| Introduction to the Special Issue on Speech as Data | | BIB | PDF | 1 | |
| Chris Schmandt; Nicole Yankelovich | |||
| SpeechSkimmer: A System for Interactively Skimming Recorded Speech | | BIBAK | PDF | 3-38 | |
| Barry Arons | |||
| Listening to a speech recording is much more difficult than visually
scanning a document because of the transient and temporal nature of audio.
Audio recordings capture the richness of speech, yet it is difficult to
directly browse the stored information. This article describes techniques for
structuring, filtering, and presenting recorded speech, allowing a user to
navigate and interactively find information in the audio domain. This article
describes the SpeechSkimmer system for interactively skimming speech
recordings. SpeechSkimmer uses speech-processing techniques to allow a user to
hear recorded sounds quickly, and at several levels of detail. User
interaction, through a manual input device, provides continuous real-time
control of the speed and detail level of the audio presentation. SpeechSkimmer
reduces the time needed to listen by incorporating time-compressed speech,
pause shortening, automatic emphasis detection, and nonspeech audio feedback.
This article also presents a multilevel structural approach to auditory
skimming and user interface techniques for interacting with recorded speech.
An observational usability test of SpeechSkimmer is discussed, as well as a
redesign and reimplementation of the user interface based on the results of
this usability test. Keywords: Design, Experimentation, Human factors, Audio browsing, Interactive
listening, Nonspeech audio, Speech as data, Speech skimming, Speech user
interfaces, Time compression H.5.1 Information systems, Information interfaces
and presentation, Multimedia information systems, Audio input/output, D.2.2
Software, Software engineering, Design tools and techniques, User interfaces,
H.3.3 Information systems, Information storage and retrieval, Information
search and retrieval, H.5.2 Information systems, Information interfaces and
presentation, User interfaces, Evaluation/methodology, H.5.2 Information
systems, Information interfaces and presentation, User interfaces, Input
devices and strategies, H.5.2 Information systems, Information interfaces and
presentation, User interfaces, Interaction styles | |||
| Hanging on the 'Wire: A Field Study of an Audio-Only Media Space | | BIBAK | PDF | 39-66 | |
| Mark S. Ackerman; Debby Hindus; Scott D. Mainwaring; Brian Starr | |||
| The primary focus of this article is an analysis of an audio-only media
space from a computer-supported cooperative work (CSCW) perspective. To
explore whether audio by itself is suitable for shared media systems, we
studied a workgroup using an audio-only media space. This media space, called
Thunderwire, combined high-quality audio with open connections to create a
shared space for its users. The two-month field study provided a richly
nuanced understanding of this audio space's social use. The system afforded
rich sociable interactions. As well, users were able to create a useful,
usable social space; however, through an analysis of the social norms that the
participants formulated, we show that they had to take into account being in an
audio-only environment. Within the field study, then, audio by itself was
sufficient for a usable media space and a useful social space, but users were
forced to adapt to many audio-only and system conditions. The article also
considers audio's implications for privacy. Keywords: Human factors, Audio, Audio spaces, CMC, Computer-mediated communication,
Computer-supported cooperative work, CSCW, Electronic social spaces, Media
spaces, Mediated communication, Norms, Privacy, Rich interactions, Social
interactions, Social presence, Speech interactions, Telepresence H.5.1
Information systems, Information interfaces and presentation, Multimedia
information systems, Audio input/output, H.1.2 Information systems, Models and
principles, User/machine systems, Human factors, H.1.2 Information systems,
Models and principles, User/machine systems, Human information processing,
H.4.3 Information systems, Information systems applications, Communications
applications, H.5.1 Information systems, Information interfaces and
presentation, Multimedia information systems, Evaluation/methodology, H.5.2
Information systems, Information interfaces and presentation, User interfaces,
Evaluation/methodology, H.5.2 Information systems, Information interfaces and
presentation, User interfaces, Interaction styles, H.5.3 Information systems,
Information interfaces and presentation, Group and organization interfaces, J.4
Computer applications, Social and behavioral sciences | |||
| Working-Memory Failure in Phone-Based Interaction | | BIBAK | PDF | 67-102 | |
| Brian R. Huguenard; F. Javier Lerch; Brian W. Junker; Richard J. Patz; Robert E. Kass | |||
| This article investigates working-memory (WM) failure in phone-based
interaction (PBI). We used a computational model of phone-based interaction
(PBI USER) to generate predictions about the impact of three factors on WM
