Sequential art for science and CHI | | BIBAK | Full-Text | 2651-2660 | |
Duncan Rowland; Dan Porter; Mel Gibson; Kevin Walker; Joshua Underwood; Rose Luckin; Hilary Smith; Geraldine Fitzpatrick; Judith Good; Brendan Walker; Alan Chamberlain; Stefan Rennick Egglestone; Joe Marshall; Holger Schnädelbach; Steve Benford | |||
This paper illustrates our preliminary studies of new interactive tools that
support the generation of sequential art for entertainment, learning and
scientific discourse. In the first of two examples, primary school students
document a practical science session through the creation of a photostory. In
the second, participants in a study on the biological nature of thrill create a
souvenir photostory by selecting images from a DVD. The paper is written in a
comic-book format to further explore and highlight the communicative
capabilities of the medium, one that can be visually attractive and facilitate
rapid dissemination to a wide audience. Keywords: comic, experience report, narrative, photo-story, photostory, sequential
art, visual aesthetics |
Early explorations of CAT: canine amusement and training | | BIBAK | Full-Text | 2661-2670 | |
Chadwick A. Wingrave; Jeremy Rose; Todd Langston; Joseph J., Jr. LaViola | |||
Cross-species computer applications have a history of blended science and
humor, despite the real potential for improving the canine-human bond. New
activities available to humans in the electronic age can be used to improve
this bond. By using a serious games approach, this project motivates the human
to spend time with their canine in healthy and informative ways. An iterative
design process, with a canine behavior expert, has produced a prototype focused
on calm, healthy and enjoyable games for both canine and human. Formative
results and guidelines are reported, as are current and future directions. Keywords: canine, cross-species, dog, serious games, training |
The coffee lab: developing a public usability space | | BIBAK | Full-Text | 2671-2680 | |
Maria Karam | |||
Introducing the Coffee Lab: a novel concept for conducting usability studies
in a public space where anyone can experience and evaluate research novel
interactive systems. The Coffee Lab serves as a model for the public usability
lab, which extends the methods common to laboratory-based usability experiments
by adapting prototypes, usability methods, and task interactions to suit
different scenarios. Details on the design and implementation of public
evaluation methods are discussed, along with a description of the Coffee Lab,
and two ongoing public usability tests. Keywords: ethnography, evaluation, methodology, public usability |
Augmented reality, surface style: extending displays through fiber optics | | BIBAK | Full-Text | 2681-2684 | |
Paul Hoover; Luis E. Cabrera; Curt Aumiller | |||
Most displays can show information only on a planar surface. In some cases
it is advantageous to extend the display into the third dimension or inside
objects on the surface. For instance, a person on one side of an interactive
table might want to read a message displayed privately to themselves. This
paper describes a novel use of fiber optics to take the light from a planar
surface and extend it to display into the third dimension, both vertically and
in any direction that the fiber optic is bent. Keywords: 3D display, augmented reality, design, display, fiber optics |
There's a monster in my kitchen: using aversive feedback to motivate behaviour change | | BIBAK | Full-Text | 2685-2694 | |
Ben Kirman; Conor Linehan; Shaun Lawson; Derek Foster; Mark Doughty | |||
In this paper we argue that "persuasive technologies," developed to motivate
behaviour change in users, have so far failed to exploit the established body
of empirical research within behavioural science. We propose that persuasive
technologies may benefit from both adapting to individual preferences, and a
constructive use of aversive, in addition to appetitive, feedback. We detail an
example application that demonstrates how this approach can be incorporated
into an application designed to train users to adopt more environmentally
friendly behaviours in their domestic kitchens. Keywords: behavioural psychology, connected kitchens, environmental awareness,
negative reinforcement, persuasive technology |
Blowtooth: pervasive gaming in unique and challenging environments | | BIBAK | Full-Text | 2695-2704 | |
Conor Linehan; Ben Kirman; Shaun Lawson; Mark Doughty | |||
This paper describes Blowtooth, a Bluetooth-implemented pervasive game where
players smuggle virtual drugs through real airport security with the help of
unknowing bystanders. The game explores the nature of pervasive game playing in
environments that are not generally regarded as playful or "fun," and where
people are subject to particularly high levels of intrusive surveillance and
monitoring. Six participants who were travelling internationally within a
two-week period were recruited to evaluate the game. Findings suggest that
creating pervasive games that incorporate the unique features of their context
as part of the game may provide enjoyable, novel and thought-provoking
experiences for players. Keywords: airports, critical games, mobile games, non-places, non-players, pervasive
games, provocative games |
Hard-to-use interfaces considered beneficial (some of the time) | | BIBAK | Full-Text | 2705-2714 | |
Yann Riche; Nathalie Henry Riche; Petra Isenberg; Anastasia Bezerianos | |||
Researchers in HCI share a common understanding that 'easy-to-use',
'easy-to-learn' and 'intuitive' interfaces are beneficial to users. Designing
such interfaces raises challenges and often requires multiple iterations. While
we are generally prompt to discard more hard-to-use interfaces and smooth out
usability issues, we want to raise here the issue of their potential benefits.
We de-scribe two cases in which we observed potential bene-fits from
introducing barriers for collaborating and communicating with others. We
attempt to shed a new light on interfaces with usability "problems" and how
these problems may benefit system efficiency and user experience. We end with a
discussion of the pros and cons of making systems harder for people to use, and
how to integrate this perspective in the design process. Keywords: collaboration, communication, easy-to-use, hard-to-use, usability, user
experience, user interfaces |
Communicating software agreement content using narrative pictograms | | BIBAK | Full-Text | 2715-2724 | |
Matthew Kay; Michael Terry | |||
We present narrative pictograms, illustrative diagrams designed to convey
the abstract concepts of software agreements. Narrative pictograms arose out of
a need to create software agreements that are comprehensible without written
language. We first present example diagrams designed to describe the data
collection policies of research software, and the composition rules used to
create them. We then present our design process and lessons learned during
design. Finally, we present results from an evaluation based on the ISO 9186-1
test for graphical symbols. Keywords: informed consent, open source, pictograms, wordless diagrams |
There's methodology in the madness: toward critical HCI ethnography | | BIBAK | Full-Text | 2725-2734 | |
Amanda M. Williams; Lilly Irani | |||
We examine the expansion of topic areas for qualitative research in HCI
publications, focusing on representations of users and field sites. We examine
further developments in anthropological methodologies during a critical period
of the late 1980s and 90s. We identify concerns shared by both research
communities, in particular, the relationships between researcher and informant,
and the construction of bounded settings for field work. We then argue that
ethnographic approaches and theoretical commitments which came to the fore
after Anthropology's critical turn can be usefully applied, in ways that can
inspire design, to investigations of social practice and technology
appropriation. Keywords: DIY, ethnography, methodology, mobility, rhetoric |
Interaction design in the university: designing disciplinary interactions | | BIBAK | Full-Text | 2735-2744 | |
Gale Moore; Danielle Lottridge | |||
Interaction design (ID) as a field emerged in the late 1990s with roots in
both the HCI and design communities. We ask whether the 'interdisciplinary'
agenda of the 3rd paradigm of HCI can be accommodated in the traditional
disciplined university. An alternate model of 'interdisciplinarity' offers one
way forward, but calls for clarity on the question of what interaction design
aspires to be. We offer the notion of 'disciplined transdisciplinarity' as an
exciting and perhaps necessary way of solving the complex problems that ID
researchers face, and illustrate this with examples drawn from the area of
emotional design and assessment. Our bridge between 3rd paradigm, knowledge
production and what we are calling 'disciplined transdisciplinary' yields
insights into the path toward institutionalizing and legitimating research on
ID and academic careers in this field in the university. Keywords: institutionalization, interaction design, interdisciplinarity,
multidisciplinarity, paradigms, promotion, tenure, transdisciplinarity,
university |
Design situations and methodological innovation in interaction design | | BIBAK | Full-Text | 2745-2754 | |
Gilbert Cockton | |||
This juried alt.chi paper argues that philosophy can seed HCI innovations.
Recent developments in ontology open up novel methodological opportunities.
Alain Badiou's situational ontology breaks an apparent impasse between
essentialism and relationalism. For Badiou, the essence of any entity is a
multiplicity formed from what is counted-as-one, but its parts bring potentials
for change. These can exploited through the concept of design situations that
contain infinite opportunities for designing as connecting. Far from being a
barren abstraction, this opens up new spaces for demonstrable practical
methodological innovation in Interaction Design. Keywords: design situations, designing as connecting, interaction design and
evaluation approaches (ideas), situational ontology |
Experience in social affective applications: methodologies and case study | | BIBAK | Full-Text | 2755-2764 | |
Paul André; m.c. schraefel; Alan Dix; Ryen W. White | |||
New forms of social affective applications are emerging, bringing with them
challenges in design and evaluation. We report on one such application,
conveying well-being for both personal and group benefit, and consider why
existing methodologies may not be suitable, before explaining and analyzing our
proposed approach. We discuss our experience of using and writing about the
methodology, in order to invite discussion about its suitability in particular,
as well as the more general need for methodologies to examine experience and
affect in social, connected situations. As these fields continue to interact,
we hope that these discussions serve to aid in studying and learning from these
types of application. Keywords: affect, design, evaluation, experience, methodology, social, social
networking, well-being |
Tangible interfaces for download: initial observations from users' everyday environments | | BIBAK | Full-Text | 2765-2774 | |
Enrico Costanza; Matteo Giaccone; Olivier Kueng; Simon Shelley; Jeffrey Huang | |||
Tangible user interfaces (TUIs) have been promoted and discussed in the HCI
community for 15 years. Most reported TUIs are research prototypes, available
in laboratories or museums. This paper reports an attempt to understand the
impact of TUIs in users' everyday environments through a low-cost, simple
set-up tangible interface for music that can be freely downloaded from a
website. The system requires only a regular computer, a webcam and a printer --
the physical parts of the interface can be folded out of ordinary paper.
Logging interaction with the interfaces and analyzing content posted by users
on the web we observed that the TUIs were accepted as normal: just interfaces
to make music rather than esoteric systems. Keywords: d-touch, large-scale user observation, music sequencer, tangible user
interface, user generated content |
Tangible video bubbles | | BIBAK | Full-Text | 2775-2784 | |
Kimiko Ryokai; Hayes Raffle; Hiroshi Horii; Yotam Mann | |||
We introduce the Tangible Video Bubbles, a new video-based drawing space for
children to create expressive video art. A Tangible Video Bubble acts both as a
container for children's expressions, as well as an instrument with which
children can perform with their recorded video by squeezing and stretching the
physical bubble. We present our iterative design process and evaluation of the
play space with children, and discuss a new approach to making video creation
more concrete and playful for children. Keywords: children, communication tools, drawings, tangible, toys, video recording and
playback |
Adaptive mouse: a deformable computer mouse achieving form-function synchronization | | BIBAK | Full-Text | 2785-2792 | |
Sheng Kai Tang; Wen Yen Tang | |||
In this paper, we implement a computer mouse for demonstrating the idea of
form-function synchronization by embedding deformation sensing modules
consisting of deformable foam and Hall-effect sensors. Due to its automatic
sensing, recognizing and actuating mechanisms actively responding to users'
diverse gestures, we have chosen to name it Adaptive Mouse. Working with
Adaptive Mouse, all users have to do is to hold it with preferred hand
gestures, then through the use of their fore and middle fingers the correct
button functions will intuitively be triggered. Users can also freely move the
mouse and always get accurate cursor feedbacks. This "intuitive holds then
clicks" action creates sense of "magic", and the mouse shape with minimum
visual clues not only lowers mental loads but also achieves the goal of
simplicity design. Keywords: adaptive product, computer mouse, form-function synchronization, intuitive
interface |
Manual deskterity: an exploration of simultaneous pen + touch direct input | | BIBAK | Full-Text | 2793-2802 | |
Ken Hinckley; Koji Yatani; Michel Pahud; Nicole Coddington; Jenny Rodenhouse; Andy Wilson; Hrvoje Benko; Bill Buxton | |||
Manual Deskterity is a prototype digital drafting table that supports both
pen and touch input. We explore a division of labor between pen and touch that
flows from natural human skill and differentiation of roles of the hands. We
also explore the simultaneous use of pen and touch to support novel compound
gestures. Keywords: bimanual input, gestures, pen, tabletop, tablets, touch |
Planz to put our digital information in its place | | BIBAK | Full-Text | 2803-2812 | |
William Jones; Dawei Hou; Bhuricha Deen Sethanandha; Sheng Bi; Jim Gemmell | |||
Planz provides a single, integrative document-like overlay to a folder
hierarchy through the dynamic, on-demand assembly of XML fragments. This
overlay provides a context in which to create or reference not only files but
also email messages, web pages and informal notes. This paper describes an
evaluation of Planz over a period of several days during which participants
compared their experiences on two projects -- one involving "status quo"
methods, a second project involving Planz. Also discussed is an architecture
that extends on the front-end to provide additional overlays and on the
back-end in support of additional information stores. Work on Planz is guided
by a vision of "structural integrity": Many tools, many modes of interaction
applied to a common structure for the organization of and access to personal
information. Keywords: PIM, personal information management, project planning |
Only one Fitts' law formula please! | | BIBAK | Full-Text | 2813-2822 | |
Heiko Drewes | |||
The HCI community uses at least four different formulas for Fitts' law. Each
of them is derived from Shannon's information theory. This raises the question
which formula is wrong and which is right. While the HCI community on the one
hand gives free choice for the formula, it demands good statistical values for
the evaluation on the other hand. From a scientific point of view this
situation is not satisfying. Keywords: Fitts' law, correlation |
Edits & credits: exploring integration and attribution in online creative collaboration | | BIBAK | Full-Text | 2823-2832 | |
Kurt Luther; Nicholas Diakopoulos; Amy Bruckman | |||
Attribution allows online reputations to be formed and motivates many
contributions to online creative collaboration. Yet, we know little about
attribution practices in online creative collaboration and the technologies
that shape them. This paper describes a study of online collaborative animation
projects, focused on the practices surrounding integration and attribution. We
found that both tasks are closely related and often completed by a single
person, a process we call "cr-editing." We also identify frustrations with
existing practices and systems and propose design considerations for
alleviating them. Our findings offer insights into the growing space of online
remixing, mashups, and creativity. Keywords: animation, attribution, authorship, credit, integration |
Multi-lifespan information system design in post-conflict societies: an evolving project in Rwanda | | BIBAK | Full-Text | 2833-2842 | |
Batya Friedman; Lisa P. Nathan; Milli Lake; Nell Carden Grey; Trond T. Nilsen; Robert F. Utter; Elizabeth J. Utter; Mark Ring; Zoe Kahn | |||
In this paper we report on our early-stage research and design efforts to
provide Rwandans with access to and reuse of video interviews from the
International Criminal Tribunal for Rwanda. More generally, we investigate
methods and designs that can be deployed successfully within a post-conflict
political climate concerned about recurring violence. This work: (1) directly
supports the Rwandan people in their efforts to achieve justice, healing and
reconciliation; (2) provides the HCI community with methods and approaches for
undertaking design in post-conflict situations; and (3) describes the first
empirical exploration of multi-lifespan information system design. Keywords: access, adaptation, appropriation, multi-lifespan information system design,
post-conflict society, reuse, value sensitive design, value tensions |
Cross currents: water scarcity and sustainable CHI | | BIBAK | Full-Text | 2843-2852 | |
Tad Hirsch; Ken Anderson | |||
Growing awareness of the threats posed by global freshwater shortages
coupled with increased interest in environmental sustainability among CHI
researchers make water management a ripe area for new CHI applications. This
paper presents a qualitative study of practices and attitudes in a
water-stressed region of the United States. We describe water conservation as a
culturally-situated activity influenced by a variety of social factors, and
show "sustainability" to be a complicated concept rife with competing, often
incompatible interpretations and prescriptions. We discuss implications for
designing interfaces that encourage personal conservation, and identify
environmental policy making as an area ripe for new CHI activity. Finally, we
suggest that sustainability has the potential to move from the periphery of CHI
research and become a galvanizing force for the community at large. Keywords: conservation, design, sustainability, water |
Connect 2 congress: visual analytics for civic oversight | | BIBAK | Full-Text | 2853-2862 | |
Peter Kinnaird; Mario Romero; Gregory Abowd | |||
Strong representative democracies rely on educated, informed, and active
citizenry to provide oversight of the government. We present Connect 2 Congress
(C2C), a novel, high temporal-resolution and interactive visualization of
legislative behavior. We present the results of focus group and domain expert
interviews that demonstrate how different stakeholders use C2C for a variety of
investigative activities. The evaluation provided evidence that users are able
to support or reject claims made by candidates and conduct free-form, low-cost,
exploratory analysis into the legislative behavior of representatives across
time periods. Keywords: e-government, information visualization, poole-rosenthal, roll call
analysis, vote analysis, voting analysis |
Who are the crowdworkers?: shifting demographics in mechanical turk | | BIBAK | Full-Text | 2863-2872 | |
Joel Ross; Lilly Irani; M. Six Silberman; Andrew Zaldivar; Bill Tomlinson | |||
Amazon Mechanical Turk (MTurk) is a crowdsourcing system in which tasks are
distributed to a population of thousands of anonymous workers for completion.
This system is increasingly popular with researchers and developers. Here we
extend previous studies of the demographics and usage behaviors of MTurk
workers. We describe how the worker population has changed over time, shifting
from a primarily moderate-income, U.S.-based workforce towards an increasingly
international group with a significant population of young, well-educated
Indian workers. This change in population points to how workers may treat
Turking as a full-time job, which they rely on to make ends meet. Keywords: crowdsourcing, demographics, human computation, mechanical turk, user
surveys |
Public issues on projected user interface | | BIBAK | Full-Text | 2873-2882 | |
Ju-Chun Ko; Li-Wei Chan; Yi-Ping Hung | |||
What will happen when pocket projectors become mainstream personal display
channels? What will be affected when numerous projections intrude our living
space without proper control? Today's technology in projection has promised a
big screen viewing experience from mobile devices, pushing us toward a truly
ubiquitous display environment. But, is our society prepared for the next
projection-generation?
We argue that the Projected user interface (PUI) will introduce new problems both in environmental and social aspects which are seldom been explored. This paper explores our rights to project and be projected in public space. Can we project on human body without asking for permission? Can we refuse to be projected? Can projection pollute the environment and influence the people therein? This paper proposes several issues about people's rights on projection, and provide discussions on possible solutions. Keywords: handheld projector, multi-user interaction, projected user interface, public
display |
Exploring mobile technologies for the urban homeless | | BIBAK | Full-Text | 2883-2886 | |
Christopher A. Le Dantec | |||
My research examines the practical and social impact of technology on the
urban homeless. To accomplish this, I have conducted interviews with the
homeless to understand how technology-from mobile phones to bus passes-affects
their lives. I have also conducted ethnographic fieldwork at care providers to
understand how technology figures into the provision of care for the homeless.
These formative studies have motivated the design of a set of information
sharing services that aggregate information available in the community and
provide it to the homeless via mobile phones. I will deploy this system to
diverse set of homeless individuals to better understand how such technologies
fit within the social and economic constraints of the homeless community. I
expect my research to result in theoretical contributions and guidelines for
designing for uncommon users, like the homeless. Keywords: homeless, social computing, urban computing, values in design |
Evaluating the social acceptability of multimodal mobile interactions | | BIBAK | Full-Text | 2887-2890 | |
Julie Rico | |||
Multimodal mobile interfaces require users to adopt new and possibly strange
behaviors in public places. It is important to design these interfaces to
account for the social restrictions of public settings. However, past research
in multimodal interaction has primarily focused on issues of sensing and
recognition rather than the investigation of user opinions and social factors
that influence the acceptance of multimodal interfaces. This research examines
the factors affecting social acceptability of multimodal interactions,
beginning with gesture-based interfaces. This work includes a survey and an
on-the-street user study that examine how users determined which gestures were
acceptable. Future work seeks to examine other modalities, in order to create
guidelines for socially acceptable designs and a methodology for investigating
social acceptability. Keywords: mobile interfaces, multimodal interfaces, social acceptability |
HCI methods for including adults with disabilities in the design of CHAMPION | | BIBAK | Full-Text | 2891-2894 | |
Suzanne Prior | |||
The demand for software, suitable for users with complex communication needs
and other disabilities, is increasing. However, traditional HCI design methods
are not always suitable for these users. To address this, the CHAMPION project
is piloting adapted methods in the development of a patient hospital profile
for this user group. Initial results show that users with cognitive and
communication disabilities can be involved in participatory design. The
challenge is now to develop meaningful evaluation methods for this group. Keywords: accessibility, disability, inclusive design, methodology, usability |
Heads-up engagement with the real world: multimodal techniques for bridging the physical-digital divide | | BIBAK | Full-Text | 2895-2898 | |
Simon Robinson | |||
The vast and ever-increasing collection of geo-tagged digital content about
the physical world around us has prompted the development of interaction
methods for various different scenarios. However, the map-based views common on
desktop computers are not always appropriate when considering mobile usage. The
aim of this research is to provide suitable methods that can encourage user
interaction with geo-located digital content, avoiding unnecessary interference
with the user's immersion in the physical world around them. This extended
abstract outlines the work published to date, suggests future areas of
research, and highlights the key contributions brought to the HCI community. Keywords: engaging, geo-web, haptics, heads-up, interaction, location-aware, mobile,
multimodal, sensors |
Supporting medical communication with a multimodal surface computer | | BIBAK | Full-Text | 2899-2902 | |
Anne Marie Piper | |||
This research explores the utility of a multimodal surface computer for
supporting medical communication between older adults and health care
providers. Research involves a field study of health care communication
practices, the design of a multimodal surface computer application, and an
in-context evaluation of the technology at a local retirement community. Keywords: multimodal interaction, older adults, surface computing |
Interfaces beyond the surface: a structural approach to embodiment | | BIBAK | Full-Text | 2903-2906 | |
Fabian Hemmert | |||
This work aims to contribute to the theory and practice of embodied
interaction. It criticizes that its underlying term of Embodiment has not been
defined sufficiently, and is, consequently, used inconsistently. It also argues
that this circumstance is a problematic one.
It presents an attempt to provide more clarity to the theory of embodiment, as a basis for the practice of designing embodied interaction in Tangible User Interfaces (TUIs). It proposes a purely structural approach, derived from Heidegger's works around 'Being and Time' [3]. Aspects and criteria of Embodiment (as which Heideggerian Dinglichkeit is interpreted) in the literature are reviewed in this work, and applied to the design practice of Embodied Interaction. Keywords: embodied interaction, tangible user interfaces, theory |
Lowering the barrier to applying machine learning | | BIBAK | Full-Text | 2907-2910 | |
Kayur Patel | |||
Researchers have used machine learning algorithms to solve hard problems in
a variety of domains, enabling exciting, new applications of computing.
However, research results have not transferred to software solutions. In part,
this is because developing software with machine learning algorithms is itself
difficult. My dissertation work aims to understand why using machine learning
is difficult and to create tools that lower the bar so that more developers can
effectively use machine learning. Keywords: machine learning |
The role of tangible technologies for special education | | BIBAK | Full-Text | 2911-2914 | |
Taciana Pontual Falcão | |||
The physicality and multisensory aspect of tangibles make them particularly
suitable for children with special needs. To date, however, there is little
empirical research on tangibles for supporting cognition and learning
difficulties. This research aims to investigate the role of tangibles in
supporting attention, verbal memory and abstract thinking of children with
learning needs, particularly when collaborating with peers. Keywords: learning disabilities, science learning, tangibles |
Improved window switching interfaces | | BIBAK | Full-Text | 2915-2918 | |
Susanne Tak; Andy Cockburn | |||
In this research, we explore ways of improving window switching interfaces.
Empirical studies reveal how people currently organise and switch between
windows. These characteristics inform our new design: Spatially Consistent
Thumbnails Zones (SCOTZ). Keywords: longitudinal studies, novel interaction techniques, window switching, window
use |
Creating salient summaries of home activity lifelog data | | BIBAK | Full-Text | 2919-2922 | |
Matthew L. Lee | |||
Keeping track of the fluctuations in functional abilities that elders
experience is important for early detection of cognitive decline and
maintaining independence. In this proposal, I describe my research in
understanding how to design ubiquitous home sensor systems that can monitor how
well individuals carry out everyday activities important for independence.
These systems collect an overwhelmingly large amount of data and thus only the
most salient details need to be presented. I will identify the information
needs of stakeholders to inform the design of salient summaries of the data for
elders, their family caregivers, their doctors, and their therapists to become
more aware of changes functional abilities. I also describe the technical, HCI,
and clinical contributions of this work. Keywords: caregiver, elder, embedded assessment, functional abilities, lifelog,
salient summary, sensors |
Emotions experienced by families living at a distance | | BIBAK | Full-Text | 2923-2926 | |
Hyesook Kim; Andrew Monk | |||
This paper describes some of the results of a probe study where members of
three-generational families, where at least one person is geographically
separated from the others, talk about their emotional experiences. The method
for eliciting this information is briefly described along with some of the
themes identified in a grounded theory analysis. These include: sharing the
moment with pride; reassurance with regard to intergenerational obligations;
comfort and consolation from yearning; and little time to give comfort to one
another. Keywords: affective communication, emotion, grounded theory analysis, presence
technology, probes |
Studying and tackling temporal challenges in mobile HCI | | BIBAK | Full-Text | 2927-2930 | |
Joel E. Fischer | |||
In this paper, I present the idea of receptivity as a broader concept than
interruptibility alongside empirical studies of receptivity to interruptions on
mobile devices in naturalistic settings, and a methodology based around
experience-sampling in order to inform and motivate the development of concepts
and models for system design that respond to issues of receptivity in general
and temporal challenges such as timing and episodic engagement in particular. Keywords: context, esm, experience-sampling method, interruptibility, interruptions,
mobile HCI, receptivity, time |
Supporting and transforming leadership in online creative collaboration | | BIBAK | Full-Text | 2931-2934 | |
Kurt Luther | |||
Behind every successful online creative collaboration, from Wikipedia to
Linux, is at least one effective project leader. Yet, we know little about what
such leaders do and how technology supports or inhibits their work. My
dissertation investigates online creative collaboration in the novel context of
animated movie-making, focusing on the role of leadership. I first conducted
two empirical studies of existing leadership practice in online communities of
animators. I am currently designing two Web-based collaborative systems based
on these findings. My evaluation compares both systems with existing practice
to elicit broader principles of online creative collaboration. Keywords: animation, creativity, leadership, online creative collaboration, open
source, social computing |
Real-time interaction with supervised learning | | BIBAK | Full-Text | 2935-2938 | |
Rebecca Fiebrink | |||
My work concerns the design of interfaces for effective interaction with
machine learning algorithms in real-time application domains. I am interested
in supporting human interaction throughout the entire supervised learning
process, including the generation of training examples. In my dissertation
research, I seek to better understand how new machine learning interfaces might
improve accessibility and usefulness to non-technical users, to further explore
how differences between machine learning in practice and machine learning in
theory can inform both interface and algorithm design, and to employ new
machine learning interfaces for novel applications in real-time music
composition and performance. Keywords: interface design, machine learning, music performance |
HCI on the move: methods, culture, values | | BIBAK | Full-Text | 2939-2942 | |
Lilly Irani | |||
As HCI is taken up across different cultures, its methods have typically
been presumed to be culturally universal. Though evidence suggests that they
are not, dimensions of cultural specificities of HCI methods are not
understood. Through detailed fieldwork with design practitioners in Delhi,
India, I propose to develop a framework for understanding tacit material,
cultural, and value commitments in HCI design methods, opening up possibilities
for alternate conceptions of design. Keywords: cross-cultural design, ict4d, sts |
Cultural versioning of mobile user experience | | BIBAK | Full-Text | 2943-2946 | |
Qifeng Yan | |||
Most current user interfaces and services are based on psychological and
social models drawn from European and American research traditions. After
identifying preferences and value orientations in different cultures from a
series of user studies, this research tries to form a theoretical base for
understanding local cultures and designing different user experiences for
people from different cultures. The goal of this research is to explore
cost-effective strategies for developing multiple versions of user interfaces
and services for different cultures, perhaps through cultural templates or
through special versioning tools. Keywords: cross-cultural design, cultural differences, cultural model, cultural
repository, cultural template, interaction design, user experience, versioning
tool |
Supporting effective user navigation in digital documents | | BIBAK | Full-Text | 2947-2950 | |
Jennifer Pearson | |||
Electronic documents such as PDFs are becoming increasingly popular as we
move further towards the notion of the paperless office. The harsh truth
however is that e-documents differ greatly from their physical paper
counterparts, with many users opting to print them before reading. This paper
describes several novel implementations that utilize a technique known as
'lightweight interaction'; a term that describes activities that can be
performed without excessive cognitive attention. Incorporating tools into
digital document readers to aid users in day-to-day tasks will enhance their
performance and hopefully increase user uptake of digital reading. My research
on this topic centers on several areas of document navigation, focusing
specifically on current physical (paper) practices, in order to enhance their
digital equivalents. Keywords: digital documents, navigation, user interfaces |
Thanatosensitively designed technologies for bereavement support | | BIBAK | Full-Text | 2951-2954 | |
Michael Massimi | |||
Computing supports a number of activities across the lifespan, from
interactive games for children to smart homes for seniors. However, one part of
the lifespan which is often overlooked by application designers is the end of
life -- a period marked by issues of mortality, dying, and death. My thesis
takes up this area as its object of study, and does so specifically by
examining the bereaved as a target population. I argue that most modern
technologies are not designed with proper acknowledgement of the eventual death
of their users, and that this oversight results in a series of circumstances
which complicate affairs for bereaved family members. Based on evidence from a
survey and interview study, I identify opportunities for technology designers
to support bereavement activities through a process called "thanatosensitive
design." My thesis seeks to contribute methodological insights for designing
for the end of the lifespan, a novel system which connects bereaved individuals
together, and account of how this system mediates social support. Keywords: bereavement, death, domestic technologies, dying, thanatosensitive design,
ubiquitous computing |
Mediated crafts: digital practices around creative handwork | | BIBAK | Full-Text | 2955-2958 | |
Daniela K. Rosner | |||
In this submission, I discuss my design research and fieldwork investigating
mediated crafts' -- digital practices around creative handwork. Specifically, I
study how creating and sharing digital information around knitting or crochet
activity affects the social and material relationships enacted through craft.
Here I review my qualitative research on the role of digital resources in
creative handwork and the iterative design of Spyn, mobile phone software that
associates digital records of the creative process' -- captured through
audio/visual media, text, and geographic data' -- with physical locations on
handmade fabric. Keywords: craft, creativity, design process, handcraft, handwork |
LiquidText: active reading through multitouch document manipulation | | BIBAK | Full-Text | 2959-2962 | |
Craig Tashman | |||
Active reading, involving acts such as highlighting, writing notes, etc., is
an important part of knowledge workers' activities. Most computer based active
reading support has sought to better replicate the affordances of paper.
Instead, this dissertation seeks to go past paper by proposing a more flexible,
fluid document representation, controlled through gesture and multitouch input.
Formative evaluations revealed details about modern active reading behavior and
early reactions to the prototype system. I discuss how these will inform the
next design iteration, and current plans for a comparative study against other
media. Keywords: active reading, multitouch input, visualization |
Designing and evaluating voice-based virtual communities | | BIBAK | Full-Text | 2963-2966 | |
Neil Patel | |||
Voice-based virtual communities offer new possibilities for information
dissemination and sharing for billions of users who lack access to
Internet-connected PCs. As interaction is only through voice, these systems are
subject to different design constraints than web-based social software. Through
lab experiments and fieldwork, we have identified three key design challenges
for voice-based virtual communities: supporting threaded conversations;
indexing and searching content; and managing identity. We discuss each of these
issues and propose approaches to address them. We also present plans to
evaluate the impact of voice-based virtual communities on knowledge access and
sharing in rural India. Keywords: agriculture, forum, ictd, india, ivr, literacy, rural development, social
media, voice user interface |
TAVR: temporal-aural-visual representation for representing imperceptible spatial information | | BIBAK | Full-Text | 2967-2970 | |
Minyoung Song | |||
Designing a technology tool to support learners better conceptualize the
imperceptible scale has been a challenging research topic for learning
technology researchers. Because of the limits in human visual sense and
cognitive capacity, visual representations have not been successful in
representing such scales. To address this issue, I designed a computer-based
simulation that incorporates a multimodal (temporal-aural-visual)
representation (TAVR). In my dissertation I assess the successfulness of TAVR
and potential design options. Keywords: learning technologies, multimedia tools, multimodal representations,
temporal modality |
Building interpretable discussions: for effective public engagement | | BIBAK | Full-Text | 2971-2974 | |
Travis Kriplean | |||
Shifts in the culture of civic engagement, technologies and practices
surrounding social media, and pressure from political leaders have ignited a
movement amongst gov't agencies to extend their efforts for obtaining input on
public issues. These projects face serious challenges related to scale of
participation and political capture, though collaborative efforts elsewhere
suggest we may be able to support interactions amongst large numbers of people.
