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Leading Design Teams and Organizations SIG Meetings / Thompson, Carola / Rohn, Janice Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1108-1110
ACM Digital Library Link
Summary: This SIG will serve multiple purposes: as a forum to share the results from previous CHI leadership and management panels, workshops and current trends, and also as a forum for the management community to discuss topics of interest.

Rapid Design Labs: A Tool to Turbocharge Design-Led Innovation Course Overviews / Thompson, Carola Fellenz / Nieters, Jim Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2491-2492
ACM Digital Library Link
Summary: We as researchers and User Experience (UX) designers want to identify and create products that change the world and therefore, we choose to engage in strategic research and design. In the real world though, coming up with a breakthrough idea or transformative design doesn't mean it will automatically be accepted or get to market. By definition, innovative ideas represent new ways of thinking. Organizations by nature seem to have anti-innovation antibodies [1] that often kill new ideas [2] even disruptive innovations [3] that could help companies differentiate themselves from their competition. As difficult as coming up with a game-changing idea can be, getting an organization to act on the idea often seems impossible. Perhaps we find ourselves in work routines that do not provide space to think differently. Our experience is that practitioners and academics alike need new tools to meet this challenge-tools that empower UX teams in both business and universities to identify transformative new ideas, and then to get these big ideas and designs accepted. This course proposes rapid design labs-a design-led, facilitative, cross-functional, iterative approach to innovation that aligns organizations and generates value at each step. It provides tools and methods that turn attendees into catalysts, who systemically identify new ideas, and align multi-disciplinary teams around their ideas. Attendees learn how to lead workshops that foster ideation, collaboration, trust, and free expression. These workshops enable intensive brainstorming, purposeful play, design, user testing, and rapid prototyping. Learn how innovative companies and universities, such as Splunk, Deutsche Telekom Laboratories, the Berlin Technical University, Yahoo!, Mindjet, zSpace, HP, and more identify, design, and bring great products to market.

A time series interaction analysis method for building predictive models of learners using log data Predicting achievement / Brooks, Christopher / Thompson, Craig / Teasley, Stephanie LAK'15: 2015 International Conference on Learning Analytics and Knowledge 2015-03-16 p.126-135
ACM Digital Library Link
Summary: As courses become bigger, move online, and are deployed to the general public at low cost (e.g. through Massive Open Online Courses, MOOCs), new methods of predicting student achievement are needed to support the learning process. This paper presents a novel method for converting educational log data into features suitable for building predictive models of student success. Unlike cognitive modelling or content analysis approaches, these models are built from interactions between learners and resources, an approach that requires no input from instructional or domain experts and can be applied across courses or learning environments.

Beyond designing for motivation: the importance of context in gamification Research paper presentations / Richards, Chad / Thompson, Craig W. / Graham, Nicholas Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.217-226
ACM Digital Library Link
Summary: Most design advice for the development of successful gamification systems has focused on how best to engage the end user while imbuing the system with playfulness. This paper argues that it is also critical for designers to focus on the broad context of the system's deployment, including the identification of stakeholder requirements, requirements from the hosting organization, deep understanding of the diversity of the target population, understanding of limits in the agency of the target users, and constraints arising from the post-deployment environment. To illustrate the importance of such contextual and stakeholder analysis, the paper presents issues and associated solutions that were discovered through the creation of a children's nutrition and fitness education gamification system. The problems identified through a broad analysis of context significantly altered the design of the system and led to the realization that the initially conceptualized project would have been unusable. The paper concludes with concrete lessons for designers.

The effect of developer-specified explanations for permission requests on smartphone user behavior Social local mobile / Tan, Joshua / Nguyen, Khanh / Theodorides, Michael / Negrón-Arroyo, Heidi / Thompson, Christopher / Egelman, Serge / Wagner, David Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.91-100
ACM Digital Library Link
Summary: In Apple's iOS 6, when an app requires access to a protected resource (e.g., location or photos), the user is prompted with a permission request that she can allow or deny. These permission request dialogs include space for developers to optionally include strings of text to explain to the user why access to the resource is needed. We examine how app developers are using this mechanism and the effect that it has on user behavior. Through an online survey of 772 smartphone users, we show that permission requests that include explanations are significantly more likely to be approved. At the same time, our analysis of 4,400 iOS apps shows that the adoption rate of this feature by developers is relatively small: around 19% of permission requests include developer-specified explanations. Finally, we surveyed 30 iOS developers to better understand why they do or do not use this feature.

