HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,307,975
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Chen_K* Results: 103 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 103 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 01 | 00 | 99 | 95 | 93 | 90 |
Finexus: Tracking Precise Motions of Multiple Fingertips Using Magnetic Sensing Tracking Fingers / Chen, Ke-Yu / Patel, Shwetak N. / Keller, Sean Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1504-1514
ACM Digital Library Link
Summary: With the resurgence of head-mounted displays for virtual reality, users need new input devices that can accurately track their hands and fingers in motion. We introduce Finexus, a multipoint tracking system using magnetic field sensing. By instrumenting the fingertips with electromagnets, the system can track fine fingertip movements in real time using only four magnetic sensors. To keep the system robust to noise, we operate each electromagnet at a different frequency and leverage bandpass filters to distinguish signals attributed to individual sensing points. We develop a novel algorithm to efficiently calculate the 3D positions of multiple electromagnets from corresponding field strengths. In our evaluation, we report an average accuracy of 1.33 mm, as compared to results from an optical tracker. Our real-time implementation shows Finexus is applicable to a wide variety of human input tasks, such as writing in the air.

Curiosity Killed the Cat, but Makes Crowdwork Better Reward me! Motivating and Incentivising Crowdsourcing / Law, Edith / Yin, Ming / Goh, Joslin / Chen, Kevin / Terry, Michael A. / Gajos, Krzysztof Z. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4098-4110
ACM Digital Library Link
Summary: Crowdsourcing systems are designed to elicit help from humans to accomplish tasks that are still difficult for computers. How to motivate workers to stay longer and/or perform better in crowdsourcing systems is a critical question for designers. Previous work have explored different motivational frameworks, both extrinsic and intrinsic. In this work, we examine the potential for curiosity as a new type of intrinsic motivational driver to incentivize crowd workers. We design crowdsourcing task interfaces that explicitly incorporate mechanisms to induce curiosity and conduct a set of experiments on Amazon's Mechanical Turk. Our experiment results show that curiosity interventions improve worker retention without degrading performance, and the magnitude of the effects are influenced by both personal characteristics of the worker and the nature of the task.

AutoManner: An Automated Interface for Making Public Speakers Aware of Their Mannerisms IUI for Education and Training / Tanveer, M. Iftekhar / Zhao, Ru / Chen, Kezhen / Tiet, Zoe / Hoque, Mohammed Ehsan Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.385-396
ACM Digital Library Link
Summary: Many individuals exhibit unconscious body movements called mannerisms while speaking. These repeated changes often distract the audience when not relevant to the verbal context. We present an intelligent interface that can automatically extract human gestures using Microsoft Kinect to make speakers aware of their mannerisms. We use a sparsity-based algorithm, Shift Invariant Sparse Coding, to automatically extract the patterns of body movements. These patterns are displayed in an interface with subtle question and answer-based feedback scheme that draws attention to the speaker's body language. Our formal evaluation with 27 participants shows that the users became aware of their body language after using the system. In addition, when independent observers annotated the accuracy of the algorithm for every extracted pattern, we find that the patterns extracted by our algorithm is significantly (p<0.001) more accurate than just random selection. This represents a strong evidence that the algorithm is able to extract human-interpretable body movement patterns. An interactive demo of AutoManner is available at tinyurl.com/AutoManner.

AR-Arm: Augmented Visualization for Guiding Arm Movement in the First-Person Perspective / Han, Ping-Hsuan / Chen, Kuan-Wen / Hsieh, Chen-Hsin / Huang, Yu-Jie / Hung, Yi-Ping Proceedings of the 2016 Augmented Human International Conference 2016-02-25 p.31
ACM Digital Library Link
Summary: In many activities, such as martial arts, physical exercise, and physiotherapy, the users are asked to perform a sequence of body movements with highly accurate arm positions. Sometimes, the movements are too complicated for users to learn, even by imitating the action of the coach directly. This paper presents a fully immersive augmented reality (AR) system, which provides egocentric hints to guide the arm movement of the user via a video see-through head-mounted display (HMD). By using this system, the user can perform the exactitude of arm movement simply by moving his arms to follow and match the virtual arms, rendered from coach's movement of database, in the first-person view. To ensure the rendered virtual arms correctly aligned with the user's real shoulders, a calibration method is proposed to estimate the length of the user's arms and the positions of his head and shoulders in advance. In addition, we apply the system to Tai-Chi-Chuan practicing, our preliminary study has shown that the proposed egocentric hints can provide intuitive guidance for users to follow the arm movement of the coach with exactitude.