Instead of emphasizing the exchange of individual messages and voting, I
propose that systems should be designed to support the cooperative production
of discussions. Keywords: advocacy, collaboration, deliberation, labor, political communication,
sensemaking, translucence |
Grassroots heritage in the crisis context: a social media probes approach to studying heritage in a participatory age | | BIBAK | Full-Text | 2975-2978 | |
Sophia B. Liu | |||
Social media technologies are rapidly changing the way people create, share,
and experience memories especially around crises. When collective memory is
generated on a societal scale and shared across generations over time, this
practice assumes social and cultural significance and becomes a heritage
matter. Emerging uses of social media are generating new kinds of heritage
practices from the bottom-up, what I call "grassroots heritage." This
interdisciplinary design study works at the intersection of social media and
cultural heritage in the crisis context using a variant method called "social
media probes." I present a grassroots heritage framework with design ideas for
facilitating "socially-distributed curation" to guide future HCI research in
the heritage domain. Keywords: crisis informatics, cultural heritage, participatory design, social media,
social media probes, socially-distributed curation |
Sawtooth: interactive clarity and aesthetic complexity | | BIBAK | Full-Text | 2979-2984 | |
Christopher Burns | |||
Sawtooth (2009) is an artwork integrating performance, sound, and animation.
This paper describes the design of Sawtooth, with particular reference to the
balances it strikes between control, clarity, and complexity. Keywords: animation, electroacoustic music, improvisation, motion capture |
Critical point, a composition for cello and computer | | BIBAK | Full-Text | 2985-2988 | |
Roger Dannenberg; Tomas Laurenzo | |||
Critical Point is written for solo cello and interactive computer music
system with two to four channel sound system and computer animation. The
cellist plays from a score, and the computer records and transforms the cello
sounds in various ways. Graphics and video are also projected. The
computer-generated graphics are affected by audio from the live cellist.
Critical Point is written in memory of the artist Rob Fisher. Keywords: animation, cello, computer music, interactive, multimedia, performance |
The reactable: tangible and tabletop music performance | | BIBAK | Full-Text | 2989-2994 | |
Sergi Jordà | |||
In this paper we present the Reactable, a new electronic musical instrument
with a simple and intuitive tabletop interface that turns music into a tangible
and visual experience, enabling musicians to experiment with sound, change its
structure, control its parameters and be creative in a direct, refreshing and
unseen way. Keywords: music performance, musical instruments, reactable, reactivision, tabletop
interfaces, tangible interaction |
Exploring the design space in technology-augmented dance | | BIBAK | Full-Text | 2995-3000 | |
Celine Latulipe; David Wilson; Sybil Huskey; Melissa Word; Arthur Carroll; Erin Carroll; Berto Gonzalez; Vikash Singh; Mike Wirth; Danielle Lottridge | |||
In this paper we describe the process and technology behind a dance
performance, "Bodies/Antibodies," that will be presented at CHI 2010. This
performance is part of an ongoing Dance.
Draw project at the University of North Carolina at Charlotte, which investigates lightweight methods for integrating dance motion with interactive visualizations and enhancing audience interaction with dance. Keywords: 3D accelerometers, embodied interaction, gyroscopic mouse, interactive dance |
The elocuter: I must remind you we live in Dada times | | BIBAK | Full-Text | 3001-3006 | |
Shannon C. McMullen; Fabian Winkler | |||
The Elocuter is a sonification device that attaches via suction cup to a
computer screen. It translates newspaper headlines about the global economic
crisis into spoken words, composed of impossible sequences of allophones
similar to a Dada poem. The project references poetic experiments of the Dada
movement of the 1910/20s, specifically the play with language as a way to
respond to a seemingly irrational political and cultural context. Finally, this
project can be placed in the history of combining human and machinic components
into instruments for performance. Keywords: arduino, dada, economic crisis, futurism, news headlines, processing, sound
poem, speakjet |
Layered surveillance | | BIBAK | Full-Text | 3007-3012 | |
Celine Latulipe; Annabel Manning | |||
Artist Annabel Manning explores the world of immigration and identity, and
explores imagery related to border crossings and surveillance. Computer
Scientist Celine Latulipe explores embodied, collaborative interaction. The
intersection of these two worlds leads to research in embodied collaborative
interaction and an interactive art exhibit in which participants can explore
both static images through interactive layers, and moving video through
interactive surveillance lenses. Participants can explore alone or with others,
using gyroscopic mice to control different aspects of the artwork. The
participants are led, through interaction, to contemplate the (in)visibility of
the immigrant and the agency of surveillance. Keywords: collaborative art, interactive art, interactive video |
The generative visual renku project: integrating multimedia semantics, animation, and interface design | | BIBAK | Full-Text | 3013-3018 | |
Kenny K. N. Chow; D. Fox Harrell | |||
This paper presents Generative Visual Renku (GVR), a new genre of visual
interactive/generative art form inspired by Japanese renku poetry and
generative contemporary art. GRIOT, a system for composing generative and
interactive multimedia discourse, is used to semantically constrain generated
output both visually and conceptually. GVR utilizes GRIOT to implement
constraints for visual composition, revealing new technical and aesthetic
challenges. Since modular animated graphical systems are ubiquitous in
computing culture, ranging from avatars to GUIs, GVR works pose a contribution
to a breadth of HCI research and to the development of new theory and
technology for integrating AI and the arts. Keywords: animation, artificial intelligence, generative, interactive, interface
design, multimedia, visual art |
Robotany: breeze | | BIBAK | Full-Text | 3019-3024 | |
Jill Coffin | |||
This paper describes Breeze, a live roboticized tree. Visitor interaction
with Breeze is interpreted through a series of narratives. These narratives
yield results with implications for human-computer interaction research. Keywords: art, embodied interaction, hermeneutics, interpretation, metaphor,
phenomenology, technological art, totem |
Critical gameplay: software studies in computer gameplay | | BIBAK | Full-Text | 3025-3030 | |
Lindsay Grace | |||
The computer game software with which we interact on a daily basis not only
entertains us, it trains us into specific patterns. Critical Gameplay is a
design practice which endeavors to expose and redesign the patterns to which
standard gameplay subscribes. The ongoing project seeks to identify the
dominant values, philosophies and problem solving models reinforced by computer
games and provides prototypical alternates to those standards. Keywords: critical design, gameplay, software philosophy, software studies |
iFeel_IM: innovative real-time communication system with rich emotional and haptic channels | | BIBAK | Full-Text | 3031-3036 | |
Dzmitry Tsetserukou; Alena Neviarouskaya; Helmut Prendinger; Mitsuru Ishizuka; Susumu Tachi | |||
The paper focuses on a novel system iFeel_IM! that integrates 3D virtual
world, intelligent component for automatic emotion recognition from text, and
innovative affective haptic interfaces providing additional nonverbal
communication channels through simulation of emotional feedback and social
touch. The motivation behind our work is to enrich social interaction and
emotional involvement of the users of communication media. iFeel_IM! users can
not only exchange messages but also emotionally and physically feel the
presence of the communication partner. Keywords: affective haptics, affective user interfaces, haptic display, instant
messaging, online communication |
Interactive robot task learning | | BIBAK | Full-Text | 3037-3040 | |
Andrea L. Thomaz; Maya Cakmak; Crystal Chao; Nicholas DePalma; Michael Gielniak | |||
In this paper we provide a brief overview of our research agenda in
Human-Robot Interaction and Interactive Learning. We highlight key components
to be demonstrated as part of the CHI 2010 Media Showcase. Keywords: human-robot interaction, socially guided machine learning |
Rolling and shooting: two augmented reality games | | BIBAK | Full-Text | 3041-3044 | |
Ohan Oda; Steven Feiner | |||
We present two fast-paced augmented reality games. One is a single-player
game experienced through a head-worn display. The player manipulates a tracked
board to guide a virtual ball through a dynamic maze of obstacles. Combining
the 3DOF absolute orientation tracker on the head-worn display with 6DOF
optical marker tracking allows the system to always account for the correct
direction of gravity. The second game is a networked, two-player,
first-person-shooter, in which tracked hand-held UMPCs are used to blast
virtual dominoes off a table. Players' virtual locations are warped to keep
them from physically interfering with each other. Keywords: augmented/mixed reality, games, interference avoidance, multi-user
interaction |
Pinch-the-sky dome: freehand multi-point interactions with immersive omni-directional data | | BIBAK | Full-Text | 3045-3050 | |
Hrvoje Benko; Andrew D. Wilson | |||
Pinch-the-Sky Dome is a large immersive installation where several users can
interact simultaneously with omni-directional data inside of a tilted geodesic
dome. Our system consists of an omni-directional projector-camera unit in the
center of the dome. The projector is able to project an image spanning the
entire 360 degrees and a camera is used to track freehand gestures for
navigation of the content. The interactive demos include: 1) the exploration of
the astronomical data provided by World Wide Telescope, 2) social networking 3D
graph visualizations, 3) immersive panoramic images, and 4) 360 degree video
conferencing. We combine speech commands with freehand pinch gestures to
provide a highly immersive and interactive experience to several users inside
the dome, with a very wide field of view for each user. Keywords: curved displays, dome, freehand interaction, gestures, omni-directional
interface |
Exploring interfaces to botanical species classification | | BIBAK | Full-Text | 3051-3056 | |
Sean White; Steven Feiner | |||
We have developed several prototype user interfaces for botanical species
identification and data collection across a diversity of platforms including
Tablet PC, Ultra Mobile PC (UMPC), Apple iPhone, Augmented Reality, and
Microsoft Surface. In our demonstration, we show UMPC and iPhone user
interfaces, discuss the commonalities and distinctions across the different
interfaces, and invite visitors to explore these differences. Our prototypes
address several issues of interest to the CHI community including mobile
interfaces, interfaces to object recognition, and visualization. Keywords: augmented reality, electronic field guide, iPhone, identification, mobile
user interfaces, surface |
Visible and controllable RFID tags | | BIBAK | Full-Text | 3057-3062 | |
Nicolai Marquardt; Alex S. Taylor; Nicolas Villar; Saul Greenberg | |||
Radio frequency identification (RFID) tags containing privacy-sensitive
information are increasingly embedded into personal documents (e.g., passports
and driver's licenses). The problem is that people are often unaware of the
security and privacy risks associated with RFID, likely because the technology
remains largely invisible and uncontrollable for the individual. To mitigate
this problem, we developed a collection of novel yet simple and inexpensive
alternative tag designs to make RFID visible and controllable. This video and
demonstration illustrates these designs. For awareness, our tags provide
visual, audible, or tactile feedback when in the range of an RFID reader. For
control, people can allow or disallow access to the information on the tag by
how they touch, orient, move, press, or illuminate the tag (for example, Figure
1 shows a tilt-sensitive RFID tag). Keywords: awareness, control, feedback, privacy, rfid, sensors |
Recognizing shapes and gestures using sound as feedback | | BIBAK | Full-Text | 3063-3068 | |
Javier Sanchez | |||
The main goal of this research work is to show the possibility of using
sound feedback techniques to recognize shapes and gestures. The system is based
on the idea of relating spatial representations to sound. The shapes are
predefined and the user has no access to any visual information. The user
interacts with the system using a universal pointer device, as a mouse or a pen
tablet, or the touch screen of a mobile device. While exploring the space using
the pointer device, sound is generated, which pitch and intensity vary
according to a strategy. Sounds are related to spatial representation, so the
user has a sound perception of shapes and gestures. They can be easily followed
with the pointer device, using the sound as only reference. Keywords: auditory (non-speech) feedback, auditory display, gestures, non-visual
visualization, parametric curves, proprioception, sonification |
The emoti-chair: an interactive tactile music exhibit | | BIBAK | Full-Text | 3069-3074 | |
Maria Karam; Carmen Branje; Gabe Nespoli; Norma Thompson; Frank A. Russo; Deborah I. Fels | |||
In this abstract, we present the Emoti-Chair, a sensory substitution system
that brings a high resolution audio-tactile version of music to the body. The
system can be used to improve music accessibility for deaf or hard of hearing
people, while offering everyone the chance to experience sounds as tactile
sensations. The model human cochlea (MHC) is the sensory substitution system
that drives the Emoti-Chair. Music can be experienced as a tactile modality,
revealing vibrations that originate from different instruments and sounds
spanning the audio frequency spectrum along multiple points of the body. The
system uses eight separate audio-tactile channels to deliver sound to the body,
and provides an opportunity to experience a broad range of musical elements as
physical vibrations. Keywords: assistive technologies, crossmodal displays, haptic I/O, sensory
substitution |
Shape-changing mobiles: tapering in two-dimensional deformational displays in mobile phones | | BIBAK | Full-Text | 3075-3080 | |
Fabian Hemmert; Susann Hamann; Matthias Löwe; Josefine Zeipelt; Gesche Joost | |||
This paper presents a novel haptic actuation system for mobile phones:
Two-dimensional tapering through an actuated back plate.
It proposes this type of shape-change for various applications, e.g. for ergonomically actuating the shape itself, displaying internal contents, and pointing to entities located outside the device. The paper reports a user study in which the accuracy of perceiving the two-dimensional tilt of the phone's back plate is measured, as well as results from a questionnaire and a user interview. The results indicate that two-dimensional shape change may be a suitable addition to existing mobile phone technology. Keywords: content, form, haptic display, mobile phone, navigation, physicality,
shape-change |
Weight-shifting mobiles: automatic balancing in mobile phones | | BIBAK | Full-Text | 3081-3086 | |
Fabian Hemmert; Susann Hamann; Matthias Löwe; Josefine Zeipelt; Gesche Joost | |||
This paper presents a new type of interaction support for mobile phones:
Automatic balancing through weight-shift. It proposes that weight-shift in
mobile phones could be used as to change the device's balancing behavior. The
question that this technology can help us to explore is how our interaction
with mobile phones in everyday life could change, once devices were able to
actively change the way we hold them in our hands.
Various levels of interaction are proposed: Balancing based on angular tilt and counter-balancing of button-clicks, and, for a future implementation, balancing, supported through grasp recognition. We report a user study that assessed in how much such a system may help users to balance the a device equipped with the proposed system. It concludes that actuated balancing may be helpful in mobile interactions, but that it needs to be designed carefully. Keywords: balance, haptic display, mobile phone, weight-shift |
Weight-shifting mobiles: two-dimensional gravitational displays in mobile phones | | BIBAK | Full-Text | 3087-3092 | |
Fabian Hemmert; Susann Hamann; Matthias Löwe; Josefine Zeipelt; Gesche Joost | |||
In this paper, we present a novel type of haptic display for usage in mobile
phones. It changes the gravitational properties of the device by shifting an
internal weight along two axes. Its utility is explored in a performance study,
in which users were estimating positions of the device's actuated center of
gravity. The users also participated in qualitative studies: A questionnaire
that assessed the perceived quality of interacting with the device, and an
interview in which they described their experiences with the weight-shifting
mobile. Furthermore, this paper suggests three domains of application in which
the system may be of benefit: Augmenting digital content with physical mass,
ambient displays, and haptically augmented wayfinding. Keywords: haptic display, mobile phone, navigation, weight-shift |
Everybody to the power of one, for soprano T-stick | | BIBAK | Full-Text | 3093-3096 | |
D. Andrew Stewart; Joseph Malloch | |||
We present a live solo concert performance of an original piece of music --
Everybody to the power of one -- written for the soprano T-Stick digital
musical instrument. Like other digital musical instruments, the T-Stick enables
the reincorporation of performer gesture as the main source of control in
computer-based music making. A brief description of the instrument development,
gesture-sound mapping and performance practice is given, followed by an
introduction to the compositional motivation and materials of the piece.
Everybody to the power of one is the fourth musical composition created for the
T-Stick by composer and performer D. Andrew Stewart. Keywords: t-stick |
Shimon: an interactive improvisational robotic marimba player | | BIBAK | Full-Text | 3097-3102 | |
Guy Hoffman; Gil Weinberg | |||
Shimon is an autonomous marimba-playing robot designed to create
interactions with human players that lead to novel musical outcomes. The robot
combines music perception, interaction, and improvisation with the capacity to
produce melodic and harmonic acoustic responses through choreographic gestures.
We developed an anticipatory action framework, and a gesture-based behavior
system, allowing the robot to play improvised Jazz with humans in synchrony,
fluently, and without delay. In addition, we built an expressive non-humanoid
head for musical social communication. This paper describes our system, used in
a performance and demonstration at the CHI 2010 Media Showcase. Keywords: anticipation, gestures, human-robot interaction, improvisation, music,
robotic musicianship |
The Biomuse trio | | BIBAK | Full-Text | 3103-3106 | |
Eric D. Lyon | |||
The Biomuse Trio is computer chamber music for violin, computer and biomuse.
The violinist performs conventionally; the only sensor used is a microphone to
capture its sound. The computer produces all of its sound through processing of
violin sounds captured during performance. The performance of the computer
sound is controlled by the gestures of the biomusician, measured with on-body
sensors. The musical composition consists of precisely sequenced events for
violinist and biomusician, as well as performance environments that are
explored through improvisation. Keywords: biomuse, computer chamber music, hci |
Ben Neill and Bill Jones: Posthorn | | BIBAK | Full-Text | 3107-3112 | |
Ben Neill; Bill Jones | |||
This paper describes the interactive computer system used in Posthorn, a
multimedia composition which is performed on Neill's self-designed instrument,
the mutantrumpet. The technology and aesthetics of the system and the merging
of acoustic instrument performance with software-based improvisation are
explored in detail. Keywords: author's kit, conference publications, guides, instructions |
Radio healer | | BIBAK | Full-Text | 3113-3116 | |
Cristobal Martinez; Randy Kemp; Lisa Tolentino | |||
In this paper we discuss our performance titled Radio Healer. This
performance reflects upon the indigenous cultural implications of consumer
technologies such as the Internet, mobile handheld devices, and personal
computers, and how this relates to the effects of these technologies upon the
lived experiences of all people. Radio Healer achieves this through the
tactical appropriation and adaptive reuse of consumer technologies by
indigenous peoples, along with the expression of indigenous media through
sustainable cross-cultural partnerships between peoples of diverse backgrounds.
The motivation of our collaborative work is to appropriate and express
electronic technology in order to recognize the sovereign rights of indigenous
peoples. Keywords: culturally sensible design, design, indigenous media, indigenous rhetorical
sovereignty, performance, theory |
Shadows no. 4: belly dance and interactive electroacoustic musical performance | | BIBAK | Full-Text | 3117-3120 | |
Aurie Y. Hsu; Steven T. Kemper | |||
Shadows no. 4 is a piece for a tribal-fusion belly dancer, wireless sensor
network, and electronics. The movement vocabulary is derivative of Raqs
al-Sharqi, commonly known as danse orientale (Middle Eastern dance). This dance
form involves slow and languid movement and controlled isolations. The piece
experiments with of notions of gesture (dance and musical) in the performance
of electroacoustic music. During the performance, sensors translate the
dancer's movements into subtle and salient variations of the sonic texture. Keywords: dance, music technology, musical performance, sensors, wireless |
Sxratch for Metasaxophone | | BIBAK | Full-Text | 3121-3126 | |
Matthew Burtner | |||
Sxratch (2006) is a musical composition and interactive performance work
created for the Metasaxophone, an augmented instrument invented and built by
the author in 1999. The Metasaxophone is one of the earliest augmented
instruments still in regular use today. The piece uses the instrument interface
to control interactive computer sound software and robots. Keywords: metasax |
Addressing challenges in doing international field research | | BIBAK | Full-Text | 3127-3130 | |
Elizabeth Churchill; Susan Dray; Ame Elliott; Patrick Larvie; David Siegel | |||
This panel will discuss some of the key challenges in doing international
field research including issues with planning, conducting, interpreting, and
reporting on such research. Panelists will also share potential solutions and
approaches they have used to try to deal with these challenges, and will
discuss with the audience additional challenges that audience members have
encountered, offering ideas on how to address these as appropriate. Keywords: actionable research, context, culture, ethics, ethnography, international
field research |
What makes a good design critic?: food design vs. product design criticism | | BIBAK | Full-Text | 3131-3134 | |
Patañjali S. Venkatacharya; Jonathan Kessler; Tami Hardeman; Ed Seiber; Bill Buxton | |||
This panel will bring together leading food design and product design
critics. The panelists will include: a leading Atlanta-based food critic and
writer, a food stylist, a restaurant architect & designer, and a well-known
product design critic familiar with the field of user experience. Together, the
panel will compare and contrast how design experts from these two disciplines
provide design criticism, and whether there are any novel learning points from
each perspective. Keywords: criticism, culinary, food, metaphors, user experience |
Computing technology in international development: who, what, where, when, why and how? | | BIBAK | Full-Text | 3135-3138 | |
Matthew Kam; Susan Dray; Kentaro Toyama; Gary Marsden; Tapan Parikh; Ed Cutrell | |||
Building on the successes of prior workshops at CHI and other HCI
conferences on computing in international development, we propose a panel to
engage with the broader CHI community. Topics to be discussed include why
international development is important to HCI as a discipline, and how CHI
researchers and practitioners who are not already involved in international
development can contribute. Keywords: developing world, economic development, hci4d, ict4d, ictd, international
development |
E-government: services for everyone, everywhere, eventually | | BIBAK | Full-Text | 3139-3142 | |
Jeff Johnson; Jonathan Lazar | |||
Online provision of government services has great potential for reducing
costs, improving service, and increasing citizen participation in government,
but it has not yet achieved this potential. A panel of E-government experts
from the U.S. and U.K. will assess the status of e-government, discuss
obstacles that keep it from being ubiquitous and accessible, offer solutions,
and answer audience questions. Some of the panelists work in government, some
work in consultancies that assist government agencies, and some are ICT public
policy experts. Keywords: accessibility, e-government, electronic democracy, electronic government,
government websites, online government services, privacy, public information
technology, security, universal access |
Managing user experience: managing change | | BIBAK | Full-Text | 3143-3146 | |
Carola Fellenz Thompson; Richard I. Anderson; Irene Au; Cordell Ratzlaff; Nida Zada | |||
As managers of user experience and design teams we often find ourselves in
environments where it is difficult to position the work of our team members.
Their roles are often misunderstood and our adjacent disciplines such as
product management and development see their work as unnecessary or in some
cases are threatened by them.
We find that the culture of the company we are trying to deploy UX resources into isn't ready to accept them and we find that our role becomes more that of a change manager than a user experience manager. We have a vision for what the future processes of the company can look like but we find it hard to communicate that vision and engage our adjacent disciplines. What are effective strategies user experience leaders can use to impact change? How can we leverage current business and engineering trends to move corporate cultures in a direction that support our work? What are the potential traps and pitfalls? What does a culture of design thinking really mean in this context? What is a realistic expectation for an end state? Keywords: change management, interdisciplinary collaboration, management, strategy,
user experience |
Making food, producing sustainability | | BIBAK | Full-Text | 3147-3150 | |
Tad Hirsch; Phoebe Sengers; Eli Blevis; Richard Beckwith; Tapan Parikh | |||
Many contemporary approaches to environmental sustainability focus on the
end-consumer. In this panel, we explore lessons from small food producers for
future development of HCI as an agency of sustainable ways of being. We argue
that attention to the relationship small producers have to the environment and
their experiences of interrelations between environmental, economic, and social
sustainability suggest new foundational issues for sustainable HCI research. Keywords: agriculture, fishery, food production, permaculture, sustainability,
sustainable HCI, urban agriculture |
HCI, communities and politics | | BIBAK | Full-Text | 3151-3154 | |
Carl DiSalvo; Ann Light; Tad Hirsch; Christopher A. Le Dantec; Elizabeth Goodman; Katie Hill | |||
Working with communities around social change presents a challenge to common
HCI methods, as politics often comes to the fore. In some cases, the politics
of a community are explicit, for example, when working with activists or
advocacy groups. In other cases, political aspects are less explicit but
surface in considering the allocation of resources or in groups wherein issues
of race, gender or class are of major importance. To address these dynamics,
HCI researchers have to go beyond traditional HCI tools and metrics, which too
often bracket out the political in an effort to focus on the instrumental
issues and uses of technology. This panel juxtaposes several community-based
HCI research projects in which politics have been a significant factor and asks
"How do we address the Keywords: community, design research, politics, social change, sustainability,
ubiquitous computing |
Current issues in assessing and improving information usability | | BIBAK | Full-Text | 3155-3158 | |
Stephanie Rosenbaum; Judith Ramey; Janice (Ginny) Redish | |||
The usability of information is vital to successful websites, products, and
services. Managers and developers often recognize the role of information or
content in overall product usability, but miss opportunities to improve
information usability as part of the product-development effort. This meeting
is an annual forum on human factors of information design, in which we discuss
issues selected by the group from the facilitators' list of topics, augmented
by attendees' suggestions. Keywords: documentation, help, training, user assistance, user interfaces |
Understanding "cool" | | BIBAK | Full-Text | 3159-3162 | |
Karen Holtzblatt; David B. Rondeau; Les Holtzblatt | |||
Design practitioners know that part of their job is to create products and
services with usability in mind. Making products and services learnable,
efficient and pleasant to use are certainly goals, but every designer dreams of
creating something more -- something so great that people crave it, long for
it, must have it. Marketers call it "a must have", "compelling", or "insanely
great". But most of the rest of us just call it Cool.
Over the past several decades, Cool has evolved into a marketing imperative. And so Cool has become like an overarching requirement for many designs, especially in the consumer product space. But Cool is hard to pin down -- there's no accepted way to define it, measure it, or design for it. Like glamour, it is an ineffable yet powerful quality that depends on a host of subtle factors. This SIG creates a forum to go beyond "you know Cool when you see it", collecting and collating a number of concrete examples of Cool and identifying patterns and design principles underlying Cool. Keywords: compelling design, cool, product and system design |
Can we all stand under our umbrella: the arts and design research in HCI | | BIBAK | Full-Text | 3163-3166 | |
Gilbert Cockton; Shaowen Bardzell; Mark Blythe; Jeffrey Bardzell | |||
The Arts (i.e., all liberal, cultural, literary, visual and performing arts
disciplines) are becoming more prominent at CHI. This SIG will take stock of
what they can contribute, and how and why, and what the CHI community needs to
do to more fully embrace The Arts to advance the leading edge of design
research. Keywords: arts, design research, humanities, trans-disciplinarity |
Best practices in longitudinal research | | BIBAK | Full-Text | 3167-3170 | |
Jhilmil Jain; Stephanie Rosenbaum; Catherine Courage | |||
This SIG will help to identify best practices for longitudinal research
through a collaborative discussion of methods and metrics for collecting and
analyzing user data over time. This is the fifth event in an ongoing effort by
the facilitators to enhance our current body of knowledge about longitudinal
research. Keywords: comparative analysis, longitudinal data, longitudinal research, study
design, user research |
Sig: branding the changing enterprise -- impact of mergers & acquisitions on user experience organizations | | BIBAK | Full-Text | 3171-3174 | |
Janaki Kumar; Daniel Rosenberg; Michael Arent; Anna Wichansky; Madhuri Kolhatkar; Roman Longoria; Bob Hendrich; Arnie Lund | |||
Mergers and acquisitions are becoming increasingly common in the enterprise
software world. For example, SAP acquired Business Objects, Oracle acquired
PeopleSoft and CA acquired Cassatt in recent times. While this is a business
expansion strategy for the acquiring company, it presents a challenge for UX
professionals in both the acquiring and acquired companies, who are responsible
for branding the look and feel of the newly combined business entity. This SIG
examines the design, technical and cultural challenges facing a UX practitioner
from the acquiring as well as acquired company's perspectives. We will explore
possible best practice solutions that can help other UX professionals facing
similar challenges. Keywords: branding, enterprise software, mergers and acquisitions, sig discussion,
user experience, ux management, ux standards and guidelines, ux strategy |
CHI 2010 engineering community SIG: the role of engineering work in CHI | | BIBAK | Full-Text | 3175-3176 | |
Keith A. Butler | |||
The Engineering Community faces a number of serious challenges around its
role in the larger CHI community and its contribution to CHI-sponsored
conferences. This SIG is its forum to identify key issues and begin developing
positions to address them. Keywords: SIG, engineering community |
Automotive user interfaces: human computer interaction in the car | | BIBAK | Full-Text | 3177-3180 | |
Albrecht Schmidt; Anind K. Dey; Andrew L. Kun; Wolfgang Spiessl | |||
Cars have become complex interactive systems. Mechanical controls and
electrical systems are transformed to the digital realm. It is common that
drivers operate a vehicle and, at the same time, interact with a variety of
devices and applications. Texting while driving, looking up an address for the
navigation system, and taking a phone call are just some common examples that
add value for the driver, but also increase the risk of driving. Novel
interaction technologies create many opportunities for designing useful and
attractive in-car user interfaces. With technologies that assist the user in
driving, such as assistive cruise control and lane keeping, the user interface
is essential to the way people perceive the driving experience. New means for
user interface development and interaction design are required as the number of
factors influencing the design space for automotive user interfaces is
increasing. In comparison to other domains, a trial and error approach while
the product is already in the market is not acceptable as the cost of failure
may be fatal. User interface design in the automotive domain is relevant across
many areas ranging from primary driving control, to assisted functions, to
navigation, information services, entertainment and games. Keywords: automotive industry, car entertainment, cars, driver information systems,
driver interaction, special interest group, vehicular information systems |
How to bring HCI research and practice closer together | | BIBAK | Full-Text | 3181-3184 | |
Elizabeth Buie; Susan Dray; Keith Instone; Jhilmil Jain; Gitte Lindgaard; Arnie Lund | |||
This special interest group probes potential problems between HCI
researchers and the practitioners who are consumers of research, to explore the
extent of the problems and propose possible solutions. It will start with the
results of the CHI 2010 workshop on the same topic, articulating factors that
may render some of the research literature inaccessible or irrelevant to
practitioners. When should HCI researchers be concerned about the relevance of
their work to practitioners? How should practitioners communicate their needs
for research? Participants will discuss these topics and others that both
groups can use to help bridge the gap between research and practice in HCI. Keywords: hci skill set, practitioner needs, research priorities, research-practice
misalignment |
CHI 2010 special interest group: creating prosocial media for children | | BIBAK | Full-Text | 3185-3188 | |
Glenda Revelle; Ashley Fenwick-Naditch; Liz Kronenberger; Makeda Mays-Green | |||
Children are introduced to social networking at younger and younger ages
through commercially-centered virtual worlds and social gaming sites like Club
Penguin, Neopets, and Webkinz. A small and growing subset of these Web 2.0
sites use social media to address prosocial values in children. This Special
Interest Group focuses on "prosocial media for children", which we define as
social media that strive to increase children's awareness of the lives and
needs of others and promote caring about the welfare and well-being of others.
Participants in this SIG are invited to join the growing discussion regarding
the design and development of children's prosocial media. Participants will
review 3-6 short examples, and then break into small groups that will host
facilitated discussions about the issues and challenges surrounding design and
development of children's prosocial media. A primary goal of this SIG is to
foster the development of a community of researchers and practitioners who are
focused on designing and developing prosocial media for children. Keywords: children, communication, gaming for good, prosocial behavior, social media,
social networking |
End user software engineering: CHI 2010 special interest group meeting | | BIBAK | Full-Text | 3189-3192 | |
Brad A. Myers; Margaret M. Burnett; Andrew J. Ko; Mary Beth Rosson; Christopher Scaffidi; Susan Wiedenbeck | |||
End users create software whenever they create, for instance, interactive
web pages, games, educational simulations, or spreadsheets. Researchers are
working to bring the benefits of rigorous software engineering methodologies to
these end users to try to make their software more reliable. Unfortunately,
errors are pervasive in end-user software, and the resulting impact is
sometimes enormous. This special interest group meeting will bring together the
community of researchers who are addressing this topic with the companies that
are creating and using end-user programming tools. Keywords: empirical studies of programmers (esp), end users shaping effective software
(euses), end-user development (eud), end-user software engineering (euse),
natural programming, psychology of programming, web authoring |
Designing user interfaces for multi-touch and surface-gesture devices | | BIBAK | Full-Text | 3193-3196 | |
Daniel Wigdor; Gerald Morrison | |||
Initially Designers only had a keyboard and lines of text to design. Then,
the mouse enabled a richer design ecosystem with two dimensional plains of UI.
