Trigger-Action Programming in the Wild: An Analysis of 200,000 IFTTT Recipes
Software and Programming Tools
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Ur, Blase
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Ho, Melwyn Pak Yong
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Brawner, Stephen
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Lee, Jiyun
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Mennicken, Sarah
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Picard, Noah
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Schulze, Diane
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Littman, Michael L.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3227-3231
© Copyright 2016 ACM
Summary: While researchers have long investigated end-user programming using a
trigger-action (if-then) model, the website IFTTT is among the first instances
of this paradigm being used on a large scale. To understand what IFTTT users
are creating, we scraped the 224,590 programs shared publicly on IFTTT as of
September 2015 and are releasing this dataset to spur future research. We
characterize aspects of these programs and the IFTTT ecosystem over time. We
find a large number of users are crafting a diverse set of end-user programs --
over 100,000 different users have shared programs. These programs represent a
very broad array of connections that appear to fill gaps in functionality, yet
users often duplicate others' programs.
Practical trigger-action programming in the smart home
Smart homes and sustainability
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Ur, Blase
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McManus, Elyse
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Ho, Melwyn Pak Yong
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Littman, Michael L.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.803-812
© Copyright 2014 ACM
Summary: We investigate the practicality of letting average users customize
smart-home devices using trigger-action ("if, then") programming. We find
trigger-action programming can express most desired behaviors submitted by
participants in an online study. We identify a class of triggers requiring
machine learning that has received little attention. We evaluate the uniqueness
of the 67,169 trigger-action programs shared on IFTTT.com, finding that real
users have written a large number of unique trigger-action interactions.
Finally, we conduct a 226-participant usability test of trigger-action
programming, finding that inexperienced users can quickly learn to create
programs containing multiple triggers or actions.
Conception Pyramid Method for Cultural Product Form Development
Cross-Cultural Design Methods and Techniques
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Yang, Tsai-Lin
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Ho, Ming-Chyuan
CCD 2013: 5th International Conference on Cross-Cultural Design, Part I:
Methods, Practice, and Case Studies
2013-07-21
v.1
p.261-268
Keywords: Cultural Product; Form Development; Design Method; Gestalt Layer; Metalwork
Practice
© Copyright 2013 Springer-Verlag
Summary: Existing methods are found incapable of meeting the needs in form designs of
cultural product development and representation, particularly in the aspects of
cultural identity and spiritual implication. Focusing on cultural products and
with an emphasis on decorative forms, this study proposed the "Gestalt Layer
Construct", based on the concepts of text, context and gestalt, among others.
Accordingly, a "Conception Pyramid Method for Cultural Product Form
Development" is introduced, which consists of six elements, namely Determining
subject and collecting creative content, Selecting and allocating idea
components, Developing gestalt concept and building gestalt layers, Identifying
the best gestalt context, Defining storylines and interpreting gestalt concept,
and Implementing and integrating form components. Through a series of metalwork
design practices, the proposed procedures were validated and found that it
features with innovativeness, usefulness, transferability and effectiveness.
Designing the Personalized Nostalgic Emotion Value of a Product
DUXU beyond Usability: Culture, Branding, and Emotions
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Tseng, Yu-Shan
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Ho, Ming-Chyuan
DUXU 2011: 1st International Conference on Design, User Experience, and
Usability: Theory, Methods, Tools and Practice, Part II
2011-07-09
v.2
p.664-672
Keywords: personalized design; nostalgic
Copyright © 2011 Springer-Verlag
Summary: Personalization and nostalgic emotion are both human-centered. Human memory
and emotions are the core concerns of design. It is important for a designer to
involve consumers in the design process at very begging and communicate with
them to integrate their emotional factors into design. This study discusses how
to apply nostalgic emotional design strategies to personalize a product, grasp
consumers' perception, and transform consumers' past memories into personalized
exclusive symbols. This study adopts the qualitative approach, generalizes
relevant literatures, makes verification and evaluation through practical
design examples, and proposes the following suggestions: (1) using personal
experience as the cut-in point in design; (2) role-playing of "story telling"
(consumer side) and "listening to stories" (designer side); (3) integrating
various modalities into design of a product. This study aims at constructing a
tentative model for nostalgic-emotional design.
