Threadsteading: Playful Interaction for Textile Fabrication Devices
Interactivity
/
Albaugh, Lea
/
Grow, April
/
Liu, Chenxi
/
McCann, James
/
Smith, Gillian
/
Mankoff, Jennifer
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.285-288
© Copyright 2016 ACM
Summary: Our interaction -- Threadsteading -- combines game design practices,
traditional crafting techniques of quilting and embroidery, and existing
fabrication technologies to produce an innovative game experience that results
in a tangible artifact at the end of play. Threadsteading offers a glimpse at a
future in which humans can engage in realtime, playful interaction with
fabrication machines.
eBee: Merging Quilting, Electronics & Board Game Design
Art Exhibition
/
Pearce, Celia
/
Smith, Gillian
/
Choi, Jeanie
/
Carlsson, Isabella
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3877-3880
© Copyright 2016 ACM
Summary: eBee is a strategic board game that merges quilting, e-textiles and game
design to bridge the gender, ethnic and generation gap in electronics. The game
revolves around placing quilted tiles embedded with conductive fabric on a
hexagonal grid. The goal is to complete a circuit by laying a path of
conductive fabric between a centralized hub or power source, and satellite
islands that illuminate when the circuit is completed. eBee aims to merge the
social contexts of the female-friendly experience of a quilting bee, the
multi-generational appeal of a board game, and the techno-creative practices
the maker movement. While the game has stand-alone integrity as both an
interactive artwork and a game, it also has the benefit of engaging players in
learning about electricity. In addition to exhibiting and possibly selling the
game as a completed product, we also plan to develop eBee workshops and an
online set of instructables that encourage people to create their own eBees.
Storytelling with Data: Examining the Use of Data by Non-Profit
Organizations
Non-Profits and Humanitarian Responses
/
Erete, Sheena
/
Ryou, Emily
/
Smith, Geoff
/
Fassett, Khristina Marie
/
Duda, Sarah
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.1273-1283
© Copyright 2016 ACM
Summary: Despite the growing promotion of the "open data" movement, the collection,
cleaning, management, interpretation, and dissemination of open data is
laborious and cost intensive, particularly for non-profits with limited
resources. In this paper, we describe how non-profit organizations (NPOs) use
open data, building on prior literature that focuses on understanding
challenges that NPOs face. Based on 15 interviews of staff from 10 NPOs, our
results suggest that NPOs use data to develop narratives to build a case for
support from grantors and other stakeholders. We then present empirical results
based on the usage of a data portal we created, which suggests that
technologies should be designed to not only make data accessible, but also to
facilitate communication and support relationships between expert data analysts
and NPOs.
Understanding procedural content generation: a design-centric analysis of
the role of PCG in games
Understanding and designing games
/
Smith, Gillian
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.917-926
© Copyright 2014 ACM
Summary: Games that use procedural content generation (PCG) do so in a wide variety
of ways and for different reasons. One of the most common reasons cited by PCG
system creators and game designers is improving replayability by providing a
means for automatically creating near-infinite amounts of content, the player
can come back and replay the game and refine her strategies over a long period.
However, this notion of replayability is both overly broad and incomplete as a
motivation. This paper contributes an analytical framework and associated
common vocabulary for understanding the role of PCG in games from a design
standpoint, with an aim of unpacking some of the broad justifications for PCG
use in games, and bringing together technical concerns in designing PCG systems
with design concerns related to creating engaging playable experiences.
Design: no longer an optional extra
Keynote / Plenary Talks
/
Smith, Gillian Crampton
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.3-4
© Copyright 2014 ACM
Summary: Mark Rettig said interaction design is designing the right thing and
designing the thing right. With the recent emphasis on design thinking-finding
the right thing to design-design doing-designing the thing right-has rather
dropped from view. As a graphic designer in the early 80s, I realised, starting
to program, that simple artist-designer graphic skills and knowledge could make
interfaces work better-easier to understand, quicker to use. But with
affordable colour graphic screens, designers could really make interfaces sing.
