[1]
Toward Private and Independent Accessible Write-In Voting: A Multimodal
Prediction Approach
Accessible Security and Voting
/
Dawkins, Shanee
/
Eugene, Wanda
/
Abegaz, Tamirat
/
Gilbert, Juan E.
UAHCI 2015: 9th International Conference on Universal Access in
Human-Computer Interaction, Part IV: Access to the Human Environment and
Culture
2015-08-02
v.4
p.171-181
Keywords: Accessibility; Universally usable interfaces; Electronic voting systems;
Multimodal interaction; Text prediction
© Copyright 2015 Springer International Publishing Switzerland
Summary: The overall objective of this research is to design a multimodal system to
write-in a candidate's name that addresses the issues of time, privacy, and
accessibility. In order to determine if these issues were met, the design is
analyzed and compared against alternate methods of writing-in a candidate's
name. An experiment was performed to assess two aspects of the multimodal
system: speech interaction and switch interaction. The research intends to
capture and analyze the efficiency and effectiveness of writing-in a
candidate's name anonymously through multimodal interactions. Though the
essence of this research embodies universal of design for everyone everywhere,
the design and experiments put forth in this paper will focus on the U.S.
voting population.
[2]
User Experience Evaluation Towards Cooperative Brain-Robot Interaction
HCI Design and Evaluation Methods and Tools
/
Crawford, Chris S.
/
Andujar, Marvin
/
Jackson, France
/
Remy, Sekou
/
Gilbert, Juan E.
HCI International 2015: 17th International Conference on HCI, Part I: Design
and Evaluation
2015-08-02
v.1
p.184-193
Keywords: Cooperative brain-robot interaction; Brain-computer interface; User
experience; Human-computer interaction
© Copyright 2015 Springer International Publishing Switzerland
Summary: Brain-Robot Interaction (BRI) research has mainly focused on analyzing
system's performance through objective data. Recently research on
Brain-Computer Interfaces (BCI) has begun moving towards applications that go
beyond the lab and medical settings. To create successful BRI applications in
the future for healthy users User Experience (UX) should be evaluated
throughout the development process. This paper discusses single and cooperative
BRI systems and analyzes affective and objective task performance data
collected while cognitively controlling a robot. Also this paper discusses how
this approach can benefit future research on the usability of BRI applications.
[3]
A User Study of Netflix Streaming
Emotional and Persuasion Design
/
Jackson, France
/
Amin, Rahul
/
Fu, Yunhui
/
Gilbert, Juan E.
/
Martin, James
DUXU 2015: Fourth International Conference on Design, User Experience, and
Usability, Part I: Design Discourse
2015-08-02
v.1
p.481-489
Keywords: Perceived video quality; Internet video streaming; HTTP-based adaptive
streaming; Simulation modeling; Home network; Video performance assessment;
User-Experience assessment
© Copyright 2015 Springer International Publishing Switzerland
Summary: Netflix and Hulu are examples of HTTP-based Adaptive Streaming (HAS). HAS is
unique because it attempts to manage the user's perceived quality by adapting
video quality. Current HAS research fails to address whether adaptations
actually make a difference? The main challenge in answering this is the lack of
consideration for the end user's perceived quality. The research community is
converging on an accepted set of 'component metrics' for HAS. However,
determining an objective Quality of Experience (QoE) estimate is an open issue.
A between-subject user study of Netflix was conducted to shed light on the
user's perception of quality. We found that users prefer to receive lower video
quality levels first with marginal improvements made over time. Currently,
content providers switch between the highest and lowest level of quality. This
paper seeks to explain a better method that led to higher user satisfaction
based on Mean opinion score values (MOS).
[4]
Designing for the Naturalistic Driving Experience
Designing the Driving Experience
/
Eugene, Wanda
/
Dunbar, Jerone
/
Nolan, Alison
/
Gilbert, Juan E.
/
Hendrix, Renesha L.
