Estimating residual error rate in recognized handwritten documents using artificial error injection | | BIBAK | Full-Text | 1-4 | |
Edward Lank; Ryan Stedman; Michael Terry | |||
Both handwriting recognition systems and their users are error prone.
Handwriting recognizers make recognition errors, and users may miss those
errors when verifying output. As a result, it is common for recognized
documents to contain residual errors. Unfortunately, in some application
domains (e.g. health informatics), tolerance for residual errors in recognized
handwriting may be very low, and a desire might exist to maximize user accuracy
during verification. In this paper, we present a technique that allows us to
measure the performance of a user verifying recognizer output. We inject
artificial errors into a set of recognized handwritten forms and show that the
rate of injected errors and recognition errors caught is highly correlated in
real time. Systems supporting user verification can make use of this measure of
user accuracy in a variety of ways. For example, they can force users to slow
down or can highlight injected errors that were missed, thus encouraging users
to take more care. Keywords: artificial error, handwriting recognition, residual error |
Predicting the cost of error correction in character-based text entry technologies | | BIBAK | Full-Text | 5-14 | |
Ahmed Sabbir Arif; Wolfgang Stuerzlinger | |||
Researchers have developed many models to predict and understand human
performance in text entry. Most of the models are specific to a technology or
fail to account for human factors and variations in system parameters, and the
relationship between them. Moreover, the process of fixing errors and its
effects on text entry performance has not been studied. Here, we first analyze
real-life text entry error correction behaviors. We then use our findings to
develop a new model to predict the cost of error correction for character-based
text entry technologies. We validate our model against quantities derived from
the literature, as well as with a user study. Our study shows that the
predicted and observed cost of error correction correspond well. At the end, we
discuss potential applications of our new model. Keywords: cognitive model, error correction, error rate, hand-held devices, mobile
phone, performance metric, prediction, text entry |
SHRIMP: solving collision and out of vocabulary problems in mobile predictive input with motion gesture | | BIBAK | Full-Text | 15-24 | |
Jingtao Wang; Shumin Zhai; John Canny | |||
Dictionary-based disambiguation (DBD) is a very popular solution for text
entry on mobile phone keypads but suffers from two problems: 1. the resolution
of encoding collision (two or more words sharing the same numeric key sequence)
and 2. entering out-of-vocabulary (OOV) words. In this paper, we present
SHRIMP, a system and method that addresses these two problems by integrating
DBD with camera based motion sensing that enables the user to express
preference through a tilting or movement gesture. SHRIMP (Small Handheld Rapid
Input with Motion and Prediction) runs on camera phones equipped with a
standard 12-key keypad. SHRIMP maintains the speed advantage of DBD driven
predictive text input while enabling the user to overcome DBD collision and OOV
problems seamlessly without even a mode switch. An initial empirical study
demonstrates that SHRIMP can be learned very quickly, performed immediately
faster than MultiTap and handled OOV words more efficiently than DBD. Keywords: camera phones, dictionary-based disambiguation, gestures, mobile devices,
mobile phones, multitap, predictive input, t9, text input |
Reactive information foraging for evolving goals | | BIBAK | Full-Text | 25-34 | |
Joseph Lawrance; Margaret Burnett; Rachel Bellamy; Christopher Bogart; Calvin Swart | |||
Information foraging models have predicted the navigation paths of people
browsing the web and (more recently) of programmers while debugging, but these
models do not explicitly model users' goals evolving over time. We present a
new information foraging model called PFIS2 that does model information seeking
with potentially evolving goals. We then evaluated variants of this model in a
field study that analyzed programmers' daily navigations over a seven-month
period. Our results were that PFIS2 predicted users' navigation remarkably
well, even though the goals of navigation, and even the information landscape
itself, were changing markedly during the pursuit of information. Keywords: field study, information foraging theory, programming |
How does search behavior change as search becomes more difficult? | | BIBAK | Full-Text | 35-44 | |
Anne Aula; Rehan M. Khan; Zhiwei Guan | |||
Search engines make it easy to check facts online, but finding some specific
kinds of information sometimes proves to be difficult. We studied the
behavioral signals that suggest that a user is having trouble in a search task.
First, we ran a lab study with 23 users to gain a preliminary understanding on
how users' behavior changes when they struggle finding the information they're
looking for. The observations were then tested with 179 participants who all
completed an average of 22.3 tasks from a pool of 100 tasks. The large-scale
study provided quantitative support for our qualitative observations from the
lab study. When having difficulty in finding information, users start to
formulate more diverse queries, they use advanced operators more, and they
spend a longer time on the search result page as compared to the successful
tasks. The results complement the existing body of research focusing on
successful search strategies. Keywords: behavioral signals, difficult search tasks, search engines, search
strategies, web search |
Effects of popularity and quality on the usage of query suggestions during information search | | BIBAK | Full-Text | 45-54 | |
Diane Kelly; Amber Cushing; Maureen Dostert; Xi Niu; Karl Gyllstrom | |||
Many search systems provide users with recommended queries during online
information seeking. Although usage statistics are often used to recommend
queries, this information is usually not displayed to the user. In this study,
we investigate how the presentation of this information impacts use of query
suggestions. Twenty-three subjects used an experimental search system to find
documents about four topics. Eight query suggestions were provided for each
topic: four were high quality queries and four were low quality queries. Fake
usage information indicating how many other people used the queries was also
provided. For half the queries this information was high and for the other half
this information was low. Results showed that subjects could distinguish
between high and low quality queries and were not influenced by the usage
information. Qualitative data revealed that subjects felt favorable about the
suggestions, but the usage information was less important for the search task
used in this study. Keywords: query popularity, query quality, query recommendation, query suggestion,
search behavior, social search, usage |
Space to think: large high-resolution displays for sensemaking | | BIBAK | Full-Text | 55-64 | |
Christopher Andrews; Alex Endert; Chris North | |||
Space supports human cognitive abilities in a myriad of ways. The note
attached to the side of the monitor, the papers spread out on the desk,
diagrams scrawled on a whiteboard, and even the keys left out on the counter
are all examples of using space to recall, reveal relationships, and think.
Technological advances have made it possible to construct large display
environments in which space has real meaning. This paper examines how increased
space affects the way displays are regarded and used within the context of the
cognitively demanding task of sensemaking. A pair of studies were conducted
demonstrating how the spatial environment supports sensemaking by becoming part
of the distributed cognitive process, providing both external memory and a
semantic layer. Keywords: high-resolution displays, large |
Effects of interior bezels of tiled-monitor large displays on visual search, tunnel steering, and target selection | | BIBAK | Full-Text | 65-74 | |
Xiaojun Bi; Seok-Hyung Bae; Ravin Balakrishnan | |||
Tiled-monitor large displays are widely used in various application domains.
However, how their interior bezels affect user performance and behavior has not
been fully understood. We conducted three controlled experiments to investigate
effects of tiled-monitor interior bezels on visual search, straight-tunnel
steering, and target selection tasks. The conclusions of our paper are: 1)
interior bezels do not affect visual search time nor error rate; however,
splitting objects across bezels is detrimental to search accuracy, 2) interior
bezels are detrimental to straight-tunnel steering, but not to target
selection. In addition, we discuss how interior bezels affect user behaviors,
and suggest guidelines for effectively using tiled-monitor large displays and
designing user interfaces suited to them. Keywords: interior bezels, target selection, tiled-monitor large display, tunnel
steering, visual search |
Let's go from the whiteboard: supporting transitions in work through whiteboard capture and reuse | | BIBAK | Full-Text | 75-84 | |
Stacy Branham; Gene Golovchinsky; Scott Carter; Jacob T. Biehl | |||
The use of whiteboards is pervasive across a wide range of work domains. But
some of the qualities that make them successful -- an intuitive interface,
physical working space, and easy erasure -- inherently make them poor tools for
archival and reuse. If whiteboard content could be made available in times and
spaces beyond those supported by the whiteboard alone, how might it be
appropriated? We explore this question via ReBoard, a system that automatically
captures whiteboard images and makes them accessible through a novel set of
user-centered access tools. Through the lens of a seven week workplace field
study, we found that by enabling new workflows, ReBoard increased the value of
whiteboard content for collaboration. Keywords: information reuse and sharing, whiteboards, workflow |
Multitasking and monotasking: the effects of mental workload on deferred task interruptions | | BIBAK | Full-Text | 85-88 | |
Dario D. Salvucci; Peter Bogunovich | |||
Recent research has found that forced interruptions at points of higher
mental workload are more disruptive than at points of lower workload. This
paper investigates a complementary idea: when users experience deferrable
interruptions at points of higher workload, they may tend to defer processing
of the interruption until times of lower workload. In an experiment, users
performed a mail-browser primary task while being occasionally interrupted by a
secondary chat task, evenly distributed between points of higher and lower
workload. Analysis showed that 94% of the time, users switched to the
interrupting task during periods of lower workload, versus only 6% during
periods of higher workload. The results suggest that when interruptions can be
deferred, users have a strong tendency to ''monotask'' until primary-task
mental workload has been minimized. Keywords: attention, chat, instant messaging, interruption, multitasking, problem
state |
On reconstruction of task context after interruption | | BIBAK | Full-Text | 89-92 | |
Dario D. Salvucci | |||
Theoretical accounts of task resumption after interruption have almost
exclusively argued for resumption as a primarily memory-based process. In
contrast, for many task domains, resumption can more accurately be represented
in terms of a process of reconstruction-perceptual re-encoding of the
information necessary to perform the task. This paper discusses a theoretical,
computational framework in which one can represent these reconstruction
processes and account for aspects of performance, such as measures of
resumption lag. The paper also describes computational models of two sample
task domains that illustrate the sometimes complex relationship between
reconstruction and more general human cognitive, perceptual, and motor
processes. Keywords: attention, interruption, multitasking, problem state |
Evaluating cues for resuming interrupted programming tasks | | BIBAK | Full-Text | 93-102 | |
Chris Parnin; Robert DeLine | |||
Developers, like all modern knowledge workers, are frequently interrupted
and blocked in their tasks. In this paper we present a contextual inquiry into
developers' current strategies for resuming interrupted tasks and investigate
the effect of automated cues on improving task resumption. We surveyed 371
programmers on the nature of their tasks, interruptions, task suspension and
resumption strategies and found that they rely heavily on note-taking across
several types of media. We then ran a controlled lab study to compare the
effects of two different automated cues to note taking when resuming
interrupted programming tasks. The two cues differed in (1) whether activities
were summarized in aggregate or presented chronologically and (2) whether
activities were presented as program symbols or as code snippets. Both cues
performed well: developers using either cue completed their tasks with twice
the success rate as those using note-taking alone. Despite the similar
performance of the cues, developers strongly preferred the cue that presents
activities chronologically as code snippets. Keywords: cues, interruptions, task resumption |
Multitasking bar: prototype and evaluation of introducing the task concept into a browser | | BIBAK | Full-Text | 103-112 | |
Qing Wang; Huiyou Chang | |||
This paper clarifies two common patterns of multitasking on the Web, namely
Multiple Tasks (MT) and Multiple Session Task (MST). To support both of these,
the task concept needs to be introduced into a browser. An online pilot survey
has revealed which attributes of the task concept are most significant to Web
users and as a result a simple prototype, the Multitasking Bar (MB), is
proposed based on these findings. The MB copes with the multitasking needs of
both MT and MST in the browser by providing functions for task related Web page
management and task schedule management. A two-session controlled experiment
has been conducted to evaluate the MB and to compare user performance and
experience when multitasking on the Web with and without support for MT and
MST. Results show that support for both MST and MT significantly improves user
task performance efficiency and greatly enhances the user experience when
multitasking on the Web. Keywords: browser, multiple sessions task, multitasking, revisitation, tasks |
Across boundaries of influence and accountability: the multiple scales of public sector information systems | | BIBAK | Full-Text | 113-122 | |
Christopher A. Le Dantec; W. Keith Edwards | |||
The use of ICTs in the public sector has long been touted for its potential
to transform the institutions that govern and provide social services. The
focus, however, has largely been on systems that are used within particular
scales of the public sector, such as at the scale of state or national
government, the scale of regional or municipal entity, or at the scale of local
service providers. The work presented here takes aim at examining ICT use that
crosses these scales of influence and accountability. We report on a year long
ethnographic investigation conducted at a variety of social service outlets to
understand how a shared information system crosses the boundaries of these very
distinct organizations. We put forward that such systems are central to the
work done in the public sector and represent a class of collaborative work that
has gone understudied. Keywords: cooperative work, field study, organizational boundaries, public sector |
A case study of micro-blogging in the enterprise: use, value, and related issues | | BIBAK | Full-Text | 123-132 | |
Jun Zhang; Yan Qu; Jane Cody; Yulingling Wu | |||
This is a case study about the early adoption and use of micro-blogging in a
Fortune 500 company. The study used several independent data sources: five
months of empirical micro-blogging data, user demographic information from
corporate HR records, a web based survey, and targeted interviews. The results
revealed that users vary in their posting activities, reading behaviors, and
perceived benefits. The analysis also identified barriers to adoption, such as
the noise-to-value ratio paradoxes. The findings can help both practitioners
and scholars build an initial understanding of how knowledge workers are likely
to use micro-blogging in the enterprise. Keywords: enterprise, micro-blogging, social media, twitter, yammer |
Student socialization in the age of Facebook | | BIBAK | Full-Text | 133-142 | |
Louise Barkhuus; Juliana Tashiro | |||
Most research regarding online social networks such as Facebook, MySpace,
Linked-In and Friendster has looked at these networks in terms of activity
within the online network, such as profile management and friending behavior.
In this paper we are instead focusing on offline socializing structures around
an online social network (exemplified by Facebook) and how this can facilitate
in-person social life for students. Because students lead nomadic lives, they
find Facebook a particularly useful tool for initiating and managing social
gatherings, and as they adopt mobile technologies that can access online social
networks, their ad-hoc social life is further enabled. We conclude that online
social networks are a powerful tool for encouraging peripheral friendships,
important in particular to students. We emphasize that the use of online social
networks must be viewed from a perspective of use that involves both mobile and
stationary platforms and that it is important to relate online and offline
social practices. Keywords: Facebook, mobile applications, social networking, ubiquitous computing |
Independence and interaction: understanding seniors' privacy and awareness needs for aging in place | | BIBAK | Full-Text | 143-152 | |
Jeremy Birnholtz; McKenzie Jones-Rounds | |||
As America's baby boom population gets older, aging in place -- the idea
that seniors can remain independent in a comfortable home environment while
being monitored and receiving care from family and caregivers living elsewhere
-- has received significant attention. Fostering a sense of independence while
simultaneously enabling monitoring and frequent interaction can seem
paradoxical, however. This raises questions of how we can design technologies
that help seniors retain their independence and a sense of comfort, while still
interacting with and being monitored regularly by others. We present results
from an interview study of 30 seniors, caregivers and relatives in which we
sought to understand how they managed their interactions, availability, privacy
and independence. Results suggest that they rely on attributes of the physical
environment, temporal structures such as routine conversations and activities,
and technological mediation. Keywords: aging in place, awareness, home, privacy, seniors |
Contravision: exploring users' reactions to futuristic technology | | BIBAK | Full-Text | 153-162 | |
Clara Mancini; Yvonne Rogers; Arosha K. Bandara; Tony Coe; Lukasz Jedrzejczyk; Adam N. Joinson; Blaine A. Price; Keerthi Thomas; Bashar Nuseibeh | |||
How can we best explore the range of users' reactions when developing future
technologies that may be controversial, such as personal healthcare systems?
Our approach -- ContraVision -- uses futuristic videos, or other narrative
forms, that convey either negative or positive aspects of the proposed
technology for the same scenarios. We conducted a user study to investigate
what range of responses the different versions elicited. Our findings show that
the use of two systematically comparable representations of the same technology
can elicit a wider spectrum of reactions than a single representation can. We
discuss why this is so and the value of obtaining breadth in user feedback for
potentially controversial technologies. Keywords: contravision, narrative, personal technology, pervasive healthcare,
representation, user studies, video |
I don't mind being logged, but want to remain in control: a field study of mobile activity and context logging | | BIBAK | Full-Text | 163-172 | |
Tuula Kärkkäinen; Tuomas Vaittinen; Kaisa Väänänen-Vainio-Mattila | |||
People have a natural tendency to capture and share their experiences via
stories, photos and other mementos. As users are increasingly carrying the
enabling devices with them, capturing life events is becoming more spontaneous.
The automatic and persistent collecting of information about one's life and
behavior is called lifelogging. Lifelogging relieves the user from manually
capturing events but also poses many challenges from the user's perspective. We
conducted a field study to explore the user experience of mobile phone activity
and context logging, a technically feasible form of lifelogging. Our results
indicate that users quickly stop to pay attention to the logging, but they want
to be in control of logging the most private information. Although logging
personal content, such as text messages, is experienced as a possible privacy
threat, browsing the content and getting insight to the revealed life patterns
was considered interesting and fun. Keywords: context, field study, lifelogging, mobile phone activity, user experience |
Catalyzing social support for breast cancer patients | | BIBAK | Full-Text | 173-182 | |
Meredith M. Skeels; Kenton T. Unruh; Christopher Powell; Wanda Pratt | |||
Social support is a critical, yet underutilized resource when undergoing
cancer care. Underutilization occurs in two conditions: (a) when patients fail
to seek out information, material assistance, and emotional support from family
and friends or (b) when family and friends fail to meet the individualized
needs and preferences of patients. Social networks are most effective when kept
up to date on the patient's status, yet updating everyone takes effort that
patients cannot always put in. To improve this situation, we describe the
results of our participatory design activities with breast cancer patients.
During this process, we uncovered the information a social network needs to
stay informed as well as a host of barriers to social support that technology
could help break down. Our resulting prototype, built using Facebook Connect,
includes explicit features to reduce these barriers and thus, promote the
healthy outcomes associated with strong social support. Keywords: health consumers, participatory design, social network |
Transforming clinic environments into information workspaces for patients | | BIBAK | Full-Text | 183-192 | |
Kenton T. Unruh; Meredith Skeels; Andrea Civan-Hartzler; Wanda Pratt | |||
Although clinic environments are a primary location for exchanging
information with clinicians, patients experience these spaces as harsh
environments to access, use, exchange, and manage information. In this paper,
we present results from an ethnographic-inspired study of breast cancer
patients actively interacting with information in clinic environments. Through
observations and interviews, we observed information interactions in awkward
physical positions; inefficient use of existing clinical space; separation of
patients from their information and lack of support for collaborative document
viewing. These factors compromised patients' abilities to manage their
information work when they experienced bursts of information exchange, lack of
advance information, fragmented attention, and heightened stress in clinic
environments. To overcome these challenges, we identify formative strategies to
focus attention, encourage collaboration, and improve communication in clinical
settings. Keywords: collaboration, cscw, medical informatics, personal health informatics,
surface computing |
Blowing in the wind: unanchored patient information work during cancer care | | BIBAK | Full-Text | 193-202 | |
Predrag Klasnja; Andrea Civan Hartzler; Kent T. Unruh; Wanda Pratt | |||
Patients do considerable information work. Technologies that help patients
manage health information so they can play active roles in their health-care,
such as personal health records, provide patients with effective support for
focused and sustained personal health tasks. Yet, little attention has been
paid to patients' needs for information management support while on the go and
away from their personal health information collections. Through a qualitative
field study, we investigated the information work that breast cancer patients
do in such 'unanchored settings'. We report on the types of unanchored
information work that patients do over the course of cancer treatment, reasons
this work is challenging, and strategies used by patients to overcome those
challenges. Our description of unanchored patient information work expands our
understanding of patients' information practices and points to valuable design
directions for supporting critical but unmet needs. Keywords: mobile computing, personal health informatics, user study |
Crowdsourcing graphical perception: using mechanical turk to assess visualization design | | BIBAK | Full-Text | 203-212 | |
Jeffrey Heer; Michael Bostock | |||
Understanding perception is critical to effective visualization design. With
its low cost and scalability, crowdsourcing presents an attractive option for
evaluating the large design space of visualizations; however, it first requires
validation. In this paper, we assess the viability of Amazon's Mechanical Turk
as a platform for graphical perception experiments. We replicate previous
studies of spatial encoding and luminance contrast and compare our results. We
also conduct new experiments on rectangular area perception (as in treemaps or
cartograms) and on chart size and gridline spacing. Our results demonstrate
that crowdsourced perception experiments are viable and contribute new insights
for visualization design. Lastly, we report cost and performance data from our
experiments and distill recommendations for the design of crowdsourced studies. Keywords: crowdsourcing, evaluation, experimentation, graphical perception,
information visualization, mechanical turk, user study |
ManyNets: an interface for multiple network analysis and visualization | | BIBAK | Full-Text | 213-222 | |
Manuel Freire; Catherine Plaisant; Ben Shneiderman; Jen Golbeck | |||
Traditional network analysis tools support analysts in studying a single
network. ManyNets offers these analysts a powerful new approach that enables
them to work on multiple networks simultaneously. Several thousand networks can
be presented as rows in a tabular visualization, and then inspected, sorted and
filtered according to their attributes. The networks to be displayed can be
obtained by subdivision of larger networks. Examples of meaningful subdivisions
used by analysts include ego networks, community extraction, and time-based
slices. Cell visualizations and interactive column overviews allow analysts to
assess the distribution of attributes within particular sets of networks.
Details, such as traditional node-link diagrams, are available on demand. We
describe a case study analyzing a social network geared towards film
recommendations by means of decomposition. A small usability study provides
feedback on the use of the interface on a set of tasks issued from the case
study. Keywords: exploratory analysis, graphical user interface, information visualization,
interaction, network analysis, table interface |
A comparative evaluation on tree visualization methods for hierarchical structures with large fan-outs | | BIBAK | Full-Text | 223-232 | |
Hyunjoo Song; Bohyoung Kim; Bongshin Lee; Jinwook Seo | |||
Hierarchical structures with large fan-outs are hard to browse and
understand. In the conventional node-link tree visualization, the screen
quickly becomes overcrowded as users open nodes that have too many child nodes
to fit in one screen. To address this problem, we propose two extensions to the
conventional node-link tree visualization: a list view with a scrollbar and a
multi-column interface. We compared them against the conventional tree
visualization interface in a user study. Results show that users are able to
browse and understand the tree structure faster with the multi-column interface
than the other two interfaces. Overall, they also liked the multi-column better
than others. Keywords: browsing, evaluation, large fan-outs, multi-column layout, revisit,
topology, tree visualization |
The rogue in the lovely black dress: intimacy in World of Warcraft | | BIBAK | Full-Text | 233-242 | |
Tyler Pace; Shaowen Bardzell; Jeffrey Bardzell | |||
In this paper we present a critical analysis of player accounts of intimacy
and intimate experiences in the massively multiplayer online role-playing game
World of Warcraft (WoW). Our analysis explores four characteristics that
players articulated about their virtual intimate experiences: the permeability
of intimacy across virtual and real worlds, the mundane as the origin of
intimacy, the significance of reciprocity and exchange, and the formative role
of temporality in shaping understandings and recollections of intimate
experiences. We also consider the manifest ways that WoW's software features
support and encourage these characteristics. Keywords: intimacy, massively multiplayer online games, reciprocity, sociability,
virtual worlds, World of Warcraft |
Physical activity motivating games: virtual rewards for real activity | | BIBAK | Full-Text | 243-252 | |
Shlomo Berkovsky; Mac Coombe; Jill Freyne; Dipak Bhandari; Nilufar Baghaei | |||
Contemporary lifestyle has become increasingly sedentary: little physical
(sports, exercises) and much sedentary (TV, computers) activity. The nature of
sedentary activity is self-reinforcing, such that increasing physical and
decreasing sedentary activity is difficult. We present a novel approach aimed
at combating this problem in the context of computer games. Rather than
explicitly changing the amount of physical and sedentary activity a person sets
out to perform, we propose a new game design that leverages user engagement to
generate out of game motivation to perform physical activity while playing. In
our design, players gain virtual game rewards in return for real physical
activity performed. Here we present and evaluate an application of our design
to the game Neverball. We adapted Neverball by reducing the time allocated to
accomplish the game tasks and motivated players to perform physical activity by
offering time based rewards. An empirical evaluation involving 180 participants
shows that the participants performed more physical activity, decreased the
amount of sedentary playing time, and did not report a decrease in perceived
enjoyment of playing the activity motivating version of Neverball. Keywords: behavioural change, game design, motivation, physical activity, serious
games, user study |
Understanding and evaluating cooperative games | | BIBAK | Full-Text | 253-262 | |
Magy Seif El-Nasr; Bardia Aghabeigi; David Milam; Mona Erfani; Beth Lameman; Hamid Maygoli; Sang Mah | |||
Cooperative design has been an integral part of many games. With the success
of games like Left4Dead, many game designers and producers are currently
exploring the addition of cooperative patterns within their games.
Unfortunately, very little research investigated cooperative patterns or
methods to evaluate them. In this paper, we present a set of cooperative
patterns identified based on analysis of fourteen cooperative games.
Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the
use of these CPMs, we ran a study with a total of 60 participants, grouped in
2-3 participants per session. Participants were asked to play four cooperative
games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of
the play sessions were annotated using the CPMs, which were then mapped to
cooperative patterns that caused them. Results, validated through inter-rater
agreement, identify several effective cooperative patterns and lessons for
future cooperative game designs. Keywords: cooperative game design, cooperative patterns, engagement, game design,
testing, user experience |
Occlusion-aware interfaces | | BIBAK | Full-Text | 263-272 | |
Daniel Vogel; Ravin Balakrishnan | |||
We define occlusion-aware interfaces as interaction techniques which know
what area of the display is currently occluded, and use this knowledge to
counteract potential problems and/or utilize the hidden area. As a case study,
we describe the Occlusion-Aware Viewer, which identifies important regions
hidden beneath the hand and displays them in a non-occluded area using a
bubble-like callout. To determine what is important, we use an application
agnostic image processing layer. For the occluded area, we use a user
configurable, real-time version of Vogel et al.'s [21] geometric model. In an
evaluation with a simultaneous monitoring task, we find the technique can
successfully mitigate the effects of occlusion, although issues with ambiguity
and stability suggest further refinements. Finally, we present designs for
three other occlusion-aware techniques for pop-ups, dragging, and a hidden
widget. Keywords: Occlusion, hand, image processing, pen |
High-precision magnification lenses | | BIBAK | Full-Text | 273-282 | |
Caroline Appert; Olivier Chapuis; Emmanuel Pietriga | |||
Focus+context interfaces provide in-place magnification of a region of the
display, smoothly integrating the focus of attention into its surroundings. Two
representations of the data exist simultaneously at two different scales,
providing an alternative to classical pan & zoom for navigating multi-scale
interfaces. For many practical applications however, the magnification range of
focus+context techniques is too limited. This paper addresses this limitation
by exploring the quantization problem: the mismatch between visual and motor
precision in the magnified region. We introduce three new interaction
techniques that solve this problem by
integrating fast navigation and high-precision interaction in the magnified region. Speed couples precision to navigation speed. Key and Ring use a discrete switch between precision levels, the former using a keyboard modifier, the latter by decoupling the cursor from the lens' center. We report on three experiments showing that our techniques make interacting with lenses easier while increasing the range of practical magnification factors, and that performance can be further improved by integrating speed-dependent visual behaviors. Keywords: focus+context, lenses, navigation, quantization, selection |
Quasi-qwerty soft keyboard optimization | | BIBAK | Full-Text | 283-286 | |
Xiaojun Bi; Barton A. Smith; Shumin Zhai | |||
It has been well understood that optimized soft keyboard layouts improve
motor movement efficiency over the standard Qwerty layouts, but have the
drawback of long initial visual search time for novice users. To ease the
initial searching time on optimized soft keyboards, we explored "Quasi-Qwerty
optimization" so that the resulting layouts are close to Qwerty. Our results
show that a middle ground between the optimized but new, and the familiar
(Qwerty) but inefficient does exist. We show that by allowing letters to move
at most one step (key) away from their original positions on Qwerty in an
optimization process, one can achieve about half of what free optimization
could gain in movement efficiency. An experiment shows that due to users'
familiarity with Qwerty, a layout with quasi Qwerty optimization could
significantly reduce novice user's visual search time to a level between those
of Qwerty and a freely optimized layout. The results in this work provide
designers with a new quantitative understanding of the soft keyboard design
space. Keywords: optimization, qwerty, soft keyboard, touch screens |
An unobtrusive behavioral model of "gross national happiness" | | BIBAK | Full-Text | 287-290 | |
Adam D. I. Kramer | |||
I analyze the use of emotion words for approximately 100 million Facebook
users since September of 2007. "Gross national happiness" is operationalized as
a standardized difference between the use of positive and negative words,
aggregated across days, and present a graph of this metric. I begin to validate
this metric by showing that positive and negative word use in status updates
covaries with self-reported satisfaction with life (convergent validity), and
also note that the graph shows peaks and valleys on days that are culturally
and emotionally significant (face validity). I discuss the development and
computation of this metric, argue that this metric and graph serves as a
representation of the overall emotional health of the nation, and discuss the
importance of tracking such metrics. Keywords: emotion, Facebook, gross national happiness, psychology, quantitative
methods, statistics |
The tower of Babel meets web 2.0: user-generated content and its applications in a multilingual context | | BIBAK | Full-Text | 291-300 | |
Brent Hecht; Darren Gergle | |||
This study explores language's fragmenting effect on user-generated content
by examining the diversity of knowledge representations across 25 different
Wikipedia language editions. This diversity is measured at two levels: the
concepts that are included in each edition and the ways in which these concepts
are described. We demonstrate that the diversity present is greater than has
been presumed in the literature and has a significant influence on applications
that use Wikipedia as a source of world knowledge. We close by explicating how
knowledge diversity can be beneficially leveraged to create "culturally-aware
applications" and "hyperlingual applications". Keywords: explicit semantic analysis, hyperlingual, knowledge diversity, language,
multilingual, semantic relatedness, wikipedia |
Indexicality of language and the art of creating treasures | | BIBAK | Full-Text | 301-304 | |
Matti J. Rantanen | |||
The indexicality of language refers to the linkage between the language and
the situation of use for determining the meaning of what is being said. In this
paper I describe how a player of a location-based treasure hunt game called
geocaching uses indexicality of language in creating clues when hiding
treasures. Based on this account, the skill, I argue, in creating an exciting
treasure depends on understanding the disjunction between the context in which
the clue is first interpreted and the context in which it receives its final
meaning. An interesting clue should therefore contain both a literal or
conventional meaning and a situated meaning, and the situated meaning should
only arise when the player is close enough to the treasure. Keywords: context, field study, geocache, GPS (global positioning system),
indexicality, language, location-based computing |
Why pay?: exploring how financial incentives are used for question & answer | | BIBAK | Full-Text | 305-314 | |
Gary Hsieh; Robert E. Kraut; Scott E. Hudson | |||
Electronic commerce has enabled a number of online pay-for-answer services.
However, despite commercial interest, we still lack a comprehensive
understanding of how financial incentives support question asking and
answering. Using 800 questions randomly selected from a pay-for-answer site,
along with site usage statistics, we examined what factors impact askers'
decisions to pay. We also explored how financial rewards affect answers, and if
question pricing can help organize Q&A exchanges for archival purposes. We
found that askers' decisions are two-part -- whether or not to pay and how much
to pay. Askers are more likely to pay when requesting facts and will pay more
when questions are more difficult. On the answer side, our results support
prior findings that paying more may elicit a higher number of answers and
answers that are longer, but may not elicit higher quality answers (as rated by
the askers). Finally, we present evidence that questions with higher rewards
have higher archival value, which suggests that pricing can be used to support
archival use. Keywords: market, pay-for-answer, q&a, question and answer, social computing |
Hidden markets: UI design for a P2P backup application | | BIBAK | Full-Text | 315-324 | |
Sven Seuken; Kamal Jain; Desney S. Tan; Mary Czerwinski | |||
The Internet has allowed market-based systems to become increasingly
pervasive. In this paper we explore the role of user interface (UI) design for
these markets. Different UIs induce different mental models which in turn
determine how users understand and interact with a market. Thus, the
intersection of UI design and economics is a novel and important research area.
