[1]
AmbiVibe: Design and Evaluation of Vibrations for Progress Monitoring
Did you feel the vibration -- Haptic Feedback Everywhere)
/
Cauchard, Jessica R.
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Cheng, Janette L.
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Pietrzak, Thomas
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Landay, James A.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3261-3271
© Copyright 2016 ACM
Summary: Smartwatches and activity trackers are becoming prevalent, providing
information about health and fitness, and offering personalized progress
monitoring. These wearable devices often offer multimodal feedback with
embedded visual, audio, and vibrotactile displays. Vibrations are particularly
useful when providing discreet feedback, without users having to look at a
display or anyone else noticing, thus preserving the flow of the primary
activity. Yet, current use of vibrations is limited to basic patterns, since
representing more complex information with a single actuator is challenging.
Moreover, it is unclear how much the user -- s current physical activity may
interfere with their understanding of the vibrations. We address both issues
through the design and evaluation of ActiVibe, a set of vibrotactile icons
designed to represent progress through the values 1 to 10. We demonstrate a
recognition rate of over 96% in a laboratory setting using a commercial
smartwatch. ActiVibe was also evaluated in situ with 22 participants for a
28-day period. We show that the recognition rate is 88.7% in the wild and give
a list of factors that affect the recognition, as well as provide design
guidelines for communicating progress via vibrations.
[2]
Drone & me: an exploration into natural human-drone interaction
Interacting with animals and flying robots
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Cauchard, Jessica R.
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Jane, L. E.
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Zhai, Kevin Y.
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Landay, James A.
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.361-365
© Copyright 2015 ACM
Summary: Personal drones are becoming popular. It is challenging to design how to
interact with these flying robots. We present a Wizard-of-Oz (WoZ) elicitation
study that informs how to naturally interact with drones. Results show strong
agreement between participants for many interaction techniques, as when
gesturing for the drone to stop. We discovered that people interact with drones
as with a person or a pet, using interpersonal gestures, such as beckoning the
drone closer. We detail the interaction metaphors observed and offer design
insights for human-drone interactions.
[3]
Frenzy: collaborative data organization for creating conference sessions
Crowds and creativity
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Chilton, Lydia B.
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Kim, Juho
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André, Paul
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Cordeiro, Felicia
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Landay, James A.
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Weld, Daniel S.
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Dow, Steven P.
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Miller, Robert C.
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Zhang, Haoqi
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1255-1264
© Copyright 2014 ACM
Summary: Organizing conference sessions around themes improves the experience for
attendees. However, the session creation process can be difficult and
time-consuming due to the amount of expertise and effort required to consider
alternative paper groupings. We present a collaborative web application called
Frenzy to draw on the efforts and knowledge of an entire program committee.
Frenzy comprises (a) interfaces to support large numbers of experts working
collectively to create sessions, and (b) a two-stage process that decomposes
the session-creation problem into meta-data elicitation and global constraint
satisfaction. Meta-data elicitation involves a large group of experts working
simultaneously, while global constraint satisfaction involves a smaller group
that uses the meta-data to form sessions.
We evaluated Frenzy with 48 people during a deployment at the CSCW 2014
program committee meeting. The session making process was much faster than the
traditional process, taking 88 minutes instead of a full day. We found that
meta-data elicitation was useful for session creation. Moreover, the sessions
created by Frenzy were the basis of the CSCW 2014 schedule.
[4]
Designing for Healthy Lifestyles: Design Considerations for Mobile
Technologies to Encourage Consumer Health and Wellness
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Consolvo, Sunny
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Klasnja, Predrag
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McDonald, David W.
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Landay, James A.
Foundations and Trends in Human-Computer Interaction
2014-04-04
v.6
n.3/4
p.167-315
Keywords: Design and Evaluation; Technology; Ubiquitous computing; Wearable computing;
Mobile/Pervasive; User Interfaces; Health Care
© Copyright 2014 Authors
1 Introduction
2 Collecting Behavioral Data
3 Providing Self-Monitoring Feedback
4 Supporting Goal-Setting
5 Moving Forward
Summary: As the rates of lifestyle diseases such as obesity, diabetes, and heart
disease continue to rise, the development of effective tools that can help
people adopt and sustain healthier habits is becoming ever more important.
Mobile computing holds great promise for providing effective support for
helping people manage their health in everyday life. Yet, for this promise to
be realized, mobile wellness systems need to be well designed, not only in
terms of how they implement specific behavior-change techniques but also, among
other factors, in terms of how much burden they put on the user, how well they
integrate into the user's daily life, and how they address the user's privacy
concerns. Designing for all of these constraints is difficult, and it is often
not clear what tradeoffs particular design decisions have on how a wellness
application is experienced and used. In this monograph, we provide an account
of different design approaches to common features of mobile wellness
applications and we discuss the tradeoffs inherent in those approaches. We also
outline the key challenges that HCI researchers and designers will need to
address to move the state of the art for mobile wellness technologies forward.