DUXU 2015: Fourth International Conference on Design, User Experience, and
Usability, Part III: Interactive Experience Design
2015-08-02
v.3
p.439-449
Keywords: Naturalistic driving study; Road safety; Transportation; Distracted driving;
Design guidelines
© Copyright 2015 Springer International Publishing Switzerland
Summary: We designed a naturalistic driving study to compare voice-texting
alternatives. The design accounts for the nuances we have discovered through
research in our simulations studies and through the literature. We then
conducted a pilot study to gauge the practice implications of our design. In
this paper, we present the problems we encountered, solutions we developed, and
other challenges faced in moving from a simulator experience to a real-world
naturalistic study. Leveraging these findings, we put forth a set of design
principles that will inform future research endeavors and provide instructions
for conducting naturalistic driving studies. We hope this research serves as a
comprehensive design guide for an effective naturalistic distracted driving
study.
[5]
Using Cr-Y Components to Detect Tongue Protrusion Gestures
WIP Theme: Gesture and Multimodal
/
Crawford, Chris S.
/
Bailey, Stephen W.
/
Badea, Carmen
/
Gilbert, Juan E.
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1331-1336
© Copyright 2015 ACM
Summary: This work in progress paper presents a method of detecting tongue protrusion
gestures by utilizing the tongue's color and texture characteristics. By taking
advantage of recent advances in computer vision, the presented implementation
enables real-time tongue gesture detection using only the video stream provided
by a standard web camera. Tongue gesture detection functionality has the
potential to supplement user interaction and provide for an immersive
experience in applications such as games or video communication applications.
It could also aid communication for mobility-impaired users. In this paper we
describe the process of using YCbCr color space manipulation and a support
vector machine to detect left, right, and downward tongue protrusions in
real-time.
[6]
Towards Analyzing Cooperative Brain-Robot Interfaces Through Affective and
Subjective Data
HRI Pioneers -- Poster Session 3
/
Crawford, Chris S.
/
Gilbert, Juan E.
Extended Abstracts of the 2015 ACM/IEEE International Conference on
Human-Robot Interaction
2015-03-02
v.2
p.231-232
© Copyright 2015 ACM
Summary: Several single-user Brain-Computer Interface (BCI) systems currently exist.
These systems are often used to provide input to robots. Although these systems
are useful with some applications they often cause issues such as high
cognitive workloads and fatigue. The presented research investigates an
alternative approach, which consists of dividing cognitive tasks amongst
multiple users. The primary goal of this research is to investigate the
effectiveness of cooperative Brain-Robot Interfaces (cBRI) by analyzing
affective data (engagement) provided by a BCI device and subjective data
collected from participants.
[7]
Evaluating Engagement Physiologically and Knowledge Retention Subjectively
through Two Different Learning Techniques
HCI in Learning and Education
/
Andujar, Marvin
/
Ekandem, Josh I.
/
Gilbert, Juan E.
/
Morreale, Patricia
HCI International 2013: 15th International Conference on HCI, Part II:
Applications and Services
2013-07-21
v.2
p.335-342
Keywords: Emotions in HCI; Brain-Computer Interface; Passive BCI
© Copyright 2013 Springer-Verlag
Summary: This paper describes the findings of a replication study conducted at a
different location. This study measures the engagement level of participants
objectively from two learning techniques: video game and handout (traditional
way of learning). This paper may help other researchers design their own
Brain-Computer Interface study to measure engagement. In addition, the results
of this paper shows a correlation analysis between Engagement (measured
physiologically) and knowledge measurement (subjective data). Further, this
paper describes briefly the limitations of the Emotiv non-invasive EEG device,
which may help researchers and developers understand the device more.
[8]
Assessing the Impact of Latency and Jitter on the Perceived Quality of Call
of Duty Modern Warfare 2
User Studies
/
Amin, Rahul
/
Jackson, France
/
Gilbert, Juan E.
/
Martin, Jim
/
Shaw, Terry
HCI International 2013: 15th International Conference on HCI, Part III:
Applications and Services
2013-07-21
v.3
p.97-106
Keywords: Online Gaming; First Person Shooter Games; Network Impairment; Quality of
Experience
© Copyright 2013 Springer-Verlag
Summary: Jane McGonigal stated in her 2010 TED Talk that humans spend 3 billion hours
a week playing video games around the planet. Americans alone devote 183
million hours per week to gaming. With numbers like these, it's no wonder why
end user demands for bandwidth have increased exponentially and the potential
for network congestion is always present. We conduct a user study that focuses
on the question: "How much network impairment is acceptable before users are
dissatisfied?" In particular, the main objective of our study is to measure a
gamer's perceived Quality of Experience (QoE) for a real-time first person
shooter (FPS) online game Call of Duty Modern Warfare 2 in presence of varied
levels of network congestion. We develop a Mean Opinion Score (MOS) metric to
determine each gamers' QoE. We investigate the following hypothesis: The
gamers' perceived QoE correlates to their skill level.
