Investigating User Needs for Bio-sensing and Affective Wearables
Late-Breaking Works: Designing Interactive Systems
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Hassib, Mariam
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Khamis, Mohamed
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Schneegass, Stefan
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Shirazi, Ali Sahami
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Alt, Florian
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1415-1422
© Copyright 2016 ACM
Summary: Bio-sensing wearables are currently advancing to provide users with a lot of
information about their physiological and affective states. However, relatively
little is known about users' interest in acquiring, sharing and receiving this
information and through which channels and modalities. To close this gap, we
report on the results of an online survey (N=109) exploring principle aspects
of the design space of wearables such as data types, contexts, feedback
modalities and sharing behaviors. Results show that users are interested in
obtaining physiological, emotional and cognitive data through modalities beyond
traditional touchscreen output. Valence of the information, whether positive or
negative affects the sharing behaviors.
Pick from here!: an interactive mobile cart using in-situ projection for
order picking
For the better workplace
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Funk, Markus
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Shirazi, Alireza Sahami
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Mayer, Sven
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Lischke, Lars
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Schmidt, Albrecht
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.601-609
© Copyright 2015 ACM
Summary: Order Picking is not only one of the most important but also most mentally
demanding and error-prone tasks in the industry. Both stationary and wearable
systems have been introduced to facilitate this task. Existing stationary
systems are not scalable because of the high cost and wearable systems have
issues being accepted by the workers. In this paper, we introduce a mobile
camera-projector cart called OrderPickAR, which combines the benefits of both
stationary and mobile systems to support order picking through Augmented
Reality. Our system dynamically projects in-situ picking information into the
storage system and automatically detects when a picking task is done. In a lab
study, we compare our system to existing approaches, i.e, Pick-by-Paper,
Pick-by-Voice, and Pick-by-Vision. The results show that using the proposed
system, order picking is almost twice as fast as other approaches, the error
rate is decreased up to 9 times, and mental demands are reduced up to 50%.
Investigation of Material Properties for Thermal Imaging-Based Interaction
Non-Rigid Interaction Surfaces
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Abdelrahman, Yomna
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Shirazi, Alireza Sahami
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Henze, Niels
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Schmidt, Albrecht
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.15-18
© Copyright 2015 ACM
Summary: Recent work demonstrated the exciting opportunities that thermal imaging
offers for the development of interactive systems. It was shown that a thermal
camera can sense when a user touches a surface, performs gestures in the
camera's direct field of view and, in addition, performs gestures outside the
camera's direct field of view through thermal reflection. In this paper, we
investigate the material properties that should be considered for detecting
interaction using thermal imaging considering both in- and outdoor settings. We
conducted a study to analyze the recognition performance for different gestures
and different surfaces. Using the results, we derive guidelines on material
properties of surfaces for detecting on-surface as well as mid-air interaction
using a thermal camera. We discuss the constrains that should be taken into
account using thermal imaging as the sensing technology. Finally, we present a
material space based on our findings. The space depicts surfaces and the
required properties that enable the different interaction techniques.
Subjective and Objective Effects of Tablet's Pixel Density
GUI Size, Resolution & Layout
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Lischke, Lars
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Mayer, Sven
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Wolf, Katrin
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Shirazi, Alireza Sahami
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Henze, Niels
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2769-2772
© Copyright 2015 ACM
Summary: Pixel densities are increasing rapidly. We can observe this trend in
particular for mobile devices like smartphones and tablets. Previous work
revealed an effect of pixel density on subjective feedback and objective
performance only for low resolution cathode ray tube screens. It is unclear if
this effect persists for the four times higher pixel densities of current
mobile devices. Therefore, we conducted a study to compare four pixel densities
with 359, 180, 120, and 90 pixels per inch. While participants performed three
tasks involving images, text and videos on a tablet, we measured perceived
effort, perceived visual quality, task completion time, error rate, and body
pose. Our results show that the effect of the pixel density highly depends on
the content. We found that only for text, the four pixel densities have clearly
different perceived media qualities. Pixel density seems to have a smaller
effect on perceived media quality for images and videos and we found no effect
on objective measures. Results show that text should be displayed in high
resolution, while this is less important for images and videos.