Who are the Devils Wearing Prada in New York City? Session: Multimedia Grand Challenge / Chen, KuanTing / Chen, Kezhen / Cong, Peizhong / Hsu, Winston H. / Luo, Jiebo Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.177-180
ACM Digital Library Link
Summary: Fashion is a perpetual topic in human social life, and the mass has the penchant to emulate what large city residents and celebrities wear. Undeniably, New York City is such a bellwether large city with all kinds of fashion leadership. Consequently, to study what the fashion trends are during this year, it is very helpful to learn the fashion trends of New York City. Discovering fashion trends in New York City could boost many applications such as clothing recommendation and advertising. Does the fashion trend in the New York Fashion Show actually influence the clothing styles on the public? To answer this question, we design a novel system that consists of three major components: (1) constructing a large dataset from the New York Fashion Shows and New York street chic in order to understand the likely clothing fashion trends in New York, (2) utilizing a learning-based approach to discover fashion attributes as the representative characteristics of fashion trends, and (3) comparing the analysis results from the New York Fashion Shows and street-chic images to verify whether the fashion shows have actual influence on the people in New York City. Through the preliminary experiments over a large clothing dataset, we demonstrate the effectiveness of our proposed system, and obtain useful insights on fashion trends and fashion influence.

Smart Beholder: An Open-Source Smart Lens for Mobile Photography Session 6: Telepresence, Virtual, and Augmented Reality / Huang, Chun-Ying / Hsu, Chih-Fan / Tsai, Tsung-Han / Fan, Ching-Ling / Hsu, Cheng-Hsin / Chen, Kuan-Ta Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.351-360
ACM Digital Library Link
Summary: Smart lenses are detachable lenses connected to mobile devices via wireless networks, which are not constrained by the small form factor of mobile devices, and have potential to deliver better photo (video) quality. However, the viewfinder previews of smart lenses on mobile devices are difficult to optimize, due to the strict resource constraints on smart lenses and fluctuating wireless network conditions. In this paper, we design, implement, and evaluate an open-source smart lens, called Smart Beholder. It achieves three design goals: (i) cost effectiveness, (ii) low interaction latency, and (iii) high preview quality by: (i) selecting an embedded system board that is just powerful enough, (ii) minimizing per-component latency, and (iii) dynamically adapting the video coding parameters to maximizing Quality of Experience (QoE), respectively. Several optimization techniques, such as anti-drifting mechanism for video frames and QoE-driven resolution/frame rate adaptation algorithm, are proposed in this paper. Our measurement study shows that Smart Beholder outperforms Altek Cubic and Sony QX100 in terms of lower bitrate, lower latency, slightly higher frame rate, and better preview quality. We also demonstrate that sys adapts to network dynamics. Smart Beholder has been made public at www.smartbeholder.org as an experimental platform for researchers and developers to optimize smart lenses and other embedded real-time video streaming systems.

