HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,284,150
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: kay_j* Results: 73 Sorted by: Date  Comments?
Help Dates
Limit:   
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 73 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 | 01 | 99 | 97 | 96 | 95 | 94 |
[1] An Actionable Approach to Understand Group Experience in Complex, Multi-surface Spaces Displays and Shared Interactions / Martinez-Maldonado, Roberto / Goodyear, Peter / Kay, Judy / Thompson, Kate / Carvalho, Lucila Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2062-2074
ACM Digital Library Link
Summary: There is a steadily growing interest in the design of spaces in which multiple interactive surfaces are present and, in turn, in understanding their role in group activity. However, authentic activities in these multi-surface spaces can be complex. Groups commonly use digital and non-digital artefacts, tools and resources, in varied ways depending on their specific social and epistemic goals. Thus, designing for collaboration in such spaces can be very challenging. Importantly, there is still a lack of agreement on how to approach the analysis of groups' experiences in these heterogeneous spaces. This paper presents an actionable approach that aims to address the complexity of understanding multi-user multi-surface systems. We provide a structure for applying different analytical tools in terms of four closely related dimensions of user activity: the setting, the tasks, the people and the runtime co-configuration. The applicability of our approach is illustrated with six types of analysis of group activity in a multi-surface design studio.

[2] Skeletons and Silhouettes: Comparing User Representations at a Gesture-based Large Display In-Air Gesture / Ackad, Christopher / Tomitsch, Martin / Kay, Judy Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2343-2347
ACM Digital Library Link
Summary: Mid-air gestures offer a promising way to interact with large public displays. User representations are important to attract people to such displays, convey interactivity and provide meaningful gesture feedback. We evaluated two forms of user representation, an abstract skeleton and a silhouette, at a large public information display. Results from 56 days, with 190 sessions involving 483 detected people, indicate the silhouette attracted more passers-by to interact and, of these, more engaged in serious browsing interactions. By contrast, the skeleton representation had more playful interactions. Our work contributes to the understanding of the implications of these choices of user representation.

[3] Daily & Hourly Adherence: Towards Understanding Activity Tracker Accuracy Late-Breaking Works: Usable, Useful, and Desirable / Tang, Lie Ming / Day, Margot / Engelen, Lina / Poronnik, Philip / Bauman, Adrian / Kay, Judy Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3211-3218
ACM Digital Library Link
Summary: We tackle the important problem of understanding the accuracy of activity tracker data. To do this, we introduce the notions of daily and hourly adherence, key aspects of how consistently people wear trackers. We hypothesise that these measures provide a valuable means to address accuracy problems in population level activity tracking data. To test this, we conducted a semester-long study of 237 University students: 88 Information Technology, 149 Medical Science. We illustrate how our adherence measures provide new ways to interpret data and valuable insights that take account of tracker data accuracy. Finally, we discuss broader roles for daily and hourly adherence measures in activity tracker data.

[4] Harnessing Big Personal Data, with Scrutable User Modelling for Privacy and Control Keynote 1 / Kay, Judy Proceedings of the 2015 ACM International Conference on Multimedia 2015-10-26 p.1-2
ACM Digital Library Link
Summary: My work aims to enable people to harness, control and manage their big personal data. This is challenging because people are generating vast, and growing, collections of personal data. That data is captured by a rich personal digital ecosystems of devices, some worn or carried, and others are fixed or embedded in the environment. Users explicitly store some data but systems also capture the user's digital footprints, ranging from simple clicks and touches, to images, audio and video. This personal data resides in a quite bewildering range of places, from personal devices to cloud stores, in multitudes of silos.
    Big personal data differs from the scientific big data in important ways. Because it is personal, it should be handled in ways that enable people to ensure it is managed and used as they wish. It may be of modest size compared with scientific big data, but people consider their data stores as big, because they are complex and hard to manage. A driving goal for my research has been to tackle the challenges of big personal data by creating infrastructures, representations and interfaces that enable a user to scrutinize and control their personal data in a scrutable user model.
    One important role for users models is personalisation, where the user model is a dynamic set of evidence-based beliefs about the user. This is the foundation for personalization, ranging from recommenders to teaching systems. User models may represent anything from the user's attributes to their knowledge, beliefs, goals, plans and preferences.