Now the Design and Research communities have access to multi-touch and gestural
interfaces which have been released on a mass market scale. This allows them to
design and develop new, unique, and richer design patterns and approaches.
These methods are no longer confined to research projects or innovation labs,
but are now offered on a large scale to millions of consumers. With these new
interface behaviors, in combination with multiple types of hardware devices
that can affect the interface, there are new problems and patterns that have
increased the complexity of designing interfaces.
The aim of this SIG is to provide a forum for Designers, Researchers, and Usability Professionals to discuss this new and emerging technology trends for multi-touch and gesture interfaces, as well as discuss current design patterns within these interfaces. Our goal is to cross pollinate ideas and current solutions from practitioners and researchers across communities to help drive awareness of this new field for those interested in, just starting in, or currently involved in the design of these systems. Keywords: direct manipulation, gesture, multi-touch, natural user interface, nui,
touch, touch screen, user interface |
Contextual user experience: how to reflect it in interaction designs? | | BIBAK | Full-Text | 3197-3200 | |
Marianna Obrist; Manfred Tscheligi; Boris de Ruyter; Albrecht Schmidt | |||
User experience is highly influenced and even changed by the context in
which it occurs. In this SIG session we want to discuss how specific contexts
influence various aspects of user experience. So far, both concepts "user
experience" and "context" have been discussed a lot to various extent and in
different dimensions. With this SIG, we aim to bring both concepts together,
highlighting the differences arising from the consideration of different
specific contexts and their relevant user experience factors. Thus, we reach a
more comprehensive understanding of "contextual user experience", which opens
up different roads for research and challenges the HCI community in all design
and development phases. We will discuss user experience as focal point of user
interface and interaction design bound to specific situational cases. Keywords: context, design, methods, user experience |
Special interest group for the CHI 2010 management community | | BIBAK | Full-Text | 3201-3204 | |
Garett Dworman; Jim E. Nieters | |||
This SIG will provide an opportunity for those interested in the
relationship between management and HCI to explore this subject and the ongoing
development of the Management Community at CHI conferences and beyond. Keywords: community, hci, management of user experience |
Vote-o-graph: a dishonest touchscreen voting system | | BIBAK | Full-Text | 3205-3210 | |
Andrea L. Mascher; Paul T. Cotton; Douglas W. Jones | |||
We present Vote-O-Graph, an experimental touchscreen voting system designed
to simulate reported interface issues in existing electronic voting systems.
Touchscreen miscalibration and the application of relative touch coordinates in
anonymity-preserving user interface event logs are discussed. Keywords: electronic voting, event logs, miscalibration, touchscreens |
Gestalt theory, engagement and interaction | | BIBAK | Full-Text | 3211-3216 | |
Robert Fraher; James Boyd-Brent | |||
This paper presents a design exploration research project in which
principles derived from Gestalt theory were applied as a framework for guiding
human-computer interaction (HCI). The analysis contained within examines how a
Gestalt approach to HCI can be used to enhance engagement and promote user
interaction. The concepts discussed in this analysis are supported by a series
of informal user observations. Keywords: design, gestalt theory, user interfaces |
Maintaining levels of activity using a haptic personal training application | | BIBAK | Full-Text | 3217-3222 | |
Huimin Qian; Ravi Kuber; Andrew Sears | |||
This paper describes the development of a novel mobile phone-based
application designed to monitor the walking habits of older adults. Haptic cues
integrated within the prototype, are designed to inform an individual of
changes which should be made to maintain a prescribed level of activity. A
pilot study was conducted with fifteen older adults walking at varying speeds,
both with and without the presence of assistive haptic feedback from the
prototype. The results confirm that more steps were taken when haptic feedback
was provided while walking at normal and fast paces. However, results also
indicate that further refinements would be needed to improve the identification
of haptic cues while individuals are in motion. Keywords: haptic vocabulary, mobile devices, older adults |
Social and spatial interactions: shared co-located mobile phone use | | BIBAK | Full-Text | 3223-3228 | |
Andrés Lucero; Jaakko Keränen; Tero Jokela | |||
This paper outlines the design of the Social and Spatial Interactions
platform. The design of the platform was inspired by observing people's
pervasive use of mobile technologies. The platform extends the current
individual use of these devices to support shared co-located interactions with
mobile phones. People are able to engage in playful social interactions on any
flat surface by using devices fitted with wireless sensors that detect their
current location with respect to each other. Keywords: co-located interaction, mobile phone, sensor network |
Natural interaction enhanced remote camera control for teleoperation | | BIBAK | Full-Text | 3229-3234 | |
Dingyun Zhu; Tom Gedeon; Ken Taylor | |||
In teleoperation, operators usually have to control multiple devices
simultaneously, which requires frequent hand switches between different
controllers. We designed and implemented two prototypes, one by applying head
motion and the other by integrating eye gaze as intrinsic elements of
teleoperation for remote camera control in a multi-control setting. We report a
user study of a modeled multi-control experiment that compares the performance
of head tracking control, eye tracking control and traditional joystick
control. The results provide clear evidence that eye tracking control
significantly outperforms joystick and head tracking control in both objective
measures and subjective measures. Keywords: eye tracking, head tracking, natural interaction, remote camera control,
rock breaking, teleoperation |
The complexity of perception of image distortion: an initial study | | BIBAK | Full-Text | 3235-3240 | |
Yuzhen Niu; Feng Liu; Xueqing Li; Michael Gleicher | |||
Image retargeting methods adapt an image for displays with different sizes
and aspect ratios. Methods are based on the assumption that some kinds of
distortions are preferable to others. While a rich variety of literature exists
on retargeting methods, there is little codified understanding of how these
distortions are perceived. This paper shows that people's perception of image
distortions is complex. We report an initial study exploring the phenomenon
that shows that even in a simple form of distortion, perception depends on a
myriad of factors including amount of distortion, image content, and the
viewer's cultural background. These initial findings have ramifications for the
design and evaluation of image retargeting, and suggest that a more thorough
study is necessary. Keywords: image distortion, image retargeting, image stretch, perceptual sensitivity,
user study |
CheekTouch: an affective interaction technique while speaking on the mobile phone | | BIBAK | Full-Text | 3241-3246 | |
Young-Woo Park; Chang-Young Lim; Tek-Jin Nam | |||
We present a new affective interaction technique, called CheekTouch, by
combining tactile feedback, delivered through the cheek, and multi-finger
input, while speaking on the mobile phone. We designed a prototype by using a
multi-touch mobile device and a 4x3 vibrotactile display device. We identified
six affective touch behaviors (pinching, stroking, patting, slapping, kissing
and tickling) that can be exchanged through one another's cheeks while speaking
on the phone. We mapped the affective touch behaviors on tactile feedback
expressions of the vibrotactile display. Results of a preliminary user study
suggest that our technique is positively evaluated by the participants and
applicable to intimate and emotional communication. Keywords: affective interaction, cheek based interaction, emotion and affective user
interface, mediated touch, mobile phone interface, multi-touch, vibrotactile
feedback |
Making policy decisions disappear into the user's workflow | | BIBAK | Full-Text | 3247-3252 | |
Alan H. Karp; Marc Stiegler | |||
Complaints of security interfering with getting work done often arise when
users are distracted from their tasks to make policy decisions. We have
identified what is missing from earlier security interaction designs that leads
to these interruptions. Explicitly representing policy decisions in the user
interface as items relevant to the application and providing
application-specific controls for changing those policies has allowed us to
reliably infer users' desired policy decisions from actions they take as they
work. This paper describes the underlying principles and how they resulted in
an interaction design that does not interfere with the user's work. Keywords: usable security |
MotionBeam: designing for movement with handheld projectors | | BIBAK | Full-Text | 3253-3258 | |
Karl D. D. Willis; Ivan Poupyrev | |||
In this paper we present a novel interaction metaphor for handheld
projectors we label MotionBeam. We detail a number of interaction techniques
that utilize the physical movement of a handheld projector to better express
the motion and physicality of projected objects. Finally we present the first
iteration of a projected character design that uses the MotionBeam metaphor for
user interaction. Keywords: character, gesture, handheld projector, interaction techniques, motion,
movement, pico projector |
Service users' views of a mainstream telecare product: the personal trigger | | BIBAK | Full-Text | 3259-3264 | |
Andrea Taylor; Stefan Agamanolis | |||
Telecare is a term that covers a range of products and services that use new
technology to enable people to live with greater independence and safety in
their own homes. This paper considers the need for design development of a
mainstream telecare product called a personal trigger, which provides a means
of summoning assistance when help is needed. It is provided as part of a
community alarm service and should be worn at all times for continuous
protection. The discussion is based on key findings from a survey of 1,324
service users in North East Scotland with a 60% response rate. Telecare
technology is often unattractive because the emphasis is on producing a
functional, rather than a desirable product. We argue that the telecare
industry needs to consider the social and emotional aspects of design as well
as function, even though many of today's service users find the current design
acceptable. The survey findings can be incorporated into future product
designs. Keywords: client survey, community alarm service, design, older people, personal
trigger, telecare |
GridOrbit public display: providing grid awareness in a biology laboratory | | BIBAK | Full-Text | 3265-3270 | |
Juan David Hincapié-Ramos; Aurélien Tabard; Jakob Bardram; Tomas Sokoler | |||
We introduce GridOrbit, a public awareness display that visualizes the
activity of a community grid used in a biology laboratory. This community grid
executes bioinformatics algorithms and relies on users to donate CPU cycles to
the grid. The goal of GridOrbit is to create a shared awareness about the
research taking place in the biology laboratory. This should promote
contributions to the grid, and thereby mediate the appropriation of the grid
technology. GridOrbit visualizes the activity in the grid, shows information
about the different active projects, and supports a messaging functionality
where people comment on projects. Our work explores the usage of interactive
technologies as enablers for the appropriation of an otherwise invisible
infrastructure. Keywords: appropriation, community grid, infrastructure, infrastructure awareness,
public display, visualization |
Hybrid groups of printed and digital documents on tabletops: a study | | BIBAK | Full-Text | 3271-3276 | |
Jürgen Steimle; Mohammadreza Khalilbeigi; Max Mühlhäuser | |||
This paper presents an exploratory study investigating how physical and
digital documents are used in combination on tabletops. Our results identify
hybrid piles as the most common grouping concept and show that users willingly
occlude digital documents with physical paper. These findings have considerable
impact on the design of novel hybrid interaction techniques, which we sketch at
the end of this paper. Keywords: interactive surface, occlusion, paper, study, tabletop |
Cloudroom: a conceptual model for managing data in space and time | | BIBAK | Full-Text | 3277-3282 | |
Lucia Terrenghi; Kátia Serralheiro; Thomas Lang; Martin Richartz | |||
Cheap broadband access and hosting infrastructure on the web have enabled
many services that traditionally would have been deployed as local desktop
applications to be hosted and accessed via the Internet -- in the Cloud -- from
any network-connected device. This trend is referred to as Cloud Computing. The
movement towards a network-based environment implies novel conceptual models
for storing, searching and sharing digital information on the web and across
devices. In this paper we describe our concept design for management and
visualization of resources in the Cloud Computing paradigm. Based on our
insights from qualitative user studies, we design an environment which reflects
the way people use spatial and temporal memory to organize and navigate through
artifacts. We then discuss how our concept builds upon existing work and its
implications for future work. Keywords: cloud computing, design, user interface, visualization |
Who said what when?: capturing the important moments of a meeting | | BIBAK | Full-Text | 3283-3288 | |
Shoou-Jong Yu; Ted Selker | |||
Meeting information capturing paradigms such as pen and paper has been found
to be tedious and distractive. This paper presents Meeting Essence II, a mobile
phone based, one screen meeting information capture system to address these
issues. We also introduce a new social interaction centric recording paradigm,
where events in the meeting are identified by meeting participants and are
recorded, classified by time and person with a single screen touch. Results
from our pilot experiment shows that our system positively contributes to the
quality of meeting reconstruction, while being minimally distractive to the
meeting participants. Keywords: handheld devices and mobile computing, office and workplace, user interface
design |
Using word spotting to evaluate roila: a speech recognition friendly artificial language | | BIBAK | Full-Text | 3289-3294 | |
Omar Mubin; Christoph Bartneck; Loe Feijs | |||
In our research we argue for the benefits that an artificial language could
provide to improve the accuracy of speech recognition. We briefly present the
design and implementation of a vocabulary of our intended artificial language
(ROILA), the latter by means of a genetic algorithm that attempted to generate
words which would have low likelihood of being confused by a speech recognizer.
Lastly we discuss the methodology and results of two word spotting experiments
that were carried out to evaluate if indeed the vocabulary of ROILA achieved
better recognition than English. Our results reveal that our initial vocabulary
was not significantly better than English but when the vocabulary was modified
to include CV-type words only, the vocabulary nearly significantly outperformed
English. Keywords: artificial languages, speech recognition, sphinx-4 |
Integrated model based on the psychology of active/non-active computer users: activating technology holdouts | | BIBAK | Full-Text | 3295-3300 | |
Momoko Nakatani; Takehiko Ohno; Ai Nakane; Yurika Katagiri; Shuji Hashimoto | |||
Although many Internet-based social services exist that can raise our
quality of life, there are still many non-active users who cannot fully enjoy
the convenience of the computer and its functionality even though they have
computers in the home. In order to analyze how to enhance computer usage, we
conducted a field study and arrived at an integrated model that enables us to
deeply understand the psychology of active/non-active computer users. Initial
design guidelines for activating the non-active users are derived from our
model. Keywords: computer adoption, home computing, qualitative methods |
PhotoSense: emergent semantics based approach to image annotation | | BIBAK | Full-Text | 3301-3306 | |
Rohit Ashok Khot; Kannan Srinathan | |||
Tagging of images using descriptive keywords (tags), contributed by ordinary
users, is a powerful way of organizing them. However, due to the richness of
the image content, it is often difficult to choose tags that best describe the
content of the image to the viewing audience and ensure access to the image. In
this paper, we present a novel tagging framework based on the theory of
emergent semantics to assist the user in the tag selection process. Our idea is
to enrich the current "looking at" experience of tagging with the "looking for"
experience of searching. We describe the design of our approach along with a
preliminary user study conducted with a prototype Flickr application. Keywords: emergent semantics, image annotation, tagging |
Eye tracking analysis of preferred reading regions on the screen | | BIBAK | Full-Text | 3307-3312 | |
Georg Buscher; Ralf Biedert; Daniel Heinesch; Andreas Dengel | |||
We report on an exploratory study analyzing preferred reading regions on a
monitor using eye tracking. We show that users have individually preferred
reading regions, varying in location on the screen and in size. Furthermore, we
explore how scrolling interactions and mouse movements are correlated with
position and size of the individually preferred reading regions. Keywords: eye tracking, mouse movements, reading, scrolling |
Pot à musique: tangible interaction with digital media | | BIBAK | Full-Text | 3313-3318 | |
Steven Strachan; Benjamin Mazoin; Agnes Gimeno | |||
We describe the conceptualisation, design and prototype development of a
tangible gesture-based interface for the control of a music player. The device
takes the form of a pot, augmented with inertial sensing and model-based
vibrotactile feedback, which it is envisioned will encourage a more playful
form of interaction for a richer interactive experience with our increasingly
dematerialised digital media. Keywords: feedback, inertial, interaction, interface, media, tangible, vibrotactile |
Auditory menus are not just spoken visual menus: a case study of "unavailable" menu items | | BIBAK | Full-Text | 3319-3324 | |
Myounghoon Jeon; Siddharth Gupta; Benjamin K. Davison; Bruce N. Walker | |||
Auditory menus can supplement or replace visual menus to enhance usability
and accessibility. Despite the rapid increase of research on auditory displays,
more is still needed to optimize the auditory-specific aspects of these
implementations. In particular, there are several menu attributes and features
that are often displayed visually, but that are not or poorly conveyed in the
auditory version of the menu. Here, we report on two studies aimed at
determining how best to render the important concept of an unavailable menu
item. In Study 1, 23 undergraduates navigated a Microsoft Word-like auditory
menu with a mix of available and unavailable items. For unavailable items,
using whisper was favored over attenuated voice or saying "unavailable". In
Study 2, 26 undergraduates navigated a novel auditory menu. With practice,
whispering unavailable items was more effective than skipping unavailable
items. Results are discussed in terms of acoustic theory and cognitive menu
selection theory. Keywords: auditory menus, auditory user interface |
Video microblogging: your 12 seconds of fame | | BIBAK | Full-Text | 3325-3330 | |
Nis Bornoe; Louise Barkhuus | |||
Microblogging is a recently popular phenomenon and with the increasing trend
for video cameras to be built into mobile phones, a new type of microblogging
has entered the arena of electronic communication: video microblogging. In this
study we examine video microblogging, which is the broadcasting of short
videos. A series of semi-structured interviews offers an understanding of why
and how video microblogging is used and what the users post and broadcast. Keywords: microblogging, online communities, social networking, video content |
Tagliatelle: social tagging to encourage healthier eating | | BIBAK | Full-Text | 3331-3336 | |
Conor Linehan; Mark Doughty; Shaun Lawson; Ben Kirman; Patrick Olivier; Paula Moynihan | |||
This paper describes the design and initial evaluation of Tag-liatelle, a
collaborative tagging application for encouraging healthier eating. Users
photograph their own meals and upload these photos to a website, where fellow
users anonymously tag them for content. Initial results suggest that tagging of
food content is a popular activity. However, further work must be done to
automate the extraction of valid nutritional information from the tags
generated. Keywords: games for health, image tagging, nutrition, photographic food diaries,
ubichomp |
Green tracker: a tool for estimating the energy consumption of software | | BIBAK | Full-Text | 3337-3342 | |
Nadine Amsel; Bill Tomlinson | |||
The energy consumption of computers has become an important environmental
issue. This paper describes the development of Green Tracker, a tool that
estimates the energy consumption of software in order to help concerned users
make informed decisions about the software they use. We present preliminary
results gathered from this system's initial usage. Ultimately the information
gathered from this tool will be used to raise awareness and help make the
energy consumption of software a more central concern among software
developers. Keywords: green computing, green it, software, sustainability |
Touch your way: haptic sight for visually impaired people to walk with independence | | BIBAK | Full-Text | 3343-3348 | |
Ji-Won Song; Sung-Ho Yang | |||
Haptic Sight is a new interface idea providing immediate spatial information
to visually impaired people in order to assist independent walking. The
interface idea stems from a thorough investigation in which we studied visually
impaired people's indoor walking behavior, decision making process, their
unique concept of space, and information needs. The aim of this study is to
identify an interface design and investigate an appropriate means of spatial
information delivery. Keywords: assistive technology, independent walking, visually impaired |
MobiGaze: development of a gaze interface for handheld mobile devices | | BIBAK | Full-Text | 3349-3354 | |
Takashi Nagamatsu; Michiya Yamamoto; Hiroshi Sato | |||
Handheld mobile devices that have a touch screen are widely used but are
awkward to use with one hand. To solve this problem, we propose MobiGaze, which
is a user interface that uses one's gaze (gaze interface) to operate a handheld
mobile device. By using stereo cameras, the user's line of sight is detected in
3D, enabling the user to interact with a mobile device by means of his/her
gaze. We have constructed a prototype system of MobiGaze that consists of two
cameras with IR-LED, a Windows-based notebook PC, and iPod touch. Moreover, we
have developed several applications for MobiGaze. Keywords: eye tracking, gaze, mobile device, stereo camera |
A multi-touch enabled steering wheel: exploring the design space | | BIBAK | Full-Text | 3355-3360 | |
Max Pfeiffer; Dagmar Kern; Johannes Schöning; Tanja Döring; Antonio Krüger; Albrecht Schmidt | |||
Cars offer an increasing number of infotainment systems as well as comfort
functions that can be controlled by the driver. With our research we
investigate new interaction techniques that aim to make it easier to interact
with these systems while driving. In contrast to the standard approach of
combining all functions into hierarchical menus controlled by a multifunctional
controller or a touch screen we suggest to utilize the space on the steering
wheel as additional interaction surface. In this paper we show the design
challenges that arise for multi-touch interaction on a steering wheel. In
particular we investigate how to deal with input and output while driving and
hence rotating the wheel. We describe the details of a functional prototype of
a multi-touch steering wheel that is based on FTIR and a projector, which was
built to explore experimentally the user experience created. In an initial
study with 12 participants we show that the approach has a general utility and
that people can use gestures for controlling applications intuitively but have
difficulties to imagine gestures to select applications. Keywords: automotive interfaces, gesture input, multi-touch interaction |
Mobile questionnaires for user experience evaluation | | BIBAK | Full-Text | 3361-3366 | |
Heli Väätäjä; Virpi Roto | |||
As user experience studies move from laboratories to mobile context, we need
tools for collecting data in natural settings. Based on the results from a
pilot study, we present early guidelines for designing mobile questionnaires to
be filled in on handheld, palm-sized mobile devices. We found that special
attention needs to be paid to the clarity and simplicity of the structure,
layout and questionnaire content, including questions, visual icons, items and
scales. In addition to the requirements set by the screen size, also data entry
method, interaction style and mobile context related issues need to be taken
into account when designing questionnaires for mobile devices. Keywords: evaluation, experience sampling, field study, mobile devices,
questionnaires, user experience |
Trouble-spotting photoshows: capturing everyday HCI experiences | | BIBAK | Full-Text | 3367-3372 | |
Jill Palzkill Woelfer | |||
Trouble-spotting is a newly-invented video method for capturing everyday HCI
experiences. The method borrows qualities from scenarios and photo elicitation,
allowing images and narration to be captured, appropriated, and post-processed
into a narrated sequence of photographs, called a photoshow. In a pilot project
which focused on four participants' problematic experiences with business
processes, participants created four trouble-spotting photoshows, varying in
length from 33 seconds to 13:16 minutes, containing useful and actionable
firsthand accounts. In this paper, Trouble-spotting is introduced along with
insights gained from the pilot project and directions for future work. Keywords: business process improvement, photo elicitation, scenarios, trouble-spotting
photoshows |
Scaffolding science inquiry in museums with Zydeco | | BIBAK | Full-Text | 3373-3378 | |
Alex Kuhn; Clara Cahill; Chris Quintana; Elliot Soloway | |||
One of the educational goals in science is to not only learn content but
also to learn the scientific process. While there is a range of settings for
this, such as classrooms and museums, they are not always well connected in
educationally viable ways. We are designing Zydeco to bridge the classroom and
museum environment and address the following goals: (1) To scaffold science
inquiry in a mobile context and (2) to facilitate collaboration among peers. In
this paper we will be focusing on the mobile design of Zydeco, which will
scaffold structured investigation, data collection and analysis while students
are in the museum. Keywords: adaptive scaffolding, collaboration, context-aware, learner-centered design,
mobile computing, science inquiry learning |
Socially cued mental models | | BIBAK | Full-Text | 3379-3384 | |
Abhay Sukumaran; Clifford Nass | |||
We investigate how initial mental models of a photo sharing website are
shaped by observing the behavior of existing users. We manipulate
experimentally whether content with critical or popular appeal is highlighted
as the best content on the website. Despite interacting with uniform site
content and interface design, user's mental models are significantly influenced
by social cues embedded in content highlighting behavior, manifesting
differential behavioral explanations, audience perceptions, and predictions of
unseen features. Results are interpreted within a specific theory of socialized
mental models. Keywords: socialized mental models, user-generated content |
Location aware applications to support mobile food vendors in the developing world | | BIBAK | Full-Text | 3385-3390 | |
Rahmad Dawood; Jude Yew; Steven J. Jackson | |||
This paper describes an ongoing research project to explore the potential of
location aware mobile phone-based applications to support mobile food vendors
in the developing world. These vendors are a ubiquitous phenomenon in the
developing world and can be seen hawking their wares in carts, bicycles or
motorcycles. We report preliminary findings from nine interviews conducted with
various mobile food vendors in Indonesia. Based on these findings, we present
our initial system design for a mobile phone-based application that allows
these vendors to advertize their current location, accept orders from
customers, and have customers recommend particular vendors. Keywords: ict4d, location aware, micro-entrepreneurs, mobile phone |
SocialCRC: a social- and context-aware rendezvous coordination system | | BIBAK | Full-Text | 3391-3396 | |
Chuang-Wen You; Yi-Ling Chen; Wen-Huang Cheng; Ming-Syan Chen; Shan-An Tsai | |||
We present a new mobile application SocialCRC to simplify the process of
coordinating an impromptu rendezvous. By considering contextual information and
the social relationships between the attendants of a rendezvous, SocialCRC can
identify a more satisfactory rendezvous point. In this study, we deploy
SocialCRC in the context of a dinner rendezvous. A preliminary user evaluation
indicates that SocialCRC can offer satisfactory results for the most
influential person involved in the coordination process. It also provides an
acceptable solution for the whole group, without diminishing the satisfaction
of the least influential person in the group. Keywords: commensality, location-based services, rendezvous, social influence, social
network |
Video play: playful interactions in video conferencing for long-distance families with young children | | BIBAK | Full-Text | 3397-3402 | |
Sean Follmer; Hayes Raffle; Janet Go; Hiroshi Ishii | |||
Long-distance families are increasingly staying connected with free video
conferencing tools. However research has highlighted a need for shared
activities for long-distance family communication. While video technology is
reportedly superior to audio-only tools for children under age 7, the tools
themselves are not designed to accommodate children's or families needs. This
paper introduces games for intergenerational families to play with young
children during a video chat. We build on research in CSCW and child
development to create opportunities for silliness and open-ended play between
adults and young children. Our goal is to create a space for shared activities
that scaffold interaction across distance and generations. Keywords: children, cscw, family communication, games, play, video conferencing |
First-person cooking: a dual-perspective interactive kitchen counter | | BIBAK | Full-Text | 3403-3408 | |
Sarah Mennicken; Thorsten Karrer; Peter Russell; Jan Borchers | |||
Hobby chefs have various ways to learn cooking-paper recipes or cooking
shows, for example. However, information in paper recipes may require prior
experience to be understood and a television show cannot adapt to a viewer's
individual speed. Based on our findings on cooking habits, we are developing
PersonalChef to unravel the complexity of recipes in order to increase users'
confidence and fun when preparing an unknown recipe. PersonalChef is a
multi-display, dual-perspective, interactive kitchen counter to support users
in-situ while cooking and to teach them about food preparation. In addition to
an interactive "personal chef" on a screen behind the stove, the user can
retrieve as much or as little information as needed/wanted using a display
embedded in the kitchen counter. Keywords: computer-aided cooking, domestic spaces, dual-perspective, interactive
cooking show, kitchen, ubiquitous computing |
Navigation for the blind through audio-based virtual environments | | BIBAK | Full-Text | 3409-3414 | |
Jaime Sánchez; Mauricio Sáenz; Alvaro Pascual-Leone; Lotfi Merabet | |||
We present the design, development and an initial study changes and
adaptations related to navigation that take place in the brain, by
incorporating an Audio-Based Environments Simulator (AbES) within a
neuroimaging environment. This virtual environment enables a blind user to
navigate through a virtual representation of a real space in order to train
his/her orientation and mobility skills. Our initial results suggest that this
kind of virtual environment could be highly efficient as a testing, training
and rehabilitation platform for learning and navigation. Keywords: orientation and mobility, virtual environment, visual impairment |
Interface-to-face: sharing information with customers in service encounters | | BIBAK | Full-Text | 3415-3420 | |
Ohad Inbar; Noam Tractinsky | |||
Customers are often deprived of valuable information during face-to-face
service encounters. We discuss such situations in the context of the
"incidental user" and highlight the associated problems. A theoretical
framework is proposed, according to which sharing information with customers
would significantly enhance the service experience both by inspiring trust and
by contributing to the effectiveness of the service encounter. We discuss
possible HCI-related solutions to this challenge, including the use of a double
screen approach as a means for presenting information to customers and
enhancing collaboration between service providers and their customers. Keywords: effectiveness, incidental user, information display, service design,
services, trust |
On improving application utility prediction | | BIBAK | Full-Text | 3421-3426 | |
Joshua Hailpern; Nicholas Jitkoff; Joseph Subida; Karrie Karahalios | |||
When using the computer, each user has some notion that "these applications
are important" at a given point in time. We term this subset of applications
that the user values as high-utility applications. Identifying these
high-utility applications is critical to the fields of Task Analysis, User
Interruptions, Workflow Analysis, and Goal Prediction. Yet, existing techniques
to identify high-utility applications are based upon task identification,
conglomeration of related windows, limited qualitative observation, or common
sense. Our work directly associates measurable computer interaction (CPU
consumption, window area, etc.) with the user's perceived application utility.
In this paper, we present an objective utility function that accurately
predicts the user's subjective impressions of application importance. Our work
is based upon 321 hours of real-world data from 22 users (both professional and
academic) improving existing techniques by over 53%. Keywords: application importance, application utility, modeling |
The tiresias effect: feedforward using light versus temperature in a tangible user interface | | BIBAK | Full-Text | 3427-3432 | |
Katie Seaborn; Alissa N. Antle | |||
In this paper we discuss how light and temperature information can be
designed to affect feedforward in a tangible user interface (TUI). In
particular we focus on temperature, which has not been widely considered as a
mode of information representation in feedback or feedforward. We describe a
prototype that implements both information modes in a TUI. Finally, we outline
a user study in which these modes are explored as feedforward coaching devices
for a decision-making task. The expected outcomes are an understanding of the
role of temperature as information for feedforward in TUIs and a set of design
guidelines for designers of tangibles working with these physical
characteristics. Keywords: feedforward, tangible user interfaces, temperature |
Computational objects and expressive forms: a design exploration | | BIBAK | Full-Text | 3433-3438 | |
Heekyoung Jung; Youngsuk L. Altieri; Jeffrey Bardzell | |||
We suggest the concept of expressive forms as a rising design theme to
explore aesthetics of computational objects. The theme, exemplified in our
design exploration, attempts to synthesize a concept-driven design process and
exploratory engagement with new forms and materials available to computational
objects. We report the detailed process of designing the soft-spiky mouse
including prototyping and a pilot user study, leading to a discussion about the
experiential qualities and design implications of expressive forms for research
on aesthetic interaction. Keywords: aesthetic interaction, computational objects, design, hci, interaction
design, tangible interfaces |
BioTISCH: the interactive molecular biology lab bench | | BIBAK | Full-Text | 3439-3444 | |
Florian Echtler; Maximilian Häussler; Gudrun Klinker | |||
In a molecular biology lab, scientists often need to execute strictly
defined sequences of operations, typically mixing specific amounts of reagents.
The exact steps require information from various sources, like manuals,
websites and own notes. Direct access to a computer at the bench would be
highly desirable but is rarely implemented, as computers do not fit well into a
wet lab environment. In this paper, we present BioTISCH, an interactive
workbench for molecular biology laboratories. We show a prototypical setup of
an interactive table which provides a sterile user interface for access to
existing documentation and for common tasks such as unit conversions. The
example illustrates that interactive tables blend very well into a modern
biological laboratory and could improve access and exchange of information in
this environment. Keywords: interactive table, lab bench, molecular biology, user interface |
Digitizer auditory graph: making graphs accessible to the visually impaired | | BIBAK | Full-Text | 3445-3450 | |
Stephen H. Choi; Bruce N. Walker | |||
This paper describes the design goal, design approach, and user testing of
an assistive technology called Digitizer Auditory Graphfia sonification
software tool that allows users to upload or take an image of a line graph with
an optical input device (e.g., webcam, digital camera, cell phone camera) and
then hear an auditory graph of the digitized graph image. This technique
enables visually impaired students to have a multimodal display of the
information in a graph. Preliminary evaluation results indicate that both
visually impaired and sighted people can understand the patterns of graphs by
listening to auditory graph, and optical input allows them to have simple and
fast output results. Keywords: assistive technology, auditory graph, sonification, visually impaired |
Free-space pointing with constrained hand movements | | BIBAK | Full-Text | 3451-3456 | |
Theophanis Tsandilas; Emmanuel Dubois; Mathieu Raynal | |||
Research on pointing devices has shown that rate control is appropriate for
isometric and elastic devices but not effective when input control is purely
isotonic. Human hand has been generally considered as an isotonic device.