[9]
Balloting: Speeding Up the Voting Process
Web and Social Media
/
Lola, Pascal
/
Eugene, Wanda
/
Hall, Phillip
/
Gilbert, Juan E.
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part II
2013-07-21
v.7
p.373-377
Keywords: Electronic Voting Systems; Multimodal Systems; Human Computer Interaction;
Evaluation
© Copyright 2013 Springer-Verlag
Summary: Long wait times at the voting polls has grown to be one of the biggest
issues in the United States (U.S.) voting process. To address this issue,
Balloting is presented as part of a solution to speed up the voting process.
The Balloting process gives the voter an opportunity to electronically mark a
ballot at his/her convenience, print the completed ballot in the form of a
Quick Response (QR) code, and on Election Day, the voting machine is used to
scan the voter's QR code, which brings up the voter's prior completed ballot
for review and modification before officially casting the ballot. A preliminary
study was conducted to measure the efficiency of Balloting compared to other
methods of voting. As hypothesized, the study revealed that Balloting
significantly reduced voting time, which consequently reduces long wait times
at the voting polls.
[10]
Let's learn!: enhancing user's engagement levels through passive
brain-computer interfaces
Learning
/
Andujar, Marvin
/
Gilbert, Juan E.
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.703-708
© Copyright 2013 ACM
Summary: This work in progress paper describes a proof-of-concept that explores the
question: "Can users retain more information by incrementing their reading
engagement physiologically?" This may help users to better learn the material
even when it is uninteresting. Further, this paper explains how using
Brain-Computer Interfaces can be used to measure/capture the engagement levels
of a user while he or she is performing a task, in this case reading. Also this
explores, how beneficial it may be for reading engagement physiologically to
deliver the best reading experience.
[11]
A Study of Admissions Software for Achieving Diversity
The Intersections of Technosciences and Social Justice
/
Gilbert, Juan E.
/
Johnson, Andrea E.
PsychNology Journal
2013
v.11
n.1
p.67-90
Keywords: admissions software, diversity, holistic review, affirmative action,
preferences
© Copyright 2013 Authors
Summary: In the face of legal and social challenges to affirmative action, many
schools and programs are withdrawing from their efforts to create or support
initiatives that allow racial/ethnic consideration to be given to applicants.
This shift may allay fears of bias against majority groups but it also has the
potential to disenfranchise some students and programs and leave them without
the programs that help create opportunities and diversity at institutions of
higher learning. This study examines the use of a software package,
Applications Quest, as a possible alternative to aid admissions committees in
providing clear, equitable, and reproducible policies in admissions processes.
Rather than focus exclusively on race, Applications Quest creates a measure of
"holistic diversity" that allows equal weight to many factors that contribute
to a more diverse student population. A major research university in the South,
Experiment University (EU) was enlisted to see if Applications Quest could
produce a pool of applicants with the same academic achievement levels as the
EU admissions selection committee while increasing holistic diversity using the
requirements set forth by the committee. The results of the study show that
Applications Quest was able to recommend a more diverse applicant pool than the
EU admissions selection committee while meeting the same academic achievement
levels in a fraction of the time using the same academic criteria.
[12]
Hey, that's not who I voted for!: a study on touchscreen ballot design
Features
/
Gilbert, Juan E.
/
Martin, Aqueasha M.
/
Rogers, Gregory
/
McClendon, Jerome
/
Ekandem, Josh
interactions
2012-11-01
v.19
n.6
p.34-39
© Copyright 2012 ACM
[13]
Virtual agents in retail web sites: Benefits of simulated social interaction
for older users
/
Chattaraman, Veena
/
Kwon, Wi-Suk
/
Gilbert, Juan E.
