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Query: Carrascal_J* Results: 11 Sorted by: Date  Comments?
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Fitts' Law and the Effects of Input Mapping and Stiffness on Flexible Display Interactions Input Technology / Burstyn, Jesse / Carrascal, Juan Pablo / Vertegaal, Roel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3649-3658
ACM Digital Library Link
Summary: In this paper, we report on an investigation of Fitts' law using flexible displays. Participants performed a one-dimensional targeting task as described by the ISO 9421-9 standard. In the experiment, we compared two methods of bend input: position control and rate control of a cursor. Participants performed the task with three levels of device stiffness. Results show that bend input is highly correlated with Fitts' law for both position and rate control. Position control produced significantly higher throughput values than rate control. Our experiment also revealed that, when the amount of force applied was controlled, device stiffness did not have a significant effect on performance.

An Evaluation of Shape Changes for Conveying Emotions Shape Changing Displays / Strohmeier, Paul / Carrascal, Juan Pablo / Cheng, Bernard / Meban, Margaret / Vertegaal, Roel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3781-3792
ACM Digital Library Link
Summary: In this paper, we explore how shape changing interfaces might be used to communicate emotions. We present two studies, one that investigates which shapes users might create with a 2D flexible surface, and one that studies the efficacy of the resulting shapes in conveying a set of basic emotions. Results suggest that shape parameters are correlated to the positive or negative character of an emotion, while parameters related to movement are correlated with arousal level. In several cases, symbolic shape expressions based on clear visual metaphors were used. Results from our second experiment suggest participants were able to recognize emotions given a shape with a good accuracy within 28% of the dimensions of the Circumplex Model. We conclude that shape and shape changes of a 2D flexible surface indeed appear able to convey emotions in a way that is worthy of future exploration.

What can Doodles on the Arm teach us about On-Body Interaction? Late-Breaking Works: Novel Interactions / Strohmeier, Paul / Carrascal, Juan Pablo / Hornbæk, Kasper Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2726-2735
ACM Digital Library Link
Summary: The use of the skin as interaction surface is gaining popularity in the HCI community. To offer an alternative perspective on how we might design on-body interactions, we conducted a questionnaire asking if, how, and why people mark their skin. We found that visibility and ease of access were important factors for choosing to mark the body. We also found that while some participants consider marking the body as a private activity, most participants perceive such markings as a public display. This tension between the personal nature of on-body interaction and the skin as a public display, as well as hedonic uses of body markings, present interesting design challenges.

MagicWand: Exploring Physical Affordances with a Handheld Cylindrical Display Object Interactivity Demos / Priyadarshana, Lahiru Lakmal / Porter, Victoria / Carrascal, Juan Pablo / Visser, Aaron / Vertegaal, Roel Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3762-3765
ACM Digital Library Link
Summary: We introduce MagicWand, a cylindrical handheld display object made out of 2 Flexible Organic Light-Emitting Diode (FOLED) screens. Magic Wand features a smartphone running the Android operating system. Gesture recognition allows movements of the wand as a form of input. We were interested in exploring how a cylindrical form factor might offer physical affordances for action that are quite different from those of a traditional flat smartphone. We present an application scenario where MagicWand is used as a game controller that can display a variety of 3D game elements.

ReFlex: A Flexible Smartphone with Active Haptic Feedback for Bend Input Keep In Shape / Strohmeier, Paul / Burstyn, Jesse / Carrascal, Juan Pablo / Levesque, Vincent / Vertegaal, Roel Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.185-192
ACM Digital Library Link
Summary: ReFlex is a flexible smartphone with bend input and active haptic feedback. ReFlex's features allow the introduction of sensations such as friction or resistance. We report results from an experiment using ReFlex in a targeting task, as well as initial users' reactions to the prototype. We explore both absolute and relative tactile haptic feedback, paired with two types of bend input mappings: position-control and rate-control. We observed that position-controlled cursors paired well with relative bend feedback, while rate-controlled cursors paired well with absolute bend feedback to indicate targets. We also explored an eyes-free condition. Results suggest that while eyes-free, haptic feedback conditions were more error-prone than visual-only conditions, the size of the error was relatively small, and users were able to complete the task in all cases. We present two application scenarios that take advantage of the unique input and output modalities of ReFlex and discuss its potential for within document navigation.

An In-Situ Study of Mobile App & Mobile Search Interactions Understanding Everyday Use of Mobile Phones / Carrascal, Juan Pablo / Church, Karen Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2739-2748
ACM Digital Library Link
Summary: When trying to satisfy an information need, smartphone users frequently transition from mobile search engines to mobile apps and vice versa. However, little is known about the nature of these transitions nor how mobile search and mobile apps interact. We report on a 2-week, mixed-method study involving 18 Android users, where we collected real-world mobile search and mobile app usage data alongside subjective insights on why certain interactions between apps and mobile search occur. Our results show that when people engage with mobile search they tend to interact with more mobile apps and for longer durations. We found that certain categories of apps are used more intensely alongside mobile search. Furthermore we found differences in app usage before and after mobile search and show how mobile app interactions can both prompt mobile search and enable users to take action. We conclude with a discussion on what these patterns mean for mobile search and how we might design mobile search experiences that take these app interactions into account.

