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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
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Brooks, Christopher
/
Thompson, Craig
/
Teasley, Stephanie
LAK'15: 2015 International Conference on Learning Analytics and Knowledge
2015-03-16
p.126-135
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2011 Springer-Verlag
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
© Copyright 2011 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
© Copyright 2008 ACM
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
© Copyright 2004 HFES
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
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
© Copyright 1997 ACM
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
© Copyright 1990 Intellect, Inc.
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
© Copr. 1983 Association for Computing Machinery
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.