Computers in Human Behavior
2012-11
v.28
n.6
p.2055-2066
Keywords: Virtual agents
Keywords: Online retailing
Keywords: Older users
Keywords: Patronage intent
Keywords: Social support
Keywords: Trust
© Copyright 2012 Elsevier Ltd.
Summary: This study investigates the benefits of simulated social interaction (social
presence) through virtual agents for older users' experience in retail Web
sites, particularly with respect to age-related barriers to the adoption of
online retailing. In Study 1, through four focus group interviews, we
identified six social-psychological barriers to the adoption of online shopping
among older users (mean age of 73 years). These included barriers relating to
perceived risks, trust, social support, familiarity, experience, and search. In
Study 2, a laboratory experiment with older users (mean age of 69 years)
demonstrated that embedding a virtual agent that serves search and
navigational/procedural support functions in the online store leads to
increased perceived social support, trust, and patronage intention for the
online store. Mediational analyses further revealed that the effect of virtual
agents: (1) on trust is mediated by perceived social support; and (2) on
patronage intentions is mediated in part by trust and perceived risks. The
study provides important implications on the design of virtual agents for older
users of e-commerce applications, and on building online trust and e-service
patronage through virtual agents.
[14]
INTERNET
Clemson University Human Centered Computing PhD
/
Gilbert, Juan
2012-07-31
United States, South Carolina, Clemson
Clemson University
Keywords: human computer interaction centered computing HCI HCC
Languages: English
Summary: Clemson University has recently created a HCC PhD program, that allows
diverse students obtain a PhD with elements of Computer Science, HCI design,
HCI studies, and other fields (Psychology, Industrial Design, etc).
[15]
Older User-Computer Interaction on the Internet: How Conversational Agents
Can Help
Avatars and Embodied Interaction
/
Kwon, Wi-Suk
/
Chattaraman, Veena
/
Shim, Soo In
/
Alnizami, Hanan
/
Gilbert, Juan E.
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part II: Interaction Techniques and Environments
2011-07-09
v.2
p.533-536
Keywords: Conversational agent; older users; Internet; interaction
Copyright © 2011 Springer-Verlag
Summary: Using a qualitative study employing a role-playing approach with human
agents, this study identifies the potential roles of conversational agents in
enhancing older users' computer interactions on the Internet in e-commerce
environments. Twenty-five participants aged 65 or older performed a given
shopping task with a human agent playing the role of a conversational agent.
The activity computer screens were video-recorded and the participant-agent
conversations were audio-recorded. Through navigation path analysis as well as
content analysis of the conversations, three major issues hindering older
users' Internet interaction are identified: (1) a lack of prior computer
knowledge, (2) a failure to locate information or buttons, and (3) confusions
related to meanings of information. The navigation path analysis also suggests
potential ways conversational agents may assist older users to optimize their
search strategies. Implications and suggestions for future studies are
discussed.
[16]
Applying the NSF broader impacts criteria to HCI research
SIG
/
Gilbert, Juan E.
/
Burnett, Margaret
/
Ladner, Richard E.
/
Rosson, Mary Beth
/
Davis, Janet
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.459-462
© Copyright 2011 ACM
Summary: Broader impacts emerged as a major concern in a recent evaluation of the
Division of Computer and Network Systems (CNS) at the U.S. National Science
Foundation (NSF). Evaluators found that the intellectual merit contributions
from the CNS investigators were strong, but broader impacts could (and should)
be improved [10]. As a result, a summit was held in Washington, D.C., to
clarify and strengthen the broader impacts criteria for computing research [4].
In this SIG meeting, we will discuss the outcomes of this summit, with
particular attention to broader impacts in human-computer interaction research.
[17]
Accessible voting: one machine, one vote for everyone
Video night presentations
/
Gilbert, Juan E.
/
Ekandem, Joshua I.
/
Darnell, Shelby S.
/
Alnizami, Hanan
/
Martin, Aqueasha M.
/
Johnson, Wanda
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.517-518
© Copyright 2011 ACM
Summary: The video for Accessible Voting shows a novel technology that allows private
and secure voting to people with disabilities who have previously not had the
same access to voting equipment as the common voter. Since the inception of
elections and election technologies, all segments of the voting population have
never been granted equal access, privacy and security when voting. Voting
technology today has not addressed the issues that disabled voters are
confronted with at the polls. Because approximately 17% of the voting
population is disabled, their issues should be handled with a solution geared
towards their needs. Disabled voters need to be able to cast their vote without
the assistance of others. The Prime III multimodal voting system addresses
these issues. The video illustrates the use of the Prime III system and how it
allows disabled voters to use the same system as those without disabilities.
