HCI Bibliography Home | HCI Conferences | ChineseCHI Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
ChineseCHI Tables of Contents: 14

Proceedings of the 2014 International Symposium on Chinese CHI

Fullname:Chinese CHI 2014: Second International Symposium of Chinese CHI
Editors:Ellen Yi-Luen Do; Wei Li
Location:Toronto, Canada
Dates:2014-Apr-26 to 2014-Apr-27
Standard No:ISBN: 978-1-4503-2876-0; ACM DL: Table of Contents; hcibib: ChineseCHI14
Links:Conference Website
Balloon pet: a full-body interaction toy for children BIBAFull-Text 1-4
  Liu Yi; Huang Yichen; Pang Shengli
Children in the post-modern world often overwhelm their time with the Internet. Their obsession with the virtual world both undermines and underlines their loneliness in the physical world. This study aims to solve the virtual world dilemma by creating an original interactive product determined to pull young Internet surfers back into real-world communication and away from computer-caused separation. In this paper, we describe the Balloon Pet, a device with the capability of full-body movements that can provide children with company and communication. The Balloon Pet, according to its calling, is designed with a structure of two bracelets and one balloon. The balloon functions with the energy of helium and a balanced power system. It floats and moves in the air according to signals from an acceleration transducer in the bracelet. Having a Balloon Pet dancing above a child's head is like having a real fish swimming around the child.
Evaluating subtle cueing in head-worn displays BIBAFull-Text 5-10
  Weiquan Lu; Dan Feng; Steven Feiner; Qi Zhao; Henry Been-Lirn Duh
Goal-oriented visual search in Augmented Reality (AR) can be facilitated by using visual cues to call attention to the target. However, traditional use of explicit cues may degrade visual search performance. In contrast, Subtle Cueing has been previously proposed as an alternative to explicit cueing, but little is known about how well it performs in head-tracked head worn displays (HWDs).
   Using visual search research methods in simulated augmented reality environments, our user study found that Subtle Cueing improves visual search performance in HWDs, and revealed a phenomenon whereby subjects were not able to see the target, even though subjects were primed and the target was well within view.
Sensorendipity: a real-time web-enabled smartphone sensor platform for idea generation and prototyping BIBAFull-Text 11-18
  Weiquan Lu; Chenchen Sun; Timo Bleeker; Yingdan You; Shintaro Kitazawa; Ellen Yi-Luen Do
We introduce Sensorendipity, a real-time smartphone-based web-enabled sensor platform for novice designers of sensor-based applications. To understand the usability issues with the platform, we conducted a rapid prototyping workshop. From the results of the workshop, we addressed the major issues by including new visualizations to the visualization suite of the platform. We then conducted two case studies to understand the use of the platform in application development. Our preliminary results show that Sensorendipity does empower users to create innovative sensor-based solutions to problems by allowing easy access and real-time visualization of smartphone sensor readings, and is suitable for use in rapid prototyping.
Evaluating generation Y interaction qualities in an office work context BIBAFull-Text 19-24
  Wei Liu; Pieter Jan Stappers; Gert Pasman; Jenneke Taal-Fokker
This study presents evaluations conducted with a working prototype in practice. The goal of these evaluations was to both evaluate the prototype and to find out what effect a new tool can have on the office workers' interaction behavior. By evaluating the interaction qualities we also evaluate what was found before in theory and practice. The working prototype is set out in practice in a series of contextual evaluations. The prototype supports office workers in experiencing Generation Y type of interactions in the work context. The overall evaluation was positive with some valuable suggestions to its user interactions and features.
HealthyTogether: exploring social incentives for mobile fitness applications BIBAFull-Text 25-34
  Yu Chen; Pearl Pu
A crucial element in many mobile fitness applications is gamification that makes physical activities fun. While many methods focus on competition and individual users' interaction with the game, the aspect of social interaction and how users play games together in a group remains an open subject. To investigate these issues, we developed a mobile game, HealthyTogether, to understand how users interact in different group gamification settings: competition, cooperation, or hybrid. We describe the results of a user study involving 18 dyads (N=36) over a period of two weeks. Results show that users significantly enhanced physical activities using HealthyTogether compared with when they exercised alone by up to 15%. Among the group settings, cooperation (21% increase) and hybrid (18% increase) outperformed competition (8% increase). Additionally, users sent significantly more messages in cooperation setting than hybrid and competition. Furthermore, physical activities are positively correlated with the number of messages they exchanged. Based on the findings, we derive design implications for practitioners.
Limiting trial and error: introducing a systematic approach to designing clutching BIBAFull-Text 35-39
  Pawel Woxniak; Morten Fjeld; Shengdong Zhao
When designing new interfaces we are likely to be confronted with the problem of clutching -- creating a way to switch between engaged and disengaged input modes. Using constraint analysis we propose a systematic approach for designing clutching. Based upon Buxton's three-state model, we introduce a design procedure for determining optimal clutching mechanisms. Using this procedure, designers of future interfaces can benefit from reduced time for trial-and-error in clutching design, since key candidates for clutching mechanisms can now be quickly identified. Through a case study of clutching for pen tilt input, we show how our method can be applied to a concrete design task.
