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CHINZ Tables of Contents: 05060708091011121315

Proceedings of CHINZ'09, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction

Fullname:Proceedings of the 10th ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction
Editors:Beryl Plimmer
Location:Auckland, New Zealand
Dates:2009-Jul-06 to 2009-Jul-07
Standard No:ISBN 1-60558-574-2, 978-1-60558-574-1; ACM DL: Table of Contents hcibib: CHINZ09
Links:Conference Home Page
Impact of classroom design on interactive whiteboard use in a special needs classroom BIBAKFull-Text 1-4
  Grant Shannon; Sally Jo Cunningham
The physical environment of a classroom -- how space is organized and controlled -- impacts the use of technology within that setting. This paper presents the initial rationale for choosing an interactive whiteboard (IWB) as the platform for software designed to encourage play in primary students with Autism Spectrum Disorders. An observational study of normal classroom practice and of an installed version of the software uncovered factors in the physical installation of the IWB and its pedagogical use that negatively affect its potential use.
Keywords: classroom design, classroom environment, students with autism, untethered learning environment
Mutuality: a key gap in the move to telecare BIBAKFull-Text 5-12
  Hanif Baharin; Ralf Mühlberger; Andrew Loch
Telecare is thought to be a solution for the increasing healthcare cost of an aging population. We want to identify possible issues in telecare implementations to inform technology design. By analysing telecare literature using the Locales Framework it was found that there is a gap in telecare technology research in designing awareness or presence (known as the mutuality aspect in the Locales Framework) between the elderly and their informal carers. By designing a technology intervention on existing telecare architecture to address this gap, it is speculated that telecare can reintroduce social contact to the appropriate parties, i.e. family and friends, when professional contact with visiting nurses is replaced by technology.
Keywords: design research, locales framework, telecare
Behaviour characteristics: low and high literacy users information seeking on social service websites BIBAKFull-Text 13-16
  Neesha Kodagoda; William Wong; Nawaz Kahan
This paper describes the behaviour characteristics of low and high literacy users, information seeking of an on-line social service system. The finding of this paper is based on the qualitative study which involves ten volunteers participated in this study. To classify these participants within the literacy scale, National Skills for Life Survey is used. According to this survey, five volunteers are classified as high literate; and the remaining were as low literate. All participants were asked to think-aloud whilst carrying out the information search using the "Adviceguide" website. The four information search tasks were of varying difficulty; easy, medium and difficult. Observations, video recording and a semi-structured interview technique that use cognitive probes were used. The qualitative data were transcribed and analysed using Grounded Theory and Emergent Themes Analysis approach. The eight characteristics of what identified; Verification, Reading, Recovery, Trajectories, Focus, Satisfied, Representation and Abandon. Results showed that low and high literacy users demonstrated critically different behaviour characteristics.
Keywords: information search task, information seeking characteristics, low & high literacy users
Gaining entry to real settings with a bridging design prototype BIBAKFull-Text 17-20
  Gloria Gomez
This paper introduces the Bridging Design Prototype (BDP) concept. A BDP is the functional prototype of a new product that a user community can incorporate into their activities, while a researcher uses it for observation and testing. Due to limited research resources, the BDP was an outcome of adjusting the principles of several user-centred design methods and a learning theory. These principles where then applied to the development of a suitable product that could be incorporated in real settings.
Keywords: educational tools, inclusive design, participatory design, product development, prototyping, user research, user-centred design
AIMHelp: generating help for GUI applications automatically BIBAKFull-Text 21-28
  Yashasvi Appilla Chakravarthi; Christof Lutteroth; Gerald Weber
Help systems are a requirement in most modern applications. However, current mainstream help systems can be improved to provide information that is more relevant and accurate. This paper introduces a new approach for help systems -- AIMHelp -- that can generate help information from a running application. Instead of developers having to supply all help information a-priori, a lot of information can be retrieved by monitoring the state of the GUI and the interaction between the user and different system components. This has the advantage that generated help information is consistent with the actual application, unlike pre-defined help information that can easily get outdated as an application evolves.
Keywords: automated help, context-sensitive help, dynamic help, explanation strategies, reflection
Web 2.0: extending the framework for heuristic evaluation BIBAKFull-Text 29-36
  Ashleigh-Jane Thompson; Elizabeth A. Kemp
When creating web sites, as with any software product, it is important to ensure that a high level of usability is attained. If sites are not usable, users will leave and find others which better cater to their needs. As a result, effective evaluation techniques are required to determine the usability of web sites. Current techniques include the use of heuristic evaluations based on criteria developed by Jakob Nielsen. There is little evidence to show whether these traditional approaches are still appropriate for Web 2.0 sites.
   This paper presents the findings from an evaluation of three Web 2.0 sites which involved both heuristic evaluation and user testing. The aim of these evaluations was to determine whether the results of the heuristic evaluation accurately reflected the users' experiences and opinions. The results from the heuristic evaluation indicated that each of the three sites failed in some respects. In contrast, the findings from the user testing showed that users found the sites easy and logical to use and believed that the needs of the users had thoroughly been taken into account during the design process.
