HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,245,931
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: joshi_a* Results: 53 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 53 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 |
[1] EyeSwipe: Dwell-free Text Entry Using Gaze Paths Touchscreen Interactions / Kurauchi, Andrew / Feng, Wenxin / Joshi, Ajjen / Morimoto, Carlos / Betke, Margrit Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1952-1956
ACM Digital Library Link
Summary: Text entry using gaze-based interaction is a vital communication tool for people with motor impairments. Most solutions require the user to fixate on a key for a given dwell time to select it, thus limiting the typing speed. In this paper we introduce EyeSwipe, a dwell-time-free gaze-typing method. With EyeSwipe, the user gaze-types the first and last characters of a word using the novel selection mechanism "reverse crossing." To gaze-type the characters in the middle of the word, the user only needs to glance at the vicinity of the respective keys. We compared the performance of EyeSwipe with that of a dwell-time-based virtual keyboard. EyeSwipe afforded statistically significantly higher typing rates and more comfortable interaction in experiments with ten participants who reached 11.7 words per minute (wpm) after 30 min typing with EyeSwipe.

[2] ITS Workshop DEXIS 2015: Visual Data Exploration on Interactive Surfaces Workshops / Isenberg, Petra / Lee, Bongshin / Joshi, Alark / Isenberg, Tobias Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces 2015-11-15 p.491-494
ACM Digital Library Link
Summary: We focus on the use of interactive surfaces for visual data exploration. The workshop topics are situated at the intersection of Interaction and Visualization research, and we ask for contributions from members of one or both communities. Our main goal is to call for the development of more dedicated research on visualization systems for interactive surfaces ranging from small screen smartphones to medium-size tables to large wall-size displays. The workshop is meant to provide a space for visualization and interaction researchers to meet, discuss, advance the state-of-the-art, and refine research agendas.

[3] Role of Conferences in Shaping the Field of HCI Panels / Gulliksen, Jan / Barbosa, Simone Diniz Junqueira / Joshi, Anirudha / Lawson, Shaun / Palanque, Philippe Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.637-639
Keywords: Human-computer interaction; Conferences
Link to Digital Content at Springer
Summary: The panel will discuss the role various conferences have played in developing the field of HCI in academic research and industrial practice. It is composed of people who have experience in organising HCI conferences in different parts of the world. It provides a platform to the participants to think and reflect about what they are doing when attending a conference, what their expectations are and how it impacts positively their knowledge, work and career.

[4] Other Times, Other Values: Leveraging Attribute History to Link User Profiles across Online Social Networks Session 8 / Jain, Paridhi / Kumaraguru, Ponnurangam / Joshi, Anupam Proceedings of the 2015 ACM Conference on Hypertext and Social Media 2015-09-01 p.247-255
ACM Digital Library Link
Summary: Profile linking is the ability to connect profiles of a user on different social networks. Linked profiles can help companies like Disney to build psychographics of potential customers and segment them for targeted marketing in a cost-effective way. Existing methods link profiles by observing high similarity between most recent (current) values of the attributes like name and username. However, for a section of users observed to evolve their attributes over time and choose dissimilar values across their profiles, these current values have low similarity. Existing methods then falsely conclude that profiles refer to different users. To reduce such false conclusions, we suggest to gather rich history of values assigned to an attribute over time and compare attribute histories to link user profiles across networks. We believe that attribute history highlights user preferences for creating attribute values on a social network. Co-existence of these preferences across profiles on different social networks result in alike attribute histories that suggests profiles potentially refer to a single user. Through a focused study on username, we quantify the importance of username history for profile linking on a dataset of real-world users with profiles on Twitter, Facebook, Instagram and Tumblr. We show that username history correctly links 44% more profile pairs with non-matching current values that are incorrectly unlinked by existing methods. We further explore if factors such as longevity and availability of username history on either profiles affect linking performance. To the best of our knowledge, this is the first study that explores viability of using an attribute history to link profiles on social networks.