failure: PBI features (i.e. menu structure), individual differences (i.e., WM
capacity), and task characteristics (i.e., number of tasks). Our computational
model stipulates that both the storage and the processing of information
contribute to WM failure. In practical terms the model and the empirical
results indicate that, contrary to guidelines for the design of phone-based
interfaces, deep menu hierarchies (no more than three options per menu) do not
reduce WM error rates in PBI. At a more theoretical level, the study shows
that the use of a computational model in HCI research provides a systematic
approach for explaining complex empirical results. Keywords: Experimentation, Performance, Auditory menu, Cognitive model, Individual
differences, User error, Working memory, H.1.2 Information systems, Models and
principles, User/machine systems, Human information processing, H.5.2
Information systems, Information interfaces and presentation, User interfaces,
Evaluation/methodology, H.5.2 Information systems, Information interfaces and
presentation, User interfaces, Theory and methods | |||
| Nanites: An Approach to Structure-Based Monitoring | | BIBAK | PDF | 103-136 | |
| Kenneth J. Rodham; Dan R., Jr. Olsen | |||
| The focal point of many interactive systems is an information artifact being
created and manipulated by one or more users through a user interface. The
software components of such an interactive system perform their tasks relative
to the data structures that represent the information artifact. System
components interact with each other by changing these data and responding when
relevant changes are made to them by other components. Perhaps the most
difficult problem to be solved when building such data-centric systems is the
monitoring problem. System components require the ability to watch for and
respond to changes made to complex data structures. Previous monitoring
approaches are geared toward monitoring single data items rather than entire
data structures. This article describes a new monitoring approach called
Nanites that is designed to simplify the task of monitoring complex data
structures. Keywords: Design, Human factors, Performance, CSCW, Multiuser interfaces, Nanites,
User interface software, D.2.2 Software engineering, Tools and techniques,
H.5.2 Information interfaces and presentation, User interfaces | |||
| TeleNotes: Managing Lightweight Interactions in the Desktop | | BIBAK | PDF | 137-168 | |
| Steve Whittaker; Jerry Swanson; Jakov Kucan; Candy Sidner | |||
| Communication theories and technology have tended to focus on extended,
formal meetings and have neglected a prevalent and vital form of workplace
communication -- namely, light-weight communication. Unlike formal, extended
meetings, lightweight interaction is brief, informal, unplanned, and
intermittent. We analyze naturalistic data from a study of workplace
communication and derive five design criteria for lightweight interaction
systems. These criteria require that systems for lightweight interaction
support conversational tracking, rapid connection, the ability to leave a
message, context management, and shared real-time objects. Using these
criteria, we evaluate existing interpersonal communications technologies. We
then describe an implementation of a system (TeleNotes) that is designed to
support lightweight interaction by meeting these criteria. The interface
metaphor allows communications to be based around desktop objects, resembling
"sticky notes." These objects are also organized into "desktop piles" to
support conversational threads and provide mechanisms for initiating real-time
audio, video, and application sharing. We conducted informal user testing of
several system prototypes. Based on our findings, outstanding issues
concerning theory and systems design for communication systems are outlined --
in particular, with regard to the issue of managing conversations over time. Keywords: Human factors, Audio, Awareness, Computer-media spaces, Conversation
management, Impromptu communication, Informal communication, Interpersonal
communications, Lightweight interaction, Mediated communication, Remote
collaboration, Task management, Video, H.1.2 Information systems, Models and
principles, User/machine systems, D.4.4 Software, Operating systems,
Communications management, H.5.2 Information systems, Information interfaces
and presentation, User interfaces, H.5.1 Information systems, Information
interfaces and presentation, Multimedia information systems, I.3.6 Computing
methodologies, Computer graphics, Methodology and techniques, Interaction
techniques | |||
| Hands-On Practice in Learning to Use Software: A Comparison of Exercise Exploration, and Combined Formats | | BIBAK | PDF | 169-196 | |
| Susan Wiedenbeck; Patti L. Zila | |||
| This research addresses two issues in the domain of computer training: (1)
whether learners are able to use exploration-based practice methods effectively
to learn to use software and (2) whether some minimal computing background is
necessary to be successful with minimalist training and exploration practice.