Assessment of stimuli for supporting speed reading on electronic devices
Learning and Reading
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Dingler, Tilman
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Shirazi, Alireza Sahami
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Kunze, Kai
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Schmidt, Albrecht
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.117-124
© Copyright 2015 ACM
Summary: Technology has introduced multimedia to tailor information more broadly to
our various senses, but by no means has the ability to consume information
through reading lost its importance. To cope with the ever-growing amount of
textual information to consume, different techniques have been proposed to
increase reading efficiency: rapid serial visual presentation (RSVP) has been
suggested to increase reading speed by effectively reducing the number of eye
movements. Further, moving a pen, finger or the entire hand across text is a
common technique among speed readers to help guide eye movements. We adopted
these techniques for electronic devices by introducing stimuli on text that
guide users' eye movements. In a series of two user studies we sped up users'
reading speed to 150% of their normal rate and evaluated effects on text
comprehension, mental load, eye movements and subjective perception. Results
show that reading speed can be effectively increased by using such stimuli
while keeping comprehension rates nearly stable. We observed initial strain on
mental load which significantly decreased after a short while. Subjective
feedback conveys that kinetic stimuli are better suited for long, complex text
on larger displays, whereas RSVP was preferred for short text on small
displays.
Understanding shortcut gestures on mobile touch devices
Gesture interaction
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Poppinga, Benjamin
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Shirazi, Alireza Sahami
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Henze, Niels
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Heuten, Wilko
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Boll, Susanne
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.173-182
© Copyright 2014 ACM
Summary: Touch gestures become steadily more important with the ongoing success of
touch screen devices. Compared to traditional user interfaces, gestures have
the potential to lower cognitive load and the need for visual attention.
However, nowadays gestures are defined by designers and developers and it is
questionable if these meet all user requirements. In this paper, we present two
exploratory studies that investigate how users would use unistroke touch
gestures for shortcut access to a mobile phone's key functionalities. We study
the functions that users want to access, the preferred activators for gesture
execution, and the shapes of the user-invented gestures. We found that most
gestures trigger applications, letter-shaped gestures are preferred, and the
gestures should be accessible from the lock screen, the wallpaper, and the
notification bar. We conclude with a coherent, unambiguous set of gestures for
the 20 most frequently accessed functions, which can inform the design of
future gesture-controlled applications.
Large-scale assessment of mobile notifications
Interruptions and distractions
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Shirazi, Alireza Sahami
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Henze, Niels
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Dingler, Tilman
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Pielot, Martin
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Weber, Dominik
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Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3055-3064
© Copyright 2014 ACM
Summary: Notifications are a core feature of mobile phones. They inform users about a
variety of events. Users may take immediate action or ignore them depending on
the importance of a notification as well as their current context. The nature
of notifications is manifold, applications use them both sparsely and
frequently. In this paper we present the first large-scale analysis of mobile
notifications with a focus on users' subjective perceptions. We derive a
holistic picture of notifications on mobile phones by collecting close to 200
million notifications from more than 40,000 users. Using a data-driven
approach, we break down what users like and dislike about notifications. Our
results reveal differences in importance of notifications and how users value
notifications from messaging apps as well as notifications that include
information about people and events. Based on these results we derive a number
of findings about the nature of notifications and guidelines to effectively use
them.
Exploiting thermal reflection for interactive systems
Novel mobile displays and devices
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Shirazi, Alireza Sahami
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Abdelrahman, Yomna
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Henze, Niels
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Schneegass, Stefan
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Khalilbeigi, Mohammadreza
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Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3483-3492
© Copyright 2014 ACM
Summary: Thermal cameras have recently drawn the attention of HCI researchers as a
new sensory system enabling novel interactive systems. They are robust to
illumination changes and make it easy to separate human bodies from the image
background. Far-infrared radiation, however, has another characteristic that
distinguishes thermal cameras from their RGB or depth counterparts, namely
thermal reflection. Common surfaces reflect thermal radiation differently than
visual light and can be perfect thermal mirrors. In this paper, we show that
through thermal reflection, thermal cameras can sense the space beyond their
direct field-of-view. A thermal camera can sense areas besides and even behind
its field-of-view through thermal reflection. We investigate how thermal
reflection can increase the interaction space of projected surfaces using
camera-projection systems. We moreover discuss the reflection characteristics
of common surfaces in our vicinity in both the visual and thermal radiation
bands. Using a proof-of-concept prototype, we demonstrate the increased
interaction space for hand-held camera-projection system. Furthermore, we
depict a number of promising application examples that can benefit from the
thermal reflection characteristics of surfaces.