DeepCamera: A Unified Framework for Recognizing Places-of-Interest based on Deep ConvNets Short Papers: Knowledge Management / Peng, Pai / Chen, Hongxiang / Shou, Lidan / Chen, Ke / Chen, Gang / Xu, Chang Proceedings of the 2015 ACM Conference on Information and Knowledge Management 2015-10-19 p.1891-1894
ACM Digital Library Link
Summary: In this work, we present a novel project called DeepCamera (DC) for recognizing places-of-interest (POI) with smartphones. Our framework is based on deep convolutional neural networks (ConvNets) which are currently state-of-the-art solutions to vision recognition tasks such as our mission. We propose a novel ConvNet by introducing a new layer called "spatial layer" which captures spatial knowledge from a geographic view. As a result, both spatial and visual knowledge contribute to generating a hybrid probability distribution over all possible POI candidates. Furthermore, we compress multiple trained deep ConvNets into one single shallow net called "shNet" which achieves competitive performance with ensemble methods. Our preliminary experiments conducted on real-world dataset have shown promising POI recognition results.

Remembrance: Making Player Character's Inner World Playable Student Game Design Competition / Chen, Kenneth / Guevara, Caroline / Burch, Ethan / Zhu, Jichen Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.759-762
ACM Digital Library Link
Summary: Remembrance is an experimental puzzle platformer game we developed to explore new ways to make the character's inner world (e.g., memories, emotions, and imagination) playable. In this game, we used the landscape as a metaphor of the player character's inner world and gave the player the ability to transform the landscape through a core mechanic we call terraforming.

Acceptance of ICTs by Older Adults: A Review of Recent Studies ICT Use and Acceptance / Ma, Qi / Chen, Ke / Chan, Alan Hoi Shou / Teh, Pei-Lee ITAP 2015: First International Conference on Human Aspects of IT for the Aged Population, Part I: Design for Aging 2015-08-02 v.1 p.239-249
Keywords: Review; Older adults; Information communication technologies (ICTs); Technology acceptance
Link to Digital Content at Springer
Summary: Objectives: Issues surrounding aging and information communication technologies (ICTs) are of critical importance. This study aims to identify the determinants of the acceptance of ICTs innovations by older adults, and discuss the research gap in the gerontechnology literature.
    Methods: Research articles were selected from four multi-disciplinary databases (SCOPUS, ProQuest, EBSCOHOST, Science Direct) from 2004 to 2015. Articles were filtered by "Older than 55", "healthy", "acceptance", "ICTs", etc. Finally, a total of 29 papers including qualitative, quantitative and mixed-method research are used in this study.
    Results: The majority of these studies indicated that older adults have a positive attitude towards using ICTs. The findings summarized ICTs-related technologies in five basic domains: Intelligent monitoring, Health care delivery, Online services, Social communication, and Internet & Computer. The review gathered and classified important acceptance factors into six themes: Perceived Benefits of Use, Subjective Norm, Perceived Behavior Control, Perceived Usability, Affections, and Socio-demographic Mediators.

GRWM: in the bathroom Interactions gallery (demonstrations) / Chen, Ko-Le Proceedings of the 2015 British Human Computer Interaction Conference 2015-07-13 p.314
ACM Digital Library Link
Summary: Academic research findings are disseminated globally through formal publications in journals and conferences. In this process, knowledge is regularly abstracted and consolidated according to well-established formats with the intention to maintain consistency across a diverse range of work. Today, not only do researchers accumulate more data than before, they are also spoiled with data storage options. These storage technologies are in turn affecting the materialities of knowledge. Perhaps in the near future, academic authors will be principally concerned with file formats, compatibility, and how storage and access to their research affects the way it is read. In response I would like to propose a video essay [1] as a conceptual tool to facilitate discourse on the future of dissemination in the research community.
    The video essay aims to mimic the technical and aesthetic qualities of a YouTube video genre -- Get Ready With Me (GRWM). YouTube is the video library of our time, including an expanding range of research films. GRWM: In the bathroom is a collaboration with a fellow researcher and creates a female persona in a fictionalized situation where she is confronted with the idea of herself being distributed as research knowledge, thus engaging the viewer in a discussion about research subjects and their relation to knowledge dissemination.