Keywords: heuristic evaluation, interface evaluation, usability testing, user interface, web 2.0
Introducing students to UI patterns BIBAKFull-Text 37-40
  E. G. Todd; E. A. Kemp; C. P. Phillips
User interface (UI) patterns have the potential to assist students of Human Computer Interaction (HCI) to learn about the principles of design. They can be used to guide students developing a conceptual model of an interface. We investigated how HCI students used a method for developing UI-pattern models and ascertained their views on different pattern forms (illustrated and narrative-only). Data was collected by observation, questionnaires and completed exercises. The findings indicate that students found UI patterns an acceptable medium for presenting UI information, were positive about their experience building UI-pattern models, and that patterns aided communication.
Keywords: conceptual models, patterns, user interface
The Wiimote with multiple sensor bars: creating an affordable, virtual reality controller BIBAKFull-Text 41-44
  Torben Sko; Henry Gardner
A low-cost virtual-reality controller has been constructed from the Nintendo Wii Remote using multiple sensor bars. An agent-based algorithm has been used to allow the controller to move from one sensor bar to another, enabling it to be used in a surround, multiple-screen environment. User testing has verified that the system is suitable for use with a demanding, fast-paced, first-person-shooter game. The tuned version of the system was found to have a low error rate and to be favourably received by test participants. Our work has been open-sourced to encourage further research in this area.
Keywords: Wii remote, agents and intelligent systems, computer games, input and interaction technology, sensor bar, virtual reality
Remotely shooting asteroids on our mobile phone BIBAKFull-Text 45-52
  Vipul Delwadia; Stuart Marshall; Ian Welch
The New Zealand software industry developed numerous games and applications during the last decades of the twentieth century. These games and applications -- our digital culture -- are now becoming inaccessible and lost due to preservation and copyright problems. Providing remote access on standard mobile phones to centrally controlled and protected archives of old games and applications may be one approach to overcoming some of the preservation and copyright problems. However, remote access over wireless poses performance problems that could negatively impact the experience of using the preserved software, especially if the software is a computer game requiring immediate responses to player actions. In this paper, we attempt to discover what time performance requirements such a remote access system would need to satisfy by experimenting with various time delays to see how players' scores and perceptions of the game deteriorate.
Keywords: games preservation, remote mobile gaming
A pen-tablet-orientation-pointing method for multi-monitors BIBAKFull-Text 53-60
  Masaki Omata; Masahiro Kosaka; Atsumi Imamiya
This paper proposes a pen tablet orientation method for easily pointing anywhere on the screen of one of several monitors in a multi-monitor setup. With this method, a user selects the desired monitor by orienting a pen tablet toward it and then pointing within it with a stylus. This allows the user to similarly access the center and corners of a wide screen of multiple monitors and avoids losing the cursor in such a widescreen setup. The system is implemented with a pen tablet and a turntable and experiments are conducted to compare it with mouse and conventional pen tablet pointing. The results show that this method is more efficient and accurate than a conventional pen tablet and as effective as a mouse. The proposed method is also expected to be more efficient than a mouse once the user gets used to it.
Keywords: large display, multiple-display environment, pen-tablet, pointing method
SmartList: exploring intelligent hand-written list support BIBAKFull-Text 61-64
  Tao Wang; Beryl Plimmer
Here we report on SmartList our prototype for exploring essential features for a handwritten list program. On a freeform list, a lot of information is encoded in the layout and non-text ink: currently there is no effective pen-based computer program to support this activity. Although modern handwriting recognizers can achieve good recognition accuracy, this is not sufficient to support list making. Our prototype and its evaluation are presented in this paper. We identify accurate ink recognition as an essential element for such intelligent pen-based systems.
Keywords: digital ink, lists
The use of paper in everyday student life BIBAKFull-Text 65-68
  David M. Nichols; Sally Jo Cunningham
The information we encounter in modern life, in developed countries, is a hybrid of the physical and the digital. Personal archiving tools allow users to capture and retrieve aspects of their everyday lives in digital form. In this paper we use a diary study of students' interactions with paper-based information to inform the design of such archiving tools.
Keywords: diary study, paper, personal archiving
Personal document management strategies BIBAKFull-Text 69-76
  Sarah Henderson
Personal document management describes the activities performed by an individual in creating, acquiring, organizing and maintaining collections of their documents. A study involving field studies and a survey of 115 participants was conducted in order to better understand the approaches people take to document management. Qualitative analysis of a field study and quantitative analysis of a survey were used together to develop a description of three major approaches to personal document management: a piling strategy, a filing strategy and a structuring strategy. A user persona was developed to exemplify each strategy; this persona description can be used as a design tool to guide the development of user interfaces for personal document management system. Specific user interface guidelines are suggested to support each of the three identified strategies.