We make three contributions at this intersection. First, we present a novel
design paradigm which we call hidden markets. The primary goal of hidden
markets is to hide as much of the market complexities as possible. Second, we
explore this new design paradigm using one particular example: a P2P backup
application. We explain the market underlying this system and provide a
detailed description of the new UI we developed. Third, we present results from
a formative usability study. Our findings indicate that a number of users could
benefit from a market-based P2P backup system. Most users intuitively
understood the give & take principle as well as the bundle constraints of
the market. However, the pricing aspect was difficult to discover/understand
for many users and thus needs further investigation. Overall, the results are
encouraging and show promise for the hidden market paradigm. Keywords: economics, market design, p2p backup, UI design |
Re-examining price as a predictor of answer quality in an online q&a site | | BIBAK | Full-Text | 325-328 | |
Grace YoungJoo Jeon; Yong-Mi Kim; Yan Chen | |||
Online question-answering services provide mechanisms for knowledge exchange
by allowing users to ask and answer questions on a wide range of topics. A key
question for designing such services is whether charging a price has an effect
on answer quality. Two field experiments using one such service, Google
Answers, offer conflicting answers to this question. To resolve this
inconsistency, we re-analyze data from Harper et al. [5] and Chen et al. [2] to
study the price effect in greater depth. Decomposing the price effect into two
different levels yields results that reconcile those of the two field
experiments. Specifically, we find that: (1) a higher price significantly
increases the likelihood that a question receives an answer and (2) for
questions that receive an answer, there is no significant price effect on
answer quality. Additionally, we find that the rater background makes a
difference in evaluating answer quality. Keywords: information exchange, information quality, knowledge market, online
community, question-answering |
Why users of yahoo!: answers do not answer questions | | BIBAK | Full-Text | 329-332 | |
David Dearman; Khai N. Truong | |||
Posing a question to an online question and answer community does not
guarantee a response. Significant prior work has explored and identified
members' motivations for contributing to communities of collective action
(e.g., Yahoo! Answers); in contrast it is not well understood why members
choose to not answer a question they have already read. To explore this issue,
we surveyed 135 active members of Yahoo! Answers. We show that top and regular
contributors experience the same reasons to not answer a question: subject
nature and composition of the question; perception of how the questioner will
receive, interpret and react to their response; and a belief that their
response will lose its meaning and get lost in the crowd if too many responses
have already been given. Informed by our results, we discuss opportunities to
improve the efficacy of the question and answer process, and to encourage
greater contributions through improved design. Keywords: community, motivation, q&a, question and answer |
Crosstrainer: testing the use of multimodal interfaces in situ | | BIBAK | Full-Text | 333-342 | |
Eve Hoggan; Stephen A. Brewster | |||
We report the results of an exploratory 8-day field study of CrossTrainer: a
mobile game with crossmodal audio and tactile feedback. Our research focuses on
the longitudinal effects on performance with audio and tactile feedback, the
impact of context such as location and situation on performance and personal
modality preference. The results of this study indicate that crossmodal
feedback can aid users in entering answers quickly and accurately using a
variety of different widgets. Our study shows that there are times when audio
is more appropriate than tactile and vice versa and for this reason devices
should support both tactile and audio feedback to cover the widest range of
environments, user preference, locations and tasks. Keywords: audio feedback, crossmodal interaction, mobile touchscreen interaction,
multimodal interaction, tactile feedback |
Newport: enabling sharing during mobile calls | | BIBAK | Full-Text | 343-352 | |
Junius A. Gunaratne; A. J. Bernheim Brush | |||
Newport is a collaborative application for sharing context (e.g. location)
and content (e.g. photos and notes) during mobile phone calls. People can share
during a phone call and sharing ends when the call ends. Newport also supports
using a computer during a call to make it easier to share content from the
phone or launch screen sharing if the caller is also at a computer. We describe
Newport's system design and a formative evaluation with 12 participants to
study their experience using Newport to share location, receive directions,
share photos, and perform desktop sharing. Participants preferred using Newport
to current methods for these tasks. They also preferred limiting sharing
location to phone calls compared with publishing it continuously. Tying sharing
to a phone call gives individuals a social sense of security, providing a
mechanism for exchanging information with unknown people. Keywords: collaboration, desktop sharing, mobile phone, sharing |
Attractive phones don't have to work better: independent effects of attractiveness, effectiveness, and efficiency on perceived usability | | BIBAK | Full-Text | 353-362 | |
Jeffrey M. Quinn; Tuan Q. Tran | |||
Participants sometimes rate products high in usability despite experiencing
obvious usability problems (low effectiveness or efficiency). Is it possible
that this occurs because high product attractiveness compensates for low
effectiveness/efficiency? Previous research has not investigated the interplay
between attractiveness, effectiveness, and efficiency to determine whether
attractiveness accounts for additional variance in usability ratings beyond
that which is explained by effectiveness and efficiency. The present research
provides the first test of this idea. Using data from usability testing, we
demonstrate that attractiveness, effectiveness, and efficiency each has an
independent influence on usability ratings and, in the present research,
attractiveness had the largest impact. We report results of quantitative
analyses that suggest multiple mechanisms could be responsible for the
relationship between attractiveness and usability. Keywords: aesthetics, attractiveness, mobile phone, need for cognition, sus, system
usability scale |
Using reinforcement to strengthen users' secure behaviors | | BIBAK | Full-Text | 363-372 | |
Ricardo Mark Villamarín-Salomón; José Carlos Brustoloni | |||
Users have a strong tendency toward dismissing security dialogs
unthinkingly. Prior research has shown that users' responses to security
dialogs become significantly more thoughtful when dialogs are polymorphic, and
that further improvements can be obtained when dialogs are also audited and
auditors penalize users who give unreasonable responses. We contribute an
Operant Conditioning model that fits these observations, and, inspired by the
model, propose Security Reinforcing Applications (SRAs). SRAs seek to reward
users' secure behavior, instead of penalizing insecure behavior. User studies
show that SRAs improve users' secure behaviors and that behaviors strengthened
in this way do not extinguish after a period of several weeks in which users do
not interact with SRAs. Moreover, inspired by Social Learning theory, we
propose Vicarious Security Reinforcement (VSR). A user study shows that VSR
accelerates SRA benefits. Keywords: audited dialogs, context-sensitive guidance, observational learning, operant
conditioning, polymorphic dialogs, security-reinforcing application, social
learning theory, vicarious learning, vicarious security reinforcement |
Who falls for phish?: a demographic analysis of phishing susceptibility and effectiveness of interventions | | BIBAK | Full-Text | 373-382 | |
Steve Sheng; Mandy Holbrook; Ponnurangam Kumaraguru; Lorrie Faith Cranor; Julie Downs | |||
In this paper we present the results of a roleplay survey instrument
administered to 1001 online survey respondents to study both the relationship
between demographics and phishing susceptibility and the effectiveness of
several anti-phishing educational materials. Our results suggest that women are
more susceptible than men to phishing and participants between the ages of 18
and 25 are more susceptible to phishing than other age groups. We explain these
demographic factors through a mediation analysis. Educational materials reduced
users' tendency to enter information into phishing webpages by 40% percent;
however, some of the educational materials we tested also slightly decreased
participants' tendency to click on legitimate links. Keywords: mechanical turk, phishing, roleplay, social engineering, survey, user
behavior |
The true cost of unusable password policies: password use in the wild | | BIBAK | Full-Text | 383-392 | |
Philip G. Inglesant; M. Angela Sasse | |||
HCI research published 10 years ago pointed out that many users cannot cope
with the number and complexity of passwords, and resort to insecure workarounds
as a consequence. We present a study which re-examined password policies and
password practice in the workplace today.
32 staff members in two organisations kept a password diary for 1 week, which produced a sample of 196 passwords. The diary was followed by an interview which covered details of each password, in its context of use. We find that users are in general concerned to maintain security, but that existing security policies are too inflexible to match their capabilities, and the tasks and contexts in which they operate. As a result, these password policies can place demands on users which impact negatively on their productivity and, ultimately, that of the organisation. We conclude that, rather than focussing password policies on maximizing password strength and enforcing frequency alone, policies should be designed using HCI principles to help the user to set an appropriately strong password in a specific context of use. Keywords: password policy, passwords, usable security |
Exploiting knowledge-in-the-head and knowledge-in-the-social-web: effects of domain expertise on exploratory search in individual and social search environments | | BIBAK | Full-Text | 393-402 | |
Ruogu Kang; Wai-Tat Fu; Thomas George Kannampallil | |||
Our study compared how experts and novices performed exploratory search
using a traditional search engine and a social tagging system. As expected,
results showed that social tagging systems could facilitate exploratory search
for both experts and novices. We, however, also found that experts were better
at interpreting the social tags and generating search keywords, which made them
better at finding information in both interfaces. Specifically, experts found
more general information than novices by better interpretation of social tags
in the tagging system; and experts also found more domain-specific information
by generating more of their own keywords. We found a dynamic interaction
between knowledge-in-the-head and knowledge-in-the-social-web that although
information seekers are more and more reliant on information from the social
Web, domain expertise is still important in guiding them to find and evaluate
the information. Implications on the design of social search systems that
facilitate exploratory search are also discussed. Keywords: domain expertise, exploratory search, search behavior |
Interactive effects of age and interface differences on search strategies and performance | | BIBAK | Full-Text | 403-412 | |
Jessie Chin; Wai-Tat Fu | |||
We present results from an experiment that studied the information search
behavior of younger and older adults in a medical decision-making task. To
study how different combination of tasks and interfaces influenced search
strategies and decision-making outcomes, we varied information structures of
two interfaces and presented different task descriptions to participants. We
found that younger adults tended to use different search strategies in
different combination of tasks and interfaces, and older adults tended to use
the same top-down strategies across conditions. We concluded that older adults
were able to perform mental transformation of medical terms more effectively
than younger adults. Thus older adults did not require changing strategies to
maintain the same level of performance. Keywords: age differences, cost-benefit analysis, interface affordance, knowledge
structure, search strategies, web search |
Children's roles using keyword search interfaces at home | | BIBAK | Full-Text | 413-422 | |
Allison Druin; Elizabeth Foss; Hilary Hutchinson; Evan Golub; Leshell Hatley | |||
Children want to find information about their world, but there are barriers
to finding what they seek. Young people have varying abilities to formulate
multi-step queries and comprehend search results. Challenges in understanding
where to type, confusion about what tools are available, and frustration with
how to parse the results page all have led to a lack of perceived search
success for children 7-11 years old. In this paper, we describe seven search
roles children display as information seekers using Internet keyword
interfaces, based on a home study of 83 children ages 7, 9, and 11. These roles
are defined not only by the children's search actions, but also by who
influences their searching, their perceived success, and trends in age and
gender. These roles suggest a need for new interfaces that expand the notion of
keywords, scaffold results, and develop a search culture among children. Keywords: children, internet, query formulation, search, search engine, search
results, typing |
The infrastructure problem in HCI | | BIBAK | Full-Text | 423-432 | |
W. Keith Edwards; Mark W. Newman; Erika Shehan Poole | |||
HCI endeavors to create human-centered computer systems, but underlying
technological infrastructures often stymie these efforts. We outline three
specific classes of user experience difficulties caused by underlying technical
infrastructures, which we term constrained possibilities, unmediated
interaction, and interjected abstractions. We explore how prior approaches in
HCI have addressed these issues, and discuss new approaches that will be
required for future progress. We argue that the HCI community must become more
deeply involved with the creation of technical infrastructures. Doing so,
however, requires a substantial expansion to the methodological toolbox of HCI. Keywords: human-centered design, infrastructure, toolkits |
BuzzWear: alert perception in wearable tactile displays on the wrist | | BIBAK | Full-Text | 433-442 | |
Seungyon Claire Lee; Thad Starner | |||
We present two experiments to evaluate wrist-worn wearable tactile displays
(WTDs) that provide easy to perceive alerts for on-the-go users. The first
experiment (2304 trials, 12 participants) focuses on the perception sensitivity
of tactile patterns and reveals that people discriminate our 24 tactile
patterns with up to 99% accuracy after 40 minutes of training. Among the four
parameters (intensity, starting point, temporal pattern, and direction) that
vary in the 24 patterns, intensity is the most difficult parameter to
distinguish and temporal pattern is the easiest. The second experiment (9900
trials, 15 participants) focuses on dual task performance, exploring users'
abilities to perceive three incoming alerts from two mobile devices (WTD and
mobile phone) with and without visual distraction. The second experiment
reveals that, when visually distracted, users' reactions to incoming alerts
become slower for the mobile phone but not for the WTD. Keywords: attention, tactile display, wearable computing |
i*CATch: a scalable plug-n-play wearable computing framework for novices and children | | BIBAK | Full-Text | 443-452 | |
Grace Ngai; Stephen C. F. Chan; Vincent T. Y. Ng; Joey C. Y. Cheung; Sam S. S. Choy; Winnie W. Y. Lau; Jason T. P. Tse | |||
There has been much recent work in wearable computing that is directed at
democratization of the field, to make it more accessible to the general public
and more easily used by the hobbyist user. As the field becomes more
diversified, there has also been a shift away from the highly specialized
functionality of earlier applications towards aesthetics, creativity, design
and self-expression, as well as a push towards using wearable computing as an
outreach tool to broaden interest and exposure in engineering and computing.
This paper presents the design and development of the i*CATch wearable computing framework, which was developed specifically for children and novices to the field. The i*CATch framework is based upon a bus-based architecture, and is more scalable than the current alternatives. It consists of a set of plug-and-play components, a construction platform with a standardized interface, and an easy-to-use hybrid text-graphical integrated development environment. We will also present results of the evaluation of the i*CATch framework in real teaching environments. Keywords: computational textiles, construction kits, e-textiles, electronic textiles,
i*catch, smart textiles, wearable computing |
Skinput: appropriating the body as an input surface | | BIBAK | Full-Text | 453-462 | |
Chris Harrison; Desney Tan; Dan Morris | |||
We present Skinput, a technology that appropriates the human body for
acoustic transmission, allowing the skin to be used as an input surface. In
particular, we resolve the location of finger taps on the arm and hand by
analyzing mechanical vibrations that propagate through the body. We collect
these signals using a novel array of sensors worn as an armband. This approach
provides an always available, naturally portable, and on-body finger input
system. We assess the capabilities, accuracy and limitations of our technique
through a two-part, twenty-participant user study. To further illustrate the
utility of our approach, we conclude with several proof-of-concept applications
we developed. Keywords: audio interfaces, bio-acoustics, buttons, finger input, gestures, on-body
interaction, projected displays |
Hand in hand with the material: designing for suppleness | | BIBAK | Full-Text | 463-472 | |
Petra Sundström; Kristina Höök | |||
Designing for a supple interaction, involving users bodily and emotionally
into a 'dance' with a system is a challenging task. Any break-ups in
interaction become fatal to the sensual, fluent, bodily and social experience
sought. A user-centered, iterative design cycle is therefore required.
But getting to know the affordances of the digital material used to build the application plays an equally important role in the design process. The 'feel' of the digital material properties sometimes even determines what the design should be. We describe three situations in which the properties and affordances of sensor network technologies guided our design process of FriendSense -- a system for expressing friendship and emotional closeness through movement. We show how the sensor node look and feel, choice of sensors, limitations of the radio signal strength and coverage, as well as iterative prototyping to properly exploit the software/algorithmic possibilities guided our design process. Keywords: computer material, design, emotions, friends, movement interaction, sensor
network, sensor node, suppleness |
The case of the disappearing Ox: a field study of mobile activity and context logging | | BIBAK | Full-Text | 473-482 | |
Grace de la Flor; Paul Luff; Marina Jirotka; John Pybus; Ruth Kirkham; Annamaria Carusi | |||
There are numerous settings where people examine, scrutinize and discuss the
details of images in the course of their work. In most medical domains, scans
and x-rays are used in the diagnosis of cases; in most areas of science,
methods of visualization have been adopted to assist in the analysis of data;
and images of different kinds are critical for many research fields in the
social sciences and humanities. It is not surprising that recently technologies
have been proposed to assist with the analysis and examination of images. In
this paper, we consider requirements for technologies in a rather distinctive
domain of research, the classics. Drawing upon an analysis of the detailed ways
in which classicists work with digital images, we discuss the requirements for
systems to support researchers in this domain, and also provide further
considerations on the general development of image processing technologies and
visualization techniques. Keywords: cscw, ethnomethodology, interaction analysis, requirements engineering,
usability, workplace studies |
The implications of improvisational acting and role-playing on design methodologies | | BIBAK | Full-Text | 483-492 | |
Ben Medler; Brian Magerko | |||
For decades designers have used theatre metaphors to describe design
methodologies and have used performance techniques to enhance the design
process, two of which are improvisational acting and role-playing.
Unfortunately, most design literature does not differentiate between these two
practices even while using them in combination with various design methods.
This paper discusses how improvisation and role-playing have been employed
during the design process and why they are distinct from one another. The
authors draw upon their current research involving improvisational acting and
compare it with other role-playing research which examines role-playing from
both a serious and entertainment angle. They conclude through this comparison
that both performance techniques have their place in the design process and
that more informed definitions of each technique can aid designers in deciding
which technique's properties will benefit them the most. Keywords: design methodologies, improvisation, performance, role-playing, theatre |
d.note: revising user interfaces through change tracking, annotations, and alternatives | | BIBAK | Full-Text | 493-502 | |
Björn Hartmann; Sean Follmer; Antonio Ricciardi; Timothy Cardenas; Scott R. Klemmer | |||
Interaction designers typically revise user interface prototypes by adding
unstructured notes to storyboards and screen printouts. How might computational
tools increase the efficacy of UI revision? This paper introduces d.note, a
revision tool for user interfaces expressed as control flow diagrams. d.note
introduces a command set for modifying and annotating both appearance and
behavior of user interfaces; it also defines execution semantics so proposed
changes can be tested immediately. The paper reports two studies that compare
production and interpretation of revisions in d.note to freeform sketching on
static images (the status quo). The revision production study showed that
testing of ideas during the revision process led to more concrete revisions,
but that the tool also affected the type and number of suggested changes. The
revision interpretation study showed that d.note revisions required fewer
clarifications, and that additional techniques for expressing revision intent
could be beneficial. Keywords: annotation, interaction design tools, prototyping, revision |
FrameWire: a tool for automatically extracting interaction logic from paper prototyping tests | | BIBAK | Full-Text | 503-512 | |
Yang Li; Xiang Cao; Katherine Everitt; Morgan Dixon; James A. Landay | |||
Paper prototyping offers unique affordances for interface design. However,
due to its spontaneous nature and the limitations of paper, it is difficult to
distill and communicate a paper prototype design and its user test findings to
a wide audience. To address these issues, we created FrameWire, a computer
vision-based system that automatically extracts interaction flows from the
video recording of paper prototype user tests. Based on the extracted logic,
FrameWire offers two distinct benefits for designers: a structural view of the
video recording that allows a designer or a stakeholder to easily distill and
understand the design concept and user interaction behaviors, and automatic
generation of interactive HTML-based prototypes that can be easily tested with
a larger group of users as well as "walked through" by other stakeholders. The
extraction is achieved by automatically aggregating video frame sequences into
an interaction flow graph based on frame similarities and a designer-guided
clustering process. The results of evaluating FrameWire with realistic paper
prototyping tests show that our extraction approach is feasible and FrameWire
is a promising tool for enhancing existing prototyping practice. Keywords: paper prototyping, programming by demonstration |
Example-centric programming: integrating web search into the development environment | | BIBAK | Full-Text | 513-522 | |
Joel Brandt; Mira Dontcheva; Marcos Weskamp; Scott R. Klemmer | |||
The ready availability of online source-code examples has fundamentally
changed programming practices. However, current search tools are not designed
to assist with programming tasks and are wholly separate from editing tools.
This paper proposes that embedding a task-specific search engine in the
development environment can significantly reduce the cost of finding
information and thus enable programmers to write better code more easily. This
paper describes the design, implementation, and evaluation of Blueprint, a Web
search interface integrated into the Adobe Flex Builder development environment
that helps users locate example code. Blueprint automatically augments queries
with code context, presents a code-centric view of search results, embeds the
search experience into the editor, and retains a link between copied code and
its source. A comparative laboratory study found that Blueprint enables
participants to write significantly better code and find example code
significantly faster than with a standard Web browser. Analysis of three months
of usage logs with 2,024 users suggests that task-specific search interfaces
can significantly change how and when people search the Web. Keywords: example-centric development |
Timeline collaboration | | BIBAK | Full-Text | 523-532 | |
Morten Bohøj; Nikolaj Gandrup Borchorst; Niels Olof Bouvin; Susanne Bødker; Pär-Ola Zander | |||
This paper explores timelines as a web-based tool for collaboration between
citizens and municipal caseworkers. The paper takes its outset in a case study
of planning and control of parental leave; a process that may involve
surprisingly many actors. As part of the case study, a web-based timeline,
CaseLine, was designed. This design crosses the boundaries between leisure and
work, in ways that are different from what is often seen in current HCI. The
timeline has several roles on these boundaries: It is a shared planning and
visualization tool that may be used by parents and caseworkers alone or
together, it serves as a contract and a sandbox, as a record and a plan, as
inspiration for planning and an authoritative road, as a common information
space and a fragmented exchange. Serving all these roles does not happen
smoothly, and the paper discusses the challenges of such timeline interaction
in, and beyond this case. Keywords: collaboration, social navigation, timeline interaction |
Informal interactions in nonprofit networks | | BIBAK | Full-Text | 533-536 | |
Jennifer Stoll; W. Keith Edwards; Elizabeth D. Mynatt | |||
Nonprofit organizations often need to excel in coordinating with other
organizations and must do so in a variety of contexts and levels from the
informal to the formal. Their ability to accomplish their mission can
critically depend on their efficacy in managing dependencies on others for
tasks, accessing needed resources, raising their profile in the community, and
achieving their goals. Although much research has been done to understand
systems for supporting formal coordination between organizations, there is a
gap in understanding how informal coordination can be supported by systems. As
a first step towards addressing this gap, we conducted a field study of a
network of nonprofit organizations, focusing specifically on informal
interactions among them. Based on this study, we characterize informal
coordination between organizations and the context for such interactions. Our
findings point to a need to further explore a class of interorganizational
interactions that may not be adequately explored or understood by our research
community. Keywords: informal coordination, interorganizational information systems, nonprofit
organizations, organizational networks |
Managing nomadic knowledge: a case study of the European social forum | | BIBAK | Full-Text | 537-546 | |
Saqib Saeed; Volkmar Pipek; Markus Rohde; Volker Wulf | |||
In this paper we portray a specific type of knowledge which we term 'nomadic
knowledge'. It is required periodically by different actors and travels along
foreseeable paths between groups or communities of actors. This type of
knowledge lets us question generally held assumptions about the way knowledge
is enacted. We illustrate our point with an ethnographical field study
analyzing the European Social Forum (ESF), a network of political activist
organizations. In this network different actors organize a periodic (biannual)
event in which some 13,000 activists participated in 2008. We investigate how
knowledge about organizing and managing the ESF is transferred between two
events respectively, the actors and communities involved. Our study highlights
the specific challenges in sharing nomadic knowledge and the consequences of
deficiencies on the organizing process. The paper contributes to a better
understanding of knowledge sharing practices and opens new directions for
technical support. Keywords: community informatics, ethnographic case study, knowledge management,
knowledge sharing, nomadic knowledge |
Eliza meets the wizard-of-oz: evaluating social acceptability | | BIBAK | Full-Text | 547-556 | |
Steven P. Dow; Manish Mehta; Blair MacIntyre; Michael Mateas | |||
What authoring possibilities arise by blending machine and human control of
live embodied character experiences? This paper explores two different
"behind-the-scenes" roles for human operators during a three-month gallery
installation of an embodied character experience. In the Transcription role,
human operators type players' spoken utterances; then, algorithms interpret the
player's intention, choose from pre-authored dialogue based on local and global
narrative contexts, and procedurally animate two embodied characters. In the
Discourse role, human operators select from semantic categories to interpret
player intention; algorithms use this "discourse act" to automate character
dialogue and animation. We compare these two methods of blending control using
game logs and interviews, and document how the amateur operators initially
resisted having to learn the Discourse version, but eventually preferred having
the authorial control it afforded. This paper also outlines a design space for
blending machine and human control in live character experiences. Keywords: artificial intelligence, embodied characters, interactive drama,
wizard-of-oz methods |
A stage-based model of personal informatics systems | | BIBAK | Full-Text | 557-566 | |
Ian Li; Anind Dey; Jodi Forlizzi | |||
People strive to obtain self-knowledge. A class of systems called personal
informatics is appearing that help people collect and reflect on personal
information. However, there is no comprehensive list of problems that users
experience using these systems, and no guidance for making these systems more
effective. To address this, we conducted surveys and interviews with people who
collect and reflect on personal information. We derived a stage-based model of
personal informatics systems composed of five stages (preparation, collection,
integration, reflection, and action) and identified barriers in each of the
stages. These stages have four essential properties: barriers cascade to later
stages; they are iterative; they are user-driven and/or system-driven; and they
are uni-faceted or multi-faceted. From these properties, we recommend that
personal informatics systems should 1) be designed in a holistic manner across
the stages; 2) allow iteration between stages; 3) apply an appropriate balance
of automated technology and user control within each stage to facilitate the
user experience; and 4) explore support for associating multiple facets of
people's lives to enrich the value of systems. Keywords: barriers, collection, model, personal informatics, reflection |
Deception and magic in collaborative interaction | | BIBAK | Full-Text | 567-576 | |
Joe Marshall; Steve Benford; Tony Pridmore | |||
We explore the ways in which interfaces can be designed to deceive users so
as to create the illusion of magic. We present a study of an experimental
performance in which a magician used a computer vision system to conduct a
series of illusions based on the well-known 'three cups' magic trick. We
explain our findings in terms of the two broad strategies of misdirecting
attention and setting false expectations, articulating specific tactics that
were employed in each case. We draw on existing theories of collaborative and
spectator interfaces, ambiguity and interpretation, and trajectories through
experiences to explain our findings in broader HCI terms. We also extend and
integrate current theory to provide refined sensitising concepts for analysing
deceptive interactions. Keywords: ambiguity, deception, feedthrough, interaction, magic, misdirection,
performance, spectator interface, trajectories |
FingerCloud: uncertainty and autonomy handover incapacitive sensing | | BIBAK | Full-Text | 577-580 | |
Simon Rogers; John Williamson; Craig Stewart; Roderick Murray-Smith | |||
We describe a particle filtering approach to inferring finger movements on
capacitive sensing arrays. This technique allows the efficient combination of
human movement models with accurate sensing models, and gives high-fidelity
results with low-resolution sensor grids and tracks finger height. Our model
provides uncertainty estimates, which can be linked to the interaction to
provide appropriately smoothed responses as sensing performance degrades;
system autonomy is increased as estimates of user behaviour become less
certain. We demonstrate the particle filter approach with a map browser running
with a very small sensor board, where finger position uncertainty is linked to
autonomy handover. Keywords: capacitive sensing, h-metaphor, particle filters, probabilistic interaction,
uncertainty |
The generalized perceived input point model and how to double touch accuracy by extracting fingerprints | | BIBAK | Full-Text | 581-590 | |
Christian Holz; Patrick Baudisch | |||
It is generally assumed that touch input cannot be accurate because of the
fat finger problem, i.e., the softness of the fingertip combined with the
occlusion of the target by the finger. In this paper, we show that this is not
the case. We base our argument on a new model of touch inaccuracy. Our model is
not based on the fat finger problem, but on the perceived input point model. In
its published form, this model states that touch screens report touch location
at an offset from the intended target. We generalize this model so that it
represents offsets for individual finger postures and users. We thereby switch
from the traditional 2D model of touch to a model that considers touch a
phenomenon in 3-space. We report a user study, in which the generalized model
explained 67% of the touch inaccuracy that was previously attributed to the fat
finger problem.
In the second half of this paper, we present two devices that exploit the new model in order to improve touch accuracy. Both model touch on per-posture and per-user basis in order to increase accuracy by applying respective offsets. Our RidgePad prototype extracts posture and user ID from the user's fingerprint during each touch interaction. In a user study, it achieved 1.8 times higher accuracy than a simulated capacitive baseline condition. A prototype based on optical tracking achieved even 3.3 times higher accuracy. The increase in accuracy can be used to make touch interfaces more reliable, to pack up to 3.32 > 10 times more controls into the same surface, or to bring touch input to very small mobile devices. Keywords: 6dof, fingerprint scanner, input, mobile devices, pointing, precision,
targeting, touch, touch pad, touch screen |
Finger-count & radial-stroke shortcuts: 2 techniques for augmenting linear menus on multi-touch surfaces | | BIBAK | Full-Text | 591-594 | |
Gilles Bailly; Eric Lecolinet; Yves Guiard | |||
We propose Radial-Stroke and Finger-Count Shortcuts, two techniques aimed at
augmenting the menubar on multi-touch surfaces. We designed these multi-finger
two-handed interaction techniques in an attempt to overcome the limitations of
direct pointing on interactive surfaces, while maintaining compatibility with
traditional interaction techniques. While Radial-Stroke Shortcuts exploit the
well-known advantages of Radial Strokes, Finger-Count Shortcuts exploit
multi-touch by simply counting the number of fingers of each hand in contact
with the surface. We report the results of an experimental evaluation of our
technique, focusing on expert-mode performance. Finger-Count Shortcuts
outperformed Radial-Stroke Shortcuts in terms of both easiness of learning and
performance speed. Keywords: menu techniques, multi-finger interaction, multi-touch, two-handed
interaction |
Speech dasher: fast writing using speech and gaze | | BIBAK | Full-Text | 595-598 | |
Keith Vertanen; David J. C. MacKay | |||
Speech Dasher allows writing using a combination of speech and a zooming
interface. Users first speak what they want to write and then they navigate
through the space of recognition hypotheses to correct any errors. Speech
Dasher's model combines information from a speech recognizer, from the user,
and from a letter-based language model. This allows fast writing of anything
predicted by the recognizer while also providing seamless fallback to
letter-by-letter spelling for words not in the recognizer's predictions. In a
formative user study, expert users wrote at 40 (corrected) words per minute.
They did this despite a recognition word error rate of 22%. Furthermore, they
did this using only speech and the direction of their gaze (obtained via an eye
tracker). Keywords: eye tracking, multimodal interfaces, speech recognition |
NiCEBook: supporting natural note taking | | BIBAK | Full-Text | 599-608 | |
Peter Brandl; Christoph Richter; Michael Haller | |||
In this paper, we present NiCEBook, a paper notebook that supports taking,
structuring and reusing notes. Through a study of note-taking habits, we
observed that different strategies are used to organize and share notes. Based
on these observations, we developed a design for a notebook that combines
different approaches to better support these activities. The details of our
design were informed by an additional online survey. We emphasize the need to
examine the characteristics of taking notes with paper notebooks in order to
develop a digital system that resembles the quality of traditional writing.
With NiCEBook, we present a solution that combines the flexibility and
simplicity of taking notes on paper with the benefits of a digital
representation. We demonstrate the capabilities of our system through
customized views, searching and sharing functionality. Keywords: digital notebook, digital pen, note-taking, paper interface, structuring,
tagging |
The NICE discussion room: integrating paper and digital media to support co-located group meetings | | BIBAK | Full-Text | 609-618 | |
Michael Haller; Jakob Leitner; Thomas Seifried; James R. Wallace; Stacey D. Scott; Christoph Richter; Peter Brandl; Adam Gokcezade; Seth Hunter | |||
Current technological solutions that enable content creation and sharing
during group discussion meetings are often cumbersome to use, and are commonly
abandoned for traditional paper-based tools, which provide flexibility in
supporting a wide range of working styles and task activities that may occur in
a given meeting. Paper-based tools, however, have their own drawbacks;
paper-based content is difficult to modify or replicate. We introduce a novel
digital meeting room design, the NiCE Discussion Room, which integrates digital
and paper tools into a cohesive system with an intuitive pen-based interface.
The combination of digital and paper media provides groups with a flexible
design solution that enables them to create, access, and share information and
media from a variety of sources to facilitate group discussions. This paper
describes the design solution, along with results from a user study conducted
to evaluate the usability and utility of the system. Keywords: co-located collaboration, design, digital meeting room, interactive
surfaces, multi-user input, pen-based interfaces |
Weightless walls and the future office | | BIBAK | Full-Text | 619-628 | |
Yuichiro Takeuchi | |||
In this paper we describe how future office environments can benefit from
the addition of weightless walls virtual, sound blocking walls created using
headsets. We particularly focus on exploring how different interaction
techniques can be employed to efficiently create, erase, or edit the layouts of
these walls, and envisioning how they could impact the overall office
experience. Metaphorically, the end effect of integrating weightless walls into
offices is that space will be treated in a way similar to how random access
memory is treated in PCs; as a shared resource open to dynamic allocations, and
whose usage is periodically optimized in real time according to the collective
activities of the occupants. Furthermore, we view weightless walls as
harbingers of the emergence of synthetic space the eventual fusion of the
architectural environment with the distinctive properties of digital bits. Keywords: active noise control, office design, smart furniture, synthetic space,
weightless wall |
Access control for home data sharing: evaluating social acceptability | | BIBAK | Full-Text | 645-654 | |
Michelle L. Mazurek; J. P. Arsenault; Joanna Bresee; Nitin Gupta; Iulia Ion; Christina Johns; Daniel Lee; Yuan Liang; Jenny Olsen; Brandon Salmon; Richard Shay; Kami Vaniea; Lujo Bauer; Lorrie Faith Cranor; Gregory R. Ganger; Michael K. Reiter | |||
As digital content becomes more prevalent in the home, non-technical users
are increasingly interested in sharing that content with others and accessing
it from multiple devices. Not much is known about how these users think about
controlling access to this data. To better understand this, we conducted
semi-structured, in-situ interviews with 33 users in 15 households. We found
that users create ad-hoc access-control mechanisms that do not always work;
that their ideal policies are complex and multi-dimensional; that a priori
policy specification is often insufficient; and that people's mental models of
access control and security are often misaligned with current systems. We
detail these findings and present a set of associated guidelines for designing
usable access-control systems for the home environment. Keywords: access control, home computing, privacy, security |
Sharing conversation and sharing life: video conferencing in the home | | BIBAK | Full-Text | 655-658 | |
Tejinder K. Judge; Carman Neustaedter | |||
Video conferencing is a technology that families and friends use to connect
with each other over distance. However, even with such technology readily
available, we still do not have a good understanding of how video conferencing
systems are used by people as a part of their domestic communication practices.
For this reason, we have conducted interviews with 21 adults in the United
States to understand video conferencing routines in the home and to inform the
design of future domestic communication technologies. Our findings illustrate
the importance of discerning availability and willingness to video conference
prior to calling, the need to share everyday life activities in addition to
conversation, and a need for new privacy protecting strategies that focus on
autonomy and solitude as opposed to confidentiality. Keywords: domestic, families, media spaces, video conferencing |
Who's hogging the bandwidth: the consequences of revealing the invisible in the home | | BIBAK | Full-Text | 659-668 | |
Marshini Chetty; Richard Banks; Richard Harper; Tim Regan; Abigail Sellen; Christos Gkantsidis; Thomas Karagiannis; Peter Key | |||
As more technologies enter the home, householders are burdened with the task
of digital housekeeping-managing and sharing digital resources like bandwidth.
In response to this, we created and evaluated a domestic tool for bandwidth
management called Home Watcher. Our field trial showed that when resource
contention amongst different household members is made visible, people's
understanding of bandwidth changes and household politics are revealed. In this
paper, we describe the consequences of showing real time resource usage in a
home, and how this varies depending on the social make up of the household. Keywords: bandwidth monitoring, home broadband, home networks |
Investigating narrative in mobile games for seniors | | BIBAK | Full-Text | 669-672 | |
Sharon Lynn Chu Yew Yee; Henry Been-Lirn Duh; Francis Quek | |||
Narratives are an intimate part of our lives. Based on behavioral research
suggesting that older adults tend to process text better at discourse level,
this study investigates the impact of narrative structure on the enjoyment
level of older game players. Two variations of a casual memory mobile game were
built, one with a narrative and the other one without. Nineteen senior
citizens, differentiated according to their play orientation, play-tested the
games. Results show that embedding narratives in mobile games enhances the play
experience of older adults, irrespective of their play style. This may have
implications both for game developers and for seniors' acceptance of casual
games. Keywords: elderly, enjoyment, mobile games, narrative structure |
A study of tabbed browsing among Mozilla Firefox users | | BIBAK | Full-Text | 673-682 | |
Patrick Dubroy; Ravin Balakrishnan | |||
We present a study which investigated how and why users of Mozilla Firefox
use multiple tabs and windows during web browsing. The detailed web browsing
usage of 21 participants was logged over a period of 13 to 21 days each, and
was supplemented by qualitative data from diary entries and interviews. Through
an examination of several measures of their tab usage, we show that our
participants had a strong preference for the use of tabs rather than multiple
windows. We report the reasons they cited for using tabs, and the advantages
over multiple windows. We identify several common tab usage patterns which
browsers could explicitly support. Finally, we look at how tab usage affects
web page revisitation. Most of our participants switched tabs more often than
they used the back button, making tab switching the second most important
navigation mechanism in the browser, after link clicking. Keywords: hypertext, tabbed document interfaces, tabs, web browser interfaces, web
browsing, www |
Using text animated transitions to support navigation in document histories | | BIBAK | Full-Text | 683-692 | |
Fanny Chevalier; Pierre Dragicevic; Anastasia Bezerianos; Jean-Daniel Fekete | |||
This article examines the benefits of using text animated transitions for
navigating in the revision history of textual documents. We propose an
animation technique for smoothly transitioning between different text
revisions, then present the Diffamation system. Diffamation supports rapid
exploration of revision histories by combining text animated transitions with
simple navigation and visualization tools. We finally describe a user study
showing that smooth text animation allows users to track changes in the
evolution of textual documents more effectively than flipping pages. Keywords: animated transitions, revision control, text editing |
Dynamic query interface for spatial proximity query with degree-of-interest varied by distance to query point | | BIBAK | Full-Text | 693-702 | |
Myoungsu Cho; Bohyoung Kim; Dong Kyun Jeong; Yeong-Gil Shin; Jinwook Seo | |||
In this paper we present an interactive query interface called
"TrapezoidBox" to support spatial proximity queries where users' degree of
interest varies depending upon the degree of separation from the point of
interest. Spatial proximity queries are commonly built in information seeking
tasks especially on online maps. If not impossible, it is hard to formulate
spatial proximity queries using existing dynamic query widgets such as range
sliders. TrapezoidBox allows users to easily build spatial proximity queries by
interactively adjusting a trapezoidal function. Our controlled user study
results show that TrapezoidBox has several advantages over a baseline interface
with range sliders. Keywords: degree-of-interest, dynamic query interface, spatial proximity query, tab
interface, visual information seeking |
Learning on the job: characterizing the programming knowledge and learning strategies of web designers | | BIBAK | Full-Text | 703-712 | |
Brian Dorn; Mark Guzdial | |||
This paper reports on a study of professional web designers and developers.