[5] An in-the-wild study of learning mid-air gestures to browse hierarchical information at a large interactive public display Public displays / Ackad, Christopher / Clayphan, Andrew / Tomitsch, Martin / Kay, Judy Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.1227-1238
ACM Digital Library Link
Summary: This paper describes the design and evaluation of our Media Ribbon, a large public interactive display for browsing hierarchical information, with mid-air gestures. Browsing a hierarchical information space is a fundamental form of interaction. Designing learnable mid-air gestures is a current challenge for large display interaction. Our in-the-wild evaluation draws on 41 days of quantitative log data, with 4484 gestures detected, and qualitative data from 15 interviews, and associated video. We explored: whether our design enabled people to learn the gestures; how our tutorial and feedback mechanisms supported learning; and the effectiveness of support for browsing hierarchical information. Our contributions are: (1) design of large public display for browsing of hierarchical information; (2) with its gesture set; (3) insights into the ways people learn and use this interface in our context; and (4) guidelines for designing learnable mid-air gestures.

[6] MOOClm: User Modelling for MOOCs Long Presentations / Cook, Ronny / Kay, Judy / Kummerfeld, Bob Proceedings of the 2015 Conference on User Modeling, Adaptation and Personalization 2015-06-29 p.80-91
Keywords: MOOCs; Learner modelling; Open Learner Modelling (OLM); Learner model server
Link to Digital Content at Springer
Summary: Emerging MOOC platforms capture huge amounts of learner data. This paper presents our MOOClm platform, for transforming data from MOOCs into independent learner models that can drive personalisation and support reuse of the learner model, for example in an Open Learner Model (OLM). We describe the MOOClm architecture and demonstrate how we have used it to build OLMs.

[7] The LATUX workflow: designing and deploying awareness tools in technology-enabled learning settings Indicators and tools for awareness / Martinez-Maldonado, Roberto / Pardo, Abelardo / Mirriahi, Negin / Yacef, Kalina / Kay, Judy / Clayphan, Andrew LAK'15: 2015 International Conference on Learning Analytics and Knowledge 2015-03-16 p.1-10
ACM Digital Library Link
Summary: Designing, deploying and validating learning analytics tools for instructors or students is a challenge requiring techniques and methods from different disciplines, such as software engineering, human-computer interaction, educational design and psychology. Whilst each of these disciplines has consolidated design methodologies, there is a need for more specific methodological frameworks within the cross-disciplinary space defined by learning analytics. In particular there is no systematic workflow for producing learning analytics tools that are both technologically feasible and truly underpin the learning experience. In this paper, we present the LATUX workflow, a five-stage workflow to design, deploy and validate awareness tools in technology-enabled learning environments. LATUX is grounded on a well-established design process for creating, testing and re-designing user interfaces. We extend this process by integrating the pedagogical requirements to generate visual analytics to inform instructors' pedagogical decisions or intervention strategies. The workflow is illustrated with a case study in which collaborative activities were deployed in a real classroom.