Rapid design labs: a tool to turbocharge design-led innovation Courses / Nieters, Jim / Thompson, Carola Fellenz Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1045-1046
ACM Digital Library Link
Summary: We as researchers and User Experience (UX) designers want to identify and create products that change the world and therefore, we choose to engage in strategic research and design. In the real world though, coming up with a breakthrough idea or transformative design doesn't mean it will automatically be accepted in the research community or get to market. By definition, innovative ideas represent new ways of thinking. Organizations by nature seem to have anti-innovation antibodies that often kill new ideas -- even disruptive innovations that could help companies differentiate themselves from their competition. As difficult as coming up with a game-changing idea can be, getting an organization to act on the idea often seems impossible. Perhaps we find ourselves in work routines that do not provide space to think differently. Our experience is that practitioners and academics alike need new tools to meet this challenge -- tools that empower UX teams in both business and universities to identify transformative new ideas, and then to get these big ideas and designs accepted. This course proposes rapid design labs -- a design-led, facilitative, cross-functional, iterative approach to innovation that aligns organizations and generates value at each step. It provides tools and methods that turn attendees into catalysts, who systemically identify new ideas, and align multidisciplinary teams around their ideas. Attendees learn how to lead workshops that foster ideation, collaboration, trust, and free expression. These workshops enable intensive brainstorming, purposeful play, design, user testing, and rapid prototyping. Learn how innovative companies, design firms, and universities identify, design, and bring great products to market.

Managing UX teams Special interest group: 111 / Rohn, Janice Anne / Thompson, Carola Fellenz Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1151-1154
ACM Digital Library Link
Summary: This SIG will serve multiple purposes: as a forum to share the results from previous CHI management panels, workshops and current trends, and also as a forum for the management community to discuss topics of interest.

When it's better to ask forgiveness than get permission: attribution mechanisms for smartphone resources Authentication and authorization / Thompson, Christopher / Johnson, Maritza / Egelman, Serge / Wagner, David / King, Jennifer Proceedings of the 2013 Symposium on Usable Privacy and Security 2013-07-24 p.1
ACM Digital Library Link
Summary: Smartphone applications pose interesting security problems because the same resources they use to enhance the user experience may also be used in ways that users might find objectionable. We performed a set of experiments to study whether attribution mechanisms could help users understand how smartphone applications access device resources. First, we performed an online survey and found that, as attribution mechanisms have become available on the Android platform, users notice and use them. Second, we designed new attribution mechanisms; a qualitative experiment suggested that our proposed mechanisms are intuitive to understand. Finally, we performed a laboratory experiment in which we simulated application misbehaviors to observe whether users equipped with our attribution mechanisms were able to identify the offending applications. Our results show that, for users who notice application misbehaviors, these attribution mechanisms are significantly more effective than the status quo.

UX management: current and future trends Panels / Rohn, Janice A. / Baxter, Kathy / Courage, Catherine / Kumar, Janaki / Thompson, Carola Fellenz / Rogers, Steve Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2413-2418
ACM Digital Library Link
Summary: User Experience (UX) leaders and managers are required to continually adapt to changes in: organizational strategies and re-structuring, resources, technology, economic pressures, and other factors. Simultaneously, more companies are realizing that they need UX expertise to ensure that they are competitive in today's marketplace. This panel is comprised of UX leaders who have created strategies and tactics to succeed both in spite of and with the aid of the past and current trends. The panel will focus on the current trends, what strategies and tactics have and have not worked in addressing these trends, and also discuss which future trends they think will impact UX departments, companies, and the field, and how they are preparing for these future trends.
    The panel will be of interest to managers, practitioners and those who work closely with these teams, including developers, project managers, market researchers, test managers, and executives.