We provide a detailed characterization of their knowledge of fundamental
programming concepts elicited through card sorting. Additionally, we present
qualitative findings regarding their motivation to learn new concepts and the
learning strategies they employ. We find a high level of recognition of basic
concepts, but we identify a number of concepts that they do not fully
understand, consider difficult to learn, and use infrequently. We also note
that their learning process is motivated by work projects and often follows a
pattern of trial and error. We conclude with implications for end-user
programming researchers. Keywords: informal learning, web development |
A strategy-centric approach to the design of end-user debugging tools | | BIBAK | Full-Text | 713-722 | |
Valentina I. Grigoreanu; Margaret M. Burnett; George G. Robertson | |||
End-user programmers' code is notoriously buggy. This problem is amplified
by the increasing complexity of end users' programs. To help end users catch
errors early and reliably, we employ a novel approach for the design of
end-user debugging tools: a focus on supporting end users' effective debugging
strategies. This paper makes two contributions. We first demonstrate the
potential of a strategy-centric approach to tool design by presenting StratCel,
an add-in for Excel. Second, we show the benefits of this design approach:
participants using StratCel found twice as many bugs as participants using
standard Excel, they fixed four times as many bugs, and all this in only a
small fraction of the time. Other contributions included: a boost in novices'
debugging performance near experienced participants' improved levels, validated
design guidelines, a discussion of the generalizability of this approach, and
several opportunities for future research. Keywords: debugging strategies, debugging tools, end-user software engineering, tool
design |
Here's what i did: sharing and reusing web activity with ActionShot | | BIBAK | Full-Text | 723-732 | |
Ian Li; Jeffrey Nichols; Tessa Lau; Clemens Drews; Allen Cypher | |||
ActionShot is an integrated web browser tool that creates a fine-grained
history of users' browsing activities by continually recording their browsing
actions at the level of interactions, such as button clicks and entries into
form fields. ActionShot provides interfaces to facilitate browsing and
searching through this history, sharing portions of the history through
established social networking tools such as Facebook, and creating scripts that
can be used to repeat previous interactions at a later time. ActionShot can
also create short textual summaries for sequences of interactions. In this
paper, we describe the ActionShot and our initial explorations of the tool
through field deployments within our organization and a lab study. Overall, we
found that ActionShot's history features provide value beyond typical browser
history interfaces. Keywords: ActionShot, CoScripter, reuse, sharing, social networking, web browser
history |
Avaaj Otalo: a field study of an interactive voice forum for small farmers in rural India | | BIBAK | Full-Text | 733-742 | |
Neil Patel; Deepti Chittamuru; Anupam Jain; Paresh Dave; Tapan S. Parikh | |||
In this paper we present the results of a field study of Avaaj Otalo
(literally, "voice stoop"), an interactive voice application for small-scale
farmers in Gujarat, India. Through usage data and interviews, we describe how
51 farmers used the system over a seven month pilot deployment. The most
popular feature of Avaaj Otalo was a forum for asking questions and browsing
others' questions and responses on a range of agricultural topics. The forum
developed into a lively social space with the emergence of norms, persistent
moderation, and a desire for both structured interaction with institutionally
sanctioned authorities and open discussion with peers. For all 51 users this
was the first experience participating in an online community of any sort. In
terms of usability, simple menu-based navigation was readily learned, with
users preferring numeric input over speech. We conclude by discussing
implications of our findings for designing voice-based social media serving
rural communities in India and elsewhere. Keywords: ictd, India, ivr, voice forum, voice user interface |
An exploratory study of unsupervised mobile learning in rural India | | BIBAK | Full-Text | 743-752 | |
Anuj Kumar; Anuj Tewari; Geeta Shroff; Deepti Chittamuru; Matthew Kam; John Canny | |||
Cellphones have the potential to improve education for the millions of
underprivileged users in the developing world. However, mobile learning in
developing countries remains under-studied. In this paper, we argue that
cellphones are a perfect vehicle for making educational opportunities
accessible to rural children in places and times that are more convenient than
formal schooling. We carried out participant observations to identify the
opportunities in their everyday lives for mobile learning. We next conducted a
26-week study to investigate the extent to which rural children will
voluntarily make use of cellphones to access educational content. Our results
show a reasonable level of academic learning and motivation. We also report on
the social context around these results. Our goal is to examine the feasibility
of mobile learning in out-of-school settings in rural, underdeveloped areas,
and to help more researchers learn how to undertake similarly difficult studies
around mobile computing in the developing world. Keywords: cellphone, developing countries, India, informal learning, mobile learning,
out-of-school learning |
Where there's a will there's a way: mobile media sharing in urban India | | BIBAK | Full-Text | 753-762 | |
Thomas N. Smyth; Satish Kumar; Indrani Medhi; Kentaro Toyama | |||
We present the results of a qualitative study of the sharing and consumption
of entertainment media on low-cost mobile phones in urban India, a practice
which has evolved into a vibrant, informal socio-technical ecosystem. This
wide-ranging phenomenon includes end users, mobile phone shops, and content
distributors, and exhibits remarkable ingenuity. Even more impressive is the
number of obstacles which have been surmounted in its establishment, from the
technical (interface complexity, limited Internet access, viruses), to the
broader socioeconomic (cost, language, legality, institutional rules, lack of
privacy), all seemingly due to a strong desire to be entertained.
Our findings carry two implications for projects in HCI seeking to employ technology in service of social and economic development. First, although great attention is paid to the details of UI in many such projects, we find that sufficient user motivation towards a goal turns UI barriers into mere speed bumps. Second, we suggest that needs assessments carry an inherent bias towards what outsiders consider needs, and that identified "needs" may not be as strongly felt as perceived. Keywords: bluetooth, mobile phone, sharing, social networking, video |
Patterns of usage in an enterprise file-sharing service: publicizing, discovering, and telling the news | | BIBAK | Full-Text | 763-766 | |
Michael Muller; David R. Millen; Jonathan Feinberg | |||
How do people use an enterprise file-sharing service? We describe patterns
of usage in a social file-sharing service that was deployed in a large
multinational enterprise. Factor analyses revealed four factors: Upload &
Publicize (regarding one's own files); Annotate & Watch (add information to
files and maintain awareness); Discover & Tell (find files uploaded by
other users, and communicate to additional users about those files); and Refind
(re-use one's own files). We explore the attributes of users who score highly
on each of these factors, and we propose implications for design to encourage
innovation in usage. Keywords: enterprise, file-sharing, social-software |
The life and times of files and information: a study of desktop provenance | | BIBAK | Full-Text | 767-776 | |
Carlos Jensen; Heather Lonsdale; Eleanor Wynn; Jill Cao; Michael Slater; Thomas G. Dietterich | |||
In the field of Human-Computer Interaction, provenance refers to the history
and genealogy of a document or file. Provenance helps us to understand the
evolution and relationships of files; how and when different versions of a
document were created, or how different documents in a collection build on each
other through copy-paste events. Though methods for tracking provenance and the
subsequent use of this meta-data have been proposed and developed into tools,
there have been no studies documenting the types and frequency of provenance
events in typical computer use. This is knowledge essential for the design of
efficient query methods and information displays. We conducted a longitudinal
study of knowledge workers at Intel Corporation tracking provenance events in
their computer use. We also interviewed knowledge workers to determine the
effectiveness of provenance cues for document recall. Our data shows that
provenance relationships are common, and provenance cues aid recall. Keywords: desktop search, documents, file organization, provenance |
The effect of audience design on labeling, organizing, and finding shared files | | BIBAK | Full-Text | 777-786 | |
Emilee Rader | |||
In an online experiment, I apply theory from psychology and communications
to find out whether group information management tasks are governed by the same
communication processes as conversation. This paper describes results that
replicate previous research, and expand our knowledge about audience design and
packaging for future reuse when communication is mediated by a co-constructed
artifact like a file-and-folder hierarchy. Results indicate that it is easier
for information consumers to search for files in hierarchies created by
information producers who imagine their intended audience to be someone similar
to them, independent of whether the producer and consumer actually share common
ground. This research helps us better understand packaging choices made by
information producers, and the direct implications of those choices for other
users of group information systems. Keywords: audience design, common ground, file labeling and organizing, group
information management |
Fitting an activity-centric system into an ecology of workplace tools | | BIBAK | Full-Text | 787-790 | |
Aruna D. Balakrishnan; Tara Matthews; Thomas P. Moran | |||
Knowledge workers expend considerable effort managing fragmentation,
characterized by constant switching among digital artifacts, when executing
work activities. Activity-centric computing (ACC) systems attempt to address
this problem by organizing activity-related artifacts together. But are ACC
systems effective at reducing fragmentation? In this paper, we present a
two-part study of workers using Lotus Activities, an ACC system deployed for
over two years in a large company. First, we surveyed workers to understand the
ecology of workplace tools they use for various tasks. Second, we interviewed
22 Lotus Activities users to investigate how this ACC tool fits amongst their
ecology of existing collaboration tools and affects work fragmentation. Our
results indicate that Lotus Activities works in concert with certain other
tools to successfully ease fragmentation for a specific type of activity. We
identify design characteristics that contribute to this result. Keywords: activity-centric computing, cscw, office, user study, workplace |
Mobile music touch: mobile tactile stimulation for passive learning | | BIBAK | Full-Text | 791-800 | |
Kevin Huang; Thad Starner; Ellen Do; Gil Weiberg; Daniel Kohlsdorf; Claas Ahlrichs; Ruediger Leibrandt | |||
Mobile Music Touch (MMT) helps teach users to play piano melodies while they
perform other tasks. MMT is a lightweight, wireless haptic music instruction
system consisting of fingerless gloves and a mobile Bluetooth enabled computing
device, such as a mobile phone. Passages to be learned are loaded into the
mobile phone and are played repeatedly while the user performs other tasks. As
each note of the music plays, vibrators on each finger in the gloves activate,
indicating which finger is used to play each note. We present two studies on
the efficacy of MMT. The first measures 16 subjects' ability to play a passage
after using MMT for 30 minutes while performing a reading comprehension test.
The MMT system was significantly more effective than a control condition where
the passage was played repeatedly but the subjects' fingers were not vibrated.
The second study compares the amount of time required for 10 subjects to replay
short, randomly generated passages using passive training versus active
training. Participants with no piano experience could repeat the passages after
passive training while subjects with piano experience often could not. Keywords: haptic, music, passive training, tactile, wearable |
Characteristics of pressure-based input for mobile devices | | BIBAK | Full-Text | 801-810 | |
Craig Stewart; Michael Rohs; Sven Kratz; Georg Essl | |||
We conducted a series of user studies to understand and clarify the
fundamental characteristics of pressure in user interfaces for mobile devices.
We seek to provide insight to clarify a longstanding discussion on mapping
functions for pressure input. Previous literature is conflicted about the
correct transfer function to optimize user performance. Our study results
suggest that the discrepancy can be explained by different signal conditioning
circuitry and with improved signal conditioning the user-performed precision
relationship is linear. We also explore the effects of hand pose when applying
pressure to a mobile device from the front, the back, or simultaneously from
both sides in a pinching movement. Our results indicate that grasping type
input outperforms single-sided input and is competitive with pressure input
against solid surfaces. Finally we provide an initial exploration of non-visual
multimodal feedback, motivated by the desire for eyes-free use of mobile
devices. The findings suggest that non-visual pressure input can be executed
without degradation in selection time but suffers from accuracy problems. Keywords: haptic feedback, input device, interaction technique, mobile device,
pressure input, pressure-based interaction, tactile feedback |
LayerPaint: a multi-layer interactive 3D painting interface | | BIBAK | Full-Text | 811-820 | |
Chi-Wing Fu; Jiazhi Xia; Ying He | |||
Painting on 3D surfaces is an important operation in computer graphics,
virtual reality, and computer aided design. The painting styles in existing
WYSIWYG systems can be awkward, due to the difficulty in rotating or aligning
an object for proper viewing during the painting. This paper proposes a
multi-layer approach to building a practical, robust, and novel WYSIWYG
interface for efficient painting on 3D models. The paintable area is not
limited to the front-most visible surface on the screen as in conventional
WYSIWYG interfaces. We can efficiently and interactively draw long strokes
across different depth layers, and unveil occluded regions that one would like
to see or paint on. In addition, since the painting is now depth-sensitive, we
can avoid various potential painting artifacts and limitations in the
conventional painting interfaces. This multi-layer approach brings in several
novel painting operations that contribute to a more compelling WYSIWYG 3D
painting interface; this is particular useful when dealing with complicated
objects with occluded parts and objects that cannot be easily parameterized. We
evaluated our system with 23 users, including both artists and novice painters,
and obtained positive experimental results and feedback from them. The user
study results demonstrate the efficacy of our novel interface over conventional
painting interfaces. Keywords: 3d painting, depth segmentation, wysiwyg interface |
The effects of diversity on group productivity and member withdrawal in online volunteer groups | | BIBAK | Full-Text | 821-830 | |
Jilin Chen; Yuqing Ren; John Riedl | |||
The "wisdom of crowds" argument emphasizes the importance of diversity in
online collaborations, such as open source projects and Wikipedia. However,
decades of research on diversity in offline work groups have painted an
inconclusive picture. On the one hand, the broader range of insights from a
diverse group can lead to improved outcomes. On the other hand, individual
differences can lead to conflict and diminished performance. In this paper, we
examine the effects of group diversity on the amount of work accomplished and
on member withdrawal behaviors in the context of WikiProjects. We find that
increased diversity in experience with Wikipedia increases group productivity
and decreases member withdrawal -- up to a point. Beyond that point, group
productivity remains high, but members are more likely to withdraw. Strikingly,
no such diminishing returns were observed for differences in member interest,
which increases productivity and decreases member withdrawal in a linear
fashion. Our results suggest that the low visibility of individual differences
in online groups may allow them to harvest more of the benefits of diversity
while bearing less of the cost. We discuss how our findings can inform further
research of online collaboration. Keywords: diversity, online volunteer group, performance, wikipedia |
Gender demographic targeting in sponsored search | | BIBAK | Full-Text | 831-840 | |
Bernard J. Jansen; Lauren Solomon | |||
In this research, we evaluate the effect of gender in analyzing the
performance of sponsored search advertising. We examine a log file with data
comprised of nearly 7,000,000 records spanning 33 consecutive months of a
search engine marketing campaign from a major US retailer. We classify key
phrases selected for the campaign with a probability of being targeted for a
specific gender and then compare the consumer actions using the critical
sponsored search metrics of impressions, clicks, cost-per-click, sales revenue,
orders, and items sold. Findings from our analysis show that the
gender-orientation of the key phrase is a significant determinant in predicting
behaviors and performance, with statistically different consumer behaviors for
all attributes as the probability of a male or female keyword phrase changes.
However, gender neutral phrases perform the best overall, calling into question
the benefits of demographic targeting. Insight from this research could result
in sponsored results being more effectively targeted to searchers and potential
consumers. Keywords: gender, gender personalization, keyword advertising, pay-per-click, ppc,
sponsored search, target audience description |
Exploring the workplace communication ecology | | BIBAK | Full-Text | 841-850 | |
Thea Turner; Pernilla Qvarfordt; Jacob T. Biehl; Gene Golovchinsky; Maribeth Back | |||
The modern workplace is inherently collaborative, and this collaboration
relies on effective communication among co-workers. Many communication tools --
email, blogs, wikis, Twitter, etc. -- have become increasingly available and
accepted in workplace communications. In this paper, we report on a study of
communications technologies used over a one year period in a small US
corporation. We found that participants used a large number of communication
tools for different purposes, and that the introduction of new tools did not
impact significantly the use of previously-adopted technologies. Further, we
identified distinct classes of users based on patterns of tool use. This work
has implications for the design of technology in the evolving ecology of
communication tools. Keywords: blogs, collaboration, communication, computer mediated communication, email,
evaluation, face-to-face, instant messaging, phone, wikis |
Making muscle-computer interfaces more practical | | BIBAK | Full-Text | 851-854 | |
T. Scott Saponas; Desney S. Tan; Dan Morris; Jim Turner; James A. Landay | |||
Recent work in muscle sensing has demonstrated the potential of
human-computer interfaces based on finger gestures sensed from electrodes on
the upper forearm. While this approach holds much potential, previous work has
given little attention to sensing finger gestures in the context of three
important real-world requirements: sensing hardware suitable for mobile and
off-desktop environments, electrodes that can be put on quickly without
adhesives or gel, and gesture recognition techniques that require no new
training or calibration after re-donning a muscle-sensing armband. In this
note, we describe our approach to overcoming these challenges, and we
demonstrate average classification accuracies as high as 86% for pinching with
one of three fingers in a two-session, eight-person experiment. Keywords: electromyography (emg), muscle-computer interface |
A novel brain-computer interface using a multi-touch surface | | BIBAK | Full-Text | 855-858 | |
Beste F. Yuksel; Michael Donnerer; James Tompkin; Anthony Steed | |||
We present a novel integration of a brain-computer interface (BCI) with a
multi-touch surface. BCIs based on the P300 paradigm often use a visual
stimulus of a flashing character to elicit an event related potential in the
brain's EEG signal. Traditionally, P300-based BCI paradigms use a grid layout
of visual targets, commonly an alphabet, and allow users to select targets
using their thoughts. In our new system a multi-touch table senses objects
placed upon its surface and the system can highlight the objects on the table
by flashing an area of light around them. This allows us to construct a
P300-based BCI that uses a user-assembled collection of objects as targets,
rather than a pre-determined grid layout. An experiment shows that our new
paradigm works just as well as the traditional paradigms, thus highlighting the
potential for BCIs to be integrated in a broader range of situations. Keywords: brain-computer interface, multi-touch interfaces, p300 evoked potential |
The influence of implicit and explicit biofeedback in first-person shooter games | | BIBAK | Full-Text | 859-868 | |
Kai Kuikkaniemi; Toni Laitinen; Marko Turpeinen; Timo Saari; Ilkka Kosunen; Niklas Ravaja | |||
To understand how implicit and explicit biofeedback work in games, we
developed a first-person shooter (FPS) game to experiment with different
biofeedback techniques. While this area has seen plenty of discussion, there is
little rigorous experimentation addressing how biofeedback can enhance
human-computer interaction. In our two-part study, (N=36) subjects first played
eight different game stages with two implicit biofeedback conditions, with two
simulation-based comparison and repetition rounds, then repeated the two
biofeedback stages when given explicit information on the biofeedback. The
biofeedback conditions were respiration and skin-conductance (EDA) adaptations.
Adaptation targets were four balanced player avatar attributes. We collected
data with psychoìphysiological measures (electromyography, respiration,
and EDA), a game experience questionnaire, and game-play measures.
According to our experiment, implicit biofeedback does not produce significant effects in player experience in an FPS game. In the explicit biofeedback conditions, players were more immersed and positively affected, and they were able to manipulate the game play with the biosignal interface. We recommend exploring the possibilities of using explicit biofeedback interaction in commercial games. Keywords: affective computing, biofeedback, biosignals, explicit biofeedback, games,
implicit biofeedback, playing |
Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment | | BIBAK | Full-Text | 869-878 | |
Daniel Sjölie; Kenneth Bodin; Eva Elgh; Johan Eriksson; Lars-Erik Janlert; Lars Nyberg | |||
The combination of virtual reality (VR) and brain measurements is a
promising development of HCI, but the maturation of this paradigm requires more
knowledge about how brain activity is influenced by parameters of VR
applications. To this end we investigate the influence of two prominent VR
parameters, 3d-motion and interactivity, while brain activity is measured for a
mental rotation task, using functional MRI (fMRI). A mental rotation network of
brain areas is identified, matching previous results. The addition of
interactivity increases the activation in core areas of this network, with more
profound effects in frontal and preparatory motor areas. The increases from
3d-motion are restricted to primarily visual areas. We relate these effects to
emerging theories of cognition and potential applications for brain-computer
interfaces (BCIs). Our results demonstrate one way to provoke increased
activity in task-relevant areas, making it easier to detect and use for
adaptation and development of HCI. Keywords: bci, brain imaging, fMRI, reality-based interaction, virtual reality, VRfMRI |
Scale detection for a priori gesture recognition | | BIBAK | Full-Text | 879-882 | |
Caroline Appert; Olivier Bau | |||
Gesture-based interfaces provide expert users with an efficient form of
interaction but they require a learning effort for novice users. To address
this problem, some on-line guiding techniques display all available gestures in
response to partial input. However, partial input recognition algorithms are
scale dependent while most gesture recognizers support scale independence
(i.e., the same shape at different scales actually invokes the same command).
We propose an algorithm for estimating the scale of any partial input in the
context of a gesture recognition system and illustrate how it can be used to
improve users' experience with gesture-based systems. Keywords: gesture, recognition, scale, stroke |
Insight into goal-directed movement strategies | | BIBAK | Full-Text | 883-886 | |
Karin Nieuwenhuizen; Dzmitry Aliakseyeu; Jean-Bernard Martens | |||
The current paper proposes a novel method of analyzing goal-directed
movements by dividing them into distinct movement intervals. We demonstrate how
the description of the first and second most prominent movement intervals in
terms of duration and length can provide insight into the applied movement
strategies under different conditions. This method, although demonstrated for
goal-directed movements, has the potential to be generalized to other types of
movements, such as steering movements. Keywords: computer input devices, movement analysis, pointing tasks |
Usable gestures for mobile interfaces: evaluating social acceptability | | BIBAK | Full-Text | 887-896 | |
Julie Rico; Stephen Brewster | |||
Gesture-based mobile interfaces require users to change the way they use
technology in public settings. Since mobile phones are part of our public
appearance, designers must integrate gestures that users perceive as acceptable
for public use. This topic has received little attention in the literature so
far. The studies described in this paper begin to look at the social
acceptability of a set of gestures with respect to location and audience in
order to investigate possible ways of measuring social acceptability. The
results of the initial survey showed that location and audience had a
significant impact on a user's willingness to perform gestures. These results
were further examined through a user study where participants were asked to
perform gestures in different settings (including a busy street) over repeated
trials. The results of this work provide gesture design recommendations as well
as social acceptability evaluation guidelines. Keywords: design recommendations, evaluation methodology, gesture interfaces, social
acceptability |
iCanDraw: using sketch recognition and corrective feedback to assist a user in drawing human faces | | BIBAK | Full-Text | 897-906 | |
Daniel Dixon; Manoj Prasad; Tracy Hammond | |||
When asked to draw, many people are hesitant because they consider
themselves unable to draw well. This paper describes the first system for a
computer to provide direction and feedback for assisting a user to draw a human
face as accurately as possible from an image. Face recognition is first used to
model the features of a human face in an image, which the user wishes to
replicate. Novel sketch recognition algorithms were developed to use the
information provided by the face recognition to evaluate the hand-drawn face.
Two design iterations and user studies led to nine design principles for
providing such instruction, presenting reference media, giving corrective
feedback, and receiving actions from the user. The result is a proof-of-concept
application that can guide a person through step-by-step instruction and
generated feedback toward producing his/her own sketch of a human face in a
reference image. Keywords: assistive and corrective feedback, computer-aided instruction, pen-input
computing, sketch recognition |
Exploring the accessibility and appeal of surface computing for older adult health care support | | BIBAK | Full-Text | 907-916 | |
Anne Marie Piper; Ross Campbell; James D. Hollan | |||
This paper examines accessibility issues of surface computing with older
adults and explores the appeal of surface computing for health care support. We
present results from a study involving 20 older adults (age 60 to 88)
performing gesture-based interactions on a multitouch surface. Older adults
were able to successfully perform all actions on the surface computer, but some
gestures that required two fingers (resize) and fine motor movement (rotate)
were problematic. Ratings for ease of use and ease of performing each action as
well as time required to figure out an action were similar to that of younger
adults. Older adults reported that the surface computer was less intimidating,
less frustrating, and less overwhelming than a traditional computer. The idea
of using a surface computer for health care support was well-received by
participants. We conclude with a discussion of design issues involving surface
computing for older adults and use of this technology for health care. Keywords: health care, multitouch, older adults, surface computing |
Patients, pacemakers, and implantable defibrillators: human values and security for wireless implantable medical devices | | BIBAK | Full-Text | 917-926 | |
Tamara Denning; Alan Borning; Batya Friedman; Brian T. Gill; Tadayoshi Kohno; William H. Maisel | |||
Implantable medical devices (IMDs) improve patients' quality of life and
help sustain their lives. In this study, we explore patient views and values
regarding their devices to inform the design of computer security for wireless
IMDs. We interviewed 13 individuals with implanted cardiac devices. Key
questions concerned the evaluation of 8 mockups of IMD security systems. Our
results suggest that some systems that are technically viable are nonetheless
undesirable to patients. Patients called out a number of values that affected
their attitudes towards the systems, including perceived security, safety,
freedom from unwanted cultural and historical associations, and self-image. In
our analysis, we extend the Value Sensitive Design value dams and flows
technique in order to suggest multiple, complementary systems; in our
discussion, we highlight some of the usability, regulatory, and economic
complexities that arise from offering multiple options. We conclude by offering
design guidelines for future security systems for IMDs. Keywords: defibrillators, embodied technologies, implantable medical devices, medical
device security, safety, security, value dams and flows |
One size does not fit all: applying the transtheoretical model to energy feedback technology design | | BIBAK | Full-Text | 927-936 | |
Helen Ai He; Saul Greenberg; Elaine M. Huang | |||
Global warming, and the climate change it induces, is an urgent global
issue. One remedy to this problem, and the focus of this paper, is to motivate
sustainable energy usage behaviors by people. One approach is the development
of technologies that provide real-time, continuous feedback of energy usage.
However, there is one problem -- most technologies use a "one-size-fits-all"
solution, providing the same feedback to differently motivated individuals at
different stages of readiness, willingness and ableness to change. In this
paper, we synthesize a wide range of motivational psychology literature to
develop a motivational framework based on the Transtheoretical (aka Stages of
Behavior Change) Model. For each stage, we state the motivational goal(s), and
recommendation(s) for how technologies can reach these goals. Each goal and
recommendation is supported by a rationale based on motivational literature.
Each recommendation is supported by a simple textual example illustrating one
way to apply the recommendation. Keywords: design, feedback, motivational theory, sustainability |
Small business applications of sourcemap: a web tool for sustainable design and supply chain transparency | | BIBAK | Full-Text | 937-946 | |
Leonardo Bonanni; Matthew Hockenberry; David Zwarg; Chris Csikszentmihalyi; Hiroshi Ishii | |||
This paper introduces sustainable design applications for small businesses
through the Life Cycle Assessment and supply chain publishing platform
Sourcemap.org. This web-based tool was developed through a year-long
participatory design process with five small businesses in Scotland and in New
England. Sourcemap was used as a diagnostic tool for carbon accounting, design
and supply chain management. It offers a number of ways to market sustainable
practices through embedded and printed visualizations. Our experiences confirm
the potential of web sustainability tools and social media to expand the
discourse and to negotiate the diverse goals inherent in social and
environmental sustainability. Keywords: agriculture, food and drink, hospitality, life cycle assessment, marketing,
participatory design, product design, small business, social networks, supply
chain, sustainability, transparency |
FeedWinnower: layering structures over collections of information streams | | BIBAK | Full-Text | 947-950 | |
Lichan Hong; Gregorio Convertino; Bongwon Suh; Ed H. Chi; Sanjay Kairam | |||
Information overload is a growing threat to the productivity of today's
knowledge workers, who need to keep track of multiple streams of information
from various sources. RSS feed readers are a popular choice for syndicating
information streams, but current tools tend to contribute to the overload
problem instead of solving it. We introduce FeedWinnower, an enhanced feed
aggregator that helps readers to filter feed items by four facets (topic,
people, source, and time), thus facilitating feed triage. The combination of
the four facets provides a powerful way for users to slice and dice their
personal feeds. In addition, we present a formative evaluation of the prototype
conducted with 15 knowledge workers in two different organizations. Keywords: faceted browsing, feed reader, information overload, information stream, RSS
feed, RSS overload |
Tools-at-hand and learning in multi-session, collaborative search | | BIBAK | Full-Text | 951-960 | |
Robert Capra; Gary Marchionini; Javier Velasco-Martin; Katrina Muller | |||
Improving search interfaces and algorithms are major foci of HCI and
information retrieval (IR) research respectively. However, less attention has
been given to understanding how users collect, manage, organize, and share the
results they find from conducting searches on the Web and designing tools to
support their needs. In this paper, we present results from a study in which we
interviewed 30 people in three cohorts (academic researchers, corporate
workers, and people looking for medical information) about their current
practices conducting, managing, and sharing information from on-going,
exploratory searches. We report results on users' current practices, tool use,
areas of difficulties and associated coping strategies with emphasis on how
information seekers use a variety of "tools-at-hand" beyond search engines and
web browsers as they search, process, and share results, and on the learning
processes that occur as they seek and use information over time. Keywords: collaborative search, exploratory search, information seeking, personal
information management |
Share: a programming environment for loosely bound cooperation | | BIBAK | Full-Text | 961-970 | |
Yannick Assogba; Judith Donath | |||
We introduce a programming environment entitled Share that is designed to
encourage loosely bound cooperation between individuals within communities of
practice through the sharing of code. Loosely bound cooperation refers to the
opportunity community members have to assist and share resources with one
another while maintaining their autonomy and independent practice. We contrast
this model with forms of collaboration that enable large numbers of distributed
individuals to collaborate on large scale works where they are guided by a
shared vision of what they are collectively trying to achieve. We hypothesize
that providing fine-grained, publicly visible attribution of code sharing
activity within a community can provide socially motivated encouragement for
code sharing. We present an overview of the design of our tool and the
objectives that guided its design and a discussion of a small-scale deployment
of our prototype among members of a particular community of practice. Keywords: collaboration, community, computer supported cooperative work, cooperation,
open source, programming, social software, visualization |
Enhancing directed content sharing on the web | | BIBAK | Full-Text | 971-980 | |
Michael S. Bernstein; Adam Marcus; David R. Karger; Robert C. Miller | |||
To find interesting, personally relevant web content, people rely on friends
and colleagues to pass links along as they encounter them. In this paper, we
study and augment link-sharing via e-mail, the most popular means of sharing
web content today. Armed with survey data indicating that active sharers of
novel web content are often those that actively seek it out, we developed
FeedMe, a plug-in for Google Reader that makes directed sharing of content a
more salient part of the user experience. FeedMe recommends friends who may be
interested in seeing content that the user is viewing, provides information on
what the recipient has seen and how many emails they have received recently,
and gives recipients the opportunity to provide lightweight feedback when they
appreciate shared content. FeedMe introduces a novel design space within
mixed-initiative social recommenders: friends who know the user voluntarily vet
the material on the user's behalf. We performed a two-week field experiment
(N=60) and found that FeedMe made it easier and more enjoyable to share content
that recipients appreciated and would not have found otherwise. Keywords: blogs, friendsourcing, RSS, social link sharing |
Cultural difference in image tagging | | BIBAK | Full-Text | 981-984 | |
Wei Dong; Wai-Tat Fu | |||
Do people from different cultures tag digital images differently? The
current study compared the content of tags for digital images created by two
cultural groups: European Americans and Chinese. In line with previous findings
on cultural differences in attentional patterns, we found similar cultural
differences in the order of the image parts (e.g., foreground or background
objects) that people tag. We found that for European Americans, the first tag
was more likely assigned to the main objects than that by Chinese; but for
Chinese, the first tag was more likely assigned to the overall description or
relations between objects in the images. The findings had significant
implications for designing cultural-sensitive tools to facilitate the tagging
and search process of digital media, as well as for developing data-mining
tools that identify user profiles based on their tagging patterns and cultural
origins. Keywords: annotation, attention, cultural difference, image tagging, perception,
tagging |
Social tagging revamped: supporting the users' need of self-promotion through persuasive techniques | | BIBAK | Full-Text | 985-994 | |
Mauro Cherubini; Alejandro Gutierrez; Rodrigo de Oliveira; Nuria Oliver | |||
People share pictures online to increase their social presence. However,
recent studies have shown that most of the content shared in social networks is
not looked at by peers. Proper metadata can be generated and used to improve
the retrieval of this content. In spite of this, we still lack solutions for
collecting valid descriptors of content that can be used effectively in the
context of social information navigation. In this paper, we propose a mechanism
based on persuasive techniques to support peers in providing metadata for
multimedia content that can be used for a person's self-promotion. Through an
iterative design and experimentation process, we demonstrate how this
methodology can be used effectively to increase one's social presence thus
building more enjoyable, rich, and creative content that is shared in the
social network. In addition, we highlight implications that inform the design
of social games with a purpose. Keywords: Facebook fatigue, information overload, metadata, mutual modeling,
self-presentation, social networks |
Some observations on the "live" collaborative tagging of audio conferences in the enterprise | | BIBAK | Full-Text | 995-998 | |
Shreeharsh Kelkar; Ajita John; Doree Duncan Seligmann | |||
This paper describes preliminary findings related to a system for "live"
collaborative tagging of enterprise meetings taking place on an audio bridge
between distributed participants. Participants can apply tags to different
points of the interaction as it is ongoing and can see, in near real-time, the
"flow" of tags as they are being contributed. Two novel types of tags are
proposed: "deep tags" that apply to a portion of the interaction and "instant
tags" that apply to an instant of the interaction. Our system is being used by
enterprise users and we analyze a corpus of 737 live-tags collected from 16
conversations that took place over several months. We found that the live-tags
for audio have slightly different characteristics from Web 2.0 tags: they are
longer and confer affordances on the audio like description and summarization.