An empirical study was carried out to compare exploration, exercises, and a
combined format consisting of an exercise followed by exploration. Subjects of
both high and low computer experience were included in the study. It was
thought that the combined format might lead to superior training outcomes
because it would both structure learning through an exercise and allow learners
to go beyond the simple procedures in the training manual through exploration.
The results showed that the performance of the low-experience subjects at test
did not differ based on the type of practice. However, high-experience
subjects who were trained using exercises or the combined format did
significantly better than those trained using exploration alone. The
similarity of performance of subjects in the exercise and combined practice
conditions suggests that the exercise component of the practice explains their
success. Keywords: Human factors, Computer training, Exercises, Exploration, Minimalist
training, Practice methods, H.5.2 Information interfaces and presentation, User
interfaces, Training, help, and documentation | |||
| Drawing Graphs to Convey Proximity: An Incremental Arrangement Method | | BIBAK | PDF | 197-229 | |
| Jonathan D. Cohen | |||
| Graph drawings are increasingly finding their way into user interfaces to
convey a variety of relationships. This article deals with rendering graphs to
show proximity between vertices by making their configuration (screen)
distances reflect their distances in the graph. An arrangement method is
described that achieves good drawings at speeds suitable for user interaction
on a desktop computer. The method is "incremental" in that it first arranges a
small portion of the graph, then arranges successively larger fractions of the
graph until a suitable arrangement for the entirety is achieved. The
incremental approach not only offers speed improvements, but avoids many of the
suboptimal solutions reached with other iterative approaches. Algorithms are
described in pseudocode, and results are presented. Keywords: Algorithms, Human factors, Force-directed, Graph drawing, Graph layout, MDS,
Multidimensional scaling, H.5 Information systems, Information interfaces and
presentation, I.3 Computing methodologies, Computer graphics | |||
| Predictive Engineering Models Based on the EPIC Architecture for a Multimodal High-Performance Human-Computer Interaction Task | | BIBAK | PDF | 230-275 | |
| David E. Kieras; Scott D. Wood; David E. Meyer | |||
| Engineering models of human performance permit some aspects of usability of
interface designs to be predicted from an analysis of the task, and thus they
can replace to some extent expensive user-testing data. We successfully
predicted human performance in telephone operator tasks with engineering models
constructed in the EPIC (Executive Process-Interactive Control) architecture
for human information processing, which is especially suited for modeling
multimodal, complex tasks, and has demonstrated success in other task domains.
Several models were constructed on an a priori basis to represent different
hypotheses about how operators coordinate their activities to produce rapid
task performance. The models predicted the total time with useful accuracy and
clarified some important properties of the task. The best model was based
directly on the GOMS analysis of the task and made simple assumptions about the
operator's task strategy, suggesting that EPIC models are a feasible approach
to predicting performance in multimodal high-performance tasks. Keywords: Human factors, Cognitive models, Usability engineering, H.1.2 Information
systems, Models and principles, User/machine systems, Human information
processing | |||
| Graphical Representation of Programs in a Demonstrational Visual Shell -- An Empirical Evaluation | | BIBAK | PDF | 276-308 | |
| Francesmary Modugno; Albert T. Corbett; Brad A. Myers | |||
| An open question in the area of Programming by Demonstration (PBD) is how to
best represent the inferred program. Without a way to view, edit, and share
programs, PBD systems will never reach their full potential. We designed and
implemented two graphical representation languages for a PBD desktop similar to
the Apple Macintosh Finder. Although a user study showed that both languages
enabled nonprogrammers to generate and comprehend programs, the study also
revealed that the language that more closely reflected the desktop domain
doubled users' abilities to accurately generate programs. Trends suggest that
the same language was easier for users to comprehend. These findings suggest
that it is possible for a PBD system to enable nonprogrammers to construct
programs and that the form of the representation can impact the PBD system's
effectiveness. A paper-and-pencil evaluation of the two versions of the PBD
desktop prior to the study supported these finding and provided interesting
feedback on the interaction between usability evaluations and user studies. In
particular, the comparison of the paper-and-pencil evaluation with the
empirical evaluation suggested that nonempirical evaluation techniques can
provide guidance into how to interpret empirical data and, in particular, that
PBD systems need to provide support for programming-strategy selection in order
to be successful. Keywords: Experimentation, Human factors, Programming by demonstration, Pursuit, D.1.2
Software, Programming techniques, Automatic programming, D.1.7 Software,
Programming techniques, Visual programming, D.m Software, Miscellaneous,
Software psychology | |||
| Selection using a One-Eyed Cursor in a Fish Tank VR Environment | | BIBAK | PDF | 309-322 | |
| Colin Ware; Kathy Lowther | |||
| This study investigates the use of a 2D cursor presented to one eye for
target selection in Fish Tank VR and other stereo environments. It is argued
that 2D selection of 3D objects should be less difficult than 3D selection.