NatCut: an interactive tangible editor for physical object fabrication
Works-in-progress
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Schneegass, Stefan
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Shirazi, Alireza Sahami
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Döring, Tanja
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Schmid, David
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Schmidt, Albrecht
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1441-1446
© Copyright 2014 ACM
Summary: While physical prototyping and personal fabrication is currently getting
increasingly popular, many of the tools used to design 3D objects are still
complex and cumbersome to use. In this paper, we address this issue and present
a novel tabletop-based tangible editor, called NatCut, that allows the quick
and easy design of physical enclosures for interactive prototypes. To generate
an enclosure with NatCut, the user first chooses a basic geometric shape for it
on the tabletop surface. By simply placing electronic components on the
displayed 2D layout for the enclosure, respective cut-outs and holes are
generated. Further, a number of user interactions on the tabletop screen are
supported to modify, personalize, and enrich the casing. The resulting 2D
layout contains all joints needed to assemble the parts after laser cutting. We
discuss the results of a user study in which we tested the approach.
What's on your mind?: mental task awareness using single electrode brain
computer interfaces
8. Super Perception
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Shirazi, Alireza Sahami
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Hassib, Mariam
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Henze, Niels
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Schmidt, Albrecht
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Kunze, Kai
Proceedings of the 2014 Augmented Human International Conference
2014-03-07
p.43
© Copyright 2014 ACM
Summary: Recognizing and summarizing persons' activities have proven to be effective
for increasing self-awareness and enable to improve habits. Reading improves
one's language skills and periodic relaxing improves one's health. Recognizing
these activities and conveying the time spent would enable to ensure that users
read and relax for an adequate time. Most previous attempts in activity
recognition deduce mental activities by requiring expensive/bulky hardware or
by monitoring behavior from the outside. Not all mental activities can,
however, be recognized from the outside. If a person is sleeping, relaxing, or
intensively thinks about a problem can hardly be differentiated by observing
carried-out reactions. In contrast, we use simple wearable off-the-shelf single
electrode brain computer interfaces. These devices have the potential to
directly recognize user's mental activities. Through a study with 20
participants, we collect data for five representative activities. We describe
the dataset collected and derive potential features. Using a Bayesian
classifier we show that reading and relaxing can be recognized with 97% and 79%
accuracy. We discuss how sensory tasks associated with different brain lobes
can be classified using a single dry electrode BCI.
Already up? using mobile phones to track & share sleep behavior
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Shirazi, Alireza Sahami
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Clawson, James
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Hassanpour, Yashar
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Tourian, Mohammad J.
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Schmidt, Albrecht
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Chi, Ed H.
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Borazio, Marko
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Van Laerhoven, Kristof
International Journal of Human-Computer Studies
2013-09
v.71
n.9
p.878-888
Keywords: Sleep
Keywords: Alarm clock
Keywords: Social network
Keywords: Behavior
Keywords: Awareness
Keywords: Mobile phone
© Copyright 2013 Elsevier Ltd.
Summary: Users share a lot of personal information with friends, family members, and
colleagues via social networks. Surprisingly, some users choose to share their
sleeping patterns, perhaps both for awareness as well as a sense of connection
to others. Indeed, sharing basic sleep data, whether a person has gone to bed
or waking up, informs others about not just one's sleeping routines but also
indicates physical state, and reflects a sense of wellness. We present
Somnometer, a social alarm clock for mobile phones that helps users to capture
and share their sleep patterns. While the sleep rating is obtained from
explicit user input, the sleep duration is estimated based on monitoring a
user's interactions with the app. Observing that many individuals currently
utilize their mobile phone as an alarm clock revealed behavioral patterns that
we were able to leverage when designing the app. We assess whether it is
possible to reliably monitor one's sleep duration using such apps. We further
investigate whether providing users with the ability to track their sleep
behavior over a long time period can empower them to engage in healthier sleep
habits. We hypothesize that sharing sleep information with social networks
impacts awareness and connectedness among friends. The result from a controlled
study reveals that it is feasible to monitor a user's sleep duration based just
on her interactions with an alarm clock app on the mobile phone. The results
from both an in-the-wild study and a controlled experiment suggest that
providing a way for users to track their sleep behaviors increased user
awareness of sleep patterns and induced healthier habits. However, we also
found that, given the current broadcast nature of existing social networks,
users were concerned with sharing their sleep patterns indiscriminately.