[5] Asean CHI Symposium: Crossing HCI for Development in Asia Pacific Workshop Summaries / Sari, Eunice / Wadhwa, Bimlesh / Tedjasaputra, Adi / Ghazali, Masitah / Joshi, Anirudha Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2317-2320
ACM Digital Library Link
Summary: The Asia Pacific region is unique and diverse. Due to its characteristics, defining what will work in the Asia Pacific region might be the hardest challenge. Human Computer Interaction (HCI) can provide guidance on how technology should be designed and adopted. On the other hand, there is a big gap on the awareness and understanding on the importance of HCI to improve the design and development of technology for living.
    We welcome both academia and industry and provide an excellent opportunity to exchange ideas and information on HCI. Under the big conference theme "Crossings", this symposium aims to bring about cross exchange of information and transfer of knowledge in this multidisciplinary environment and multi-socio-economic aspects of research in HCI.

[6] Effects of visuals, menu depths, and menu positions on IVR usage by non-tech savvy users Full Papers / Shrivastava, Abhishek / Joshi, Anirudha Proceedings of the IndiaHCI 2014 International Conference on Human Computer Interaction 2014-12-07 p.35-44
ACM Digital Library Link
Summary: We report findings of an experiment that investigates the effects of augmenting IVRs with visuals while varying menu depths and menu positions on the usage by non-tech savvy participants in rural India. For the experiment, we designed four different versions of IVRs capable of informing market rates of agricultural commodities to members of farming community, namely audio-visual-shallow, audio-visual-deep, audio-only-shallow and audio-only-deep. We asked each participant to find rates of four different commodities, out of which two commodities appeared "early" in the menu, while the other two appeared "late" in the menu. The results indicate that the use of visuals in IVRs significantly increases the likelihood of successful completion of the users' tasks even with variations in menu depth and menu position. The experiment contributes by illustrating the possibility of realizing deep menu depths in visually augmented IVRs. It is hoped that such integration would help realizing non-conventional applications of IVRs in developing regions.

[7] Text Entry in Indian Languages on Mobile: User Perspectives Full Papers / Ghosh, Sanjay / Joshi, Anirudha Proceedings of the IndiaHCI 2014 International Conference on Human Computer Interaction 2014-12-07 p.55-63
ACM Digital Library Link
Summary: Recently several new solutions have emerged for text entry in Indic languages out ongoing research in this area. The practical challenges for text entry solutions for Indic language are completely different from those of standard roman keyboard solutions. One of the primary challenge is the adoption and practical usage of these by the potential users. In order to understand the practical pain points, needs, expectations and usage patterns of the users, we conducted a field user study. The scale of the study involved 50 participants from the preferred user group who could type in 6 different Indic language scripts. We also performed subjective evaluation of four different keyboards that are relevant for Indian smart phone users in terms of user performance and their preferences. Our observations and insights drawn from this study would go into improvement suggestions and design recommendations for text entry solutions for Indic languages.

[8] Exploration of Usage Patterns for Multimodal Input Interactions Full Papers / Ghosh, Sanjay / Joshi, Anirudha Proceedings of the IndiaHCI 2014 International Conference on Human Computer Interaction 2014-12-07 p.64-73
ACM Digital Library Link
Summary: This work attempts to study the usage patterns for multimodal input interactions like, pattern of errors, user's modality preferences when dealing with errors, their pattern of switching across modalities and their preferences of input modalities. In order to study those aspects of user behavior, we analyzed the usage data of the eighteen participants in our experiment which involved usage of input modalities like keyboard, speech, touch and pen, as multimodal input combinations. From the usage patterns of the participants, we analyzed that the user's choice of modality for error recovery and overall modality preferences differs for navigation and editing tasks. However, their other usage patterns do not significantly differ based on the type of task at hand. Our results showed that the majority of the errors while using the speech input were due to system errors, while those for keyboard and touch were user committed errors. Some of these findings would be useful in designing user interactions with better multimodal input integration for various tasks.