Managing UX teams SIGs / Rohn, Janice A. / Thompson, Carola Fellenz Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2501-2504
ACM Digital Library Link
Summary: This SIG will serve two purposes: as a forum to share the results from previous CHI management workshops and current trends, and also as a forum for the management community to discuss topics of interest.

Detecting linguistic HCI markers in an online aphasia support group Communication aids / Kalman, Yoram M. / Geraghty, Kathleen / Thompson, Cynthia K. / Gergle, Darren Fourteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2012-10-22 p.65-70
ACM Digital Library Link
Summary: Aphasia is an acquired language disorder resulting from trauma or injury to language areas of the brain. Despite extensive research on the impact of aphasia on traditional forms of communication, little is known about the impact of aphasia on computer-mediated communication (CMC). In this study we asked whether the well-documented language deficits associated with aphasia can be detected in online writing of people with aphasia. We analyzed 150 messages (14,754 words) posted to an online aphasia support forum, by six people with aphasia and by four controls. Significant linguistic differences between people with aphasia and controls were detected, suggesting five putative linguistic HCI markers for aphasia. These findings suggest that interdisciplinary research on communication disorders and CMC has both applied and theoretical implications.

Hybrid User Preference Models for Second Life and OpenSimulator Virtual Worlds Full Research Papers / Eno, Joshua / Stafford, Gregory / Gauch, Susan / Thompson, Craig W. Proceedings of the 2011 Conference on User Modeling, Adaptation and Personalization 2011-07-11 p.87-98
Keywords: Content Models; Social Models; Virtual Worlds; Personalization; Recommendations
Link to Digital Content at SpringerLink
Summary: Virtual world user models have similarities with hypertext system user models. User knowledge and preferences may be derived from the locations users visit or recommend. The models can represent topics of interest for the user based on the subject or content of visited locations, and corresponding location models can enable matching between users and locations. However, virtual worlds also present challenges and opportunities that differ from hypertext worlds. Content collection for a cross-world search and recommendation service may be more difficult in virtual worlds, and there is less text available for analysis. In some cases, though, extra information is available to add to user and content profiles enhance the matching ability of the system. In this paper, we present a content collection system for Second Life and OpenSimulator virtual worlds, as well as user and location models derived from the collected content. The models incorporate text, social proximity, and metadata attributes to create hybrid user models for representing user interests and preferences. The models are evaluated based on their ability to match content popularity and observed user behavior.

Managing UX teams SIG / Rohn, Janice / Wixon, Dennis / Nieters, Jim / Thompson, Carola Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.815-817
ACM Digital Library Link
Summary: This SIG will serve two purposes: as a forum to share the results from the two-day CHI workshop, and also as a forum for the management community to discuss topics of interest.

Managing user experience: managing change Panel Session 3 / Thompson, Carola Fellenz / Anderson, Richard I. / Au, Irene / Ratzlaff, Cordell / Zada, Nida Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.3143-3146
Keywords: change management, interdisciplinary collaboration, management, strategy, user experience
ACM Digital Library Link
Summary: As managers of user experience and design teams we often find ourselves in environments where it is difficult to position the work of our team members. Their roles are often misunderstood and our adjacent disciplines such as product management and development see their work as unnecessary or in some cases are threatened by them.
    We find that the culture of the company we are trying to deploy UX resources into isn't ready to accept them and we find that our role becomes more that of a change manager than a user experience manager. We have a vision for what the future processes of the company can look like but we find it hard to communicate that vision and engage our adjacent disciplines.
    What are effective strategies user experience leaders can use to impact change? How can we leverage current business and engineering trends to move corporate cultures in a direction that support our work? What are the potential traps and pitfalls? What does a culture of design thinking really mean in this context? What is a realistic expectation for an end state?