[18]
Voice interfaced vehicle user help
Speech and sound
/
Alvarez, Ignacio
/
Martin, Aqueasha
/
Dunbar, Jerone
/
Taiber, Joachim
/
Wilson, Dale-Marie
/
Gilbert, Juan E.
AutomnotiveUI 2010: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2010-11-11
p.42-49
© Copyright 2010 ACM
Summary: Manuals were designed to provide support and information about the usage and
maintenance of the vehicle. In many cases user's manuals are the driver's only
guidance. However, lack of clarity and efficiency of manuals lead to user
dissatisfaction. In vehicles this problem is even more crucial given that
driving a motor vehicle is, for many people, the most complex and potentially
dangerous task they will perform during their lifetime. In this paper we
present a voice interfaced driver manual that can potentially fix the
deficiencies of its alternatives. In addition we aim to provide a case for the
integration of such technology in a vehicle to reduce driver distraction,
increase driver satisfaction, and manual usability, while also benefiting
Original Equipment Manufacturers (OEMs) in lowering costs and reducing the
documentation process.
[19]
Interacting with public policy: Driving transportation policy through
technological innovation
Design, HCI, and the planet
/
Gilbert, Juan E.
/
Martin, Aqueasha M.
/
Eugene, Wanda
/
Alnizami, Hanan
/
Moses, Wanda
/
Morrison, Deidra
interactions
2010-07
v.17
n.4
p.42-48
© Copyright 2010 ACM
[20]
Universal access in e-voting for the blind
Long Paper
/
Gilbert, Juan E.
/
McMillian, Yolanda
/
Rouse, Ken
/
Williams, Philicity
/
Rogers, Gregory
/
McClendon, Jerome
/
Mitchell, Winfred
/
Gupta, Priyanka
/
Mkpong-Ruffin, Idong
/
Cross, E. Vincent
Universal Access in the Information Society
2010
v.9
n.4
p.357-365
Keywords: Electronic voting; Accessibility; Privacy; Blind; Prime III
© Copyright 2010 Springer-Verlag
Summary: Since the inception of elections and election technologies, all segments of
the voting population have never been granted equal access, privacy and
security to voting. Modern electronic voting systems have made attempts to
include disabled voters but have fallen short. Using recent developments in
technology a secure, user centered, multimodal electronic voting system has
been developed to study a multimodal approach for providing equity in access,
privacy and security in electronic voting. This article will report findings
from a study at the Alabama Institute for the Deaf and Blind where more than
thirty-five blind or visually impaired participants used the multimodal voting
system. The findings suggest that the proposed multimodal approach to voting is
easy to use and trustworthy.
[21]
Effect of Overheard Conversations on Bystander Productivity
POSTERS
/
Gilbert, Jaimie L.
/
Steelman-Allen, Kelly S.
/
Lansing, Charissa R.
/
McCarley, Jason S.
/
Kramer, Arthur F.
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1314-1318
© Copyright 2009 Human Factors and Ergonomics Society
Summary: Overheard cell phone conversations are often perceived as particularly
annoying or disruptive. The effect on bystander productivity from overheard
cell phone conversations for younger and older adults was investigated for two
cognitive tasks, mental arithmetic and proofreading. Performance (accuracy and
speeded response) was compared in the presence of overheard cell phone
conversations, overheard face-to-face conversation, and in quiet. Subjective
ratings of mental workload were also obtained in each condition. In general,
overheard cell phone and face-to-face conversations had very similar
detrimental effects on performance and were associated with greater ratings of
frustration in the arithmetic task. When balanced for number of conversational
turns and overall number of words, overheard cell phone conversations do not
have a greater effect on bystander productivity than overheard face-to-face
conversations.
[22]
Everyone Counts: Voting Accessibility
Universal Access to On-Line Communities, eServices and Work
/
Cross, E. Vincent, II
/
Dawkins, Shaneé
/
McClendon, Jerome
/
Sullivan, Tony
/
Rogers, Gregory
/
Erete, Arit
/
Gilbert, Juan E.
