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IndiaHCI Tables of Contents: 1114

Proceedings of IndiaHCI'11, the 3rd International Conference on Human Computer Interaction

Fullname:Proceedings of the 3rd Indian Conference on Human Computer Interaction
Note:This is the Time
Editors:Sanjay Tripathi; K. V. Dinesha; Muralidhar Koteshwar
Location:Bangalore, India
Dates:2011-Apr-07 to 2011-Apr-10
Publisher:ACM
Standard No:ISBN: 978-1-4503-0729-1; ACM DL: Table of Contents; hcibib: IndiaHCI11
Papers:17
Pages:110
Links:Conference Website = Invalid
Summary:It is my great pleasure to welcome you to India HCI 2011, the 3rd International Conference on Computer-Human Interaction held on 7-10 April in Bangalore, Karnataka, India. Following the success of earlier India HCI conference in Mumbai (2010), the 3rd India HCI has brought researchers and practitioners together from academia and industry and has provided an excellent opportunity to exchange ideas and information related to human-computer interaction and related areas in computer and communication technologies as well as large number of practitioners and professionals from Design community. India HCI 2011 has been an important forum for scholars and practitioners in the Indian sub-continent for the latest challenges and developments in Human-Computer Interaction (HCI). India HCI 2011 is co-sponsored by the International Institute of Information Technology, Bangalore (IIIT-B) and ACM SIGCHI.
  1. Full paper
  2. Short paper

Full paper

While working around security BIBAFull-Text 1-9
  Niels Raabjerg Mathiasen; Marianne Graves Pedersen; Susanne Bødker
The title of this paper describes our work at two levels. First of all the paper discusses how users of IT deal with issues of IT security in their everyday life. Secondly, we discuss how the kind of understanding of IT security that comes out of careful analyses of use confronts the ways in which usable IT security is established in the literature. Recent literature has called for better conceptual models as starting point for improving IT security. In contrast to such models we propose to dress up designers by helping them understand better the work that goes into everyday security. The result is a methodological toolbox that helps address and design for usable and useful IT security. We deploy examples of analyses and design, carried out by ourselves and by others to fine-tune our design perspective; in particular we use examples from three current research projects.
Context-aware technology for improving interaction in video-based agricultural extension BIBAFull-Text 10-19
  Natalie Linnell; Richard Anderson; Guy Bordelon; Rikin Gandhi; Bruce Hemingway; S. B. Nadagouda; Kentaro Toyama
Our work explores how handheld technology can help mediators perform at a higher level when facilitating video material, using two novel interaction mechanisms. We describe work with Digital Green, an NGO using facilitated video for agricultural extension in rural India. During an investigation into the information needs of Digital Green facilitators we found that novice facilitators benefited from targeted information presented during the video shows. Based upon this finding, we built and field-tested two different solutions for delivering this information to the facilitator in real time during the video shows. The primary difference between the two was the mechanism used to synchronize the video with the device, allowing the user to interact with the device as an extension of the presentation system (e.g. TV/DVD player). One approach involves audio codes embedded in the video that were decoded on an Android smart phone using digital signal processing. The other approach was a custom-hardware "smart" remote control. We field tested both devices for four weeks with Digital Green facilitators in northern Karnataka, and users stopped for and discussed most of the prompts. This field test established both approaches as viable for field use and identified a number of improvements for revised devices.
Counting on your fingertips: an exploration and analysis of actions in the Rich Touch space BIBAFull-Text 20-28
  Rama Vennelakanti; Anbumani Subramanian; Sriganesh Madhvanath; Sriram Subramanian
Although multi-touch technology and horizontal interactive surfaces have been around for a decade now, there is limited understanding of how users use the Rich Touch space and multiple fingers to manipulate objects on a table. In this paper, we describe the findings and insights from an observational study on how users manipulate photographs on a physical table surface. Through a detailed video analysis based on images captured from four distinct cameras we investigate the various actions users perform, and various aspects of these actions, such as the number of fingers, the space of action, and handedness. Our investigation shows that user interactions can be described in terms of a small set of actions, and there are insightful ways in which hands are used, and number of finger used to carry out these actions. These insights may in turn be used to inform the design of future interactive surfaces, and improve the accuracy of interpreting these actions.
Cultural differences affecting quality and productivity in Western/Asian offshore software development BIBAFull-Text 29-39