[9] Corpus of Marathi Word Frequencies from Touch-Screen Devices Using Swarachakra Android Keyboard Short Papers / Joshi, Anirudha / Dalvi, Girish / Joshi, Manjiri Proceedings of the IndiaHCI 2014 International Conference on Human Computer Interaction 2014-12-07 p.74-79
ACM Digital Library Link
Summary: We describe and publish online a corpus containing word frequencies of Marathi texts that were actually typed by 27,474 users using the Android version of the Swarachakra Marathi keyboard on their mobile devices between August 2013 and September 2014. The corpus has 1,484,059 total words and 184,257 unique words. The paper also provides a preliminary analysis of the word frequencies and some comparisons with two existing corpora. It also provides a qualitative review of the nature of errors that users have made while typing and some idiosyncrasies that they have exhibited. We hope and expect that this corpus will be useful for future researchers, particularly those involved in word completion and auto-correction of user errors.

[10] Terminologies Used In Localized Mobile Application For Supply Chain Management In Rural India Short Papers / Emmadi, Nagraj / Joshi, Anirudha / Malsattar, Nirav Proceedings of the IndiaHCI 2014 International Conference on Human Computer Interaction 2014-12-07 p.80-85
ACM Digital Library Link
Summary: The mobile phone penetration in rural India is high and network prices are low. Usage of smartphones in rural areas is rising. However, information technology in general, and smartphones in particular are not being used for business purposes. While there is scope for developing localised business applications for rural India, there are very few Indian language business application terminologies that are commonly understood. We designed and developed an Android based business application in Hindi to manage logistics in a rural enterprise involving wild apricot oil. After the application evaluation with 11 rural users, we discovered that some terms worked well, while others do not. We also investigated the reasons why this happens. The lessons learnt from our study could be applied in contexts of other business applications in similar contexts.

[11] An Autoethnographic Study of HCI Effort Estimation in Outsourced Software Development Research Papers / Dighe, Shalaka / Joshi, Anirudha Proceedings of IFIP HCSE 2014: International Conference on Human-Centered Software Engineering 2014-09-16 p.19-35
Link to Digital Content at Springer
Summary: A fair amount of literature has been published concerning the gaps between HCI and software engineering. However, most of it tends to look at the effects of these gaps rather than their causes. We argue that the use of autoethnographic methods would help us in identifying the root causes of these gaps and can bring us closer to finding potential solutions. In this paper, we focus on issues associated with effort estimation for HCI activities in three projects in three typical engagement models for outsourced software development projects in a mainstream IT company in India, namely Fixed Price model, Mixed model, and Time & Material model. We found that the HCI practitioner needs to negotiate her position with several members of the team, both within the vendor and client organisations. At times, a foot-in-the-door project turns out to be a foot-in-the-mouth project. At other times, it leads to inefficiencies and imbalance of work load. The autoethnographic approach led to reflexive thinking by the HCI practitioner, helping her to develop a deeper understanding of all aspects of a problem, and bringing her closer to potential solutions in some cases. The paper also brings to light several aspects of autoethnography as a method, which can influence effort estimation of HCI activities for future projects.

[12] CoVE: A Colony Visualization System for Animal Pedigrees Visualization Methodologies / Cannon, Brady / Hiremath, Minoti / Jorcyk, Cheryl / Joshi, Alark Proceedings of the 2014 International Symposium on Visual Information Communication and Interaction 2014-08-05 p.9-18
ACM Digital Library Link
Summary: CoVE is a novel, scalable, interactive tool that can be used to visualize and manage large colonies of laboratory animals. Effective management of large colonies of animals with multiple individual attributes and complicated breeding schemes represents a significant data management challenge in the biological sciences. Currently available software either provides databases for record keeping or generates basic pedigrees but not both. Thus, there is a pressing need for an integrated colony management system that provides a repository for the data and addresses the visualization challenge presented by complex genealogical data. We present CoVE, a colony visualization tool that provides an overview of the entire colony, clusters individuals based on Gender, Litter or Genotype, and provides an individual view of any animal for detailed examination. We demonstrate that CoVE provides an efficient way to manage, generate and view complex pedigree of real world genealogical data from animal colonies, annotated with details of individual attributes. It enables interactive tracing of lineages and identification of censored subjects in tumor studies.