Some observations on the "cognitive cost" of live-tagging are offered. Keywords: activity capture, annotation, audio recording, collaborative tagging,
multimedia, notetaking |
Perceptions and practices of usability in the free/open source software (FoSS) community | | BIBAK | Full-Text | 999-1008 | |
Michael Terry; Matthew Kay; Ben Lafreniere | |||
This paper presents results from a study examining perceptions and practices
of usability in the free/open source software (FOSS) community. 27 individuals
associated with 11 different FOSS projects were interviewed to understand how
they think about, act on, and are motivated to address usability issues. Our
results indicate that FOSS project members possess rather sophisticated notions
of software usability, which collectively mirror definitions commonly found in
HCI textbooks. Our study also uncovered a wide range of practices that
ultimately work to improve software usability. Importantly, these activities
are typically based on close, direct interpersonal relationships between
developers and their core users, a group of users who closely follow the
project and provide high quality, respected feedback. These relationships,
along with positive feedback from other users, generate social rewards that
serve as the primary motivations for attending to usability issues on a
day-to-day basis. These findings suggest a need to reconceptualize HCI methods
to better fit this culture of practice and its corresponding value system. Keywords: bleeding edge users, core users, reference users |
End-user mashup programming: through the design lens | | BIBAK | Full-Text | 1009-1018 | |
Jill Cao; Yann Riche; Susan Wiedenbeck; Margaret Burnett; Valentina Grigoreanu | |||
Programming has recently become more common among ordinary end users of
computer systems. We believe that these end-user programmers are not just
coders but also designers, in that they interlace making design decisions with
coding rather than treating them as two separate phases. To better understand
and provide support for the programming and design needs of end users, we
propose a design theory-based approach to look at end-user programming. Toward
this end, we conducted a think-aloud study with ten end users creating a web
mashup. By analyzing users' verbal and behavioral data using Schön's
reflection-in-action design model and the notion of ideations from creativity
literature, we discovered insights into end-user programmers' problem-solving
attempts, successes, and obstacles, with accompanying implications for the
design of end-user programming environments for mashups. The contribution of
our work is three-fold: 1) the methodology of using a design lens to view
programming, 2) evidence, through insights gained, of the usefulness of this
approach, and 3) the implications themselves. Keywords: design, end-user programming, mashups |
What would other programmers do: suggesting solutions to error messages | | BIBAK | Full-Text | 1019-1028 | |
Björn Hartmann; Daniel MacDougall; Joel Brandt; Scott R. Klemmer | |||
Interpreting compiler errors and exception messages is challenging for
novice programmers. Presenting examples of how other programmers have corrected
similar errors may help novices understand and correct such errors. This paper
introduces HelpMeOut, a social recommender system that aids the debugging of
error messages by suggesting solutions that peers have applied in the past.
HelpMeOut comprises IDE instrumentation to collect examples of code changes
that fix errors; a central database that stores fix reports from many users;
and a suggestion interface that, given an error, queries the database for a
list of relevant fixes and presents these to the programmer. We report on
implementations of this architecture for two programming languages. An
evaluation with novice programmers found that the technique can suggest useful
fixes for 47% of errors after 39 person-hours of programming in an instrumented
environment. Keywords: debugging, recommender systems |
Where are you pointing?: the accuracy of deictic pointing in CVEs | | BIBAK | Full-Text | 1029-1038 | |
Nelson Wong; Carl Gutwin | |||
Deictic reference -- pointing at things during conversation -- is ubiquitous
in human communication, and should also be an important tool in distributed
collaborative virtual environments (CVEs). Pointing gestures can be complex and
subtle, however, and pointing is much more difficult in the virtual world. In
order to improve the richness of interaction in CVEs, it is important to
provide better support for pointing and deictic reference, and a first step in
this support is to determine how well people can interpret the direction that
another person is pointing. To investigate this question, we carried out two
studies. The first identified several ways that people point towards distant
targets, and established that not all pointing requires high accuracy. This
suggested that natural CVE pointing could potentially be successful; but no
knowledge is available about whether even moderate accuracy is possible in
CVEs. Therefore, our second study looked more closely at how accurately people
can produce and interpret the direction of pointing gestures in CVEs. We found
that although people are more accurate in the real world, the differences are
smaller than expected; our results show that deixis can be successful in CVEs
for many pointing situations, and provide a foundation for more comprehensive
support of deictic pointing. Keywords: avatars, cves, gestures, pointing |
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication | | BIBAK | Full-Text | 1039-1048 | |
William Steptoe; Anthony Steed; Aitor Rovira; John Rae | |||
The success of visual telecommunication systems depends on their ability to
transmit and display users' natural nonverbal behavior. While video-mediated
communication (VMC) is the most widely used form of interpersonal remote
interaction, avatar-mediated communication (AMC) in shared virtual environments
is increasingly common. This paper presents two experiments investigating eye
tracking in AMC. The first experiment compares the degree of social presence
experienced in AMC and VMC during truthful and deceptive discourse. Eye
tracking data (gaze, blinking, and pupil size) demonstrates that oculesic
behavior is similar in both mediation types, and uncovers systematic
differences between truth telling and lying. Subjective measures show users'
psychological arousal to be greater in VMC than AMC. The second experiment
demonstrates that observers of AMC can more accurately detect truth and
deception when viewing avatars with added oculesic behavior driven by eye
tracking. We discuss implications for the design of future visual
telecommunication media interfaces. Keywords: avatar-mediated communication, deception, eye tracking, social presence,
trust, video-mediated communication, virtual environments |
Embodied social proxy: mediating interpersonal connection in hub-and-satellite teams | | BIBAK | Full-Text | 1049-1058 | |
Gina Venolia; John Tang; Ruy Cervantes; Sara Bly; George Robertson; Bongshin Lee; Kori Inkpen | |||
Current business conditions have given rise to distributed teams that are
mostly collocated except for one remote member. These "hub-and-satellite" teams
face the challenge of the satellite colleague being out-of-sight and
out-of-mind. We developed a telepresence device, called an Embodied Social
Proxy (ESP), which represents the satellite coworker 24x7. Beyond using ESPs in
our own group, we deployed an ESP in four product teams within our company for
six weeks. We studied how ESP was used through ethnographic observations,
surveys, and usage log data. ESP not only increased the satellite worker's
ability to fully participate in meetings, it also increased the hub's attention
and affinity towards the satellite. The continuous physical presence of ESP in
each team improved the interpersonal social connections between hub and
satellite colleagues. Keywords: distributed collaboration, embodied video conferencing, empirical study,
telepresence |
MOSES: exploring new ground in media and post-conflict reconciliation | | BIBAK | Full-Text | 1059-1068 | |
Thomas N. Smyth; John Etherton; Michael L. Best | |||
While the history of traditional media in post-conflict peace building
efforts is rich and well studied, the potential for interactive new media
technologies in this area has gone unexplored. In cooperation with the Truth
and Reconciliation Commission of Liberia, we have constructed a novel
interactive kiosk system, called MOSES, for use in that country's post-conflict
reconciliation effort. The system allows the sharing of video messages between
Liberians throughout the country, despite the presence of little or no
communications infrastructure. In this paper, we describe the MOSES system,
including several innovative design elements. We also present a novel design
methodology we employed to manage the various distances between our design team
and the intended user group in Liberia. Finally, we report on a qualitative
study of the system with 27 participants from throughout Liberia. The study
found that participants saw MOSES as giving them a voice and connecting them to
other Liberians throughout the country; that the system was broadly usable by
low-literate, novice users without human assistance; that the embodied
conversational agent used in our design shows considerable promise; that users
generally ascribed foreign involvement to the system; and that the system
encouraged heavily group-oriented usage. Keywords: conversational agent, Liberia, new media, post-conflict reconciliation, user
generated content |
Blogging in a region of conflict: supporting transition to recovery | | BIBAK | Full-Text | 1069-1078 | |
Ban Al-Ani; Gloria Mark; Bryan Semaan | |||
The blogosphere is changing how people experience war and conflict. We
conducted an analysis of 125 blogs written by Iraqi citizens experiencing
extreme disruption in their country. We used Hoffman's [8] stages of recovery
model to understand how blogs support people in a region where conflict is
occurring. We found that blogs create a safe virtual environment where people
could interact, free of the violence in the physical environment and of the
strict social norms of their changing society in wartime. Second, blogs enable
a large network of global support through their interactive and personal
nature. Third, blogs enable people experiencing a conflict to engage in
dialogue with people outside their borders to discuss their situation. We
discuss how blogs enable people to collaboratively interpret conflict through
communities of interest and discussion with those who comment. We discuss how
technology can better support blog use in a global environment. Keywords: blogs, community, disrupted environment, empirical study, understanding the
user |
Microblogging during two natural hazards events: what twitter may contribute to situational awareness | | BIBAK | Full-Text | 1079-1088 | |
Sarah Vieweg; Amanda L. Hughes; Kate Starbird; Leysia Palen | |||
We analyze microblog posts generated during two recent, concurrent emergency
events in North America via Twitter, a popular microblogging service. We focus
on communications broadcast by people who were "on the ground" during the
Oklahoma Grassfires of April 2009 and the Red River Floods that occurred in
March and April 2009, and identify information that may contribute to enhancing
situational awareness (SA). This work aims to inform next steps for extracting
useful, relevant information during emergencies using information extraction
(IE) techniques. Keywords: computer-mediated communication, crisis informatics, disaster, emergency,
hazards, microblogging, situational awareness |
The secure haptic keypad: a tactile password system | | BIBAK | Full-Text | 1089-1092 | |
Andrea Bianchi; Ian Oakley; Dong Soo Kwon | |||
Authentication in public spaces poses significant security risks. Most
significantly, passwords can be stolen, potentially leading to fraud. A common
method to steal a PIN is through an observation attack, either using a camera
or through direct observation (e.g. shoulder-surfing). This paper addresses
this problem by presenting the design and implementation of a novel input
keypad which uses tactile cues as means to compose a password. In this system,
passwords are encoded as a sequence of randomized vibration patterns, making it
visually impossible for an observer to detect which items are selected. An
evaluation of this system shows it outperforms previous interfaces which have
used tactile feedback to obfuscate passwords. Keywords: pin entry, security, tactile UI, user study |
Multi-touch authentication on tabletops | | BIBAK | Full-Text | 1093-1102 | |
David Kim; Paul Dunphy; Pam Briggs; Jonathan Hook; John Nicholson; James Nicholson; Patrick Olivier | |||
The introduction of tabletop interfaces has given rise to the need for the
development of secure and usable authentication techniques that are appropriate
for the co-located collaborative settings for which they have been designed.
Most commonly, user authentication is based on something you know, but this is
a particular problem for tabletop interfaces, as they are particularly
vulnerable to shoulder surfing given their remit to foster co-located
collaboration. In other words, tabletop users would typically authenticate in
full view of a number of observers. In this paper, we introduce and evaluate a
number of novel tabletop authentication schemes that exploit the features of
multi-touch interaction in order to inhibit shoulder surfing. In our pilot work
with users, and in our formal user-evaluation, one authentication scheme --
Pressure-Grid -- stood out, significantly enhancing shoulder surfing resistance
when participants used it to enter both PINs and graphical passwords. Keywords: graphical passwords, multi-touch interaction, shoulder surfing, user
authentication |
ColorPIN: securing PIN entry through indirect input | | BIBAK | Full-Text | 1103-1106 | |
Alexander De Luca; Katja Hertzschuch; Heinrich Hussmann | |||
Automated teller machine (ATM) frauds are increasing drastically these days.
When analyzing the most common attacks and the reasons for successful frauds,
it becomes apparent that the main problem lies in the PIN based authentication
which in itself does not provide any security features (besides the use of
asterisks). That is, security is solely based on a user's behavior. Indirect
input is one way to solve this problem. This mostly comes at the costs of
adding overhead to the input process. We present ColorPIN, an authentication
mechanism that uses indirect input to provide security enhanced PIN entry. At
the same time, ColorPIN remains a one-to-one relationship between the length of
the PIN and the required number of clicks. A user study showed that ColorPIN is
significantly more secure than standard PIN entry while enabling good
authentication speed in comparison with related systems. Keywords: ATM, authentication, colorpin, security |
Shoulder-surfing resistance with eye-gaze entry in cued-recall graphical passwords | | BIBAK | Full-Text | 1107-1110 | |
Alain Forget; Sonia Chiasson; Robert Biddle | |||
We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant
cued-recall graphical password scheme where users gaze instead of mouse-click.
This approach has several advantages over similar eye-gaze systems, including a
larger password space and its cued-recall nature that can help users remember
multiple distinct passwords. Our 45-participant lab study is the first
evaluation of gaze-based password entry via user-selected points on images.
CGP's usability is potentially acceptable, warranting further refinement and
study. Keywords: eye tracking, graphical passwords, usable security |
Visual vs. compact: a comparison of privacy policy interfaces | | BIBAK | Full-Text | 1111-1114 | |
Heather Richter Lipford; Jason Watson; Michael Whitney; Katherine Froiland; Robert W. Reeder | |||
In this paper, we compare the impact of two different privacy policy
representations -- AudienceView and Expandable Grids -- on users modifying
privacy policies for a social network site. Despite the very different
interfaces, there were very few differences in user performance. However, users
had clear, and different, preferences and acknowledged the tradeoffs between
the two representations. Our results imply that while either interface would be
a usable option for policy settings, a combination may appeal to a wider
audience and offer the best of both worlds. Keywords: access control policy, privacy, social network site |
Pointassist for older adults: analyzing sub-movement characteristics to aid in pointing tasks | | BIBAK | Full-Text | 1115-1124 | |
Juan Pablo Hourcade; Christopher M. Nguyen; Keith B. Perry; Natalie L. Denburg | |||
Perceptual, cognitive and motor deficits cause many older adults to have
difficulty conducting pointing tasks on computers. Many strategies have been
discussed in the HCI community to aid older adults and others in pointing
tasks. We present a different approach in PointAssist, software that aids in
pointing tasks by analyzing the characteristics of sub-movements, detecting
when users have difficulty pointing, and triggering a precision mode that slows
the speed of the cursor in those cases. PointAssist is designed to help
maintain pointing skills, runs as a background process working with existing
software, is not vulnerable to clusters of targets or targets in the way, and
does not modify the visual appearance or the feel of user interfaces. There is
evidence from a prior study that PointAssist helps young children conduct
pointing tasks. In this paper, we present a study evaluating PointAssist with
twenty older adults (ages 66-88). The study participants benefited from greater
accuracy when using PointAssist, when compared to using the "enhance pointer
precision" option in Windows XP. In addition, we provide evidence of
correlations between neuropsychological measures, pointing performance, and
PointAssist detecting pointing difficulty. Keywords: accuracy, assistive technologies, older adults, pointing |
Steadied-bubbles: combining techniques to address pen-based pointing errors for younger and older adults | | BIBAK | Full-Text | 1125-1134 | |
Karyn Moffatt; Joanna McGrenere | |||
Tablet PCs are gaining popularity but many older adults still struggle with
pointing, particularly with two error types: missing, landing and lifting
outside the target bounds; and slipping, landing on the target, but slipping
off before lifting. To solve these problems, we examined the feasibility of
extending and combining existing techniques designed for younger users and the
mouse, focusing our investigation on the Bubble cursor and Steady Clicks
techniques. Through a laboratory experiment with younger and older adults, we
showed that both techniques can be adapted for use in a pen interface, and that
combining the two techniques provides greater support than either technique on
its own. Though our results were especially pertinent to the older group, both
ages benefited from the designs. We also found that technique performance
depended on task context. From these findings we established guidelines for
technique selection. Keywords: error prevention, older adults, pen-based interaction, pointing facilitation |
Learning to text: an interaction analytic study of how an interaction analytic study of how seniors learn to enter text on mobile phones | | BIBAK | Full-Text | 1135-1144 | |
Alexandra Weilenmann | |||
This paper is based on an interaction analysis of video recordings of
seniors being instructed in the use of texting. Learning to text is a complex
ordeal for the elderly, which not only involves grasping such complex phenomena
as hierarchically organized menus and text prediction technology, but also more
mundane and seemingly simple skills as pressing the keys. The latter is the
primary focus of the analysis, as this is a common and taken for granted skill
upon which many HCI systems rely. We show how the seniors struggle with
learning to press in a sequence, embodying the timing and rhythm of key
pressing, and orchestrating their vision and pressing. The study contributes to
the general field of mobile phone design for the elderly, to our knowledge on
how people appropriate and learn to use new technologies, as well as adds to
models explaining novice users' mastering of text input. Keywords: cell phone, interaction analysis, mobile phone, novice users, seniors, text
input, texting, video analysis |
Touch-display keyboards: transforming keyboards into interactive surfaces | | BIBAK | Full-Text | 1145-1154 | |
Florian Block; Hans Gellersen; Nicolas Villar | |||
In spite of many advances in GUI workstations, the keyboard has remained
limited to text entry and basic command invocation. In this work, we introduce
the Touch-Display Keyboard (TDK), a novel keyboard that combines the
physical-ergonomic qualities of the conventional keyboard with dynamic display
and touch-sensing embedded in each key. The TDK effectively transforms the
keyboard into an interactive surface that is seamlessly integrated with the
interaction space of GUIs, extending graphical output, mouse interaction and
three-state input to the keyboard. This gives rise to an entirely new design
space of interaction across keyboard, mouse and screen, for which we provide a
first systematic analysis in this paper. We illustrate the emerging design
opportunities with a host of novel interaction concepts and techniques, and
show how these contribute to expressiveness of GUIs, exploration and learning
of keyboard interfaces, and interface customization across graphics display and
physical keyboard. Keywords: gui, i/o device, interactive surface, interface customization, touch-display
keyboard |
iCon: utilizing everyday objects as additional, auxiliary and instant tabletop controllers | | BIBAK | Full-Text | 1155-1164 | |
Kai-Yin Cheng; Rong-Hao Liang; Bing-Yu Chen; Rung-Huei Laing; Sy-Yen Kuo | |||
This work describes a novel approach to utilizing everyday objects of users
as additional, auxiliary, and instant tabletop controllers. Based on this
approach, a prototype platform, called iCon, is developed to explore the
possible design. Field studies and user studies reveal that utilizing everyday
objects such as auxiliary input devices might be appropriate under a multi-task
scenario. User studies further demonstrate that daily objects can generally be
applied in low precision circumstances, low engagement with selected objects,
and medium-to-high frequency of use. The proposed approach allows users to
interact with computers while not altering their original work environments. Keywords: everyday object, tabletop controller, tangible user interface |
Lumino: tangible blocks for tabletop computers based on glass fiber bundles | | BIBAK | Full-Text | 1165-1174 | |
Patrick Baudisch; Torsten Becker; Frederik Rudeck | |||
Tabletop computers based on diffuse illumination can track fiducial markers
placed on the table's surface. In this paper, we demonstrate how to do the same
with objects arranged in a three-dimensional structure without modifying the
table. We present lumino, a system of building blocks. In addition to a marker,
each block contains a glass fiber bundle. The bundle optically guides the light
reflected off markers in the higher levels down to the table surface, where the
table's built-in camera reads it. While guiding marker images down, the bundle
optically scales and rearranges them. It thereby fits the images of an entire
vertical arrangement of markers into the horizontal space usually occupied by a
single 2D marker. We present six classes of blocks and matching marker designs,
each of which is optimized for different requirements. We show three demo
applications. One of them is a construction kit that logs and critiques
constructions. The presented blocks are unpowered and maintenance-free, keeping
larger numbers of blocks manageable. Keywords: building blocks, construction kit, fiducial markers, glass fiber bundles,
stacking, tabletop, tangible |
Opinion space: a scalable tool for browsing online comments | | BIBAK | Full-Text | 1175-1184 | |
Siamak Faridani; Ephrat Bitton; Kimiko Ryokai; Ken Goldberg | |||
Internet users are increasingly inclined to contribute comments to online
news articles, videos, product reviews, and blogs. The most common interface
for comments is a list, sorted by time of entry or by binary ratings. It is
widely recognized that such lists do not scale well and can lead to
"cyberpolarization," which serves to reinforce extreme opinions. We present
Opinion Space: a new online interface incorporating ideas from deliberative
polling, dimensionality reduction, and collaborative filtering that allows
participants to visualize and navigate through a diversity of comments. This
self-organizing system automatically highlights the comments found most
insightful by users from a range of perspectives. We report results of a
controlled user study. When Opinion Space was compared with a chronological
List interface, participants read a similar diversity of comments. However,
they were significantly more engaged with the system, and they had
significantly higher agreement with and respect for the comments they read. Keywords: collaborative filtering, comment browsing, deliberative polling,
dimensionality reduction, opinion mining, opinion visualization, perceptual
maps, very large scale conversations |
Short and tweet: experiments on recommending content from information streams | | BIBAK | Full-Text | 1185-1194 | |
Jilin Chen; Rowan Nairn; Les Nelson; Michael Bernstein; Ed Chi | |||
More and more web users keep up with newest information through information
streams such as the popular micro-blogging website Twitter. In this paper we
studied content recommendation on Twitter to better direct user attention. In a
modular approach, we explored three separate dimensions in designing such a
recommender: content sources, topic interest models for users, and social
voting. We implemented 12 recommendation engines in the design space we
formulated, and deployed them to a recommender service on the web to gather
feedback from real Twitter users. The best performing algorithm improved the
percentage of interesting content to 72% from a baseline of 33%. We conclude
this work by discussing the implications of our recommender design and how our
design can generalize to other information streams. Keywords: information stream, recommender system, social filtering, topic modeling |
Characterizing debate performance via aggregated twitter sentiment | | BIBAK | Full-Text | 1195-1198 | |
Nicholas A. Diakopoulos; David A. Shamma | |||
Television broadcasters are beginning to combine social micro-blogging
systems such as Twitter with television to create social video experiences
around events. We looked at one such event, the first U.S. presidential debate
in 2008, in conjunction with aggregated ratings of message sentiment from
Twitter. We begin to develop an analytical methodology and visual
representations that could help a journalist or public affairs person better
understand the temporal dynamics of sentiment in reaction to the debate video.
We demonstrate visuals and metrics that can be used to detect sentiment pulse,
anomalies in that pulse, and indications of controversial topics that can be
used to inform the design of visual analytic systems for social media events. Keywords: affect, annotation, debate, journalism, sentiment, tv, video |
Dandelion: supporting coordinated, collaborative authoring in Wikis | | BIBAK | Full-Text | 1199-1202 | |
Changyan Chi; Michelle X. Zhou; Min Yang; Wenpeng Xiao; Yiqin Yu; Xiaohua Sun | |||
Dandelion is a tool that extends wikis to support coordinated, collaborative
authoring using a tag-based approach. Specifically, users can insert tags in a
wiki page to specify various co-authoring tasks. These tags can then be
executed to help drive and manage the collaboration workflow, and provide
content-centric collaboration awareness for all the co-authors. Four successful
pilot deployments and positive user feedback show the practical value of
Dandelion, especially its value in supporting a structured, collaborative
authoring process often seen in business settings. Keywords: awareness, collaborative authoring, coordination |
Constructing identities through storytelling in diabetes management | | BIBAK | Full-Text | 1203-1212 | |
Lena Mamykina; Andrew D. Miller; Elizabeth D. Mynatt; Daniel Greenblatt | |||
The continuing epidemics of diabetes and obesity create much need for
information technologies that can help individuals engage in proactive health
management. Yet many of these technologies focus on such pragmatic issues as
collecting and presenting health information and modifying individuals'
behavior. At the same time, researchers in clinical community argue that
individuals' perception of their identity has dramatic consequences for their
health behaviors. In this paper we discuss results of a deployment study of a
mobile health monitoring application. We show how individuals with considerable
diabetes experience found a unique way to adopt this health-monitoring
application to construct and negotiate their identities as persons with a
chronic disease. We argue that viewing health management from identity
construction perspective opens new opportunities for research and design in
technologies for health. Keywords: chronic disease management, diabetes, learning, reflection, ubiquitous
computing |
Self-monitoring, self-awareness, and self-determination in cardiac rehabilitation | | BIBAK | Full-Text | 1213-1222 | |
Julie Maitland; Matthew Chalmers | |||
The application of self-monitoring technologies to the problem of promoting
health-related behavioural change has been an active area of research for many
years. This paper reports on our investigations into health-related behavioural
change within the context of a cardiac rehabilitation programme, and considers
the role that self-monitoring currently plays and may play in the future. We
carried out semi-structured interviews with nineteen cardiac rehabilitation
participants. Our main findings relate to distinctions between implicit and
conscious change, tensions between cardiac rehabilitation and everyday life,
the importance of self-awareness and self-determination, and an overall
reluctance towards unnecessary self-monitoring. In view of these findings, we
then offer suggestions as to how self-monitoring technologies can be designed
to suit this particular context of use. Keywords: cardiac rehabilitation, dietary intake, health-related behavioural change,
physical activity, self-monitoring |
Negotiating boundaries: managing disease at home | | BIBAK | Full-Text | 1223-1232 | |
Rikke Aarhus; Stinne Aaløkke Ballegaard | |||
To move treatment successfully from the hospital to that of technology
assisted self-care at home, it is vital in the design of such technologies to
understand the setting in which the health IT should be used. Based on
qualitative studies we find that people engage in elaborate boundary work to
maintain the order of the home when managing disease and adopting new
healthcare technology. In our analysis we relate this boundary work to two
continuums of visibility-invisibility and integration-segmentation in disease
management. We explore five factors that affect the boundary work: objects,
activities, places, character of disease, and collaboration. Furthermore, the
processes are explored of how boundary objects move between social worlds
pushing and shaping boundaries. From this we discuss design implications for
future healthcare technologies for the home. Keywords: boundary object, boundary work, compliance, disease management, healthcare
technology, home, self-care |
Momentum: getting and staying on topic during a brainstorm | | BIBAK | Full-Text | 1233-1236 | |
Patti Bao; Elizabeth Gerber; Darren Gergle; David Hoffman | |||
Despite the prevalent use of group brainstorming for problem solving and
decision-making within organizations, brainstorming sessions often lack focus
and fail to produce quality ideas. We describe Momentum, a tool that elicits
topic-oriented responses prior to a group brainstorm. In an exploratory study,
we found qualitative differences in task focus, quality and rate of ideation,
and efficiency of storytelling between users and non-users of the tool. Keywords: brainstorming, creativity support tools, group creativity |
Layered elaboration: a new technique for co-design with children | | BIBAK | Full-Text | 1237-1240 | |
Greg Walsh; Allison Druin; Mona Leigh Guha; Elizabeth Foss; Evan Golub; Leshell Hatley; Elizabeth Bonsignore; Sonia Franckel | |||
As technology for children becomes more mobile, social, and distributed, our
design methods and techniques must evolve to better explore these new
directions. This paper reports on "Layered Elaboration," a co-design technique
created to support these evolving needs. Layered Elaboration allows design
teams to generate ideas through an iterative process in which each version
leaves prior ideas intact while extending concepts. Layered Elaboration is a
useful technique as it enables co-design to take place asynchronously and does
not require much space or many resources. Our intergenerational team, including
adults and children ages 7-11 years old, used the technique to design both a
game about history and a prototype of an instructional game about energy
conservation. Keywords: children, co-design, cooperative inquiry, layered elaboration, low-tech
prototyping, storyboarding |
Don't just stare at me! | | BIBAK | Full-Text | 1241-1250 | |
Ning Wang; Jonathan Gratch | |||
Communication is more effective and persuasive when participants establish
rapport. Tickle-Degnen and Rosenthal [57] argue rapport arises when
participants exhibit mutual attentiveness, positivity and coordination. In this
paper, we investigate how these factors relate to perceptions of rapport when
users interact via avatars in virtual worlds. In this study, participants told
a story to what they believed was the avatar of another participant. In fact,
the avatar was a computer program that systematically manipulated levels of
attentiveness, positivity and coordination. In contrast to Tickel-Degnen and
Rosenthal's findings, high-levels of mutual attentiveness alone can
dramatically lower perceptions of rapport in avatar communication. Indeed, an
agent that attempted to maximize mutual attention performed as poorly as an
agent that was designed to convey boredom. Adding positivity and coordination
to mutual attentiveness, on the other hand, greatly improved rapport. This work
unveils the dependencies between components of rapport and informs the design
of agents and avatars in computer mediated communication. Keywords: gaze, rapport, virtual agent |
Video playdate: toward free play across distance | | BIBAK | Full-Text | 1251-1260 | |
Svetlana Yarosh; Kori M. Inkpen; A. J. Bernheim Brush | |||
We present an empirical investigation of video-mediated free play between 13
pairs of friends (ages 7 and 8). The pairs spent 10 minutes playing with each
of four different prototypes we developed to support free play over
videoconferencing. We coded each interaction for the types of play and the
amount of social play observed. The children in our study were largely
successful in playing together across videoconferencing, though challenges in
managing visibility, attention, and intersubjectivity made it more difficult
than face-to-face play. We also found that our prototypes supported some types
of play to varying degrees. Our contribution lies in identifying these design
tradeoffs and providing directions for future design of video-mediated
communication systems for children. Keywords: children, cmc, free play, videoconferencing |
Where should i turn: moving from individual to collaborative navigation strategies to inform the interaction design of future navigation systems | | BIBAK | Full-Text | 1261-1270 | |
Jodi Forlizzi; William C. Barley; Thomas Seder | |||
The design of in-vehicle navigation systems fails to take into account the
social nature of driving and automobile navigation. In this paper, we consider
navigation as a social activity among drivers and navigators to improve design
of such systems. We explore the implications of moving from a map-centered,
individually-focused design paradigm to one based upon collaborative human
interaction during the navigation task. We conducted a qualitative interaction
design study of navigation among three types of teams: parents and their
teenage children, couples, and unacquainted individuals. We found that
collaboration varied among these different teams, and was influenced by social
role, as well as the task role of driver or navigator. We also found that
patterns of prompts, maneuvers, and confirmations varied among the three teams.
We identify overarching practices that differ greatly from the literature on
individual navigation. From these discoveries, we present design implications
that can be used to inform future navigation systems. Keywords: GPS systems, in-car navigation, interaction design |
Studying driver attention and behaviour for three configurations of GPS navigation in real traffic driving | | BIBAK | Full-Text | 1271-1280 | |
Brit Susan Jensen; Mikael B. Skov; Nissan Thiruravichandran | |||
Global Positioning System (GPS) navigation systems were amongst the top
selling consumer technologies in 2008 and research has indicated that such
technologies could affect driving behaviour. In this paper, we study how
different output configurations (audio, visual and audio-visual) of a GPS
system affect driving behaviour and performance. We conducted field experiments
in real traffic with 30 subjects. Our results illustrated that visual output
not only causes a substantial amount of eye glances, but also led to a decrease
in driving performance. Adding audio output decreased the number of eye
glances, but we found no significant effects on driving performance. Although
the audio configuration implied much fewer eye glances and improved driving
performance, several participants expressed preference for the audio/visual
output. Keywords: driving, eye glances, field experiment, GPS, in-vehicle systems, navigation
guide, output modalities |
Cars, calls, and cognition: investigating driving and divided attention | | BIBAK | Full-Text | 1281-1290 | |
Shamsi T. Iqbal; Yun-Cheng Ju; Eric Horvitz | |||
Conversing on cell phones while driving an automobile is a common practice.
We examine the interference of the cognitive load of conversational dialog with
driving tasks, with the goal of identifying better and worse times for
conversations during driving. We present results from a controlled study
involving 18 users using a driving simulator. The driving complexity and
conversation type were manipulated in the study, and performance was measured
for factors related to both the primary driving task and secondary conversation
task. Results showed significant interactions between the primary and secondary
tasks, where certain combinations of complexity and conversations were found
especially detrimental to driving. We present the studies and analyses and
relate the findings to prior work on multiple resource models of cognition. We
discuss how the results can frame thinking about policies and technologies
aimed at enhancing driving safety. Keywords: attention, cell phones, driving, dual task performance |
Homeless young people's experiences with information systems: life and work in a community technology center | | BIBAK | Full-Text | 1291-1300 | |
Jill Palzkill Woelfer; David G. Hendry | |||
This paper explores how homeless young people, aged 13-25, make use of
information systems in daily life. Observed in a community technology center,
four different examples of uses are described: i) Using digital tools to find
employment, ii) Telling stories with representations of the built world, iii)
Portraying life on the street with video, and iv) Constructing online
identities. From these examples and a discussion of this community, a framework
of ecological considerations is proposed. This framework distinguishes between
elements of 'life' on the street (Self-Reliance, Vulnerability, and Basic
Needs) and 'work' in the community technology center (Conformity, Youth-Adult
Relationships, and Goals). Any information system for homeless young people
must engage the tensions and opportunities that arise from these two different
perspectives of homelessness. Keywords: digital media, homelessness, identity, youth |
Feminist HCI: taking stock and outlining an agenda for design | | BIBAK | Full-Text | 1301-1310 | |
Shaowen Bardzell | |||
Feminism is a natural ally to interaction design, due to its central
commitments to issues such as agency, fulfillment, identity, equity,
empowerment, and social justice. In this paper, I summarize the state of the
art of feminism in HCI and propose ways to build on existing successes to more
robustly integrate feminism into interaction design research and practice. I
explore the productive role of feminism in analogous fields, such as industrial
design, architecture, and game design. I introduce examples of feminist
interaction design already in the field. Finally, I propose a set of feminist
interaction design qualities intended to support design and evaluation
processes directly as they unfold. Keywords: HCI, design, feminism, feminist HCI, feminist design qualities, feminist
standpoint theory, gender, interaction design |
Postcolonial computing: a lens on design and development | | BIBAK | Full-Text | 1311-1320 | |
Lilly Irani; Janet Vertesi; Paul Dourish; Kavita Philip; Rebecca E. Grinter | |||
As our technologies travel to new cultural contexts and our designs and
methods engage new constituencies, both our design and analytical practices
face significant challenges. We offer postcolonial computing as an analytical
orientation to better understand these challenges. This analytic orientation
inspires four key shifts in our approach to HCI4D efforts: generative models of
culture, development as a historical program, uneven economic relations, and
cultural epistemologies. Then, through reconsideration of the practices of
engagement, articulation and translation in other contexts, we offer designers
and researchers ways of understanding use and design practice to respond to
global connectivity and movement. Keywords: culture, design methods, ICT4D, postcolonial theory, STS |
Integrating text with video and 3D graphics: documenting patient encounter during trauma resuscitation | | BIBAK | Full-Text | 1321-1330 | |
Jacek Jankowski; Krystian Samp; Izabela Irzynska; Marek Jozwowicz; Stefan Decker | |||
There have been many studies of computer based text reading. However, only a
few have considered text integrated with video and 3D graphics. This paper
presents an investigation into the effects of varying (a) text drawing style
(plain, billboard, Anti-Interference, shadow), (b) image polarity (positive and
negative), and (c) background style (video and 3D) on text readability. Reading
speed and accuracy were measured and subjective views of participants recorded.