  David Lee; Andy Smith; Mike Mortimer
In this paper we present the results of a survey of Western and Asian software developers focusing on cultural differences in approaches to quality and productivity. It details significant differences in approaches to both quality and productivity. In discussion, these differences are considered to be a result both of inherent cultural differences between cultures and differences in the development and structure of the relevant national software communities. Results indicate significant attitude differences in software developers not only between those working in Asia and those in the West, but also with different Asian development countries. These results have implications both for Western clients and Asian offshore vendors/partners involved in offshoring.
How are distributed groups affected by an imposed structuring of their decision-making process? BIBAFull-Text 40-46
  Anders Lorentz Lundell; Morten Hertzum
Groups often suffer from ineffective communication and decision making. This experimental study compares distributed groups solving a preference task with support from either a communication system or a system providing both communication and a structuring of the decision-making process. Results show that groups using the latter system spend more time solving the task, spend more of their time on solution analysis, spend less of their time on disorganized activity, and arrive at task solutions with less extreme preferences. Thus, the type of system affects the decision-making process as well as its outcome. Notably, the task solutions arrived at by the groups using the system that imposes a structuring of the decision-making process show limited correlation with the task solutions suggested by the system on the basis of the groups' explicitly stated criteria. We find no differences in group influence, consensus, and satisfaction between groups using the two systems.
NAPTune: fine tuning graphical authentication BIBAFull-Text 47-56
  Rohit Ashok Khot; Kannan Srinathan; Rutuja Ashok Khot
Graphical passwords are considered to be a secure and memorable alternative to text passwords. Users of such systems, authenticate themselves by identifying a subset of images from the set of displayed images. However, despite the impressive results of user studies on experimental graphical passwords schemes, their overall commercial adaptations have been relatively low. In this paper, we investigate the reasons behind the low commercial acceptance of graphical passwords and present recommendations to overcome the same. Based on these recommendations, we design a simple graphical password scheme, which we call as NAPTune. NAPTune is aimed to work as a cued recognition based graphical authentication scheme that allows users to choose both text as well as images as their password with the same underlying design and interaction. In doing so, we blend the strengths of Numbers, Alphabets and Pictures (NAP) together to effectively defeat prevalent forms of social hacking. We conducted a user study with 35 participants to evaluate the viability of our proposed design. Results of the study are encouraging which indicates that our proposed design is potentially secure and usable method of authentication.
Semiotic analysis combined with usability and ergonomic testing for evaluation of icons in medical user interface BIBAFull-Text 57-67
  Ganesh Bhutkar; Ravi Poovaiah; Dinesh Katre; Shekhar Karmarkar
In this research, we have evaluated the medical icons and iconic interfaces of touch screen ventilator systems used in Intensive Care Unit (ICU). Precise communication through iconic interface between ventilator system and medical users like physicians or nurses is critical to avoid medical errors which may cost patient's life. We have used Usability Testing, User Survey, Lexical Analysis, Semiotic Analysis, Long Distance Visibility Testing (Ergonomic aspect) in combination for evaluating the medical icons. The usability testing was performed through three icon tests -- Test without Context, Test with Context and Test with Comparison. The lexical analysis along with three dimensional analyses in terms of semantics, syntactics and pragmatics was performed. It is evident that evaluation of medical icons is very different in comparison with icons used in general software applications.
A pattern language for touch point ecosystem user experience: a proposal BIBAFull-Text 68-74
  Pramod Khambete
The construct of Touch Point, in relation to the firm-customer engagement has been defined. It is argued that there is a need to adopt a Touch Point Ecosystem perspective. A customer interacts during a sustained relationship with a firm via several Touch Points that constitute the ecosystem, to bring in focus the connectedness and evolution of Touch Points to meet changing socio-technical contexts. The challenges in designing the user interactions and resulting experience when a user interacts with the Touch Point Ecosystem need a multidisciplinary approach. Patterns and Pattern Language can provide the necessary framework in developing solutions which are rooted in the context of the problems, yet are not prescriptive. A pattern language for Touch Point Ecosystem User Experience is proposed and two examples of proposed patterns are discussed.