[13] Usability Evaluations of an Interactive, Internet Enabled Human Centered SanaViz Geovisualization Application User Experience in Shopping and Business / Joshi, Ashish / Magdala, de Araujo Novaes / Josiane, Machiavelli / Sriram, Iyengar / Robert, Vogler / Craig, Johnson / Jiajie, Zhang / Chiehwen, Hsu Ed HCIB 2014: 1st International Conference on HCI in Business 2014-06-22 p.723-734
Keywords: Geovisualization; Public health; telehealth; Human centered
Link to Digital Content at Springer
Summary: The objective of our study was to evaluate usefulness and effectiveness of Human Centered GeoVis prototype"The SanaViz" against a conventional GeoVis application Instant Atlas. The SanaViz is an interactive, internet based application aimed at facilitating visual exploration of public health data, and in this context telehealth data from Brazil. A cross sectional, within-subject, mixed methods study design was utilized. A convenient sample of 20 study participants from diverse backgrounds was enrolled. The users were asked to perform 5 tasks using both the GeoVis applications. Univariate analyses were performed for continuous and categorical variables. Repeated measures of analysis of variance was performed on the within-subject design to test for significant differences between "the SanaViz" and Instant Atlas. All analysis was performed using SAS v9.1. Results showed that "The SanaViz" required less time, less assistance and fewer attempts and was reported as easier than Instant Atlas.

[14] Supporting treatment of people living with HIV / AIDS in resource limited settings with IVRs Personal health and wellbeing / Joshi, Anirudha / Rane, Mandar / Roy, Debjani / Emmadi, Nagraj / Srinivasan, Padma / Kumarasamy, N. / Pujari, Sanjay / Solomon, Davidson / Rodrigues, Rashmi / Saple, D. G. / Sen, Kamalika / Veldeman, Els / Rutten, Romain Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1595-1604
ACM Digital Library Link
Summary: We developed an interactive voice response (IVR) system called TAMA (Treatment Advice by Mobile Alerts) that provides treatment support to people living with HIV / AIDS (PLHA) in developing countries, who are on antiretroviral therapy (ART). We deployed TAMA with 54 PLHA in 5 HIV clinics in India for a period of 12 weeks. During the study, we gathered feedback about TAMA's design and usage. Additionally, we conducted detailed qualitative interviews and analysed usage logs. We found that TAMA was usable and viable in the real life settings of PLHA and it had many desirable effects on their treatment adherence. We developed insights that inform the design of TAMA and some of these can be generalised to design of other long-term, frequent-use IVR applications for users in developing countries in the healthcare domain and beyond.

[15] Diverse player experiences in the design of science games for bioinformatics learning Gaming and Social Media / Perry, Daniel / Lynch, Aaron / Joshi, Asmi / Hellman, Karin / Robinson, John J. / Oyadomari, Alyssa-Cyre / Richtarik, Melissa / Aragon, Cecilia R. Proceedings of ChileCHI'13: Chilean Conference on Human-Computer Interaction 2013-11-11 p.104-109
ACM Digital Library Link
Summary: While a growing number of serious games have been developed around science and engineering concepts, few are designed with an understanding of the socio-emotional aspects of gameplay. Positive affect has been shown to increase learning performance and retention. In this paper, we address enjoyment generated during the design of a bioinformatics computer game. We provide insights from a co-design process with high school students, and discuss the results of an initial user study in a biology classroom. We identify three areas of design focus for emotionally compelling science games that offer ways to integrate diverse player experiences: serendipitous experiences, emotion-laden ethics, and skill transfer. Our framework has design implications for creating science-based learning games, as well as more broadly in the design and implementation of other collaborative science learning environments.