They could become a pleasure to use and express character-the difference, for
instance, between the Star interface-serious, as befits an office-and the Apple
Mac-jaunty, irreverent, appropriate for the Californian college audience it
targeted. It is accepted that designers are concerned with form-the optional
cost of making something a bit more elegant-but Apple's unbending commitment to
good design is persuading people that design is not an optional extra. However
they often do not understand that design is not just about appearance. Apple
knows that design is also about the aesthetic of function: a system's
behaviour, its interactivity, which, as well as satisfyingly usable, must be
elegant, poetic, maybe witty. Design also concerns the implicit meanings that
subtly speak to us, that make the difference between a product that works and
one that sings. This presentation will discuss how design works, how it
flourishes, and how to grow young designers. As the digital increasingly shapes
our world it is not just the profitability of a company that rides on good
design. It is the quality of our lives as we experience them.
Rating Bias and Preference Acquisition
/
Freyne, Jill
/
Berkovsky, Shlomo
/
Smith, Gregory
ACM Transactions on Interactive Intelligent Systems
2013-10
v.3
n.3
p.19
© Copyright 2013 ACM
Summary: Personalized systems and recommender systems exploit implicitly and
explicitly provided user information to address the needs and requirements of
those using their services. User preference information, often in the form of
interaction logs and ratings data, is used to identify similar users, whose
opinions are leveraged to inform recommendations or to filter information. In
this work we explore a different dimension of information trends in user bias
and reasoning learned from ratings provided by users to a recommender system.
Our work examines the characteristics of a dataset of 100,000 user ratings on a
corpus of recipes, which illustrates stable user bias towards certain features
of the recipes (cuisine type, key ingredient, and complexity). We exploit this
knowledge to design and evaluate a personalized rating acquisition tool based
on active learning, which leverages user biases in order to obtain ratings
bearing high-value information and to reduce prediction errors with new users.
Peek: context sharing on request with notifications
Video presentations
/
Brush, A. J. Bernheim
/
Saponas, T. Scott
/
Ziola, Ryder
/
Smith, Greg
/
Johns, Paul
/
Roseway, Asta
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.2
p.291-292
© Copyright 2013 ACM
Summary: Ever wondered if it was a good time to call your spouse, child, or friend?
Do you sometimes just want to know if they are on their way to meet you? With
Peek you can request the activity state (e.g. walking, in-vehicle, at-rest) and
location of a phone when needed. Context is sent back automatically to people
on the phone owner's pre-approved Peek contact list. The person being peeked at
receives a notification that provides awareness of who peeked at them and when.
Personalized Network Updates: Increasing Social Interactions and
Contributions in Social Networks
Long Papers
/
Berkovsky, Shlomo
/
Freyne, Jill
/
Smith, Gregory
Proceedings of the 2012 Conference on User Modeling, Adaptation and
Personalization
2012-07-16
p.1-13
© Copyright 2012 Springer-Verlag
Summary: Social networking systems originally emerged as tools for keeping up with
the daily lives of friends and strangers. They have established themselves as
valuable resources and means to satisfy information needs. The challenge with
information seeking through social networks is that their immense success and
popularity is also a weakness. The data deluge facing users has surpassed
comfortably managed levels and can impact on the quality and relevance of the
information consumed. We developed a personalized model for predicting the
relevance of news feed items, in order to facilitate personalized feeds.
Results of a live analysis show that our approach successfully identifies and
promotes relevant feed items, with the knock-on effects of increasing
interaction between users and the contribution of user generated content.
Using mobile phones to present medical information to hospital patients
Interfaces for health & well being
/
Vardoulakis, Laura Pfeifer
/
Karlson, Amy
/
Morris, Dan
/
Smith, Greg
/
Gatewood, Justin
/
Tan, Desney
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1411-1420
© Copyright 2012 ACM
Summary: The awareness that hospital patients have of the people and events
surrounding their care has a dramatic impact on satisfaction and clinical
outcomes. However, patients are often under-informed about even basic aspects
of their care. In this work, we hypothesize that mobile devices -- which are
increasingly available to patients -- can be used as real-time information
conduits to improve patient awareness and consequently improve patient care. To
better understand the unique affordances that mobile devices offer in the
hospital setting, we provided twenty-five patients with mobile phones that
presented a dynamic, interactive report on their progress, care plan, and care
team throughout their emergency department stay. Through interviews with these
patients, their visitors, and hospital staff, we explore the benefits and
challenges of using the mobile phone as an information display, finding overall
that this is a promising approach to improving patient awareness. Furthermore,
we demonstrate that only a small number of technology challenges remain before
such a system could be deployed without researcher intervention.