Identifying Regrettable Messages from Tweets Posters / Zhou, Lu / Wang, Wenbo / Chen, Keke Companion Proceedings of the 2015 International Conference on the World Wide Web 2015-05-18 v.2 p.145-146
ACM Digital Library Link
Summary: Inappropriate tweets may cause severe damages on the authors' reputation or privacy. However, many users do not realize the potential damages when publishing such tweets. Published tweets have lasting effects that may not be completely eliminated by simple deletion, because other users may have read them or third-party tweet analysis platforms have cached them. In this paper, we study the problem of identifying regrettable tweets from normal individual users, with the ultimate goal of reducing the occurrences of regrettable tweets. We explore the contents of a set of tweets deleted by sample normal users to understand the regrettable tweets. With a set of features describing the identifiable reasons, we can develop classifiers to effectively distinguish such regrettable tweets from normal tweets.

Remote Paper Prototype Testing Rethinking Evaluation for Today's HCI / Chen, Kevin / Zhang, Haoqi Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.77-80
ACM Digital Library Link
Summary: To test paper prototypes of mobile applications, we have been experimenting with remote paper prototype testing as an approach and tool for enabling a designer to wizard a paper prototype from afar while a user tests the prototype out of the lab. This paper presents a system for remote paper prototype testing that consists of (1) a video camera placed over a paper prototype, which streams a live audio-visual feed via Google Hangouts to a tester, and (2) Google Glass on the tester, which streams a live audio-visual-data feed to the facilitator and wizard. Results from a pilot study found that remote paper prototype testing helped designers gain valuable insights through use in realistic scenarios.

Toward the New Item Problem: Context-Enhanced Event Recommendation in Event-Based Social Networks Recommender Systems / Wang, Zhenhua / He, Ping / Shou, Lidan / Chen, Ke / Wu, Sai / Chen, Gang Proceedings of ECIR 2015, the 2015 European Conference on Information Retrieval 2015-03-29 p.333-338
Keywords: Event recommendation; event-based social network; new item problem; learning to rank
Link to Digital Content at Springer
Summary: Increasing popularity of event-based social networks (EBSNs) calls for the developments in event recommendation techniques. However, events are uniquely different from conventional recommended items because every event to be recommended is a new item. Traditional recommendation methods such as collaborative filtering techniques, which rely on users' rating histories, are not suitable for this problem. In this paper, we propose a novel context-enhanced event recommendation method, which exploits the rich context in EBSNs by unifying content, social and geographical information. Experiments on a real-world dataset show promising results of the proposed method.

A Probabilistic Concept Annotation for IT Service Desk Tickets Boaster Session / Jan, Ea-Ee / Chen, Kuan-Yu / Ide, Tsuyoshi Proceedings of the 2014 International Workshop on Exploiting Semantic Annotations in Information Retrieval 2014-11-07 p.21-23
ACM Digital Library Link
Summary: Ticket annotation and search has become an important research subject in the IT service desk delivery. Millions of tickets are created yearly to address business users' IT related problems. In IT service desk management, it is critical to first capture the pain points for a group of tickets to determine root cause; secondly, to obtain the respective distributions in order to layout the priority of addressing these pain points. An advanced ticket analytics system utilizes a combination of topic modeling and clustering to address the above issues and the integration of these features into information architecture will allow for a wider distribution of this technology and progress to a remarkable financial impact for IT industry. Topic modeling has been used to extract topics from given documents; each topic is represented by unigram distributions. However, it is not clear how to interpret the results. Due to the inadequacy to render top concepts, in this paper, we propose a probabilistic framework, which integrates topic models, POS tags, query expansion and so on, for the practical challenge. The rigorously empirical experiments demonstrate the consistent and utility performance of the proposed method on real datasets.

