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Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for Smart Glasses Everyday Objects as Interaction Surfaces / Hsieh, Yi-Ta / Jylhä, Antti / Orso, Valeria / Gamberini, Luciano / Jacucci, Giulio Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4203-4215
ACM Digital Library Link
Summary: Smart glasses suffer from obtrusive or cumbersome interaction techniques. Studies show that people are not willing to publicly use, for example, voice control or mid-air gestures in front of the face. Some techniques also hamper the high degree of freedom of the glasses. In this paper, we derive design principles for socially acceptable, yet versatile, interaction techniques for smart glasses based on a survey of related work. We propose an exemplary design, based on a haptic glove integrated with smart glasses, as an embodiment of the design principles. The design is further refined into three interaction scenarios: text entry, scrolling, and point-and-select. Through a user study conducted in a public space we show that the interaction technique is considered unobtrusive and socially acceptable. Furthermore, the performance of the technique in text entry is comparable to state-of-the-art techniques. We conclude by reflecting on the advantages of the proposed design.

Pointing while Looking Elsewhere: Designing for Varying Degrees of Visual Guidance during Manual Input Eye Tracking Applications / Serim, Baris / Jacucci, Giulio Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5789-5800
ACM Digital Library Link
Summary: We propose using eye tracking to support interface use with decreased reliance on visual guidance. While the design of most graphical user interfaces take visual guidance during manual input for granted, eye tracking allows distinguishing between the cases when the manual input is conducted with or without guidance. We conceptualize the latter cases as input with uncertainty that require separate handling. We describe the design space of input handling by utilizing input resources available to the system, possible actions the system can realize and various feedback techniques for informing the user. We demonstrate the particular action mechanisms and feedback techniques through three applications we developed for touch interaction on a large screen. We conducted a two stage study of positional accuracy during target acquisition with varying visual guidance, to determine the selection range around a touch point due to positional uncertainty. We also conducted a qualitative evaluation of example applications with participants to identify perceived utility and hand eye coordination challenges while using interfaces with decreased visual guidance.

RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System IUI for Entertainment and Health / Kosunen, Ilkka / Salminen, Mikko / Järvelä, Simo / Ruonala, Antti / Ravaja, Niklas / Jacucci, Giulio Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.208-217
ACM Digital Library Link
Summary: Meditation in general and mindfulness in particular have been shown to be useful techniques in the treatment of a plethora of ailments, yet they can be challenging for novices. We present RelaWorld: a neuroadaptive virtual reality meditation system that combines virtual reality with neurofeedback to provide a tool that is easy for novices to use yet provides added value even for experienced meditators. Using a head-mounted display, users can levitate in a virtual world by doing meditation exercises. The system measures users' brain activity in real time via EEG and calculates estimates for the level of concentration and relaxation. These values are then mapped into the virtual reality. In a user study of 43 subjects, we were able to show that the RelaWorld system elicits deeper relaxation, feeling of presence and a deeper level of meditation when compared to a similar setup without head-mounted display or neurofeedback.

Beyond Relevance: Adapting Exploration/Exploitation in Information Retrieval Information Retrieval and Search / Athukorala, Kumaripaba / Medlar, Alan / Oulasvirta, Antti / Jacucci, Giulio / Glowacka, Dorota Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.359-369
ACM Digital Library Link
Summary: We present a novel adaptation technique for search engines to better support information-seeking activities that include both lookup and exploratory tasks. Building on previous findings, we describe (1) a classifier that recognizes task type (lookup vs. exploratory) as a user is searching and (2) a reinforcement learning based search engine that adapts accordingly the balance of exploration/exploitation in ranking the documents. This allows supporting both task types surreptitiously without changing the familiar list-based interface. Search results include more diverse results when users are exploring and more precise results for lookup tasks. Users found more useful results in exploratory tasks when compared to a base-line system, which is specifically tuned for lookup tasks.

T4Tags 2.0: A Tangible System for Supporting Users' Needs in the Domestic Environment Stuff That Works / Vianello, Andrea / Florack, Yves / Bellucci, Andrea / Jacucci, Giulio Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.38-43
ACM Digital Library Link
Summary: The use of dedicated devices may insufficiently support the variety and subtlety of domestic arrangements: they usually focus on specific aspects (e.g., home automation, health, safety, etc.) and potentially become obsolete, since they are unable to be recomposed and adapted to the needs of new situations. Open-ended and repurposable technologies could better address domestic users' needs. We present T4Tags 2.0, an open-ended toolkit for programming tangible tokens that embed different sensing technologies and can be attached to ordinary objects to create smart behaviors at home. We report findings from a one-day workshop we carried out to explore opportunities of the toolkit.

