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Query: Anderson_F* Results: 9 Sorted by: Date  Comments?
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RetroFab: A Design Tool for Retrofitting Physical Interfaces using Actuators, Sensors and 3D Printing Collaborative Fabricatio? Making Much of Machines / Ramakers, Raf / Anderson, Fraser / Grossman, Tovi / Fitzmaurice, George Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.409-419
ACM Digital Library Link
Summary: We present RetroFab, an end-to-end design and fabrication environment that allows non-experts to retrofit physical interfaces. Our approach allows for changing the layout and behavior of physical interfaces. Unlike customizing software interfaces, physical interfaces are often challenging to adapt because of their rigidity. With RetroFab, a new physical interface is designed that serves as a proxy interface for the legacy controls that are now operated by actuators. RetroFab makes this concept of retrofitting devices available to non-experts by automatically generating an enclosure structure from an annotated 3D scan. This enclosure structure holds together actuators, sensors as well as components for the redesigned interface. To allow retrofitting a wide variety of legacy devices, the RetroFab design tool comes with a toolkit of 12 components. We demonstrate the versatility and novel opportunities of our approach by retrofitting five domestic objects and exploring their use cases. Preliminary user feedback reports on the experience of retrofitting devices with RetroFab.

Candid Interaction: Revealing Hidden Mobile and Wearable Computing Activities Session 7A: Wearable and Mobile Interactions / Ens, Barrett / Grossman, Tovi / Anderson, Fraser / Matejka, Justin / Fitzmaurice, George Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.467-476
ACM Digital Library Link
Summary: The growth of mobile and wearable technologies has made it often difficult to understand what people in our surroundings are doing with their technology. In this paper, we introduce the concept of candid interaction: techniques for providing awareness about our mobile and wearable device usage to others in the vicinity. We motivate and ground this exploration through a survey on current attitudes toward device usage during interpersonal encounters. We then explore a design space for candid interaction through seven prototypes that leverage a wide range of technological enhancements, such as Augmented Reality, shape memory muscle wire, and wearable projection. Preliminary user feedback of our prototypes highlights the trade-offs between the benefits of sharing device activity and the need to protect user privacy.

Supporting Subtlety with Deceptive Devices and Illusory Interactions Grip, Move & Tilt: Novel Interaction / Anderson, Fraser / Grossman, Tovi / Wigdor, Daniel / Fitzmaurice, George Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1489-1498
ACM Digital Library Link
Summary: Mobile devices offer constant connectivity to the world, which can negatively affect in-person interaction. Current approaches to minimizing the social disruption and improving the subtlety of interactions tend to focus on the development of inconspicuous devices that provide basic input or output. This paper presents a more general approach to subtle interaction and demonstrates how a number of principles from magic can be leveraged to improve subtlety. It also presents a framework that can be used to classify subtle interfaces along with a modular set of novel interfaces that fit within this framework. Lastly, the paper presents a new evaluation paradigm specifically designed to assess the subtlety of interactions. This paradigm is used to compare traditional approaches to our new subtle approaches. We find our new approaches are over five times more subtle than traditional interactions, even when participants are aware of the technologies being used.

Dynamic Opacity Optimization for Scatter Plots Visualizing Statistics & Graphs / Matejka, Justin / Anderson, Fraser / Fitzmaurice, George Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2707-2710
ACM Digital Library Link
Summary: Scatterplots are an effective and commonly used technique to show the relationship between two variables. However, as the number of data points increases, the chart suffers from "over-plotting" which obscures data points and makes the underlying distribution of the data difficult to discern. Reducing the opacity of the data points is an effective way to address over-plotting, however, setting the individual point opacity is a manual task performed by the chart designer. We present a user-driven model of opacity scaling for scatter plots built from crowd-sourced responses to opacity scaling tasks using several synthetic data distributions, and then test our model on a collection of real-world data sets.