Screencast in the Wild: Performance and Limitations Posters 1 / Hsu, Chih-Fan / Chen, De-Yu / Huang, Chun-Ying / Hsu, Cheng-Hsin / Chen, Kuan-Ta Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.813-816
ACM Digital Library Link
Summary: Displays without associated computing devices are increasingly more popular, and the binding between computing devices and displays is no longer one-to-one but more dynamic and adaptive. Screencast technologies enable such dynamic binding over ad hoc one-hop networks or Wi-Fi access points. In this paper, we design and conduct the first detailed measurement study on the performance of state-of-the-art screencast technologies. By varying the user demands and network conditions, we find that Splashtop and Miracast outperform other screencast technologies under typical setups. Our experiments also show that the screencast technologies either: (i) do not dynamically adjust bitrate or (ii) employ a suboptimal adaptation strategy. The developers of future screencast technologies are suggested to pay more attentions on the bitrate adaptation strategy, e.g., by leveraging cross-layer optimization paradigm.

Influence of altered visual feedback on neck movement for a virtual reality rehabilitative system Health Care: HC6 -- Surgical Performance and Simulation Training / Chen, Karen B. / Ponto, Kevin / Sesto, Mary E. / Radwin, Robert G. Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.693-697
doi 10.1177/1541931214581162
Link to HFES Digital Content
Summary: This paper investigates altering visual feedback during neck movement through control-display (C-D) gain for a head-mounted display, for the purpose of determining the just noticeable difference (JND) for encouraging individuals with kinesiophobia (i.e. fear avoidance of movement due to chronic pain) to effectively perform therapeutic neck exercises. The JND was defined as .25 probability of detecting a difference from unity C-D gain (gain=1). A target-aiming task with two consecutive neck moves per trial was presented; one neck move had varying C-D gain and the other had unity gain. The VR system was able to influence neck moves without changing locations of the target. Participants indicated whether the two neck movements were the same or different. Logistic regression revealed that the JND gains were 0.903 (lower bound) and 1.159 (upper bound) as the participants could not discriminate a 55° turn, ranging from 49.7° to 63.7°. This preliminary study shows that immersive VR with altered visual feedback influenced movement. The feasibility for rehabilitation of individuals with kinesiophobia will next be assessed.

SideSwipe: detecting in-air gestures around mobile devices using actual GSM signal Touch & gesture / Zhao, Chen / Chen, Ke-Yu / Aumi, Md Tanvir Islam / Patel, Shwetak / Reynolds, Matthew S. Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.527-534
ACM Digital Library Link
Summary: Current smartphone inputs are limited to physical buttons, touchscreens, cameras or built-in sensors. These approaches either require a dedicated surface or line-of-sight for interaction. We introduce SideSwipe, a novel system that enables in-air gestures both above and around a mobile device. Our system leverages the actual GSM signal to detect hand gestures around the device. We developed an algorithm to convert the discrete and bursty GSM pulses to a continuous wave that can be used for gesture recognition. Specifically, when a user waves their hand near the phone, the hand movement disturbs the signal propagation between the phone's transmitter and added receiving antennas. Our system captures this variation and uses it for gesture recognition. To evaluate our system, we conduct a study with 10 participants and present robust gesture recognition with an average accuracy of 87.2% across 14 hand gestures.

AirLink: sharing files between multiple devices using in-air gestures Input & interaction / Chen, Ke-Yu / Ashbrook, Daniel / Goel, Mayank / Lee, Sung-Hyuck / Patel, Shwetak Proceedings of the 2014 International Joint Conference on Pervasive and Ubiquitous Computing 2014-09-13 v.1 p.565-569
ACM Digital Library Link
Summary: We introduce AirLink, a novel technique for sharing files between multiple devices. By waving a hand from one device towards another, users can directly transfer files between them. The system utilizes the devices' built-in speakers and microphones to enable easy file sharing between phones, tablets and laptops. We evaluate our system in an 11-participant study with 96.8% accuracy, showing the feasibility of using AirLink in a multiple-device environment. We also implemented a real-time system and demonstrate the capability of AirLink in various applications.

