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MIDI Tables of Contents: 1314

Proceedings of the 2013 International Conference on Multimedia, Interaction, Design and Innovation

Fullname:Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation
Editors:Marcin Sikorski; Krzysztof Marasek
Location:Warsaw, Poland
Dates:2013-Jun-24 to 2013-Jun-25
Publisher:ACM
Standard No:ISBN: 978-1-4503-2303-1; ACM DL: Table of Contents; hcibib: MIDI13
Papers:22
Links:Conference Website
  1. Preface
  2. Keynote
  3. Methods and concepts
  4. Innovations in developing interactive products
  5. User-based studies
  6. Services, education and creativity
  7. Prototyping and testing

Preface

Foreword BIBAFull-Text 1
  Krzysztof Marasek; Marcin Sikorski
Recent developments in Information Technology (IT), combined with advances in multimodal interaction have allowed for rapid development of mobile computing, resulting in handheld devices and on-line services being a natural part of everyday life. As a result, the current focus of interaction design in research and in practice has changed, too.

Keynote

Design isn't a shape and it hasn't got a centre: thinking BIG about post-centric interaction design BIBAFull-Text 2
  Gilbert Cockton
In this paper in support of a keynote presentation at MIDI 2013, I compare three major design paradigms and their commitments to 'centric' design activities through analyses of their Abstract Design Situations, which differ in their commitment to making and co-ordinating various types of design choices. Combining existing design paradigms provides new post-centric opportunities for design that are Balanced, Integrative and Generous (BIG). To realise these opportunities in design work, we need to provide support via re-usable resources, and guidance on development and use of local resources to realise a balanced range of integrated functions. Abstract Design Situations and Resource Functions are core concepts within the Working to Choose (W2C) framework, a systematic conceptual structure that supports analysis, assessment and improvement of design work.

Methods and concepts

The evaluation of interface aesthetics BIBAFull-Text 3
  Mati Mõttus; Maarja Pajusalu; David Lamas; Rui Torres
There are many factors that contribute towards good user experience (Roto, Law, Vermeeren and Hoonhout, 2011). These factors include the content and its organization, the functionality and features, the information and interaction design, as well as the visual design (Garett, 2002; Morville's, 2004; and Hassenzahl, 2005).
   This paper builds on the contribution of visual design into user experience as grounds to tackle the assessment of visual aesthetics evaluation methods. The intention of the study is to test objective and subjective evaluation methods with the same objects for comparison. Finding out the correlations between the objective and subjective evaluation results enables the usage of computerized image analysis for the purposes of evaluating aesthetics. The work reported in this paper thus contributes towards identifying a suitable objective method for a mathematical description of beauty.
Activity or product?: drawing and HCI BIBAFull-Text 4
  Stanislaw Zabramski; Wolfgang Stuerzlinger
Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.
Facilitation of sustainability through appropriation-enabling design BIBAFull-Text 5
  Arman Arakelyan; David Lamas
We propose that sustainable interaction design can benefit from the notion of appropriation-enabling design in the sense that designing for appropriation can promote renewal and reuse of software and hardware artifacts. To this end, we establish the relation between sustainable interaction design and appropriation, identify three appropriation-enabling design challenges, suggest tentative solutions to them and assess an existing system to illustrate effects of certain appropriation-enabling design decisions on overall system sustainability. We propose that the perspective propagated by us can further HCI paradigms that allow for appropriative interaction, thus helping to sustain computing resources by promoting the prolonged use of software artifacts. This approach is based on the assumption that prolonged use of software solutions will ultimately lead to the longevity of the hardware artifacts on which they operate.
On explaining intuitiveness of software engineering techniques with user experience concepts BIBAFull-Text 6
  Anna Bobkowska
This paper attempts to explain intuitiveness of software engineering techniques with user experience (UX) concepts. It describes a model of relationships between intuitiveness of software techniques and refined understanding of UX for software technology. It covers both intuitiveness at the starting point and the dynamics of transforming episodic UX to cumulative UX and perception of intuitiveness. Then, it discusses potential application of this model. Finally, it presents examples of explanations resulting from the model.
Shall we care about the user's feelings?: influence of affect and engagement on visual attention BIBAFull-Text 7
  Cezary Biele; Krzysztof Krejtz; Agata Kopacz
The present paper aims at describing the concept of how the interaction with computer devices may benefit from joint input of users emotional state and his/her eye movements characteristics. We claim that emotions regulate visual attention, changing its formal characteristics and thus in turn influence the user's behaviour. We hypothesised that during interaction with an interface, positive mood will enhance exploratory eye movements. Participants of the study completed positive or neutral mood induction procedure followed by free viewing of classical paintings on computer screen. During the whole experimental procedure, the users' eye movements as well as their brain activity were recorded. Results confirm that positive mood changes the dynamics of visual attention. When completing a computer task, people's eye movements indicate shift from ambient toward more focal attention mode. However, positive mood slows down that process, fostering visual exploration of the presented stimuli. Obtained results are discussed in the context of self-adaptive user interfaces idea suggesting that the information about the users' emotional state together with visual attention characteristics and gaze information could be used as an input channel in order to create better user experience.