Results showed that: (a) there was little difference in reading performance for the video and 3D backgrounds; (b) the negative presentation outperformed the positive presentation; (c) the billboard drawing styles supported the best performance; subjective comments showed a preference for the billboard style. We therefore suggest, for reading tasks, that designers of interfaces for games, video, and augmented reality provide billboard style to maximize readability for the widest range of applications. Keywords: 3d graphics, aesthetics, augmented reality, image polarity, legibility,
readability, text drawing styles |
Apatite: a new interface for exploring APIs | | BIBAK | Full-Text | 1331-1334 | |
Daniel S. Eisenberg; Jeffrey Stylos; Brad A. Myers | |||
We present Apatite, a new tool that aids users in learning and understanding
a complex API by visualizing the common associations between its various
components. Current object-oriented API documentation is usually navigated in a
fixed tree structure, starting with a package and then filtering by a specific
class. For large APIs, this scheme is overly restrictive, because it prevents
users from locating a particular action without first knowing which class it
belongs to. Apatite's design instead enables users to search across any level
of an API's hierarchy. This is made possible by the introduction of a novel
interaction technique that presents popular items from multiple categories
simultaneously, determining their relevance by approximating the strength of
their association using search engine data. The design of Apatite was refined
through iterative usability testing, and it has been released publicly as a web
application. Keywords: api documentation, browsing, search tools, visualizations, web applications |
Push-and-pull switching: window switching based on window overlapping | | BIBAK | Full-Text | 1335-1338 | |
Quan Xu; Géry Casiez | |||
We propose Push-and-Pull Switching, a window switching technique using
window overlapping to implicitly define groups. Push-and-Pull Switching enables
switching between groups and restacking the focused window to any position to
change its group membership. The technique was evaluated in an experiment which
found that Push-and-Pull Switching improves switching performance by more than
50% compared to other switching techniques in different scenarios. A
longitudinal user study indicates that participants invoked this switching
technique 15% of the time on single monitor displays and that they found it
easy to understand and use. Keywords: overlapping, window management, window switching |
Animated UI transitions and perception of time: a user study on animated effects on a mobile screen | | BIBAK | Full-Text | 1339-1342 | |
Jussi Huhtala; Ari-Heikki Sarjanoja; Jani Mäntyjärvi; Minna Isomursu; Jonna Häkkilä | |||
The capability to present advanced graphics in the present mobile devices
can be utilized to improve their usability and overall user experience. Mobile
devices have limitations compared to PCs due to their inferior computing power
and small screens, but a successful design of animated transitions can hide
processing delays and make the user experience smoother. In this paper, we
describe the design of animated transitions and present a user study on how
they are perceived. The results show that in the transition between two images,
bringing up the next image earlier dominates the perception of a fast
transition over other variables examined in the study. Keywords: UI animations, UI design, UI transitions, user studies |
Interactive optimization for steering machine classification | | BIBAK | Full-Text | 1343-1352 | |
Ashish Kapoor; Bongshin Lee; Desney Tan; Eric Horvitz | |||
Interest has been growing within HCI on the use of machine learning and
reasoning in applications to classify such hidden states as user intentions,
based on observations. HCI researchers with these interests typically have
little expertise in machine learning and often employ toolkits as relatively
fixed "black boxes" for generating statistical classifiers. However, attempts
to tailor the performance of classifiers to specific application requirements
may require a more sophisticated understanding and custom-tailoring of methods.
We present ManiMatrix, a system that provides controls and visualizations that
enable system builders to refine the behavior of classification systems in an
intuitive manner. With ManiMatrix, users directly refine parameters of a
confusion matrix via an interactive cycle of re-classification and
visualization. We present the core methods and evaluate the effectiveness of
the approach in a user study. Results show that users are able to quickly and
effectively modify decision boundaries of classifiers to tailor the behavior of
classifiers to problems at hand. Keywords: decision theory, interactive machine learning, interactive optimization,
visualization |
A longitudinal study of how highlighting web content change affects people's web interactions | | BIBAK | Full-Text | 1353-1356 | |
Jaime Teevan; Susan T. Dumais; Daniel J. Liebling | |||
The Web is constantly changing, but most tools used to access Web content
deal only with what can be captured at a single instance in time. As a result,
Web users may not have a good understanding of the changes that occur. In this
paper we show that making Web content change explicitly visible allows people
to interact with the Web in new ways. We present a longitudinal study in which
30 people used a Web browser plug-in that caches visited pages and highlights
text changes to those pages when revisited. We used a survey to capture their
understanding of Web page change and their own revisitation patterns at the
beginning of use and after one month. For a majority of the participants, we
also logged their Web page visits and associated content change. Exposing
change is more valuable to our participants than initially expected, making
them aware of how dynamic content they visit is and changing their interactions
with it. Keywords: longitudinal study, re-finding, revisitation, web dynamics |
Examining multiple potential models in end-user interactive concept learning | | BIBAK | Full-Text | 1357-1360 | |
Saleema Amershi; James Fogarty; Ashish Kapoor; Desney Tan | |||
End-user interactive concept learning is a technique for interacting with
large unstructured datasets, requiring insights from both human-computer
interaction and machine learning. This note re-examines an assumption implicit
in prior interactive machine learning research, that interaction should focus
on the question "what class is this object?". We broaden interaction to include
examination of multiple potential models while training a machine learning
system. We evaluate this approach and find that people naturally adopt revision
in the interactive machine learning process and that this improves the quality
of their resulting models for difficult concepts. Keywords: end-user interactive concept learning |
Signed networks in social media | | BIBAK | Full-Text | 1361-1370 | |
Jure Leskovec; Daniel Huttenlocher; Jon Kleinberg | |||
Relations between users on social media sites often reflect a mixture of
positive (friendly) and negative (antagonistic) interactions. In contrast to
the bulk of research on social networks that has focused almost exclusively on
positive interpretations of links between people, we study how the interplay
between positive and negative relationships affects the structure of on-line
social networks. We connect our analyses to theories of signed networks from
social psychology. We find that the classical theory of structural balance
tends to capture certain common patterns of interaction, but that it is also at
odds with some of the fundamental phenomena we observe -- particularly related
to the evolving, directed nature of these on-line networks. We then develop an
alternate theory of status that better explains the observed edge signs and
provides insights into the underlying social mechanisms. Our work provides one
of the first large-scale evaluations of theories of signed networks using
on-line datasets, as well as providing a perspective for reasoning about social
media sites. Keywords: positive and negative edges, signed networks, status theory, structural
balance, trust and distrust |
Why it's quick to be square: modelling new and existing hierarchical menu designs | | BIBAK | Full-Text | 1371-1380 | |
David Ahlström; Andy Cockburn; Carl Gutwin; Pourang Irani | |||
We consider different hierarchical menu and toolbar-like interface designs
from a theoretical perspective and show how a model based on visual search
time, pointing time, decision time and expertise development can assist in
understanding and predicting interaction performance. Three hierarchical menus
designs are modelled -- a traditional pull-down menu, a pie menu and a novel
Square Menu with its items arranged in a grid -- and the predictions are
validated in an empirical study. The model correctly predicts the relative
performance of the designs -- both the eventual dominance of Square Menus
compared to traditional and pie designs and a performance crossover as users
gain experience. Our work shows the value of modelling in HCI design, provides
new insights about performance with different hierarchical menu designs, and
demonstrates a new high-performance menu type. Keywords: hierarchical menus, menus, performance models. |
pCubee: a perspective-corrected handheld cubic display | | BIBAK | Full-Text | 1381-1390 | |
Ian Stavness; Billy Lam; Sidney Fels | |||
In this paper, we describe the design of a personal cubic display that
offers novel interaction techniques for static and dynamic 3D content. We
extended one-screen Fish Tank VR by arranging five small LCD panels into a box
shape that is light and compact enough to be handheld. The display uses
head-coupled perspective rendering and a real-time physics simulation engine to
establish an interaction metaphor of having real objects inside a physical box
that a user can hold and manipulate. We evaluated our prototype as a
visualization tool and as an input device by comparing it with a conventional
LCD display and mouse for a 3D tree-tracing task. We found that bimanual
interaction with pCubee and a mouse offered the best performance and was most
preferred by users. pCubee has potential in 3D visualization and interactive
applications such as games, storytelling and education, as well as viewing 3D
maps, medical and architectural data. Keywords: 3d visualization, fish tank vr, handheld device, multi-screen display,
physical interaction, user evaluation, user interface |
Bias towards regular configuration in 2D pointing | | BIBAK | Full-Text | 1391-1400 | |
Huahai Yang; Xianggang Xu | |||
Extending Fitts' law to more than one dimension has been recognized as
having important implications for HCI. In spite of the progress made over the
years, however, it is still far from a resolved issue. Our work approaches this
problem from the viewpoint of a configuration space, which has served as a
useful conceptual framework for understanding human preference in perception.
Notably, human are found to be biased towards regular configurations. In this
work, we extended the configuration space framework to the domain of motor
behavior, analyzed 2D pointing, and developed five models to account for the
performance. An extensive experiment was conducted to measure the fit of the
derived models and that of three previous models. Consistent with our
hypothesis, the model reflecting a bias towards regular configuration was found
to have the most satisfactory fit with the data. The paper concludes with
discussions on improving understanding of Fitts' law and the implications for
HCI. Keywords: 2d pointing, configuration space, fitts' law |
Digital drumming: a study of co-located, highly coordinated, dyadic collaboration | | BIBAK | Full-Text | 1417-1426 | |
Bobby Beaton; Steve Harrison; Deborah Tatar | |||
Collaborative drumming is a creative human activity that requires a high
degree of coordination among the participants. In this study, inexperienced
drummer and experienced drummer participants were paired with a computer or
experienced human drummer counterpart and given the task of producing musical
rhythms on the fly. We found differing patterns of music production across the
computer and human conditions. Participants intentionally and unintentionally
assumed leadership roles depending on the dyad dynamic. Also noted were
differences in the needs of inexperienced and experienced participants for
visual and verbal cues for coordination. In our study, participants did not
treat computers as other humans, but seemed to engage a more complex evaluation
of the situation. This study contributes to the growing body of knowledge on
how people respond to and interact with technology to accomplish complex,
collaborative tasks. Keywords: collaboration, computer agent, coordination, drumming, turn taking |
G-nome surfer: a tabletop interface for collaborative exploration of genomic data | | BIBAK | Full-Text | 1427-1436 | |
Orit Shaer; Guy Kol; Megan Strait; Chloe Fan; Catherine Grevet; Sarah Elfenbein | |||
Molecular and computational biologists develop new insights by gathering
heterogeneous data from genomic databases and leveraging bioinformatics tools.
Through a qualitative study with 17 participants, we found that molecular and
computational biologists experience difficulties interpreting, comparing,
annotating, sharing, and relating this vast amount of biological information.
We further observed that such interactions are critical for forming new
scientific hypotheses. These observations motivated the creation of G-nome
Surfer, a tabletop interface for collaborative exploration of genomic data that
implements multi-touch and tangible interaction techniques. G-nome Surfer was
developed in close collaboration with domain scientists and is aimed at
lowering the threshold for using bioinformatics tools. A first-use study with
16 participants found that G-nome Surfer enables users to gain biological
insights that are based on multiple forms of evidence with minimal overhead. Keywords: bioinformatics, genome browser, reality-based interaction, tabletop
interaction |
America is like Metamucil: fostering critical and creative thinking about metaphor in political blogs | | BIBAK | Full-Text | 1437-1446 | |
Eric P. S. Baumer; Jordan Sinclair; Bill Tomlinson | |||
Blogs are becoming an increasingly important medium -- socially,
academically, and politically. Much research has involved analyzing blogs, but
less work has considered how such analytic techniques might be incorporated
into tools for blog readers. A new tool, metaViz, analyzes political blogs for
potential conceptual metaphors and presents them to blog readers. This paper
presents a study exploring the types of critical and creative thinking fostered
by metaViz as evidenced by user comments and discussion on the system. These
results indicate the effectiveness of various system features at fostering
critical thinking and creativity, specifically in terms of deep, structural
reasoning about metaphors and creatively extending existing metaphors.
Furthermore, the results carry broader implications beyond blogs and politics
about exploring alternate configurations between computation and human thought. Keywords: blog readers, computational metaphor identification, creativity, critical
thinking, metaphor, political blogs |
Understanding dispute resolution online: using text to reflect personal and substantive issues in conflict | | BIBAK | Full-Text | 1447-1456 | |
Matt Billings; Leon A. Watts | |||
Conflict is a natural part of human communication with implications for the
work and well-being of a community. It can cause projects to stall or fail.
Alternatively new insights can be produced that are valuable to the community,
and membership can be strengthened. We describe how Wikipedia mediators create
and maintain a 'safe space'. They help conflicting parties to express,
recognize and respond positively to their personal and substantive differences.
We show how the 'mutability' of wiki text can be used productively by
mediators: to legitimize and restructure the personal and substantive issues
under dispute; to actively and visibly differentiate personal from substantive
elements in the dispute, and to maintain asynchronous engagement by adjusting
expectations of timeliness. We argue that online conflicts could be effectively
conciliated in other text-based web communities, provided power differences can
be controlled, by policies and technical measures for maintaining special
'safe' conflict resolution spaces. Keywords: computer-mediated communication, conflict, online dispute resolution,
virtual communities, wikipedia |
Presenting diverse political opinions: how and how much | | BIBAK | Full-Text | 1457-1466 | |
Sean A. Munson; Paul Resnick | |||
Is a polarized society inevitable, where people choose to be exposed to only
political news and commentary that reinforces their existing viewpoints? We
examine the relationship between the numbers of supporting and challenging
items in a collection of political opinion items and readers' satisfaction, and
then evaluate whether simple presentation techniques such as highlighting
agreeable items or showing them first can increase satisfaction when fewer
agreeable items are present. We find individual differences: some people are
diversity-seeking while others are challenge-averse. For challenge-averse
readers, highlighting appears to make satisfaction with sets of mostly
agreeable items more extreme, but does not increase satisfaction overall, and
sorting agreeable content first appears to decrease satisfaction rather than
increasing it. These findings have important implications for builders of
websites that aggregate content reflecting different positions. Keywords: design, diversity, news, news aggregators, opinion, politics, preferences,
presentation, selective exposure |
Propitious aggregation: reducing participant burden in ego-centric network data collection | | BIBAK | Full-Text | 1467-1470 | |
Derek Lackaff | |||
One of the central challenges of ego-centric or personal social network
research is minimizing the quantity of data that is requested from research
participants while ensuring high data accuracy and validity. In general,
collecting data about increasingly larger ego-centric networks places an
increasing burden on respondents. The web-based Propitious Aggregation of
Social Networks (PASN, http://pro.pitio.us) survey instrument reduces this
burden by leveraging network data already available in the context of social
network websites, and by providing an intuitive click-and-drag interface for
survey responses. An experiment was conducted (N = 85), and the PASN method was
found to produce networks which were significantly larger and more diverse than
those produced using standard survey methods, yet required significantly lower
time investments from participants. Keywords: computer-assisted self interviews, methods, social network sites, social
networks, user interfaces |
Trying too hard: effects of mobile agents' (Inappropriate) social expressiveness on trust, affect and compliance | | BIBAK | Full-Text | 1471-1474 | |
Henriette Cramer; Vanessa Evers; Tim van Slooten; Mattijs Ghijsen; Bob Wielinga | |||
Mobile services can provide users with information relevant to their current
circumstances. Distant services in turn can acquire local information from
people in an area of interest. Socially expressive agent behaviour has been
suggested as a way to build reciprocal relationships and to increase user
response to such requests. This between-subject, Wizard-of-Oz experiment aimed
to investigate the potential of such behaviours. 44 participants performed a
search task in an urgent context while being interrupted by a mobile agent that
both provided and requested information. The socially expressive behaviour
shown in this study did not increase compliance to requests; it instead reduced
trust in provided information and compliance to warnings. It also negatively
impacted the affective experience of users scoring lower on empathy as a
personality trait. Inappropriate social expressiveness can have serious
consequences; we here elaborate on the reasons for our negative results. Keywords: autonomy, mobile interaction, social expressiveness, trust |
A simple index for multimodal flexibility | | BIBAK | Full-Text | 1475-1484 | |
Antti Oulasvirta; Joanna Bergstrom-Lehtovirta | |||
Most interactive tasks engage more than one of the user's exteroceptive
senses and are therefore multimodal. In real world situations with multitasking
and distractions, the key aspect of multimodality is not which modalities can
be allocated to the interactive task but which are free to be allocated to
something else. We present the multiìmodal flexibility index (MFI),
calculated from changes in users' performance induced by blocking of sensory
modalities. A high score indicates that the highest level of performance is
achievable regardless of the modalities available and, conversely, a low score
that performance will be severely hampered unless all modalities are allocated
to the task. Various derivatives describe unimodal and bimodal effects. Results
from a case study (mobile text entry) illustrate how an interface that is
superior to others in absolute terms is the worst from the multimodal
flexibility perspective. We discuss the suitability of MFI for evaluation of
interactive prototypes. Keywords: attention, mobile human-computer interaction, modality allocation,
multimodal interaction, multitasking |
Social gravity: a virtual elastic tether for casual, privacy-preserving pedestrian rendezvous | | BIBAK | Full-Text | 1485-1494 | |
John Williamson; Simon Robinson; Craig Stewart; Roderick Murray-Smith; Matt Jones; Stephen Brewster | |||
We describe a virtual "tether" for mobile devices that allows groups to have
quick, simple and privacy-preserving meetups. Our design provides cues which
allow dynamic coordination of rendezvous without revealing users' positions.
Using accelerometers and magnetometers, combined with GPS positioning and
non-visual feedback, users can probe and sense a dynamic virtual object
representing the nearest meeting point. The Social Gravity system makes social
bonds tangible in a virtual world which is geographically grounded, using
haptic feedback to help users rendezvous. We show dynamic navigation using this
physical model-based system to be efficient and robust in significant field
trials, even in the presence of low-quality positioning. The use of simulators
to build models of mobile geolocated systems for pre-validation purposes is
discussed, and results compared with those from our trials. Our results show
interesting behaviours in the social coordination task, which lead to
guidelines for geosocial interaction design. The Social Gravity system proved
to be very successful in allowing groups to rendezvous efficiently and simply
and can be implemented using only commercially available hardware. Keywords: geosocial interaction, GPS, mobile, navigation, vibrotactile |
Temporal hybridity: footage with instant replay in real time | | BIBAK | Full-Text | 1495-1504 | |
Arvid Engström; Oskar Juhlin; Mark Perry; Mathias Broth | |||
In this paper we explore the production of streaming media that involves
live and recorded content. To examine this, we report on how the production
practices and process are conducted through an empirical study of the
production of live television, involving the use of live and non-live media
under highly time critical conditions. In explaining how this process is
managed both as an individual and collective activity, we develop the concept
of temporal hybridity to explain the properties of these kinds of production
system and show how temporally separated media are used, understood and
coordinated. Our analysis is examined in the light of recent developments in
computing technology and we present some design implications to support amateur
video production. Keywords: collaborative search, control room, editing, media production, social
interaction, streaming, television, video |
Experience, adjustment, and engagement: the role of video in law enforcement | | BIBAK | Full-Text | 1505-1514 | |
Joe Tullio; Elaine Huang; David Wheatley; Harry Zhang; Claudia Guerrero; Amruta Tamdoo | |||
Questions about the effectiveness of increasingly ubiquitous video
technology in law enforcement have prompted an examination of the practices
surrounding this technology. We present the results of a multi-site study aimed
at understanding the use of video in several phases of law enforcement, from
crime prevention and response to investigation and prosecution. Our findings
show that while video has provided numerous benefits to law enforcement
agencies, in many cases the technology either fails to support key facets of
work or introduces new tasks that present an additional burden to workers. We
discuss the need to incorporate human experience and tacit knowledge, operator
engagement, and the greater ecosystem of work into video deployments. Keywords: contextual inquiry, law enforcement, qualitative studies, surveillance,
ubiquitous computing, video technologies |
ToolClips: an investigation of contextual video assistance for functionality understanding | | BIBAK | Full-Text | 1515-1524 | |
Tovi Grossman; George Fitzmaurice | |||
We investigate the use of on-line contextual video assistance to improve the
learnability of software functionality. After discussing motivations and design
goals for such forms of assistance, we present our new technique, ToolClips.
ToolClips augment traditional tooltips to provide users with quick and
contextual access to both textual and video assistance. In an initial study we
found that users successfully integrated ToolClip usage into the flow of their
primary tasks to overcome learnability difficulties. In a second study, we
found that with ToolClips, users successfully completed 7 times as many
unfamiliar tasks, in comparison to using a commercial professionally developed
on-line help system. Users also retained the information obtained from
ToolClips, performing tasks significantly faster one week later. Keywords: balloon help, help, learnability, toolclips, tooltips, understanding, video
tool tips |
Prefab: implementing advanced behaviors using pixel-based reverse engineering of interface structure | | BIBAK | Full-Text | 1525-1534 | |
Morgan Dixon; James Fogarty | |||
Current chasms between applications implemented with different user
interface toolkits make it difficult to implement and explore potentially
important interaction techniques in new and existing applications, limiting the
progress and impact of human-computer interaction research. We examine an
approach based in the single most common characteristic of all graphical user
interface toolkits, that they ultimately paint pixels to a display. We present
Prefab, a system for implementing advanced behaviors through the reverse
engineering of the pixels in graphical interfaces. Informed by how user
interface toolkits paint interfaces, Prefab features a separation of the
modeling of widget layout from the recognition of widget appearance. We
validate Prefab in implementations of three applications: target-aware pointing
techniques, Phosphor transitions, and Side Views parameter spectrums. Working
only from pixels, we demonstrate a single implementation of these enhancements
in complex existing applications created in different user interface toolkits
running on different windowing systems. Keywords: pixel-based reverse engineering, prefab, user interface toolkits |
GUI testing using computer vision | | BIBAK | Full-Text | 1535-1544 | |
Tsung-Hsiang Chang; Tom Yeh; Robert C. Miller | |||
Testing a GUI's visual behavior typically requires human testers to interact
with the GUI and to observe whether the expected results of interaction are
presented. This paper presents a new approach to GUI testing using computer
vision for testers to automate their tasks. Testers can write a visual test
script that uses images to specify which GUI components to interact with and
what visual feedback to be observed. Testers can also generate visual test
scripts by demonstration. By recording both input events and screen images, it
is possible to extract the images of components interacted with and the visual
feedback seen by the demonstrator, and generate a visual test script
automatically. We show that a variety of GUI behavior can be tested using this
approach. Also, we show how this approach can facilitate good testing practices
such as unit testing, regression testing, and test-driven development. Keywords: gui automation, gui testing, test by demonstration |
Faster progress bars: manipulating perceived duration with visual augmentations | | BIBAK | Full-Text | 1545-1548 | |
Chris Harrison; Zhiquan Yeo; Scott E. Hudson | |||
Human perception of time is fluid, and can be manipulated in purposeful and
productive ways. In this note, we propose and evaluate variations on two visual
designs for progress bars that alter users' perception of time passing, and
"appear" faster when in fact they are not. As a baseline, we use standard,
solid-color progress bars, prevalent in many user interfaces. In a series of
direct comparison tests, we are able to rank how these augmentations compare to
one another. We then show that these designs yield statistically significantly
shorter perceived durations than progress bars seen in many modern interfaces,
including Mac OSX. Progress bars with animated ribbing that move backwards in a
decelerating manner proved to have the strongest effect. In a final experiment,
we measured the effect of this particular progress bar design and showed that
it reduces the perceived duration among our participants by 11%. Keywords: induced motion, perceived performance, percent-done indicators, perception,
progress bars |
Evaluation of progressive image loading schemes | | BIBAK | Full-Text | 1549-1552 | |
Chris Harrison; Anind K. Dey; Scott E. Hudson | |||
Although network bandwidth has increased dramatically, high-resolution
images often take several seconds to load, and considerably longer on mobile
devices over wireless connections. Progressive image loading techniques allow
for some visual content to be displayed prior to the whole file being
downloaded. In this note, we present an empirical evaluation of popular
progressive image loading methods, and derive one novel technique from our
findings. Results suggest a spiral variation of bilinear interlacing can yield
an improvement in content recognition time. Keywords: downloading, progressive image loading, web browsing |
Friends only: examining a privacy-enhancing behavior in Facebook | | BIBAK | Full-Text | 1553-1562 | |
Fred Stutzman; Jacob Kramer-Duffield | |||
Privacy practices in social network sites often appear paradoxical, as
content-sharing behavior stands in conflict with the need to reduce
disclosure-related harms. In this study we explore privacy in social network
sites as a contextual information practice, managed by a process of boundary
regulation. Drawing on a sample survey of undergraduate Facebook users, we
examine a particular privacy-enhancing practice: having a friends-only Facebook
profile. Particularly, we look at the association between network composition,
expectancy violations, interpersonal privacy practices and having a
friends-only profile. We find that expectancy violations by weak ties and
increased levels of interpersonal privacy management are positively associated
with having a friends-only profile. We conclude with a discussion of how these
findings may be integrated into the design of systems to facilitate interaction
while enhancing individual privacy. Keywords: behavioral modeling, communication, Facebook, privacy, social network sites,
social networking |
Moving beyond untagging: photo privacy in a tagged world | | BIBAK | Full-Text | 1563-1572 | |
Andrew Besmer; Heather Richter Lipford | |||
Photo tagging is a popular feature of many social network sites that allows
users to annotate uploaded images with those who are in them, explicitly
linking the photo to each person's profile. In this paper, we examine privacy
concerns and mechanisms surrounding these tagged images. Using a focus group,
we explored the needs and concerns of users, resulting in a set of design
considerations for tagged photo privacy. We then designed a privacy enhancing
mechanism based on our findings, and validated it using a mixed methods
approach. Our results identify the social tensions that tagging generates, and
the needs of privacy tools to address the social implications of photo privacy
management. Keywords: Facebook, photo sharing, privacy, social network sites |
Standardizing privacy notices: an online study of the nutrition label approach | | BIBAK | Full-Text | 1573-1582 | |
Patrick Gage Kelley; Lucian Cesca; Joanna Bresee; Lorrie Faith Cranor | |||
Earlier work has shown that consumers cannot effectively find information in
privacy policies and that they do not enjoy using them. In our previous
research we developed a standardized table format for privacy policies. We
compared this standardized format, and two short variants (one tabular, one
text) with the current status quo: full text natural-language policies and
layered policies. We conducted an online user study of 764 participants to test
if these three more-intentionally designed, standardized privacy policy
formats, assisted by consumer education, can benefit consumers. Our results
show that standardized privacy policy presentations can have significant
positive effects on accuracy and speed of information finding and on reader
enjoyment of privacy policies. Keywords: information design, p3p, policy, privacy, standardization |
Family story play: reading with young children (and Elmo) over a distance | | BIBAK | Full-Text | 1583-1592 | |
Hayes Raffle; Rafael Ballagas; Glenda Revelle; Hiroshi Horii; Sean Follmer; Janet Go; Emily Reardon; Koichi Mori; Joseph Kaye; Mirjana Spasojevic | |||
We introduce Family Story Play, a system that supports grandparents to read
books together with their grandchildren over the Internet. Family Story Play is
designed to improve communication across generations and over a distance, and
to support parents and grandparents in fostering the literacy development of
young children. The interface encourages active child participation in the book
reading experience by combining a paper book, a sensor-enhanced frame, video
conferencing technology, and video content of a Sesame Street Muppet (Elmo).
Results with users indicate that Family Story Play improves child engagement in
long-distance communication and increases the quality of interaction between
young children and distant grandparents. Additionally, Family Story Play
encourages dialogic reading styles that are linked with literacy development.
Ultimately, reading with Family Story Play becomes a creative shared activity
that suggests a new kind of collaborative story telling. Keywords: agent, children, dialogic reading, family communication, grandparents,
literacy, reading, video conferencing |
Designing with mobile digital storytelling in rural Africa | | BIBAK | Full-Text | 1593-1602 | |
Nicola J. Bidwell; Thomas Reitmaier; Gary Marsden; Susan Hansen | |||
We reflect on activities to design a mobile application to enable rural
people in South Africa's Eastern Cape to record and share their stories, which
have implications for 'cross-cultural design,' and the wider use of stories in
design. We based our initial concept for generating stories with audio and
photos on cell-phones on a scenario informed by abstracting from digital
storytelling projects globally and our personal experience. But insights from
ethnography, and technology experiments involving storytelling, in a rural
village led us to query our grounding assumptions and usability criteria. So,
we implemented a method using cell-phones to localise storytelling, involve
rural users and probe ways to incorporate visual and audio media. Products from
this method helped us to generate design ideas for our current prototype which
offers great flexibility. Thus we present a new way to depict stories digitally
and a process for improving such software. Keywords: cross-cultural, dialogical approach to design, digital storytelling, ict4d,
mobile devices, oral knowledge, rural |
Let's play Chinese characters: mobile learning approaches via culturally inspired group games | | BIBAK | Full-Text | 1603-1612 | |
Feng Tian; Fei Lv; Jingtao Wang; Hongan Wang; Wencan Luo; Matthew Kam; Vidya Setlur; Guozhong Dai; John Canny | |||
In many developing countries such as India and China, low educational levels
often hinder economic empowerment. In this paper, we argue that mobile learning
games can play an important role in the Chinese literacy acquisition process.
We report on the unique challenges in the learning Chinese language, especially
its logographic writing system. Based on an analysis of 25 traditional Chinese
games currently played by children in China, we present the design and
implementation of two culturally inspired mobile group learning games,
Multimedia Word and Drumming Strokes. These two mobile games are designed to
match Chinese children's understanding of everyday games. An informal
evaluation reveals that these two games have the potential to enhance the
intuitiveness and engagement of traditional games, and children may improve
their knowledge of Chinese characters through group learning activities such as
controversy, judgments and self-correction during the game play. Keywords: Chinese education, Chinese literacy, developing countries, ict4d, literacy
acquisition, mobile games, traditional games |
Expressive robots in education: varying the degree of social supportive behavior of a robotic tutor | | BIBAK | Full-Text | 1613-1622 | |
Martin Saerbeck; Tom Schut; Christoph Bartneck; Maddy D. Janse | |||
Teaching is inherently a social interaction between teacher and student.
Despite this knowledge, many educational tools, such as vocabulary training
programs, still model the interaction in a tutoring scenario as unidirectional
knowledge transfer rather than a social dialog. Therefore, ongoing research
aims to develop virtual agents as more appropriate media in education. Virtual
agents can induce the perception of a life-like social interaction partner that
communicates through natural modalities such as speech, gestures and emotional
expressions. This effect can be additionally enhanced with a physical robotic
embodiment.
This paper presents the development of social supportive behaviors for a robotic tutor to be used in a language learning application. The effect of these behaviors on the learning performance of students was evaluated. The results support that employing social supportive behavior increases learning efficiency of students. Keywords: education, human-robot interaction, social interaction, tutoring |
Exploring affective technologies for the classroom with the subtle stone | | BIBAK | Full-Text | 1623-1632 | |
Madeline Balaam; Geraldine Fitzpatrick; Judith Good; Rosemary Luckin | |||
Constructive emotional experiences are strongly related to effective
learning. Yet, it is challenging for teachers, researchers and students alike
to understand the emotions experienced in the classroom setting. Advances in
wireless and sensor technologies open up possibilities for better supporting
emotions. However, little work has explored how affective technologies in the
classroom might operate. This paper describes a study where 15 high school
students used the Subtle Stone: a tangible technology designed to support
students' active emotional communication in the classroom. We report on how the
students used and experienced this technology, and the values they demonstrated
through this use: flexibility, privacy, agency, voice and reflection. We
conclude by examining future possibilities for affective technologies in the
classroom. Keywords: affect, affective technologies, classroom, emotion, emotional communication,
learning, subtle stone |
vSked: evaluation of a system to support classroom activities for children with autism | | BIBAK | Full-Text | 1633-1642 | |
Sen H. Hirano; Michael T. Yeganyan; Gabriela Marcu; David H. Nguyen; Lou Anne Boyd; Gillian R. Hayes | |||
Visual schedules -- the use of symbols to represent a series of activities
or steps -- have been successfully used by caregivers to help children with
autism to understand, structure, and predict activities in their daily lives.
Building from in-depth fieldwork and participatory design sessions, we
developed vSked, an interactive and collaborative visual scheduling system
designed for elementary school classrooms. We evaluated vSked in situ in one
autism-specific classroom over three weeks. In this paper, we present the
design principles, technical solution, and results from this successful
deployment. Use of vSked resulted in reductions in staff effort required to use
visual supports. vSked also resulted in improvements in the perceived quality
and quantity of communication and social interactions in the classroom. Keywords: assistive technology, autism, education, visual supports |
Comparing user performance with single-finger, whole-hand, and hybrid pointing devices | | BIBAK | Full-Text | 1643-1646 | |
Xiang Cao; Nicolas Villar; Shahram Izadi | |||
Researchers have explored pointing devices operated by a single finger, but
their advantage was not clear compared to conventional mice controlled by the
whole hand. To incorporate the benefits of both, we prototyped hybrid pointing
devices that combined both finger and hand movement to control the cursor, and
experimentally compared their performance with single-finger and whole-hand
devices. Results showed that such hybrid devices have the potential to improve
pointing performance in terms of time, error, and bandwidth, especially for
precise pointing. Keywords: experimental study, finger, hand, hybrid, mouse, pointing |
How users manipulate deformable displays as input devices | | BIBAK | Full-Text | 1647-1656 | |
Sang-Su Lee; Sohyun Kim; Bipil Jin; Eunji Choi; Boa Kim; Xu Jia; Daeeop Kim; Kun-pyo Lee | |||
This study is aimed at understanding deformation-based user gestures by
observing users interacting with artificial deformable displays with various
levels of flexibility. We gained user-defined gestures that would help with the
design and implementation of deformation-based interface, without considering
current technical limitations. We found that when a display material gave more
freedom from deformation, the level of consensus of gestures among the users as
well as the intuitiveness and preferences were all enhanced. This study offers
implications for deformation-based interaction which will be helpful for both
designers and engineers who are trying to set the direction for future
interface and technology development. Keywords: deformation, flexible display, gestures, organic user interface, user
interface |
Cord input: an intuitive, high-accuracy, multi-degree-of-freedom input method for mobile devices | | BIBAK | Full-Text | 1657-1660 | |
Julia Schwarz; Chris Harrison; Scott Hudson; Jennifer Mankoff | |||
A cord, although simple in form, has many interesting physical affordances
that make it powerful as an input device. Not only can a length of cord be
grasped in different locations, but also pulled, twisted and bent -- four
distinct and expressive dimensions that could potentially act in concert. Such
an input mechanism could be readily integrated into headphones, backpacks, and
clothing. Once grasped in the hand, a cord can be used in an eyes-free manner
to control mobile devices, which often feature small screens and cramped
buttons. In this note, we describe a proof-of-concept cord-based sensor, which
senses three of the four input dimensions we propose. In addition to a
discussion of potential uses, we also present results from our preliminary user
study. The latter sought to compare the targeting performance and selection
accuracy of different cord-based input modalities. We conclude with brief set
of design recommendations drawn upon results from our study. Keywords: cord-based input, mobile interaction, wearable computing |
Minput: enabling interaction on small mobile devices with high-precision, low-cost, multipoint optical tracking | | BIBAK | Full-Text | 1661-1664 | |
Chris Harrison; Scott E. Hudson | |||
We present Minput, a sensing and input method that enables intuitive and
accurate interaction on very small devices -- ones too small for practical
touch screen use and with limited space to accommodate physical buttons. We
achieve this by incorporating two, inexpensive and high-precision optical
sensors (like those found in optical mice) into the underside of the device.