Personal Device as a Controller for Interactive Surfaces: Usability and Utility of Different Connection Methods Session 8: Back to the Future / Vepsäläinen, Jouni / Di Rienzo, Antonella / Nelimarkka, Matti / Ojala, Jouni A. / Savolainen, Petri / Kuikkaniemi, Kai / Tarkoma, Sasu / Jacucci, Giulio Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.201-204
ACM Digital Library Link
Summary: The popularity of touch-screen-equipped smart phones has made them an attractive choice for interacting with large display surfaces, especially in public spaces. The challenge in using a personal mobile device for interaction in such a setting lies in the usability of methods to initiate the interaction, as the users may give up if the interaction is not immediately successful. For this reason, a few commercial systems have already opted to use web-based interaction instead of dedicated mobile applications. However, the usability of different methods of initiating the web-based interaction has not been extensively studied. In this paper we present the results of a laboratory usability study with 20 participants, in which we studied how the users experienced four different methods of initiating web-based interaction between a smart phone and a large display surface. The compared initiation methods were NFC, QR code, typing an URL and connecting to a WiFi access point. Additionally, in order to study how the users experienced the quality of the connection, the first three methods were used over 3G. Our results indicate typing an URL to be the most usable method for initiating the connection between the smart phone and the large display surface. The difference in quality between the 3G and WiFi connections was deemed hardly noticeable by the subjects. We acknowledge that our results are only preliminary, and the subject needs to be studied in a more realistic setting to get a more comprehensive picture.

Interaction Techniques for Wall-Sized Screens Workshops / Lischke, Lars / Grüninger, Jürgen / Klouche, Khalil / Schmidt, Albrecht / Slusallek, Philipp / Jacucci, Giulio Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.501-504
ACM Digital Library Link
Summary: Large screen displays are part of many future visions, such as i-LAND that describes the possible workspace of the future. Research showed that wall-sized screens provide clear benefits for data exploration, collaboration and organizing work in office environments. With the increase of computational power and falling display prices wall-sized screens currently make the step out of research labs and specific settings into office environments and private life. Today, there is no standard set of interaction techniques for interacting with wall-sized displays and it is even unclear if a single mode of input is suitable for all potential applications. In this workshop, we will bring together researchers from academia and industry who work on large screens. Together, we will survey current research directions, review promising interaction techniques, and identify the underlying fundamental research challenges.

A Wearable Multimodal Interface for Exploring Urban Points of Interest Oral Session 6: Mobile and Wearable / Jylhä, Antti / Hsieh, Yi-Ta / Orso, Valeria / Andolina, Salvatore / Gamberini, Luciano / Jacucci, Giulio Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.175-182
ACM Digital Library Link
Summary: Locating points of interest (POIs) in cities is typically facilitated by visual aids such as paper maps, brochures, and mobile applications. However, these techniques require visual attention, which ideally should be on the surroundings. Non-visual techniques for navigating towards specific POIs typically lack support for free exploration of the city or more detailed guidance. To overcome these issues, we propose a multimodal, wearable system for alerting the user of nearby recommended POIs. The system, built around a tactile glove, provides audio-tactile cues when a new POI is in the vicinity, and more detailed information and guidance if the user expresses interest in this POI. We evaluated the system in a field study, comparing it to a visual baseline application. The encouraging results show that the glove-based system helps keep the attention on the surroundings and that its performance is on the same level as that of the baseline.

Checksum gestures: continuous gestures as an out-of-band channel for secure pairing Secruity tricks / Ahmed, Imtiaj / Ye, Yina / Bhattacharya, Sourav / Asokan, N. / Jacucci, Giulio / Nurmi, Petteri / Tarkoma, Sasu Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.391-401
ACM Digital Library Link
Summary: We propose the use of a single continuous gesture as a novel, intuitive, and efficient mechanism to authenticate a secure communication channel. Our approach builds on a novel algorithm for encoding (at least 20-bits) authentication information as a single continuous gesture, referred to as a checksum gesture. By asking the user to perform the generated gesture, a secure channel can be authenticated. Results from a controlled user experiment (N = 13 participants, 1022 trials) demonstrate the feasibility of our technique, showing over 90% success rate in establishing a secure communication channel despite relying on complex gesture patterns. The authentication times of our method are over three-folds faster than with previous gesture-based solutions. The average execution time of a gesture is 5:7 seconds in our study, which is comparable to the input time of conventional text input based PIN authentication. Our approach is particularly well-suited for scenarios involving wearable devices that lack conventional input capabilities, e.g., pairing a smartwatch with an interactive display.