UAHCI 2009: 5th International Conference on Universal Access in
Human-Computer Interaction, Part III: Applications and Services
2009-07-19
v.3
p.324-332
Keywords: E-Voting; Universal Access; Multi-modal Interfaces
Copyright © 2009 Springer-Verlag
Summary: There are approximately 37.5 million disabled Americans of voting age.
Current voting technologies have failed to provide Americans with disabilities
a voting system that allows them to vote without assistance. Through the use of
natural interaction a voting system called Prime III provides a secure and
usable voting system for all voters regardless of ability. Prime III was
recently tested at the Alabama Institute for the Deaf and Blind in which a
number of Americans with various disabilities had the opportunity to vote.
Participants were tasked with casting their vote using Prime III. The results
of this study showed that Prime III allowed voters who where blind, and/or
hearing impaired the ability to cast their vote without any additional
assistance. The participants noted that Prime III was easy to use and trusted
the system to successfully cast their vote.
[23]
Prime III: an innovative electronic voting interface
Demonstrations
/
Dawkins, Shaneé
/
Sullivan, Tony
/
Rogers, Greg
/
Cross, E. Vincent, II
/
Hamilton, Lauren
/
Gilbert, Juan E.
Proceedings of the 2009 International Conference on Intelligent User
Interfaces
2009-02-08
p.485-486
Keywords: e-voting, multimodal user interaction, universal access
© Copyright 2009 ACM
Summary: Voting technology today has not addressed the issues that disabled voters
are confronted with at the polls. Because approximately 17% of the voting
population is disabled, their issues should be handled with a solution geared
towards their needs. Disabled voters need to be able to cast their vote without
the assistance of others. The Prime III multimodal voting system [2] addresses
these issues. This demonstration will illustrate the use of the Prime III
system, a virtual reality (VR) version (Prime V), and a similar version created
using a voice user interface (VUI).
[24]
IMTool: an open framework for interactive music composition
Graphics, visual techniques, and sound in games (part 2)
/
Chiricota, Yves
/
Gilbert, Jean-Michel
Proceedings of the 2007 Conference on Future Play
2007-11-14
p.181-188
Keywords: content creation, interactive music
© Copyright 2007 ACM
Summary: In computer games, music often serves to create a more immersive and
captivating experience for the target audience. As such, it often needs to
adapt in real-time to changes in the game state. Otherwise, it might not blend
well with the game environment and might even be detrimental to the players'
experience of the game. In this paper, we describe IMTool: an open framework
for interactive music composition. It includes an authoring tool whose
interface is designed to maximize composers' productivity and a music engine
which can be integrated to a game engine through an easy-to-grasp Application
Programming Interface (API). Our model is based on finite state machines. We
introduce a hybridization between extended and probabilistic finite state
machines. This results in automata which include both registers and
probabilities. The former allow to create nonlinear music which can adapt to
the context of the game. The latter allow to create variations in musical
themes more easily. The main motivation of our work is to create a reusable
system that may facilitate the implementation of interactive music in future
computer games.
[25]
Prime III: a user centered voting system
Work-in-progress
/
Cross, E. Vincent, II
/
McMillian, Yolanda
/
Gupta, Priyanka
/
Williams, Philicity
/
Nobles, Kathryn
/
Gilbert, Juan E.
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.2
p.2351-2356
© Copyright 2007 ACM
Summary: Mr. Wilson never votes. He doesn't vote because he is not confident in his
reading capabilities; however, he decided that he will vote this year because
he heard that blind people will be able to privately cast their vote. He said,
"If blind people can vote, then so can I" At the voting precinct, he shows his
identification and receives a blank, numbered ballot sheet. He enters a voting
booth, placing the ballot into the printer. Using a headset with a microphone,
he is able to make his selections by speaking numbers, which gives him
confidence that his vote is private. Before printing his ballot, he listens to
a summary of his selections. He leaves the voting booth and places his printed
ballot into a secure box. Like Mr. Wilson, there are millions of people that
don't participate in our electoral process due to disabilities and lack of
confidence in the equipment. Through usable security, Prime III aims to broaden
voter participation and confidence.