This allows the entire device to be used as an input mechanism, instead of the
screen, avoiding occlusion by fingers. In addition to x/y translation, our
system also captures twisting motion, enabling many interesting interaction
opportunities typically found in larger and far more complex systems. Keywords: gestures, input, mobile devices, optical tracking, pointing, sensors,
spatially aware displays, touch screens |
How power users help and hinder open bug reporting | | BIBAK | Full-Text | 1665-1674 | |
Andrew J. Ko; Parmit K. Chilana | |||
Many power users that contribute to open source projects have no intention
of becoming regular contributors; they just want a bug fixed or a feature
implemented. How often do these users participate in open source projects and
what do they contribute? To investigate these questions, we analyzed the
reports of Mozilla contributors who reported problems but were never assigned
problems to fix. These analyses revealed that over 11 years and millions of
reports, most of these 150,000 users reported non-issues that devolved into
technical support, redundant reports with little new information, or narrow,
expert feature requests. Reports that did lead to changes were reported by a
comparably small group of experienced, frequent reporters, mostly before the
release of Firefox 1. These results suggest that the primary value of open bug
reporting is in recruiting talented reporters, and not in deriving value from
the masses. Keywords: bugzilla, Firefox, Mozilla, open source software |
Bringing the field into focus: user-centered design of a patient expertise locator | | BIBAK | Full-Text | 1675-1684 | |
Andrea Civan-Hartzler; David W. McDonald; Chris Powell; Meredith M. Skeels; Marlee Mukai; Wanda Pratt | |||
Managing personal aspects of health is challenging for many patients,
particularly those facing a serious condition such as cancer. Finding
experienced patients, who can share their knowledge from managing a similar
health situation, is of tremendous value. Users of health-related social
software form a large base of such knowledge, yet these tools often lack
features needed to locate peers with expertise. Informed directly by our field
work with breast cancer patients, we designed a patient expertise locator for
users of online health communities. Using feedback from two focus groups with
breast cancer survivors, we took our design through two iterations. Focus
groups concluded that expertise locating features proved useful for extending
social software. They guided design enhancements by suggesting granular user
control through (1) multiple mechanisms to identify expertise, (2) detailed
user profiles to select expertise, and (3) varied collaboration levels. Our
user-centered approach links field work to design through close collaboration
with patients. By illustrating trade-offs made when sharing sensitive health
information, our findings inform the incorporation of expertise locating
features into social software for patients. Keywords: collaboration, cscw, expertise locating, personal health informatics,
recommendation systems, user-centered design |
What do you know?: experts, novices and territoriality in collaborative systems | | BIBAK | Full-Text | 1685-1694 | |
Jennifer Thom-Santelli; Dan Cosley; Geri Gay | |||
When experts participate in collaborative systems, tension may arise between
them and novice contributors. In particular, when experts perceive novices as a
bother or a threat, the experts may express territoriality: behaviors
communicating ownership of a target of interest. In this paper, we describe the
results of a user study of a mobile social tagging system deployed within a
museum gallery to a group of novices and experts collaboratively tagging part
of the collection. We observed that experts express greater feelings of
ownership towards their contributions to the system and the museum in general.
Experts were more likely than novices to participate at higher rates and to
negatively evaluate contributions made by others. We suggest a number of design
strategies to balance experts' expressions of territoriality so as to motivate
their participation while discouraging exclusionary behaviors. Keywords: collaboration, experts, novices, territoriality |
An empirical task analysis of warehouse order picking using head-mounted displays | | BIBAK | Full-Text | 1695-1704 | |
Kimberly A. Weaver; Hannes Baumann; Thad Starner; Hendrick Iben; Michael Lawo | |||
Evaluations of task guidance systems often focus on evaluations of new
technologies rather than comparing the nuances of interaction across the
various systems. One common domain for task guidance systems is warehouse order
picking. We present a method involving an easily reproducible ecologically
motivated order picking environment for quantitative user studies designed to
reveal differences in interactions. Using this environment, we perform a 12
participant within-subjects experiment demonstrating the advantages of a
head-mounted display based picking chart over a traditional text-based pick
list, a paper-based graphical pick chart, and a mobile pick-by-voice system.
The test environment proved sufficiently sensitive, showing statistically
significant results along several metrics with the head-mounted display system
performing the best. We also provide a detailed analysis of the strategies
adopted by our participants. Keywords: head-mounted display, order picking, wearable computers |
Where is my team: supporting situation awareness with tactile displays | | BIBAK | Full-Text | 1705-1714 | |
Martin Pielot; Oliver Krull; Susanne Boll | |||
A group of friends visiting a crowded and noisy music festival is an example
of a situation where knowing the location of other people is important, but
where external factors, such as darkness or noise, can limit the ability to
keep track of the others. By combining theories about situation awareness and
cognitive processing we inferred that communicating information via the sense
of touch is a promising approach in such situations. We therefore investigated
how to present the location of several people using a tactile torso display. In
particular we focused on encoding spatial distances in the tactile signals. We
experimentally compared encoding spatial distances in the rhythm, duration, and
intensity of a tactile signal. Our findings show that all parameters are suited
to encode distances. None of it was clearly outperformed. We then embedded our
tactile location encoding into a fast-paced 3D multiplayer game. In this game,
team play and the awareness of the team members' locations are crucial for the
success in the game. The results provides evidence that the locations of the
team members could be processed effectively despite the game's high cognitive
demands. In addition, the team equipped with the tactile display showed a
better team play and a higher situation awareness. Keywords: situation awareness, spatial information encoding, tactile user interface |
Clutching at straws: using tangible interaction to provide non-visual access to graphs | | BIBAK | Full-Text | 1715-1724 | |
David McGookin; Euan Robertson; Stephen Brewster | |||
We present a tangible user interface (TUI) called Tangible Graph Builder,
that has been designed to allow visually impaired users to access graph and
chart-based data. We describe the current paper-based materials used to allow
independent graph construction and browsing, before discussing how researchers
have applied virtual haptic and non-speech audio techniques to provide more
flexible access. We discuss why, although these technologies overcome many of
the problems of non-visual graph access, they also introduce new issues and why
the application of TUIs is important. An evaluation of Tangible Graph Builder
with 12 participants (8 sight deprived, 4 blind) revealed key design
requirements for non-visual TUIs, including phicon design and handling marker
detection failure. We finish by presenting future work and improvements to our
system. Keywords: graphs, haptic interaction, tangible user interface, visual impairment |
Effects of automated transcription quality on non-native speakers' comprehension in real-time computer-mediated communication | | BIBAK | Full-Text | 1725-1734 | |
Yingxin Pan; Danning Jiang; Lin Yao; Michael Picheny; Yong Qin | |||
Despite the availability of other mobile messaging applications, SMS has
kept its position as a heavily used communication technology. However, there
are many situations in which it is inconvenient or inappropriate to check a
message's content immediately. In this paper, we introduce the concept of audio
previews of SMS. Based on a real-time analysis of the content of a message, we
provide auditory cues in addition to the notification tone upon receiving an
SMS. We report on a field trial with 20 participants and show that the use of
audio-enhanced SMS affects the reading and writing behavior of users. Our work
is motivated by the results of an online survey among 347 SMS users of whose we
analyzed 3400 text messages. Keywords: auditory UI, emoticon, mobile phone, SMS, user studies |
Understanding the impact of abstracted audio preview of SMS | | BIBAK | Full-Text | 1735-1738 | |
Alireza Sahami Shirazi; Ari-Heikki Sarjanoja; Florian Alt; Albrecht Schmidt; Jonna Hkkilä | |||
Real-time transcription has been shown to be valuable in facilitating
non-native speakers' comprehension in real-time communication. Automated speech
recognition (ASR) technology is a critical ingredient for its practical
deployment. This paper presents a series of studies investigating how the
quality of transcripts generated by an ASR system impacts user comprehension
and subjective evaluation. Experiments are first presented comparing
performance across three different transcription conditions: no transcript, a
perfect transcript, and a transcript with Word Error Rate (WER) =20%. We found
20% WER was the most likely critical point for transcripts to be just
acceptable and useful. Then we further examined a lower WER of 10% (a lower
bound for today's state-of-the-art systems) employing the same experimental
design. The results indicated that at 10% WER comprehension performance was
significantly improved compared to the no-transcript condition. Finally,
implications for further system development and design are discussed. Keywords: automated speech recognition, cmc, experiment, non-native speakers,
real-time transcription |
What do people ask their social networks, and why?: a survey study of status message q&a behavior | | BIBAK | Full-Text | 1739-1748 | |
Meredith Ringel Morris; Jaime Teevan; Katrina Panovich | |||
People often turn to their friends, families, and colleagues when they have
questions. The recent, rapid rise of online social networking tools has made
doing this on a large scale easy and efficient. In this paper we explore the
phenomenon of using social network status messages to ask questions. We
conducted a survey of 624 people, asking them to share the questions they have
asked and answered of their online social networks. We present detailed data on
the frequency of this type of question asking, the types of questions asked,
and respondents' motivations for asking their social networks rather than using
more traditional search tools like Web search engines. We report on the
perceived speed and quality of the answers received, as well as what motivates
people to respond to questions seen in their friends' status messages. We then
discuss the implications of our findings for the design of next-generation
search tools. Keywords: q&a, social networks, social search, web search |
Affirming the self through online profiles: beneficial effects of social networking sites | | BIBAK | Full-Text | 1749-1752 | |
Catalina L. Toma | |||
Self-affirmation is the process of bringing to awareness important aspects
of the self, such as values, goals, and treasured characteristics. When
affirmed, individuals are more open-minded and less defensive. This study
examines whether social networking tools, such as Facebook, have self-affirming
value. Participants were asked to either spend time on their own Facebook
profiles, or on a stranger's profile. Afterwards, they were given negative
feedback on a task. Participants who spent time on their own profiles were more
accepting of the feedback, and less likely to engage in ego-protective
mechanisms, such as derogating the task or the evaluator. In fact, they behaved
identically to participants who completed a classic self-affirmation
manipulation. The theoretical contributions of this paper include (1)
identifying intrapersonal effects of online self-presentation and (2) extending
self-affirmation theory to include social media use. Keywords: media effects, self-affirmation, self-presentation, social networking sites |
Improving social game engagement on Facebook through enhanced socio-contextual information | | BIBAK | Full-Text | 1753-1756 | |
Ben Kirman; Shaun Lawson; Conor Linehan; Francesco Martino; Luciano Gamberini; Andrea Gaggioli | |||
In this paper we describe the results of a controlled study of a social
game, Magpies, which was built on the Facebook Online Social Network (OSN) and
enhanced with contextual social information in the form of a variety of social
network indices. Through comparison with a concurrent control trial using an
identical game without the enhanced social information, it was shown that the
additional contextual data increased the frequency of social activity between
players engaged in the game. Despite this increase in activity, there was
little increase in growth of the player-base when compared to the control
condition. These findings corroborate previous work that showed how
socio-contextual enhancement can increase performance on task-driven games,
whilst also suggesting that it can increase activity and engagement when
provided as context for non task-driven game environments. Keywords: mediated interaction, social context, social gaming, social network
analysis, social visualisations |
The role of community and groupware in geocache creation and maintenance | | BIBAK | Full-Text | 1757-1766 | |
Carman Neustaedter; Anthony Tang; Judge K. Tejinder | |||
Applications that provide location-based experiences are an increasingly
viable design space given the proliferation of GPS-enabled mobile devices.
However, these applications are in their infancy, and we do not yet know what
design factors will contribute to their success. For this reason, we have
studied the well-established location-based experience of geocaching. We report
on the results of a survey of geocachers along with observations from our own
in-depth geocaching activities. Our findings illustrate that geocaching permits
users to create a range of experiences for others within a permeable yet
restricted culture of norms. Once created, geocaches are maintained by the
community of geocachers through a well-designed groupware system. Here
maintenance acts can be performed "in the small," given their lightweight and
well-defined nature, and become less about maintenance and more about personal
participation. These findings provide insight into how community and groupware
can be leveraged to support applications for location-based experiences. Keywords: geocaching, global positioning system (GPS), location-based experiences |
Doctors and psychosocial information: records and reuse in inpatient care | | BIBAK | Full-Text | 1767-1776 | |
Xiaomu Zhou; Mark S. Ackerman; Kai Zheng | |||
We conducted a field-based study at a large teaching hospital to examine
doctors' use and documentation of patient care information, with a special
focus on a patient's psychosocial information. We were particularly interested
in the gaps between the medical work and any representations of the patient.
The paper describes how doctors record this information for immediate and
long-term use. We found that doctors documented a considerable amount of
psychosocial information in their electronic health records (EHR) system. Yet,
we also observed that such information was recorded selectively, and a
medicalized view-point is a key contributing factor. Our study shows how
missing or problematic representations of a patient affect work activities and
patient care. We accordingly suggest that EHR systems could be made more usable
and useful in the long run, by supporting both representations of medical
processes and of patients. Keywords: CSCW, EHR, electronic patient records, health informatics, medical records,
organizational memory, physician information needs, psychosocial information |
Supporting coordination in surgical suites: physical aspects of common information spaces | | BIBAK | Full-Text | 1777-1786 | |
Peter G. Scupelli; Yan Xiao; Susan R. Fussell; Sara Kiesler; Mark D. Gross | |||
To accommodate frequent emergencies, interruptions, and delays, hospital
staff continually make and coordinate changes to the surgery schedule. The
technical and social aspects of coordination in surgical suites have been
described by prior studies. This paper addresses an understudied aspect of
coordination: the physical environment. Based on a field study of four surgical
suites in two large academic centers, we show how the physical layout of
hallways and rooms, and barriers and spaces around displays and key
coordinators, support or fail to support the common information spaces used for
coordination. We use the concept "information hotspots" to represent how
physical places and their characteristics facilitate coordination. We developed
design principles based on the concept of information hotspots that should
guide architectural considerations for coordination in dynamic environments
such as hospitals. Keywords: coordination, electronic scheduling, physical environment, shared displays,
whiteboards |
Documenting transitional information in EMR | | BIBAK | Full-Text | 1787-1796 | |
Yunan Chen | |||
An observational study was conducted to examine EMR-based documentation in
an Emergency Department (ED), with an emphasis on computerized documentation
activities in the complex flow of clinical processes. This study revealed a gap
between the formal EMR documentation and the actual clinical workflow, which
leads ED staff to rely on intermediate -- transitional artifacts to facilitate
their work. The analysis of these transitional artifacts in four different
clinical workflows shows that the EMR system's inability to document procedural
information, capture key information, and present information according to the
actual clinical workflow are accountable for leading to the use of transitional
artifacts. The findings of this study call for designing EMR system not only
for keeping patients' formal records, but also for documenting transitional
information in the chart-writing process. Keywords: clinical documentation, clinical workflow, EMR, medical records,
transitional artifacts |
Understanding the space for co-design in riders' interactions with a transit service | | BIBAK | Full-Text | 1797-1806 | |
Daisy Yoo; John Zimmerman; Aaron Steinfeld; Anthony Tomasic | |||
The recent advances in web 2.0 technologies and the rapid adoption of smart
phones raises many opportunities for public services to improve their services
by engaging their users (who are also owners of the service) in co-design: a
dialog where users help design the services they use. To investigate this
opportunity, we began a service design project investigating how to create
repeated information exchanges between riders and a transit agency in order to
create a virtual "place" from which the dialog on services could take place.
Through interviews with riders, a workshop with a transit agency, and speed
dating of design concepts, we have developed a design direction. Specifically,
we propose a service that combines vehicle location and "fullness" ratings
provided by riders with dynamic route change information from the transit
agency as a foundation for a dialog around riders conveying input for
continuous service improvement. Keywords: public service, research through design, service design, social computing,
transit, web 2.0 |
OneBusAway: results from providing real-time arrival information for public transit | | BIBAK | Full-Text | 1807-1816 | |
Brian Ferris; Kari Watkins; Alan Borning | |||
Public transit systems play an important role in combating traffic
congestion, reducing carbon emissions, and promoting compact, sustainable urban
communities. The usability of public transit can be significantly enhanced by
providing good traveler information systems. We describe OneBusAway, a set of
transit tools focused on providing real-time arrival information for
Seattle-area bus riders. We then present results from a survey of OneBusAway
users that show a set of important positive outcomes: strongly increased
overall satisfaction with public transit, decreased waiting time, increased
transit trips per week, increased feelings of safety, and even a health benefit
in terms of increased distance walked when using transit. Finally, we discuss
the design and policy implications of these results and plans for future
research in this area. Keywords: health, mobile devices, public transit, real-time information, safety,
sustainability, walking |
Biketastic: sensing and mapping for better biking | | BIBAK | Full-Text | 1817-1820 | |
Sasank Reddy; Katie Shilton; Gleb Denisov; Christian Cenizal; Deborah Estrin; Mani Srivastava | |||
Bicycling is an affordable, environmentally friendly alternative
transportation mode to motorized travel. A common task performed by bikers is
to find good routes in an area, where the quality of a route is based on
safety, efficiency, and enjoyment. Finding routes involves trial and error as
well as exchanging information between members of a bike community. Biketastic
is a platform that enriches this experimentation and route sharing process
making it both easier and more effective. Using a mobile phone application and
online map visualization, bikers are able to document and share routes, ride
statistics, sensed information to infer route roughness and noisiness, and
media that documents ride experience. Biketastic was designed to ensure the
link between information gathering, visualization, and bicycling practices. In
this paper, we present architecture and algorithms for route data inferences
and visualization. We evaluate the system based on feedback from bicyclists
provided during a two-week pilot. Keywords: location based services, map visualization, mobile sensing systems,
participatory sensing |
A death in the family: opportunities for designing technologies for the bereaved | | BIBAK | Full-Text | 1821-1830 | |
Michael Massimi; Ronald M. Baecker | |||
Following the death of a loved one, bereaved family members use technology
in several ways to respond to their loss. However, very little is known about
how technology intersects with the lives of the bereaved. We present a survey
and interview study which examines how the bereaved inherit personal digital
devices, use technology to remember the deceased, and reflect on their own
digital estates. The study provides one of the first characterizations of
technology use by the bereaved, and presents a set of empirically-grounded
design opportunities and challenges. Keywords: bereaved, death, inheritance, memory, thanatosensitive design |
Passing on & putting to rest: understanding bereavement in the context of interactive technologies | | BIBAK | Full-Text | 1831-1840 | |
William Odom; Richard Harper; Abigail Sellen; David Kirk; Richard Banks | |||
While it can be a delicate and emotionally-laden topic, new technological
trends compel us to confront a range of problems and issues about death and
bereavement. This area presents complex challenges and the associated
literature is extensive. In this paper we offer a way of slicing through
several perspectives in the social sciences to see clearly a set of salient
issues related to bereavement. Following this, we present a theoretical lens to
provide a way of conceptualizing how the HCI community could begin to approach
such issues. We then report field evidence from 11 in-depth interviews
conducted with bereaved participants and apply the proposed lens to unpack key
emergent problems and tensions. We conclude with a discussion on how the HCI
design space might be sensitized to better support the social processes that
unfold when bereavement occurs. Keywords: bereavement, digital persistence, understanding people |
Fear and the city: role of mobile services in harnessing safety and security in urban use contexts | | BIBAK | Full-Text | 1841-1850 | |
Jan Blom; Divya Viswanathan; Mirjana Spasojevic; Janet Go; Karthik Acharya; Robert Ahonius | |||
This paper describes investigation of a mobile communication system that
helps alleviate fear experienced in the urban context. In order to obtain
empirically grounded insights for the concept design, urban females in their
twenties and thirties and living in Bangalore, New Delhi and San Francisco,
were studied. More than 200 females filled in an online survey. Extensive
qualitative data for 13 participants were collected through week long diaries,
semi-structured interviews, and situated participative enactment of scenarios.
Fear-related concerns were voiced both in India and the U.S., suggesting that
reducing fear, particularly in a pedestrian context after the onset of
darkness, could be a globally applicable need. User research findings into
subjective experiences of fear, contexts in which they occur, and behavioral
strategies were used to design a mobile service titled ComfortZones. This
concept was developed to the level of a high fidelity prototype and tested in a
field trial in India. The investigation highlights further opportunities for
design, particularly the notion of emphasizing positive and socially successful
qualities of cities to communities concerned with their safety and security. Keywords: user interfaces, user-centered design |
UpStream: motivating water conservation with low-cost water flow sensing and persuasive displays | | BIBAK | Full-Text | 1851-1860 | |
Stacey Kuznetsov; Eric Paulos | |||
Water is our most precious and most rapidly declining natural resource. We
explore pervasive technology as an approach for promoting water conservation in
public and private spaces. We hope to motivate immediate reduction in water use
as well as higher-order behaviors (seeking new information, etc) through
unobtrusive low-cost water flow sensing and several persuasive displays. Early
prototypes were installed at public faucets and a private (shared) shower,
logging water usage first without and then with ambient displays. This pilot
study led to design iterations, culminating in long-term deployment of sensors
in four private showers over the course of three weeks. Sensors first logged
baseline water usage without visualization. Then, two display styles, ambient
and numeric, were deployed in random order, each showing individual and average
water consumption. Quantitative data along with participants' feedback contrast
the effectiveness of numeric displays against abstract visualization in this
very important domain of water conservation and public health. Keywords: ambient displays, persuasive technology, sustainability |
InAir: sharing indoor air quality measurements and visualizations | | BIBAK | Full-Text | 1861-1870 | |
Sunyoung Kim; Eric Paulos | |||
This paper describes inAir, a tool for sharing measurements and
visualizations of indoor air quality within one's social network. Poor indoor
air quality is difficult for humans to detect through sight and smell alone and
can contribute to the development of chronic diseases. Through a four-week long
study of fourteen households as six groups, we found that inAir (1) increased
awareness of, and reflection on air quality, (2) promoted behavioral changes
that resulted in improved indoor air quality, and (3) demonstrated the
persuasive power of sharing for furthering improvements to indoor air quality
in terms of fostering new social awareness and behavior changes as well as
strengthening social bonds and prompting collaborative efforts across social
networks to improve human health and well being. Keywords: air quality, domestic technology, environment, health, iPhone, persuasive
technology, sensors, sustainability |
Exploring sustainable design with reusable paper | | BIBAK | Full-Text | 1871-1874 | |
Julie Wagner; Wendy Mackay | |||
This paper explores the need for sustainable design with paper: how people
really print and how we can take advantage of novel, reusable paper technology.
We conducted two studies to investigate user's printing behavior. A key finding
of the first study was that users often need an intermediate state between the
electronic and physical forms of their documents. The second study examined
users' predictions of which types of documents required this intermediate
state. We formulate these findings into design guidelines that take into
account: examination phase, transitions, cognitive and emotional reasons, and
task- and event-relevant documents. Finally, we discuss how the different
physical characteristics of reusable paper affect the user interface and could
effectively support sustainable design. Keywords: printing, reusable paper, sustainability, sustainable design |
Finding the lost treasure: understanding reuse of used computing devices | | BIBAK | Full-Text | 1875-1878 | |
Jina Huh; Kevin Nam; Nikhil Sharma | |||
In this paper, we report our findings on the adoption practices of used
personal digital assistants (PDAs) to inform reuse of outdated computing
products. Our interviews with 12 eBay users who bought used PDAs showed a
variety of ways in which users indirectly supported sustainability. This
allowed us to re-examine sustainability as something that is dynamically and
arbitrarily shaped by the users and not just dependent on the sustainable
feature of the product. We end with design implications for supporting users'
shaping of sustainability. Keywords: reuse, situated sustainability, sustainability, sustainable interaction
design |
Physician-driven management of patient progress notes in an intensive care unit | | BIBAK | Full-Text | 1879-1888 | |
Lauren Wilcox; Jie Lu; Jennifer Lai; Steven Feiner; Desmond Jordan | |||
We describe fieldwork in which we studied hospital ICU physicians and their
strategies and documentation aids for composing patient progress notes. We then
present a clinical documentation prototype, activeNotes, that supports the
creation of these notes, using techniques designed based on our fieldwork.
ActiveNotes integrates automated, context-sensitive patient data retrieval, and
user control of automated data updates and alerts via tagging, into the
documentation process. We performed a qualitative study of activeNotes with 15
physicians at the hospital to explore the utility of our information retrieval
and tagging techniques. The physicians indicated their desire to use tags for a
number of purposes, some of them extensions to what we intended, and others new
to us and unexplored in other systems of which we are aware. We discuss the
physicians' responses to our prototype and distill several of their proposed
uses of tags: to assist in note content management, communication with other
clinicians, and care delivery. Keywords: input, interaction techniques, medical user interfaces, user interface |
Mobile-izing health workers in rural India | | BIBAK | Full-Text | 1889-1898 | |
Divya Ramachandran; John Canny; Prabhu Dutta Das; Edward Cutrell | |||
Researchers have long been interested in the potential of ICTs to enable
positive change in developing regions communities. In these environments, ICT
interventions often fail because political, social and cultural forces work
against the changes ICTs entail. We argue that familiar uses of ICTs for
information services in these contexts are less potent than their use for
persuasion and motivation in order to facilitate change. We focus on India's
rural maternal health system where health workers are employed in villages to
persuade pregnant women to utilize health services. Health workers face
challenges due to resistance to change in the village, and because of their
limited education, training and status. These factors appear to reduce the
motivation of health workers and impair their performance. For two months, we
deployed short videos on mobile phones designed to persuade village women and
motivate health workers. We also asked health workers to record their own
videos. While our results are preliminary, they show evidence that the creation
and use of videos did help (1) engage village women in dialogue, (2) show
positive effects toward health worker motivation and learning, and (3) motivate
key community influencers to participate in promoting the health workers. Keywords: developing regions, health care, ictd, mobile phones, motivation,
persuasion, qualitative research |
"Who's scribing?": documenting patient encounter during trauma resuscitation | | BIBAK | Full-Text | 1899-1908 | |
Aleksandra Sarcevic | |||
With healthcare moving towards electronic health records, it is important to
understand existing work practices to design effective systems. We conducted an
observational study in a Level I trauma center to examine the documentation
process and the role of the nurse recorder in trauma resuscitation. We
identified several difficulties with current recording practices, including the
late arrival of the nurse recorder, parallel activities of the trauma team, and
multitasking by the recorder. Our observations showed that the recorder's role
extends beyond archival responsibilities. The recorder, with the help of a
paper record, manages the resuscitation process, rather than passively
documenting it. Our findings highlighted the complexity of the recorder's role
and the need to consider documentation in the broader context of trauma
teamwork. We proposed a set of design challenges that emphasize important
aspects of trauma care to be considered when designing technologies to support
the documentation process. Keywords: collocated teams, documentation methods, medical records, trauma
resuscitation |
Social network activity and social well-being | | BIBAK | Full-Text | 1909-1912 | |
Moira Burke; Cameron Marlow; Thomas Lento | |||
Previous research has shown a relationship between use of social networking
sites and feelings of social capital. However, most studies have relied on
self-reports by college students. The goals of the current study are to (1)
validate the common self-report scale using empirical data from Facebook, (2)
test whether previous findings generalize to older and international
populations, and (3) delve into the specific activities linked to feelings of
social capital and loneliness. In particular, we investigate the role of
directed interaction between pairs -- such as wall posts, comments, and "likes"
-- and consumption of friends' content, including status updates, photos, and
friends' conversations with other friends. We find that directed communication
is associated with greater feelings of bonding social capital and lower
loneliness, but has only a modest relationship with bridging social capital,
which is primarily related to overall friend network size. Surprisingly, users
who consume greater levels of content report reduced bridging and bonding
social capital and increased loneliness. Implications for designs to support
well-being are discussed. Keywords: computer-mediated communication, loneliness, social capital, social network
sites |
Predicting influence in an online community of creators | | BIBAK | Full-Text | 1913-1916 | |
Elisabeth Sylvan | |||
This paper introduces the concept of Online Communities of Creators (OCOCs),
which are a subset of social network sites in which the core activity is
sharing personal, original creations. Next it defines two distinct types of
influence, Project Influence and Social Influence. Project Influence is a
measure of the degree to which the community recognizes members' work. Social
Influence is a measure of how much a member is a social bridge between
otherwise unconnected members. These two types of influence are studied in an
online programming community called the Scratch Online Community. Two multiple
linear regressions determine the factors that predict each of the two types of
influence. The factors predicting each were distinct, suggesting that these are
two distinct constructs in this community. Keywords: content creators, influence, online communities of creators, sns, social
media |
Lurking? cyclopaths?: a quantitative lifecycle analysis of user behavior in a geowiki | | BIBAK | Full-Text | 1917-1926 | |
Katherine Panciera; Reid Priedhorsky; Thomas Erickson; Loren Terveen | |||
Online communities produce rich behavioral datasets, e.g., Usenet news
conversations, Wikipedia edits, and Facebook friend networks. Analysis of such
datasets yields important insights (like the "long tail" of user participation)
and suggests novel design interventions (like targeting users with personalized
opportunities and work requests). However, certain key user data typically are
unavailable, specifically viewing, pre-registration, and non-logged-in
activity. The absence of data makes some questions hard to answer; access to it
can strengthen, extend, or cast doubt on previous results. We report on
analysis of user behavior in Cyclopath, a geographic wiki and route-finder for
bicyclists. With access to viewing and non-logged-in activity data, we were
able to: (a) replicate and extend prior work on user lifecycles in Wikipedia,
(b) bring to light some pre-registration activity, thus testing for the
presence of "educational lurking," and (c) demonstrate the locality of
geographic activity and how editing and viewing are geographically correlated. Keywords: geographic volunteer work, geowiki, lurking, open content, volunteered
geographic information, wiki |
Motivations to participate in online communities | | BIBAK | Full-Text | 1927-1936 | |
Cliff Lampe; Rick Wash; Alcides Velasquez; Elif Ozkaya | |||
A consistent theoretical and practical challenge in the design of
socio-technical systems is that of motivating users to participate in and
contribute to them. This study examines the case of Everything2.com users from
the theoretical perspectives of Uses and Gratifications and Organizational
Commitment to compare individual versus organizational motivations in user
participation. We find evidence that users may continue to participate in a
site for different reasons than those that led them to the site. Feelings of
belonging to a site are important for both anonymous and registered users
across different types of uses. Long-term users felt more dissatisfied with the
site than anonymous users. Social and cognitive factors seem to be more
important than issues of usability in predicting contribution to the site. Keywords: lurkers, motivation, online communities, peripheral participation |
Motivating expressive writing with a text-to-sound application | | BIBAK | Full-Text | 1937-1940 | |
Amy L. Gonzales; Tiffany Y. Ng; OJ Zhao; Geri Gay | |||
Writing about emotional experiences has been shown to have long-term
physical and mental health benefits, but it also creates short-term discomfort.
We designed a system to motivate expressive writing by enhancing enjoyment and
pleasure. Using automated language analysis, we designed a system that maps
sound onto categories of language resulting in a musical interpretation of
expressive writing texts. An experimental design compared the experience of 126
participants across musical and non-musical writing platforms Participants
found the musical system to be more pleasurable. Keywords: creative tool, expressive writing, health, music system, sound mapping, text
analysis |
Artificial subtle expressions: intuitive notification methodology of artifacts | | BIBAK | Full-Text | 1941-1944 | |
Takanori Komatsu; Seiji Yamada; Kazuki Kobayashi; Kotaro Funakoshi; Mikio Nakano | |||
We describe artificial subtle expressions (ASEs) as intuitive notification
methodology for artifacts' internal states for users. We prepared two types of
audio ASEs; one was a flat artificial sound (flat ASE), and the other was a
sound that decreased in pitch (decreasing ASE). These two ASEs were played
after a robot made a suggestion to the users. Specifically, we expected that
the decreasing ASE would inform users of the robot's lower level of confidence
about the suggestions. We then conducted a simple experiment to observe whether
the participants accepted or rejected the robot's suggestion in terms of the
ASEs. The results showed that they accepted the robot's suggestion when the
flat ASE was used, whereas they rejected it when the decreasing ASE was used.
Therefore, we found that the ASEs succeeded in conveying the robot's internal
state to the users accurately and intuitively. Keywords: accurate, artificial subtle expressions (ases), complementary, intuitive,
simple |
SoundNet: investigating a language composed of environmental sounds | | BIBAK | Full-Text | 1945-1954 | |
Xiaojuan Ma; Christiane Fellbaum; Perry R. Cook | |||
Auditory displays have been used in both human-machine and computer
interfaces. However, the use of non-speech audio in assistive communication for
people with language disabilities, or in other applications that employ visual
representations, is still under-investigated. In this paper, we introduce
SoundNet, a linguistic database that associates natural environmental sounds
with words and concepts. A sound labeling study was carried out to verify
SoundNet associations and to investigate how well the sounds evoke concepts. A
second study was conducted using the verified SoundNet data to explore the
power of environmental sounds to convey concepts in sentence contexts, compared
with conventional icons and animations. Our results show that sounds can
effectively illustrate (especially concrete) concepts and can be applied to
assistive interfaces. Keywords: assistive technologies, environmental sound, soundnet |
Detecting professional versus personal closeness using an enterprise social network site | | BIBAK | Full-Text | 1955-1964 | |
Anna Wu; Joan M. DiMicco; David R. Millen | |||
In this work we analyze the behavior on a company-internal social network
site to determine which interaction patterns signal closeness between
colleagues. Regression analysis suggests that employee behavior on social
network sites (SNSs) reveals information about both professional and personal
closeness. While some factors are predictive of general closeness (e.g. content
recommendations), other factors signal that employees feel personal closeness
towards their colleagues, but not professional closeness (e.g. mutual profile
commenting). This analysis contributes to our understanding of how SNS behavior
reflects relationship multiplexity: the multiple facets of our relationships
with SNS connections. Keywords: multiplexity, organizations, social media, social network sites, tie
strength, workplace relationships |
Lessons learned from blog muse: audience-based inspiration for bloggers | | BIBAK | Full-Text | 1965-1974 | |
Casey Dugan; Werner Geyer; David R. Millen | |||
Blogging in the enterprise is increasingly popular and recent research has
shown that there are numerous benefits for both individuals and the
organization, e.g. developing reputation or sharing knowledge. However,
participation is very low, blogs are often abandoned and few users realize
those benefits. We have designed and implemented a novel system -- called Blog
Muse -- whose goal is to inspire potential blog writers by connecting them with
their audience through a topic-suggestion system. We describe our system design
and report results from a 4-week study with 1004 users who installed our tool.