Semantics-enriched document exchange
Document engineering II: posters
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Guo, Jingzhi
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Ho, Ming Sang
Proceedings of the 2010 ACM Symposium on Document Engineering
2010-09-21
p.239-242
Keywords: XML product map, concept, document engineering, document exchange,
electronic business, representation, semantics, sign
© Copyright 2010 ACM
Summary: In e-business development, semantics-oriented document exchange is becoming
important, because it can support cross-domain user connection, business
transaction and collaboration. To provide this support, this paper proposes a
DOC Mechanism to exchange semantically interoperable business documents between
heterogeneous enterprise information systems. This mechanism is designed on a
layered-sign network, which enables any exchanged e-business document to be
independently interpretable without losing semantic consistency.
Communication and computing in health facilities of southwest Uganda
Work-in-progress, April 14-15
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Ho, Melissa R.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4207-4212
Keywords: HCI4D, ICT4D, ICTD, OBA, healthcare, mobile phone, netbook
© Copyright 2010 ACM
Summary: Mobile phones are often pitched as the solution for Africa's development.
This study examines the social changes entailed by the introduction of new
technologies into a health subsidy program, and compares mobile phones and
netbooks side by side in Southwest Uganda as potential health information
management devices for private health facilities.
Human-centered computing in international development
Workshops
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Sambasivan, Nithya
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Ho, Melissa
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Kam, Matthew
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Kodagoda, Neesha
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Dray, Susan
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Thomas, John C.
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Light, Ann
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Toyama, Kentaro
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.2
p.4745-4750
Keywords: human-centered computing, international development, sustainability,
user-centered design, values
© Copyright 2009 ACM
Summary: This workshop continues the dialog on exploring the challenges in applying,
extending, and inventing appropriate methods and contributions of Humancentered
Computing (HCC) to International economic and community development, borne out
of tremendously successful HCI4D workshops at CHI 2007 and 2008. The workshop
aims at 1) providing a platform to discuss interaction design practices that
allow for meaningful embedding of interactive systems in the cultural,
infrastructural, and political settings where they will be used 2) addressing
interaction design issues in developing regions, as well as areas in the
developed world marginalized by poverty or other barriers. We hope to continue
to extend the boundaries of the field of Human-centered Computing (HCC) by
spurring on more discussion on how existing methods and practices can be
adapted/ modified, and how new practices be developed, to combat.
Asynchronous remote medical consultation for Ghana
Healthcare in the Developing World
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Luk, Rowena
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Ho, Melissa
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Aoki, Paul M.
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.1
p.743-752
© Copyright 2008 ACM
Summary: Computer-mediated communication systems can be used to bridge the gap
between doctors in underserved regions with local shortages of medical
expertise and medical specialists worldwide. To this end, we describe the
design of a prototype remote consultation system intended to provide the
social, institutional and infrastructural context for sustained,
self-organizing growth of a globally-distributed Ghanaian medical community.
The design is grounded in an iterative design process that included two rounds
of extended design fieldwork throughout Ghana and draws on three key design
principles (social networks as a framework on which to build incentives within
a self-organizing network; optional and incremental integration with existing
referral mechanisms; and a weakly-connected, distributed architecture that
allows for a highly interactive, responsive system despite failures in
connectivity). We discuss initial experiences from an ongoing trial deployment
in southern Ghana.
bYOB [Build Your Own Bag]: a computationally-enhanced modular textile system
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Nanda, Gauri
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Cable, Adrian
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Bove, V. Michael
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Ho, Moneta
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Hoang, Han
Proceedings of the 2004 International Conference on Mobile and Ubiquitous
Multimedia
2004-10-27
p.1-4
© Copyright 2004 ACM
Summary: We present bYOB (Build Your Own Bag), a flexible, computationally enhanced
modular textile system from which to construct smart fabric objects. bYOB was
motivated by a desire to transform everyday surfaces into ambient displays for
information and to make building with fabric as easy as playing with Lego
blocks. In the realm of personal architecture, bYOB is an interactive material
that encourages users to explore and experiment by creating new objects to
seamlessly integrate into their lives. The physical configuration of the object
mediates its computational behavior. Therefore, an object built out of the
system of modular elements understands its geometry and responds appropriately
without any end-user programming. Our current prototype is a bag built out of
the system that understands it is a bag when the handle is attached to the mesh
of modules, responds by illuminating its fabric and inner contents when the sun
goes down (Fig 1), communicates the presence of objects placed in the bag, and
interacts with the user via speech. We describe how bYOB contributes to and
differs from existing work in modular based systems and fabric interfaces. We
discuss our development process in respect to physical, electronic, and
conceptual design. We also describe salient features and future applications
enabled by this new construction kit.