Searching for the metaverse Cyberspace & virtual human / Eno, Joshua / Gauch, Susan / Thompson, Craig Proceedings of the 2009 ACM Symposium on Virtual Reality Software and Technology 2009-11-18 p.223-226
Keywords: 3D web, search engine, virtual worlds
ACM Digital Library Link
Summary: We present a system for collecting content from 3D multi-user virtual worlds for use in a cross-world search engine, an enabling technology for linking virtual worlds to the wider web. We use an intelligent agent crawler designed to collect user-generated content without relying on access to private internal server databases. The agents navigate autonomously through the world and interact with content to discover regions, parcels of land within regions, user-created objects, other avatars, and user associations. The experiments we performed are the first which focus on the content within a large virtual world. Our results show that virtual worlds can be effectively crawled using autonomous agent crawlers that emulate normal user behavior. Additionally, we find that the collection of interactive content enhances our ability to identify dynamic, immersive environments within the world.

Fault lines of user experience: the intersection of business and design Panels / Busse, Daniela K. / Fraser, Heather / Thompson, Carola Fellenz / Allan, Lesley / Hallstein, Patricia / MacAulay, Catriona / Dalal, Brinda Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.2 p.3305-3308
Keywords: business, design, strategy, user experience
ACM Digital Library Link
Summary: One of the central challenges of the User Experience discipline has always been how early in the development cycle it can exert any degree of influence. The challenge that our field is facing today more pronounced than ever is how to influence the decision makers that give directions guiding individual product development. And vice versa, this early decision making process can benefit from user experience approaches that help ground its direction in user research, and inform its decisions creatively through concepts and design thinking -- see for example the concept of Business Design (as taught by the Rotman school of management, with similar approaches being the foundation of successes such as design consultancies like IDEO). The goal of the panel will be to draw together a community of experts and interested audience members in this topic and initiate a discourse on its key issues and opportunities.

What would you do with a 1 million dollar user experience marketing budget?: internal vs. external user experience evangelism Panels / Kowalski, Luke / Thompson, Carola / Chi, Tom / Cormick, Darren Mc / Vasnaik, Omar / Heller, Peter Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.2 p.2249-2252
ACM Digital Library Link
Summary: User Experience evangelism inside an organization is a frequent topic. Methods for marketing user centered design to internal stakeholders have been analyzed in many papers and on panels. Emerging media and new venues have recently presented an opportunity to reexamine methods and goals for external user experience marketing and evangelism. This interactive panel will address motivations and brainstorm about discount methods for promoting the role of the human factors profession to the general public, and communicating directly with the end users. This will be contrasted with the position that a well designed product should market itself, and that money is best spent on design and internal evangelism instead.
    The panel itself will involve 3 parts: 1. Moderator collecting answers to the "What would you do with a 1 million dollar UX marketing budget?" question via index cards. 2. Four panelists presenting short sales pitch proposing what they would do when faced with the same question. 3. Panel discussion focusing on the contributions from the audience and focused on producing two lists. One would include specific user experience marketing venues (targeted bloggers, un-conferences, think tanks, specific ad words, design-friendly printed publications like Business Week, etc.). The second list would focus on goals and of user experience marketing (raising awareness and promoting better image of user experience vs. engineering and other disciplines, increased sales, better brand, recruiting, swaying executives, etc.). The panel would continue to live after external publication of the two lists, with new blog installments, comments, and any subsequent and open discussions.

Hand Use Preferences in Delimiting the Boundaries of Normal Working Area ENVIRONMENTAL DESIGN: Environmental Design at the Office / Choi, Hyeg Joo / Mark, Leonard S. / Dainoff, Marvin J. / Thompson, Christopher / Stasik, Sara / Veale, Brenna Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting 2004-09-20 v.48 p.1081-1085
Link to HFES Digital Content
Summary: Geometric models of normal working area have been derived from analyses of theoretically possible, but contrived and restrictive arm and hand movements (Farley, 1955; Squire, 1959; Wang et al., 1999). It is unclear whether the resulting boundaries delimit a safe, comfortable and effective reach area. The goal of the current investigation was to obtain data that can establish reach boundaries that reflect actions that are both comfortable and efficient. Adults reached for objects placed in various directions and distances in front of them. The type of reach action used to pick up the object was categorized in an effort to demarcate reach envelopes for different reach actions and identify the directional location in the workspace at which people change from reaching with their right hand to using their left hand. These data showed that people's reach actions violated important characteristics of the geometric models, including the spatial symmetry in the use of the right and left hands. From these data we are able to construct "performance-based" models of workspace area.