SciNet: Interactive Intent Modeling for Information Discovery Demonstrations / Ruotsalo, Tuukka / Peltonen, Jaakko / Eugster, Manuel J. A. / Glowacka, Dorota / Reijonen, Aki / Jacucci, Giulio / Myllymäki, Petri / Kaski, Samuel Proceedings of the 2015 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2015-08-09 p.1043-1044
ACM Digital Library Link
Summary: Current search engines offer limited assistance for exploration and information discovery in complex search tasks. Instead, users are distracted by the need to focus their cognitive efforts on finding navigation cues, rather than selecting relevant information. Interactive intent modeling enhances the human information exploration capacity through computational modeling, visualized for interaction. Interactive intent modeling has been shown to increase task-level information seeking performance by up to 100%. In this demonstration, we showcase SciNet, a system implementing interactive intent modeling on top of a scientific article database of over 60 million documents.

User Model in a Box: Cross-System User Model Transfer for Resolving Cold Start Problems Long Presentations / Wongchokprasitti, Chirayu / Peltonen, Jaakko / Ruotsalo, Tuukka / Bandyopadhyay, Payel / Jacucci, Giulio / Brusilovsky, Peter Proceedings of the 2015 Conference on User Modeling, Adaptation and Personalization 2015-06-29 p.289-301
Keywords: Cross-system user modeling; Recommender systems
Link to Digital Content at Springer
Summary: Recommender systems face difficulty in cold-start scenarios where a new user has provided only few ratings. Improving cold-start performance is of great interest. At the same time, the growing number of adaptive systems makes it ever more likely that a new user in one system has already been a user in another system in related domains. To what extent can a user model built by one adaptive system help address a cold start problem in another system? We compare methods of cross-system user model transfer across two large real-life systems: we transfer user models built for information seeking of scientific articles in the SciNet exploratory search system, operating over tens of millions of articles, to perform cold-start recommendation of scientific talks in the CoMeT talk management system, operating over hundreds of talks. Our user study focuses on transfer of novel explicit open user models curated by the user during information seeking. Results show strong improvement in cold-start talk recommendation by transferring open user models, and also reveal why explicit open models work better in cross-domain context than traditional hidden implicit models.

InspirationWall: Supporting Idea Generation Through Automatic Information Exploration Paper Session 3: Finding (2 papers 2 notes) / Andolina, Salvatore / Klouche, Khalil / Cabral, Diogo / Ruotsalo, Tuukka / Jacucci, Giulio Proceedings of the 2015 ACM Conference on Creativity and Cognition 2015-06-22 p.103-106
ACM Digital Library Link
Summary: Collaborative idea generation leverages social interactions and knowledge sharing to spark diverse associations and produce creative ideas. Information exploration systems expand the current context by suggesting novel but related concepts. In this paper we introduce InspirationWall, an unobtrusive display that leverages speech recognition and information exploration to enhance an ongoing idea generation session with automatically retrieved concepts that relate to the conversation. We evaluated the system in six idea generation sessions of 20 minutes with small groups of two people. Preliminary results suggest that InspirationWall contrasts the decay of idea productivity over time and can thus represent an effective way to enhance idea generation activities.

Designing for Exploratory Search on Touch Devices Interaction Techniques for Tables & Walls / Klouche, Khalil / Ruotsalo, Tuukka / Cabral, Diogo / Andolina, Salvatore / Bellucci, Andrea / Jacucci, Giulio Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.4189-4198
ACM Digital Library Link
Summary: Exploratory search confront users with challenges in expressing search intents as the current search interfaces require investigating result listings to identify search directions, iterative typing, and reformulating queries. We present the design of Exploration Wall, a touch-based search user interface that allows incremental exploration and sense-making of large information spaces by combining entity search, flexible use of result entities as query parameters, and spatial configuration of search streams that are visualized for interaction. Entities can be flexibly reused to modify and create new search streams, and manipulated to inspect their relationships with other entities. Data comprising of task-based experiments comparing Exploration Wall with conventional search user interface indicate that Exploration Wall achieves significantly improved recall for exploratory search tasks while preserving precision. Subjective feedback supports our design choices and indicates improved user satisfaction and engagement. Our findings can help to design user interfaces that can effectively support exploratory search on touch devices.