Therefore, pointing devices that are directly controlled by hand movements
(e.g., the mouse) are based on position rather than rate control. In this work,
we study the relevance of rate control in low-resolution input. Taking into
account elastic properties of the human wrist, this work explores designs that
mix position and rate control when input is handled by constrained hand
movements. Keywords: elastic devices, free-space pointing, hand movements, low-resolution input,
position control, rate control |
The effect of preference elicitation methods on the user experience of a recommender system | | BIBAK | Full-Text | 3457-3462 | |
Bart P. Knijnenburg; Martijn C. Willemsen | |||
To increase the user experience, preference elicitation methods used by
recommender systems can be adapted to individual differences such as the level
of expertise. However, we will show that the satisfaction and perceived
usefulness of a recommender system also depends strongly on subtle variations
of the implementation of these methods. Keywords: preference elicitation, recommender systems, satisfaction,
understandability, usefulness, user experience |
Mobile product customization | | BIBAK | Full-Text | 3463-3468 | |
Sven Gehring; Markus Löchtefeld; Johannes Schöning; Dominic Gorecky; Peter Stephan; Antonio Krüger; Michael Rohs | |||
Many companies are using the web to enable customers to individually
customize their products that range from automobiles and bicycles to CDs,
cosmetics and shirts. In this paper we present a mobile application for product
customization and production within a smart factory. This allows the ad hoc
configuration of products at the point of sale (POS). We investigate human
factors when customizing products while interacting with them. We focus on the
concept of the mobile client that enables this ad hoc modification, but also
present the production chain behind our product. We believe that this
particular 3D interaction with a product and a mobile device help to improve
the customer satisfaction as it allows for customizing a product in an easy and
intuitive way. From a CHI perspective an important aspect is that our mobile
augmented reality interface can help to match the costumer's expectations with
the final modified product and allows the most natural and intuitive
interaction. As a use case of the system, we present the modification of a soap
dispenser. Keywords: mobile interaction, product customization |
Toward an ecological sensibility: tools for evaluating sustainable HCI | | BIBAK | Full-Text | 3469-3474 | |
M. Six Silberman; Bill Tomlinson | |||
We are developing evaluation tools that help sustainable HCI researchers to
contribute to the overall project of achieving sustainability. In this paper we
argue for the importance of broadening sustainable HCI evaluation beyond
traditional HCI evaluation. We note the widespread phenomenon of unintended
environmental consequences, largely overlooked thus far in sustainable HCI
evaluation. We discuss three categories of tools -- principles, heuristics, and
indices -- that could facilitate evaluation of sustainable HCI projects, mainly
by operationalizing definitions of sustainability. We suggest that sustainable
HCI research could become more relevant by developing evaluations that link to
understandings of sustainability beyond HCI, and more 'scientific' by
developing more systematic evaluations, while acknowledging that many ways of
knowing play important roles in both sustainability and HCI. Our next steps
include developing these tools for sustainable HCI evaluation and applying them
to published research. Keywords: design, ecology, evaluation, methods, sustainability |
MusicJacket: the efficacy of real-time vibrotactile feedback for learning to play the violin | | BIBAK | Full-Text | 3475-3480 | |
Rose M. G. Johnson; Janet van der Linden; Yvonne Rogers | |||
This research investigates the potential for vibrotactile feedback to
enhance motor learning in the context of playing the violin. A prototype has
been built which delivers vibrotactile feedback to the arms to indicate to a
novice player how to correctly hold the violin and how to bow in a straight
manner. This prototype was tested in a pilot user study with four complete
beginners. Observations showed improvements in three of the four players whilst
receiving the feedback. We also discuss the pros and cons of using negative
feedback to enhance learning. Keywords: haptics, motion capture, vibrotactile feedback, violin teaching, wearable
computing |
Human performance modeling for all: importing UI prototypes into cogtool | | BIBAK | Full-Text | 3481-3486 | |
Brett N. Harris; Bonnie E. John; Jonathan Brezin | |||
UI designers use a variety of prototyping tools, from paper and pencil
sketching, to drag-and-drop mock-up tools (e.g., Balsamiq Mockups), to
sophisticated suites of modeling tools and toolkits (e.g., iRise or dijit, the
dojo GUI toolkit ). Many projects would benefit from quickly analyzing
prototypes at an early stage without the effort of bringing in users for
empirical tests. Most analysis tools, however (e.g., AutoCWW [1], Bloodhound
[2], and CogTool [4]), require prototypes to be in their own format, which
forces the designer to re-do the prototypes in order to analyze them. Our work
is a step toward allowing the CogTool analysis tools to import from many
different prototyping tools, so designers will have a path to quick usability
analysis without changing the way they currently express their preliminary
designs. Keywords: UI prototyping, human performance modeling |
Designing for children: a fear therapy tool | | BIBAK | Full-Text | 3487-3492 | |
Marco de Sá; Luís Carriço; João Faria; Isabel Sá | |||
Software for young children requires specific attention to a variety of
details that range from the used metaphors, interaction modalities and even
used language. These aspects gain further relevance when creating software for
critical activities such as fear therapy, requiring specific approaches during
the design process right from the start. This paper describes the design
process of a set of software solutions for young children's fear therapy using
mobile devices. We address the used techniques, procedures and describe the
resulting prototypes. Initial evaluation results and future work plans are also
presented. Keywords: children, mobile devices, therapy, user centered design |
Improving remote collaboration through side-by-side telepresence | | BIBAK | Full-Text | 3493-3498 | |
Paul Tanner; Varnali Shah | |||
Virtually all teleconferencing solutions are designed to facilitate
face-to-face interactions. While face-to-face is suitable for meetings or
conversations, we see many real-world situations where people choose to sit in
other configurations. Face-to-face telepresence inaccurately simulates these
alternate interaction styles. In this paper we describe a side-by-side
telepresence concept, which is more appropriate for side-by-side style
interactions, such as collaborative writing or training. We explore the
differences between face-to-face and side-by-side telepresence, and discuss our
prototype side-by-side telepresence workstation. Keywords: cscw, videoconferencing |
Real time eye movement identification protocol | | BIBAK | Full-Text | 3499-3504 | |
Do Hyong Koh; Sandeep Munikrishne Gowda; Oleg V. Komogortsev | |||
This paper introduces a Real Time Eye Movement Identification (REMI)
protocol designed to address challenges related to the implementation of the
eye-gaze guided computer interfaces. The REMI protocol provides the framework
for 1) eye position data processing such as noise removal, smoothing,
prediction and handling of invalid positional samples 2) real time eye movement
identification into the basic eye movement types 3) mapping of the classified
eye movement data to interface actions such as object selection. Keywords: classification, eye movement, eye tracking, human computer interaction,
identification, real time |
Re-connect: designing accessible email communication support for persons with aphasia | | BIBAK | Full-Text | 3505-3510 | |
Abdullah Al Mahmud; Jean-Bernard Martens | |||
In this paper we present some preliminary outcomes concerning the design of
an email communication tool for persons with expressive aphasia. The purpose of
our design is to make email accessible for aphasics. It is based on interviews
with persons with aphasia and their partners and has been verified with a
speech therapist. Our user studies confirm that aphasics find current email
communication systems too challenging to use. The most obvious barrier is the
lack of writing support. Based on these findings we designed an email
application that should be simpler to use than existing solutions and that
moreover supplies language support. Keywords: accessibility, aphasia, assistive technology, email, offline production,
storytelling, universal design |
Cleanly: trashducation urban system | | BIBAK | Full-Text | 3511-3516 | |
Inbal Reif; Florian Alt; Juan David Hincapié Ramos; Katerina Poteriaykina; Johannes Wagner | |||
Half the world's population is expected to live in urban areas by 2020. The
high human density and changes in peoples' consumption habits result in an
ever-increasing amount of trash that must be handled by governing bodies.
Problems created by inefficient or dysfunctional cleaning services are
exacerbated by a poor personal trash management culture. In this paper we
present Cleanly, an urban trashducation system aimed at creating awareness of
garbage production and management, which may serve as an educational plat-form
in the urban environment. We report on data collected from an online survey,
which not only motivates our research but also provides useful information on
reasons and possible solutions for trash problems. Keywords: design, interaction, public displays, recycling, rfid badges, trashducation,
ubiquitous display environments |
Extended KLM for mobile phone interaction: a user study result | | BIBAK | Full-Text | 3517-3522 | |
Hui Li; Ying Liu; Jun Liu; Xia Wang; Yujiang Li; Pei-Luen Patrick Rau | |||
Facing with the fast development of mobile phones, the designers need to
evaluate user performance for early responding to the potential interaction
problems. Previous studies show that the original Keystroke-Level Model (KLM)
has been successfully used in conventional computer-based interaction design.
However, with the emphasizing of the next-generation design and new
interactions in mobile phones, the existing KLM cannot fulfill all range of
mobile-based tasks. This research aims to present discussions on extending KLM
for mobile phone interaction. In addition to the basic operators in
conventional KLM, another fourteen new operators and a new concept -- operator
block were proposed. This extended KLM will help designers to reach a
full-fledged user performance model for mobile phone interaction. Keywords: keystroke-level model (klm), mobile phone interaction, user study |
Graaasp: a web 2.0 research platform for contextual recommendation with aggregated data | | BIBAK | Full-Text | 3523-3528 | |
Evgeny Bogdanov; Sandy El Helou; Denis Gillet; Christophe Salzmann; Stephane Sire | |||
In this paper we describe Graaasp, a social software currently under
development to support the creation of a real usage database of social
artifacts. Our goals are twofold: First to offer a generic aggregation service
and user interface to people and communities. Second, to experiment with
recommendation and reputation models and algorithms in e-learning. Keywords: focal and contextual views, social computing, social navigation, social
software, syndication, web 2.0 |
New media and folk music in rural India | | BIBAK | Full-Text | 3529-3534 | |
Neha Kumar; Tapan S. Parikh | |||
This paper presents the results of a preliminary ethnographic study of folk
music practices in rural Malwa, Madhya Pradesh (India), specifically on the
impact of new media on the production and dissemination of this music. Our
findings show that new media can lead to increased listening and appreciation
of folk music, but that better mechanisms are required for remunerating and
recognizing folk artists themselves. Keywords: entertainment, ethnography |
Mobile interaction techniques for interrelated videos | | BIBAK | Full-Text | 3535-3540 | |
Jochen Huber; Jürgen Steimle; Max Mühlhäuser | |||
With the advent of increasingly powerful mobile devices like Apple's iPhone,
videos can be used virtually anywhere and anytime. However, state of the art
mobile video browsers do not efficiently support users in browsing within
individual, semantically segmented videos and between the large amounts of
related videos, e.g. available on the Web. We contribute a novel user interface
for the mobile navigation of large video collections comprising two novel
spatial interaction techniques for the mobile, nonlinear interaction with
multiple videos. Evaluation results show that our solution leads to
significantly higher efficiency and user satisfaction. Keywords: e-lectures, mobile devices, multimedia, video browsing |
Design by physical composition for complex tangible user interfaces | | BIBAK | Full-Text | 3541-3546 | |
Tanja Doering; Bastian Pfleging; Christian Kray; Albrecht Schmidt | |||
In this paper, we present a novel approach to create devices with tangible
user interfaces by physical com-position. While the separation of the user
interface from the application logic has a long tradition in software
engineering, for products with tangible user interfaces there is no equivalent
approach that realizes a true separation and flexible combination of interface
components, underlying technology, and software parts. We propose a novel
concept that is based on an inner Core for the basic technical and software
platform of a product and an outer Shell that builds a flexible and
ex-changeable tangible user interface from passive components. Using
vision-based tracking, we can realize a clear separation between the
components. No wiring is necessary. This paper introduces our novel approach
and presents a first working prototype as well as initial results from its
application in a design workshop. Keywords: 3d printing, dialog independence, evolutionary prototyping, paper
prototyping, physical interfaces, physical prototyping, smart products,
tangible user interfaces |
Personal, public: using DIY to explore citizen-led efforts in urban computing | | BIBAK | Full-Text | 3547-3552 | |
Solomon Bisker; Mark Gross; Donald Carter; Eric Paulos; Stacey Kuznetsov | |||
As communities develop technological literacy and explore how technology can
impact their lives, the future of urban computing will come from grass-roots
initiatives in addition to traditional top-down urban planning. To this end, we
aim to engage the do-it-yourself (DIY) community in exploring how individuals
can add technology to their communities. As design probes into this space, we
have built prototype devices around off-the-shelf technology, open-ended
interactions and simple engineering techniques familiar to the DIY community.
Through evolving these devices with both the technical DIY community and
Pittsburgh's local communities, we hope to spark citizen-led efforts in
bringing novel applications of computing to our communities. Keywords: cameras, community, diy, government, photography, public performance, story
telling, throwies, ubiquitous computing, urban computing, urban planning |
Making friends by killing them: using location-based urban gaming to expand personal networks | | BIBAK | Full-Text | 3553-3558 | |
Josh Coe; Monchu Chen | |||
Cultural problems exist with current online systems for meeting new people,
such as dating sites, which encourage unnatural meetings with strangers. An
SMS-based murder mystery game was designed to facilitate the natural
progression of growing one's personal network by meeting friends of friends.
Considerations on how a location-based mobile system could further facilitate
personal network expansion are discussed. Keywords: concept design, ethnography, handheld devices and mobile computing,
participatory design / cooperative design, social computing and social
navigation, urban gaming, user experience design / experience design, user
studies, user-centered design / human-centered design |
Stimulating everyday creativity: harnessing the potential of customizable UIs | | BIBAK | Full-Text | 3559-3564 | |
Sampada Sameer Marathe | |||
Customizability makes an interactive interface an ideal venue for users to
participate in the content creation and consumption process, thereby offering
possibilities for creative pursuits. In this paper I describe research that has
been designed to investigate the creativity enhancing potential of such
customizable user interfaces (UIs). Keywords: cosmetic, creativity, customization, functional |
Design of a web-based therapist tool to promote emotional closeness | | BIBAK | Full-Text | 3565-3570 | |
Junia Coutinho Anacleto; Sidney Fels; Johana María Rosas Villena | |||
We describe progress using a user-centered design process to migrate a
family therapy game to a web-based therapist tool, called FamilySense, that
supports therapists creating part of the therapeutic game. Using cards with
questions about players' daily life and alternative answers considering their
cultural context, the game gives parent and child awareness of each other.
Online design of different elements for the board, cards and communication
provide an effective online therapy tool. Four user-centered design process
stages are presented including: design strategies, design questions,
stakeholders, prototype and evaluation for each stage. The process has been
successful for the migration, achieving an online game environment that shows
strong potential for a family therapy tool. Keywords: closeness, family, therapeutic game |
Comparing awareness and distraction between desktop and peripheral-vision displays | | BIBAK | Full-Text | 3571-3576 | |
Lindsay Reynolds; Jeremy Birnholtz; Eli Luxenberg; Carl Gutwin; Maryam Mustafa | |||
We tested a peripheral-vision display to provide users with awareness of
others and their level of interest in interaction in an experiment where
participants had to be aware of a simulated workgroup during a
visually-demanding primary task. Participants gathered more information from
the peripheral-vision display although they attended to it significantly less
often (less than half the number of glances, and less than a third of the total
time spent looking). Our results suggest that the peripheral-vision space
around the user is a valuable resource for awareness and communication systems. Keywords: awareness, chat, distributed workgroups, instant messaging, peripheral
displays |
TriggerHunter: designing an educational game for families with asthmatic children | | BIBAK | Full-Text | 3577-3582 | |
Hwajung Hong; Hee Young Jeong; Rosa I. Arriaga; Gregory D. Abowd | |||
In this paper, we propose a collaborative and educational game for families
with asthmatic children to improve their health. This paper describes design
approaches and specifications of a game called TriggerHunter that enables
asthmatic children to see asthma triggers in their home environment through an
augmented reality technology. The goal of designing a game for tracking asthma
triggers in the real world is to educate asthmatic children and their parents
about triggers that may cause asthma attacks or worsen symptoms. By providing
tailored learning experience that is enjoyable, this interactive game aims to
increase awareness of asthma triggers and changes behaviors as to improve
pediatric asthma management. Keywords: asthma, augmented reality, educational game, healthcare, interactive system |
Asthmon: empowering asthmatic children's self-management with a virtual pet | | BIBAK | Full-Text | 3583-3588 | |
Hee Rin Lee; Wassa R. Panont; Brian Plattenburg; Jean-Pierre de la Croix; Dilip Patharachalam; Gregory Abowd | |||
Asthma is a common chronic childhood disease. Children spend a majority of
their time in schools, and barriers to on-site asthma management have been
reported. Previous forms of clinical intervention have regarded patients as
passive subjects. However, self-management plays a significant role in caring
for asthmatics. We consider asthmatic children and their parents, primary
caregivers, as active participants in their treatment and care. To achieve
this, we created Asthmon, a portable virtual pet that measures the lung
capacity, and instructs appropriate actions to take. Keywords: asthma, children, virtual pet |
'Castling rays' a decision support tool for UAV-switching tasks | | BIBAK | Full-Text | 3589-3594 | |
Talya Porat; Tal Oron-Gilad; Jacob Silbiger; Michal Rottem-Hovev | |||
This project is a collaborative research effort of the Israeli Air Force
(IAF), Synergy Integration LtD. and Ben-Gurion University. It is directed to
design and develop tools and display layouts to facilitate task switching and
coordination among operators in Multi-Operator Multi-UAV (Unmanned Aerial
Vehicle) environments. All for the benefit of improving overall mission
performance.
In this paper we focus on one of the main tools that were developed -- 'Castling Rays'. The 'Castling Rays' tool is a UAV-switching decision aid, enabling operators to visually view which UAV has the best view of 'their' target at any given moment. Structured interviews with experienced operators strengthened the necessity and importance of this tool in reducing operators' workload and improving their situation awareness. Keywords: task switching |
Game-y information graphics | | BIBAK | Full-Text | 3595-3600 | |
Nicholas Diakopoulos | |||
In this paper we explore the application of formal elements of games such as
goals and scores to information graphics?so called "game-y" information
graphics. In order to study how game-y aspects could engender exploration of a
dataset, we built two versions of an information graphic, one without game
elements and the other incorporating aspects of trivia games. Preliminary
results based on a real world deployment of the graphics on a newspaper website
suggest that the trivia game information graphic engendered increased
exploration of the data space by users as compared to the regular version of
the graphic. Keywords: computational journalism, games, information graphics, storytelling |
Towards predicting web searcher gaze position from mouse movements | | BIBAK | Full-Text | 3601-3606 | |
Qi Guo; Eugene Agichtein | |||
A key problem in information retrieval is inferring the searcher's interest
in the results, which can be used for implicit feedback, query suggestion, and
result ranking and summarization. One important indicator of searcher interest
is gaze position -- that is, the results or the terms in a result listing where
a searcher concentrates her attention. Capturing this information normally
requires eye tracking equipment, which until now has limited the use of
gaze-based feedback to the laboratory. While previous research has reported a
correlation between mouse movement and gaze position, we are not aware of
previous work on automatically inferring searcher's gaze position from mouse
movement or similar interface interactions. In this paper, we report the first
results on automatically inferring whether the searcher's gaze position is
coordinated with the mouse position -- a crucial step towards predicting the
searcher gaze position from the computer mouse movements. Keywords: eye-mouse coordination, searcher behavior, web search |
GColl: enhancing trust in flexible group-to-group videoconferencing | | BIBAK | Full-Text | 3607-3612 | |
Petr Slovák; Pavel Troubil; Petr Holub | |||
In this paper we describe a quantitative study of a group-to-group
videoconferencing environment called GColl that provides a compromise between
the need for preserving non-verbal cues and the requirements of low-cost and
flexibility. We have compared the task process and outcome of participants
interacting over an environment analogous to common commodity solutions, those
using face-to-face communication, and groups communicating over GColl. Our
results demonstrate that it is possible to design a group-to-group
collaboration environment with modest technical requirements and low overall
cost that still shows measurable advantages over the common environment in its
ability to support trust in social dilemma games. Keywords: evaluation, gaze awareness, gcoll, video conferencing |
Laugh enhancer using laugh track synchronized with the user's laugh motion | | BIBAK | Full-Text | 3613-3618 | |
Shogo Fukushima; Yuki Hashimoto; Takashi Nozawa; Hiroyuki Kajimoto | |||
In television shows, we are familiar with the sound of artificial laughter,
the so called "canned laughter" or "laugh track". It generally has an enhancing
effect on the viewer's desire to laugh. However, if the sound is played when
the user dislikes the content, it works negatively. To cope with this problem,
we propose a system that produces the laugh track synchronized with the user's
desire to laugh. We use a use a myoelectric signal from the diaphragmatic
muscle to detect an initial laugh, and dolls around the user to produce the
laugh sound. We speculated that although the initial laugh trigger from the
user is necessary, the system can still effectively enhance the laugh activity,
and even affect the subjective quality of the contents. Keywords: diaphragmatic muscle, emotion and affective user interface, laugh
enhancement, laugh track, laughter |
TOPAOKO: interactive construction kit | | BIBAK | Full-Text | 3619-3624 | |
Kuan-Ju Wu; Mark D. Gross | |||
If you have a laser cutter, you can build your own TOPAOKO. We describe work
in progress on TOPAOKO, an interactive construction kit that encourages
experimentation and play with pieces of a hardboard based, embedded circuit,
kit. We describe each component of the kit and examples of constructions built
with it. Keywords: interactive construction kit, tangible interface |
The haptic wheel: design & evaluation of a tactile password system | | BIBAK | Full-Text | 3625-3630 | |
Andrea Bianchi; Ian Oakley; Jong Keun Lee; Dong Soo Kwon | |||
Authentication through passwords in public spaces (such as in ATMs) is
susceptible to simple observation attacks, such as shoulder surfing, which can
result in the password being compromised and ultimately the exposure of users
to fraud and theft. Haptic technology, which can present information
non-visually to users, offers a potential solution to this problem through the
creation of tactile passwords. Situated in this space, this paper presents the
design and initial evaluation of a novel haptic device, the haptic wheel, which
displays tactons, or structured tactile messages, to enable password entry. It
describes this device and the tactile passwords it supports in detail before
presenting two short user studies. The results of these reveal that the chosen
tactons are easily identifiable and that password entry times are significantly
improved compared to previous systems based on haptic authentication. Keywords: non-visual interaction, pin entry, security, tactile ui |
iLight: information flashlight on objects using handheld projector | | BIBAK | Full-Text | 3631-3636 | |
Sunjun Kim; Jaewoo Chung; Alice Oh; Chris Schmandt; Ig-Jae Kim | |||
Handheld Projectors are novel display devices developed recently. In this
paper we present iLight, Information flashLight, which is based on the ongoing
research project Guiding Light [9] using a handheld projector. By using a
handheld projector with a tiny camera attached on it, system can recognize
objects and augment information directly on them. iLight also present a
interaction methodology on handheld projector and a novel real-time interactive
experiences among users. Keywords: augmented reality, handheld projector, interactive object, object
augmentation |
VibroGlove: an assistive technology aid for conveying facial expressions | | BIBAK | Full-Text | 3637-3642 | |
Sreekar Krishna; Shantanu Bala; Troy McDaniel; Stephen McGuire; Sethuraman Panchanathan | |||
In this paper, a novel interface is described for enhancing human-human
interpersonal interactions. Specifically, the device is targeted as an
assistive aid to deliver the facial expressions of an interaction partner to
people who are blind or visually impaired. Vibro-tactors, mounted on the back
of a glove, provide a means for conveying haptic emoticons that represent the
six basic human emotions and the neutral expression of the user's interaction
partner. The detailed design of the haptic interface and haptic icons of
expressions are presented, along with a user study involving a subject who is
blind, as well as sighted, blind-folded participants. Results reveal the
potential for enriching social communication for people with visual
disabilities. Keywords: basic facial expressions, bilateral interpersonal interaction, haptic
interface, vibrotactile, vibrotactile glove |
Eyebrowse: real-time web activity sharing and visualization | | BIBAK | Full-Text | 3643-3648 | |
Max Van Kleek; Brennan Moore; Christina Xu; David R. Karger | |||
In this paper, we explore the potential for letting users automatically
track and selectively publish their web browsing activities in real time on the
Web. We developed a system, Eyebrowse, with three goals: first, to provide a
means for individuals to better understand how they spend time on the web
through visualizations and statistics; secondly, to foster social discovery and
awareness through real-time web activity sharing; and finally, to build a large
public corpus of web browsing trails using this method. We gathered user
impressions of Eyebrowse, including perceived usefulness, feelings of
self-exposure, and privacy concerns, for ascertaining ways to improve the
system. Keywords: life-tracking |
Social network games: exploring audience traits | | BIBAK | Full-Text | 3649-3654 | |
Jieun Sung; Torger Bjornrud; Yu-hao Lee; D. Yvette Wohn | |||
The audience of social network games is an as of yet unexplored group. Given
the growing number of users and people spending time playing social network
games, a better understanding of the audience, and how they are using social
network games is important to crafting better social networking tools in the
future. Respondents of this survey reported personality factors, demographics,
habit strength, self-efficacy of social network games, and types of use by
different features. Keywords: games, social networking sites, web-based interaction |
Encouraging awareness of peers' learning activities using large displays in the periphery | | BIBAK | Full-Text | 3655-3660 | |
K. K. Lamberty; Katherine Froiland; Jason Biatek; Stephen Adams | |||
Learners benefit from creating personally meaningful artifacts for an
audience, especially when those artifacts embody concepts the learners aim to
understand. In this pilot study, we explored ways to expand opportunities for
sharing mathematical artifacts with a larger audience (beyond learners seated
next to each other) by incorporating structured ways to share work on a large
display. We changed the functionality of the large display throughout the
experiment to explore different content management schemas. Early results
suggest children's awareness of their peers' work increases with the use of the
large display, but that they tend to share only finished work. Keywords: ambient, awareness, children, large display, learning, math, peripheral
display |
Opportunities for computing to support healthy sleep behavior | | BIBAK | Full-Text | 3661-3666 | |
Eun Kyoung Choe; Julie A. Kientz; Sajanee Halko; Amanda Fonville; Dawn Sakaguchi; Nathaniel F. Watson | |||
Getting the right amount of quality sleep is one of the key aspects of good
health, along with a healthy diet and regular exercise. We conducted a
literature review and formative study aimed at uncovering the opportunities for
technology to support healthy sleep behaviors. We present the results of
interviews with sleep experts, a large survey, and interviews with potential
users that indicate what people would find practical and useful for sleep. We
identified a number of functional and non-functional requirements for
technology for sleep. We explored three possible technology ideas for healthy
sleep behaviors: a sleep tracking tool, game to promote sleep, and sleep
condition assessment tool. Keywords: design, health, qualitative study, sleep, technology |
A survey to assess the potential of mobile phones as a learning platform for panama | | BIBAK | Full-Text | 3667-3672 | |
Elba del Carmen Valderrama Bahamóndez; Albrecht Schmidt | |||
Education is a major concern in developing countries. We believe that new
and emerging technologies offer hope in improving their educational systems.
While the use of personal computers in developing countries is still very low,
they have seen a widespread adoption of mobile phones in recent years. Since
mobile phones have become small computing platforms, this inspired us to
investigate their potential as educational tools. In this paper we report on a
large survey (300 school children, 85 teachers) that was carried out in Panama
to assess the status quo of technology use, as well as the initial ideas of the
potential of using mobile phones in the context of school education. Results
show that there is a high proliferation of mobile phones among school children,
and that teachers and pupils were all able to envision using mobile phones for
learning purposes. The results indicate that mobile devices have the potential
to integrate into existing learning contexts, as well as enable new learning
contexts. Keywords: developing countries, education, mobile learning |
Measuring user experience of websites: think aloud protocols and an emotion word prompt list | | BIBAK | Full-Text | 3673-3678 | |
Helen Petrie; John Precious | |||
To develop simple yet effective methods for eliciting user experience of
websites and other interactive technologies, we explored the use of two
techniques: an emotional think aloud protocol and an emotion word prompt list
(EWPL). A study of four websites with 16 participants found that a
retrospective emotional think aloud protocol produced significantly more
emotion words than an equivalent concurrent protocol; plus, with on average 40
emotion words per website, it appears an effective technique for eliciting
users emotional reactions to websites. Surprisingly, the use of the EWPL did
not produce more emotion words per website, but may still help users overcome
their difficulties in expressing emotional reactions to websites when
unprompted. Further research will explore the use of these methods with other
interactive technologies. Keywords: emotion, evaluation, user experience, website |
Improving the form factor of a wrist-based mobile gesture interface | | BIBAK | Full-Text | 3679-3684 | |
James Deen; Seungyon Claire Lee; BoHao Li; Thad Starner | |||
We present the form factor design iteration process of the Gesture Watch, a
wearable gesture interface that utilizes non-contact hand gestures to control
mobile devices while non-visual feedback is provided from its tactile display.
Based on limitations discovered from a previous prototype, we identified three
design challenges: wearability, mobility, and tactile perception. In addressing
these challenges, we focus on three main parts affecting the form factor: the
sensor housing, the strap, and the motor housing. Keywords: design iteration, wearable interface |
Sharing awareness information improves interruption timing and social attraction | | BIBAK | Full-Text | 3685-3690 | |
Dai Tang; Jeremy Birnholtz | |||
In distant collaborations, interruptions increase significantly due to the
limited awareness of colleagues' availability. In this paper we evaluate
OpenMessenger, an instant messaging prototype that provides awareness
information. Results suggest that the use of OM benefits group task performance
and the social attraction developed between group members. Experiment
observation also suggests that people use OM both to predict their partner's
availability and to explain the causes of their partner's late response. Keywords: awareness, computer-mediated communication, cscw, instant messaging,
interruption |
Event maps: a collaborative calendaring system for navigating large-scale events | | BIBAK | Full-Text | 3691-3696 | |
Jingtao Wang; Danny Soroker; Chandra Narayanaswami | |||
Event Maps is a novel, rich and interactive web-based system targeted at
improving the experience of attending and organizing large, multi-track
conferences. Through its zoomable Tabular Timeline, users can navigate the
conference schedule, seamlessly moving between global and local views. Through
a compact decoration widget named Active Corners, Event Maps enables contextual
asynchronous collaboration before, during, and after the conference. Organizers
can easily create or import conference schedules via a backend interface, and
also use the provided analytic toolkits to get insights from visiting patterns
and statistics. Keywords: collaborative visualization, computer supported collaborative working,
information visualization, temporal data |
Guidelines for a costume designer's workbench | | BIBAK | Full-Text | 3697-3702 | |
Rachael Bradley; Jennifer Preece | |||
Costume design presents an opportunity to study image search, selection, and
use within the context of visual communication. Interaction with images is
fundamental to supporting many collaborative design practices. This paper
presents emergent guidelines for a costume designer's workbench based on three
case studies of costume-related image use during the design and production of
three plays. Future work will implement such a workbench and then test it with
a wide variety of costume designers. Keywords: costume design, image use, visual collaboration |
Touch2Annotate: generating better annotations with less human effort on multi-touch interfaces | | BIBAK | Full-Text | 3703-3708 | |
Yang Chen; Jing Yang; Scott Barlowe; Dong H. Jeong | |||
Annotation is essential for effective visual sense making. For
multidimensional data, most existing annotation approaches require users to
manually type notes to record the semantic meaning of their findings. They
require high effort from multi-touch interface users since these users often
experience low typing speeds and high typing errors. To lower the typing effort
and improve the quality of the generated annotations, we propose a new approach
that semi-automatically generates annotations with rich semantic meanings on
multidimensional visualizations. A working prototype of this approach, named
Touch2Annotate, has been implemented and used on a tabletop. We present a
scenario of using Touch2Annotate to demonstrate its effectiveness. Keywords: annotation, information visualization, multi-touch interface, taxonomy |
3D user interface combining gaze and hand gestures for large-scale display | | BIBAK | Full-Text | 3709-3714 | |
ByungIn Yoo; Jae-Joon Han; Changkyu Choi; Kwonju Yi; Sungjoo Suh; Dusik Park; Changyeong Kim | |||
In this paper, we present a novel attentive and immersive user interface
based on gaze and hand gestures for interactive large-scale displays. The
combination of gaze and hand gestures provide more interesting and immersive
ways to manipulate 3D information. Keywords: attentive ui, freehand gestures, gaze gesture, immersive ui, interactive
wall display |
Exploring social dimensions of personal information management with adults with AD/HD | | BIBAK | Full-Text | 3715-3720 | |
Jina Huh; Mark Steven Ackerman | |||
Studies in personal information management (PIM) have primarily examined PIM
behavior as an individual activity. In this paper, we discuss social dimensions
of PIM, more specifically, socially derived PIM activities. The biggest
challenge adults with Attention Deficit / Hyperactivity Disorder (AD/HD) face
is managing information and tasks. Accordingly, online forums for sharing PIM
strategies is a wide spread practice among many individuals with AD/HD. Those
that are not engaged in online forums are also found to often rely on social
resources in forming PIM strategies. We discuss social dimensions of PIM
emerged from our 16 interviews with adults with AD/HD and coaches of AD/HD. Our
findings provide a good starting point towards understanding the social,
adaptive and evolutionary nature of PIM practices, which would later inform
design implications. Keywords: ad/hd, add, adhd, personal information management, social learning, task
management |
Kairos Chat: a novel text-based chat system that has multiple streams of time | | BIBAK | Full-Text | 3721-3726 | |
Kanayo Ogura; Yoko Matsumoto; Yoshiyuki Yamauchi; Kazushi Nishimoto | |||
In this paper we propose a novel chat system named "Kairos Chat" that has
multiple streams of time whose velocities are different. A pilot study shows
that users spontaneously use the different streams for different types of
messages without any concrete instructions on how to use the streams. Keywords: cmc (computer-mediated communication) |
How do users interact with a pet-robot and a humanoid | | BIBAK | Full-Text | 3727-3732 | |
Anja Austermann; Seiji Yamada; Kotaro Funakoshi; Mikio Nakano | |||
In this paper, we compare users' interaction with the humanoid robot ASIMO
and the dog-shaped robot AIBO. We conducted a user study in which the
participants had to teach object names and simple commands and give feedback to
either AIBO or ASIMO. We did not find significant differences in the users'
evaluation of both robots and in the way commands were given to the two
different robots. However, the way of giving positive and negative feedback
differed significantly: We found that for the pet-robot AIBO users tend to give
reward in a similar way as giving reward to a real dog by touching it and
commenting on its performance by uttering feedback like "well done" or "that
was right". For the humanoid ASIMO, users did not use touch as a reward and
rather used personal expressions like "thank you" to give positive feedback to
the robot. Keywords: aibo, asimo, human-robot interaction, robots, user studies |
MobiDev: a mobile development kit for combined paper-based and in-situ programming on the mobile phone | | BIBAK | Full-Text | 3733-3738 | |
Bastian Pfleging; Elba del Carmen Valderrama Bahamondez; Albrecht Schmidt; Martin Hermes; Johannes Nolte | |||
In this paper we present MobiDev, a development kit that allows the creation
of applications for mobile devices by developing directly on a mobile phone and
by using paper-based sketches as a starting point for creating the user
interface (UI). Although programming mobile applications on a computer has a
well defined development structure, developing a mobile application on the
mobile phone instead offers some advantages: (1) it allows people without
access to a computer but to a mobile phone to create mobile applications and
(2) it supports the development of applications which employ enhanced mobile
phone features that are not fully supported by current desktop development
environments. Users draw UI sketches on paper (similar to a paper prototype) as
the initial step in an evolutionary UI development process to speed up the
development of the application and to minimize the text input effort. Keywords: design, mobile application development, mobile phone, programming, rapid
software generation, visual programming |
Real-time eye gaze tracking with an unmodified commodity webcam employing a neural network | | BIBAK | Full-Text | 3739-3744 | |
Weston Sewell; Oleg Komogortsev | |||
An eye-gaze-guided computer interface could enable computer use by the
seriously disabled but existing systems cost tens of thousands of dollars or
have cumbersome setups. This paper presents a methodology for real-time eye
gaze tracking using a standard webcam without the need for hardware
modification or special placement. An artificial neural network was employed to
estimate the location of the user's gaze based on an image of the user's eye,
mimicking the way that humans determine where another person is looking.