Short paper

Understanding industrial user experience: an excerpt from 1st International Workshop on Industrial User Experience (WIndUX 2011) BIBAFull-Text 75-78
  Mikko J. Rissanen; Kari Rönkkö; Sanjay Tripathi
This paper describes background, problem statement, discussion and results of the 1st International Workshop on Industrial User Experience organized in conjunction with IndiaHCI 2011 conference Bangalore, India. The workshop focused on discussing what user experience is in the context of hardware and software products in the heavy industry and how it could be measured. The main finding of this workshop is the understanding that in the larger context of the industry, user experience cannot focus only on individual users as in consumer domains. Several organizational aspects come into play in industrial user experience, which requires novel development approaches that could be built on human factors, industrial design, software user experience as well as the traditional engineering traditions.
An exploration of gesture-speech multimodal patterns for touch interfaces BIBAFull-Text 79-83
  Prasenjit Dey; Sriganesh Madhvanath; Amit Ranjan; Suvodeep Das
Multimodal interfaces that integrate multiple input modalities such as speech, gestures, gaze, and so on have shown considerable promise in terms of higher task efficiency, lower error rates and higher user satisfaction. However, the adoption of such interfaces for real-world systems has proved to be slow, and the reasons may be both technological (e.g. accuracy of recognition engines, fusion engines, authoring) as well as usability-related. In this paper, we explore a few patterns of "command and control" style multimodal interaction (MMI) using touch gestures and short speech utterances. We then describe a multimodal interface for a photo browsing application and a user study to understand some of the usability issues with such interfaces. Specifically, we study walk-up use of multimodal commands for photo manipulations, and compare this with unimodal multi-touch interactions. We observe that there is a learning period after which the user gets more comfortable with the multimodal commands, and the average task completions times reduce significantly. We also analyze temporal integration patterns of speech and touch gestures. We see this as the first of many studies leading to more detailed understanding of user preferences and performance for using MMI, which can help inform the judicious use of MMI in designing interactions for future interfaces.
Designing an efficient virtual keyboard for text composition in Bengali BIBAFull-Text 84-87
  Soumalya Ghosh; Sayan Sarcar; Debasis Samanta
Recent advancement in communication and information technology (ICT) flourishes the computing and handheld devices in urban and rural areas in India. Now people all over the world communicate each other using hand-held digital gadgets like PDA, cell phone etc. in addition to desktop PC and laptop. But, text entry task remains critical in English as well as Indian languages. Moreover, non-availability of standard mechanism in Indian languages makes obstruction in better text composition. Text entry through standard hardware keyboard is not viable in many digital gadgets because of size, mobility restriction etc. As an alternative to hardware keyboard, virtual keyboard based text entry has been advocated with easy to personalize, low cost and user friendliness. This paper proposes an approach to design a virtual keyboard for text entry in Bengali language. The proposed approach can be extended to other Indian languages with a minor modification.
Exploring pressure as an alternative to multi-touch based interaction BIBAFull-Text 88-92
  Dinesh Mandalapu; Sriram Subramanian
Pressure is a useful medium for interaction as it can be used in different contexts such as for navigating through depth in 3-D, for time-series visualizations, and in zoomable interfaces. We propose pressure based input as an alternative to repetitive multi-touch interactions, such as expanding/pinching to zoom. While most user interface controls for zooming or scrolling are bidirectional, pressure is primarily a one-way continuous parameter (from zero to positive). Human ability to control pressure from positive to zero is limited but needs to be resolved to make this medium accessible to various interactive tasks. We first carry out an experiment to measure the effectiveness of various pressure control functions for controlling pressure in both directions (from zero to positive and positive to zero). Based on this preliminary knowledge, we compare the performance of a pressure based zooming system with a multi-touch expand/pinch gesture based zooming system. Our results show that pressure input is an improvement to multi-touch interactions that involve multiple invocations, such as the one presented in this paper.
KLM operator values for rural mobile phone user BIBAFull-Text 93-96
  Prabhath Gokarn; Kushal Gore; A Devanuj; Pankaj Doke; Sylvan Lobo; Sanjay Kimbahune
Keystroke-Level Model (KLM) is a simplified cognitive modelling technique. The value of KLM operators have been defined for keyboard/mouse based interaction and literate western users. We conjectured that the values of the operators, especially the mental operator, would change for semi-literate Indian users using mobile phones, given their diversity. We have conducted tests with two user groups -- highly literate and semi-literate, to derive KLM operators. We discovered that the values of all the operators remain unaffected by literacy levels. However, the mental operator still varies according to the complexity of the interface. While performing the analysis we also discovered certain qualitative aspects of mobile based interactions which we have shared in this paper. Our findings would aid the upcoming rural mobile application HCI industry in India.
MozArt: an immersive multimodal CAD system for 3D modeling BIBAFull-Text 97-100
  Anirudh Sharma; Sriganesh Madhvanath
3D modeling has been revolutionized in recent years by the advent of computers. While computers have become much more affordable and accessible to the masses, computer modeling remains a complex task involving a steep learning curve and extensive training. In this paper we describe the MozArt Table, our effort to redefine the interface for computer modeling to make it more accessible to lay users. We have explored both the hardware and software aspects of the interface, specifically, the use of intuitive speech commands and multitouch gestures on an inclined interactive surface. The paper describes our approach, hardware setup and the technology used to make it work.
SpellBound: a tangible spelling aid for the dyslexic child BIBAFull-Text 101-104
  Sumit Pandey; Swati Srivastava
SpellBound is an interactive learning aid for Dyslexic children. It aims at developing an integrated approach towards learning spellings in the English language. The approach is based on the theory of "Multiple Intelligence" for teaching letters and consequently connecting them to make words with associated meaning, to dyslexic children of the age 8-12 years. It is an activity based learning aid which uses color, visuals, and tangible shapes as assets in the process of teaching basic English vocabulary to dyslexic children. It teaches writing alphabets and spellings through visuals and making shapes in a sequential manner.
   This paper presents the research process, user feedback and the iterative development of the concept. It elaborates on Spellbound's architecture and interactions and the learning possibilities it generates.
An overview of HCI research and usability maturity in India: an industrial perspective BIBAFull-Text 105-106
  Sanjay Tripathi
In this position paper, I am describing the status of usability maturity in Indian industry including IT and non-IT industry. This paper also covers the usability maturity in Indian industry and its relevance to the possibility of promoting human computer interaction community in Asian region.
A neurocomputational model of visual selective attention for human computer interface applications BIBAFull-Text 107-110
  Kleanthis C. Neokleous; Marios N. Avraamides; Costas K. Neocleous; Christos N. Schizas
An overview of a neurocomputational model of visual selective attention that has been properly implemented is presented in this report. We briefly explain the basic components and neural interactions that comprise the model and we discuss its possible applications for human computer interaction.