[8] The importance of 'neighbourhood' in personalising location-based services Home and away and neighbours / Wasinger, Rainer / He, Hai / Chinthammit, Winyu / Collis, Christy / Duh, Henry / Kay, Judy Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.172-175
ACM Digital Library Link
Summary: Location-Based Services (LBSes) provide information and functionality based on a user's geographical location and surrounding area, yet there is currently little known about how people actually perceive their surrounding area in relation to its use by online services. With a focus on the home neighbourhood, this paper introduces an experimental platform that supports a variety of LBSes and the results of a study designed to understand how users define 'neighbourhood' as a geographical construct for use by online LBSes. To this end, the study analyses the suitability of five different representation methods (freeform, radius, suburb, postcode, and council area) and their frequency of use across four different LBSes (item borrowing, media mention, directory listing, and property).
    Results show (1) that user-defined neighbourhoods differ greatly to the existing geographical constructs that are typically employed by LBSes like suburb, postcode, and council area (with only 22% similarity in overlap); (2) that representation methods allowing a user to self-define an area (i.e. freeform and radius) are used significantly more often by users (64% of the time) than pre-defined constructs (i.e. suburb, postcode, and council area); and (3) that many users (61%) have a dominant preference for a particular representation method that they use across multiple services. These findings are statistically significant and indicate that LBSes need to accommodate for individualised representations of neighbourhood, or face missing the next wave of personalisation in this field.

[9] Multi-touch technology in a higher-education classroom: lessons in-the-wild Learning and collaboration / Martinez-Maldonado, Roberto / Clayphan, Andrew / Ackad, Christopher / Kay, Judy Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.220-229
ACM Digital Library Link
Summary: Inspired by the promise of tabletops for collaborative learning, and building on the many tabletop lab studies, and a few in-the-wild tabletop classrooms, we designed the first semester-long use of a multi-tabletop classroom for two university subjects, with 105 and 40 students respectively. Surprisingly, we found that with just three applications, designed to meet emerging teaching goals, we could support diverse classroom activities. Our technology also featured key minimalist functions that proved effective in enhancing the teacher's management of the class. This points to a research agenda for the applications and functionalities needed to make tabletop classrooms a reality. This paper describes the design process we followed to deploy multi-touch technology as a classroom ecology and the lessons learnt from the semester-long use in two authentic university courses.

[10] Modelling Long Term Goals Long Presentations / Barua, Debjanee / Kay, Judy / Kummerfeld, Bob / Paris, Cécile Proceedings of the 2014 Conference on User Modeling, Adaptation and Personalization 2014-07-07 p.1-12
Keywords: User Modelling; Long term User Models; Goal Setting; Intrinsic and Extrinsic Factors; Motivation; User Interface; Usability
Link to Digital Content at Springer
Summary: Goals have long been recognised as important in user modelling and personalisation. Surprisingly, little research has dealt with user model representations for people's long term goals. This paper describes our theoretically-grounded design of user models for long term goals; notably, the theory points to the critical role of the user interface to this Goal Model, to enable people to set, monitor and refine their models over the long term. We report on a multi-study evaluation of the tightly coupled user model representation and Goal Interface, based on a preliminary lab study (16 participants), and a field trial (14 participants), starting with the lab study and then the in-the-wild use and the questionnaires. This provides multiple sources of evidence to validate the usefulness of our Goal Model to represent three long term health-related goals. It shows that the Goal Interface is usable and aids people in setting their long term goals.

[11] Who cares about the Content? An Analysis of Playful Behaviour at a Public Display Papers Session #6 / Tomitsch, Martin / Ackad, Christopher / Dawson, Oliver / Hespanhol, Luke / Kay, Judy Proceedings of the 2014 ACM International Symposium on Pervasive Displays 2014-06-03 p.160-165
ACM Digital Library Link
Summary: In this paper, we report on a field deployment study of a public interactive display, in which we observed a surprising number of interactions that seemed to be more concerned about playing 'with' the display rather than exploring its content. The display featured information about events at a nearby theatre and activities at the university, and supported four basic gestures for navigating through the content. To indicate its interactive capabilities, the display represented passers-by as a mirror image in the form of a skeleton. Our analysis of depth video recordings suggests that this representation may have triggered some of the playful behaviour we observed in the deployment study. To better understand how and when people engaged in playful behaviours, we conducted an in-depth analysis of the 40 recordings of longest duration. These had a total of 102 people recorded over an 8-day period. We discuss our observations in the context of performative aspects of human actions in public space, and how they can be fed back into the design of gesture interfaces for public displays.