[16] Technology adoption by 'emergent' users: the user-usage model APCHI 2013: full papers / Devanuj, A / Joshi, Anirudha Proceedings of the 2013 Asia Pacific Conference on Computer Human Interaction 2013-09-24 p.28-38
ACM Digital Library Link
Summary: Information and Communication Technologies (ICTs) have a role to play in human development. However, in order to be effective, they have to be adopted and used by their potential users. While there is an extensive literature on user modelling, there has been very little effort to model emergent users -- those who are less educated, economically disadvantaged, geographically dispersed, and culturally heterogeneous. These users have not been adequately addressed by the progress in ICT until recently. In order to design successful ICT artefacts for the emergent users, one needs to know how the users adopt them and progress in their usage. Based on contextual interviews, we propose a two-dimensional model of technology adoption. One dimension characterises the types of users on the basis of the factors affecting their predisposition towards technology adoption, such as culture, capabilities and attitudes. Along the other dimension, we map the progress of each user type in skillful usage of a given ICT artefact over time. We also identify the triggers and barriers encountered during this progress.

[17] Exploration of multimodal input interaction based on goals APCHI 2013: full papers / Ghosh, Sanjay / Joshi, Anirudha Proceedings of the 2013 Asia Pacific Conference on Computer Human Interaction 2013-09-24 p.83-92
ACM Digital Library Link
Summary: Today applications demand newer and newer ways through which humans can interact with the system for effective and natural interaction. Each interaction modality have unique features and supports different interaction goals, which makes them logically appropriate for specific types of interaction necessary for different applications. With several multimodal input technologies now being available for users, a challenge is to design optimal combinations of multiple modalities for specific tasks. Also, it is important to understand that, how these modalities may coherently be used together in a well-coordinated manner. This paper presents our initial research wherein we did exploration with the objective of designing a scheme for identification of optimal multimodal input interaction for various applications and use cases. We identified the key interaction goals of few sample applications or usage scenarios, and systematically compared those with the capabilities of the modalities, in order to identify optimal multimodal combination for those applications.

[18] Combining smart phone and infrastructure sensors to improve security in enterprise settings Workshop: PUCAA: 1st international workshop on pervasive urban crowdsensing architecture and applications / Kodeswaran, Palanivel / Chakraborty, Dipanjan / Sharma, Parikshit / Mukherjea, Sougata / Joshi, Anupam Adjunct Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.2 p.1151-1158
ACM Digital Library Link
Summary: There is an increasing trend among employees to bring in their own personal device to work, thereby making the enterprise more vulnerable to security attacks such as data leakage from phones. Additionally, users are increasingly running phone apps in a mixed-mode i.e. both for enterprise and personal commitments. For example, phone cameras and microphones are used to record business meetings, often resulting in the case that both employers and employees become unaware of the existence of business data on the phone at a later point in time. The lack of employer control over personal devices raises enterprise data leakage threats, when an employee's phone is lost or stolen. In this paper we describe a system that leverages sensors available on the phone as well as on the enterprise infrastructure to identify business data resident on the phone for further secure handling. Office spaces have traditionally been instrumented with badge swipe readers, cameras, wifi access points etc. that can be used to provide passive sensory data about employees. For example, badge swipes can be used provide approximate location information of an employee where as calendar entries provide information about their schedule and activities. We propose a distributed architecture that leverages the context of the user for speculatively identifying enterprise data from personal data. The basic idea is to understand whether a user is engaged in enterprise or personal work by inferring her context from a combination of phone and infrastructure sensors. The contextual attributes in our system, such as location, can be sourced from a plurality of sensors on the phone as well as on the infrastructure. We exploit this diversity and propose a cost optimized distributed rule execution framework that chooses the optimal set of predicates to sense on the phone as well as on the infrastructure to reduce sensing cost. Furthermore, the framework also chooses the appropriate site for rule evaluation, either on the infrastructure or phone, to optimize for network transfer cost incurred due to shipping of sensed predicates between the two sites. Combined together, the above two optimizations reduce the battery drain caused due to context inferencing on the phone.

