, jukebox | |||
| In Search of a Complete Metaphor for Scaffolding the User of On-Line Course Materials | | BIBAK | 217-221 | |
| Joan Richardson; Sarah Guss | |||
| When we design our Web sites for learning or gaining knowledge we need to
maintain a focus on the activities the students will be involved in and the use
of the medium as a form of expression. It is insufficient to merely look at the
content or topics as components of a syllabus. It is important to define the
objectives of a course, then the content as topics and related outcomes and
finally the activities the students will be involved in to achieve these
outcomes. This process assists in the determination of aspects of the interface
like the navigational pathways through the content. We must endeavour to
provide not only the knowledge on the Web but to ensure that these fragments
are activity focussed and tied together by a logical sequencing of events and
an abstract context. This will construct knowledge and therefore make usable
and useful systems for this knowledge economy. Keywords: Learning, Web design, interface design, design theory | |||
| A Method for Recognizing Sign Language Sentences Based on Head Movements | | BIBAK | 222-227 | |
| Hirohiko Sagawa; Atsuko Koizumi; Masaru Takeuchi; Ming Xu; Katsuhiko Sakaue | |||
| In Japanese sign language (JSL), non-manual signs (NMSs) such as facial
expressions, glances, and nods are important for conveying grammatical
information. We focused on head movements among the NMSs in JSL and classified
their types and functions. In accordance with the result of the classification,
we propose a method for recognizing JSL sentences based on the grammatical
functions of head movements. Keywords: Japanese sign language, non-manual signs, recognition, grammar, head
movements | |||
| Colour and Perception in User Interface Design | | BIBAK | 228-234 | |
| Jan Scott; Milena Dunn; Glenda Croft; Deri Hadler; Geoff Fellows | |||
| Interface design has moved a long way from command language interface.
Visually, we have the opportunity of improving usability and communication with
people from diverse backgrounds. However 'moving' forward has created the need
to include many other disciplines such as graphic design, psychology and human
factors. As with many interfaces, those who have developed the interface find
it difficult to see why it lacks usability. This poster is based on a CD-ROM
developed to provide students and designers with material to assist in
understanding how perception and colour can make the difference between a good
and a poor design. Keywords: Usability, interface, perception, colour, education, design | |||
| Virtual Tours in Tourism: Interaction Issues | | BIBAK | 235-239 | |
| Rochelle Villanueva; B. L. William Wong | |||
| This paper briefly describes issues of design, production and usability of
creating and producing a photo-realistic desktop Virtual Reality (VR) from a
recently completed project of Queenstown, New Zealand. It briefly speculates
and raises the question of whether addressing the issues of design, photography
and usability when creating a VR for marketing and tourism will make the VR
more usable and informative to the user. Keywords: photo-realistic vr, desktop vr, usability, quicktime virtual reality
authoring suite (qtvras) | |||