[12] Gesture-based interaction design: communication and cognition Workshop summaries / Maher, Mary Lou / Clausner, Tim / Tversky, Barbara / Kirsh, David / Kay, Judy / Danielescu, Andreea / Grace, Kazjon Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.61-64
ACM Digital Library Link
Summary: This workshop explores and identifies the cognitive issues fundamental to the design of gestural interactive systems. To achieve this, a dialogue will be facilitated among researchers in the cognitive science of gesture and gestural interaction within the HCI community. During the workshop we will discuss the different methodologies and results within the study of gestural interaction, with a focus on how the use of bodily movement in an interface affects the cognition of users, groups, communities and societies. We invite participants from cognitive science, HCI, user experience design, educational technology and interactive installation art to present their work on gestural interfaces and discuss how that work has been observed to impact user perceptual or cognitive faculties. The workshop's material outcomes include a book on gestural interaction and cognition, while the research outcomes include methodologies, heuristics, design principles and hypotheses for the further design and investigation of gestural and tangible technologies.

[13] Foundations for infrastructure and interfaces to support user control in long-term user modelling Human factors and programming / Barua, Debjanee / Kay, Judy / Paris, Cécile Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.125-134
ACM Digital Library Link
Summary: Personal sensors track data about many aspects of our lives. This data can be used to form a long-term user model to help people self reflect on their long-term goals. Yet, there is a dearth of work on designing the infrastructure and associated interfaces so that people can control the data stored in their user models, enabling them to use and manipulate their own data as they wish. We have conducted a survey with over 100 participants to gain an understanding of people's attitudes towards controlling their data. This paper presents the design of the survey and reports on its results. We explored control issues in terms of three sensors for weight, activity and inactivity. Our results paint a nuanced picture of user preferences. We conclude with implications for designing long-term user modelling systems for user control of personal sensor data.

[14] Integrating orchestration of ubiquitous and pervasive learning environments Learning environments / Martinez-Maldonado, Roberto / Dimitriadis, Yannis / Clayphan, Andrew / Muñoz-Cristóbal, Juan A. / Prieto, Luis P. / Rodríguez-Triana, María Jesús / Kay, Judy Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.189-192
ACM Digital Library Link
Summary: Ubiquitous and pervasive computing devices, such as interactive tabletops, whiteboards, tablets and phones, have the potential to enhance the management and awareness of learning activities in important ways. They provide students with natural ways to interact with collaborators, and can help teachers create and manage learning tasks that can be carried out both in the classroom and at a distance. But how can these emerging technologies be successfully integrated into current teaching practice? This paper proposes an approach to integrate, from the technological perspective, collaborative learning activities using these kinds of devices. Our approach is based on the concept of orchestration, which tackles the critical task for teachers to coordinate student's learning activities within the constraints of authentic educational settings. Our studies within authentic learning settings enabled us to identify three main elements that are important for ubiquitous and pervasive learning settings. These are i) regulation mechanisms, ii) interconnection with existing web-based learning environments, and iii) awareness tools.

[15] Measuring interactivity at an interactive public information display Evaluation and usability / Ackad, Christopher / Wasinger, Rainer / Gluga, Richard / Kay, Judy / Tomitsch, Martin Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.329-332
ACM Digital Library Link
Summary: Public Information Displays (PIDs) have only recently begun to support user interaction. Traditionally, such displays have been static and non-interactive, and past research has shown that users of such displays (both non-interactive and interactive) are often oblivious to them; a term commonly known as 'display blindness'.
    In this paper, we describe the results from a field study that was conducted on a gesture-based PID, to observe interactivity with the display over a number of different experiment conditions. Over a period of 120 days, a total of 2,468 people approached the display. Results show that 71% proceeded to face the display, and from this, 62% of these people proceeded to interact with the display, with average interaction sessions lasting 28 seconds. Results from this study provide valuable insight into interaction sessions with interactive PIDs, as well as an essential baseline for future studies into PID interactivity.