[19] Empirical Evaluation of Multimodal Input Interactions Interacting with Information / Ghosh, Sanjay / Joshi, Anirudha / Tripathi, Sanjay HIMI 2013: Human Interface and the Management of Information, Part I: Information and Interaction Design 2013-07-21 v.1 p.37-47
Keywords: Multimodal interaction; modality combinations; usability testing
Link to Digital Content at Springer
Summary: With variety of interaction technologies like speech, pen, touch, hand or body gestures, eye gaze, etc., being now available for users, it is a challenge to design optimal and effective multimodal combinations for specific tasks. For designing that, it is important to understand how these modalities can be combined and used in a coordinated manner. We performed an experimental evaluation of combinations of different multimodal inputs, such as keyboard, speech and touch with pen etc, in an attempt to investigate, which combinations are efficient for diverse needs of the users. In our study, multimodal combination of three modalities was found to be more effective in terms of performance, accuracy and user experience than that of two modalities. Further, we also inferred the roles that each of the modalities play in a multimodal combination to achieve the usability goals.

[20] Faking Sandy: characterizing and identifying fake images on Twitter during Hurricane Sandy PSOM'13 technical presentations / Gupta, Aditi / Lamba, Hemank / Kumaraguru, Ponnurangam / Joshi, Anupam Companion Proceedings of the 2013 International Conference on the World Wide Web 2013-05-13 v.2 p.729-736
ACM Digital Library Link
Summary: In today's world, online social media plays a vital role during real world events, especially crisis events. There are both positive and negative effects of social media coverage of events, it can be used by authorities for effective disaster management or by malicious entities to spread rumors and fake news. The aim of this paper, is to highlight the role of Twitter, during Hurricane Sandy (2012) to spread fake images about the disaster. We identified 10,350 unique tweets containing fake images that were circulated on Twitter, during Hurricane Sandy. We performed a characterization analysis, to understand the temporal, social reputation and influence patterns for the spread of fake images. Eighty six percent of tweets spreading the fake images were retweets, hence very few were original tweets. Our results showed that top thirty users out of 10,215 users (0.3%) resulted in 90% of the retweets of fake images; also network links such as follower relationships of Twitter, contributed very less (only 11%) to the spread of these fake photos URLs. Next, we used classification models, to distinguish fake images from real images of Hurricane Sandy. Best results were obtained from Decision Tree classifier, we got 97% accuracy in predicting fake images from real. Also, tweet based features were very effective in distinguishing fake images tweets from real, while the performance of user based features was very poor. Our results, showed that, automated techniques can be used in identifying real images from fake images posted on Twitter.

[21] @i seek 'fb.me': identifying users across multiple online social networks WOLE'13 technical presentations / Jain, Paridhi / Kumaraguru, Ponnurangam / Joshi, Anupam Companion Proceedings of the 2013 International Conference on the World Wide Web 2013-05-13 v.2 p.1259-1268
ACM Digital Library Link
Summary: An online user joins multiple social networks in order to enjoy different services. On each joined social network, she creates an identity and constitutes its three major dimensions namely profile, content and connection network. She largely governs her identity formulation on any social network and therefore can manipulate multiple aspects of it. With no global identifier to mark her presence uniquely in the online domain, her online identities remain unlinked, isolated and difficult to search. Literature has proposed identity search methods on the basis of profile attributes, but has left the other identity dimensions e.g. content and network, unexplored. In this work, we introduce two novel identity search algorithms based on content and network attributes and improve on traditional identity search algorithm based on profile attributes of a user. We apply proposed identity search algorithms to find a user's identity on Facebook, given her identity on Twitter. We report that a combination of proposed identity search algorithms found Facebook identity for 39% of Twitter users searched while traditional method based on profile attributes found Facebook identity for only 27.4%. Each proposed identity search algorithm access publicly accessible attributes of a user on any social network. We deploy an identity resolution system, Finding Nemo, which uses proposed identity search methods to find a Twitter user's identity on Facebook. We conclude that inclusion of more than one identity search algorithm, each exploiting distinct dimensional attributes of an identity, helps in improving the accuracy of an identity resolution process.