Accuracy measurements and usability experiments were performed using a laptop
computer with a webcam built into the screen. The results show this approach to
be promising for the development of usable eye tracking systems using standard
webcams, particularly those built into many laptop computers. Keywords: eye tracker, gaze estimation, human computer interaction, neural network,
webcam |
Grip sensing in smart toys: a formative design method for user categorization | | BIBAK | Full-Text | 3745-3750 | |
Manohar Ganesan; Neil W. Russell; Rahul Rajan; Nathan Welch; Tracy L. Westeyn; Gregory D. Abowd | |||
Modern toys are interactive, motivate play, and can be used to aid detection
and analysis of play behavior. Our research has investigated the use of
wireless sensors embedded in toys to aid in the automatic detection and
analysis of children's playtime activities. In order to guide age appropriate
interaction style and facilitate data collection (adult vs. child), we need to
identify who is playing with the toy. This becomes especially challenging when
these smart toys are deployed into everyday play areas. In this paper we
describe a formative design methodology to inform the creation of a smart toy
that could allow differentiation between a child and adult. We also describe an
evaluation of our prototype design from a pilot study that shows promise for
future research. Keywords: activity recognition, affordances, autism, cognitive conditioning,
developmental delay, object-play, play behavior, sensors, toy design, user
categorization |
DigestManga: interactive movie summarizing through comic visualization | | BIBAK | Full-Text | 3751-3756 | |
Hiroaki Tobita | |||
DigestManga is a system for interactively integrating movies with comics.
Several systems already exist for visualizing input movies as comic books to
allow users to see several frames of a movie at the same time through a comic
visualization. However, their intention is mainly to represent a movie with
visual summaries. Although users can edit the visualized comic book to arrange
the summaries, the manipulations are not reflected in the input movie. Keywords: comic and manga visualization, contents deformation, interactive system,
movie editing |
COMLEX: visualizing communication for research and saving lives | | BIBAK | Full-Text | 3757-3762 | |
William Billingsley; Cindy Gallois; Andrew Smith; Marcus Watson | |||
One of the major causes of patient harm in hospital is poor communication.
We are developing a video review and visualization platform to research and
improve medics' communication skills. It intended for use by experimenters, as
a deployable training tool for medics, and also for forensic review of
communication. It supports pluggable analysis modules and visualizations for
research teams, and configurable workflow for educators and hospital
administrators. Keywords: communication skills, medical simulation, professional development tools,
video review, visualization |
Behind the scenes of google maps navigation: enabling actionable user feedback at scale | | BIBAK | Full-Text | 3763-3768 | |
Yelena Nakhimovsky; Andrew T. Miller; Tom Dimopoulos; Michael Siliski | |||
This case study describes an Android-based feedback mechanism, created to
gain structured input on prototypes of Google Maps Navigation, a mobile GPS
navigation system, during real-world usage. We note the challenges faced,
common to many mobile projects, and how we addressed them. We describe the user
flow for submitting feedback; the resulting feedback report from the team's
perspective; our triaging process for the high volume of incoming data; and the
results & benefits gleaned from using this system. Learnings and
recommendations are provided, to aid mobile teams who may be interested in
developing a similar system for their working prototype, particularly if
real-world testing is required. Keywords: gps, in-vehicle information systems, in-vehicle navigation, mobile research,
research methods, research tools |
Hands free mouse: comparative study on mouse clicks controlled by humming | | BIBAK | Full-Text | 3769-3774 | |
OndYej Poláek; Zdenk Míkovec | |||
In this paper we present a novel method of simulating mouse clicks while the
cursor is navigated by head movements tracked by webcam. Our method is based on
simple hummed voice commands. It is fast, language independent and provides
full control of common mouse buttons. Our method was compared with other three
different methods in an experiment that proved its efficiency by means of task
duration. Keywords: accessibility, comparative study, head tracking, non-verbal vocal interface,
voice interface |
Locked-out: investigating the effectiveness of system lockouts to reduce errors in routine tasks | | BIBAK | Full-Text | 3775-3780 | |
Jonathan Back; Duncan P. Brumby; Anna L. Cox | |||
While frustrating and innocuous in many settings, errors can have disastrous
consequences for the use of safety critical systems and medical devices. This
work-in-progress investigates the effectiveness of an enforced lockout period
for reducing errors in a routine task. During the lockout period the user can
look at, but not interact with the device interface for a period of 10 seconds
before they resume the task after an interruption. Results show that this
lockout period can reduce sequence errors by up to 64%. Identifying ways to
reduce the disruptiveness of interruptions is important for HCI research given
that many devices are now used in settings where interruptions are commonplace. Keywords: human error, interruptions, lockout, resumption delay |
The effect of avatar realism of virtual humans on self-disclosure in anonymous social interactions | | BIBAK | Full-Text | 3781-3786 | |
Sin-Hwa Kang; Jonathan Gratch | |||
In this paper, we illustrate progress in research designed to investigate
interactants' self-disclosure when they communicate with virtual humans or real
humans in computer-mediated interactions. We explored the effect of the
combination of avatar realism and interactants' anticipated future interaction
(AFI) on self-disclosure in emotionally engaged and synchronous interaction. We
primarily aimed at exploring ways to promote interactants' self-disclosure
while securing their visual anonymity, timely nonverbal feedback of virtual
humans, when interactants anticipate future interaction. The research examined
interactants' self-disclosure through measuring their verbal behaviors. The
preliminary findings indicated that interactants revealed greater intimate
information about themselves in interactions with virtual humans than with real
humans. However, interactants' AFI did not affect their self-disclosure, which
does not correspond to the results of previous studies using text based
interfaces. Keywords: affective behavior, anonymity, anticipated future interaction, avatar
realism, contingency, evaluation, nonverbal feedback, rapport, self-disclosure,
virtual humans |
A cross-device spatial workspace supporting artifact-mediated collaboration in interaction design | | BIBAK | Full-Text | 3787-3792 | |
Florian Geyer; Harald Reiterer | |||
In this paper we present our approach to support artifact-mediated
collaboration in interaction design. We argue that the extensive number and the
diversity of artifacts created and reflected upon during collaborative design
activities as well as transitions between physical and digital representations
impose both a challenge and opportunity for supporting interaction design
practice. The design principles for our experimental tool that we introduce
within this paper are based on a cross-device spatial workspace synchronized by
a shared design artifact repository within a computation-augmented design
studio setting. Keywords: artifact-mediated collaboration, design artifact visualization, design
process, design tools |
Learning basic dance choreographies with different augmented feedback modalities | | BIBAK | Full-Text | 3793-3798 | |
Dieter Drobny; Jan Borchers | |||
We plan to evaluate different kinds of augmented feedback (tactile, video,
sound) for learning basic dance choreographies. Therefore we develop a dance
training system based on motion capturing technology. In this work we describe
and put up for discussion its capabilities and our methodological approach. Keywords: dancing, motor skill learning, tactile feedback, wireless sensor system |
Designing for collaboration: improving usability of complex software systems | | BIBAK | Full-Text | 3799-3804 | |
Mari-Klara Oja | |||
Designing for collaboration approaches systems and users as a team and
focuses on the cooperation between the two. This work in progress aims to
delineate how designing for collaboration is also inherently designing for
usability. It is proposed that designing for collaboration is theoretically
more appropriate for building complex problem-solving applications, where the
user and system are by definition co-information-processors. Keywords: complex software systems, human-computer collaboration, usability |
Arranging touch screen software keyboard split-keys based on contact surface | | BIBAK | Full-Text | 3805-3810 | |
Kentaro Go; Leo Tsurumi | |||
Touch screen devices, which have become ubiquitous in our daily lives, offer
users flexible input and output operations. Typical operation methods for touch
screen devices include the use of a stylus or a finger. A touch screen user can
select a stylus or finger depending on the user's situation and preference. In
this paper, we propose a dynamic method of assigning symbols to keys for a
software keyboard on a touch screen device. This method provides flexible
adjustment to both the stylus operation and finger operation. Keywords: mobile device, split key, text entry, touch screen |
Remote skincare advice system using life logs | | BIBAK | Full-Text | 3811-3816 | |
Maki Nakagawa; Koji Tsukada; Itiro Siio | |||
Many women find it difficult to maintain beautiful skin since different
skincare approaches require different amounts of effort, time, and special
knowledge. Women often ask experts in cosmetic stores for skincare advice.
However, this approach has the limitations of time, place, and personal
information. To solve these problems, we propose a remote skincare advice
system that uses life logs. This system helps users to automatically log
information related to their skin condition and share these data with skincare
experts in order to obtain appropriate advice. Keywords: advice, life log, skincare |
Lightweight selective availability in instant messaging | | BIBAK | Full-Text | 3817-3822 | |
Mirko Fetter; Julian Seifert; Tom Gross | |||
Selective availability in instant messaging systems can improve
connectiveness while at the same time keeping disruption low. In this paper we
report on a four-week experience sampling study of selective availability in
instant messaging to inform the design of lightweight mechanisms with little
user effort. Keywords: computer-mediated communication, computer-supported cooperative work,
instant messaging |
Understanding information sharing from a cross-cultural perspective | | BIBAK | Full-Text | 3823-3828 | |
Yurong He; Chen Zhao; Pamela Hinds | |||
We are examining how Chinese and Americans share positive and negative
information online and offline in different types of relationships. In this
paper, we present results of a pilot study used to refine our methods and get
some insight into this question. The pilot study, as hoped, confirmed that a
scenario-based study of cross-cultural differences may be a viable way to
understand potential technology use. We also found preliminary evidence that
Chinese and Americans had different perspectives on how and when information
should be shared. In the next phase of our work, we will deploy a
scenario-based survey to a large sample of employees at a single company in
China and the US. Keywords: culture, information sharing, online |
Enhancing distributed corporate meetings with lightweight avatars | | BIBAK | Full-Text | 3829-3834 | |
N. Sadat Shami; Li-Te Cheng; Steven Rohall; Andrew Sempere; John Patterson | |||
The difficulties remote participants of distributed meetings face are widely
recognized. In this paper we describe the design of an avatar-based e-meeting
support tool named Olympus, which aims to ameliorate some of the challenges
remote participants face in distributed meetings. Olympus provides a
customizable peripheral display on the bottom of existing e-meeting solutions.
An initial observational study was conducted of the use of Olympus in 6
meetings, three each of a status meeting and a presentation meeting. Avatars
fostered team bonding through social play during status meetings, while
minimalist dots allowed focused attention during presentation meetings. Keywords: avatars, distributed meetings, virtual worlds |
Investigation of cultural dependency in mobile technology and older adults | | BIBAK | Full-Text | 3835-3840 | |
Sofianiza Abd Malik; Alistair D. N. Edwards | |||
Studies using different methods have been carried out of older adults' use
of mobile technology in Malaysia and the UK. Preliminary results suggest that
there are significant differences in the results which are culturally
dependent. Keywords: focus group, interview, method, mobile phone, older adults, personas |
Measuring environments for public displays: a space syntax approach | | BIBAK | Full-Text | 3841-3846 | |
Sheep N. Dalton; Paul Marshall; Ruth Conroy Dalton | |||
This paper reports on an on-going project, which is investigating the role
that location plays in the visibility of information presented on a public
display. Spatial measures are presented, derived from the architectural theory
of Space Syntax. These are shown to relate to the memorability of words and
images presented on different displays. Results show a complex pattern of
interactions between the size and shape of spaces in which displays are
situated and the memorability of different types of representations depicted.
This approach offers a new way to consider the role of space in guiding and
constraining interaction in real settings: a growing concern within HCI and
Ubicomp. Keywords: ambient display, environment assessment, space syntax |
Evaluating realistic visualizations for safety-related in-car information systems | | BIBAK | Full-Text | 3847-3852 | |
Peter Froehlich; Raimund Schatz; Peter Leitner; Stephan Mantler; Matthias Baldauf | |||
This paper reflects on the currently observable evolution of in-vehicle
information systems towards realistic visualization. As compared to common
schematic maps, hi-fidelity visualizations might support an easier recognition
of the outside world and therefore better contribute to driving safety. On the
other hand, too much visual detail might distract from the primary driving
task. We present an experimental car-simulator study with 28 users, in which
the in-car HMI was systematically manipulated with regard to representation of
the outside world. The results show that perceived safety is significantly
higher with 1:1 realistic views than with conventional schematic styles,
despite higher visual complexity. Furthermore, we found that the more demanding
the safety recommendation on the HMI, the more realistic visualization are
perceived as a valuable support. Keywords: handheld devices, mobile computing, visualization |
Gen X and Ys attitudes on using social media platforms for opinion sharing | | BIBAK | Full-Text | 3853-3858 | |
Bernard J. Jansen; Kate Sobel; Geoff Cook | |||
In this paper, we investigate opinion sharing attitudes and behaviors of
13-24 year olds on social media platforms. This research utilizes data from
34,514 survey respondents from users of the social media site, myYearbook.
Results show that those more engaged with multiple social media platforms are
more willing to share opinions, seek opinions, and act on these opinions.
However, there were statistically significant differences among users of
myYearbook, MySpace, Facebook, and Twitter. Findings show that the reported
demographic differences and social network service chosen have an effect on
behaviors. These results have implications for businesses and others interested
in advertising on these platforms, and researchers interested in investigating
these populations. Keywords: Facebook, MySpace, Twitter, information sharing, myYearbook, social media,
social networking |
Embedding robotics in civic monuments for an information world | | BIBAK | Full-Text | 3859-3864 | |
Tarek H. Mokhtar; Keith Evan Green; Ian D. Walker; Tony Threatt; Vidya N. Murali; Akshay Apte; Sumod K. Mohan | |||
The monument is our first computer: a complex, physical entity that stores
and brings to consciousness facts, ideas and aspirations -- information. In
this paper, we introduce transdisciplinary research aiming to overcome, in the
Information World, the static, petrified character of monuments which has long
presented collective memories about human events in immutable spatial forms.
Our concept is, instead, the monument-as-robot. Embedded with sensing and
actuating technologies, our concept affords multiconfigurations representing
the multivalent character of collective" memory more so than the single
conventional monuments. We reflect on the crisis of the monument today,
describe our three novel prototypes responding to this crisis, and discuss the
import for HCI. Keywords: architectural-robotics, architecture, interactive environments, memory,
monuments, robotics |
Wearable-object-based interaction for a mobile audio device | | BIBAK | Full-Text | 3865-3870 | |
KwanMyung Kim; Dongwoo Joo; Kun-Pyo Lee | |||
In this paper, we explore the possibilities of providing miniaturized audio
players with gesture control capabilities that are based on wearable objects.
We selected thirteen wearable objects and used them as interaction surfaces. We
used user-centered design methods to collect interaction gestures suited for
play, stop, volume up, volume down, previous song, and next song functions. The
characteristics and possibility of these interaction gestures are also
discussed. Keywords: interaction gesture, object-based interaction, surface interaction,
user-centered design, wearable interface |
Behavior assessment and visualization tool | | BIBAK | Full-Text | 3871-3876 | |
Deepak Jagdish; Abbas Attarwala; Ute Fischer | |||
This paper introduces our work on a new Tablet PC-based tool that allows
near-real-time coding (a technique of classification) of video-recorded or live
behavior. The tool also allows the user to create and manipulate simple
interactive visualizations of the coding results. This tool has been designed
both to advance behavioral research and to support applied uses, for instance
in professional coaching. We envision that this tool will be extremely
versatile as users will be able to classify in near-real-time individual and
team-behavior occurring in many research domains including HCI. This paper
describes the salient design and interaction aspects of this tool, and the
improvements it has over existing systems. Keywords: interactive timeline, interactive visualization, near-real-time coding,
pie-menu, tablet-based ui |
Participatory design for sustainable campus living | | BIBAK | Full-Text | 3877-3882 | |
Janet Davis | |||
Participatory design methods have the potential to produce ethical and
useful persuasive technologies, particularly in support of environmental
sustainability. I present the use and results of ethnographically-inspired
methods, Cultural Probes, and the Inspiration Card Workshop to generate
concepts for new persuasive technologies for use by a college EcoHouse. Keywords: environmental sustainability, participatory design, persuasive technology |
Enabling cross-device interaction with web history | | BIBAK | Full-Text | 3883-3888 | |
Timothy Sohn; Koichi Mori; Vidya Setlur | |||
Internet-enabled personal devices are growing in number. As people own and
use more devices, sharing information between devices becomes increasingly
important. Web browsing is one of the most common tasks, thus sharing web
history is a first step in supporting cross-device interaction. Current methods
of sharing web history involve manual, cumbersome methods. This paper explores
a system to automatically synchronize web information among a user's personal
devices, and optimize the interface to support mobile users. We describe a
system that enables users to quickly find directions on their mobile phone
based on past web searches, and seamlessly share favorite web pages between
their personal devices. Keywords: cross-device, maps, mobile phone, web history |
PlayWrite: end-user adaptable games to support adolescent mental health | | BIBAK | Full-Text | 3889-3894 | |
David Coyle; Gavin Doherty; John Sharry | |||
Adaptability to the needs of end-users has been identified as a key
requirement for technologies designed to support mental health interventions.
The PlayWrite system allows end users -- mental healthcare professionals -- to
create and adapt therapeutic 3D computer games, which can then be used to
support adolescent interventions. PlayWrite has enabled the creation of games
that implement a range of theoretical approaches to mental health interventions
and target a broad range of disorders. Here we discuss the initial findings
regarding the design, clinical evaluations and adaptation strategies used in
PlayWrite. Keywords: computer gaming, mental health, user-centred design |
World-wide access to geospatial data by pointing through the earth | | BIBAK | Full-Text | 3895-3900 | |
Erika Reponen; Jaakko Keränen; Hannu Korhonen | |||
Traditional augmented reality UI views are restricted to the visible
surroundings around the user. In this paper we present a concept that enables
viewing and accessing geospatial data from all around the Earth, by pointing
with the device towards a physical location. We describe a prototype of the
concept and share the results of the first user experience study conducted with
the prototype. We also discuss our future research directions. Keywords: embodied interaction, first-person view, geospatial data, location based
data, reality-based interaction |
Leveraging gesture and voice data to improve group brainstorming | | BIBAK | Full-Text | 3901-3906 | |
Deirdre Garrahan; Orit Shaer; Andreya Piplica; Kevin Gold | |||
We seek to investigate how co-located group brainstorming could be enhanced
through computational tools that leverage gestures and voice cues. To pursue
this goal we are developing a computer mediated brainstorming environment that
utilizes reality-based interaction techniques and sensor-driven Hidden Markov
Models (HMMs) tracking group engagement to computationally augment existing
brainstorming practices. In this paper, we report the results of a preliminary
user study of brainstorming practices that indicate that gesture and voice data
can serve as signals for group brainstorming success. Keywords: brainstorming, gestures, innovation, voice analysis |
A method to get rich feedbacks from users in an interview for design concept decision | | BIBAK | Full-Text | 3907-3912 | |
Yoonjung Hong; Tek-Jin Nam | |||
Although participatory design methods such as co-creation and cultural
probes are used in many forms of design practice, user involvement in the
design concept decision phase is more difficult and rather rare. The aim of
this research is to investigate a method that helps designers get rich
feedbacks from users to help in making decisions on design concept directions.
We present a method, called 'Fuzzy & Clear', which uses a level of clarity
and concreteness when the concept directions are shown to users in group
interviews or workshops. We also report on a design project case study to show
how the method can be used and how the method impacts user feedback on a design
project case study. The results show that the method helped develop diverse
viewpoints and make a positive impact on getting more valuable user feedback.
With this approach, designers and users can maintain a complementary
cooperation as co-creators. Keywords: design concept embodiment, design method, rich user feedback, user
interview, user-centered design |
A classification scheme for user intentions in image search | | BIBAK | Full-Text | 3913-3918 | |
Mathias Lux; Christoph Kofler; Oge Marques | |||
Searching for images on the web is still an open problem. While multiple
approaches have been presented, there has been surprisingly little work on the
actual goals and intentions of users. In this poster we present our
classification scheme for user goals in image search and describe our ongoing
work focusing on identification and classification of user intentions during
image search tasks. Keywords: image retrieval, user intentions |
An utterance attitude model in human-agent communication: from good turn-taking to better human-agent understanding | | BIBAK | Full-Text | 3919-3924 | |
Masahide Yuasa; Naoki Mukawa; Koji Kimura; Hiroko Tokunaga; Hitoshi Terai | |||
In this study, we discuss a novel expression and comprehension model of the
utterance attitude of speaking/hearing during conversations. Humans who
participate in conversation display these implicit and explicit attitudes, and
use them to understand the other participants in advance of turn-taking. We
design abstract animated agents that mimic human turntaking in conversations to
confirm the validity of our model. The subjective evaluation tests show that
the expressions of the agents are understandable. The model may facilitate
turn-taking in human-agent interaction. Keywords: agent, attitude, nonverbal behavior, turn-taking |
Opportunities and challenges for mobile-based financial services in rural Uganda | | BIBAK | Full-Text | 3925-3930 | |
Rachel Hinman; Julus Matovu | |||
This paper outlines key research findings on the use of mobile-based
financial services in rural Uganda. It also includes insights into behaviors
and attitudes towards finances that may impact the widespread uptake of mobile
financial services in rural Uganda. This paper provides actionable insight into
the opportunities and challenges for these services as well recommendations for
future research. Keywords: ethnography, handheld devices and mobile computing, interaction design,
internationalization/localization, service design, sustainability, user
experience design/experience design, user interface design, user studies,
user-centered design/human-centered design |
Beyond: collapsible tools and gestures for computational design | | BIBAK | Full-Text | 3931-3936 | |
Jinha Lee; Hiroshi Ishii | |||
Since the invention of the personal computer, digital media has remained
separate from the physical world, blocked by a rigid screen. In this paper, we
present Beyond, an interface for 3-D design where users can directly manipulate
digital media with physically retractable tools and hand gestures. When pushed
onto the screen, these tools physically collapse and project themselves onto
the screen, letting users perceive as if they were inserting the tools into the
digital space beyond the screen. The aim of Beyond is to make the digital 3-D
design process straightforward, and more accessible to general users by
extending physical affordances to the digital space beyond the computer screen. Keywords: 3D interaction, augmented reality, haptic UI, pen input, tactile UI,
tangible UI |
Using concept maps to evaluate the usability of APIs | | BIBAK | Full-Text | 3937-3942 | |
Jens Gerken; Hans-Christian Jetter; Harald Reiterer | |||
Application programming interfaces (APIs) are the interfaces to existing
code structures, such as widgets, frameworks, or toolkits. Therefore, they very
much do have an impact on the quality of the resulting system. So ensuring that
developers can make the most out of them is an important challenge. However
standard usability evaluation methods as known from HCI have limitations in
grasping the interaction between developer and API -- the GUI, which makes this
interaction obvious, is missing. In this paper we present a longitudinal
approach using concept maps and a question diary to make this interaction
visible and study the usability of an API over time. Keywords: API usability, concept maps, longitudinal evaluation |
Interaction techniques for hybrid piles of documents on interactive tabletops | | BIBAK | Full-Text | 3943-3948 | |
Mohammadreza Khalilbeigi; Jürgen Steimle; Max Mühlhäuser | |||
Piling is a highly common activity for the casual organization of documents.
Today's tabletops do not offer sufficient support for piling, particularly in
hybrid set-tings where both digital documents and paper documents are used on
the same surface. We contribute several techniques for interacting with hybrid
piles of printed and digital documents on tabletops. By employing a soap bubble
metaphor and by using paper as a tangible control for the hybrid pile, these
allow easy creating and rearranging piles while maintaining the flexibility of
traditional paper piles. Keywords: document, interactive surface, paper, pile, tabletop |
Bridging the digital divide one tweet at a time: twitter-enabled devices for family communication | | BIBAK | Full-Text | 3949-3954 | |
Joseph Nesbitt; AnnMarie Thomas | |||
We present two devices designed to facilitate information transfer and
communication between family members, particularly older adults and their
younger relatives. Central to both devices is their use of Twitter to send
updates and messages to relatives and friends. In this paper, we report on the
design of the system and share results from preliminary focus groups. Keywords: aging, communication, distance, intergenerational, twitter |
On presenting audio-tactile maps to visually impaired users for getting directions | | BIBAK | Full-Text | 3955-3960 | |
Devi Archana Paladugu; Zheshen Wang; Baoxin Li | |||
Recent years have witnessed significant efforts on developing computer-based
technologies for making maps accessible to people who are blind. Existing work
has largely focused on the technological aspects of the problem without
adequate attention to the humancomputer interaction issues. Using an
audio-tactile system as the platform, we present a focused study on such HCI
issues for supporting a blind user's effective navigation of a map in getting
directions. The ultimate goal of the research is to establish comprehensive
design guidelines for building technologies that truly serve the needs of the
users in the application of accessible maps. The results of our current study
suggest that the proposed designs are effective for supporting a blind user in
obtaining directions from online maps. Keywords: accessibility, assistive technology, blind users, evaluation, guidelines,
tactile-audio map, visual impairment |
Real time search user behavior | | BIBAK | Full-Text | 3961-3966 | |
Bernard J. Jansen; Gerry Campbell; Matthew Gregg | |||
Real time search is an increasingly important area of information seeking on
the Web. In this research, we analyze 1,005,296 user interactions with a real
time search engine over a 190 day period. We investigate aggregate usage of the
search engine, such as number of users, queries, and terms. We also investigate
the structure of queries and terms submitted by these users. The results are
compared to Web searching on traditional search engines. Results show that 60%
of the traffic comes from the engine's application program interface,
indicating that real time search is heavily leveraged by other applications. Of
the queries, 30% were unique (used only once in the entire dataset). The most
frequent query accounted for 0.003% of the query set. Less than 8% of the terms
were unique. The most frequently used terms accounted for only 0.03% of the
total terms. Concerning search topics, the most used terms dealt with
technology, entertainment, and politics, reflecting both the temporal nature of
the queries and, perhaps, an early adopter user-based. Sexual queries were
quite low, relative to traditional Web search. Searchers of real time content
often repeat queries overtime, perhaps indicating long term interest in a
topic. We discuss the implications for search engines and information providers
as real time content increasingly enters the main stream. Keywords: collecta, real time content, real time search, twitter |
TAVR: temporal-aural-visual representation to convey imperceptible spatial information | | BIBAK | Full-Text | 3967-3972 | |
Minyoung Song; Chris Quintana | |||
This paper describes a study that investigated the use of time as a form of
representation for imperceptible sizes by incorporating it in a multimodal
representation that is designed to extend students' learning experience of the
sizes of the objects beyond human sense (called submacroscopic objects). In
this paper we introduce the research we conducted to explore how middle school
students interpret and conceptualize the temporal representation. Keywords: learning technologies, multimedia tools, multimodal simulations, temporal
representations |
Toward modeling auditory information seeking strategies on the web | | BIBAK | Full-Text | 3973-3978 | |
Shari Trewin; John Richards; Rachel Bellamy; Bonnie E. John; John Thomas; Cal Swart; Jonathan Brezin | |||
Human performance models based on information foraging theory have proved
capable of predicting navigation behavior on the Web. They can therefore
provide a useful tool for Web site design. They may also be effective for
modeling auditory navigation within a single Web page. Designers often struggle
to accommodate this sort of access, different as it is from their own
experience. As a step toward realistic simulations based on models of auditory
Web access, we describe information seeking strategies observed in people with
visual impairment using screen reading software for Web navigation tasks. We
outline one example strategy for approaching a new Web page that, guided by
information foraging theory, may expose access barriers that current design
tools miss. Keywords: accessibility, cognitive modeling, visual impairment |
Designing a CD augmentation for mobile phones | | BIBAK | Full-Text | 3979-3984 | |
Niels Henze; Susanne Boll | |||
Interacting with physical CDs can be a very tangible and explorative
experience. However, physical objects can't provide access to the digital
services we are used to when using with digital music collections. In this
paper we develop user interfaces for mobile phones that augment physical CDs to
provide access to digital services. The most important functionalities of the
music player are derived from a user study. Design sketches for the
augmentation shown on the phone's display are collected from 10 participants.
Participants' ideas are subsumed by four concepts that are implemented as
prototypes for the Android platform. Keywords: CD, augmented reality, mobile augmented reality, mobile phone, music, music
player |
Heartbeats: a methodology to convey interpersonal distance through touch | | BIBAK | Full-Text | 3985-3990 | |
Troy L. McDaniel; Daniel Villanueva; Sreekar Krishna; Dirk Colbry; Sethuraman Panchanathan | |||
Individuals who are blind are at a disadvantage when interacting with
sighted peers given that nearly 65% of interaction cues are non-verbal in
nature [3]. Previously, we proposed an assistive device in the form of a
vibrotactile belt capable of communicating interpersonal positions (direction
and distance between users who are blind and the other participants involved in
a social interaction). In this paper, we extend our work through use of novel
tactile rhythms to provide access to the non-verbal cue of interpersonal
distance, referred to as Proxemics in popular literature. Experimental results
reveal that subjects found the proposed approach to be intuitive, and they
could accurately recognize the rhythms, and hence, the interpersonal distances. Keywords: haptic belt, tactile rhythm, tactons, vibrotactile belt |
Enhancing navigation skills through audio gaming | | BIBAK | Full-Text | 3991-3996 | |
Jaime Sánchez; Mauricio Sáenz; Alvaro Pascual-Leone; Lotfi Merabet | |||
We present the design, development and initial cognitive evaluation of an
Audio-based Environment Simulator (AbES). This software allows a blind user to
navigate through a virtual representation of a real space for the purposes of
training orientation and mobility skills. Our findings indicate that users feel
satisfied and self-confident when interacting with the audio-based interface,
and the embedded sounds allow them to correctly orient themselves and navigate
within the virtual world. Furthermore, users are able to transfer spatial
information acquired through virtual interactions into real world navigation
and problem solving tasks. Keywords: audio games, orientation and mobility, videogames, virtual environment,
visual impairment |
Pico-ing into the future of mobile projector phones | | BIBAK | Full-Text | 3997-4002 | |
Max L. Wilson; Simon Robinson; Dan Craggs; Kristian Brimble; Matt Jones | |||
Ten years ago we were on the verge of having cameras built into our mobile
phones, but knew very little about what to expect or how they would be used.