From offline to online: connecting people with a mobile social networking application at a conference BIBAFull-Text 40-49
  Alvin Chin; Bin Xu; Chen Zhao; Xia Wang
People that we encounter and connect with at conferences, provide opportunities for extending our social networks from offline to online. How can users easily find and connect with the relevant people in the conference? We present Find & Connect, an application that combines proximity and homophily information. We conducted a user study and deployment of our application at the UbiComp 2011 conference, and discovered that most users found it useful for finding nearby people and making new connections. Studying the offline and online user behavior reveal that certain sessions are more conducive to greater offline and online interactions, and that users add contacts primarily due to proximity (i.e. they know each other in real life and have encountered before). These results can form the stepping stone to creating a user behavior model for offline and online.
Using grid visualization to organize visual data BIBAFull-Text 50-56
  Yan Xu; Florian Perteneder; Joanne Leong; Eva-Maria Schwaiger; Michael Haller
This paper introduces an alternative novel visualization concept to organize visual data. Our design has been guided by the goal to make information visible with uniform snapshots. After a detailed description of design implications, our interaction model is fully demonstrated within a file management prototype that utilizes the new visualization. Results from an initial evaluation proved the Grid Visualization concept offers a high degree of flexibility and provides an interesting alternative to traditional hierarchical tree-structured file and folder systems.
Only for casual players?: investigating player differences in full-body game interaction BIBAFull-Text 57-65
  Ryo Mizobata; Chaklam Silpasuwanchai; Xiangshi Ren
Full-body motion gestures enable realistic and intuitive input in video games. However, little is known regarding how different kinds of players engage/disengage with full-body game interaction. In this paper, adopting a user-typing approach, we explore player differences and their preferences in full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize three human factors that influence player engagement in full-body game interaction, i.e., the player's motivation to succeed (achiever vs. casual player), motivation to move (mover vs. non-mover), and game expertise (gamer vs. non-gamer). To explore the hypotheses, we conducted an experiment where participants were tasked with playing three different video games supporting full-body game gestures. The results suggest a significant correlation and main effect of the three factors on players' engagement. The results also suggest three important game properties that affect players' preferences: level of cognitive challenge, level of physical challenge and level of realistic interaction.
HearMe: assisting the visually impaired to record vibrant moments of everyday life BIBAFull-Text 66-69
  Yi-Hsuan Tsai; Yi-Tsen Lin; Szu-Yang Cho; Chun-Meng Cheng; Neng-Hao Yu; Hsien-Hui Tang
The auditory sense is the primary channel for the visually impaired to experience the world around them. Typically they use various recording devices, such as tape recorders and digital voice recorders, to record what they'd like to keep. In recent years, touch-screen technology with dynamic interface and portability has become an alternative for visually impaired users. However, very few recording applications are tailored for their use. In this study, we interviewed twelve visually impaired people to investigate their behaviors and needs. Based upon the data gained therefrom, we have concluded design considerations and present HearMe, a touch-based application to assist the visually impaired for recording sounds during everyday life.
Developing a serious game for cognitive assessment: choosing settings and measuring performance BIBAFull-Text 70-79
  Tiffany Tong; Mark Chignell
Gamification and serious games are becoming increasingly important for training, wellness, and other applications. How can games be developed for non-traditional gaming populations such as the elderly, and how can gaming be applied in non-traditional areas such as cognitive assessment? The application that we were interested in is detection of cognitive impairment in the elderly. Example use cases where gamified cognitive assessment might be useful are: prediction of delirium onset risk in emergency departments and postoperative hospital wards; evaluation of recovery from stroke in neuro-rehabilitation; monitoring of transitions from mild cognitive impairment to dementia in long-term care. With the rapid increase in cognitive disorders in many countries, inexpensive methods of measuring cognitive status on an ongoing basis, and to large numbers of people, are needed. In order to address this challenge we have developed a novel game-based method of cognitive assessment. In this paper, we present findings from a usability study conducted on the game that we developed for measuring changes in cognitive status. We report on the game's ability to predict cognitive status under varying game parameters, and we introduce a method to calibrate the game that takes into account differences in speed and accuracy, and in motor coordination. Recommendations concerning the development of serious games for cognitive assessment are made, and detailed recommendations concerning future development of the whack-a-mole game are also provided.
Augmenting text with multiple pictures can facilitate online information processing across language barriers BIBAFull-Text 80-86
  Xiaojuan Ma
Language is a barrier for many non-native English speaking users to benefit from huge resources of information via the Internet. Many approaches have been tried to enhance web content comprehension, including the use of pictorial support. In this paper, we present a two-step exploration of whether augmenting ordinary text content with multiple imagery representations could foster people's process of online information. The first step consisted of two studies, i.e. a food -- ingredient matching study and a treatment -- illness matching study, which evaluated the efficacy of a combination of text and pictures in facilitating information discrimination and decision making. In the second step, we assessed participants' comprehension and recall of complex scenarios in medical care for online self-diagnoses with the help of image sequences. We used non-native English speakers to resemble language barriers. Results showed that participants' performance was improved significantly with the multi-picture support when people's language skills are limited.