Factors associated with persistent participation in an online diet
intervention
Work-in-progress
/
Freyne, Jill
/
Saunders, Ian
/
Brindal, Emily
/
Berkovsky, Shlomo
/
Smith, Gregory
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2375-2380
© Copyright 2012 ACM
Summary: In recent years, much work has been carried out in interface design and
service quality in order to maximise user experience and sustain engagement. We
are often unsure, however, what factors really influence user interactions with
the technologies. Here we report on an ongoing examination of the relationships
between user demographics, self reported attitudes, efficacy, and system
feature, and participation on an online diet support site. Our findings
indicate that not only the characteristics of the users themselves are
associated with sustained engagement with a weight loss site, but also that
usage of particular features on the site results in higher return rates. These
findings support a push for designers to understand their users and features of
their site, in order to maximise engagement with their target audiences.
Engaging Families in Lifestyle Changes Through Social Networking
/
Baghaei, Nilufar
/
Kimani, Stephen
/
Freyne, Jill
/
Brindal, Emily
/
Berkovsky, Shlomo
/
Smith, Greg
International Journal of Human-Computer Interaction
2011-10-01
v.27
n.10
p.971-990
© Copyright 2011 Taylor and Francis
Summary: Previous research has shown that providing family engagement and social
support play important roles in weight management success, helping to achieve
long-term lifestyle changes. Traditionally, the support provided by online
health communities is primarily targeted at individuals and does not involve
their families. SOFA (SOcial FAmilies), a novel approach for engaging,
motivating, and persuading families to adopt a healthy lifestyle, is proposed.
SOFA is an online social network for families coupled with a repository of
health-related educational content. This article reports the results of a live
user study aimed at investigating how user profile representation and
system-assigned tasks influence users engagement with the system and change
their attitude toward a healthy lifestyle. The results show that representing
family members as individuals increases the number of active members per family
as well as their retention, contribution to, and engagement with the network.
The results also show that family-based social networks positively change the
attitude of family members toward a healthy lifestyle.
Recipe Recommendation: Accuracy and Reasoning
Full Research Papers
/
Freyne, Jill
/
Berkovsky, Shlomo
/
Smith, Gregory
Proceedings of the 2011 Conference on User Modeling, Adaptation and
Personalization
2011-07-11
p.99-110
Keywords: Collaborative filtering; content-based; machine learning; recipes;
personalization
© Copyright 2011 Springer-Verlag
Summary: Food and diet are complex domains for recommender technology, but the need
for systems that assist users in embarking on and engaging with healthy living
programs has never been more real. One key to sustaining long term engagement
with eHealth services is the provision of tools, which assist and train users
in planning correctly around the areas of diet and exercise. These tools
require an understanding of user reasoning as well as user needs and are ideal
application areas for recommender and personalization technologies. Here, we
report on a large scale analysis of real user ratings on a set of recipes in
order to judge the applicability and practicality of a number of
personalization algorithms. Further to this, we report on apparent user
reasoning patterns uncovered in rating data supplied for recipes and suggest
ways to exploit this reasoning understanding in the recommendation process.
Selecting Items of Relevance in Social Network Feeds
Short Research Papers
/
Berkovsky, Shlomo
/
Freyne, Jill
/
Kimani, Stephen
/
Smith, Gregory
Proceedings of the 2011 Conference on User Modeling, Adaptation and
Personalization
2011-07-11
p.329-334
© Copyright 2011 Springer-Verlag
Summary: The success of online social networking systems has revolutionised online
sharing and communication, however it has also contributed significantly to the
infamous information overload problem. Social Networking systems aggregate
network activities into chronologically ordered lists, Network Feeds, as a way
of summarising network activity for its users. Unfortunately, these feeds do
not take into account the interests of the user viewing them or the relevance
of each feed item to the viewer. Consequently individuals often miss out on
important updates. This work aims to reduce the burden on users of identifying
relevant feed items by exploiting observed user interactions with content and
people on the network and facilitates the personalization of network feeds in a
manner which promotes relevant activities. We present the results of a large
scale live evaluation which shows that personalized feeds are more successful
at attracting user attention than non-personalized feeds.