Upright or sideways?: analysis of smartphone postures in the wild
Studies
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Shirazi, Alireza Sahami
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Henze, Niels
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Dingler, Tilman
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Kunze, Kai
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Schmidt, Albrecht
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.362-371
© Copyright 2013 ACM
Summary: In this paper, we investigate how smartphone applications, in particular web
browsers, are used on mobile phones. Using a publicly available widget for
smart phones, we recorded app usage and the phones' acceleration and
orientation from 1,330 devices. Combining app usage and sensor data we derive
the device's typical posture while different apps are used. Analyzing motion
data shows that devices are moved more while messaging and navigation apps are
used as opposed to browser and other common applications. The time distribution
between landscape and portrait depicts that most of the landscape mode time is
used for burst interaction (e.g., text entry), except for Media apps, which are
mostly used in landscape mode. Additionally, we found that over 31% of our
users use more than one web browser. Our analysis reveals that the duration of
mobile browser sessions is longer by a factor of 1.5 when browsers are
explicitly started through the system's launcher in comparison to being
launched from within another app. Further, users switch back and forth between
apps and web browsers, which suggest that a tight and smooth integration of web
browsers with native apps can improve the overall usability. From our findings
we derive design guidelines for app developers.
Insights into layout patterns of mobile user interfaces by an automatic
analysis of android apps
Empirical techniques
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Shirazi, Alireza Sahami
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Henze, Niels
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Schmidt, Albrecht
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Goldberg, Robin
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Schmidt, Benjamin
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Schmauder, Hansjörg
ACM SIGCHI 2013 Symposium on Engineering Interactive Computing Systems
2013-06-24
p.275-284
© Copyright 2013 ACM
Summary: Mobile phones recently evolved into smartphones that provide a wide range of
services. One aspect that differentiates smartphones from their predecessor is
the app model. Users can easily install third party applications from central
mobile application stores. In this paper we present a process to gain insights
into mobile user interfaces on a large scale. Using the developed process we
automatically disassemble and analyze the 400 most popular free Android
applications. The results suggest that the complexity of the user interface
differs between application categories. Further, we analyze interface layouts
to determine the most frequent interface elements and identify combinations of
interface widgets. The most common combination that consists of three nested
elements covers 5.43% of all interface elements. It is more frequent than
progress bars and checkboxes. The ten most frequent patterns together cover
21.13% of all interface elements. They are all more frequent than common widget
including radio buttons and spinner. We argue that the combinations identified
not only provide insights about current mobile interfaces, but also enable the
development of new optimized widgets.
Utilizing contextual information for mobile communication
PDA&Mobile
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Knittel, Johannes
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Shirazi, Alireza Sahami
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Henze, Niels
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Schmidt, Albrecht
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.1371-1376
© Copyright 2013 ACM
Summary: Mobile phones enable us to be reachable by phone calls anywhere and anytime.
However, it is not always appropriate to answer a phone call. Even a ringing or
vibrating phone can be inappropriate in some situations. The information
required to assess if a call is appropriate is split between the caller and the
callee. Only the caller knows the importance of the call and only the callee
knows her context. Sharing parts of this context with the potential caller
would enable the caller to make a better decision. Based on previous work we
conducted a survey to learn about the contextual information that users believe
to be important for this decision. We derive context information that users
will to share and consider relevant and helpful. Further, we present a mobile
application that augments users' address book with contextual information that
we aim to study in the large.