[5]
Hero: designing learning tools to increase parental involvement in
elementary education in China
Learning
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Zhao, Yuhang
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Hope, Alexis
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Huang, Jin
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Sumitro, Yoel
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Landay, James A.
/
Shi, Yuanchun
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.637-642
© Copyright 2013 ACM
Summary: In this paper, we present the design of Hero, a suite of learning tools that
combine teacher-created extracurricular challenges with in-class motivational
tools to help parents become more involved in their child's education, while
also engaging students in their own learning. To inform the design, we
conducted field studies and interviews involving 7 primary teachers and 15
different families. We analyzed Chinese parenting styles and problems related
to parental involvement, and developed three major themes from the data. We
then proposed three design goals and created a high-fidelity prototype after
several iterations of user testing. A preliminary evaluation showed that
teachers, parents, and students could all benefit from the design.
[6]
Cascade: crowdsourcing taxonomy creation
Papers: collaborative creation
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Chilton, Lydia B.
/
Little, Greg
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Edge, Darren
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Weld, Daniel S.
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Landay, James A.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1999-2008
© Copyright 2013 ACM
Summary: Taxonomies are a useful and ubiquitous way of organizing information.
However, creating organizational hierarchies is difficult because the process
requires a global understanding of the objects to be categorized. Usually one
is created by an individual or a small group of people working together for
hours or even days. Unfortunately, this centralized approach does not work well
for the large, quickly changing datasets found on the web. Cascade is an
automated workflow that allows crowd workers to spend as little at 20 seconds
each while collectively making a taxonomy. We evaluate Cascade and show that on
three datasets its quality is 80-90% of that of experts. Cascade has a
competitive cost to expert information architects, despite taking six times
more human labor. Fortunately, this labor can be parallelized such that Cascade
will run in as fast as four minutes instead of hours or days.
[7]
MemReflex: adaptive flashcards for mobile microlearning
Learning and training
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Edge, Darren
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Fitchett, Stephen
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Whitney, Michael
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Landay, James
Proceedings of the 14th Conference on Human-computer interaction with mobile
devices and services
2012-09-21
p.431-440
© Copyright 2012 ACM
Summary: Flashcard systems typically help students learn facts (e.g., definitions,
names, and dates), relying on intense initial memorization with subsequent
tests delayed up to days later. This approach does not exploit the short,
sparse, and mobile opportunities for microlearning throughout the day, nor does
it support learners who need the motivation that comes from successful study
sessions. In contrast, our MemReflex system of adaptive flashcards gives
fast-feedback by retesting new items in quick succession, dynamically
scheduling future tests according to a model of the learner's memory. We
evaluate MemReflex across three user studies. In the first two studies, we
demonstrate its effectiveness for both audio and text modalities, even while
walking and distracted. In the third study of second-language vocabulary
learning, we show how MemReflex enhanced learner accuracy, confidence, and
perceptions of control and success. Overall, the work suggests new directions
for mobile microlearning and "micro activities" in general.
[8]
The design and evaluation of prototype eco-feedback displays for
fixture-level water usage data
Defying environmental behavior changes
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Froehlich, Jon
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Findlater, Leah
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Ostergren, Marilyn
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Ramanathan, Solai
/
Peterson, Josh
/
Wragg, Inness
/
Larson, Eric
/
Fu, Fabia
/
Bai, Mazhengmin
/
Patel, Shwetak
/
Landay, James A.
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2367-2376
© Copyright 2012 ACM
Summary: Few means currently exist for home occupants to learn about their water
consumption: e.g., where water use occurs, whether such use is excessive and
what steps can be taken to conserve. Emerging water sensing systems, however,
can provide detailed usage data at the level of individual water fixtures
(i.e., disaggregated usage data). In this paper, we perform formative
evaluations of two sets of novel eco-feedback displays that take advantage of
this disaggregated data. The first display set isolates and examines specific
elements of an eco-feedback design space such as data and time granularity.
Displays in the second set act as design probes to elicit reactions about
competition, privacy, and integration into domestic space. The displays were
evaluated via an online survey of 651 North American respondents and in-home,
semi-structured interviews with 10 families (20 adults). Our findings are
relevant not only to the design of future water eco-feedback systems but also
for other types of consumption (e.g., electricity and gas).
[9]
Voice Games: Investigation Into the Use of Non-speech Voice Input for Making
Computer Games More Accessible
Accessibility I
/
Harada, Susumu
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Wobbrock, Jacob O.