Towards effective ethical behavior design Works-in-progress / de Oliveira, Rodrigo / Carrascal, Juan Pablo Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2149-2154
ACM Digital Library Link
Summary: Many of today's persuasive systems are designed taking into account cognitive biases to foster positive changes in people's behavior (e.g. adopt greener attitudes). However, these biases are also exploited to shape the users' behavior in a way that not necessarily benefit them (e.g. user retention in a website). Scholars addressed this problem by developing design guidelines and methods for ethics in persuasive computing, but these approaches alone have proved to be inefficient since they require every designer to be aware, understand, and comply with the recommended ethical practices. We propose preventive approaches that shall support higher compliance, as well as a remediation-based approach that does not require compliance from every designer. These approaches aim to help users understand persuasive elements embedded in systems, as well as to take more rational decisions when interacting with them. We expect that using preventive and remediation-based approaches will more effectively implement ethics in behavior design.

Your browsing behavior for a big mac: economics of personal information online Research papers / Carrascal, Juan Pablo / Riederer, Christopher / Erramilli, Vijay / Cherubini, Mauro / de Oliveira, Rodrigo Proceedings of the 2013 International Conference on the World Wide Web 2013-05-13 v.1 p.189-200
ACM Digital Library Link
Summary: Most online service providers offer free services to users and in part, these services collect and monetize personally identifiable information (PII), primarily via targeted advertisements. Against this backdrop of economic exploitation of PII, it is vital to understand the value that users put to their own PII. Although studies have tried to discover how users value their privacy, little is known about how users value their PII while browsing, or the exploitation of their PII. Extracting valuations of PII from users is non-trivial -- surveys cannot be relied on as they do not gather information of the context where PII is being released, thus reducing validity of answers. In this work, we rely on refined Experience Sampling -- a data collection method that probes users to valuate their PII at the time and place where it was generated in order to minimize retrospective recall and hence increase measurement validity. For obtaining an honest valuation of PII, we use a reverse second price auction. We developed a web browser plugin and had 168 users -- living in Spain -- install and use this plugin for 2 weeks in order to extract valuations of PII in different contexts.
    We found that users value items of their online browsing history for about €7 (~10USD), and they give higher valuations to their offline PII, such as age and address (about 25€ or 36USD). When it comes to PII shared in specific online services, users value information pertaining to financial transactions and social network interactions more than activities like search and shopping. No significant distinction was found between valuations of different quantities of PII (e.g. one vs. 10 search keywords), but deviation was found between types of PII (e.g. photos vs. keywords). Finally, the users' preferred goods for exchanging their PII included money and improvements in service, followed by getting more free services and targeted advertisements.

A note paper on note-taking: understanding annotations of mobile phone calls Patterns of use / Carrascal, Juan Pablo / de Oliveira, Rodrigo / Cherubini, Mauro Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.21-24
ACM Digital Library Link
Summary: Note-taking has been largely studied in contexts of work meetings. However, often people need to remember information exchanged in informal situations, such as during mobile phone conversations. In this paper we present a study conducted with 59 subjects who had their phone calls semi-automatically transcribed for later annotation. Analysis of the 621 calls and the subjects' annotation behavior revealed that phone recall is indeed a relevant user need. Furthermore, identifying patterns in phone calls such as numbers and names provide better indicators of annotation than variables related to the callers' profile, context of calls, or quality of service. Our findings suggest implications for the design of mobile phone annotation tools.

Multitouch Interface for Audio Mixing / Carrascal, Juan P. / Jordà, Sergi NIME 2011: New Interfaces for Musical Expression 2011-05-30 p.100-103
Keywords: audio mixing, multitouch, control surface, touchscreen
www.nime.org/proceedings/2011/nime2011_100.pdf
Summary: Audio mixing is the adjustment of relative volumes, panning and other parameters corresponding to different sound sources, in order to create a technically and aesthetically adequate sound sum. To do this, audio engineers employ "panpots" and faders, the standard controls in audio mixers. The design of such devices has remained practically unchanged for decades since their introduction. At the time, no usability studies seem to have been conducted on such devices, so one could question if they are really optimized for the task they are meant for. This paper proposes a new set of controls that might be used to simplify and/or improve the performance of audio mixing tasks, taking into account the spatial characteristics of modern mixing technologies such as surround and 3D audio and making use of multitouch interface technologies. A preliminary usability test has shown promising results.

BitDrones: Towards Levitating Programmable Matter Using Interactive 3D Quadcopter Displays Demonstrations / Rubens, Calvin / Braley, Sean / Gomes, Antonio / Goc, Daniel / Zhang, Xujing / Carrascal, Juan Pablo / Vertegaal, Roel Adjunct Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2005-11-08 v.2 p.57-58
ACM Digital Library Link
Summary: In this paper, we present BitDrones, a platform for the construction of interactive 3D displays that utilize nano quadcopters as self-levitating tangible building blocks. Our prototype is a first step towards supporting interactive mid-air, tangible experiences with physical interaction techniques through multiple building blocks capable of physically representing interactive 3D data.