Our data indicate that topics requested by users are effective at inspiring
bloggers to write and lead to more social interactions around the resulting
entries. Keywords: blog, participation, recommendations, social software |
Mapping the landscape of sustainable HCI | | BIBAK | Full-Text | 1975-1984 | |
Carl DiSalvo; Phoebe Sengers; Hrönn Brynjarsdóttir | |||
With the recent growth in sustainable HCI, now is a good time to map out the
approaches being taken and the intellectual commitments that underlie the area,
to allow for community discussion about where the field should go. Here, we
provide an empirical analysis of how sustainable HCI is defining itself as a
research field. Based on a corpus of published works, we identify (1)
established genres in the area, (2) key unrecognized intellectual differences,
and (3) emerging issues, including urgent avenues for further exploration,
opportunities for interdisciplinary engagement, and key topics for debate. Keywords: reflective hci, sustainability, sustainable hci |
Home, habits, and energy: examining domestic interactions and energy consumption | | BIBAK | Full-Text | 1985-1994 | |
James Pierce; Diane J. Schiano; Eric Paulos | |||
This paper presents findings from a qualitative study of people's everyday
interactions with energy-consuming products and systems in the home. Initial
results from a large online survey are also considered. This research focuses
not only on "conservation behavior" but importantly investigates interactions
with technology that may be characterized as "normal consumption" or
"over-consumption." A novel vocabulary for analyzing and designing
energy-conserving interactions is proposed based on our findings, including:
cutting, trimming, switching, upgrading, and shifting. Using the proposed
vocabulary, and informed by theoretical developments from various literatures,
this paper demonstrates ways in which everyday interactions with technology in
the home are performed without conscious consideration of energy consumption
but rather are unconscious, habitual, and irrational. Implications for the
design of energy-conserving interactions with technology and broader challenges
for HCI research are proposed. Keywords: energy, sustainability, sustainable interaction design |
Studying always-on electricity feedback in the home | | BIBAK | Full-Text | 1995-1998 | |
Yann Riche; Jonathan Dodge; Ronald A. Metoyer | |||
The recent emphasis on sustainability has made consumers more aware of their
responsibility for saving resources, in particular, electricity. Consumers can
better understand how to save electricity by gaining awareness of their
consumption beyond the typical monthly bill. We conducted a study to understand
consumers' awareness of energy consumption in the home and to determine their
requirements for an interactive, always-on interface for exploring data to gain
awareness of home energy consumption. In this paper, we describe a three-stage
approach to supporting electricity conservation routines: raise awareness,
inform complex changes, and maintain sustainable routines. We then present the
findings from our study to support design implications for energy consumption
feedback interfaces. Keywords: behavior change, electricity feedback, home, participatory design |
The design of eco-feedback technology | | BIBAK | Full-Text | 1999-2008 | |
Jon Froehlich; Leah Findlater; James Landay | |||
Eco-feedback technology provides feedback on individual or group behaviors
with a goal of reducing environmental impact. The history of eco-feedback
extends back more than 40 years to the origins of environmental psychology.
Despite its stated purpose, few HCI eco-feedback studies have attempted to
measure behavior change. This leads to two overarching questions: (1) what can
HCI learn from environmental psychology and (2) what role should HCI have in
designing and evaluating eco-feedback technology? To help answer these
questions, this paper conducts a comparative survey of eco-feedback technology,
including 89 papers from environmental psychology and 44 papers from the HCI
and UbiComp literature. We also provide an overview of predominant models of
proenvironmental behaviors and a summary of key motivation techniques to
promote this behavior. Keywords: eco-feedback, environmental hci, reflective hci, survey |
Mobile taskflow in context: a screenshot study of smartphone usage | | BIBAK | Full-Text | 2009-2018 | |
Amy K. Karlson; Shamsi T. Iqbal; Brian Meyers; Gonzalo Ramos; Kathy Lee; John C. Tang | |||
The impact of interruptions on workflow and productivity has been
extensively studied in the PC domain, but while fragmented user attention is
recognized as an inherent aspect of mobile phone usage, little formal evidence
exists of its effect on mobile productivity. Using a survey and a
screenshot-based diary study we investigated the types of barriers people face
when performing tasks on their mobile phones, the ways they follow up with such
suspended tasks, and how frustrating the experience of task disruption is for
mobile users. From 386 situated samples provided by 12 iPhone and 12 Pocket PC
users, we distill a classification of barriers to the completion of mobile
tasks. Our data suggest that moving to a PC to complete a phone task is common,
yet not inherently problematic, depending on the task. Finally, we relate our
findings to prior design guidelines for desktop workflow, and discuss how the
guidelines can be extended to mitigate disruptions to mobile taskflow. Keywords: cross-device tasks, diary study, mobile taskflow |
An adaptive speed-call list algorithm and its evaluation with ESM | | BIBAK | Full-Text | 2019-2022 | |
Seunghwan Lee; Jungsuk Seo; Geehyuk Lee | |||
We designed an algorithm to build a speed-call list adaptively based on
mobile phone call logs. Call logs provide the time-dependent calling patterns
of mobile phone users, and therefore a speed-call list based on them will be
more successful in recommending a desired number than a speed-call list based
on recent calls only. This paper presents the design process of our algorithm
for an adaptive speed-call list, its verification result with recorded call
logs, and in-situ evaluation results of the algorithm using an Experience
Sampling Method (ESM) system. Keywords: adaptive speed-call list, call recommendation, calling pattern, experience
sampling method |
Evaluation of text entry methods for Korean mobile phones, a user study | | BIBAK | Full-Text | 2023-2026 | |
Ivaylo Ilinkin; Sunghee Kim | |||
This paper reports the results of a user study designed to evaluate text
entry methods for mobile phones used in Korea. At present the keypad layout for
Korean mobile phones has not been standardized and different manufacturers
produce phones with different layouts. Included in the evaluation are three of
the dominant text entry methods: Chon-ji-in, EZ-Hangul, and SKY. The metrics
used in the analysis are key strokes per character, words per minute, and total
error rate. The results suggest that SKY offers a good balance between speed,
effort, and accuracy. The paper also introduces a phrase set that has high
correlation with the Korean language and could be used in other experiments on
Korean text entry methods. Keywords: evaluation, hangul, Korean text entry, mobile phones |
Pensieve: supporting everyday reminiscence | | BIBAK | Full-Text | 2027-2036 | |
S. Tejaswi Peesapati; Victoria Schwanda; Johnathon Schultz; Matt Lepage; So-yae Jeong; Dan Cosley | |||
Reminiscing is a valuable activity that people of all ages spontaneously and
informally partake in as part of their everyday lives. This paper discusses the
design and use of Pensieve, a system that supports everyday reminiscence by
emailing memory triggers to people that contain either social media content
they previously created on third-party websites or text prompts about common
life experiences. We discuss how the literature on reminiscence informed
Pensieve's design, then analyze data from 91 users over five months. We find
that people value spontaneous reminders to reminisce as well as the ability to
write about their reminiscing. Shorter, more general triggers draw more
responses, as do triggers containing people's own photos-although responses to
photos tended to contain more metadata elements than storytelling elements. We
compare these results to data from a second, Pensieve-like system developed for
Facebook, and suggest a number of important aspects to consider for both
designers and researchers around technology and reminiscence. Keywords: autobiographical memory, episodic memory, reminiscence, social media |
Involving reflective users in design | | BIBAK | Full-Text | 2037-2040 | |
Paula M. Bach; Michael Twidale | |||
We draw on the idea of the reflective practitioner to consider how end users
can directly contribute to user experience design discussions in open source
projects. People with expertise in their own use context but without
programming or user experience analysis and design skills can provide
reflections on personal experiences. Keywords: floss, reflective practitioner, user experience |
Designing games for learning: insights from conversations with designers | | BIBAK | Full-Text | 2041-2044 | |
Katherine Isbister; Mary Flanagan; Chelsea Hash | |||
This paper presents insights about design practices that can lead to
effective and fun games for learning, gleaned from interviews with experienced
game developers. We based our approach on Schön's notion of practitioners
evolving shared 'appreciation systems' for discussing and critiquing work, and
aimed to gather and share some of game designers' 'appreciation system' for
games and learning. The resulting insights provide valuable pointers to other
designers in the CHI community crafting game-like experiences. Keywords: appreciation system, design patterns, design practice, game design, games
and education, games for learning |
Now let me see where i was: understanding how lifelogs mediate memory | | BIBAK | Full-Text | 2045-2054 | |
Vaiva Kalnikaite; Abigail Sellen; Steve Whittaker; David Kirk | |||
Lifelogging technologies can capture both mundane and important experiences
in our daily lives, resulting in a rich record of the places we visit and the
things we see. This study moves beyond technology demonstrations, in aiming to
better understand how and why different types of Lifelogs aid memory. Previous
work has demonstrated that Lifelogs can aid recall, but that they do many other
things too. They can help us look back at the past in new ways, or to
reconstruct what we did in our lives, even if we don't recall exact details.
Here we extend the notion of Lifelogging to include locational information. We
augment streams of Lifelog images with geographic data to examine how different
types of data (visual or locational) might affect memory. Our results show that
visual cues promote detailed memories (akin to recollection). In contrast
locational information supports inferential processes -- allowing participants
to reconstruct habits in their behaviour. Keywords: geo-visual lifelogging, GPS, lifelogging, memory, psychology, remembering,
sensecam, wearable data capture |
The prayer companion: openness and specificity, materiality and spirituality | | BIBAK | Full-Text | 2055-2064 | |
William Gaver; Mark Blythe; Andy Boucher; Nadine Jarvis; John Bowers; Peter Wright | |||
In this paper we describe the Prayer Companion, a device we developed as a
resource for the spiritual activity of a group of cloistered nuns. The device
displays a stream of information sourced from RSS news feeds and social
networking sites to suggest possible topics for prayers. The nuns have engaged
with the device enthusiastically over the first ten months of an ongoing
deployment, and, notwithstanding some initial irritation with the balance of
content, report that it plays a significant and continuing role in their prayer
life. We discuss how we balanced specificity in the design with a degree of
openness for interpretation to create a resource that the nuns could both
understand and appropriate, describe the importance of materiality to the
device's successful adoption, consider its implications as a design for older
people, and reflect on the example it provides of how computation may serve
spirituality. Keywords: interaction design, interpretability, materiality, older people, research
through design, spirituality |
What's your idea?: a case study of a grassroots innovation pipeline within a large software company | | BIBAK | Full-Text | 2065-2074 | |
Brian P. Bailey; Eric Horvitz | |||
Establishing a grassroots innovation pipeline has come to the fore as
strategy for nurturing innovation within large organizations. A key element of
such pipelines is the use of an idea management system that enables and
encourages community ideation on defined business problems. The value of these
systems can be highly sensitive to design choices, as different designs may
influence participation. We report the results of a case study examining the
use of one particular idea management system and pipeline. We analyzed the
content, interaction, and participation from three creativity challenges
organized via the pipeline and conducted interviews with users to uncover
motivations for participating and perceptions of the outcomes. Additional
interviews were conducted with senior managers to learn about the objectives,
successes, and unique nature of the pipeline. From the results, we formulate
recommendations for improving the design of idea management systems and
execution of the pipelines within organizations. Keywords: creativity, idea management, innovation, organizations |
Asl-stem forum: enabling sign language to grow through online collaboration | | BIBAK | Full-Text | 2075-2078 | |
Anna C. Cavender; Daniel S. Otero; Jeffrey P. Bigham; Richard E. Ladner | |||
American Sign Language (ASL) currently lacks agreed-upon signs for complex
terms in scientific fields, causing deaf students to miss or misunderstand
course material. Furthermore, the same term or concept may have multiple signs,
resulting in inconsistent standards and strained collaboration. The ASL-STEM
Forum is an online, collaborative, video forum for sharing ASL signs and
discussing them. An initial user study of the Forum has shown its viability and
revealed lessons in accommodating varying user types, from lurkers to advanced
contributors, until critical mass is achieved. Keywords: american sign language, deaf, forum, stem, video |
Curator: a game with a purpose for collection recommendation | | BIBAK | Full-Text | 2079-2082 | |
Greg Walsh; Jennifer Golbeck | |||
Collection recommender systems suggest groups of items that work well as a
whole. The interaction effects between items is an important consideration, but
the vast space of possible collections makes it difficult to analyze. In this
paper, we present a class of games with a purpose for building collections
where users create collections and, using an output agreement model, they are
awarded points based on the collections that match. The data from these games
will help researchers develop guidelines for collection recommender systems
among other applications. We conducted a pilot study of the game prototype
which indicated that it was fun and challenging for users, and that the data
obtained had the characteristics necessary to gain insights into the
interaction effects among items. We present the game and these results followed
by a discussion of the next steps necessary to bring games to bear on the
problem of creating harmonious groups. Keywords: games with a purpose, human computation, recommender systems, serious games |
Modeling dwell-based eye pointing target acquisition | | BIBAK | Full-Text | 2083-2092 | |
Xinyong Zhang; Xiangshi Ren; Hongbin Zha | |||
We propose a quantitative model for dwell-based eye pointing tasks. Using
the concepts of information theory to analogize eye pointing, we define an
index of difficulty (IDeye) for the corresponding tasks in a similar
manner to the definition that Fitts made for hand pointing. According to our
validations in different situations, IDeye, which takes account of the
distinct characteristics of rapid saccades and involuntary eye jitters, can
accurately and meaningfully describe eye pointing tasks. To the best of our
knowledge, this work is the first successful attempt to model eye gaze
interactions. Keywords: eye pointing, fitts' law, information theory, modeling |
Gazemarks: gaze-based visual placeholders to ease attention switching | | BIBAK | Full-Text | 2093-2102 | |
Dagmar Kern; Paul Marshall; Albrecht Schmidt | |||
Many tasks require attention switching. For example, searching for
information on one sheet of paper and then entering this information onto
another one. With paper we see that people use fingers or objects as
placeholders. Using these simple aids, the process of switching attention
between displays can be simplified and speeded up. With large or multiple
visual displays we have many tasks where both attention areas are on the screen
and where using a finger as a placeholder is not suitable. One way users deal
with this is to use the mouse and highlight their current focus. However, this
also has its limitations -- in particular in environments where there is no
pointing device. Our approach is to utilize the user's gaze position to provide
a visual placeholder. The last area where a user fixated on the screen (before
moving their attention away) is highlighted; we call this visual reminder a
Gazemark. Gazemarks ease orientation and the resumption of the interrupted task
when coming back to this display. In this paper we report on a study where the
effectiveness of using Gazemarks was investigated, in particular we show how
they can ease attention switching. Our results show faster completion times for
a resumed simple visual search task when using this technique. The paper
analyzes relevant parameters for the implementation of Gazemarks and discusses
some further application areas for this approach. Keywords: attention switching, eye-gaze interaction, gazemarks |
Knowing where and when to look in a time-critical multimodal dual task | | BIBAK | Full-Text | 2103-2112 | |
Anthony J. Hornof; Yunfeng Zhang; Tim Halverson | |||
Human-computer systems intended for time-critical multitasking need to be
designed with an understanding of how humans can coordinate and interleave
perceptual, memory, and motor processes. This paper presents human performance
data for a highly-practiced time-critical dual task. In the first of the two
interleaved tasks, participants tracked a target with a joystick. In the
second, participants keyed-in responses to objects moving across a radar
display. Task manipulations include the peripheral visibility of the secondary
display (visible or not) andàthe presence or absence of auditory cues to
assist with the radar task. Eye movement analyses reveal extensive coordination
and overlapping of human information processes and the extent to which task
manipulations helped or hindered dual task performance. For example, auditory
cues helped only a little when the secondary display was peripherally visible,
but they helped a lot when it was not peripherally visible. Keywords: auditory displays, cognitive strategies, eye tracking, multimodal,
multitasking, visual displays |
Towards customizable games for stroke rehabilitation | | BIBAK | Full-Text | 2113-2122 | |
Gazihan Alankus; Amanda Lazar; Matt May; Caitlin Kelleher | |||
Stroke is the leading cause of long term disability among adults in
industrialized nations. The partial paralysis that stroke patients often
experience can make independent living difficult or impossible. Research
suggests that many of these patients could recover by performing hundreds of
daily repetitions of motions with their affected limbs. Yet, only 31% of
patients perform the exercises recommended by their therapists. Home-based
stroke rehabilitation games may help motivate stroke patients to perform the
necessary exercises to recover. In this paper, we describe a formative study in
which we designed and user tested stroke rehabilitation games with both stroke
patients and therapists. We describe the lessons we learned about what makes
games useful from a therapeutic point of view. Keywords: design, stroke rehabilitation, video games |
Designing patient-centric information displays for hospitals | | BIBAK | Full-Text | 2123-2132 | |
Lauren Wilcox; Dan Morris; Desney Tan; Justin Gatewood | |||
Electronic medical records are increasingly comprehensive, and this vast
repository of information has already contri-buted to medical efficiency and
hospital procedure. However, this information is not typically accessible to
patients, who are frequently under-informed and unclear about their own
hospital courses. In this paper, we propose a design for in-room,
patient-centric information displays, based on iterative design with
physicians. We use this as the basis for a Wizard-of-Oz study in an emergency
department, to assess patient and provider responses to in-room information
displays. 18 patients were presented with real-time information displays based
on their medical records. Semi-structured interviews with patients, family
members, and hospital staff reveal that subjective response to in-room displays
was overwhelmingly positive, and through these interviews we elicited
guidelines regarding specific information types, privacy, use cases, and
information presentation techniques. We describe these findings, and we discuss
the feasibility of a fully-automatic implementation of our design. Keywords: electronic medical records, patient awareness |
Supporting sandtray therapy on an interactive tabletop | | BIBAK | Full-Text | 2133-2142 | |
Mark Hancock; Thomas ten Cate; Sheelagh Carpendale; Tobias Isenberg | |||
We present the iterative design of a virtual sandtray application for a
tabletop display. The purpose of our prototype is to support sandtray therapy,
a form of art therapy typically used for younger clients. A significant aspect
of this therapy is the insight gained by the therapist as they observe the
client interact with the figurines they use to create a scene in the sandtray.
In this manner, the therapist can gain increased understanding of the client's
psyche. We worked with three sandtray therapists throughout the evolution of
our prototype. We describe the details of the three phases of this design
process: initial face-to-face meetings, iterative design and development via
distance collaboration, and a final face-to-face feedback session. This process
revealed that our prototype was sufficient for therapists to gain insight about
a person's psyche through their interactions with the virtual sandtray. Keywords: children, cooperative design, multitouch, sandtray, sticky tools, surface,
tabletop display, therapy |
MAGIC: a motion gesture design tool | | BIBAK | Full-Text | 2159-2168 | |
Daniel Ashbrook; Thad Starner | |||
Devices capable of gestural interaction through motion sensing are
increasingly becoming available to consumers; however, motion gesture control
has yet to appear outside of game consoles. Interaction designers are
frequently not expert in pattern recognition, which may be one reason for this
lack of availability. Another issue is how to effectively test gestures to
ensure that they are not unintentionally activated by a user's normal movements
during everyday usage. We present MAGIC, a gesture design tool that addresses
both of these issues, and detail the results of an evaluation. Keywords: gesture |
Protractor: a fast and accurate gesture recognizer | | BIBAK | Full-Text | 2169-2172 | |
Yang Li | |||
Protractor is a novel gesture recognizer that can be easily implemented and
quickly customized for different users. Protractor uses a nearest neighbor
approach, which recognizes an unknown gesture based on its similarity to each
of the known gestures, e.g., training samples or examples given by a user. In
particular, it employs a novel method to measure the similarity between
gestures, by calculating a minimum angular distance between them with a
closed-form solution. As a result, Protractor is more accurate, naturally
covers more gesture variation, runs significantly faster and uses much less
memory than its peers. This makes Protractor suitable for mobile computing,
which is limited in processing power and memory. An evaluation on both a
previously published gesture data set and a newly collected gesture data set
indicates that Protractor outperforms its peers in many aspects. Keywords: gesture recognition, gesture-based interaction, nearest neighbor approach,
template-based approach |
GesText: accelerometer-based gestural text-entry systems | | BIBAK | Full-Text | 2173-2182 | |
Eleanor Jones; Jason Alexander; Andreas Andreou; Pourang Irani; Sriram Subramanian | |||
Accelerometers are common on many devices, including those required for
text-entry. We investigate how to enter text with devices that are solely
enabled with accelerometers. The challenge of text-entry with such devices can
be overcome by the careful investigation of the human limitations in gestural
movements with accelerometers. Preliminary studies provide insight into two
potential text-entry designs that purely use accelerometers for gesture
recognition. In two experiments, we evaluate the effectiveness of each of the
text-entry designs. The first experiment involves novice users over a 45 minute
period while the second investigates the possible performance increases over a
four day period. Our results reveal that a matrix-based text-entry system with
a small set of simple gestures is the most efficient (5.4wpm) and subjectively
preferred by participants. Keywords: accelerometers, gestural input, mid-air, text-entry |
Predicting Chinese text entry speeds on mobile phones | | BIBAK | Full-Text | 2183-2192 | |
Ying Liu; Kari Jouko Räihä | |||
Chinese text entry on mobile phones is critical considering the large number
of Chinese speakers worldwide and as a key task in many core applications. But
there is still a lack of both empirical data and predictive models that explore
the pattern of user behavior in the process. We propose a model to predict user
performance with two types of Chinese pinyin input methods on mobile phones.
The model integrates a language model (digraph probability) with Fitts' law for
key presses, a keystroke-level model for navigation, and a linear model for
visual search in pinyin marks and Chinese characters. We tested the model by
comparing its predictions with the empirical measures. The predictions are
satisfactory and the percentage differences are all within 4% of the empirical
results, suggesting that the model can be used to evaluate user performance of
Chinese pinyin text entry solutions on mobile phones. Keywords: Chinese, mobile, model, performance, speed, text entry |
Chinese online communities: balancing managementcontrol and individual autonomy | | BIBAK | Full-Text | 2193-2202 | |
Qinying Liao; Yingxin Pan; Michelle X. Zhou; Fei Ma | |||
Existing studies of online social communities mainly focus on communities in
the United States. Since Chinese social beliefs and behaviors largely differ
from that of Americans, we hypothesize that Chinese online communities also
greatly differ from their U.S. counterparts. In particular, we believe that
Chinese online communities must balance management control and individual
autonomy to accommodate both Chinese tradition and the social nature of online
societies. In this paper, we present three studies to test our hypothesis.
First, we use a structured observation (Study I) to examine community
governance practices of 32 Chinese and American social sites. Based on the
identified community governance practices, we use a cross-cultural survey of
208 Chinese and Americans (Study II) to learn about their behavior and attitude
toward these practices. Finally, we interview 38 Chinese users (Study III) to
help us further understand how Chinese online communities balance the needs of
management and users. Not only do the studies confirm our hypothesis, but they
also help us abstract two key design implications of social software to meet
the needs of Chinese. Keywords: China, community management, online communities, online governance, social
software |
How socio-economic structure influences rural users' acceptance of mobile entertainment | | BIBAK | Full-Text | 2203-2212 | |
Jun Liu; Ying Liu; Pei-Luen Patrick Rau; Hui Li; Xia Wang; Dingjun Li | |||
Mobile entertainment services are rapidly and widely developing. However, in
emerging markets like Chinese rural area, entertainment related services are
still not fully accepted by mobile phone users. This primary research aimed to
study Chinese rural people's acceptance for mobile entertainment, to provide
comprehensive models, and to explain the problem from its socio-economic roots.
Interview and survey data were collected. Using explorative factor analysis
method, two mobile entertainment acceptance models were built: one for rural
people in North China and the other in East China. The models show that "social
influence" is the most influential factor for north rural users while users'
"self efficacy" carries the largest weight in East China. Both factors are more
important than "product and service quality". The socio-economic roots of the
results were analyzed from the differences between the traditional
interdependent society in North China and the more independent society in East
China. It primarily reveals the possibility to predict users' technology
acceptance with socio-economic variables. Implications for mobile entertainment
design were discussed. Keywords: Chinese rural people, explorative factor analysis, mobile entertainment,
socio-economic structure, technology acceptance |
Multi-touch techniques for exploring large-scale 3D astrophysical simulations | | BIBAK | Full-Text | 2213-2222 | |
Chi-Wing Fu; Wooi-Boon Goh; Junxiang Allen Ng | |||
Enabling efficient exploration of large-scale virtual environments such as
those simulating astrophysical environments is highly challenging.
Astrophysical virtual worlds span exceptionally large spatial scales occupied
mostly by empty space, and this makes it difficult for the user to comprehend
the spatial context during exploratory navigation. Public exhibits, where
novice users have little experience using complicated virtual navigation
interfaces, pose additional challenges.
To address these issues, we propose multi-touch techniques to deliver an effective interface to navigate the unique features of large-scale 3D environments such as astrophysical simulations. In this work, we carefully study conventional multi-touch methods and adapt them to the practical requirements of this application. A novel technique called the powers-of-ten ladder is introduced to support efficient movement across huge spatial scales using multi-touch interactions. We also investigate user experiences with various multi-touch finger gestures on our prototype digital planetarium. Keywords: astronomy, large spatial scale, multi-touch interaction, navigation control |
Graspables revisited: multi-touch vs. tangible input for tabletop displays in acquisition and manipulation tasks | | BIBAK | Full-Text | 2223-2232 | |
Philip Tuddenham; David Kirk; Shahram Izadi | |||
We present an experimental comparison of multi-touch and tangible user
interfaces for basic interface actions. Twelve participants completed
manipulation and acquisition tasks on an interactive surface in each of three
conditions: tangible user interface; multi-touch; and mouse and puck. We found
that interface control objects in the tangible condition were easiest to
acquire and, once acquired, were easier/more accurate to manipulate. Further
qualitative analysis suggested that in the evaluated tasks tangibles offer
greater adaptability of control and specifically highlighted a problem of exit
error that can undermine fine-grained control in multi-touch interactions. We
discuss the implications of these findings for interface design. Keywords: input, interactive surface, multi-touch, tangible, TUI |
The design and evaluation of multitouch marking menus | | BIBAK | Full-Text | 2233-2242 | |
G. Julian Lepinski; Tovi Grossman; George Fitzmaurice | |||
Despite the considerable quantity of research directed towards multitouch
technologies, a set of standardized UI components have not been developed. Menu
systems provide a particular challenge, as traditional GUI menus require a
level of pointing precision inappropriate for direct finger input. Marking
menus are a promising alternative, but have yet to be investigated or adapted
for use within multitouch systems. In this paper, we first investigate the
human capabilities for performing directional chording gestures, to assess the
feasibility of multitouch marking menus. Based on the positive results
collected from this study, and in particular, high angular accuracy, we discuss
our new multitouch marking menu design, which can increase the number of items
in a menu, and eliminate a level of depth. A second experiment showed that
multitouch marking menus perform significantly faster than traditional
hierarchal marking menus, reducing acquisition times in both novice and expert
usage modalities. Keywords: marking menus, multi-finger input, multi-touch displays |
Multi-lifespan information system design: a research initiative for the hci community | | BIBAK | Full-Text | 2243-2246 | |
Batya Friedman; Lisa P. Nathan | |||
This CHI Note proposes a new research initiative for the HCI community:
multi-lifespan information system design. The central idea begins with the
identification of categories of problems that are unlikely to be solved within
a single human lifespan. Three such categories are proposed: limitations of the
human psyche, limitations of the structure of society, and slower moving
natural time-scales. We then examine possible opportunities and roles for
information systems to help construct longer-term solutions to such problems
and, in turn, identify key challenges for such systems. Finally, we conclude by
discussing significant real world problems that would benefit from a
multi-lifespan design approach and point to open questions. This CHI Note's key
contribution entails the articulation of a promising new research initiative
for the HCI community. Keywords: design approach, multi-lifespan information system design, research
initiative |
Designing interactivity in media interfaces: a communications perspective | | BIBAK | Full-Text | 2247-2256 | |
S. Shyam Sundar; Qian Xu; Saraswathi Bellur | |||
Interactivity has become ubiquitous in the digital media landscape. Numerous
interactive tools are designed, tested, deployed and evaluated. Yet, we do not
have generalizable knowledge about the larger concept of interactivity and its
psychological impact on user experience. As a first step toward a theory of
interface interactivity, this paper identifies three species of interactivity
corresponding to three central elements of communication -- source, medium, and
message. Interactivity situated in any of these three loci of communication can
provide cues and affordances that operate either individually or together to
capture users' attention and determine the nature and depth of their processing
of online content as well as contribute to their perceptions, attitudes and
behavioral intentions. This paper discusses psychological mechanisms by which
the three classes of interactivity tools affect users, with the specific
purpose of drawing out design implications and outlining UI challenges for
strategic development of interactive interfaces. Keywords: customization, interactivity, modality, online sources, perceptual
bandwidth, user engagement |
Designing with interactive example galleries | | BIBAK | Full-Text | 2257-2266 | |
Brian Lee; Savil Srivastava; Ranjitha Kumar; Ronen Brafman; Scott R. Klemmer | |||
Designers often use examples for inspiration; examples offer contextualized
instances of how form and content integrate. Can interactive example galleries
bring this practice to everyday users doing design work, and does working with
examples help the designs they create? This paper explores whether people can
realize significant value from explicit mechanisms for designing by example
modification. We present the results of three studies, finding that independent
raters prefer designs created with the aid of examples, that examples may
benefit novices more than experienced designers, that users prefer adaptively
selected examples to random ones, and that users make use of multiple examples
when creating new designs. To enable these studies and demonstrate how software
tools can facilitate designing with examples, we introduce interface techniques
for browsing and borrowing from a corpus of examples, manifest in the Adaptive
Ideas Web design tool. Adaptive Ideas leverages a faceted metadata interface
for viewing and navigating example galleries. Keywords: design thinking, examples |
Worlds of information: designing for engagement at a public multi-touch display | | BIBAK | Full-Text | 2267-2276 | |
Giulio Jacucci; Ann Morrison; Gabriela T. Richard; Jari Kleimola; Peter Peltonen; Lorenza Parisi; Toni Laitinen | |||
In designing for engagement at a public multi-touch installation, we
identified supporting multiple users and allowing for gradual discovery as
challenges. In this paper, we present Worlds of Information, a multi-touch
application featuring 3D Worlds, which provide access to different content.
These 3D widgets gradually unfold and allow for temporal navigation of
multimedia in parallel, while also providing a 2D plane where media can be
shared. We report on a field trial at an exhibition using questionnaires and
video ethnography. We studied engagement through questions adapted from Flow,
Presence and Intrinsic Motivation questionnaires, which showed that users,
overall, had a positive and social experience with the installation. The worlds
effectively invited multiple users and provided for parallel interaction. While
functionality was discovered gradually through social learning, the study
demonstrates the challenges of designing multi-touch applications for
walk-up-and-use displays. Keywords: 3d multi-touch, design for engagement, field trial., multi-touch interface,
parallel interaction, public display |
Designing urban media façades: cases and challenges | | BIBAK | Full-Text | 2277-2286 | |
Peter Dalsgaard; Kim Halskov | |||
Media façades comprise a category of urban computing concerned with
the integration of displays into the built environment, including buildings and
street furniture. This paper identifies and discusses eight challenges faced
when designing urban media façades. The challenges concern a broad range
of issues: interfaces, physical integration, robustness, content, stakeholders,
situation, social relations, and emerging use. The challenges reflect the fact
that the urban setting as a domain for interaction design is characterized by a
number of circumstances and socio-cultural practices that differ from those of
other domains. In order to exemplify the challenges and discuss how they may be
addressed, we draw on our experiences from five experimental design cases,
ranging from a 180 m2 interactive building façade to displays integrated
into bus shelters. Keywords: interaction design, media facades, public space, urban |
Touch projector: mobile interaction through video | | BIBAK | Full-Text | 2287-2296 | |
Sebastian Boring; Dominikus Baur; Andreas Butz; Sean Gustafson; Patrick Baudisch | |||
In 1992, Tani et al. proposed remotely operating machines in a factory by
manipulating a live video image on a computer screen. In this paper we revisit
this metaphor and investigate its suitability for mobile use. We present Touch
Projector, a system that enables users to interact with remote screens through
a live video image on their mobile device. The handheld device tracks itself
with respect to the surrounding displays. Touch on the video image is
"projected" onto the target display in view, as if it had occurred there. This
literal adaptation of Tani's idea, however, fails because handheld video does
not offer enough stability and control to enable precise manipulation. We
address this with a series of improvements, including zooming and freezing the
video image. In a user study, participants selected targets and dragged targets
between displays using the literal and three improved versions. We found that
participants achieved highest performance with automatic zooming and temporary
image freezing. Keywords: augmented reality, input device, interaction techniques, mobile device,
multi-display environments, multi-touch |
High accuracy position and orientation detection in two-dimensional communication network | | BIBAK | Full-Text | 2297-2306 | |
Kei Nakatsuma; Hiroyuki Shinoda | |||
In this paper we describe a method of high accuracy device position and
orientation detection for HCI environments. Our position and orientation
detection is an additional function to the Two-Dimensional Communication
technology, which enables devices placed on a thin sheet to achieve two key
functions for ubiquitous computing, to communicate one another and to receive
electricity through the sheet wirelessly. This paper discusses the method
developed to specify the positions and orientation of devices placed on the
sheet. It evaluates the accuracy of obtained position and orientation through
an experiment using a prototype of our positioning sensor. Keywords: capacitance sensing, device localization, surface-like device,
two-dimensional communication (2dc), ubiquitous computing |
Rethinking RFID: awareness and control for interaction with RFID systems | | BIBAK | Full-Text | 2307-2316 | |
Nicolai Marquardt; Alex S. Taylor; Nicolas Villar; Saul Greenberg | |||
People now routinely carry radio frequency identification (RFID) tags -- in
passports, driver's licenses, credit cards, and other identifying cards -- from
which nearby RFID readers can access privacy-sensitive information. The problem
is that people are often unaware of security and privacy risks associated with
RFID, likely because the technology remains largely invisible and
uncontrollable for the individual. To mitigate this problem, we introduce a
collection of novel yet simple and inexpensive tag designs. Our tags provide
reader awareness, where people get visual, audible, or tactile feedback as tags
come into the range of RFID readers. Our tags also provide information control,
where people can allow or disallow access to the information stored on the tag
by how they touch, orient, move, press or illuminate the tag. Keywords: awareness, control, feedback, privacy, RFID, sensors |
SensorTune: a mobile auditory interface for DIY wireless sensor networks | | BIBAK | Full-Text | 2317-2326 | |
Enrico Costanza; Jacques Panchard; Guillaume Zufferey; Julien Nembrini; Julien Freudiger; Jeffrey Huang; Jean-Pierre Hubaux | |||
Wireless Sensor Networks (WSNs) allow the monitoring of activity or
environmental conditions over a large area, from homes to industrial plants,
from agriculture fields to forests and glaciers. They can support a variety of
applications, from assisted living to natural disaster prevention. WSNs can,
however, be challenging to setup and maintain, reducing the potential for
real-world adoption. To address this limitation, this paper introduces
SensorTune, a novel mobile interface to support non-expert users in iteratively
setting up a WSN. SensorTune uses non-speech audio to present to its users
information regarding the connectivity of the network they are setting up,
allowing them to decide how to extend it. To simplify the interpretation of the
data presented, the system adopts the metaphor of tuning a consumer analog
radio, a very common and well known operation. A user study was conducted in
which 20 subjects setup real multi-hop networks inside a large building using a
limited number of wireless nodes. Subjects repeated the task with SensorTune
and with a comparable mobile GUI interface. Experimental results show a
statistically significant difference in the task completion time and a clear
preference of users for the auditory interface. Keywords: mobile hci, network deployment, sonification, user study, wireless sensor
network |
API usability peer reviews: a method for evaluating the usability of application programming interfaces | | BIBAK | Full-Text | 2327-2336 | |
Umer Farooq; Leon Welicki; Dieter Zirkler | |||
We describe a usability inspection method to evaluate Application
Programming Interfaces (APIs). We found the method useful as it identified
usability defects in Microsoft's .NET Framework, of which 59% were new and 21%
were fixed. Based on a comparison of usability defects identified between API
usability peer reviews and API usability tests, API usability tests were found
to expose design issues related to actually using an API whereas API usability
peer reviews were found to expose the design rationale of an API. We reflect on
the efficiency and productivity of each method: each API usability test is
equivalent to 16 API usability peer reviews with the former having a 2.5x
productivity advantage. We discuss how API usability peer reviews can be used
in conjunction with API usability tests to increase usability coverage on APIs. Keywords: API usability, software bugs, usability breakdowns, usability evaluation
method (UEM), usability inspection |
Understanding usability practices in complex domains | | BIBAK | Full-Text | 2337-2346 | |
Parmit K. Chilana; Jacob O. Wobbrock; Andrew J. Ko | |||
Although usability methods are widely used for evaluating conventional
graphical user interfaces and websites, there is a growing concern that current
approaches are inadequate for evaluating complex, domain-specific tools. We
interviewed 21 experienced usability professionals, including in-house experts,
external consultants, and managers working in a variety of complex domains, and
uncovered the challenges commonly posed by domain complexity and how
practitioners work around them. We found that despite the best efforts by
usability professionals to get familiar with complex domains on their own, the
lack of formal domain expertise can be a significant hurdle for carrying out
effective usability evaluations. Partnerships with domain experts lead to
effective results as long as domain experts are willing to be an integral part
of the usability team. These findings suggest that for achieving usability in
complex domains, some fundamental educational changes may be needed in the
training of usability professionals. Keywords: collaboration models, complex domains, usability research, usability testing
and evaluation |
Average task times in usability tests: what to report? | | BIBAK | Full-Text | 2347-2350 | |
Jeff Sauro; James R. Lewis | |||
The distribution of task time data in usability studies is positively
skewed. Practitioners who are aware of this positive skew tend to report the
sample median. Monte Carlo simulations using data from 61 large-sample
usability tasks showed that the sample median is a biased estimate of the
population median. Using the geometric mean to estimate the center of the
population will, on average, have 13% less error and 22% less bias than the
sample median. Other estimates of the population center (trimmed, harmonic and
Winsorized means) had worse performance than the sample median. Keywords: geometric mean, median, monte carlo simulations, task times, usability
evaluation |
Designing a technological playground: a field study of the emergence of play in household messaging | | BIBAK | Full-Text | 2351-2360 | |
Siân E. Lindley; Richard Harper; Abigail Sellen | |||
We present findings from a field study of Wayve, a situated messaging device
for the home that incorporates handwriting and photography. Wayve was used by
24 households (some of whom were existing social networks of family and
friends) over a three-month period. We consider the various types of
playfulness that emerged during the study, both through the sending of Wayve
messages and through the local display of photos and notes. The findings are
explored in the context of the literature on play, with the aim of identifying
aspects of Wayve's design, as well as the context in which it was used, that
engendered playfulness. We also highlight the role of play in social
relationships, before concluding with design implications. Keywords: communication, family, friendship, games, messaging, photography, play,
scribble, situated display |
The family window: the design and evaluation of a domestic media space | | BIBAK | Full-Text | 2361-2370 | |
Tejinder K. Judge; Carman Neustaedter; Andrew F. Kurtz | |||
Families have a strong need to connect with their loved ones over distance.