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Landay, James A.
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.1
p.11-29
Keywords: Computer games; accessible games; speech recognition; non-speech
vocalization
© Copyright 2011 IFIP
Summary: We conducted a quantitative experiment to determine the performance
characteristics of non-speech vocalization for discrete input generation in
comparison to existing speech and keyboard input methods. The results from the
study validated our hypothesis that non-speech voice input can offer
significantly faster discrete input compared to a speech-based input method by
as much as 50%. Based on this and other promising results from the study, we
built a prototype system called the Voice Game Controller that augments
traditional speech-based input methods with non-speech voice input methods to
make computer games originally designed for the keyboard and mouse playable
using voice only. Our preliminary evaluation of the prototype indicates that
the Voice Game Controller greatly expands the scope of computer games that can
be played hands-free using just voice, to include games that were difficult or
impractical to play using previous speech-based methods.
[10]
Utility of human-computer interactions: toward a science of preference
measurement
Decision making & the web
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Toomim, Michael
/
Kriplean, Travis
/
Pörtner, Claus
/
Landay, James
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2275-2284
© Copyright 2011 ACM
Summary: The success of a computer system depends upon a user choosing it, but the
field of Human-Computer Interaction has little ability to predict this user
choice. We present a new method that measures user choice, and quantifies it as
a measure of utility. Our method has two core features. First, it introduces an
economic definition of utility, one that we can operationalize through economic
experiments. Second, we employ a novel method of crowdsourcing that enables the
collection of thousands of economic judgments from real users.
[11]
MicroMandarin: mobile language learning in context
Books & language
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Edge, Darren
/
Searle, Elly
/
Chiu, Kevin
/
Zhao, Jing
/
Landay, James A.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.3169-3178
© Copyright 2011 ACM
Summary: Learning a new language is hard, but learning to use it confidently in
conversations with native speakers is even harder. From our field research with
language learners, with support from Cognitive Psychology and Second Language
Acquisition, we argue for the value of contextual microlearning in the many
breaks spread across different places and throughout the day. We present a
mobile application that supports such microlearning by leveraging the
location-based service Foursquare to automatically provide contextually
relevant content in the world's major cities. In an evaluation of Mandarin
Chinese learning, a four-week, 23-user study spanning Beijing and Shanghai
compared this contextual system to a system based on word frequency. Study
sessions with the contextual version lasted half as long but occurred in twice
as many places as sessions with the frequency version, suggesting a
complementary relationship between the two approaches.
[12]
Activity-based Ubicomp: a new research basis for the future of
human-computer interaction
Invited talk
/
Landay, James
Proceedings of the 2010 International Conference on Multimodal Interfaces
2010-11-08
p.28
© Copyright 2010 ACM
Summary: Ubiquitous computing (Ubicomp) is bringing computing off the desktop and
into our everyday lives. For example, an interactive display can be used by the
family of an elder to stay in constant touch with the elder's everyday
wellbeing, or by a group to visualize and share information about exercise and
fitness. Mobile sensors, networks, and displays are proliferating worldwide in
mobile phones, enabling this new wave of applications that are intimate with
the user's physical world. In addition to being ubiquitous, these applications
share a focus on high-level activities, which are long-term social processes
that take place in multiple environments and are supported by complex
computation and inference of sensor data. However, the promise of this
Activity-based Ubicomp is unfulfilled, primarily due to methodological, design,
and tool limitations in how we understand the dynamics of activities. The
traditional cognitive psychology basis for human-computer interaction, which
focuses on our short term interactions with technological artifacts, is
insufficient for achieving the promise of Activity-based Ubicomp. We are
developing design methodologies and tools, as well as activity recognition
technologies, to both demonstrate the potential of Activity-based Ubicomp as
well as to support designers in fruitfully creating these types of
applications.
[13]
Gestalt: integrated support for implementation and analysis in machine
learning
AI and toolkits
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Patel, Kayur
/
Bancroft, Naomi
/
Drucker, Steven M.
/
Fogarty, James
/
Ko, Andrew J.
/
Landay, James
Proceedings of the 2010 ACM Symposium on User Interface Software and
Technology
2010-10-03
p.37-46
Keywords: gestalt, machine learning, software development
© Copyright 2010 ACM
Summary: We present Gestalt, a development environment designed to support the
process of applying machine learning. While traditional programming
environments focus on source code, we explicitly support both code and data.
Gestalt allows developers to implement a classification pipeline, analyze data
as it moves through that pipeline, and easily transition between implementation
and analysis. An experiment shows this significantly improves the ability of
developers to find and fix bugs in machine learning systems. Our discussion of
Gestalt and our experimental observations provide new insight into
general-purpose support for the machine learning process.