Research Issues in Wearable Computers Workshops / Bass, Len / Siewiorek, Dan / Mann, Steve / Thompson, Chris Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems 1997-03-22 v.2 p.223
Keywords: Wearable computers, Body worn computers, Eyes free operation of computers, Hands free operation of computers, User interface paradigms
Link to ACM SIGCHI Conference Paper

Issues in Wearable Computing: A CHI 97 Workshop / Bass, Len / Mann, Steve / Siewiorek, Dan / Thompson, Chris ACM SIGCHI Bulletin 1997 v.29 n.4 p.34-39
old.sigchi.org/bulletin/1997.4/bass.html
Wearable Computer Terminology
	Usage of the Wearable Computer
	Environment of Use
	Application of the Computer
	Terminology Conclusions
Market
	Type of Wearer
	Market Niches
	Inhibitors to General Acceptance of Wearable Computers
Technology
	Input Devices
	Displays
	Communication to Other Elements of a Computing System
	Communication among Elements of a Wearable Computer
People
	Targeted Environment
	Targeted Wearer Community
	Ease of Use
	Appropriate Utility
Applications
	Disabled
	Personal
	Manufacturing
	Maintenance
	Emergency Medical Treatment
	Training
Summary
Participants in the Workshop

Strawman Reference Model for Hypermedia Systems Papers / Thompson, Craig W. NIST Hypertext Standardization Workshop 1990-01-16 p.223-246
Summary: This paper provides a strawman reference model that can be used for comparing and reasoning about hypertext/hypermedia systems. It begins with a glossary of hypermedia terms. Agreeing on these provides a common vocabulary for developing the reference model. The reference model itself is presented in terms of basic features all hypermedia systems have, advanced features some hypermedia systems have, and open features that hypermedia systems share with other computer systems. These features represent independent dimensions which can be used to classify or compare existing hypermedia systems and to contrast them with near-miss related systems. Based on the features, the architecture of an ideal hypermedia system is described that covers existing hypermedia systems. The architecture is modular. A consequence is that discussion of standards or a more detailed reference model can focus on one module at a time, avoiding movement toward a portmanteau standard. The final section of the paper evaluates some areas where consensus and eventual standardization of hypermedia systems is possible and would be valuable. An appendix references some standards related to hypermedia systems. Another appendix is an initial document log listing references important to hypermedia standardization.

Querying an Object-Oriented Hypermedia System Designing Hypertext and Hypertext and Design / Chen, John C. / Ekberg, Thomas W. / Thompson, Craig HYPERTEXT II: State of the Art 1989-06-29 p.231-238
Summary: Browsing is the primary way to access information in current hypermedia systems. However, it is often easier for the user to describe what information he is looking for than to find it himself. This paper discusses Panorama, an object-oriented hypermedia system, focusing on its query facilities which incorporate the functionality of retrieval, display, and navigation.

Usable Natural Language Interfaces Through Menu-Based Natural Language Understanding Menu and Query Language Design / Tennant, Harry R. / Ross, Kenneth M. / Thompson, Craig W. Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems 1983-12-12 p.154-160
Summary: Conventional natural language interfaces suffer from several ease-of-use problems. They require a user to type and to formulate questions in a way that the system can understand. They have high failure rates which often frustrate users, and users often do not use features of the systems because they are unaware of them or don't trust them. In addition, conventional natural language systems are expensive to build and require large amounts of storage to use. This paper describes a new approach to natural language interfaces called menu-based natural language understanding. This new approach solves the problems listed above. The paper compares the menu-based natural language approach to conventional natural language interfaces and to other forms of interface and discusses the advantages and limitations of this new approach.