IntentStreams: Smart Parallel Search Streams for Branching Exploratory Search Personalization / Adaptation / Recommendation / Sentiment / Andolina, Salvatore / Klouche, Khalil / Peltonen, Jaakko / Hoque, Mohammad / Ruotsalo, Tuukka / Cabral, Diogo / Klami, Arto / Glowacka, Dorota / Floréen, Patrik / Jacucci, Giulio Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.1 p.300-305
ACM Digital Library Link
Summary: The user's understanding of information needs and the information available in the data collection can evolve during an exploratory search session. Search systems tailored for well-defined narrow search tasks may be suboptimal for exploratory search where the user can sequentially refine the expressions of her information needs and explore alternative search directions. A major challenge for exploratory search systems design is how to support such behavior and expose the user to relevant yet novel information that can be difficult to discover by using conventional query formulation techniques. We introduce IntentStreams, a system for exploratory search that provides interactive query refinement mechanisms and parallel visualization of search streams. The system models each search stream via an intent model allowing rapid user feedback. The user interface allows swift initiation of alternative and parallel search streams by direct manipulation that does not require typing. A study with 13 participants shows that IntentStreams provides better support for branching behavior compared to a conventional search system.

Exploring Peripheral Physiology as a Predictor of Perceived Relevance in Information Retrieval Affect / Health / Barral, Oswald / Eugster, Manuel J. A. / Ruotsalo, Tuukka / Spapé, Michiel M. / Kosunen, Ilkka / Ravaja, Niklas / Kaski, Samuel / Jacucci, Giulio Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.1 p.389-399
ACM Digital Library Link
Summary: Peripheral physiological signals, as obtained using electrodermal activity and facial electromyography over the corrugator supercilii muscle, are explored as indicators of perceived relevance in information retrieval tasks. An experiment with 40 participants is reported, in which these physiological signals are recorded while participants perform information retrieval tasks. Appropriate feature engineering is defined, and the feature space is explored. The results indicate that features in the window of 4 to 6 seconds after the relevance judgment for electrodermal activity, and from 1 second before to 2 seconds after the relevance judgment for corrugator supercilii activity, are associated with the users' perceived relevance of information items. A classifier verified the predictive power of the features and showed up to 14% improvement predicting relevance. Our research can help the design of intelligent user interfaces for information retrieval that can detect the user's perceived relevance from physiological signals and complement or replace conventional relevance feedback.

Design challenges in motivating change for sustainable urban mobility / Gabrielli, Silvia / Forbes, Paula / Jylhä, Antti / Wells, Simon / Sirén, Miika / Hemminki, Samuli / Nurmi, Petteri / Maimone, Rosa / Masthoff, Judith / Jacucci, Giulio Computers in Human Behavior 2014-12 v.41 n.0 p.416-423
Keywords: Persuasive sustainability
Keywords: User studies
Keywords: Behavior change
Keywords: Social media
Keywords: Urban mobility interventions
Link to Article at sciencedirect
Summary: In recent years, the design and deployment of persuasive interventions for inducing sustainable urban mobility behaviors has become a very active research field, leveraging on the pervasive usage of social media and mobile apps by citizens in their daily life. Several challenges in designing and assessing motivational features for effective and long-lasting behavior change in this area have also been identified, such as the focus of most solutions on targeting and prescribing individual (versus collective) mobility choices, as well as a general lack of large-scale evaluations on the impact of these solutions on citizens' life. This paper reports lessons learnt from three parallel and complementary user studies, where motivational features for sustainable urban mobility, including social influence strategies delivered through social media, were prototyped, tested and refined. By reflecting on our results and design experiences so far, we aim to provide better guidance for future development of more effective solutions supporting citizens' adoption of sustainable mobility behaviors in urban settings.

Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance Locative media / Kuikkaniemi, Kai / Lucero, Andrés / Orso, Valeria / Jacucci, Giulio / Turpeinen, Marko Proceedings of the 2014 International Conference on Advances in Computer Entertainment Technology 2014-11-11 p.1
ACM Digital Library Link
Summary: This paper presents a pervasive adventure production called Lost Lab of Professor Millennium that experimented with different kinds of interaction techniques evaluating how they affected the adventure experience. The paper further reflects on the practical organization of the production targeted for schools and students between 12 and 15 years of age. Groups of up to four teenagers navigated through thirteen different kinds of pervasive computing experiences in checkpoints sharing a device providing augmented reality (AR) (MapLens) on a physical map and an adaptive marker-based AR guidance. Based on a Professor who lost her technologies, the story of the adventure provided a unifying narrative also through her fish Linus guiding groups through a variety of tasks in the checkpoints. The production was evaluated with direct observations, different kinds of video recordings, interviews and questionnaires. The evaluation revealed how groups shared the devices and performed collaborative interactions with the devices. The production received positive feedback from all stakeholders, but in terms of feasibility had some drawbacks. The evaluation indicated that the marker-based AR guidance techniques is practical, reliable and easy-to-use, and can be also used as a storytelling or story enhancing technique.

A Field Trial of an Anonymous Backchannel Among Primary School Pupils Synchronous Systems / Nelimarkka, Matti / Kuikkaniemi, Kai / Jacucci, Giulio GROUP'14: International Conference on Supporting Group Work 2014-11-09 p.238-242
ACM Digital Library Link
Summary: Backchannels are tools that allow participants to discuss during a performance, such as lecture or presentation, without interrupting it. They are used in higher education and conferences to facilitate audience participation. This study examines backchannels in a Finnish primary school with a class of 12-13-year-old pupils. Backchannels can allow anonymous participation and this feature has been found practical in higher education. In this study, we observed that primary school pupils posted relevant messages at the same level as reported prior studies conducted in higher education. The pupils also appreciated the anonymity as it provided additional safety for self-expression.

Narrow or Broad?: Estimating Subjective Specificity in Exploratory Search IR Session 7: Exploratory Search / Athukorala, Kumaripaba / Oulasvirta, Antti / Glowacka, Dorota / Vreeken, Jilles / Jacucci, Giulio Proceedings of the 2014 ACM Conference on Information and Knowledge Management 2014-11-03 p.819-828
ACM Digital Library Link
Summary: Supporting exploratory search is a very challenging problem, not least because of the dynamic nature of the exercise: both the knowledge and interests of the user are subject to constant change. Moreover, whether the results for a query are informative is strongly subjective. What is informative to one user, is too specific for the other; specificity differs between users depending on their intent and accumulated knowledge about the domain.
    We propose a formal model -- motivated by Information Foraging Theory -- for predicting the subjective specificity of search results based on simple observables such as result-clicks. Through two studies including both controlled and free-form exploratory search we show our model allows us to differentiate between levels of subjective result specificity with regard to the current information need of the user.

Predicting term-relevance from brain signals Session 5a: brains!!! / Eugster, Manuel J.A. / Ruotsalo, Tuukka / Spapé, Michiel M. / Kosunen, Ilkka / Barral, Oswald / Ravaja, Niklas / Jacucci, Giulio / Kaski, Samuel Proceedings of the 2014 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2014-07-06 p.425-434
ACM Digital Library Link
Summary: Term-Relevance Prediction from Brain Signals (TRPB) is proposed to automatically detect relevance of text information directly from brain signals. An experiment with forty participants was conducted to record neural activity of participants while providing relevance judgments to text stimuli for a given topic. High-precision scientific equipment was used to quantify neural activity across 32 electroencephalography (EEG) channels. A classifier based on a multi-view EEG feature representation showed improvement up to 17% in relevance prediction based on brain signals alone. Relevance was also associated with brain activity with significant changes in certain brain areas. Consequently, TRPB is based on changes identified in specific brain areas and does not require user-specific training or calibration. Hence, relevance predictions can be conducted for unseen content and unseen participants. As an application of TRPB we demonstrate a high-precision variant of the classifier that constructs sets of relevant terms for a given unknown topic of interest. Our research shows that detecting relevance from brain signals is possible and allows the acquisition of relevance judgments without a need to observe any other user interaction. This suggests that TRPB could be used in combination or as an alternative for conventional implicit feedback signals, such as dwell time or click-through activity.