However, most technologies do not provide the same feelings of connectedness
that one feels from seeing remote family members. Hence our goal was to
understand if a video connection, in the form of a media space, could help
families feel more connected and what design factors would be critical for its
success. To answer this, we designed a video media space called the Family
Window and deployed it within the homes of two families for eight months and
four families for five weeks. Our results show that always-on video can lead to
an increase in feelings of connectedness by providing availability awareness
and opportunities for sharing everyday life. However usage and value of such
media spaces hinges on close-knit relationships and control over one's
autonomy. Keywords: awareness, domestic, families, media spaces, video |
FM radio: family interplay with sonic mementos | | BIBAK | Full-Text | 2371-2380 | |
Daniela Petrelli; Nicolas Villar; Vaiva Kalnikaite; Lina Dib; Steve Whittaker | |||
Digital mementos are increasingly problematic, as people acquire large
amounts of digital belongings that are hard to access and often forgotten.
Based on fieldwork with 10 families, we designed a new type of embodied digital
memento, the FM Radio. It allows families to access and play sonic mementos of
their previous holidays. We describe our underlying design motivation where
recordings are presented as a series of channels on an old fashioned radio.
User feedback suggests that the device met our design goals: being playful and
intriguing, easy to use and social. It facilitated family interaction, and
allowed ready access to mementos, thus sharing many of the properties of
physical mementos that we intended to trigger. Keywords: audio, mementos, memories, narrative, tangible interaction. |
Think-aloud protocols: a comparison of three think-aloud protocols for use in testing data-dissemination web sites for usability | | BIBAK | Full-Text | 2381-2390 | |
Erica L. Olmsted-Hawala; Elizabeth D. Murphy; Sam Hawala; Kathleen T. Ashenfelter | |||
We describe an empirical, between-subjects study on the use of think-aloud
protocols in usability testing of a federal data-dissemination Web site. This
double-blind study used three different types of think-aloud protocols: a
traditional protocol, a speech-communication protocol, and a coaching protocol.
A silent condition served as the control. Eighty participants were recruited
and randomly pre-assigned to one of four conditions. Accuracy and efficiency
measures were collected, and participants rated their subjective satisfaction
with the site. Results show that accuracy is significantly higher in the
coaching condition than in the other conditions. The traditional protocol and
the speech-communication protocol are not statistically different from each
other with regard to accuracy. Participants in the coaching condition are more
satisfied with the Web site than participants in the traditional or
speech-communication condition. In addition, there are no significant
differences with respect to efficiency (time-on-task). This paper concludes
with recommendations for usability practitioners. Keywords: experimental design, think aloud, usability testing, user testing,
user-centered design, verbalization |
Powerful and consistent analysis of Likert-type ratingscales | | BIBAK | Full-Text | 2391-2394 | |
Maurits Clemens Kaptein; Clifford Nass; Panos Markopoulos | |||
Likert-type scales are used extensively during usability evaluations, and
more generally evaluations of interactive experiences, to obtain quantified
data regarding attitudes, behaviors, and judgments of participants. Very often
this data is analyzed using parametric statistics like the Student t-test or
ANOVAs. These methods are chosen to ensure higher statistical power of the test
(which is necessary in this field of research and practice where sample sizes
are often small), or because of the lack of software to handle multi-factorial
designs nonparametrically. With this paper we present to the HCI audience new
developments from the field of medical statistics that enable analyzing
multiple factor designs nonparametrically. We demonstrate the necessity of this
approach by showing the errors in the parametric treatment of nonparametric
data in experiments of the size typically reported in HCI research. We also
provide a practical resource for researchers and practitioners who wish to use
these new methods. Keywords: nonparametric statistics, researchmethods, usability evaluation |
Measuring the user experience on a large scale: user-centered metrics for web applications | | BIBAK | Full-Text | 2395-2398 | |
Kerry Rodden; Hilary Hutchinson; Xin Fu | |||
More and more products and services are being deployed on the web, and this
presents new challenges and opportunities for measurement of user experience on
a large scale. There is a strong need for user-centered metrics for web
applications, which can be used to measure progress towards key goals, and
drive product decisions. In this note, we describe the HEART framework for
user-centered metrics, as well as a process for mapping product goals to
metrics. We include practical examples of how HEART metrics have helped product
teams make decisions that are both data-driven and user-centered. The framework
and process have generalized to enough of our company's own products that we
are confident that teams in other organizations will be able to reuse or adapt
them. We also hope to encourage more research into metrics based on large-scale
behavioral data. Keywords: log analysis, metrics, web analytics, web applications |
Are your participants gaming the system?: screening mechanical turk workers | | BIBAK | Full-Text | 2399-2402 | |
Julie S. Downs; Mandy B. Holbrook; Steve Sheng; Lorrie Faith Cranor | |||
In this paper we discuss a screening process used in conjunction with a
survey administered via Amazon.com's Mechanical Turk. We sought an easily
implementable method to disqualify those people who participate but don't take
the study tasks seriously. By using two previously pilot tested screening
questions, we identified 764 of 1,962 people who did not answer
conscientiously. Young men seem to be most likely to fail the qualification
task. Those that are professionals, students, and non-workers seem to be more
likely to take the task seriously than financial workers, hourly workers, and
other workers. Men over 30 and women were more likely to answer seriously. Keywords: crowdsourcing, mechanical turk, screening, survey |
Trained to accept?: a field experiment on consent dialogs | | BIBAK | Full-Text | 2403-2406 | |
Rainer Böhme; Stefan Köpsell | |||
A typical consent dialog was shown in 2 x 2 x 3 experimental variations to
80,000 users of an online privacy tool. We find that polite requests and button
texts pointing to a voluntary decision decrease the probability of consent --
in contrast to findings in social psychology. Our data suggests that subtle
positive effects of polite requests indeed exist, but stronger negative effects
of heuristic processing dominate the aggregated results. Participants seem to
be habituated to coercive interception dialogs -- presumably due to ubiquitous
EULAs -- and blindly accept terms the more their presentation resembles a EULA.
Response latency and consultation of online help were taken as indicators to
distinguish more systematic from heuristic responses. Keywords: an.on/jondonym, default button, EULA, field experiment, informed consent,
privacy notices, user behavior |
Spyn: augmenting the creative and communicative potential of craft | | BIBAK | Full-Text | 2407-2416 | |
Daniela K. Rosner; Kimiko Ryokai | |||
We present data collected from a field study of 12 needle-crafters
introduced to Spyn-mobile phone software that associates digital records
(audio/visual media, text, and geographic data) with locations on fabric. We
observed leisure needle-crafters use Spyn to create one or more handmade
garments over two to four weeks and then give those garments to friends,
partners, and family members. Using Spyn, creators left behind digital and
physical traces that heightened recipients' appreciation for the gift and
enabled a diverse set of meanings to emerge. Digital engagements with Spyn
became a means for unraveling the value of the gift: recipients used digital
information associated with the physical objects to interpret the story behind
the objects and their creators. We discuss the nature of this relationship
between digital and physical material and its implications for craft. Keywords: craft, creativity, crochet, design process, gift exchange, knitting,
material, process, storytelling, tangibility |
Toque: designing a cooking-based programming language for and with children | | BIBAK | Full-Text | 2417-2426 | |
Sureyya Tarkan; Vibha Sazawal; Allison Druin; Evan Golub; Elizabeth M. Bonsignore; Greg Walsh; Zeina Atrash | |||
An intergenerational design team of children (ages 7-11 years old) along
with graduate students and faculty in computer science and information studies
developed a programming language for children, Toque. Concrete real-world
cooking scenarios were used as programming metaphors to support an accessible
programming learning experience. The Wiimote and Nunchuk were used as physical
programming input devices. The programs that were created were pictorial
recipes which dynamically controlled animations of an on-screen chef preparing
virtual dishes in a graphical kitchen environment. Through multiple design
sessions, programming strategies were explored, cooking metaphors were
developed and, prototypes of the Toque environment were iterated. Results of
these design experiences have shown us the importance of pair-programming,
programming by storytelling, parallel programming, function-argument
relationships, and the role of tangibility in overcoming challenges with
constraints imposed by the system design. Keywords: children, design, education, programming languages, tangible uis |
Cooking with robots: designing a household system working in open environments | | BIBAK | Full-Text | 2427-2430 | |
Yuta Sugiura; Diasuke Sakamoto; Anusha Withana; Masahiko Inami; Takeo Igarashi | |||
We propose a cooking system that operates in an open environment. The system
cooks a meal by pouring various ingredients into a boiling pot on an induction
heating cooker and adjusts the heating strength according to the user's
instructions. We then describe how the system incorporates robotic- and
human-specific elements in a shared workspace so as to achieve a cooperative
rudimentary cooking capability. First, we use small mobile robots instead of
built-in arms to save space, improve flexibility and increase safety. Second,
we use detachable visual markers to allow the user to easily configure the
real-world environment. Third, we provide a graphical user interface to display
detailed cooking instructions to the user. We hope insights obtained in this
experiment will be useful for the design of other household systems in the
future. Keywords: cooking interface, cooking procedure, cooking with robots, human-robot
interaction |
LensMouse: augmenting the mouse with an interactive touch display | | BIBAK | Full-Text | 2431-2440 | |
Xing-Dong Yang; Edward Mak; David McCallum; Pourang Irani; Xiang Cao; Shahram Izadi | |||
We introduce LensMouse, a novel device that embeds a touch-screen display --
or tangible 'lens' -- onto a mouse. Users interact with the display of the
mouse using direct touch, whilst also performing regular cursor-based mouse
interactions. We demonstrate some of the unique capabilities of such a device,
in particular for interacting with auxiliary windows, such as toolbars,
palettes, pop-ups and dialog-boxes. By migrating these windows onto LensMouse,
challenges such as screen real-estate use and window management can be
alleviated. In a controlled experiment, we evaluate the effectiveness of
LensMouse in reducing cursor movements for interacting with auxiliary windows.
We also consider the concerns involving the view separation that results from
introducing such a display-based device. Our results reveal that overall users
are more effective with LenseMouse than with auxiliary application windows that
are managed either in single or dual-monitor setups. We conclude by presenting
other application scenarios that LensMouse could support. Keywords: input device, mouse and lens, mouse augmented display, tangible lens, touch
display on mouse, touch mouse |
Pacer: fine-grained interactive paper via camera-touch hybrid gestures on a cell phone | | BIBAK | Full-Text | 2441-2450 | |
Chunyuan Liao; Qiong Liu; Bee Liew; Lynn Wilcox | |||
PACER is a gesture-based interactive paper system that supports fine-grained
paper document content manipulation through the touch screen of a cameraphone.
Using the phone's camera, PACER links a paper document to its digital version
based on visual features. It adopts camera-based phone motion detection for
embodied gestures (e.g. marquees, underlines and lassos), with which users can
flexibly select and interact with document details (e.g. individual words,
symbols and pixels). The touch input is incorporated to facilitate target
selection at fine granularity, and to address some limitations of the embodied
interaction, such as hand jitter and low input sampling rate. This hybrid
interaction is coupled with other techniques such as semi-real time document
tracking and loose physical-digital document registration, offering a
gesture-based command system. We demonstrate the use of PACER in various
scenarios including work-related reading, maps and music score playing. A
preliminary user study on the design has produced encouraging user feedback,
and suggested future research for better understanding of embodied vs. touch
interaction and one vs. two handed interaction. Keywords: camera, cell phone, embodied interface., fine-grained, gesture, paper
interface, touch |
MouseLight: bimanual interactions on digital paper using a pen and a spatially-aware mobile projector | | BIBAK | Full-Text | 2451-2460 | |
Hyunyoung Song; François Guimbretière; Tovi Grossman; George Fitzmaurice | |||
MouseLight is a spatially-aware standalone mobile projector with the form
factor of a mouse that can be used in combination with digital pens on paper.
By interacting with the projector and the pen bimanually, users can visualize
and modify the virtually augmented contents on top of the paper, and seamlessly
transition between virtual and physical information. We present a high fidelity
hardware prototype of the system and demonstrate a set of novel interactions
specifically tailored to the unique properties of MouseLight. MouseLight
differentiates itself from related systems such as PenLight in two aspects.
First, MouseLight presents a rich set of bimanual interactions inspired by the
ToolGlass interaction metaphor, but applied to physical paper. Secondly, our
system explores novel displaced interactions, that take advantage of the
independent input and output that is spatially aware of the underneath paper.
These properties enable users to issue remote commands such as copy and paste
or search. We also report on a preliminary evaluation of the system which
produced encouraging observations and feedback. Keywords: digital pen input, mobile projector, spatially-aware display |
How routine learners can support family coordination | | BIBAK | Full-Text | 2461-2470 | |
Scott Davidoff; John Zimmerman; Anind K. Dey | |||
Researchers have detailed the importance of routines in how people live and
work, while also cautioning system designers about the importance of people's
idiosyncratic behavior patterns and the challenges they would present to
learning systems. We wish to take up their challenge, and offer a vision of how
simple sensing technology could capture and model idiosyncratic routines,
enabling applications to solve many real world problems.
To identify how a simple routine learner can demonstrate this in support of family coordination, we conducted six months of nightly interviews with six families, focusing on how they make and execute plans. Our data reveals that only about 40% of events unfold in a routine manner. When deviations do occur, family members often need but do not have access to accurate information about their routines. With about 90% of their content concerning deviations, not routines, families do not rely on calendars to support them during these moments. We discuss how coordination tools, like calendars and reminder systems, would improve coordination and reduce stress when augmented with routine information, and how commercial mobile phones can support the automatic creation of routine models. Keywords: calendar, learning, location, mobile, planning, reminder |
The design and evaluation of an end-user-deployable, whole house, contactless power consumption sensor | | BIBAK | Full-Text | 2471-2480 | |
Shwetak N. Patel; Sidhant Gupta; Matthew S. Reynolds | |||
We present the design, development, and evaluation of an end-user
installable, whole house power consumption sensing system capable of gathering
accurate real-time power use that does not require installing a current
transformer around the electrical feeds in a home. Rather, our sensor system
offers contactless operation by simply placing it on the outside of the breaker
panel in a home. Although there are a number of existing commercial systems for
gathering energy use in a home, almost none can easily and safely be installed
by a homeowner (especially for homes in the U.S.). Our approach leverages
advances in magnetoresistive materials and circuit design to allow contactless
operation by reliably sensing the magnetic field induced by the 60 Hz current
and a closed loop circuit allows us to precisely infer the power consumption in
real-time. The contribution of this work is an enabling technology for
researchers in the fields of Ubiquitous Computing and Human-Computer
Interaction wanting to conduct practical large-scale deployments of
end-user-deployable energy monitoring applications. We discuss the technical
details, the iterative design, and end-user evaluations of our sensing
approach. Keywords: energy monitoring, sensing, smart home, sustainability, ubiquitous computing |
InPhase: evaluation of a communication system focused on "happy coincidences" of daily behaviors | | BIBAK | Full-Text | 2481-2490 | |
Hitomi Tsujita; Koji Tsukada; Siio Itiro | |||
To supplement existing forms of communication such as telephone and e-mail,
this research proposes a new method of communicating "awareness" between people
who are separated by long distances. In this paper, we investigate cases where
coincidences in daily activities lead to casual conversation and thus intimacy
and togetherness. We propose a new method of communicating these "happy
coincidences" between a pair of remotely located locations. By equipping
furniture and appliances such as doors, sofas, refrigerators and televisions
with sensors, we developed a system wherein these items are connected to remote
equivalents and their near simultaneous use is communicated. We conducted a two
month field test of the system in a laboratory setting and a three month field
test in an actual home. The study showed that the participant felt the presence
of other people and thought about, imagined or even confirmed the habits of
others by intentionally triggering the coincidence notification. Keywords: awareness, coincidences, communication, synchronization |
O job can you return my mojo: improving human engagement and enjoyment in routine activities | | BIBAK | Full-Text | 2491-2498 | |
Dvijesh Shastri; Yuichi Fujiki; Ross Buffington; Panagiotis Tsiamyrtzis; Ioannis Pavlidis | |||
Unlike machines, we humans are prone to boredom when we perform routine
activities for long periods of time. Workers' mental engagement in boring tasks
diminishes, which eventually, compromises their performance. The result is a
double-whammy because the workers do not get job satisfaction and their
employers do not receive optimal return on investment. This paper proposes a
novel way for improving workers' mental engagement and hence, enjoyment, in
routine activities. Specifically, we propose to blend in routine tasks mild
mental/physical challenges. To test our hypothesis, we chose to experiment on a
monitoring task typical of security guard operations. We combined this routine
task with an iPhone-based game to make it more enjoyable. The results from 10
participants show that their mental engagement and enjoyment were significantly
higher during the combined task. Keywords: computer games, human engagement and performance, human-computer
interaction, stress monitoring, thermal imaging |
Identifying drivers and hindrances of social user experience in web services | | BIBAK | Full-Text | 2499-2502 | |
Kaisa Väänänen-Vainio-Mattila; Minna Wäljas; Jarno Ojala; Katarina Segerståhl | |||
Social activity is becoming a central contributor to user experience (UX) in
many modern Web services. The motivations, norms and rules of online
communities have been widely researched, however, social activity and its UX in
modern Web services is a less studied area. We conducted a four-week-long field
study with three Web services -- Facebook, Nokia Sports Tracker and Dopplr --
which all support social activity. The aim of this study was to identify the
central drivers and hindrances of social UX, user experience of online social
activity. Our results show that the main drivers of social UX include
self-expression, reciprocity, learning and curiosity, whereas unsuitability of
content and functionality, incompleteness of user networks and lack of trust
and privacy are often experienced as hindrances for social UX. Our findings
also reveal the pragmatic and hedonic nature of the drivers and hindrances. The
results can be used to inform design and evaluation of social UX in Web
services. Keywords: social activity, user experience (UX), web services |
Code bubbles: a working set-based interface for code understanding and maintenance | | BIBAK | Full-Text | 2503-2512 | |
Andrew Bragdon; Robert Zeleznik; Steven P. Reiss; Suman Karumuri; William Cheung; Joshua Kaplan; Christopher Coleman; Ferdi Adeputra; Joseph J., Jr. LaViola | |||
Developers spend significant time reading and navigating code fragments
spread across multiple locations. The file-based nature of contemporary IDEs
makes it prohibitively difficult to create and maintain a simultaneous view of
such fragments. We propose a novel user interface metaphor for code
understanding based on collections of lightweight, editable fragments called
bubbles, which form concurrently visible working sets. We present the results
of a qualitative usability evaluation, and the results of a quantitative study
which indicates Code Bubbles significantly improved code understanding time,
while reducing navigation interactions over a widely-used IDE, for two
controlled tasks. Keywords: bubbles, java, multi-view, simultaneous views, source code |
How to support designers in getting hold of the immaterial material of software | | BIBAK | Full-Text | 2513-2522 | |
Fatih Kursat Ozenc; Miso Kim; John Zimmerman; Stephen Oney; Brad Myers | |||
When designing novel GUI controls, interaction designers are challenged by
the "immaterial" materiality of the digital domain; they lack tools that
effectively support a reflecting conversation with the material of software as
they attempt to conceive, refine, and communicate their ideas. To investigate
this situation, we conducted two participatory design workshops. In the first
workshop, focused on conceiving, we observed that designers want to invent
controls by exploring gestures, context, and examples. In the second workshop,
on refining and communicating, designers proposed tools that could refine
movement, document context through usage scenarios, and support the use of
examples. In this workshop they struggled to effectively communicate their
ideas for developers because their ideas had not been fully explored. In
reflecting on this struggle, we began to see an opportunity for the output of a
design tool to be a boundary object that would allow for an ongoing
conversation between the design and the material of software, in which the
developer acts as a mediator for software. Keywords: communication, design process, interactive controls, tools |
Enhancing web page readability for non-native readers | | BIBAK | Full-Text | 2523-2532 | |
Chen-Hsiang Yu; Robert C. Miller | |||
Readers face many obstacles on today's Web, including distracting content
competing for the user's attention and other factors interfering with
comfortable reading. On today's primarily English-language Web, non-native
readers encounter even more problems, even if they have some fluency in
English. In this paper, we focus on the presentation of content and propose a
new transformation method, Jenga Format, to enhance web page readability. To
evaluate the Jenga Format, we conducted a user study on 30 Asian users with
moderate English fluency and the results indicated that the proposed
transformation method improved reading comprehension without negatively
affecting reading speed. We also describe Froggy, a Firefox extension which
implements the Jenga format. Keywords: readability enhancement, reading comprehension, web page customization |
Countertop responsive mirror: supporting physical retail shopping for sellers, buyers and companions | | BIBAK | Full-Text | 2533-2542 | |
Maurice Chu; Brinda Dalal; Alan Walendowski; Bo Begole | |||
We examine opportunities for ubiquitous technologies in retail shopping,
jewelry shopping in this case, to supplement the unique information needs
inherent to physical trials of tactile products. We describe an iterative
design approach to develop a mirror system that records and matches images
across jewelry trials called the Countertop Responsive Mirror. The key
technological distinction of our system from prior technologies is the use of
"matched access," which automatically retrieves images that match a scene shown
in separately accessed images. This not only helps shoppers compare jewelry but
also promotes interactions among all parties during shopping. We report
qualitative findings from multiple field trials of the system. This paper
contributes to a body of research on the design and introduction of new
technologies into retail shopping that provide value to all users without
disruption to their normative practices and behaviors. Keywords: camera system, computer vision application, digital mirror, implicit
interaction, jewelry, matched access, retail, shopping |
Investigating the opportunity for a smart activity bag | | BIBAK | Full-Text | 2543-2552 | |
Sun Young Park; John Zimmerman | |||
As long as people have traveled, they have constructed bags to help them
carry more items than their hands will hold. While quite effective at keeping
things together, bags do a poor job of communicating when something is missing.
We propose that there exists an opportunity for the HCI community to improve
the quality of people's lives by creating bags that have knowledge of people's
schedules and equipment needs, can sense their contents, and can communicate
when something has been forgotten. To investigate this opportunity, we
conducted a field study with six dual-income families. Through interviews and
observations we investigated their experiences using bags to organize equipment
needed for children's enrichment activities. Based on the findings we generated
100 concepts and conducted a needs validation session to better understand the
best opportunity to improve people's lives with technical intervention. This
paper reports on our field study and needs validation session, and shares
insights on the opportunities and implications of a smart activity bag. Keywords: dual-income family, mobile devices, needs validation., reminders, research
through design, smart bag, speed dating, ubiquitous computing |
A model of symbol size discrimination in scatterplots | | BIBAK | Full-Text | 2553-2562 | |
Jing Li; Jean-Bernard Martens; Jarke J. van Wijk | |||
Symbols are used in scatterplots to encode data in a way that is appropriate
for perception through human visual channels. Symbol size is believed to be the
second dominant channel after color. We study symbol size perception in
scatterplots in the context of analytic tasks requiring size discrimination.
More specifically, we performed an experiment to measure human performance in
three visual analytic tasks. Circles are used as the representative symbol,
with eight, linearly varying radii; 24 persons, divided across three groups,
participated; and both objective and subjective measures were obtained. We
propose a model to describe the results. The perception of size is assumed to
be an early step in the complex cognitive process to mediate discrimination,
and psychophysical laws are used to describe this perceptual mapping. Different
mapping schemes are compared by regression on the experimental data. The
results show that approximate homogeneity of size perception exists in our
complex tasks and can be closely described by a power law transformation with
an exponent of 0.4. This yields an optimal scale for symbol size
discrimination. Keywords: graphical encoding, quantitative model, scatterplots, size discrimination,
symbol size, user experiment., visual analytic task |
Individual models of color differentiation to improve interpretability of information visualization | | BIBAK | Full-Text | 2563-2572 | |
David R. Flatla; Carl Gutwin | |||
Color is commonly used to represent categories and values in many computer
applications, but differentiating these colors can be difficult in many
situations (e.g., for users with color vision deficiency (CVD), or in bright
light). Current solutions to this problem can adapt colors based on standard
simulations of CVD, but these models cover only a fraction of the ways in which
color perception can vary. To improve the specificity and accuracy of these
approaches, we have developed the first ever individualized model of color
differentiation (ICD). The model is based on a short calibration performed by a
particular user for a particular display, and so automatically covers all
aspects of the user's ability to see and differentiate colors in an
environment. In this paper we introduce the new model and the manner in which
differentiability limits are predicted. We gathered empirical data from 16
users to assess the model's accuracy and robustness. We found that the model is
highly effective at capturing individual differentiation abilities, works for
users with and without CVD, can be tuned to balance accuracy and color
availability, and can serve as the basis for improved color adaptation schemes. Keywords: assistive technology, color blindness, color differentiation, color vision
deficiency, visualization |
Useful junk?: the effects of visual embellishment on comprehension and memorability of charts | | BIBAK | Full-Text | 2573-2582 | |
Scott Bateman; Regan L. Mandryk; Carl Gutwin; Aaron Genest; David McDine; Christopher Brooks | |||
Guidelines for designing information charts (such as bar charts) often state
that the presentation should reduce or remove 'chart junk' -- visual
embellishments that are not essential to understanding the data. In contrast,
some popular chart designers wrap the presented data in detailed and elaborate
imagery, raising the questions of whether this imagery is really as detrimental
to understanding as has been proposed, and whether the visual embellishment may
have other benefits. To investigate these issues, we conducted an experiment
that compared embellished charts with plain ones, and measured both
interpretation accuracy and long-term recall. We found that people's accuracy
in describing the embellished charts was no worse than for plain charts, and
that their recall after a two-to-three-week gap was significantly better.
Although we are cautious about recommending that all charts be produced in this
style, our results question some of the premises of the minimalist approach to
chart design. Keywords: charts, imagery, information visualization, memorability |
Intermediated technology use in developing communities | | BIBAK | Full-Text | 2583-2592 | |
Nithya Sambasivan; Ed Cutrell; Kentaro Toyama; Bonnie Nardi | |||
We describe a prevalent mode of information access in low-income communities
of the developing world -- intermediated interactions. They enable persons for
whom technology is inaccessible due to non-literacy, lack of
technology-operation skills, or financial constraints, to benefit from
technologies through digitally skilled users -- thus, expanding the reach of
technologies. Reporting the results of our ethnography in two urban slums of
Bangalore, India, we present three distinct intermediated interactions:
inputting intent into the device in proximate enabling, interpretation of
device output in proximate translation, and both input of intent and
interpretation of output in surrogate usage. We present some requirements and
challenges in interface design of these interactions and explain how they are
different from direct interactions. We then explain the broader effects of
these interactions on low-income communities, and present some implications for
design. Keywords: hci4d, human-mediated computer interaction, ict4d, intermediated
interactions, urban slums |
Deliberate interactions: characterizing technology use in Nairobi, Kenya | | BIBAK | Full-Text | 2593-2602 | |
Susan P. Wyche; Thomas N. Smyth; Marshini Chetty; Paul M. Aoki; Rebecca E. Grinter | |||
We present results from a qualitative study examining how professionals
living and working in Nairobi, Kenya regularly use ICT in their everyday lives.
There are two contributions of this work for the HCI community. First, we
provide empirical evidence demonstrating constraints our participants
encountered when using technology in an infrastructure-poor setting. These
constraints are limited bandwidth, high costs, differing perceptions of
responsiveness, and threats to physical and virtual security. Second, we use
our findings to critically evaluate the "access, anytime and anywhere"
construct shaping the design of future technologies. We present an alternative
vision called deliberate interactions -- a planned and purposeful interaction
style that involves offline preparation and discuss ways ICT can support this
online usage behavior. Keywords: Kenya, everyday technology, hci4d, urban computing |
After access: challenges facing mobile-only internet users in the developing world | | BIBAK | Full-Text | 2603-2606 | |
Shikoh Gitau; Gary Marsden; Jonathan Donner | |||
This study reports results of an ethnographic action research study,
exploring mobile-centric internet use. Over the course of 13 weeks, eight
women, each a member of a livelihoods collective in urban Cape Town, South
Africa, received training to make use of the data (internet) features on the
phones they already owned. None of the women had previous exposure to PCs or
the internet. Activities focused on social networking, entertainment,
information search, and, in particular, job searches. Results of the exercise
reveal both the promise of, and barriers to, mobile internet use by a
potentially large community of first-time, mobile-centric users. Discussion
focuses on the importance of self-expression and identity management in the
refinement of online and offline presences, and considers these forces relative
to issues of gender and socioeconomic status. Keywords: developing world, hci4d, ict4d, mobile internet |
ViralVCD: tracing information-diffusion paths with low cost media in developing communities | | BIBAK | Full-Text | 2607-2610 | |
Nithya Sambasivan; Ed Cutrell; Kentaro Toyama | |||
We describe ViralVCD: a low cost method for tracing paths of information
diffusion in developing communities using physical media. We instituted a
participatory video framework for creation and dissemination of developmental
videos in seven urban slums and peri-urban communities of Bangalore, India. By
combining a call-in contest with Video CDs, we were able to measure
developmental impact as well as elicit data on social networks and technology
usage practices. In particular, our technique was able to extract data from
multiple layers-social, technological, and developmental. ViralVCD allowed us
to identify key actors and map information diffusion, as well as technology
ownership and access. These findings have implications for HCI initiatives
targeting low income locales and populations. Keywords: diffusion, hci4d, low-cost media, methods, tracking |
Interactivity and non-interactivity on tabletops | | BIBAK | Full-Text | 2611-2614 | |
Kenton O'Hara | |||
In the growing field of tabletop computing research, there has been an
understandable focus on interactive aspects of tabletop use, in terms of
technology, design, and behavioural analysis. In this paper, I highlight the
importance of considering also non-interactive aspects of tabletop computing
and the mutually dependent relationship between interactive and
non-interactive. We illustrate aspects of this relationship using findings from
a deployment of an interactive tabletop in a public setting. The findings
highlight how consequences of interaction can impact on non-interactive
behaviours and intentions and how non-interactive actions can constrain
interactive behaviours on the tabletop. In doing this we aim to raise more
awareness of the relationship between interactivity and non-interactivity
within tabletop computing research. Keywords: interactivity, non-interactivity, tabletops |
Clutch-free panning and integrated pan-zoom control on touch-sensitive surfaces: the cyclostar approach | | BIBAK | Full-Text | 2615-2624 | |
Sylvain Malacria; Eric Lecolinet; Yves Guiard | |||
This paper introduces two novel navigation techniques, CycloPan, for
clutch-free 2D panning and browsing, and CycloZoom+, for integrated 2D panning
and zooming. These techniques instantiate a more generic concept which we call
Cyclo* (CycloStar). The basic idea is that users can exert closed-loop control
over several continuous variables by voluntarily modulating the parameters of a
sustained oscillation. Touch-sensitive surfaces tend to offer impoverished
input resources. Cyclo* techniques seem particularly promising on these
surfaces because oscillations have multiple geometrical and kinematic
parameters many of which may be used as controls. While CycloPan and CycloZoom+
are compatible with each other and with much of the state of the art, our
experimental evaluations suggest that these two novel techniques outperform
flicking and rubbing techniques. Keywords: elliptic gestures, input techniques, multi-scale navigation, oscillatory
motion, panning, touch screens, touchpads, zooming |
Touching the void: direct-touch interaction for intangible displays | | BIBAK | Full-Text | 2625-2634 | |
Li-Wei Chan; Hui-Shan Kao; Mike Y. Chen; Ming-Sui Lee; Jane Hsu; Yi-Ping Hung | |||
In this paper, we explore the challenges in applying and investigate
methodologies to improve direct-touch interaction on intangible displays.
Direct-touch interaction simplifies object manipulation, because it combines
the input and display into a single integrated interface. While traditional
tangible display-based direct-touch technology is commonplace, similar
direct-touch interaction within an intangible display paradigm presents many
challenges. Given the lack of tactile feedback, direct-touch interaction on an
intangible display may show poor performance even on the simplest of target
acquisition tasks. In order to study this problem, we have created a prototype
of an intangible display. In the initial study, we collected user discrepancy
data corresponding to the interpretation of 3D location of targets shown on our
intangible display. The result showed that participants performed poorly in
determining the z-coordinate of the targets and were imprecise in their
execution of screen touches within the system. Thirty percent of positioning
operations showed errors larger than 30mm from the actual surface. This finding
triggered our interest to design a second study, in which we quantified task
time in the presence of visual and audio feedback. The pseudo-shadow visual
feedback was shown to be helpful both in improving user performance and
satisfaction. Keywords: direct-touch interaction, intangible display, virtual panel |