Interactive Sand Art Drawing Using Kinect Visualization Methodologies / Chen, Kai-Min / Wong, Sai-Keung Proceedings of the 2014 International Symposium on Visual Information Communication and Interaction 2014-08-05 p.78-87
ACM Digital Library Link
Summary: In this paper, we present an interactive sand art drawing system using Kinect. Our system adopts a vision-based bare hand detection method which effectively detects the hand position and recognizes the hand gestures. Then, the corresponding sand manipulation actions are performed. Our system supports the common sand drawing functions, such as sand erosion, sand spilling, and sand leaking. To use hands to draw virtual sand on a drawing plane, we design four key gestures which enable drawing manipulation actions for sand. The basic idea is that the gesture of one hand controls the drawing action. The motion and gesture of the other hand controls the drawing position. Our preliminary experimental results show that our system enables sand drawing with bare hands using Kinect. A user study indicates our system is useful to sand art drawing.

Fairness-Aware Loan Recommendation for Microfinance Services SocialCom Track 1: Social Networks, Media and Services / Lee, Eric L. / Lou, Jing-Kai / Chen, Wei-Ming / Chen, Yen-Chi / Lin, Shou-De / Chiang, Yen-Sheng / Chen, Kuan-Ta Proceedings of the 2014 ASE International Conference on Social Computing 2014-08-04 p.3
ACM Digital Library Link
Summary: Up to date, more than 15 billion US dollars have been invested in microfinance that benefited more than 160 million people in developing countries. The Kiva organization is one of the successful examples that use a decentralized matching process to match lenders and borrowers. Interested lenders from around the world can look for cases among thousands of applicants they found promising to lend the money to. But how can loan borrowers and lenders be successfully matched up in a microfinance platform like Kiva? We argue that a sophisticate recommender not only pairs up loan lenders and borrowers in accordance to their preferences, but should also help to diversify the distribution of donations to reduce the inequality of loans is highly demanded, as altruism, like any resource, can be congestible.
    In this paper, we propose a fairness-aware recommendation system based on one-class collaborative-filtering techniques for charity and micro-loan platform such as Kiva.org. Our experiments on real dataset indicates that the proposed method can largely improve the loan distribution fairness while retaining the accuracy of recommendations.

The knowing camera 2: recognizing and annotating places-of-interest in smartphone photos Session 8a: picture this / Peng, Pai / Shou, Lidan / Chen, Ke / Chen, Gang / Wu, Sai Proceedings of the 2014 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2014-07-06 p.707-716
ACM Digital Library Link
Summary: This paper presents a project called Knowing Camera for real-time recognizing and annotating places-of-interest (POI) in smartphone photos, with the availability of online geotagged images of such places. We propose a "Spatial+Visual" (S+V) framework which consists of a probabilistic field-of-view model in the spatial phase and sparse coding similarity metric in the visual phase to recognize phone-captured POIs. Moreover, we put forward an offline Collaborative Salient Area (COSTAR) mining algorithm to detect common visual features (called Costars) among the noisy photos geotagged on each POI, thus to clean the geotagged image database. The mining result can be utilized to annotate the region-of-interest on the query image during the online query processing. Besides, this mining procedure further improves the efficiency and accuracy of the S+V framework. Our experiments in the real-world and Oxford 5K datasets show promising recognition and annotation performances of the proposed approach, and that the proposed COSTAR mining technique outperforms state-of-the-art approach.

Probabilistic text modeling with orthogonalized topics Poster session (short papers) / Yao, Enpeng / Zheng, Guoqing / Jin, Ou / Bao, Shenghua / Chen, Kailong / Su, Zhong / Yu, Yong Proceedings of the 2014 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2014-07-06 p.907-910
ACM Digital Library Link
Summary: Topic models have been widely used for text analysis. Previous topic models have enjoyed great success in mining the latent topic structure of text documents. With many efforts made on endowing the resulting document-topic distributions with different motivations, however, none of these models have paid any attention on the resulting topic-word distributions. Since topic-word distribution also plays an important role in the modeling performance, topic models which emphasize only the resulting document-topic representations but pay less attention to the topic-term distributions are limited. In this paper, we propose the Orthogonalized Topic Model (OTM) which imposes an orthogonality constraint on the topic-term distributions. We also propose a novel model fitting algorithm based on the generalized Expectation-Maximization algorithm and the Newthon-Raphson method. Quantitative evaluation of text classification demonstrates that OTM outperforms other baseline models and indicates the important role played by topic orthogonalizing.