Vision research concerning binocular rivalry and the tendency we have to
project images onto surfaces suggests that this mode of viewing will not seem
particularly unnatural. A Fitts' Law experiment was done to directly compare
target acquisition with a one-eyed 2D cursor and target acquisition using a 3D
cursor. In both cases we used the same input device (Polhemus Fastrak) so that
the device lag and gain parameters were exactly matched. The results show a
large improvement in target acquisition time using the 2D cursor. The
practical implications of this is that the 2D selection method using a one-eyed
cursor in preferable to the 3D selection method. Theoretical implications
relate to methods for extending Fitts' Law from the one-dimensional task for
which it was designed to 2D and 3D tasks. We conclude that the existing
approaches to this problem are not adequate. Keywords: Human factors, Fitts' Law, Picking, Stereo vision, Three-dimensional
selection, Virtual reality, I.3.6 Computer graphics, Methodology and
techniques, Interaction techniques | |||
| Managing Level of Detail Through Peripheral Degradation: Effects on Search Performance with a Head-Mounted Display | | BIBAK | PDF | 323-346 | |
| Benjamin Watson; Neff Walker; Larry F. Hodges; Aileen Worden | |||
| Two user studies were performed to evaluate the effect of level-of-detail
(LOD) degradation in the periphery of head-mounted displays on visual search
performance. In the first study, spatial detail was degraded by reducing
resolution. In the second study, detail was degraded in the color domain by
using grayscale in the periphery. In each study, 10 subjects were given a
complex search task that required users to indicate whether or not a target
object was present among distracters. Subjects used several different displays
varying in the amount of detail presented. Frame rate, object location,
subject input method, and order of display use were all controlled. The
primary dependent measures were search time on correctly performed trials and
the percentage of all trials correctly performed. Results indicated that
peripheral LOD degradation can be used to reduce color or spatial visual
complexity by almost half in some search tasks with out significantly reducing
performance. Keywords: Human factors, Experimentation, Detail management, High-detail inset, Level
of detail, Object simplification, Peripheral degradation, Visual search, H.1.2
Models and principles, User/machine systems, Human factors, H.5.2 Information
interfaces and presentation, User interfaces, Screen design, H.5.2 Information
interfaces and presentation, User interfaces, Theory and methods, I.3.7
Computer graphics, Three-dimensional graphics and realism, Virtual reality | |||
| Pavlov: An Interface Builder for Designing Animated Interfaces | | BIBAK | PDF | 347-386 | |
| David Wolber | |||
| Conventional interface builders provide little support for interactive
development of interfaces with application-specific graphics. Some Programming
by Demonstration (PBD) systems do provide such support, but none provide full
support for demonstrating interfaces, such as those in games, in which the
graphics are animated. This article proposes a number of techniques for
creating animated interfaces, all of which have been included in an exploratory
system, Pavlov. Many of the techniques are based on the addition of timing
controls to a form of PBD called stimulus-response demonstration. Others are
based on an adaptation of a traditional animation time-line that integrates
end-user interaction with animation. The article also evaluates Pavlov with
(1) a comparison to other PBD systems in terms of the behaviors that can be
specified interactively and (2) a report on an informal user study comparing
development in Pavlov to development in a conventional interface builder. Keywords: Design, Human factors, Animation, Programming by demonstration, User
interface design environments (UIDEs), D.2.2 Software engineering, Tools and
techniques, User interfaces, H.5.2 Information interfaces and presentation,
User interfaces, I.2 Artificial intelligence, Applications and expert systems,
Games | |||