Now we are faced with the same unknowns with mobile projector phones. This
research-in-progress seeks to explore how people will want to use such
technology, how they will feel when using it, and what social effects we can
expect to see. This paper describes our two-phase field investigation, with
results and design recommendations from its first, experience-sampling phase. Keywords: exploratory, field study, handheld, mobile, projector |
Text 2.0 | | BIBAK | Full-Text | 4003-4008 | |
Ralf Biedert; Georg Buscher; Sven Schwarz; Jörn Hees; Andreas Dengel | |||
We discuss the idea of text responsive to reading and argue that the
combination of eye tracking, text and real time interaction offers various
possibilities to enhance the reading experience. We present a number of
prototypes and applications facilitating the user's gaze in order to assist
comprehension difficulties and show their benefit in a preliminary evaluation. Keywords: attentive text, eye tracking, reading |
Ubiquitous drums: a tangible, wearable musical interface | | BIBAK | Full-Text | 4009-4014 | |
Boris Smus; Mark D. Gross | |||
Drummers and non-drummers alike can often be seen making percussive gestures
on their chests, knees and feet. Ubiquitous Drums enhances this experience by
providing musical feedback for these and other gestures. This paper describes
the implementation and evolution of this tangible, wearable musical instrument. Keywords: interaction techniques, musical instrument, percussion, tangible interfaces |
Cultural similarities and differences in user-defined gestures for touchscreen user interfaces | | BIBAK | Full-Text | 4015-4020 | |
Dan Mauney; Jonathan Howarth; Andrew Wirtanen; Miranda Capra | |||
As the first phase of a two-phase project, the International Usability
Partners (IUP; http://www.international-usability-partners.com/) conducted a
study in nine different countries to identify cultural similarities and
differences in the use of gestures on small, handheld, touchscreen user
interfaces. A total of 340 participants in the study were asked to define their
own gestures for 28 common actions like "zoom" and "copy" on a
custom-constructed gesture recorder that simulated a handheld touchscreen
device. Actions were described pictorially by showing participants a "before"
screen and an "after" screen to clarify the exact context for each action.
Initial analysis suggests four primary findings. The first is that there is generally a high level of agreement across cultures. One exception, however, is the use of symbolic gestures; Chinese participants created significantly (p < .01) more symbolic gestures (e.g. letters, question mark, check mark) than participants from other countries. The second finding is that experience with gesture-enabled devices influenced the gestures that participants created for the following actions: back, forward, scroll up, and scroll down. The third finding is that when a gesture to elicit an action was not immediately identifiable, participants generally tapped on the screen to bring up a menu. The final finding is that there is higher agreement on actions that can be performed through direct manipulation and lower agreement scores on actions that are more symbolic in nature. Phase two of this research effort will be to present the most common three to five user-defined gestures for each action to a large number of participants and ask them to select the gesture that they believe to be the most intuitive gesture for that action. Keywords: cultural differences, gesture-based user interfaces, multi-touch devices,
user experience |
Empowering products: personal identity through the act of appropriation | | BIBAK | Full-Text | 4021-4026 | |
Binaebi Akah; Shaowen Bardzell | |||
This paper explores the relationship between personal identity and the act
of appropriating digital objects in the home -- specifically do-it-yourself --
to inform the design of empowering products. It reports ongoing research and
provides a preliminary analysis of the Steampunk movement as a case study for
personal appropriation. Appropriation-identity design guidelines are provided
as a result of the data analysis. Keywords: appropriation, craft, creative freedom, design, do-it-yourself, materiality,
personal identity, steampunk |
Is a friend a friend?: investigating the structure of friendship networks in virtual worlds | | BIBAK | Full-Text | 4027-4032 | |
Brooke Foucault Welles; Anne Van Devender; Noshir Contractor | |||
In this paper, we examine online friendships at a network level. We focus on
three structural signatures: network size, balance (triangles), and age
homophily in the friendship ego-networks of 30 users of the virtual world
Second Life. In relation to previous findings from studies of offline
friendship networks, our results reveal that online networks are similar in
age-homophily, but significantly different in size and balance. Keywords: friendship, second life, social network analysis, virtual worlds |
Facilitating meetings with playful feedback | | BIBAK | Full-Text | 4033-4038 | |
Ying Zhang; Marshall Bern; Juan Liu; Kurt Partridge; Bo Begole; Bob Moore; Jim Reich; Koji Kishimoto | |||
Effective group meetings are important for the productivity of corporations.
Various types of meeting facilitators have been developed over the past couple
of years. We present a prototype that is unique because it captures both
individual and group behaviors and provides real time playful feedback. The
portable prototype includes a set of table-top microphones with an audio
interface to a laptop PC, where audio data are processed and an avatar-based UI
displays the shared state of individual and group behaviors during a meeting.
The interface reveals not only level of participation, but also several other
meaningful but harder to detect behaviors such as turn taking, interruptions,
and group laughter. The presentation's design is deliberately playful to keep
participants monitor, self-estimate and improve their meeting behavior. Keywords: avatar-based UI, conversation behavior detection, meeting facilitation,
playful feedback |
Competitive carbon counting: can social networking sites make saving energy more enjoyable? | | BIBAK | Full-Text | 4039-4044 | |
Derek Foster; Mark Blythe; Paul Cairns; Shaun Lawson | |||
This paper reports on the design, deployment and initial evaluation of
"Wattsup", an innovative Facebook application which displays live data from a
commercial off-the-shelf energy monitor. The Wattsup application was deployed
and trialled in eight homes over an eighteen day period in two conditions --
personal energy data viewable and friend's energy data viewable. A significant
reduction in energy was observed in the socially enabled condition. The paper
argues that socially-mediated discussion and competition made for a more
enjoyable user experience. Keywords: energy saving, persuasive technology, social networks, sustainability |
Bodies, boards, clubs and bugs: a study of bodily engaging artifacts | | BIBAK | Full-Text | 4045-4050 | |
Jakob Tholander; Carolina Johansson | |||
Popular practices with non-digital artifacts were explored in order to
reveal qualities for design of interaction that allow for full body
experiences, and engagement of a rich array of our senses and bodily
capabilities for being-in and moving-in the world. For successful design of
movement-based and bodily interactive artifacts, we have to include qualities
that allow users to connect their actions with the artifact to the surrounding
physical and social world. Keywords: body, engagement, experience, interaction, movement |
Let users tell the story: evaluating user experience with experience reports | | BIBAK | Full-Text | 4051-4056 | |
Hannu Korhonen; Juha Arrasvuori; Kaisa Väänänen-Vainio-Mattila | |||
User experience (UX) has been under extensive research in recent years. One
of the key questions has been how to evaluate user experience. Several methods
such as diaries, experience sampling and questionnaires have been used for
collecting data on user experience with a product. Although these methods
provide valuable data, they may lack obtaining rich descriptions of UX in
users' everyday lives. We have approached the question of UX evaluation by
experience reports which are open-ended experience stories written by the users
after using their products in real contexts of use. In this paper, we describe
a field study in which 21 participants wrote 116 experience reports about UX
with their personal products such as smart phones and MP3 players. The reports
were analyzed with predefined context and experience categorizations to
identify core experiences. We discuss our initial findings on the applicability
of the method to evaluate UX. Keywords: evaluation method, experience report, user experience |
MetAgora: a meta-community approach to guide users through the diversity of web communities | | BIBAK | Full-Text | 4057-4062 | |
Felix-Robinson Aschoff; Gerhard Schwabe | |||
Online communities have become an essential instrument for obtaining
valuable information on the web. With today's community jungle, however, users
find it increasingly difficult to find and decide on appropriate online
communities. Therefore, we propose the concept of a meta-community conceived as
being a social gateway to guide users through a vast number of different online
communities within a certain domain. We present a proof-of-concept study of our
meta-community prototype and discuss implications for the community landscape
as well as for the satisfaction of user needs. Keywords: meta-community, online communities, web searching |
Using obstructed theatre with child designers to convey requirements | | BIBAK | Full-Text | 4063-4068 | |
Janet C. Read; Daniel Fitton; Emanuela Mazzone | |||
This paper describes the use of obstructed theatre as a novel design method
for the elicitation of ideas from children for the design of a new mobile
product. Obstructed theatre has previously been used, in this same context with
adults, but this is the first paper that outlines its use with children.
The paper describes the initial ideas for the script for the theatre and evaluates its use. It is shown that the method can be useful and it specifically conveyed the idea of portability and mobility but was less effective at conveying the more complex interactive ideas. Specifically the paper outlines the origins of the method, presents some reflection on the usefulness of the method and suggests how it can be used with other contexts. Keywords: children, mobile interfaces, music interfaces, participatory design |
Does underlining links help or hurt? | | BIBAK | Full-Text | 4069-4074 | |
Tom Tullis; Marisa Siegel | |||
Two types of link treatments, underlined or non-underlined, were
investigated in the context of three web pages. Over 1,000 participants
completed tasks for which the answers were found either on the pages or by
clicking a link. Task accuracy, speed, and ratings were collected in an online
study. Conflicting findings suggest that primarily navigational pages should
use underlined links, while informational pages should not. Keywords: link, link treatment, underlining, web design |
On the retrospective assessment of users' experiences over time: memory or actuality? | | BIBAK | Full-Text | 4075-4080 | |
Evangelos Karapanos; Jean-Bernard Martens; Marc Hassenzahl | |||
An alternative paradigm to longitudinal studies of user experience is
proposed. We illustrate this paradigm through a number of recent tool-based
methods. We conclude by raising a number of challenges that we need to address
in order to establish this paradigm as a fruitful alternative to longitudinal
studies. Keywords: day reconstruction, experience sampling, longitudinal methods, retrospective
techniques, user experience evaluation |
Artex: artificial textures from every-day surfaces for touchscreens | | BIBAK | Full-Text | 4081-4086 | |
Andrew Crossan; John Williamson; Stephen Brewster | |||
The lack of tactile feedback available on touchscreen devices adversely
affects their usability and forces the user to rely heavily on visual feedback.
Here we pro-pose texturing a touchscreen with virtual vibrotactile textures to
support the user when browsing an interface non-visually. We demonstrate how
convincing pre-recorded textures can be delivered using processed audio files
generated through recorded audio from a contact microphone being dragged over
everyday sur-faces. These textures are displayed through a vibrotactile device
attached to the back of an HTC Hero phone varying the rate and amplitude of the
texture with the user's finger speed on the screen. We then discuss our future
work exploring the potential of this idea to allow browsing of information and
widgets non-visually. Keywords: mobile feedback, touchscreen, vibrotactile feedback |
Designing graphical interfaces for design rationale search & retrieval | | BIBAK | Full-Text | 4087-4092 | |
Ying Liu; Yan Liang; Soon Chong Johnson Lim | |||
Design rationale (DR) explains why an artifact is designed the way it is,
which is well recognized as critical information for designers in design reuse.
The existing DR systems largely rely on human effort to capture DR which cannot
discover DR from a large amount of archived design documents. Therefore those
systems have limited features in helping designers to explore DR information
from a holistic view. Our DR system focuses on discovering DR from archived
documents (i.e. patent documents) and providing DR search and retrieval based
on the proposed ISAL model. In this paper, we report our effort in designing
graphical interfaces for our DR search and retrieval system, which provides
interactive visualization of holistic view of DRs from a large amount of
patents and it enables search & navigation of DR from multiple aspects. Keywords: design rationale, information retrieval, user interface, visualization |
pixSmix: visual ambiguity as a means of designing interpersonal connection | | BIBAK | Full-Text | 4093-4098 | |
Kevin Makice | |||
Strategies for meeting people online are often based on appearance or
demographics, criteria that do not guarantee quality connections or
long-lasting relationships. Drawing from prior work in ambiguity and affective
interaction, pixSmix is a conceptual design to facilitate human connection
through visual expression and interpretation. Participants create mosaics
formed from a dozen public images, co-creating meaning with those who view and
interact with the social artifact. To explore the validity and dynamics of this
process, we gathered feedback using a paper prototype and a task-oriented focus
group. The early outcomes support the notion of ambiguous design as an engaging
creative activity and, through sharing of new social artifacts, as rewarding
reflective experience. Keywords: ambiguous design, connection, focus group, images, paper prototype, visual
expression |
Squishy circuits: a tangible medium for electronics education | | BIBAK | Full-Text | 4099-4104 | |
Samuel Johnson; AnnMarie P. Thomas | |||
This paper reports on the design of a circuit building activity intended for
children, which replaces wires with malleable conductive and non-conductive
dough. By eliminating the need for soldering or breadboards, it becomes
possible to very quickly incorporate movement and light into sculptures, and to
introduce simple circuit concepts to children at a younger age. Future
applications in both structured and unstructured learning environments, based
on results from a preliminary pilot study, are presented. Keywords: children, electronics, play dough, tangible interface |
Modality is the message: interactivity effects on perception and engagement | | BIBAK | Full-Text | 4105-4110 | |
S. Shyam Sundar; Qian Xu; Saraswathi Bellur; Jeeyun Oh; Haiyan Jia | |||
New media interfaces offer a wide variety of modalities for interacting with
systems. While typing and clicking remain the staple of most interfaces,
several other modalities have emerged in recent years, enabling users to
perform a range of other actions, such as dragging, sliding, zooming-in/out,
mousing-over and flipping through a revolving carousel of images (as in cover
flow). While each modality offers a unique way of interacting with information,
it is not clear whether it brings unique psychological advantages. Does a drag
engender greater user engagement? Is the mouse-over likely to enhance user's
perceptual bandwidth? A scientific assessment of such effects is impossible
with existing interfaces given the confounded nature of modality combinations
and information provided by them. Therefore, we designed six Web interface
prototypes with identical content, differing only in modality, for
experimentally isolating the effects of each, using a between-subjects design.
Ongoing data collection involves both physiological and psychological measures
of perceptual bandwidth and engagement. Keywords: interactivity, modality, perceptual bandwidth, user engagement, web
interfaces |
Interactive diagram layout | | BIBAK | Full-Text | 4111-4116 | |
Sonja Maier; Mark Minas | |||
We examine an approach for defining layout algorithms for diagrams. Such an
algorithm is specified on an abstract level and may be applied to many kinds of
visual languages. It mainly allows for incremental diagram drawing and attaches
great importance on mental map preservation. With the approach, it is possible
to combine graph drawing algorithms and other layout algorithms. It is capable
of defining layout behavior for non-graph-like visual languages like
Nassi-Shneiderman diagrams or GUI forms as well as graph-like visual languages
such as class diagrams, mindmaps, or business process models. In this paper, we
demonstrate that the combination of graph drawing algorithms and other layout
algorithms is meaningful by presenting three visual language editors that have
been created by students. Keywords: graph drawing, meta models, visual languages |
DocBlocks: communication-minded visualization of topics in U.S. congressional bills | | BIBAK | Full-Text | 4117-4122 | |
Yannick Assogba; Irene Ros; Matt McKeon | |||
US Federal legislation is a hot topic for discussion and advocacy on the
web. Yet legislative bills present a significant challenge for both experts and
average citizens to navigate and understand. To explore solutions to this
problem, we have created DocBlocks: a prototype visualization and website that
enables users to explore the content of congressional bills and communicate
their findings to others. Our technique enables us to take any document from a
categorized corpus, classify its sections, and visualize its topic structure.
With the launch of this service, we hope to provide a valuable tool for open
governance and learn from our users at this critical intersection of
visualization, advocacy, social software, and civil society. Keywords: government, information visualization, legislation, social software, text
classification, web |
Investigating an appropriate design for personal firewalls | | BIBAK | Full-Text | 4123-4128 | |
Fahimeh Raja; Kirstie Hawkey; Konstantin Beznosov; Kellogg S. Booth | |||
Personal firewalls are an important aspect of security for home computer
users, but little attention has been given to their usability. We conducted
semi-structured interviews to understand participants' knowledge, requirements,
expectations, and misconceptions for personal firewalls. Analysis of 10
interviews shows that different design decisions (i.e., level of automation,
multiple profile settings) are appropriate for users with different levels of
security knowledge and experience. Keywords: personal firewall, usable security |
Investigating user account control practices | | BIBAK | Full-Text | 4129-4134 | |
Sara Motiee; Kirstie Hawkey; Konstantin Beznosov | |||
Non-administrator user accounts and the user account control (UAC) approach
of Windows Vista are two practical solutions to limit the damage of malware
infection. UAC in Windows Vista supports usage of lower privilege accounts; a
UAC prompt allows users to raise their privileges when required. We conducted a
user study and contextual interviews to understand the motives and challenges
participants face when using different user accounts and the UAC approach. Most
participants were not aware of or motivated to employ low-privileged accounts.
Moreover, most did not understand or carefully consider the prompts. Keywords: least privilege, usable security, user account control |
Sensing human activities with resonant tuning | | BIBAK | Full-Text | 4135-4140 | |
Ivan Poupyrev; Zhiquan Yeo; Joshua D. Griffin; Scott Hudson | |||
Designing new interactive experiences requires effective methods for sensing
human activities. In this paper, we propose new sensor architecture based on
tracking changes in the resonant frequency of objects with which users
interact. Keywords: embodied interfaces, resonant frequency, sensors |
Toward a computationally-enhanced acoustic grand piano | | BIBAK | Full-Text | 4141-4146 | |
Andrew McPherson; Youngmoo Kim | |||
Although the capabilities of electronic musical instruments have grown
exponentially over the past decades, many performers continue to prefer
acoustic instruments, perceiving them to be more expressive than their
electronic counterparts. We seek to create a new application for computer music
interfaces by augmenting, rather than replacing, acoustic instruments. Starting
with an acoustic grand piano, an optical keyboard scanner measures the
continuous position of every key while electromagnetic actuators directly
induce the strings to vibration. Unlike the traditional piano, the performer is
given the ability to continuously modulate the sound of each note, resulting in
a new creative vocabulary. Ongoing work explores the creation of intelligent
mappings from sensed user input to acoustic control parameters which build on
the existing musical intuition of trained pianists, creating a hybrid
acoustic-electronic instrument that offers new expressive dimensions for human
performers. Keywords: multidisciplinary design, music interfaces, piano |
Tangible spin cube for 3D ring menu in real space | | BIBAK | Full-Text | 4147-4152 | |
Hyeongmook Lee; Woontack Woo | |||
In this paper, we introduce a novel interface, the Tangible Spin Cube, for
experiencing a 3D ring menu in real space. It enables a tangible
object-referenced 3D ring menu and its items' placement by using multi-marker
tracking. Also, it supports spin interaction using hall sensor-based spin
detection for natural menu browsing. Finally, we evaluate the performance of
the current prototype's spin detection and show an example of a 3D ring menu
application. Keywords: 3D ring menu, augmented reality, tangible UI |
Exploring cultural differences in information behavior applying psychophysiological methods | | BIBAK | Full-Text | 4153-4158 | |
Anita Komlodi; Károly Hercegfi | |||
This ongoing exploratory study has two main goals: to compare information
seeking behavior (1) across two cultures and (2) across the users' native and
foreign languages. A secondary goal is the evaluation of the capability of
psychophysiological data collection methods in the study of human-computer
interaction (and especially the information interaction) experience. The
applied physiological channels are Heart Period Variability (HPV), Skin
Conductance (SC), pupil size, and eye-tracking data. The first part of the
series of experiments has been completed with US participants with a
significant (non-heritage) knowledge of Spanish. The second part will be
performed in Hungary, with Hungarian participants with knowledge of English. Keywords: cross-cultural comparison, empirical methods, eye-tracking, heart period
variability (HPV), information behavior, skin conductance (SC), user study |
uCom: spatial displays for visual awareness of remote locations | | BIBAK | Full-Text | 4159-4164 | |
Ana Luisa Santos; V. Michael, Jr. Bove | |||
uCom enables remote users to be visually aware of each other using "spatial
displays"' live views of a remote space assembled according to an estimate of
the remote space's layout. Remote video views from multiple viewpoints are
shown individually or in a 3D collage representation that is faithful to the
scene geometry. A multi-display setup integrates always-on visual connections
of a remote site into the local space. This work applies an innovative spatial
context to visual awareness between remote locations. Keywords: 3D, awareness, collage, image-based, multi-display |
Synthesizing meaningful feedback for exploring virtual worlds using a screen reader | | BIBAK | Full-Text | 4165-4170 | |
Bugra Oktay; Eelke Folmer | |||
Users who are visually impaired can access virtual worlds, such as Second
Life, with a screen reader by extracting a meaningful textual representation of
the environment their avatar is in. Since virtual worlds are densely populated
with large amounts of user-generated content, users must iteratively query
their environment as to not to be overwhelmed with audio feedback. On the other
hand, iteratively interacting with virtual worlds is inherently slower. This
paper describes our current work on developing a mechanism that can synthesize
a more usable and efficient form of feedback using a taxonomy of virtual world
objects. Keywords: accessibility, audio I/O, virtual worlds |
Exploring surround haptics displays | | BIBAK | Full-Text | 4171-4176 | |
Ali Israr; Ivan Poupyrev | |||
In this paper we present the design and evaluation of a two dimensional
haptics display intended to be used for enhancing experience for movies and
rides. The display, haptics surface, utilizes an array of vibrators contacting
the skin at discrete locations and creates static and dynamic haptic sensations
derived from scenes and situations. For this regard, a set of haptic morphs are
introduced that can be used as building blocks to create new sensations on the
skin. A novel haptic sensation, haptic blur, is also introduced that gives an
illusion of continuous motion across the skin using discrete vibrating points.
A pilot study investigating the reliability of haptic blur along a two
dimensional skin surface is presented along with conceptual discussion on
future haptic feelings rendered through the haptics surface. Keywords: apparent haptic motion, haptic feedback, sensory illusions, vibrotactile
display |
Reuse: promoting repurposing through an online DIY community | | BIBAK | Full-Text | 4177-4182 | |
Benny Lin; Elaine M. Huang | |||
With the large volumes of waste going to landfills and the increase in
popularity with online do-it-yourself communities, there is an opportunity to
support renewal and reuse with the content generated from these communities
that has yet to be explored. Although do-it-yourself (DIY) sites offer support
for repurposing, projects are often presented top-down, potentially requiring
users to acquire additional items to complete a project. The Reuse application
leverages content from existing DIY websites but employs a bottom-up search
mechanism that allows of users to search based on the items that she wants to
repurpose. This application is intended to encourage and motivate people to
reuse, renew, and remanufacture what they own to extend the lifecycle and
utility of objects. Keywords: DIY, online communities, repurposing, search, sustainability |
The problem of defining values for design: a lack of common ground between industry and academia? | | BIBAK | Full-Text | 4183-4188 | |
Amanda Rotondo; Nathan G. Freier | |||
The HCI community recognizes the importance of value-centric design
methodologies as reflected in the number of publications on the topic in recent
years. However, the adoption of these methodologies by industry has been slower
than desirable. This paper seeks to uncover potential reasons behind this slow
adoption by investigating the concept of "values" among individuals working as
designers in various industries. Based on a survey of these design industry
professionals, this paper reports that design professionals believe they do
consider values in their design and hence may not see a need for a specific
value-sensitive methodology. While design professionals clearly consider
personal, social, and economic values in their work, there may be a lack of
consideration of moral values. Implications and further findings are discussed. Keywords: design, industry, value sensitive design, values, values in design |
Astrojumper: motivating children with autism to exercise using a VR game | | BIBAK | Full-Text | 4189-4194 | |
Samantha Finkelstein; Andrea Nickel; Tiffany Barnes; Evan A. Suma | |||
Children with autism have shown substantial benefits from rigorous physical
activity, however, it is often difficult to motivate these children to exercise
due to their usually sedentary lifestyles. To address the problem of
motivation, we have developed Astrojumper, a stereoscopic virtual reality
exergame which was designed to fit the needs of children with autism. We use
electromagnetic trackers and a 3-sided CAVE to present virtual space-themed
stimuli to the user, who must use physical movements to avoid collisions and
gain points. We can use Astrojumper not only to motivate exercise, but to
evaluate the different ways people with and without autism interact with an
exercise tool. Preliminary playtesting of Astrojumper has been positive, and we
plan to run an extensive evaluation assessing the effectiveness of this system
on children with and without autism. Keywords: autism, exergames, virtual reality |
Graphemes: self-organizing shape-based clustered structures for network visualisations | | BIBAK | Full-Text | 4195-4200 | |
Ross Shannon; Aaron Quigley; Paddy Nixon | |||
Network visualisations use clustering approaches to simplify the
presentation of complex graph structures. We present a novel application of
clustering algorithms, which controls the visual arrangement of the vertices in
a cluster to explicitly encode information about that cluster. Our technique
arranges parts of the graph into symbolic shapes, depending on the relative
size of each cluster. Early results suggest that this layout augmentation helps
viewers make sense of a graph's scale and number of elements, while
facilitating recall of graph features, and increasing stability in dynamic
graph scenarios. Keywords: dynamic graphs, graph drawing, visual memory |
Selective function of speaker gaze before and during questions: towards developing museum guide robots | | BIBAK | Full-Text | 4201-4206 | |
Yoshinori Kobayashi; Takashi Shibata; Yosuke Hoshi; Yoshinori Kuno; Mai Okada; Keiichi Yamazaki | |||
This paper presents a method of selecting the answerer from audiences for a
museum guide robot. First, we observed and videotaped scenes when a human guide
asks visitors questions in a gallery talk to engage visitors. Based on the
interaction analysis, we have found that the human guide selects the
appropriate answerer by distributing his/her gaze towards visitors and
observing visitors' gaze responses during the pre-question phase. Then, we
performed the experiments that a robot distributed its gaze towards visitors to
select an answerer and analyzed visitors' responses. From the experiments, we
have found that the visitors who are asked questions by the robot feel
embarrassed when they have no prior knowledge about the questions and the
visitor's gaze before and during the question play an important role to avoid
being asked questions. Based on these findings we have developed a function for
a guide robot to select the answerer by observing visitors' gaze responses. Keywords: computer vision, ethnomethodology, human-robot interaction, non-verbal
communication, service robot |
Communication and computing in health facilities of southwest Uganda | | BIBAK | Full-Text | 4207-4212 | |
Melissa R. Ho | |||
Mobile phones are often pitched as the solution for Africa's development.
This study examines the social changes entailed by the introduction of new
technologies into a health subsidy program, and compares mobile phones and
netbooks side by side in Southwest Uganda as potential health information
management devices for private health facilities. Keywords: HCI4D, ICT4D, ICTD, OBA, healthcare, mobile phone, netbook |
A sketch recognition interface that recognizes hundreds of shapes in course-of-action diagrams | | BIBAK | Full-Text | 4213-4218 | |
Tracy Hammond; Drew Logsdon; Joshua Peschel; Joshua Johnston; Paul Taele; Aaron Wolin; Brandon Paulson | |||
Sketch recognition is the automated recognition of hand drawn diagrams.
Military course-of-action (COA) diagrams are used to depict battle scenarios.
The domain of military course of action diagrams is particularly interesting
because it includes tens of thousands of different geometric shapes, complete
with many additional textual and designator modifiers. Existing sketch
recognition systems recognize on the order of at most 20 different shapes. Our
sketch recognition interface recognizes 485 different freely drawn military
course-of-action diagram symbols in real time, with each shape containing its
own elaborate set of text labels and other variations. We are able to do this
by combining multiple recognition techniques in a single system. When the
variations (not allowable by other systems) are factored in, our system is
several orders of magnitude larger than the next biggest system. On 5,900
hand-drawn symbols drawn by 8 researchers, the system achieves an accuracy of
90% when considering the top 3 interpretations and requiring every aspect of
the shape (variations, text, symbol, location, orientation) to be correct. Keywords: course-of-action diagrams, pen-based input, sketch recognition |
Gender and role differences in family-based healthy living networks | | BIBAK | Full-Text | 4219-4224 | |
Stephen Kimani; Nilufar Baghaei; Jill Freyne; Shlomo Berkovsky; Dipak Bhandari; Greg Smith | |||
We have recently witnessed a tremendous increase in popularity and growth of
online social networks. Social support and family involvement can play an
important supportive role in health management. An increasing number of family
members are establishing online social networking relationships with their
families. This trend poses new research questions on effectively accommodating
family members in online social networks. Family members themselves often have
very different requirements based on their gender and family role. There is
little research on the design of family-oriented social networking
applications. In order to fill this research gap and investigate the impact of
social and family relationships in online social networks, we are developing a
healthy living online social application to support families in adopting
healthy lifestyles. This paper reports the findings of a user study aimed at
understanding gender- and role-based characteristics and differences in
family-based healthy living social networks. The study shows that female users
play a major role in leading the usage of the social technology; parents remain
conscious of and concerned about their family's health as they interact with
the social technology; and the social technology should support fun, especially
for children. Keywords: families, gender, healthy living, online social networks, role, user
interaction, user requirements |
Remote interaction for 3D manipulation | | BIBAK | Full-Text | 4225-4230 | |
Seungju Han; Hyunjeong Lee; Joonah Park; Wook Chang; Changyeong Kim | |||
In this paper, we present a two-handed 3D interaction approach for immersive
virtual reality applications on a large vertical display. The proposed
interaction scheme is based on hybrid motion sensing technology that tracks the
3D position and orientation of multiple handheld devices. More specifically,
the devices have embedded ultrasonic and inertial sensors to accurately
identify their position and attitude in the air. The interaction architecture
is designed for pointing and object manipulation tasks. Since the sensor system
guarantees 3D spatial information only, we develop an algorithm to exactly
track the position of interest produced by the pointing task. For the object
manipulation, we have carefully assigned one-handed and two-handed interaction
schemes for each task. One-handed interaction includes selection and
translation while rotation and scaling are assigned for the two-handed
interaction. By combining one-handed and two-handed interactions, we believe
that the presented system provide users with more intuitive and natural
interaction for 3D object manipulation. The feasibility and validity of the
proposed method are validated through user tests. Keywords: 3D interaction, 3D manipulation, remote control, virtual reality |
Thermo-message: exploring the potential of heat as a modality of peripheral expression | | BIBAK | Full-Text | 4231-4236 | |
Wonjun Lee; Youn-kyung Lim | |||
Peripheral expressions using various modalities are considered as possible
alternative ways of delivering information in our communication. In this
research, we aimed to explore how the thermal expression can be used in the
interpersonal communication. Based on the result of the focus group interview,
we developed a pair of devices with which the users can exchange a "thermal
message" each other. Experience prototyping was conducted with the devices in
the real daily life context of the users. We identified the charateristics of
thermal expression, and confirmed the potential of the thermal expression in
interpersonal communication. Keywords: experience prototyping, interpersonal communication, modality, peripheral
expression, thermal expression |
Human social response toward humanoid robot's head and facial features | | BIBAK | Full-Text | 4237-4242 | |
Jun Ki Lee; Cynthia Breazeal | |||
This study explores how people's social response toward a humanoid robot can
change when we vary the number of the active degrees of freedom in the robot's
head and face area. We investigate this problem by conducting two wizard-of-oz
user studies that situate an elder person in a self-disclosure dialogue with a
remotely operated robot. In our first study, we investigated the effect of
expressive head gestures with a four-degree-of-freedom neck. In the second
study we focused on the face where we investigated the effect of expressive
eyebrow movement versus active gaze and eyelid movement. In the first study, we
found that participants are willing to disclose more to the robot when the
robot moved its neck in an expressive manner. In the second study, our data
suggests a trend where gaze and expressive eyelid movement results in more
disclosure over eyebrow movement. Keywords: agents and intelligent systems, elderly, robots, user studies |
Generating default privacy policies for online social networks | | BIBAK | Full-Text | 4243-4248 | |
Eran Toch; Norman M. Sadeh; Jason Hong | |||
Default privacy policies have a significant impact on the overall dynamics
and success of online social networks, as users tend to keep their initial
privacy policies. In this work-in-progress, we present a new method for
suggesting privacy policies for new users by exploring knowledge of existing
policies. The defaults generation process performs a collaborative analysis of
the policies, finding personalized and representative suggestions. We show how
the process can be extended to a wide range of domains, and present results
based on 543 privacy policies obtained from a live location-based social
network. Finally, we present a user interaction model that lets the user retain
control over the default policies, allowing the user to make knowledgeable
decisions regarding which default policy to take. Keywords: default policies, information sharing, location sharing technology, online
social networks, privacy |
SNAG: social networking games to facilitate interaction | | BIBAK | Full-Text | 4249-4254 | |
Eve M. Powell; Samantha Finkelstein; Andrew Hicks; Thomas Phifer; Sandhya Charugulla; Christie Thornton; Tiffany Barnes; Teresa Dahlberg | |||
Because professional relationships and a sense of community are so important
for career mobility and satisfaction, it is important to foster and support
these relationships early. However, research has shown that women and
underrepresented minorities approach these relationships differently and may
need help to develop networking skills. To combat both of these problems, we
present SNAG, (Social Networking and Games), a suite of mobile and Internet
games to facilitate social networking within a professional community. We
present Snag'em, a game that helps conference attendees build meet one another
and track their new contacts. Keywords: games, social networking |
The effect of eco-driving system towards sustainable driving behavior | | BIBAK | Full-Text | 4255-4260 | |
Heewon Lee; Woohun Lee; Youn-Kyung Lim | |||
In this paper, we explore the use of an Eco-Driving System to see how the
system promotes greener driving behavior. We conducted both an online survey
(N=60) and a user test (N=14) to study the Eco-Driving System. Based on
participant responses, we found that the current Eco-Driving System shows minor
benefits in gas mileage due to different driving behaviors and also increased
task loads for our participants. Therefore, we suggest a new research direction
for the Eco-Driving System for further study. Keywords: Eco-Driving system, behavior, design, sustainability |
One-press control: a tactile input method for pressure-sensitive computer keyboards | | BIBAK | Full-Text | 4261-4266 | |
Staas de Jong; Dünya Kirkali; Hanna Schraffenberger; Jeroen Jillissen; Alwin de Rooij; Arnout Terpstra | |||
This work presents One-press control, a tactile input method for
pressure-sensitive keyboards based on the detection and classification of
pressing movements on the already held-down key. To seamlessly integrate the
added control input with existing practices for ordinary computer keyboards,
the redefined notion of virtual modifier keys is introduced. A number of
application examples are given, especially to point out a potential for
simplifying existing interactions by replacing modifier key combinations with
single key presses. Also, a new class of interaction scenarios employing the
technique is proposed, based on an interaction model named "What You Touch Is
What You Get (WYTIWYG)". Here, the proposed tactile input method is used to
navigate interaction options, get full previews of potential outcomes, and then
either commit to one or abort altogether -- all in the space of one key depress
/ release cycle. The results of user testing indicate some remaining
implementation issues, as well as that the technique can be learned within
about a quarter of an hour of hands-on operating practice time. Keywords: pressure sensing, pressure-sensitive keyboard, tactile interaction
technique, user interface |
Indian cultural effects on user research methodologies | | BIBAK | Full-Text | 4267-4272 | |
Jack Beaton; Ripul Kumar | |||
Modern user research techniques such as Think Aloud usability testing were
mainly designed and refined in Europe and North America. These techniques
perform substantially differently in traditional Indian culture due to the
participants' perception of social status differences between them and the
moderator(s). Understanding and controlling these effects can make the
difference between a successful research project and one that gains little
reliable data. Examples are cited from India-based user testing and open-ended
field research by Kern Communications for Nokia's Ovi Mail and Nokia Life Tools
services in January 2009. Keywords: internationalization/localization, user studies, user testing and evaluation |
A novel method to monitor driver's distractions | | BIBAK | Full-Text | 4273-4278 | |
Avinash Wesley; Dvijesh Shastri; Ioannis Pavlidis | |||
Many attempts were made in the past to monitor a driver's visual and
cognitive distractions. Yet, most of the techniques did not become a practical
application due to their contact-based nature of monitoring. In this paper, we
describe research that aims to monitor the driver's distractions from a
distance. The proposed method is based on the thermal signature of the face.