Eyes-free gesture passwords: a comparison of various eyes-free input methods BIBAFull-Text 89-92
  Chen Chen; Soon Hau Chua; David Chung; Simon T. Perrault; Shengdong Zhao; Wing Kei
With modern smartphones, users can access to secured applications such as e-banking, booking flight tickets, and etc. Using these applications in public areas is risky since it is easy for people around the user to peep at the password input. One way to enhance security is to enter the passwords inside one's pocket or purse in an eyes-free manner. In this paper, we designed, prototyped and evaluated four eyes-free password entry methods (Number Pad, Wheel, Stroke, and Scroll) on the iPhone. Our experiment results showed the comparative advantages of the Wheel (Figure 1b) and Stroke (Figure 1c) methods. In addition to that, guidelines and implications for designing eyes-free password entry methods are also discussed.
Effects of interface interactivity on collecting language data to power dialogue agents BIBAFull-Text 93-96
  Hao-Chuan Wang; Tau-Heng Yeo; Hsin-Hui Lee; Ai-Ju Huang; Sen-Chia Chang; Jia-Jang Tu
Conversation is one of the easiest modes of communication. Interactive dialogue agents are promising natural interfaces for people to interact with machines. The building of these agents, however, suffers from lacking quality language data for supporting the generation of conversation-like system responses. In this paper, we explore using an interactive chat bot to elicit more naturalistic language data from Chinese-speaking and English-speaking workers. We present two studies to examine the impact of interface interactivity on data quality as well as the ultimate experience of dialogue agent users. Results show that online workers preferred working with the interactive chat bot than a static questionnaire. Users speaking different languages also have different perceptions on the enjoyability of the dialogue agent powered by our data collection method.
commuCity: a social network system for the non-resident elderly in big cities in China BIBAFull-Text 97-102
  Shengfan He; Lijun Jiang; Zhelin Li; Xi Zhang
Urban non-resident elderly is an emerging population in the first and second-tier cities of China in recent years. They come to cities mostly for helping their children take care of newborn babies, but the feeling of loneliness in a strange city is a real problem for them. We undertook a qualitative study of the non-resident elderly in a metropolitan Chinese city to better understand their living conditions and how can information and communication technology potentially help them develop interpersonal relationships in a new city. Our observed needs and behavior patterns of those elderly were used to generate scenarios and based on which we proposed our design of commuCity, a system that incorporates social works of community to help better organize social activities for the newcomers of non-resident elderly.
User experience analysis on urban interaction and information service in smart city nodes BIBAFull-Text 103-109
  Sheng-Ming Wang; Chieh-Ju Huang
Numerous information communication technologies (ICTs) are adopted in urban nodes to broadcast messages, convey urban expressions, and create urban interaction for certain locations in smart city development. However, evaluation of these new applications is lacking from a user perspective. By incorporating service design, which provides a broader perspective on user needs, this study analyzes user experiences created by new urban interaction and information service at smart city nodes. Based on the participant observation method, activities, social interactions, space attributes and other related phenomena are mapped out to identify the unique strengths and limitations of this urban node. Additionally, a case study involving an installed digital signage array and floor QR code information tags near a smart city node is performed to analyze user experiences. Moreover, two perspectives on user experience are proposed. Analysis results indicate that besides developing ICT applications, user experiences of urban interaction and information service should also be incorporated in smart city development. Thus, the smart city nodes can offer more opportunities to improve the quality of interaction and service. Results of this study contribute to interdisciplinary studies involving service design, user experience analysis and smart city development.
LatentGesture: active user authentication through background touch analysis BIBAFull-Text 110-113
  Premkumar Saravanan; Samuel Clarke; Duen Horng (Polo) Chau; Hongyuan Zha
We propose a new approach for authenticating users of mobile devices that is based on analyzing the user's touch interaction with common user interface (UI) elements, e.g., buttons, checkboxes and sliders. Unlike one-off authentication techniques such as passwords or gestures, our technique works continuously in the background while the user uses the mobile device. To evaluate our approach's effectiveness, we conducted a lab study with 20 participants, where we recorded their interaction traces on a mobile phone and a tablet (e.g., touch pressure, locations), while they filled out electronic forms populated with UI widgets. Using classification methods based on SVM and Random Forests, we achieved an average of 97.9% accuracy with a mobile phone and 96.79% accuracy with a tablet for single user classification, demonstrating that our technique has strong potential for real-world use. We believe our research can help strengthen personal device security and safeguard against unintended or unauthorized uses, such as small children in a household making unauthorized online transactions on their parents' devices, or an impostor accessing the bank account belonging to the victim of a stolen device.