The pen is mightier: understanding stylus behaviour while inking on tablets Understanding users: inking, perception and adaptation / Annett, Michelle / Anderson, Fraser / Bischof, Walter F. / Gupta, Anoop Proceedings of the 2014 Conference on Graphics Interface 2014-05-07 p.193-200
ACM Digital Library Link
Summary: Although pens and paper are pervasive in the analog world, their digital counterparts, styli and tablets, have yet to achieve the same adoption and frequency of use. To date, little research has identified why inking experiences differ so greatly between analog and digital media or quantified the varied experiences that exist with stylus-enabled tablets. By observing quantitative and behavioural data in addition to querying preferential opinions, the experimentation reaffirmed the significance of accuracy, latency, and unintended touch, whilst uncovering the importance of friction, aesthetics, and stroke beautification to users. The observed participant behaviour and recommended tangible goals should enhance the development and evaluation of future systems.

YouMove: enhancing movement training with an augmented reality mirror Vision / Anderson, Fraser / Grossman, Tovi / Matejka, Justin / Fitzmaurice, George Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.311-320
ACM Digital Library Link
Summary: YouMove is a novel system that allows users to record and learn physical movement sequences. The recording system is designed to be simple, allowing anyone to create and share training content. The training system uses recorded data to train the user using a large-scale augmented reality mirror. The system trains the user through a series of stages that gradually reduce the user's reliance on guidance and feedback. This paper discusses the design and implementation of YouMove and its interactive mirror. We also present a user study in which YouMove was shown to improve learning and short-term retention by a factor of 2 compared to a traditional video demonstration.

Learning and performance with gesture guides Papers: gesture studies / Anderson, Fraser / Bischof, Walter F. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1109-1118
ACM Digital Library Link
Summary: Gesture-based interfaces are becoming more prevalent and complex, requiring non-trivial learning of gesture sets. Many methods for learning gestures have been proposed, but they are often evaluated with short-term recall tests that measure user performance, rather than learning. We evaluated four types of gesture guides using a retention and transfer paradigm common in motor learning experiments and found results different from those typically reported with recall tests. The results indicate that many guide systems with higher levels of guidance exhibit high performance benefits while the guide is being used, but are ultimately detrimental to user learning. We propose an adaptive guide that does not suffer from these drawbacks, and that enables a smooth transition from novice to expert. The results contrasting learning and performance can be explained by the guidance hypothesis. They have important implications for the design and evaluation of future gesture learning systems.

Tabletops in motion: the kinetics and kinematics of interactive surface physical therapy Work-in-progress / Anderson, Fraser / Annett, Michelle / Bischof, Walter Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2351-2356
ACM Digital Library Citation
Summary: Technology-based rehabilitation methods have shown promise for improving physical therapy programs, but much of the research is lacking quantitative analysis. We present a study conducted with healthy participants where we compared traditional "table-based" therapy methods with new technology-based methods. Using motion analysis and electromyography recordings, we assessed the kinetic and kinematic dimensions of participant motion during four activities. While technology-based methods are more enjoyable, our results indicate that it is the design of an activity that has a significant impact on the movements performed.

Using a multi-touch tabletop for upper extremity motor rehabilitation Lifestyle / Annett, Michelle / Anderson, Fraser / Goertzen, Darrell / Halton, Jonathan / Ranson, Quentin / Bischof, Walter F. / Boulanger, Pierre Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.261-264
Keywords: interactive surface, motor rehabilitation, multi-touch tabletop, occupational therapy, patient progression
ACM Digital Library Link
Summary: Millions of people in Canada have impairments that result in a loss of function and directly affect their ability to carry out activities of daily living. Many individuals with disabilities enter into rehabilitation programs to improve their motor functioning and quality of life. Currently, many of the activities and exercises that are performed are monotonous, uninteresting, and do not inspire patients to perform to the best of their abilities. The usage of traditional exercises can also make it difficult for therapists to objectively measure and track patient progress. The integration of highly interactive and immersive technologies into rehabilitation programs has the potential to benefit both patients and therapists. We have developed a multi-touch tabletop system, the AIR Touch, which combines existing multi-touch technologies with a suite of new rehabilitation-centric applications. The AIR Touch was developed under the guidance of practicing occupational therapists.