Interaction techniques for creating and exchanging content with public
displays
Papers: public displays
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Alt, Florian
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Shirazi, Alireza Sahami
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Kubitza, Thomas
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Schmidt, Albrecht
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1709-1718
© Copyright 2013 ACM
Summary: Falling hardware prices and ever more displays being connected to the
Internet will lead to large public display networks, potentially forming a
novel communication medium. We envision that such networks are not restricted
to display owners and advertisers anymore, but allow also passersby (e.g.,
customers) to exchange content, similar to traditional public notice areas,
such as bulletin boards. In this context it is crucial to understand emerging
practices and provide easy and straight forward interaction techniques to be
used for creating and exchanging content. In this paper, we present Digifieds,
a digital public notice area we built to investigate and compare possible
interaction techniques. Based on a lab study we show that using direct touch at
the display as well as using the mobile phone as a complementing interaction
technology are most suitable. Direct touch at the display closely resembles the
interaction known from classic bulletin boards and provides the highest
usability. Mobile phones preserve the users' privacy as they exchange
(sensitive) data with the display and at the same time allow content to be
created on-the-go or to be retrieved.
Increasing the user's attention on the web: using implicit interaction based
on gaze behavior to tailor content
Categorizing and adapting
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Alt, Florian
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Shirazi, Alireza Sahami
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Schmidt, Albrecht
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Mennenöh, Julian
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.544-553
© Copyright 2012 ACM
Summary: The World Wide Web has evolved into a widely used interactive application
platform, providing information, products, and services. With eye trackers we
envision that gaze information as an additional input channel can be used in
the future to adapt and tailor web content (e.g., news, information, ads)
towards the users' attention as they implicitly interact with web pages. We
present a novel approach, which allows web content to be customized on-the-fly
based on the user's gaze behavior (dwell time, duration of fixations, and
number of fixations). Our system analyzes the gaze path on a page and uses this
information to create adaptive content on subsequent pages. As a
proof-of-concept we report on a case study with 12 participants. We presented
them both randomly chosen content (baseline) as well as content chosen based on
their gaze-behavior. We found a significant increase of attention towards the
adapted content and evidence for changes in the user attitude based on the
Elaboration Likelihood Model.
Bridging waiting times on web pages
Multiplexing
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Alt, Florian
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Shirazi, Alireza Sahami
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Schmidt, Albrecht
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Atterer, Richard
Proceedings of the 14th Conference on Human-computer interaction with mobile
devices and services
2012-09-21
p.305-308
© Copyright 2012 ACM
Summary: High-speed Internet connectivity makes browsing a convenient task. However,
there are many situations in which surfing the web is still slow due to limited
bandwidth, slow servers, or complex queries. As a result, loading web pages can
take several seconds, making (mobile) browsing cumbersome. We present an
approach which makes use of the time spent on waiting for the next page, by
bridging the wait with extra cached or preloaded content. We show how the
content (e.g., news, Twitter) can be adapted to the user's interests and to the
context of use, hence making mobile surfing more comfortable. We compare two
approaches: in time-multiplex mode, the entire screen displays bridging content
until the loading is finished. In space-multiplex mode, content is displayed
alongside the requested content while it loads. We use an HTTP proxy to
intercept requests and add JavaScript code, which allows the bridging content
from websites of our choice to be inserted. The approach was evaluated with 15
participants, assessing suitable content and usability.
Assessing the vulnerability of magnetic gestural authentication to
video-based shoulder surfing attacks
I did that! being in control
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Shirazi, Alireza Sahami
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Moghadam, Peyman
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Ketabdar, Hamed
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Schmidt, Albrecht
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2045-2048
© Copyright 2012 ACM
Summary: Secure user authentication on mobile phones is crucial, as they store highly
sensitive information. Common approaches to authenticate a user on a mobile
phone are based either on entering a PIN, a password, or drawing a pattern.
However, these authentication methods are vulnerable to the shoulder surfing
attack. The risk of this attack has increased since means for recording
high-resolution videos are cheaply and widely accessible. If the attacker can
videotape the authentication process, PINs, passwords, and patterns do not even
provide the most basic level of security. In this project, we assessed the
vulnerability of a magnetic gestural authentication method to the video-based
shoulder surfing attack. We chose a scenario that is favourable to the
attack-er. In a real world environment, we videotaped the interactions of four
users performing magnetic signatures on a phone, in the presence of HD cameras
from four different angles. We then recruited 22 participants and asked them to
watch the videos and try to forge the signatures. The results revealed that
with a certain threshold, i.e, th=1.67, none of the forging attacks was
successful, whereas at this level all eligible login attempts were successfully
recognized. The qualitative feedback also indicated that users found the
magnetic gestural signature authentication method to be more secure than
PIN-based and 2D signature methods.