[16] An approach for designing and evaluating a plug-in vision-based tabletop touch identification system Touch interaction / Clayphan, Andrew / Martinez-Maldonado, Roberto / Ackad, Christopher / Kay, Judy Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.373-382
ACM Digital Library Link
Summary: Key functionality for interactive tabletops to provide effective collaboration affordances requires touch identification, where each touch is matched to the right user. This can be valuable to provide adaptive functions, personalisation of content, collaborative gestures and capture of differentiated interaction for real-time or further analysis. While there is increased attention on touch-identification mechanisms, currently there is no developed solution to readily enhance available tabletop hardware to include such functionality. This paper proposes a plug-in system that adds touch identification to a conventional tabletop. It also presents an analysis tool and the design of an evaluation suite to inform application designers of the effectiveness of the system to differentiate users. We illustrate its use by evaluating the solution under a number of conditions of: scalability (number of users); activity density; and multi-touch gestures. Our contributions are: (1) an off-the-shelf system to add user differentiation and tracking to currently available interactive tabletop hardware; and (2) the foundations for systematic assessment of touch identification accuracy for vision-based systems.

[17] Extending tabletop application design to the classroom Education and training / Kharrufa, Ahmed / Martinez-Maldonado, Roberto / Kay, Judy / Olivier, Patrick Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces 2013-10-06 p.115-124
ACM Digital Library Link
Summary: While a number of guidelines exist for the design of learning applications that target a single group working around an interactive tabletop, the same cannot be said for the design of applications intended for use in multi-tabletops deployments in the classroom. Accordingly, a number of these guidelines for single-tabletop settings need to be extended to take account of both the distinctive qualities of the classroom and the particular challenges of having various groups using the same application on multiple tables simultaneously. This paper presents an empirical analysis of the effectiveness of designs for small-group multi-tabletop collaborative learning activities in the wild. We use distributed cognition as a framework to analyze the small number of authentic multi-tabletop deployments and help characterize the technological and educational ecology of these classroom settings. Based on previous research on single-tabletop collaboration, the concept of orchestration, and both first-hand experience and second-hand accounts of the few existing multiple-tabletop deployments to date, we develop a three-dimensional framework of design recommendations for multi-tabletop learning settings.

[18] Scrutable User Models and Personalised Item Recommendation in Mobile Lifestyle Applications Full Research Papers / Wasinger, Rainer / Wallbank, James / Pizzato, Luiz / Kay, Judy / Kummerfeld, Bob / Böhmer, Matthias / Krüger, Antonio Proceedings of the 2013 Conference on User Modeling, Adaptation and Personalization 2013-06-10 p.77-88
Keywords: Mobile personalisation; user modelling; scrutability; recommender technology
Link to Digital Content at Springer
Summary: This paper presents our work on supporting scrutable user models for use in mobile applications that provide personalised item recommendations. In particular, we describe a mobile lifestyle application in the fine-dining domain, designed to recommend meals at a particular restaurant based on a person's user model. The contributions of this work are three-fold. First is the mobile application and its personalisation engine for item recommendation using a content and critique-based hybrid recommender. Second, we illustrate the control and scrutability that a user has in configuring their user model and browsing a content list. Thirdly, this is validated in a user experiment that illustrates how new digital features may revolutionise the way that paper-based systems (like restaurant menus) currently work. Although this work is based on restaurant menu recommendations, its approach to scrutability and mobile client-side personalisation carry across to a broad class of commercial applications.