Innovations in developing interactive products

End-user software development: tool support for mobile data collections BIBAFull-Text 8
  Mathias Kühn; Peter Forbrig; Anke Dittmar
Creating mobile applications is a process of device-specific programming. In this way new devices ask for new solutions. Additionally, experts with programming skills are necessary. There is an urgent need for more efficient approaches. Abstract specifications for domain-specific areas in combination with tool support for end-user development seem to be a solution. This paper presents an approach that is grounded on model-based techniques and is focused on the domain of data collection. The language UsiXML and corresponding platform-dependent interpreters allow to run specifications on different devices. A set of tools will be introduced that supports the creation of model-based user interface specifications. Additionally, the distribution to different devices is supported. In combination all these tools enable end-users to create applications in their domain of data collection.
Gesture tracking and recognition in touchscreens usability testing BIBAFull-Text 9
  Kamil Cichon; Janusz Sobecki; Jerzy M. Szymanski
In this paper we present a tool for gathering touchscreen data for usability analysis. Touchscreens are becoming the most popular input/output devices mainly because of increasing number of smartphones and tablets. As the interaction with touchscreens differs from interaction using standard devices such as mouse or touchpad it is necessary to deliver special tools for data gathering and methods for usability analysis.
Tangible tabletops for emergency response: an exploratory study BIBAFull-Text 10
  Andreas Kunz; Ali Alavi; Jonas Landgren; Asim Evren Yantaç; Pawel Wozniak; Zoltán Sárosi; Morten Fjeld
Effective handling of location-based data is important to emergency response management (ERM). Expert team members co-located around maps typically discuss events while drawing freeform areas or while using physical placeholders representing incidents. Key ERM functions are filtering data, selecting information recipients, searching datasets, drawing time-dependent freeform areas, and zooming in on one region while leaving others unchanged. Under time pressure the mouse and keyboard could be insufficient; intuitive graspable solutions, such as tangible user interfaces (TUIs), may be better suited for ERM. We present CoTracker, a tangible tabletop system with expected potential for ERM teamwork. On an interactive map expert team members can discuss an operational picture using TUIs like bricks, frames, and pens. With the participation of domain experts for cognitive walk-through studies, we examined how generic and specialized TUIs can support ERM-related functions. We present some insights into the design of ERM-focused tangible tabletops.
Effects of working memory capacity on users' search effort BIBAFull-Text 11
  Jacek Gwizdka
We examined user behavior on information search tasks at two levels of complexity. Users were divided into two groups according to their working memory span (WM). The results show that in more demanding task conditions both user groups change behavior, but they differ in how they change it. High-WM user performed more actions to find more information, while low-WM users changed their behavior by significantly decreasing the number of documents they visited.

User-based studies

Brightness contrast in stereoscopic 3D perception BIBAFull-Text 12
  Jason S. Kao
This paper discusses the effect of brightness contrast on stereoscopic 3D (S3D) perception from a psychophysical viewpoint. It considers the way in which S3D perception is influenced by different decisions of brightness contrast, and identifies the thresholds of S3D perception in several brightness adjustments, which can provide guidance during colouring decisions for S3D imaging. In particular, different levels of brightness are tested on foreground and background objects to build brightness contrast in computer graphic scenes. Psychophysical trials are utilized to examine the thresholds of observers' depth perception. A polarised projection system is built for stereoscopic viewing and the image stimuli are rendered from stereoscopic virtual cameras by renowned 3D film making programme during experiments. The data indicates that it was able to provide a significant effect over the brightness adjustments in controlling the perceived depth in stereoscopic perception, and darker object in foreground with brighter object in background result stronger stereoscopic 3D perception.
Online stores' credibility: the moderating role of customers' gender and self-efficacy BIBAFull-Text 13
  Igor Garnik; Beata Basinska
The evaluation of online stores' credibility by customers in regard of gender and self-efficacy is presented. Two groups of attributes, usability and informational content, were characteristics of credibility. The survey involved students as representatives of the largest group of the Internet users. As shown by the results obtained, the informational content of online stores (such as recommendations) and its professionalism was valued higher by women than by men. The evaluation of credibility attributes was not affected by customers' self-efficacy. The moderating role of gender and self-efficacy was revealed in the evaluation of unprofessionalism. These results may be applied for designing the informational content of online stores.
In situ observations of non-verbal emotional behaviours for multimodal avatar design in e-commerce BIBAFull-Text 14
  Abdullah A. M. Al Sokkar; Effie Lai-Chong Law
This paper reports an empirical study on non-verbal emotional behaviours -- facial expressions and body gestures -- with the ultimate goal of informing the design of multimodal avatars with authentic emotional expressions for e-commerce websites. In the study 12 salespersons were observed when they were interacting with 29 customers in two furniture retail shops. To facilitate the observational process, we developed a template called NEBOT with a set of common facial expressions and body gestures in human-human communications. Results indicate that neutral facial expressions were more frequently used than expected. Implications for improving the template as a research tool in other contexts and for designing avatars for e-commerce websites are inferred.
A sample of technology substitution BIBAFull-Text 15
  Ilya Shmorgun; Mattias Saks; David Lamas
We increasingly have access to a multitude of digital services and devices, which are used to mediate our activities. This paper provides an overview of various mediators currently being used and continuously substituted and describes the circumstances under which this happens.