Keywords: document management strategy, personal document management, personal information management, personas
An end-user evaluation of a lecture archiving system BIBAKFull-Text 77-80
  Lyn Collie; Viral Shah; Don Sheridan
Lecture archiving and the provision of online access to it are becoming increasingly ubiquitous in tertiary education and there is a growing body of associated literature. However there is limited attention given to the implied interaction between students, staff and the computing complex required to create and serve recorded lectures online, or the different interests of the human parties involved. This paper reviews HCI principles in the context of current research on lecture archiving from the academic's, and student's perspective. It then addresses findings from qualitative and quantitative surveys of students' use of lecture archiving across six University of Auckland Business School courses in Summer school 2009. Our experiences of a subsequent deployment in Semester One of 2009 are also considered in conjunction with relevant server log data. Interface, storage, retrieval and delivery issues are addressed, along with their observed impact on student and staff uses of archiving technology.
Keywords: communications, lecture archiving, lecture recording, multimedia, video
Ambient environments for emotional physical communication BIBAKFull-Text 81-84
  Michelle Li; He Jianting
This paper extends our understanding of existing physical and gestural interfaces and presents a potential design space in affective computing using human movement as a form of emotionally expressive interaction across physical distances. We discuss a conceptual design in which emotive, non-verbal modes of social collaboration can facilitate remote communication over networked intelligent environments. Exploring this idea for such an interaction can help us consider future contexts in facilitating more expressive and communicative human-human interaction.
Keywords: ambient intelligence, communication, emotion, physical movement, tangible interfaces, user experience
User evaluation and overview of a visual language for real time image processing on FPGAs BIBAKFull-Text 85-92
  C. T. Johnston; P. Lyons; D. G. Bailey
FPGAs are often used for image processing, but existing FPGA design tools lack syntactic constructs for some specialized activities that are important in this field, such as timing, resource handling and scheduling. This forces the developer to work at too low a level and makes it difficult to produce a genuinely hierarchically decomposed design.
   This paper outlines these deficiencies, as the background for an overview of and justification for each of three views in VERTIPH, a visual programming language for defining image processing algorithms on FPGAs. This updates the overview presented in [1]. The paper then presents the results of two user evaluations of VERTIPH, a pre-implementation paper-based user evaluation which found no major changes were required and a post-(partial)-implementation user evaluation. The latter evaluated the novel parts of the language using participants experienced in the field. The key parts of VERTIPH were found to be useful visualisations for the developers, and the only major problem was the interaction required for defining type-connections between views.
Keywords: FPGA, HDL, image processing, visual programming language
Visual intelligence density: definition, measurement, and implementation BIBAKFull-Text 93-100
  Xiaoyan Bai; David White; David Sundaram
Advanced visualization systems have been widely adopted by decision makers for dealing with problems involving spatial, temporal and multi-dimensional features. While these systems tend to provide reasonable support for particular paradigms, domains, and data types, they are very weak when it comes to supporting multi-paradigm, multi-domain problems that deal with complex spatio-temporal multi-dimensional data. This has led to visualizations that are context insensitive, data dense, and sparse in intelligence. There is a crucial need for visualizations that capture the essence of the relevant information in limited visual spaces allowing decision makers to take better decisions with less effort and time. To address these problems and issues, we propose a visual decision making process that increases the intelligence density of information provided by visualizations. To support this we propose a mechanism by which one could judge the intelligence density of visualizations. Furthermore, we propose and implement a framework and architecture to support the above process in a manner that is independent of data, domain, and paradigm. The system allows decision makers to create, manipulate, layer and view visualizations flexibly enabling the increase in the density of intelligence that they provide.
Keywords: decision making, implementation, information visualization, information visualization systems, intelligence density, measurement
Living with the sound of the past: experiencing sonic atomic interaction using the sound diary BIBAKFull-Text 101-104
  Hanif Baharin; Ralf Mühlberger
This paper proposes a new interaction paradigm, atomic interaction, that aims at creating and maintaining contact without the transmission of content beyond the fact that an interaction is occurring. Atomic interactions can be represented using sound, which we term sonic atomic interaction. Since this is a new application of sonification, a prototype called the Sound Diary was created to simulate sonic atomic interaction for a pilot trial study. The experience of living with the Sound Diary is described in this paper from the first author point of view. The lessons learned from the experience are discussed in the light of previous literature. It was found that auditory icons can be easily confused for environmental sounds, and that dead metaphor sound may reduce confusion and startled reactions if auditory icons are to be used in unattended devices.
Keywords: atomic interaction, auditory icons, earcons, first-person research, sonic atomic interaction, sonification
Trails of experiences: navigating personal memories BIBAKFull-Text 105-106
  Andrea Schweer; Steve Jones; Annika Hinze
Systems to augment personal information aim to support people in remembering both past experiences and specific information associated with past experiences. These types of information go beyond those supported in systems for Personal Information Management, making it necessary to develop new user interface and interaction techniques. Our approach is based on characteristics of human memory. Its major contribution is the combination of a graph-based data model with navigation mechanisms based on various types of context and on associations.
Keywords: autobiographical memory, context-awareness, personal information management