[19] Conveying interactivity at an interactive public information display Proxemic interaction / Grace, Kazjon / Wasinger, Rainer / Ackad, Christopher / Collins, Anthony / Dawson, Oliver / Gluga, Richard / Kay, Judy / Tomitsch, Martin Proceedings of the 2013 ACM International Symposium on Pervasive Displays 2013-06-04 p.19-24
ACM Digital Library Link
Summary: Successfully conveying the interactivity of a Public Information Display (PID) can be the difference between a display that is used or not used by its audience. In this paper, we present an interactive PID called 'Cruiser Ribbon' that targets pedestrian traffic. We outline our interactive PID installation, the visual cues used to alert people of the display's interactivity, the interaction mechanisms with which people can interact with the display, and our approach to presenting rich content that is hierarchical in nature and thus navigable along multiple dimensions. This is followed by a field study on the effectiveness of different mechanisms to convey display interactivity.
    Results from this work show that users are significantly more likely to notice an interactive display when a dynamic skeletal representation of the user is combined with a visual spotlight effect (+8% more users) or a follow-me effect (+7% more users), compared to just the dynamic skeletal representation. Observation also suggests that -- at least for interactive PIDs -- the dynamic skeletal representation may be distracting users away from interacting with a display's actual content, and that individual interactivity cues are affected by group size.

[20] Viewing and Controlling Personal Sensor Data: What Do Users Want? / Barua, Debjanee / Kay, Judy / Paris, Cécile Proceedings of the 2013 International Conference on Persuasive Technology 2013-04-03 p.15-26
Link to Digital Content at Springer
Summary: Personal data from diverse sensors plays a key role in persuasive systems, especially those aiming to help people achieve long term goals. We need to gain an understanding of the ways people would like to capture and manage such data. We report the design and outcomes of a study exploring how people want to keep and control sensor data for long term health goals. We asked about three sensors, for weight, activity and sitting. We chose these for their diversity in terms of tracking progress on means and end goals, short and long term goals and differing sensitivity of the data. Our results show that people want to use and control a personal copy of such data and their preferences vary across different sensors. This points to the need for future persuasive systems to support these forms of user control over their sensor data.

[21] Creating personalized systems that people can scrutinize and control: Drivers, principles and experience / Kay, Judy / Kummerfeld, Bob ACM Transactions on Interactive Intelligent Systems 2012-12 v.2 n.4 p.24
ACM Digital Library Link
Summary: Widespread personalized computing systems play an already important and fast-growing role in diverse contexts, such as location-based services, recommenders, commercial Web-based services, and teaching systems. The personalization in these systems is driven by information about the user, a user model. Moreover, as computers become both ubiquitous and pervasive, personalization operates across the many devices and information stores that constitute the user's personal digital ecosystem. This enables personalization, and the user models driving it, to play an increasing role in people's everyday lives. This makes it critical to establish ways to address key problems of personalization related to privacy, invisibility of personalization, errors in user models, wasted user models, and the broad issue of enabling people to control their user models and associated personalization. We offer scrutable user models as a foundation for tackling these problems.
    This article argues the importance of scrutable user modeling and personalization, illustrating key elements in case studies from our work. We then identify the broad roles for scrutable user models. The article describes how to tackle the technical and interface challenges of designing and building scrutable user modeling systems, presenting design principles and showing how they were established over our twenty years of work on the Personis software framework. Our contributions are the set of principles for scrutable personalization linked to our experience from creating and evaluating frameworks and associated applications built upon them. These constitute a general approach to tackling problems of personalization by enabling users to scrutinize their user models as a basis for understanding and controlling personalization.

[22] Orchestrating a multi-tabletop classroom: from activity design to enactment and reflection Surfaces in education / Maldonado, Roberto Martinez / Dimitriadis, Yannis / Kay, Judy / Yacef, Kalina / Edbauer, Marie-Theresa Proceedings of the 2012 ACM International Conference on Interactive Tabletops and Surfaces 2012-11-11 p.119-128
ACM Digital Library Link
Summary: If multi-tabletop classrooms were available in each school, how would teachers plan and enact their activities to enhance learning and collaboration? How can they evaluate how the activities actually went compared with the plan? Teachers' effectiveness in orchestrating the classroom has a direct impact on students learning. Interactive tabletops offer the potential to support teachers by enhancing their awareness and classroom control. This paper describes our mechanisms to help a teacher orchestrate a classroom activity using multiple interactive tabletops. We analyse automatically captured interaction data to assess whether the activity design, as intended by the teacher, was actually followed during its enactment. We report on an authentic classroom study embedded in the curricula of an undergraduate Management unit. This involved 236 students across 14 sessions. The main contribution of the paper is an approach for designing a multi-tabletop classroom that can help teachers plan their learning activities; and provide data for assessment and reflection on the enactment of a series of classroom sessions.