Implicit association via crowd-sourced coselection
Track 1: dynamic and computed hypermedia
/
Ashman, Helen
/
Antunovic, Michael
/
Chaprasit, Satit
/
Smith, Gavin
/
Truran, Mark
Proceedings of the 22nd ACM Conference on Hypertext and Hypermedia
2011-06-06
p.7-16
© Copyright 2011 ACM
Summary: The interaction of vast numbers of search engine users with sets of search
results sets is a potential source of significant quantities of resource
classification data. In this paper we discuss work which uses coselection data
(i.e. multiple click-through events generated by the same user on a single
search engine result page) as an indicator of mutual relevance between web
resources and a means for the automatic clustering of sense-singular resources.
The results indicate that coselection can be used in this way. We
ground-truthed unambiguous query clustering, forming a foundation for work on
automatic ambiguity detection based on the resulting number of generated
clusters. Using the cluster overlap by population principle, the extension of
previous work allowed determination of synonyms or lingual translations where
overlapping clusters indicated the mutual relevance in coselection and
subsequently the irrelevance of the actual label inherited from the user query.
Which version is this?: improving the desktop experience within a copy-aware
computing ecosystem
User experience
/
Karlson, Amy K.
/
Smith, Greg
/
Lee, Bongshin
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2669-2678
© Copyright 2011 ACM
Summary: Computers today make it easy for people to scatter copies and versions of
digital items across their file systems, but do little to help people manage
the resulting mess. In this paper, we introduce the concept of a copy-aware
computing ecosystem, inspired by a vision of computing when systems track and
surface copy relationships between files. Based on two deployments of a
copy-aware software prototype and in-depth interviews with individuals in
collaborative relationships, we present our findings on the origins of copies
and the barriers to eliminating them, but offer a promising solution based on
the set of files that together represent a user's conceptual view of a document
-- the versionset. We show that the versionset is viable to infer, and we draw
upon user activity logs and feedback on personalized views of versionsets to
distill guidelines for the factors that define a versionset. We conclude by
enumerating the many PIM user experiences that could be transformed as a
result.
Gender and role differences in family-based healthy living networks
Work-in-progress, April 14-15
/
Kimani, Stephen
/
Baghaei, Nilufar
/
Freyne, Jill
/
Berkovsky, Shlomo
/
Bhandari, Dipak
/
Smith, Greg
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4219-4224
Keywords: families, gender, healthy living, online social networks, role, user
interaction, user requirements
© Copyright 2010 ACM
Summary: We have recently witnessed a tremendous increase in popularity and growth of
online social networks. Social support and family involvement can play an
important supportive role in health management. An increasing number of family
members are establishing online social networking relationships with their
families. This trend poses new research questions on effectively accommodating
family members in online social networks. Family members themselves often have
very different requirements based on their gender and family role. There is
little research on the design of family-oriented social networking
applications. In order to fill this research gap and investigate the impact of
social and family relationships in online social networks, we are developing a
healthy living online social application to support families in adopting
healthy lifestyles. This paper reports the findings of a user study aimed at
understanding gender- and role-based characteristics and differences in
family-based healthy living social networks. The study shows that female users
play a major role in leading the usage of the social technology; parents remain
conscious of and concerned about their family's health as they interact with
the social technology; and the social technology should support fun, especially
for children.
Activity awareness in family-based healthy living online social networks
Short paper presentations (posters)
/
Kimani, Stephen
/
Berkovsky, Shlomo
/
Smith, Greg
/
Freyne, Jill
/
Baghaei, Nilufar
/
Bhandari, Dipak
Proceedings of the 2010 International Conference on Intelligent User
Interfaces
2010-02-07
p.337-340
Keywords: activity awareness, evaluation, families, healthy living, online social
networks, user interaction, user interface
© Copyright 2010 ACM
Summary: Social relationships and family involvement play an important role in health
management, whereas activity awareness is useful in decision-making and
stimulating motivation and action. In this paper, we propose a novel activity
awareness user interface for family-oriented healthy living social networks. It
is intended to increase family members' interaction with healthy living social
networks. A user study showed that the activity awareness interface can add
value to specific aspects of interaction with family-based healthy living
social applications. The interface increased interaction with the underlying
healthy living content and led to higher level of learning about healthy living
and impact on specific healthy living activities. There was also significant
appreciation of and interaction with the activity awareness user interface
elements.