Digifieds: insights into deploying digital public notice areas in the wild
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Alt, Florian
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Kubitza, Thomas
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Bial, Dominik
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Zaidan, Firas
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Ortel, Markus
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Zurmaar, Björn
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Lewen, Tim
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Shirazi, Alireza Sahami
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Schmidt, Albrecht
Proceedings of the 2011 International Conference on Mobile and Ubiquitous
Multimedia
2011-12-07
p.165-174
© Copyright 2011 ACM
Summary: Traditional public notice areas (PNAs) are nowadays a popular means to
publicly exchange information and reach people of a local community. The high
usability led to a wide-spread use in stores, cafes, supermarkets, and public
institutions. With public displays permeating public spaces and with display
providers and owners being willing to share parts of their display space we
envision traditional PNAs to be complemented or even replaced by their digital
counterparts in the future, hence contributing to making public displays a
novel communication medium. In this paper we report on the design and
development of Digifieds (derived from digital classified), a digital public
notice area. We deployed and evaluated Digifieds in an urban environment in the
context of the UbiChallenge 2011 in Oulu, Finland over the course of 6 months.
The deployment allowed the users' view to be studied with regard to the
envisioned content, preferred interaction techniques, as well as privacy
concerns, and to compare them against traditional PNAs.
WorldCupinion Experiences with an Android App for Real-Time Opinion Sharing
During Soccer World Cup Games
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Schleicher, Robert
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Shirazi, Alireza Sahami
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Rohs, Michael
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Kratz, Sven
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Schmidt, Albrecht
International Journal of Mobile Human Computer Interaction
2011-10
v.3
n.4
p.18-35
Keywords: Mobile Applications, Mobile Social Networking, Opinion Sharing, Real-Time
Feedback, Sports
© Copyright 2011 IGI Global
Summary: Mobile devices are increasingly used in social networking applications and
research. So far, there is little work on real-time emotion or opinion sharing
in large loosely coupled user communities. One potential area of application is
the assessment of widely broadcasted television (TV) shows. The idea of
connecting non-collocated TV viewers via telecommunication technologies is
referred to as Social TV. Such systems typically include set-top boxes for
supporting the collaboration. In this work the authors investigated whether
mobile phones can be used as an additional channel for sharing opinions,
emotional responses, and TV-related experiences in real-time. To gain insight
into this area, an Android app was developed for giving real-time feedback
during soccer games and to create ad hoc fan groups. This paper presents
results on rating activity during games and discusses experiences with
deploying this app over four weeks during soccer World Cup. In doing so,
challenges and opportunities faced are highlighted and an outlook on future
work in this area is given.
Real-time nonverbal opinion sharing through mobile phones during sports
events
Watching together
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Shirazi, Alireza Sahami
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Rohs, Michael
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Schleicher, Robert
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Kratz, Sven
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Müller, Alexander
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Schmidt, Albrecht
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.307-310
© Copyright 2011 ACM
Summary: Even with the rise of the World Wide Web, TV has remained the most pervasive
entertainment medium and is nowadays often used together with other media,
which allow for active participation. The idea of connecting non-collocated TV
viewers via telecommunication technologies, referred to as Social TV, has
recently received considerable attention. Such systems typically include
set-top boxes for supporting collaboration. In this research we investigate if
real-time opinion sharing about TV shows through a nonverbal (non-textual)
iconic UI on mobile phones is reasonable. For this purpose we developed a
mobile app, made it available to a large number of users through the Android
Market, and conducted an uncontrolled user study in the wild during the soccer
world cup 2010. The results of the study indicate that TV viewers who used the
app had more fun and felt more connected to other viewers. We also show that by
monitoring this channel it is possible to collect sentiments relevant to the
broadcasted content in real-time. The collected data exemplify that the
aggregated sentiments correspond to important moments, and hence can be used to
generate a summary of the event.