[23] User Modelling Ecosystems: A User-Centred Approach Short Papers / Wasinger, Rainer / Fry, Michael / Kay, Judy / Kummerfeld, Bob Proceedings of the 2012 Conference on User Modeling, Adaptation and Personalization 2012-07-16 p.334-339
Keywords: User modelling ecosystems; client-side and cloud-based user models; personalisation; framework requirements; user-centred design
Link to Digital Content at Springer
Summary: The recent exponential growth in mobile applications and the growing reliance on and awareness of 'user models' by end-users have led to the need to rethink the functional and end-user requirements of existing user modelling systems. This paper has two goals. Firstly, leveraging a functioning user modelling ecosystem that provides anywhere and anytime access to desktop-, web-, and mobile- applications, this paper identifies a current opportunity (and need) to enhance user interaction with existing user modelling frameworks, by extending beyond the stereotypical cloud-based user modelling approach to encompass also a client-based service and an accompanying synchronisation module. Secondly, we draw on an analysis of previous work and a small user study, to establish the need for a user-centred design focus for user modelling frameworks. We also identify functionality that end-users (rather than developers) need and want from a user modelling ecosystem.

[24] Investigating intuitiveness and effectiveness of gestures for free spatial interaction with large displays Interaction Techniques / Hespanhol, Luke / Tomitsch, Martin / Grace, Kazjon / Collins, Anthony / Kay, Judy Proceedings of the 2012 ACM International Symposium on Pervasive Displays 2012-06-04 p.6
ACM Digital Library Link
Summary: A key challenge for creating large interactive displays in public spaces is in the definition of ways for the user to interact that are effective and easy to learn. This paper presents the outcomes of user evaluation sessions designed to test a series of different gestures for people interacting with large displays in the public space. It is an initial step towards the broader goal of establishing a natural means for immersive interactions. The paper proposes a set of simple gestures for the execution of the basic actions of selecting and rearranging items in a large-scale dashboard. We performed a comparative analysis of the gestures, leading to a more in-depth understanding of the nature of spatial interaction between people and large public displays. More specifically, the analysis focuses on the scenarios when the interaction is restricted to an individual's own body, without any further assistance from associated devices. The findings converge into the elaboration of a model for assisting with the applicability of spatial gestures in response to both the context and the content they are applied to.

[25] Seamless and continuous user identification for interactive tabletops using personal device handshaking and body tracking Work-in-progress / Ackad, Christopher / Clayphan, Andrew / Maldonado, Roberto Martinez / Kay, Judy Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1775-1780
ACM Digital Library Citation
Summary: Touch-based tabletops are a form of embedded device for group collaboration. This work tackles two key problems for effective use of such tabletops: there is currently no easy way for people to identify themselves to the table; and most current hardware does not link a person's touches to their identity. This paper presents a system which tackles these problems as it can identify users and keeps track of their actions around interactive tabletops. To start the user identification, a user puts their personal device onto the interactive surface. Once this is paired with the tabletop, linking the device owner's identity to the table, the system continuously tracks any touch by that user. The system seamlessly and continuously associates each user touch with an identity.
<<First <Previous Permalink Next> Last>> Records: 1 to 25 of 73 Jump to: 2016 | 15 | 14 | 13 | 12 | 11 | 10 | 09 | 08 | 07 | 06 | 05 | 04 | 03 | 02 | 01 | 99 | 97 | 96 | 95 | 94 |