Domestic appropriations of tokens to the web Domestic life / Lee, Jung-Joo / Lindley, Siân / Ylirisku, Salu / Regan, Tim / Nurminen, Markus / Jacucci, Giulio Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.53-62
ACM Digital Library Link
Summary: We present findings from a study of Tokens of Search, a system comprising physical RFID "tokens" that point to web content, and a wooden tray fixed to a small screen, which can be used to access that content. Three families lived with the system for a month, as an exploration of how tokens might be used as resources for practical action. Our findings highlight existing web practices and their individual and collective nuances; tokens were employed in the creation of short-term collections and long-lasting mementos, their physicality giving bookmarking a visibility that could be used to attract attention, serve as reminders, and make observable progress through tasks. However, while all families saw the potential for shared use, only one used it this way in earnest. We reflect on design choices that were expected to encourage collaboration, and the need to support key users such as parents when establishing joint practices.

Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer Interaction / Barral, Oswald / Aranyi, Gabor / Kouider, Sid / Lindsay, Alan / Prins, Hielke / Ahmed, Imtiaj / Jacucci, Giulio / Negri, Paolo / Gamberini, Luciano / Pizzi, David / Cavazza, Marc Proceedings of the 2014 International Conference on Persuasive Technology 2014-05-21 p.1-12
Keywords: Covert persuasion; subliminal cueing; masked cues
Link to Digital Content at Springer
Summary: The capability of machines to covertly persuade humans is both exciting and ethically concerning. In the present study we aim to bring subliminal masked stimulus paradigms to realistic environments, through Virtual Environments. The goal is to test if such paradigms are applicable to realistic setups while identifying the major challenges when doing so. We designed a study in which the user performed a realistic selection task in a virtual kitchen. For trials below one-second reaction time, we report significant effect of subliminal cues on the selection behavior. We conclude the study with a discussion of the challenges of bringing subliminal cueing paradigms to realistic HCI setups. Ethical concerns when designing covertly persuasive systems are discussed as well.

How carat affects user behavior: implications for mobile battery awareness applications Battery life and energy harvesting / Athukorala, Kumaripaba / Lagerspetz, Eemil / von Kügelgen, Maria / Jylhä, Antti / Oliner, Adam J. / Tarkoma, Sasu / Jacucci, Giulio Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1029-1038
ACM Digital Library Link
Summary: Mobile devices have limited battery life, and numerous battery management applications are available that aim to improve it. This paper examines a large-scale mobile battery awareness application, called Carat, to see how it changes user behavior with long-term use. We conducted a survey of current Carat Android users and analyzed their interaction logs. The results show that long-term Carat users save more battery, charge their devices less often, learn to manage their battery with less help from Carat, have a better understanding of how Carat works, and may enjoy competing against other users. Based on these findings, we propose a set of guidelines for mobile battery awareness applications: battery awareness applications should make the reasoning behind their recommendations understandable to the user, be tailored to retain long-term users, take the audience into account when formulating feedback, and distinguish third-party and system applications.

Intentradar: search user interface that anticipates user's search intents Interactivity / Ruotsalo, Tuukka / Peltonen, Jaakko / Eugster, Manuel J. A. / Glowacka, Dorota / Reijonen, Aki / Jacucci, Giulio / Myllymäki, Petri / Kaski, Samuel Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.455-458
ACM Digital Library Link
Summary: We introduce IntentRadar, an interactive search user interface that anticipates user's search intents by estimating them from user interaction. The estimated intents are represented as keywords and visualized on a radial layout that organizes the keywords as directions in the information space. IntentRadar assists users to direct their search by allowing to target relevance feedback on keywords by manipulating the position of the keywords on the radar. The system then learns and visualizes improved estimates of intents and retrieves documents corresponding to the present search intent estimate. IntentRadar has been shown to significantly improve users' task performance and the quality of retrieved information without compromising task execution time.

Designing for presenters at public walk-up-and-use displays Public encounters / Kuikkaniemi, Kai / Lehtinen, Vilma / Nelimarkka, Matti / Vilkki, Max / Ojala, Jouni / Jacucci, Giulio Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.225-232
ACM Digital Library Link
Summary: Interactive walk-up-and-use displays are spreading in a variety of settings where stand presentation situations are common. We contribute by characterizing a presentation situation and investigating specific design implications for presenters in this situation. We also introduce interface system that utilizes physics-modeled spherical content widgets for information browsing. The system includes dedicated features we developed to support presenters in content production and visualization. To investigate stand presentations and their support, we organized a field trial at an exhibition, collecting observational data from video analysis, interviews with presenters, and questionnaires from the audience and presenters. The field study confirms the importance of the presentation use case for public walk-up-and-use screens and points to dedicated design implications for simultaneous support for presenters and visitors, management of presentation territories, and personalization.
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