Personalization via friendsourcing
/
Bernstein, Michael S.
/
Tan, Desney
/
Smith, Greg
/
Czerwinski, Mary
/
Horvitz, Eric
ACM Transactions on Computer-Human Interaction
2010
v.17
n.2
p.6
© Copyright 2010 ACM
Summary: When information is known only to friends in a social network, traditional
crowdsourcing mechanisms struggle to motivate a large enough user population
and to ensure accuracy of the collected information. We thus introduce
friendsourcing, a form of crowdsourcing aimed at collecting accurate
information available only to a small, socially-connected group of individuals.
Our approach to friendsourcing is to design socially enjoyable interactions
that produce the desired information as a side effect.
We focus our analysis around Collabio, a novel social tagging game that we
developed to encourage friends to tag one another within an online social
network. Collabio encourages friends, family, and colleagues to generate useful
information about each other. We describe the design space of incentives in
social tagging games and evaluate our choices by a combination of usage log
analysis and survey data. Data acquired via Collabio is typically accurate and
augments tags that could have been found on Facebook or the Web. To complete
the arc from data collection to application, we produce a trio of prototype
applications to demonstrate how Collabio tags could be utilized: an aggregate
tag cloud visualization, a personalized RSS feed, and a question and answer
system. The social data powering these applications enables them to address
needs previously difficult to support, such as question answering for topics
comprehensible only to a few of a user's friends.
SOFA: an online social network for engaging and motivating families to adopt
a healthy lifestyle
Lifestyle
/
Baghaei, Nilufar
/
Freyne, Jill
/
Kimani, Stephen
/
Smith, Greg
/
Berkovsky, Shlomo
/
Bhandari, Dipak
/
Colineau, Nathalie
/
Paris, Cecile
Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer
Interaction
2009-11-23
p.269-272
Keywords: family health care, social networks, user engagement
© Copyright 2009 CHISIG and author(s)
Summary: Overweight and obesity have become a global epidemic and are increasing
rapidly. Previous research has shown that providing social support and family
support has profound roles on the weight management of individuals. However,
the support provided by online health communities is outside the family context
and is targeted at individuals. We are proposing SOFA (SOcial FAmily), an
online social networking system aimed to engage and motivate families to adopt
a healthy lifestyle through exposure to educational information on diet
exercise and a range of other healthy living information. In this paper, we
describe SOFA's features, the research questions that we are investigating and
some preliminary results from a live deployment. The results showed that adding
a social layer can considerably increase user engagement with static
educational content and showed that the provision of family based profiles
reduced the activity levels of individual family members when compared to those
with individual profiles.
iSee: interactive scenario explorer for online tournament games
Full papers: Games
/
Smith, Greg
/
Tan, Desney
/
Lee, Bongshin
Proceedings of the 2009 International Conference on Advances in Computer
Entertainment Technology
2009-10-29
p.190-197
© Copyright 2009 ACM
Summary: Fantasy games, in which players compete to correctly predict real-world
outcomes in sports, entertainment, and politics, have grown in popularity and
now represent a significant portion of online gaming. Pick'em pools, also known
as office pools, are a fantasy game specifically focused on tournament-style
competitions such as the "March Madness" NCAA basketball championship. Pick'em
pool players often spend significant time trying to understand the current
state of competition and to anticipate future events that may significantly
affect their performance within the pool. Unfortunately, the combinatorial
nature of the outcome space makes these tasks extremely challenging, and
intuition is often a highly inaccurate guide. In this paper we present iSee, a
system that allows players to make these complex calculations and inferences.
We describe a variety of interface options for the interactive presentation of
tournament outcome visualizations. We also describe in detail the
implementation of a set of algorithms for reliably projecting player
performance and distilling the complex outcome space to a number of key
scenarios. Finally, we report on a pilot study soliciting user feedback on the
system.
Collabio: a game for annotating people within social networks
New solutions for old problems
/
Bernstein, Michael
/
Tan, Desney
/
Smith, Greg
/
Czerwinski, Mary
/
Horvitz, Eric
Proceedings of the 2009 ACM Symposium on User Interface Software and
Technology
2009-10-04
p.97-100
Keywords: human computation, social computing, social tagging
© Copyright 2009 ACM
Summary: We present Collabio, a social tagging game within an online social network
that encourages friends to tag one another. Collabio's approach of
incentivizing members of the social network to generate information about each
other produces personalizing information about its users. We report usage log
analysis, survey data, and a rating exercise demonstrating that Collabio tags
are accurate and augment information that could have been scraped online.