[22] A Comparison of List vs. Hierarchical UIs on Mobile Phones for Non-literate Users Interface Layout and Data Entry / Medhi, Indrani / Toyama, Kentaro / Joshi, Anirudha / Athavankar, Uday / Cutrell, Edward Proceedings of IFIP INTERACT'13: Human-Computer Interaction-2 2013 v.2 p.497-504
Keywords: Non-literate users; list design; hierarchy; mobile phone
Link to Digital Content at Springer
Summary: Previous research has shown that low-literate users have difficulty using hierarchical information architectures and that a list design showing all items at once on a PC screen works best for search tasks. However, the limited screen space on phones makes it impossible to show more than a few items at once on a single screen. Does a hierarchical UI work better on a phone? In this study, we compared the performance of non-literate users from Bangalore, India, on a search task using a hierarchical UI (four levels deep) and a multi-page list that had forty items across seven pages of a touch-screen phone. Our results show that participants using the multi-page list perform better both in terms of time taken and percent correct even when the list UI design requires them to browse through multiple pages of items on the phone.

[23] Schema-free structured querying of DBpedia data Databases short paper session / Han, Lushan / Finin, Tim / Joshi, Anupam Proceedings of the 2012 ACM Conference on Information and Knowledge Management 2012-10-29 p.2090-2093
ACM Digital Library Link
Summary: We need better ways to query large linked data collections such as DBpedia. Using the SPARQL query language requires not only mastering its syntax but also understanding the RDF data model, large ontology vocabularies and URIs for denoting entities. Natural language interface systems address the problem, but are still subjects of research. We describe a compromise in which non-experts specify a graphical query "skeleton" and annotate it with freely chosen words, phrases and entity names. The combination reduces ambiguity and allows the generation of an interpretation that can be translated into SPARQL. Key research contributions are the robust methods that combine statistical association and semantic similarity to map user terms to the most appropriate classes and properties in the underlying ontology.

[24] Visualizing disease incidence in the context of socioeconomic factors Applications / Shenson, Jared / Joshi, Alark Proceedings of the 2012 International Symposium on Visual Information Communication and Interaction 2012-09-27 p.29-38
ACM Digital Library Link
Summary: Certain biological factors such as genetics, physical fitness, and lifestyle have been shown to influence an individual's risk of acquiring disease. But are there are other socioeconomic factors that influence disease incidence as well? In this paper, we introduce a visualization tool called Disease Trends that explores the associations and possible correlations between specific economic (personal income per capita), educational (percentage of adult population with a four year college degree), and environmental (air pollution level) factors with diabetes prevalence and cancer incidence rates across counties throughout the United States. It is structured as an interactive geographical visualization that displays disease incidence data as an interactive choropleth map and connects it with coordinated views of the socioeconomic variables for each county as the user scrolls over it. Additionally, the ability to compare and contrast counties as well as to interactively specify a region for comparison allows further examination of the data. This results in an informative overview of disease incidence trends that allows users to spot areas of interest and potentially pursue these areas further with more scientific research.

[25] DisCo: a co-design online tool for asynchronous distributed child and adult design partners Full Papers / Walsh, Greg / Druin, Allison / Guha, Mona Leigh / Bonsignore, Elizabeth / Foss, Elizabeth / Yip, Jason C. / Golub, Evan / Clegg, Tamara / Brown, Quincy / Brewer, Robin / Joshi, Asmi / Brown, Richelle Proceedings of ACM IDC'12: Interaction Design and Children 2012-06-12 p.11-19
ACM Digital Library Link
Summary: Face-to-face design with child and adult design partners is not always possible due to distant geographical locations or time differences. Yet we believe that the designs of children in areas not co-located with system builders, or who live in locations not easily accessed, are just as important and valid as children who are easily accessible especially when designing for a multinational audience. This paper reports on the prototype design process of DisCo, a computer-based design tool that enables intergenerational co-designers to collaborate online and asynchronously while being geographically distributed. DisCo contains tools that enable the designers to iterate, annotate, and communicate from within the tool. This tool was used to facilitate distributed co-design. We learned that children were less forgiving of their inability to draw on the computer than on paper, and they formed small, intergenerational design teams at their own locations when the technology did not work as they expected.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 53 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 |