Color Imagery of Skin Tone and Eyeglass Frames The Design of Everyday Things / Chen, Kuen-Meau / Lin, Ying-Sin / Chou, Hsueh-Cheng HCI International 2014: 16th International Conference on HCI: Posters' Extended Abstracts, Part I 2014-06-22 v.4 p.112-117
Keywords: Glasses design; colour imagery
Link to Digital Content at Springer
Summary: This study aimed to explore the colour imagery of skin tone and eyeglass frames, and whether this affects the preferences of consumers. Glasses are a focal point on the face and we wished to understand whether the frame colour along with skin tone affects the entire facial image. Many businesses provide suggestions on choosing frames that complement one's skin tone, but what is the basis of these recommendations? We conducted a questionnaire survey and analysed the results using two-way ANOVA and regression analysis. Results were as follows: (1) skin tone significantly influences preference; (2) the colour of eyeglass frames significantly influences preference; (3) the interaction of skin tone and frame colour does not significantly affect preference; (4) consumers with lighter skin tone tend to prefer black frames; (5) elegant, simple, fresh imagery significantly and positively influences preference. Our results showed that when consumers are choosing glasses, the colour relationship between skin tone and glasses frames does not significantly influence their decisions; however, when it comes to choosing the frames, consumers place more emphasis on their skin tone or colour preferences.

Gestures: The Reformer of the User's Mental Model in Mobile HCI Design for Novel Interaction Techniques and Realities / Lei, Tian / Xiong, Luyao / Chen, Kun / Liu, Xu / Cao, Yin / Zhang, Qi / Liu, Dongyuan / Guo, Sisi DUXU 2014: Third International Conference on Design, User Experience, and Usability, Part II: User Experience Design for Diverse Interaction Platforms and Environments 2014-06-22 v.2 p.586-597
Keywords: spatial consistency; direction of gesture; user experience; mobile usability
Link to Digital Content at Springer
Summary: This paper, by making a usability testing of four Chinese mainstream apps, finds that the mental model's spatial consistency can directly affect the mobile performance. Meanwhile, it also finds that in the touch-screen environment, the concept of direction is ignored by the app users when they construct mental models. Further experimental studies show that: 1) mental model's spatial consistency and Gestalt can influence the gesture's direction, and the Gestalt's impact on it is stronger than that of mental models; 2) in performance the subjects have ignored the time's growth caused by the misdirected gestures, and the completion time is no longer an evaluation criteria for the satisfaction; 3) information type significantly affects completion time, and the hints produced by the continuity of the information content do not influence the direction of gesture; 4) the difference of interaction devices is actually the reason that a user notices the direction or not.

Promoting in-depth reading experience and acceptance: design and assessment of Tablet reading interfaces / Huang, Kuo-Liang / Chen, Kuo-Hsiang / Ho, Chun-Heng Behaviour and Information Technology 2014-06-03 v.33 n.6 p.606-618
Link to Article at Taylor & Francis
Summary: This study employs an interface design on a Tablet to facilitate in-depth reading for learners and allow them to apply better strategies and skills when reading; thereby cultivating their positive attitude towards reading and improving their willingness to use Tablets. Using human-centred design, we first investigated the Tablet functions within learner wants and needs based on their reading experiences, analysed each function and its correlation to reading satisfaction, and obtained a basis for evaluation. We next employed the 10 functions demonstrating the highest importance to complete a prototyping design. Finally, based on the technology acceptance model, we employed experimental methods to verify the prototype using the post-test-only control group design. The results of the study indicate that for perceived usefulness, perceived ease of use, reading and using attitudes, and behaviour intentions, the average scores for the improved Tablet were significantly higher (p<0.05) than those for the original version.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 103 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 01 | 00 | 99 | 95 | 93 | 90 |