The method measures human physiology in a contact-free manner and therefore, is
suitable for continuous monitoring. We conducted two experiments to analyze the
validity of our method. Experiment-1 focused on driver's cognitive distraction
by allowing cell phone talking while driving. Experiment-2 focused on driver's
visual distraction by allowing texting while driving. The experimental results
from 11 participants illustrate that the facial physiology alters in a
measurable amount in both kinds of distraction. The proposed method quantifies
this physiological change and detects periods of distractions. Ultimately, this
information can be utilized to alert the drivers in real time. Participants'
performance analysis confirms validity of the proposed method. Keywords: driver's distraction, handheld devices, multitasking, thermal imaging |
Input precision for gaze-based graphical passwords | | BIBAK | Full-Text | 4279-4284 | |
Alain Forget; Sonia Chiasson; Robert Biddle | |||
Click-based graphical passwords have been proposed as alternatives to
text-based passwords, despite being potentially vulnerable to shoulder-surfing,
where an attacker can learn passwords by watching or recording users as they
log in. Cued Gaze-Points (CGP) is a graphical password system which defends
against such attacks by using eye-gaze password input, instead of mouse-clicks.
A first user study revealed that CGP's unique use of eye tracking required
special techniques to improve gaze precision. In this paper, we present two
enhancements that we developed and tested: a nearest-neighbour gaze-point
aggregation algorithm and a 1-point calibration before each password entry. We
found that these enhancements made a substantial improvement to users' gaze
accuracy and system usability. Keywords: eye tracking, graphical passwords, usable security |
Classifying web queries by topic and user intent | | BIBAK | Full-Text | 4285-4290 | |
Bernard J. Jansen; Danielle Booth | |||
In this research, we investigate a methodology to classify automatically Web
queries by topic and user intent. Taking a 20,000 plus Web query data set
sectioned by topic, we manually classified each query using a three-level
hierarchy of user intent. We note that significant differences in user intent
across topics. Results show that user intent (informational, navigational, and
transactional) varies by topic (15 to 24 percent depending on the category). We
then use this manually classified data set to classify searches in a Web search
engine query stream automatically, using an exact match followed by n-gram
approach. These approaches have the advantage of being implementable in real
time for query classification of Web searches. The implications are that a
search engine can improve retrieval performance by more effectively identifying
the intent underlying user queries. Keywords: search engines, user intent, web queries, web searching |
Designing a touch-screen sensecam browser to support an aging population | | BIBAK | Full-Text | 4291-4296 | |
Niamh Caprani; Aiden R. Doherty; Hyowon Lee; Alan F. Smeaton; Noel E. O'Connor; Cathal Gurrin | |||
In this paper, we describe the HCI challenges associated with the novel
domain of lifelogging for older users. The SenseCam is a passively capturing
wearable camera, worn via a lanyard around the neck and used to create a
personal lifelog or visual recording of the wearer's life, which generates
information that may be very helpful as a human memory aid. Indeed, given that
memory defects are more marked in the elderly, we believe that lifelogging
browsing techniques which are considerate of the elderly are imperative. Thus,
the challenge tackled in this work was to design and integrate the lifelogging
activity supported by new technologies in such a way that can easily be learned
and used by older people, enabling them to enhance and enrich their lives with
the new technologies. This work provides design practitioners of future
lifelogging interfaces early sight of the lessons we have learned in making
lifelogging technologies accessible to elderly non-computing literate
participants. Keywords: older adults, sensecam, touch-screen |
Modeling the effect of habituation on banner blindness as a function of repetition and search type: gap analysis for future work | | BIBAK | Full-Text | 4297-4302 | |
Felix Portnoy; Gary Marchionini | |||
This paper provides a theoretical foundation to guide future work in online
marketing research. Specifically, we target the phenomenon of banner blindness
that prevents users from noticing online advertisements; thus, leading to a
steady decline in revenues for online publishers and service providers.
While habituation was identified as the main cause of banner blindness, there are competing behavioral models that predict different orienting response patterns as a function of repetition. This work bridges the theoretical gap between models in the marketing and ergonomics domains while illuminating an additional factor that has yet to be studied in this context -- search type. Finally, we outline future research steps to validate the user's response to online advertisements with an emphasis on a battery of physiological measurements. Keywords: banner blindness, exploratory search, goal-driven search, habituation,
online marketing, user models |
Usability and strength in click-based graphical passwords | | BIBAK | Full-Text | 4303-4308 | |
Elizabeth Stobert | |||
Click-based graphical passwords have attractive usability properties, such
as cueing and good memorability. However, parameters such as image size and
number of click-points in each password significantly affect their security. We
investigated the usability of such a graphical password system when its
parameters were adjusted to provide security equivalent to (or better than)
that of text passwords. We found that manipulating different parameters
resulted in similar usability. This suggests that the preferred method for
adjusting security can be dictated by the constraints of devices and
preferences of users. For example, mobile devices might use smaller image sizes
and more click-points. Keywords: authentication, graphical passwords, usable security |
Exploring iterative and parallel human computation processes | | BIBAK | Full-Text | 4309-4314 | |
Greg Little | |||
Mechanical Turk (MTurk) is an increasingly popular web service for paying
people small rewards to do human computation tasks. Current uses of MTurk
typically post independent parallel tasks. This research explores an
alternative iterative paradigm, in which workers build on each other's work. We
run a couple of experiments comparing the efficacy of this paradigm in two
different problem domains: image description writing, and brainstorming company
names. Keywords: human computation, mechanical turk |
iPhone as a physical activity measurement platform | | BIBAK | Full-Text | 4315-4320 | |
Yuichi Fujiki | |||
iPhone is emerging as a ubiquitous physical activity measurement platform
due to its incorporated accelerometer sensor. The iPhone's capacity to
accurately measure physical activity has not been put to scrutiny up to now,
despite claims from an increasing number of applications. This study examines
ways to perform accurate physical activity measurements with the iPhone, at
various positions on the user's body. The study focuses on walking and running
-- the two most prevalent aerobic activities. For walking, a methodology has
been developed that translates accelerometer values from peripheral body
locations to equivalent readings on the waist and from there to metabolic
units. For running, the limitation of iPhone to perform accurate metabolic
measurements is documented. The formulas and results in this paper can readily
be used by developers to increase the accuracy of fitness applications and
improve user experience. Keywords: accelerometer, calibration, iPhone, physical activity |
Effects of cognitive aging on credibility assessment of online health information | | BIBAK | Full-Text | 4321-4326 | |
Qingzi Vera Liao | |||
Results from a study comparing how different Web contents and features
influence younger and older adults' credibility assessment are reported.
Results were in general consistent with the Elaboration Likelihood Model (ELM)
of persuasive communication. It was found that cognitive aging differentially
influences the processing of central arguments and peripheral cues (web
features such as layouts, third-party endorsement). Specifically, older adults
were in general worse at distinguishing between strong and weak arguments, and
this effect was moderated by cognitive abilities and motivation for cognition.
Results will be useful for informing designs that facilitate credibility
assessment of health information for older adults. Keywords: cognitive aging, design for the elderly, web credibility |
Himawari: shape memory alloy motion display for robotic representation | | BIBAK | Full-Text | 4327-4332 | |
Akira Nakayasu | |||
We propose the concept of shape memory alloy motion display (SMD), a new
type of physical display, and introduce a plant-shaped robot "Himawari" based
on this technology. SMD is a display apparatus taking advantage of existence of
an actual object, and gives visual expressions by movement and change in shape
of actuators, which are components of this device. Visual expressions
resembling tentacles of sea anemone and foliage of grasses and trees are
possible by designing the actuators, making way for new expressions by physical
display. We built the plant-shaped robot Himawari as a piece of art applying
SMD technology. We discuss the possibilities of SMD through fabrication of the
completed piece of art, Himawari. Keywords: physical display, robots, shape memory alloy |
Constant connectivity, selective participation: mobile-social interaction of students and faculty | | BIBAK | Full-Text | 4333-4338 | |
Dana Rotman | |||
beyond voice and textual communication, by enabling ubiquitous online
connectivity and changing mediated social interaction. We report the results of
a study of the mobile-social practices of students who use such devices, and
the ways in which hierarchical relationships between students and professors
were affected by the use of smart-mobile devices. The common premise is that
because such devices enable continuous interaction, students are constantly
using social networking and communication applications on the go, across
different types of relationships. Our study shows that in hierarchy-based
interaction mobile-social communication is more limited than could be expected.
Social norms and usability issues both played a part in shaping students'
mobile-social practices, resulting in "selective participation" -- as students
carefully crafted their mobile interaction to maintain hierarchical distance. Keywords: iPhone |
Remote web browsing via the phone with teleweb | | BIBAK | Full-Text | 4339-4344 | |
Yevgen Borodin | |||
TeleWeb is an assistive voice-enabled application empowering users to
remotely access the Web through the most ubiquitous device -- the phone. The
uniqueness of the technology is that it enables users to gain access to
information from almost anywhere via a plain, old-fashioned telephone. TeleWeb
users will be able to call their own personal numbers, authenticate themselves,
and then use speech and phone key-pad to remotely browse the Web on their own
PCs. TeleWeb may especially appeal to people with vision loss, as well as older
adults who may find the phone interface to be more familiar and easier to use.
In this paper, I describe the TeleWeb approach and the interface. Keywords: audio interface, blind users, hearsay, macro player, macro recorder,
non-visual, screen reader, teleweb, web browser |
A task-focused approach to support sharing and interruption recovery in web browsers | | BIBAK | Full-Text | 4345-4350 | |
Mohan Raj Rajamanickam; Russell MacKenzie; Billy Lam; Tao Su | |||
Over the last two decades a vast number of services have moved online, and
many new services have been created. Previous work shows that many users are
overloaded by the number of webpages they use simultaneously. We introduce
TabFour, a prototype web browser which integrates three features that address
the design requirements identified in an initial design study. Webpages can be
grouped into tasks, providing a unified target for resumption after an
interruption. Tasks and pages can be annotated, supporting resumption after
longer intervals. Finally, tasks can be shared through a simple yet novel
web-service, allowing users to share groups of webpages more easily than with
existing tools. Keywords: context sharing, interruption, task focused interface, web browser |
Mudpad: fluid haptics for multitouch surfaces | | BIBAK | Full-Text | 4351-4356 | |
Yvonne Jansen | |||
In this paper, we present an active haptic multitouch input device. Its
touch surface is a malleable pouch filled with a smart fluid. The viscosity of
this fluid can be controlled to provide localized active haptic feedback.
Magnetic fields can stiffen the liquid locally, thus creating an invisible
"labyrinth that can be felt when a user tries to displace the liquid at an
activated location. The user feels this labyrinth as a relief when running her
fingers over the surface. We believe there are promising applications for this
kind of haptic feedback. Hence, we intend to further investigate them in
comparison to traditional vibrotactile feedback techniques. Keywords: active feedback, fluid haptics, haptic input device, magnetic fluid,
magneto-rheologic effect, multitouch |
RUMU editor: a non-WYSIWYG web editor for non-technical users | | BIBAK | Full-Text | 4357-4362 | |
Eleanor Poley | |||
This paper discusses RUMU Editor, a prototype of a non-WYSIWYG web editor
for non-technical users. Users often struggle with WYSIWYG web editors, and the
code produced is notoriously bad. RUMU aims to improve the user experience and
the resulting websites by providing a simple semantic markup language for the
user, changing how styles are applied, simplifying and automating complex
aspects of web design, and enabling users to make responsible choices. I
conducted usability studies to compare RUMU to iWeb, a WYSIWYG editor, the
results of which suggest that users are more satisfied and successful with
RUMU. In a case study, two users created real personal websites using iWeb or
RUMU. In a blind survey, web designers preferred the websites and source
generated by RUMU. Keywords: lightweight markup languages, non-WYSIWYG interfaces, usability-focused
development, web editors |
Cobra: flexible displays for mobilegaming scenarios | | BIBAK | Full-Text | 4363-4368 | |
Zi Ye; Hammad Khalid | |||
We discuss Cobra, a handheld peripheral for computer games that applies
flexible display design principles to provide a highly intuitive, mobile gaming
experience. Cobra is a flexible plastic board interface that uses bends as
input to the gaming device. The display is provided by a shoulder-mounted Pico
projector. In this paper, we will present our prototype, the motives behind it,
and its immediate applications. Keywords: flexible displays, mobile gaming, organic user interfaces |
gBook: an e-book reader with physical document navigation techniques | | BIBAK | Full-Text | 4369-4374 | |
Jesse Burstyn; M. Anson Herriotts | |||
In this paper, we present gBook, a prototype for a new style of e-book
reader that uses flexible inputs and page orientation to simulate the
properties of reading a bound printed book. This project takes into account
some of the known methods that people use when reading books, to make page
navigation correspond more to that of paper-based books. The underlying
assumption is that doing so will improve the learnability of navigation, as
well as the usability by allowing more casual methods of page navigation. Keywords: document navigation, eBooks, gesture input, human factors, mobile computing,
organic user interfaces |
SequenceBook: interactive paper book capable of changing the storylines by shuffling pages | | BIBAK | Full-Text | 4375-4380 | |
Hiroki Yamada | |||
In this paper, the author proposes SequenceBook, an interactive picture book
system, which consists of a paper book with very thin IC tags embedded in each
page and an RFID antenna. This system uses a traditional paper book as an
interface and realizes natural interface that keeps the affordance of
traditional book and thus smoothly prompts users to experience its contents by
just flipping pages in the same way as they read an ordinary book. Another
important feature of the system is that users can change its storyline as they
like. The system is designed just as like a bookbinder so that users can easily
shuffle pages and make several patterns of stories. Keywords: hci, media art, picture book, RFID, story creation, tangible user interface |
Get the picture?: evaluating interfaces through children's drawings | | BIBAK | Full-Text | 4381-4386 | |
Cristina Sylla | |||
We conducted a study to determine whether it was possible to evaluate the
usability of a children's interface just by looking at their drawings,
uncovering indicators that would reveal the degree of success of the
interaction.
Two groups of children aged between four and five years old were exposed to two versions of a computer game. In the regular version the game worked as expected, in the other version the mouse would stop functioning during random periods of the game play. The drawings made by the children after the game were analyzed by three evaluators to determine if they corresponded to the interaction with the regular or the broken game. The results show that in this specific study the decoding of children's drawings made after their interaction was clearly insufficient to assess the usability of the interface, and that further research is needed in this area. Keywords: children, drawings, evaluation, technology, usability |
DragonFly: spatial navigation for lecture videos | | BIBAK | Full-Text | 4387-4392 | |
Christian Corsten | |||
DragonFly is an application designed for reviewing lecture recordings of
mind map-structured presentations. Instead of using a timeline slider, the
lecture recording is controlled by selecting elements located at different
positions on the map. Hence, video time is controlled by navigating in space.
A controlled experiment revealed that DragonFly reviewers performed 1.5 times faster in finding a specific scene of a lecture recording compared to reviewers that worked with QuickTime Player and a mind map printout. Keywords: e-learning, lecture video, mind map, presentation software, review, spatial
navigation, zoomable user interface |
Cookie confusion: do browser interfaces undermine understanding? | | BIBAK | Full-Text | 4393-4398 | |
Aleecia M. McDonald | |||
We performed a series of in-depth qualitative interviews with 14 subjects
recruited to discuss Internet advertising. Participants held a wide range of
views ranging from enthusiasm about ads that inform them of new products, to
resignation that ads are "a fact of life," to resentment of ads that they find
"insulting." We discovered that many participants have a poor understanding of
how Internet advertising works, do not understand cookies, and mistakenly
believe there are legal protections barring companies from sharing information
they collect online. We found that participants have substantial confusion
about the results of the actions they take within their browsers, and do not
understand the technology they work with now. The user interface for cookie
management in popular browsers may be contributing to confusion. Keywords: behavioral advertising, cookies, mental models, privacy |
Buddy bearings: a person-to-person navigation system | | BIBAK | Full-Text | 4399-4404 | |
George T. Hayes; Dhawal Mujumdar; Thomas Schluchter | |||
This paper proposes a mobile application to facilitate the meeting of people
in unmarked spaces. We report on the concept, aspects of the work-in-progress
implementation and future steps. Keywords: 3D sound, navigation |
Health shelf: interactive nutritional labels | | BIBAK | Full-Text | 4405-4410 | |
Sapna Bedi; Javier Diaz Ruvalcaba; Zoltan Foley-Fisher; Noreen Kamal; Vincent Tsao | |||
"Healthy Shelf" is an interactive nutritional label system. User-centered
design process was used to create the labels with HTML and JavaScript for
deployment on kiosks attached to supermarket shelves. Users change the serving
size on the nutritional labels and the labels then calculate nutritional
values. The interactive labels also display comparisons of nutritional values.
We evaluated a prototype of the system and found that participants liked the
idea of using interactive nutritional labels while shopping and they make more
accurate serving size. Keywords: health management, interactive label, nutrition, nutritional label |
PIM-Mail: consolidating task and email management | | BIBAK | Full-Text | 4411-4416 | |
Jan-Peter Krämer | |||
Traditional email clients are built with a "one-touch" model in mind that
assumes an immediate action is performed once an email is read. However, some
emails require a follow-up action or users decide to read them later, so they
cannot be discharged immediately. We present a prototype to keep track of these
email-associated tasks that works as a plug-in inside a traditional email
client. Besides providing flexible task management features, such as linking
more than one message to a task to follow conversations, our system also
supports exchanging tasks for collaborative work. Keywords: collaboration, conversations, email, organization, personal information
management, pim, plug-in, tasks |
Exploring reactive access control | | BIBAK | Full-Text | 4417-4422 | |
Richard Shay; Michelle L. Mazurek; Peter F. Klemperer; Hassan Takabi | |||
As users store and share more digital content at home, effective access
control becomes increasingly important. One promising mechanism for helping
non-expert users create accurate access policies is reactive policy creation,
in which users can update their policy dynamically in response to access
requests that cannot otherwise succeed. An earlier study suggested that
reactive policy creation may be a good fit for file access control at home. To
test this theory, we designed and piloted an experience sampling study in which
participants used a simulated reactive access control system for a week.
Preliminary results suggest a neutral to positive response to using this kind
of system and indicate that reactive policy creation may help meet users' need
for dynamic, contextual policy decisions. Keywords: access control, home computing, human factors, privacy |
Building common ground and reciprocity through social network games | | BIBAK | Full-Text | 4423-4428 | |
D. Yvette Wohn; Yu-hao Lee; Jieun Sung; Torger Bjornrud | |||
Social network games (SNG) are an extremely popular and rapidly growing
application of social network sites (SNS). But are SNGs really social? A survey
based on a social cognitive theory approach to uses and gratifications revealed
that people are motivated to play the game to create common ground,
reciprocate, cope, and pass time.
People play SNGs to create common ground for future social interaction rather than seeking direct social interaction in the game. Customization was strongly correlated with social motivations; in particular, use of avatar customization was different from use of space customization. Reciprocity was facilitated more by the design of the game than social motives. Keywords: asynchronous, avatar customization, common ground, customization, game
motivations, gifting, online game, reciprocity, social computing, social
network game, social network site, space customization, uses and
gratifications, virtual goods |
Model-driven development of advanced user interfaces | | BIBAK | Full-Text | 4429-4432 | |
Jan Van den Bergh; Gerrit Meixner; Kai Breiner; Andreas Pleuss; Stefan Sauer; Heinrich Hussmann | |||
The workshop on model-driven development of advanced user interfaces will be
a forum of multi-disciplinary discussion on how to integrate model-driven
development with the often more informal methodologies used in user-centered
design. Starting point of the discussion will be the tools, models, methods and
experiences of the workshop participants. Keywords: model-driven development, models, user-centered design |
Brain, body and bytes: psychophysiological user interaction | | BIBAK | Full-Text | 4433-4436 | |
Audrey Girouard; Erin Treacy Solovey; Regan Mandryk; Desney Tan; Lennart Nacke; Robert J. K. Jacob | |||
The human brain and body are prolific signal generators. Recent technologies
and computing techniques allow us to measure, process and interpret these
signals. We can now infer such things as cognitive and emotional states to
create adaptive interactive systems and to gain an understanding of user
experience. This workshop brings together researchers from the formerly
separated communities of physiological computing (PC), and brain-computer
interfaces (BCI) to discuss psychophysiological computing. We set out to
identify key research challenges, potential global synergies, and emerging
technological contributions. Keywords: affective computing, brain-computer interfaces, physiological computing,
psychophysiological signals |
Designing and evaluating affective aspects of sociable media to support social connectedness | | BIBAK | Full-Text | 4437-4440 | |
Thomas Visser; Pavan Dadlani; Daan van Bel; Svetlana Yarosh | |||
The use of sociable media for supporting social connectedness has been a
serious subject of study for researchers and designers in recent years. Social
connectedness is considered to be the momentary experience of belongingness and
relatedness with others. Particular user groups may benefit from support in
social connectedness, such as elderly or divorced parents and their children.
Several research projects have made efforts to support social connectedness.
However, there have been few formal studies into the factors affecting
connectedness. Also, the way in which social connectedness has been measured in
studies to date is diverse and often not grounded in psychological theory. This
shows a need for more elaborate investigation in how social connectedness can
be measured, what types of content could be shared between users, and which
interactions should be provided by a system, when aiming for social
connectedness. This should lead to guidelines and an ontology of elements to
help and inspire designers of social connectedness systems. Keywords: computer mediated communication, interaction design, measurement, social
connectedness |
BELIV'10: beyond time and errors novel evaluation methods for information visualization | | BIBAK | Full-Text | 4441-4444 | |
Enrico Bertini; Heidi Lam; Adam Perer | |||
Information visualization systems allow users to produce insights,
innovations, and discoveries. Evaluating such tools is a challenging task.
Current evaluation methods exhibit noticeable limitations and researchers in
the area experience frustration with evaluation processes that are time
consuming but often lead to unsatisfactory results. The goal of BELIV'10 is to
provide a venue for researchers to report and discuss the latest innovations in
this area. Keywords: evaluation, information visualization |
Artifacts in design: representation, ideation, and process | | BIBAK | Full-Text | 4445-4448 | |
D. Scott McCrickard; Michael E. Atwood; Gayle Curtis; Steve Harrison; Jon Kolko; Erik Stolterman; Shahtab Wahid | |||
Artifacts-representations that express properties or captured
information-can serve to inspire, represent, and manage the decisions made
throughout the design process. This workshop will explore how these artifacts
are created, used, and reused during design projects, toward understanding the
overall impact on the larger discipline of design. Through active engagement
with novel design artifacts and methods, workshop participants will examine,
categorize, and evaluate various design artifacts. Keywords: design artifact, ideation, process, representation |
Models, theories and methods of studying online behaviour | | BIBAK | Full-Text | 4449-4452 | |
Barry Brown; Cliff Lampe; Kerry Rodden; Nicolas Ducheneaut | |||
While there is a growing body of work that documents online behavior in its
different forms, there has been little research that develops holistic models
and theories of online behavior. This workshop will draw together internet
researchers to develop new understandings of online behavior across a diversity
of activities and applications. The emphasis is on new theories and models that
can be used to understand and predict social behavior as underlying
technologies change. This workshop will work as a valuable bridge across
individual disciplines and empirical studies supporting the generalization of
understandings and approaches. Keywords: internet research, social interaction, theory of behavior |
Natural user interfaces: the prospect and challenge of touch and gestural computing | | BIBAK | Full-Text | 4453-4456 | |
Steven C. Seow; Dennis Wixon; Ann Morrison; Giulio Jacucci | |||
Natural User Interfaces show great promise to define new and potentially
large niches of interactive computing. The promise of Natural Computing
Interfaces (touch and gesture) stems from at least two sources -- the prospect
of touch and gestural computing becoming as ubiquitous as currently dominant
paradigms (e.g. GUI.) and technical breakthroughs. However, this new field of
research and commercial development faces significant challenges. For example
the challenge of developing a common terminology and framework while fostering
innovation and creativity. The workshop will begin the process of addressing
some of the challenges by (1) enumerating them, (2) listing potential ways to
address them. As such our aim is to foster the evolution of NUI community of
researchers and practitioners. Keywords: NUI, gesture, multitouch, natural user interface, surface, surface
computing, touch |
Examining appropriation, re-use, and maintenance for sustainability | | BIBAK | Full-Text | 4457-4460 | |
Jina Huh; Lisa P. Nathan; Six Silberman; Eli Blevis; Bill Tomlinson; Phoebe Sengers; Daniela Busse | |||
Within the past few years, the field of HCI has increasingly addressed the
issue of environmental sustainability, primarily identifying the challenges and
developing an agenda for designing for sustainability. Yet, the most difficult
task remains, how do we develop realistic solutions when the digital ethos is
based upon short-lived computing products that come and go at rapid pace. By
examining appropriation, re-use, and maintenance practices, this workshop aims
to identify sustainable interaction design challenges and directions in
re-utilizing used or obsolete computing products for prolonged use. Keywords: appropriation, maintenance, reuse, sustainability, sustainable interaction
design |
Context-adaptive interaction for collaborative work | | BIBAK | Full-Text | 4461-4464 | |
Jürgen Ziegler; Jörg M. Haake; Stephan Lukosch; Volkmar Pipek | |||
Context plays an increasingly important role to adapt systems to users'
needs and to make access to large information spaces more efficient. Yet, in
the area of collaborative work the potential of context-based adaptation of IT
systems has so far not been investigated and exploited. There is a lack of
methods that take into account the manifold aspects of context such as
physical, activity-based, thematic or social context in an integrated fashion.
This workshop will discuss models, methods and system design approaches for
context-adaptive collaboration support and will outline research directions
leading towards comprehensive understanding of context. Keywords: collaborative work, context modeling, context-based adaptation, cooperation
support |
Whole body interaction 2010 | | BIBAK | Full-Text | 4465-4468 | |
David England; Jennifer G. Sheridan; Beth Crane | |||
In this workshop we explore the notation of whole body interaction. We bring
together different disciplines to create a new research direction for study of
this emerging form of interaction. Keywords: motion capture, multi-modal, physicality, whole body interaction |
Researcher-practitioner interaction | | BIBAK | Full-Text | 4469-4472 | |
Elizabeth A. Buie; Susan M. Dray; Keith E. Instone; Jhilmil Jain; Gitte Lindgaard; Arnold M. Lund | |||
This workshop explores whether problems exist between HCI researchers and
the practitioners who are consumers of research -- and, if so, will endeavor to
identify the dimensions of the problems and propose possible solutions. On the
one hand, the workshop aims to articulate factors that may render the research
literature inaccessible or irrelevant to practitioners and to suggest potential
improvements. On the other hand, the workshop also aims to learn from
researchers how their research could benefit from practitioner input. Keywords: HCI skill set, practitioner needs, research-practice misalignment |
The future of FLOSS in CHI research and practice | | BIBAK | Full-Text | 4473-4476 | |
Paula M. Bach; Michael Terry | |||
In the past 10 years, Free/Libre/Open Source Software (FLOSS) has become a
potent enabler in all areas of computing. Despite its rise in importance, the
CHI community has been slow to study and partner with the FLOSS community. This
workshop will join researchers and practitioners from the CHI and FLOSS
communities to establish an agenda for future research and collaboration
between the two communities. Keywords: FLOSS, UX, open source, usability |
HCI at the end of life: understanding death, dying, and the digital | | BIBAK | Full-Text | 4477-4480 | |
Michael Massimi; Will Odom; David Kirk; Richard Banks | |||
Death and our experience of it is a fundamental aspect of life and
consequently every human culture has developed practices associated with
responding to, signifying, and dealing with its implications. As our technology
pervades our cultures, we find that the digital is increasingly intersecting
with these practices. This raises issues which have rarely been conceptualized
or articulated in the HCI and CSCW communities. It is increasingly important to
design "thanatosensitive" technologies which support death-centric practices
such as collaborative acts of remembrance, bequeathing of digital data, or
group reflection on the digital residua of a life. This workshop will bring
together participants interested in such technologies and their implications.
Potential topics include, but are not limited to: devices for reflection and
meaning-making across multiple lifespans; interdisciplinary practices
surrounding mortality, dying, and death; technology heirlooms; digital rights
management; and methodological approaches to researching end-of-life technology
issues. Keywords: death, dying, end of life, mortality |
Design to read: designing for people who do not read easily | | BIBAK | Full-Text | 4481-4484 | |
Caroline Jarrett; Helen Petrie; Kathryn Summers | |||
Many people do not read easily. They may have an impairment such as a visual
problem. They may be reading in stressful conditions or poor light, or perhaps
they are reading in a second language.