Services, education and creativity

A dialogue with a virtual imaginary interlocutor as a form of a psychological support for well-being BIBAFull-Text 16
  Agata Pasikowska; Abolfazl Zaraki; Nicole Lazzeri
Computer, tablet and smartphone are tools that increasingly accompany us during everyday activities. Given the booming use of the virtual reality and the wide range of people who have access to it, people are increasingly presented with an online alternative to the support of professionals, therapeutic groups organized by healthcare institutions, or significant others (such as family, friends and colleagues). This can be used as a tool for personal development and to cope with stress. Our research program includes creating a virtual reality application to sustain well-being and improve quality of life. It assumes that avatars, representations of a person in the cyberspace, will provide support in the form of a virtual conversation. Dialogue with an imaginary person is as a supportive technique in a stressful situation as creating the list of solutions and on a long term period it can create a specific way to reach the desired change.
The effects of GUI on users' creative performance in computerized drawing BIBAFull-Text 17
  Stanislaw Zabramski; Vita Ivanova; Guo Yang; Nur Gadima; Rathakan Leepraphantkul
This paper presents the results of an empirical comparative study investigating how the outcomes of a computerized figural creativity test are affected when the participants use two different versions of the Graphical User Interface (GUI) on a mouse-operated desktop PC. The results show that participants get insignificantly lower creativity scores with the elaborated GUI, contrary to the GUI that has no visual artifacts available and offers more similar user experience to pen and paper, even though they spend significantly more time on drawing with the elaborated one. That phenomenon is expected to contribute to the cumulative effect of GUI and input method noticed by previous research. That implies that creative drawing and testing should be carefully introduced into computer-based environments.
Prototyping: is it a more creative way for shaping ideas BIBAFull-Text 18
  Joanna Pniewska; Weronika T. Adrian; Anna Czerwoniec
Prototyping is an important phase during development of innovative solutions. Iterative design process and testing prototypes with users may highly improve the final result. Design Thinking methodology developed in Silicon Valley is widely recognized and used in many successful companies as a method to foster creativity and innovation. The paper presents selected case studies from Polish universities, where Design Thinking and prototyping have been introduced.
Teaching augmented reality in practice: tools, workshops and students' projects BIBAFull-Text 19
  Marcin Wichrowski
Increasing popularity of Augmented Reality (AR) and easy access to new software for creating projects using this technology leads to considerations how to integrate it with the students' assignments/projects and encourages us to check potential of it in the academic world. The first part of this paper gives a brief description of the AR technology, requirements needed for using AR, and the preparation process. The second part presents various editors, applications, tools and developing environments for teaching AR, useful in IT and art areas. It focuses on projects prepared by the students of Computer Science and New Media Art in the Polish-Japanese Information Technology, and also on projects created during AR workshops. The main goal of this paper is to present ideas and suggestions concerning applying AR technology to students' works based on the experience of the author, and final results are also shown.

Prototyping and testing

Interactive geolocation system enhancing user-vendor relationship in automotive services BIBAFull-Text 20
  Slawomir Ostrowski
Geolocation technology is an important element of services in the twenty-first century. The author describes a concept and a case study which presents the conceptual design process of an application for automotive mobile services. This application is aimed to create and enhance positive relationship between the customer and the service provider, both using mobile technologies and geolocation.
The impact of end-user participation in IT projects on product usability BIBAFull-Text 21
  Krzysztof Redlarski
Many companies implementing new IT projects encounter numerous problems with ensuring good final product usability. The strong market competition they experience often results in necessity of undertaking difficult decisions with regard to cost minimization. This may force cuts in usability expertise and consulting, most often by limiting end-user participation in the project. However, it may also result in serious consequences for the final quality of the product being developed.
   The paper discusses the outcomes of a study conducted among Polish companies. The core analysis includes conclusions from a study done with fifteen IT project managers on end-user participation and their impact on the final product usability.
Testing strategies for evaluation of user interfaces in SOA-based systems BIBAFull-Text 22
  Piotr Chynal
This paper presents a research that was conducted to determine the best techniques and testing strategies for user interface evaluation of SOA-based systems. Although we can find many articles on, for example, the design of web services, few guidelines exist on user interfaces and their usability for SOA-based systems. To achieve our goal we have performed various tests to determine which evaluation techniques are most suitable for such systems. The tests were conducted on a system which was created at our university -- Platel. As a result we came up with a set of most effective techniques for user interface evaluation, and some guidelines for testing strategies, for SOA-based systems.