Exploring Cross-Device Web Use on PCs and Mobile Devices
Mobile Computing 1
/
Kane, Shaun K.
/
Karlson, Amy K.
/
Meyers, Brian
/
Johns, Paul
/
Jacobs, Andy
/
Smith, Greg
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.1
p.722-735
Keywords: Mobile web; cross-device user experience; activity logging; experience
sampling method
© Copyright 2009 IFIP
Summary: In this paper, we explore whether sharing a user's web browsing activity
across their computing devices can make it easier to find and access web sites
on a mobile device. We first surveyed 175 smartphone users about their web use
across multiple devices. We found that users shared web information between
devices, but generally used cumbersome manual methods to do so. In a second
study, we tracked the web sites visited by 14 participants on their PC and
mobile phone, and used experience-sampling surveys to determine whether sharing
sites across devices would be useful. We found that participants visited many
of the same sites on both their mobile device and PC, and that participants
were interested in viewing additional sites from their PC on their mobile
device. Our results suggest that automatically sharing web activity information
between devices has potential to improve the usability of the mobile web.
Designing Novel Image Search Interfaces by Understanding Unique
Characteristics and Usage
Novel User Interfaces and Interaction Techniques 5
/
André, Paul
/
Cutrell, Edward
/
Tan, Desney S.
/
Smith, Greg
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.2
p.340-353
Keywords: image search; log analysis; design
© Copyright 2009 IFIP
Summary: In most major search engines, the interface for image search is the same as
traditional Web search: a keyword query followed by a paginated, ranked list of
results. Although many image search innovations have appeared in both the
literature and on the Web, few have seen widespread use in practice. In this
work, we explore the differences between image and general Web search to better
support users' needs. First, we describe some unique characteristics of image
search derived through informal interviews with researchers, designers, and
managers responsible for building and deploying a major Web search engine.
Then, we present results from a large scale analysis of image and Web search
logs showing the differences in user behaviour. Grounded in these observations,
we present design recommendations for an image search engine supportive of the
unique experience of image search. We iterate on a number of designs, and
describe a functional prototype that we built.
Beyond Emoticons: Combining Affect and Cognition in Icon Design
Cognitive Approaches in HCI Design
/
McDougall, Siné
/
Reppa, Irene
/
Smith, Gary
/
Playfoot, David
EPCE 2009: 8th International Conference on Engineering Psychology and
Cognitive Ergonomics
2009-07-19
p.71-80
Keywords: Icon; Affective computing; Aesthetic preference; Performance; Usability
Copyright © 2009 Springer-Verlag
Summary: Recently there has been a shift in emphasis from interface usability to
interface appeal. Very few studies, however, have examined the link between
usability and appeal and evidence regarding the direction of the relationship
between the two remains equivocal. This paper examines the nature of the
relationships between the usability and aesthetic appeal of icons. The findings
from three studies presented here show evidence, not only for the symbiotic
relationship between aesthetic preference and performance, but also for the
possible causal links between the two. The implications of these findings for
interface design and theoretical explanations of usability are discussed.
FacetLens: exposing trends and relationships to support sensemaking within
faceted datasets
Visualization 2
/
Lee, Bongshin
/
Smith, Greg
/
Robertson, George G.
/
Czerwinski, Mary
/
Tan, Desney S.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1293-1302
Keywords: facets, interactive visualization, relationships, sensemaking, trends
© Copyright 2009 ACM
Summary: Previous research has shown that faceted browsing is effective and enjoyable
in searching and browsing large collections of data. In this work, we explore
the efficacy of interactive visualization systems in supporting exploration and
sensemaking within faceted datasets. To do this, we developed an interactive
visualization system called FacetLens, which exposes trends and relationships
within faceted datasets. FacetLens implements linear facets to enable users not
only to identify trends but also to easily compare several trends
simultaneously. Furthermore, it offers pivot operations to allow users to
navigate the faceted dataset using relationships between items. We evaluate the
utility of the system through a description of insights gained while experts
used the system to explore the CHI publication repository as well as a database
of funding grant data, and report a formative user study that identified
usability issues.