Is it possible to provide one consistent set of guidelines or approaches that will allow designers of electronic materials to meet all the apparently diverse needs of these people? Or are there compromises to be made? If so, what are those compromises? Keywords: accessibility, internationalization, legibility, readability, universal
design |
Cognitive models of user behavior in social information systems | | BIBAK | Full-Text | 4485-4488 | |
Wai-Tat Fu; Thomas George Kannampallil | |||
The widespread popularity and adoption of social information systems ranging
from social networking systems to social book marking systems has resulted in
an increased research focus on studying user interactions in such systems.
Recent research literature has reported on analysis of large datasets of logs
of social interactions as a way to describe the structure of these systems and
to characterize individual behavior. There is significantly limited research on
cognitive behavior of individual users in social information systems. Research
on individual behavior can help us develop nuanced perspectives of social
information use and can provide insights for developing more effective systems
for users. Keywords: cognition, modeling, social information systems, user behavior |
Know thyself: monitoring and reflecting on facets of one's life | | BIBAK | Full-Text | 4489-4492 | |
Ian Li; Jodi Forlizzi; Anind Dey | |||
People strive to gain better knowledge of themselves by collecting
information about their behaviors, habits, and thoughts. Personal informatics
systems can help by facilitating the collection of personal information and the
reflection on that information. These systems satisfy people's innate curiosity
about themselves and encourage holistic engagement with one's life. Development
of such systems poses new challenges in human-computer interaction and opens
opportunities for new applications and collaborations between diverse
disciplines, such as design, life-logging, ubiquitous computing, persuasive
technologies, and information visualization. Keywords: awareness, behavior, life logging, personal informatics, reflection, study
methods, visualizations |
Video games as research instruments | | BIBAK | Full-Text | 4493-4496 | |
Eduardo H. Calvillo Gámez; Paul Cairns; Jeremy Gow; Jonathan Back; Eddie Capstick | |||
The workshop aims to help researchers share experience and expertise on the
use of video games as research instruments in HCI and related disciplines. It
will focus on existing uses, methodologies, results and issues with using video
games, and is expected to lead to a better shared understanding of their
current and future use across a variety of disciplines. Keywords: experience, experimental design, video games |
Bridging the gap: moving from contextual analysis to design | | BIBAK | Full-Text | 4497-4500 | |
Tejinder K. Judge; Carman Neustaedter; Anthony Tang; Steve Harrison | |||
A typical product development lifecycle for interactive systems starts with
contextual analysis to guide system design. The challenge however is in
transitioning from findings about users, their activities, and needs, into
design requirements, constraints and implications that are directly applicable
to design. In this workshop, we seek to bring together researchers, designers,
and practitioners who regularly face the challenge of transitioning from
contextual analysis to design implications and design practices. Our goal is to
foster a community in this space, understand the techniques that are being
employed to move from contextual analysis to design, the challenges that still
exist, and solutions to overcome them. Keywords: contextual analysis, design, gap, requirements analysis |
SkCHI: designing sketch recognition interfaces | | BIBAK | Full-Text | 4501-4504 | |
Tracy Hammond; Edward Lank; Aaron Adler | |||
Sketch recognition user interfaces currently treat the pen in the same
manner as a mouse and keyboard. The aim of this workshop is to promote thought
and discussion about how to move beyond this to create natural and intuitive
pen-based interfaces. To this end, the workshop will include panel discussions,
group discussions, and even an instructional session on drawing sketches. Keywords: pen computing, pen-input computing, sketch computing, sketch interfaces,
sketch recognition, tablet pc |
Wellness informatics: towards a definition and grand challenges | | BIBAK | Full-Text | 4505-4508 | |
Rebecca E. Grinter; Katie A. Siek; Andrea Grimes | |||
The last decade has seen a large explosion of health-related human centered
computing research and practice focused on wellness (e.g., good nutrition and
exercise promotion) with the intention of helping people avoid needing medical
care. And while Health Informatics may appear to be the obvious home for these
activities, it is a discipline that has focused on the design, development, and
evaluation of systems to process healthcare data and through that aid in
patient treatment. Given the ubiquity of wellness systems we think its time to
create a Wellness Informatics community. The goal of the workshop is to
identify the themes and grand challenges for designing and evaluating
Information and Communications Technologies (ICTs) that help people stay well. Keywords: health informatics, wellness informatics |
Next generation of HCI and education: workshop on UI technologies and educational pedagogy | | BIBAK | Full-Text | 4509-4512 | |
Edward Tse; Johannes Schöning; Yvonne Rogers; Chia Shen; Gerald Morrison | |||
Given the exponential growth of interactive whiteboards in classrooms around
the world, and the recent emergence of multi-touch tables, tangible computing
devices and mobile devices, there has been a need to explore how next
generation HCI will impact education in the future. Educators are depending on
the interaction communities to deliver technologies that will improve/adapt
learning to an ever-changing world. In addition to novel UI concepts, the HCI
community needs to examine how these concepts can be matched to contemporary
paradigms in Educational pedagogy. The classroom is a challenging environment
for evaluation, thus new interaction techniques need to be established to prove
the value of new HCI interactions in the educational space. This workshop
provides a forum to discuss key HCI issues facing next generation education
ranging from whole class interactive whiteboards, small group interactive
multi-touch tables, and individual personal response systems in the classroom. Keywords: education, gestures, large displays, multi-touch, next generation hci,
pedagogy |
Senior-friendly technologies: interaction design for senior users | | BIBAK | Full-Text | 4513-4516 | |
Henry Been-Lirn Duh; Ellen Yi-Luen Do; Mark Billinghurst; Francis Quek; Vivian Hsueh-Hua Chen | |||
The elderly represent a valid group of users who can potentially benefit
greatly from engaging with technology, such as healthcare systems or playing
digital games. Yet, less attention has been given to the significance of senior
citizens as technology users, as compared to the common younger population. In
an effort to fill in the gap, this workshop aims to investigate the design of
technology for senior citizens. To provide for more focused, thus more
productive discussion, we will use elderly mobile phone games as a case in
point here. The overarching objective is to understand what can help to make
for better and more meaningful use of interactive applications and technology
by the elderly, for instance, games on the mobile phone. Keywords: design, elderly, games, mobile game design, mobile phone, older users,
senior citizens, technology |
Microblogging: what and how can we learn from it? | | BIBAK | Full-Text | 4517-4520 | |
Julia H. Grace; Dejin Zhao; danah boyd | |||
Microblogging, the act of broadcasting short, real-time messages, is a
relatively new communication practice allowing people to share information they
are less likely to express using existing technologies (e.g. email, phone, IM
or weblogs). We use microblogging as an umbrella term to include the posting of
status updates to social network sites such as Facebook, and message-exchange
services like Twitter, Jaiku, and Yammer. Microblogging has become popular
quickly, catching researchers' interests as both a means of public, social
information exchange, and a medium for collaboration and communication in the
work context. The goal of this workshop is to provide a forum for researchers
and practitioners from academia and industry to exchange insights into
microblogging as a communication practice in enterprises, academic and social
settings. We aim to develop an agenda for what and how we can learn from and
better study this phenomenon. Keywords: computer-mediated communication, microblogging, social computing, social
networking |
Critical dialogue: interaction, experience and cultural theory | | BIBAK | Full-Text | 4521-4524 | |
Mark Blythe; John McCarthy; Ann Light; Shaowen Bardzell; Peter Wright; Jeffrey Bardzell; Alan Blackwell | |||
Although topics such as fun, enjoyment, aesthetics, and experience are
relatively new in HCI, long traditions of scholarship in the humanities and
social sciences have examined them. Some have already been expressed in the
appropriation of conceptualizations of experience in HCI research and practice.
There is also a small but fast growing body of work in HCI seeking to approach
these topics from the perspective of cultural and critical theory. In the
history of ideas, experience and critical theory have not always made good
bedfellows, sometimes complementing each other, sometimes resisting each other.
This workshop will explore the ways in which HCI can benefit from a
constructive dialogue between critical theory and experience in questions of
design and evaluation. Keywords: critical theory, cultural theory, experience |
Ontology models for interaction design: case study of online support | | BIBAK | Full-Text | 4525-4540 | |
Keith A. Butler; Ann J. Hunt; John Muehleisen; Jiajie Zhang; Beth Huffer | |||
We report a case study for online self-support, which illustrates an
advanced form of work modeling based on ontology technology. This new method
enables a much earlier understanding of the design problem and promotes
interdisciplinary design collaboration. A functional prototype was implemented
for user testing and showed significant improvement in content discovery. Keywords: analysis methods (e.g., task/interaction modeling, entity modeling, faceted
navigation & search, information architecture, interactive problem solving,
model-based design methods, ontology modeling, representation effect, task
analysis, work ontology, work-centered design |
The fulfillment of user needs and the course of time in field investigation | | BIBAK | Full-Text | 4541-4552 | |
Claudia Nass; Daniel Kerkow; Jessica Jung | |||
Business contexts represent a big challenge for software development,
specifically in terms of finding a balance between business goals and users'
goals. This context determines the utility of an application, but good user
experience (UX) with business applications is only achieved if the software
supports the fulfillment of users' goals and needs. This article presents the
efforts realized in a call-center of a German telephone company aimed at
enhancing UX and hence creating a positive influence on the emotional state of
the users/employees. It describes a method applied for the elicitation of user
needs as well as ideas for improving UX. Beyond that, the results indicate that
software properties can influence the emotional state of the user if they
support the fulfillment of human needs and thus positively affect the
achievement of business goals. Keywords: call-center, emotion, evaluation, field study, fun, user experience, user
needs |
Using "rapid experimentation" to inform customer service experience design | | BIBAK | Full-Text | 4553-4566 | |
Soni Meckem; Jennifer Lee Carlson | |||
This case study describes how Cisco followed a "Rapid Experimentation"
methodology in conducting iterative, high velocity pilot studies to inform a
large global customer service experience design project. The research findings
described in this case study informed the design of a better mechanism for
customers to select their expected outcomes, so Cisco can provide a
personalized service experience. This improved accuracy moves us closer to our
goal of eliminating at least 5% of all re-routing of service requests. In
addition, customer satisfaction improves as we approach our target of reducing
average Time-To-Resolution by at least 5%, which also saves on the
Cost-Per-Call for Cisco.
The case study explains how these studies improved the direction of the design concept and narrowed the research focus to answer more specific design questions. It summarizes how this approach was successfully applied in the customer service experience design situation to achieve the same experience design goal in 8 weeks, 4 weeks ahead of the 12 week schedule. We also describe lessons learned in applying the "Rapid Experimentation" methodology. Keywords: agile software development, comparative usability study, customer service
experience, customer support experience, iterative studies, rapid
experimentation, rapid iterative testing and evaluation (RITE), rational
unified process, service design, Toyota production system (TPS) |
Visualizing language use in team conversations: designing through theory, experiments, and iterations | | BIBAK | Full-Text | 4567-4582 | |
Gilly Leshed; Dan Cosley; Jeffrey T. Hancock; Geri Gay | |||
One way to potentially help people develop effective teamwork skills is to
visualize elements of their language use during team conversations. There are
several challenges in designing such visualizations, such as how to balance
attention between the conversation and the visualization and how much guidance
to offer about appropriate behaviors. We discuss the design space around these
questions in the context of GroupMeter, a chatroom augmented with
visualizations of language use. We generate and critique potential answers to
these questions using prior theoretical and empirical work, then describe how
the interface evolved and how our answers changed over a series of prototypes
we deployed in experimental studies. We conclude with the lessons from our
experience that could be used by designers of collaboration-enhancing systems. Keywords: behavioral experiment, linguistic analysis, teamwork, visualization design |
Rehabilitation centred design | | BIBAK | Full-Text | 4583-4586 | |
Madeline Balaam; Stefan Rennick Egglestone; Ann-Marie Hughes; Thomas Nind; Anna Wilkinson; Eric Harris; Lesley Axelrod; Geraldine Fitzpatrick | |||
Stroke is a significant cause of disability, and is predicted to become a
greater burden as population demographics shift. Research suggests that the
completion of rehabilitation exercises can considerably improve function in
damaged limbs, yet these exercises can be both boring and frustrating for
patients to complete at home. New technologies create possibilities to support
rehabilitation in motivating and entertaining ways, and, in this paper, we
present a case study that illustrates the work of designing such technologies
for a single user. Participation in this case study has highlighted some
interesting tensions between designing for rehabilitation and designing for the
user. Keywords: motivation, rehabilitation technologies, rehabilitation-centred design,
stroke |
Best of both worlds: improving Gmail labels with the affordances of folders | | BIBAK | Full-Text | 4587-4596 | |
Kerry Rodden; Michael Leggett | |||
Gmail's filing system for email conversations is based around labels, which
are more flexible and powerful than folders. With its original user interface,
many users did not discover labels, and wondered why Gmail had no folders. The
Gmail team redesigned the user interface for labeling to make it more
discoverable and understandable, and to add the most useful functionality of
folders. The new design works for the simple use case (a conversation with only
one label), while still making the more complex use case (multiple labels)
easily available. It has been launched to millions of users worldwide and has
resulted in much higher adoption of labels, especially by new users of Gmail. Keywords: email organization, folders, labels, personal information management, tags |
Needs analysis: the case of flexible constraints and mutable boundaries | | BIBAK | Full-Text | 4597-4612 | |
Dorrit Billman; Michael Feary; Debra Schreckengost; Lance Sherry | |||
Needs analysis is a prerequisite to effective design, but typically is
difficult and time consuming. We applied and extended our methods and tools in
a case study helping a mission control group for the International Space
Station. This domain illustrates the challenges of information-system domains
that lack rigid, immutable, physical constraints and boundaries. We report the
successes & challenges of our approach and characterize the situations
where it should prove useful. Keywords: cognitive engineering, needs analysis, planning, user studies |
Challenges of software recontextualization: lessons learned | | BIBAK | Full-Text | 4613-4628 | |
Monique Janneck | |||
This paper describes the case of a complex and problem-ridden software
development and deployment process: The implementation of a Campus Management
system at a large university. Based on an understanding of software development
as recontextualization process on the technical, organizational, human, and
task level, critical factors for success or failure are analyzed. Results show
that deficits in change management and organizational support account for a
considerable amount of difficulties in the implementation process. Furthermore,
individual characteristics and commitment of the users involved play a major
role. Lessons learned for software introduction processes are discussed. Keywords: business information systems, campus management systems, case study,
participatory design, recontextualization, software development and deployment |
Using metaphors to create a natural user interface for Microsoft surface | | BIBAK | Full-Text | 4629-4644 | |
Kay Hofmeester; Dennis Wixon | |||
Creating a new model of human computer interaction is not straightforward.
Only a handful of such models have been commercially successful. Those that
have, such as the graphical user interface (GUI), can provide valuable lessons.
When we were challenged to develop a new natural user interface design for
Microsoft Surface, we drew from these lessons and from modern user research
techniques. A prominent starting point resulting from this was using metaphors
to develop the new user interface. We used metaphors for two reasons: To create
a user interface world that was understandable and predictable for our users,
and to guide the design team in creating the detailed user interface design. We
continued this practice in the user research: We focused on which metaphors
worked best in the studies, and learned if users understood the metaphors we
were using and which metaphor they preferred. This case study describes the
process we followed, and the lessons we learned from this. Keywords: metaphor, Microsoft surface, natural user interface, rite, touch |
Case study: designing an advanced visualization system for geological core drilling expeditions | | BIBAK | Full-Text | 4645-4660 | |
Yu-Chung Chen; Sangyoon Lee; HyeJung Hur; Jason Leigh; Andrew Johnson; Luc Renambot | |||
We present the design and process of an interactive high-resolution
visualization system for diverse and distributed real-world geological core
drilling expeditions. The high domain knowledge barrier makes it difficult for
a person who is outside this field to imagine the user experience, and the
globally distributed core drilling community imposes more design constraints in
space and time. In addition to activities proposed in prior literatures, we
used the "immersive empathic design" approach of having a computer scientist
trained as a junior core technician. Through in-situ observation and interview
evaluations from on-going expeditions, we present the system and the lesson
learned in the process. It makes the best use of precious co-located
opportunities. It allows the developer to build up domain knowledge
efficiently. It establishes a trust relationship between the developer and
scientists. The system designed through this approach formed a sustainable
foundation that was adapted in the following design iterations. This process
allows the software developer to experience authentic user activities. The
designed system is innovative and helps scientists solving real-world problems.
This approach can be a useful example to HCI practitioners who work with
potential users or communities that share similar properties. Keywords: empathic design, hci, visualization |
Factors impeding Wiki use in the enterprise: a case study | | BIBAK | Full-Text | 4661-4676 | |
Lester J. Holtzblatt; Laurie E. Damianos; Daniel Weiss | |||
Our research explored factors that impacted the use of wikis as a tool to
support the dissemination of knowledge within an enterprise. Although we
primarily talked to a population of wiki contributors and readers, we
discovered two major factors which contributed to staff's unwillingness to
share information on a wiki under certain circumstances. First, we uncovered a
reluctance to share specific information due to a perceived extra cost, the
nature of the information, the desire to share only "finished" content, and
sensitivities to the openness of the sharing environment. Second, we discovered
a heavy reliance on other, non-wiki tools based on a variety of factors
including work practice, lack of guidelines, and cultural sensitivities. Our
findings have several implications for how an enterprise may more fully reap
the benefits of wiki technology. These include implementation of incentive
structures, support for dynamic access control, documenting clear guidelines
and policies, and making wikis more usable. Keywords: Wiki, collaboration, collaborative editing, collaborative environments,
social computing, social media, social software, web 2.0 |
Contacts 3.0: bringing together research and design teams to reinvent the phonebook | | BIBAK | Full-Text | 4677-4690 | |
Frank R. Bentley; JoEllen Kames; Rafiq Ahmed; Rhiannon Sterling Zivin; Lauren Schwendimann | |||
We present a narrative of the design of Contacts 3.0, a service and updated
phonebook application on a mobile device that combines on-device communication
with communication from online social networks to create a central hub for
communication on the device. We discuss how research and design teams worked
together to create design assets, technical architectures, and business cases
around this concept. Keywords: contacts, cross-functional teams, mobile, social media, social networks |
Concept mapping in agile usability: a case study | | BIBAK | Full-Text | 4691-4694 | |
Jeremy T. Barksdale; D. Scott McCrickard | |||
In this paper we report on the experience of using our concept mapping
approach on an agile software project to assess its fitness. Participants used
our novel concept mapping approach over a four week period during the
development of a software tool for a local nonprofit agency. Results indicate
that our concept mapping approach has value as a visual tool in agile usability
environments. Keywords: agile usability, collaboration, concept mapping, dcog, distributed
cognition, team interaction |
Designing a pen-based flashcard application to support classroom learning environment | | BIBAK | Full-Text | 4695-4698 | |
YoungJoo Jeong; Ananda Gunawardena; Kenneth R. Koedinger | |||
Pen-based Flash Cards Application ("application") offers the flexibility of
handwritten input while benefiting a wide set of users to increase their memory
retention. It is particularly useful in learning mathematics where typing the
material using a keyboard can be difficult. In this study, we describe the
observations and major findings in a two-year case study in an eighth-grade
geometry class. We found that this application may enhance teacher-student
interaction, increase autonomy in students for self-guided learning, and
encourage collaborative learning. Keywords: human-centered design, information interfaces and presentation, pen and
tactile input, pen-based uis and education, user-centered design |
A novel way to conduct human studies and do some good | | BIBAK | Full-Text | 4699-4702 | |
Pradeep Buddharaju; Yuichi Fujiki; Ioannis Pavlidis; Ergun Akleman | |||
In this paper the authors describe a novel way to conduct large-scale human
studies achieving the maximum outreach and impact with the minimum cost. An
iPhone health application, 'Walk n' Play', was developed and released for free
in the App Store. The application measures calories spent due to walking
activities through the iPhone's accelerometer. It is a real-time awareness tool
that helps people to keep their sedentariness in check. Furthermore, it uses
motivational mechanisms based on buddy support/competition and social
networking to increase daily physical activity. The anonymous data gathered
from thousands of users around the world, reveal patterns of human behavior at
a resolution and scale not feasible before. Keywords: human studies, iPhone applications, physical activity |
More than a feeling: understanding the desirability factor in user experience | | BIBAK | Full-Text | 4703-4716 | |
Carol M. Barnum; Laura A. Palmer | |||
Interest in understanding the "desirability" factor in user experience
continues to grow while the use of post-test questionnaires to measure
desirability continues to be problematic. Microsoft created a toolkit to
address desirability in studies, and their use of the product reaction cards
from that kit was presented at conferences in 2002 and 2004. Since then,
however, little has been published about how others have used the cards to
measure desirability. We began using the product reaction cards in 2006, and we
report on the results in case studies from the past several years. We find that
the cards prompt users to tell a rich and revealing story of their experience.
Triangulating these findings with post-test questionnaire data and direct
observation strengthens the understanding of the desirability factor. Keywords: desirability, emotion, methods, satisfaction, usability, usability research,
usability testing, user experience, user research |
Fit and Finish using a bug tracking system: challenges and recommendations | | BIBAK | Full-Text | 4717-4720 | |
Yossi Avnon; Scott L. Boggan | |||
This article shares practical lessons for using a bug management tool to
manage user interface fit and finish process for a software product. It
describes common challenges and provides recommendations for processes that
will lead to enhanced product quality. Keywords: bug management, fit and finish, ui design, ui processes |
The mystique of numbers: belief in quantitative approaches to segmentation and persona development | | BIBAK | Full-Text | 4721-4732 | |
David A. Siegel | |||
Quantitative market research and qualitative user-centered design research
have long had an uneasy and complex relationship. A trend toward increasingly
complex statistical segmentations and associated personas will once again
increase the urgency of addressing paradigm differences to allow the two
disciplines to collaborate effectively.
We present an instructive case in which qualitative field research helped contribute to abandoning a "state of the art" quantitative user segmentation that was used in an attempt to unify both marketing and user experience planning around a shared model of users. This case exposes risks in quantitative segmentation research, common fallacies in the evolving practice of segmentation and use of personas, and the dangers of excessive deference to quantitative research generally. Keywords: personas, qualitative research, quantitative research, segmentation, user
research |
Automating UI guidelines verification by leveraging pattern based UI and model based development | | BIBAK | Full-Text | 4733-4742 | |
Satya Viswanathan; Johan Christiaan Peters | |||
In large enterprises different teams work on different parts of a big
software application. Therefore, retaining user interaction paradigms and
concepts becomes important. However, during the development of a large software
product, these principles and paradigms get progressively diluted, due to
trade-offs, differences in interpretation, communication errors and many other
reasons. In order to remain true to design rationale and communicating them to
a wider audience/consumers, often User Interface (UI) Style Guide are created.
The style guide attempts to sensitize and educate its consumers about design
principles and document some of these design rationales for references.
However, the usability, usage and adoption of these UI guidelines within an organization are topics frequently discussed and debated in several forums for years. Post the 'design and definition phase' of software development lifecycle, UI designers are often required to do 'quality checks' as the UIs get developed. Despite painstakingly defining every interaction to its finest level of granularity, in practice the guidelines are often not followed or interpreted incorrectly. The method of manually inspecting the 'implemented' user interface for compliance to UI guidelines has the following pitfalls: Highly effort and time consuming; Outcome is often inaccurate, unreliable and sub-optimal in quality; Findings are too late in the process to be fixed.; Not an efficient process for tracking issues to resolution This case study talks about the challenges we faced with our UI Style guide and how we tackled them. Based on internal user research and design thinking we defined an approach of better integrating UI style guide into the software design and development process. We leveraged the benefits of pattern based UI approach and a model based development environment to achieve compliance to our UI guidelines by: Providing tools to automate verification of UI guidelines in the model based development environment; Redefining the development process to support UI verification early-on during the design and development process Keywords: graphical user interfaces, model based user interface design, standards
& guidelines, style guides, usability, usability evaluation automation |
Snap and match: a case study of virtual color cosmetics consultation | | BIBAK | Full-Text | 4743-4754 | |
Jhilmil Jain; Nina Bhatti | |||
In this paper we describe an imaging based virtual color consultation system
that automatically recommends cosmetics appropriate for users' skin tone based
on user's photograph. This system is intended for commercial use to address the
problem of color selection of cosmetic foundation. Based on surveys and
semi-structured interviews we have verified that visual selection of color
foundation cosmetics by consumers is error prone, and the results of our study
indicate that both mobile and kiosk touch points are essential to cover the
entire target population (women of all ages) since we identified technical vs.
social comfort, accuracy vs. convenience and social vs. individual parameters
that play a huge role in the usage and adoption of such personal services for
women. Keywords: advisory service, cosmetics, design, imaging, interviews, kiosk, mobile,
shopping, surveys, user studies, virtual consultation, women |
Cogknow day navigator: the system in daily life | | BIBAK | Full-Text | 4755-4758 | |
Johannes de Boer | |||
In this project people with dementia and their carers were asked to describe
their problems in daily life. With their input integrated solutions for people
with dementia were developed. The aim was to develop solutions that help ageing
people with early dementia to experience greater autonomy and feelings of
empowerment, and to enjoy an enhanced quality of life. This movie shows the
solutions that were developed during the project. Keywords: aged, Cogknow, community dwelling, dementia, EU project, evaluation studies,
health services needs and demands, reminder systems, safety |
ContraVision: presenting contrasting visions of future technology | | BIBAK | Full-Text | 4759-4764 | |
Blaine A. Price; Clara Mancini; Yvonne Rogers; Arosha K. Bandara; Tony Coe; Adam N. Joinson; Jeffrey A. Lay; 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 both negative and positive aspects of the proposed
technology for the same scenarios. Keywords: contravision, narrative representation, personal technology, pervasive
healthcare, user studies, video |
Counterlines: a duet for piano and pen display | | BIBAK | Full-Text | 4765-4770 | |
Javier Sanchez; Jaroslaw Kapuscinski | |||
This paper describes three introductory studies for an intermedia
performance Counterlines -- a duet for Disklavier and Wacom Cintiq, in which
both performers generate audiovisual materials that relate to each other
contrapuntally. In the described studies the pianist generates graphic lines
while playing music and the graphic performer generates piano lines by drawing.
To reinforce the clarity of relationships between visual contours all graphic
elements are projected on a single screen. The paper discusses our approach to
audio-visual interfacing and intermedia composition. Keywords: audiovisual performance, Disklavier, interactive art, intermedia, mapping,
sound-image relationships, visual music, Wacom Cintiq |
Exploring information spaces by using tangible magic lenses in a tabletop environment | | BIBAK | Full-Text | 4771-4776 | |
Martin Spindler; Raimund Dachselt | |||
To solve the challenge of exploring large information spaces on interactive
surfaces such as tabletops, we developed an optically tracked, lightweight,
passive display (magic lens) that provides elegant three-dimensional
exploration of rich datasets. This can either be volumetric, layered, zoomable,
or temporal information spaces, which are mapped onto the physical volume above
a tabletop. By moving the magic lens through the volume, corresponding data is
displayed, thus serving as a window into virtuality. Hereby, various
interaction techniques are introduced, which especially utilize the lens'
height above a tabletop in a novel way, e.g. for zooming or displaying
information layers. Keywords: data exploration, interactive surface, IR-tracking, magic lens, natural
interaction, paper display, passive display, tabletop, tangible interaction,
volume slicing, window into virtuality |
Gest: exploring gestural interactions | | BIBAK | Full-Text | 4777-4782 | |
Ankur Sardana; Abhijit Kr Bairagi | |||
In this paper we describe the use of gesture based 'device interlinking' to
achieve an enhanced user experience and optimize hardware utilization. Keywords: gesture, human factors, interaction |
Mirrored message wall: sharing between real and virtual space | | BIBAK | Full-Text | 4783-4788 | |
Jung-ho Yeom; Beng-Kiang Tan | |||
In this paper, we describe the Mirrored Message Wall as a public display to
promote social communication and user participation. It exists in both physical
and virtual space and is a bridge to connect users between the real and virtual
worlds. Keywords: interactive public display, mirrored message wall, social interaction, user
observation, virtual space |
Open columns: a carbon dioxide (CO2) responsive architecture | | BIBAK | Full-Text | 4789-4792 | |
Omar Khan | |||
This paper describes the use of composite urethane elastomers for
constructing responsive structures at an architectural scale. It explains the
underlying material research and design criteria for constructing deployable
columns that are responsive to carbon dioxide (CO2) emissions and are used to
reconfigure and pattern the space of inhabitation. Keywords: interactive architecture, responsive environments |
The proximity toolkit and ViconFace: the video | | BIBAK | Full-Text | 4793-4798 | |
Rob Diaz-Marino; Saul Greenberg | |||
Proximity Toolkit is a toolkit that simplifies the exploration of
interaction techniques based on proximity and orientations of people, tools,
and large digital surfaces. ViconFace is a playful demonstration application
built atop of this toolkit. A cartoon face on a large display tracks a person
moving around it, where it visually and verbally responds to that person's
proximity, orientation and wand use. The accompanying video illustrates all
this in action. Keywords: proximity, situated interaction, toolkits |
'STEPS': walking on the music, moving with light breathing | | BIBAK | Full-Text | 4799-4804 | |
Yoonjung Hong; Jaesung Jo; Yoonhee Kim; Tek-Jin Nam | |||
Recently calm technology has been widely applied. Many cases help to enhance
social intimacy among close people. Particularly, the area of family members
has opportunities to support feeling of connectedness. We aim to investigate of
implication through case study of calm technology to support social
interaction. We suggested a mutual communication system; Steps, it supports
emotional communion in short time separation. It consists of an attachable
device for parents and shoes for children. It helps remote and non-verbal
communication in a shopping context.
We achieved to solve the worry of safety and fear, curiosity issues by sharing their steps. It is also sublimated from daily activities to pleasurable interaction. It suggested a possibility to extend the application of calm technology. Keywords: aesthetic user experience, ambient intelligence, calm technology,
connectivity, interactive music system, social interaction, wearable computing |
Tongue music: the sound of a kiss | | BIBAK | Full-Text | 4805-4808 | |
Hye Yeon Nam; Carl DiSalvo | |||
In this paper we examine the Tongue Music project: a
performance-instrumental that makes use of the human tongue to yield amorous
sounds, either by solo using a primary tongue controller or as a duet (The
Sound of a Kiss) pairing a tongue controller and a receiver. We describe the
design of the system and how the participants use the technology in a creative
way to produce music. Keywords: creative and expressive art experience, human-computer interaction,
interactive environment |
Whole body large wall display interfaces | | BIBAK | Full-Text | 4809-4812 | |
Garth Shoemaker; Takayuki Tsukitani; Yoshifumi Kitamura; Kellogg S. Booth | |||
This video demonstrates an application that uses a body-centric approach to
support interaction with very large wall displays. The design is centered on a
virtual body model that represents the users in the context of the workspace,
relative to one another as well as to the display(s). This concept of
body-centric interaction serves both as a design philosophy and an
implementation approach and is both general and powerful. Our approach is
general because if the model is detailed enough, a broad range of interaction
techniques can be implemented. It is powerful because it opens up an entire
class of new interaction techniques: those that depend on properties of a
users' body, such as arm or hand pointing direction, head direction, or body
location or orientation. The video highlights some of the body-centric
interaction techniques that we believe are of value based on how people use
their bodies in the everyday world. Keywords: interaction techniques, large displays, whole body interaction |
WOW pod | | BIBAK | Full-Text | 4813-4816 | |
Cati Vaucelle; Steve Shada; Marisa Jahn | |||
WOW Pod is an immersive architectural solution for the advanced massive
online role-playing gamer that provides and anticipates all life needs. Inside,
the player finds him/herself comfortably seated in front of the computer screen
with easy-to-reach water, pre-packaged food, and a toilet conveniently placed
underneath a built-in throne. Keywords: architecture, avatar, gaming, morpg, online, tangible media |
ZOOZbeat: mobile music recreation | | BIBAK | Full-Text | 4817-4822 | |
Gil Weinberg; Mark Godfrey; Andrew Beck | |||
ZOOZbeat is a gesture-based Music reCreation studio. It is designed to
provide users with expressive and creative access to music making on the go.
ZOOZbeat users can compose user-generated songs based on generic beats in
different styles or remix and modify commercially licensed songs. To play notes
or trigger musical loops, players can shake the phone or tap the screen. Users
can also record voice or other audio input into their songs and utilize tilt
and shake movements to manipulate and share the music in a group. Design goals
of the project focused on creating intuitive metaphors for mobile music making
and maintaining a balance between control and ease-of-use. Keywords: creation, gesture, mobile, music, recreation |