Enabling micro-entertainment in vehicles based on context information
Supporting the driver
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Alt, Florian
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Kern, Dagmar
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Schulte, Fabian
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Pfleging, Bastian
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Shirazi, Alireza Sahami
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Schmidt, Albrecht
AutomnotiveUI 2010: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2010-11-11
p.117-124
© Copyright 2010 ACM
Summary: People spend a significant amount of time in their cars (US: 86 minutes/day,
Europe: 43 minutes/day) while commuting, shopping, or traveling. Hence, the
variety of entertainment in the car increases, and many vehicles are already
equipped with displays, allowing for watching news, videos, accessing the
Internet, or playing games. At the same time, the urbanization caused a massive
increase of traffic volume, which led to people spending an ever-increasing
amount of their time in front of red traffic lights. An observation of the
prevailing forms of entertainment in the car reveals that content such as text,
videos, or games are often a mere adaptation of content produced for
television, public displays, PCs, or mobile phones and do not adapt to the
situation in the car. In this paper we report on a web survey assessing which
forms of entertainment and which types of content are considered to be useful
for in-car entertainment by drivers. We then introduce an algorithm, which is
capable of learning standing times in front of traffic lights based on GPS
information only. This, on one hand, allows for providing content of
appropriate length, on the other hand, for directing the attention of the
driver back to-wards the street at the right time. Finally, we present a
prototype implementation and a qualitative evaluation.
Location-based crowdsourcing: extending crowdsourcing to the real world
Full papers
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Alt, Florian
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Shirazi, Alireza Sahami
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Schmidt, Albrecht
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Kramer, Urs
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Nawaz, Zahid
Proceedings of the Sixth Nordic Conference on Human-Computer Interaction
2010-10-16
p.13-22
Keywords: context, crowdsourcing, location, mobile phone
© Copyright 2010 ACM
Summary: The WWW and the mobile phone have become an essential means for sharing
implicitly and explicitly generated information and a communication platform
for many people. With the increasing ubiquity of location sensing included in
mobile devices we investigate the arising opportunities for mobile
crowdsourcing making use of the real world context. In this paper we assess how
the idea of user-generated content, web-based crowdsourcing, and mobile
electronic coordination can be combined to extend crowdsourcing beyond the
digital domain and link it to tasks in the real world. To explore our concept
we implemented a crowd-sourcing platform that integrates location as a
parameter for distributing tasks to workers. In the paper we describe the
concept and design of the platform and discuss the results of two user studies.
Overall the findings show that integrating tasks in the physical world is
useful and feasible. We observed that (1) mobile workers prefer to pull tasks
rather than getting them pushed, (2) requests for pictures were the most
favored tasks, and (3) users tended to solve tasks mainly in close proximity to
their homes. Based on this, we discuss issues that should be considered during
designing mobile crowdsourcing applications.
WEtransport: a context-based ride sharing platform
Posters
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Shirazi, Alireza Sahami
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Kubitza, Thomas
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Alt, Florian
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Pfleging, Bastian
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Schmidt, Albrecht
Proceedings of the 2010 International Conference on Ubiquitous Computing
2010-09-26
p.425-426
Keywords: car pooling, collective transportation, mobile phone, ride sharing, ticket
sharing
© Copyright 2010 ACM
Summary: In densely populated urban areas high amounts of traffic pose a major
problem, which affects the environment, economy, and our lives. From a user's
perspective, the main issues include delays due to traffic jams, lack of
parking space and high costs due to increasing fuel prices (e.g., if commuting
long distances). Collective transportation (CT), e.g., public transport
systems, provides a partly solution to these issues. Yet, CT does not support
door-to-door transportation hence reducing convenience; it might be limited in
off-peak hours, and it is still a cost factor when traveling long distances. A
solution to these issues is ride sharing, an evolving form of CT making
alternative transportation more affordable. In this paper we present a modular,
context-aware ride sharing platform. We aim at enhancing convenience,
reliability, and affordability of different forms of ride sharing by means of
context data. Addition-ally our approach supports an easy server- and
client-side expansion due to the modular platform structure.
Creating Meaningful Melodies from Text Messages
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Alt, Florian
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Shirazi, Alireza S.
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Legien, Stefan
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Schmidt, Albrecht
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Mennenöh, Julian
NIME 2010: New Interfaces for Musical Expression
2010-06-15
p.63-68
© Copyright 2010 Authors