[14]
FrameWire: a tool for automatically extracting interaction logic from paper
prototyping tests
End-user programming I
/
Li, Yang
/
Cao, Xiang
/
Everitt, Katherine
/
Dixon, Morgan
/
Landay, James A.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.503-512
Keywords: paper prototyping, programming by demonstration
© Copyright 2010 ACM
Summary: Paper prototyping offers unique affordances for interface design. However,
due to its spontaneous nature and the limitations of paper, it is difficult to
distill and communicate a paper prototype design and its user test findings to
a wide audience. To address these issues, we created FrameWire, a computer
vision-based system that automatically extracts interaction flows from the
video recording of paper prototype user tests. Based on the extracted logic,
FrameWire offers two distinct benefits for designers: a structural view of the
video recording that allows a designer or a stakeholder to easily distill and
understand the design concept and user interaction behaviors, and automatic
generation of interactive HTML-based prototypes that can be easily tested with
a larger group of users as well as "walked through" by other stakeholders. The
extraction is achieved by automatically aggregating video frame sequences into
an interaction flow graph based on frame similarities and a designer-guided
clustering process. The results of evaluating FrameWire with realistic paper
prototyping tests show that our extraction approach is feasible and FrameWire
is a promising tool for enhancing existing prototyping practice.
[15]
Making muscle-computer interfaces more practical
Brains and brawn
/
Saponas, T. Scott
/
Tan, Desney S.
/
Morris, Dan
/
Turner, Jim
/
Landay, James A.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.851-854
Keywords: electromyography (emg), muscle-computer interface
© Copyright 2010 ACM
Summary: Recent work in muscle sensing has demonstrated the potential of
human-computer interfaces based on finger gestures sensed from electrodes on
the upper forearm. While this approach holds much potential, previous work has
given little attention to sensing finger gestures in the context of three
important real-world requirements: sensing hardware suitable for mobile and
off-desktop environments, electrodes that can be put on quickly without
adhesives or gel, and gesture recognition techniques that require no new
training or calibration after re-donning a muscle-sensing armband. In this
note, we describe our approach to overcoming these challenges, and we
demonstrate average classification accuracies as high as 86% for pinching with
one of three fingers in a two-session, eight-person experiment.
[16]
The design of eco-feedback technology
Home eco behavior
/
Froehlich, Jon
/
Findlater, Leah
/
Landay, James
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.1999-2008
Keywords: eco-feedback, environmental hci, reflective hci, survey
© Copyright 2010 ACM
Summary: Eco-feedback technology provides feedback on individual or group behaviors
with a goal of reducing environmental impact. The history of eco-feedback
extends back more than 40 years to the origins of environmental psychology.
Despite its stated purpose, few HCI eco-feedback studies have attempted to
measure behavior change. This leads to two overarching questions: (1) what can
HCI learn from environmental psychology and (2) what role should HCI have in
designing and evaluating eco-feedback technology? To help answer these
questions, this paper conducts a comparative survey of eco-feedback technology,
including 89 papers from environmental psychology and 44 papers from the HCI
and UbiComp literature. We also provide an overview of predominant models of
proenvironmental behaviors and a summary of key motivation techniques to
promote this behavior.
[17]
INTERNET
DUB Group - Design : Use : Build
/
Wobbrock, Jacob O.
/
Anderson, Richard
/
Aragon, Cecilia R.
/
Borning, Alan
/
Borriello, Gaetano
/
Cheng, Karen
/
Demiris, George
/
Efthimiadis, Efthimis N.
/
Farkas, David K.
/
Feil, Magnus
/
Fogarty, James
/
Friedman, Batya
/
Gould, Annabelle
/
Hendry, David G
/
Johnson, Brian R.
/
Johnson, Kurt L.
/
Jones, William
/
Kientz, Julie A.
/
Ko, Andrew J.
/
Kolko, Beth
/
Kriz, Sarah
/
Ladner, Richard E.
/
Landay, James A.
/
Lee, Charlotte P.
/
McDonald, David W.
/
Muren, Dominic L
/
Patel, Shwetak N.
/
Pratt, Wanda
/
Ramey, Judith
/
Roesler, Axel
/
Spyridakis, Jan
/
Tanimoto, Steve L.
/
Turns, Jennifer
/
Weld, Daniel S.
/
Zachry, Mark
/
Baudisch, Patrick
/
Davidson, Andrew
/
Drucker, Steven M.
/
Morris, Meredith Ringel
/
Parikh, Tapan
/
Tan, Desney
/
Wixon, Dennis R.
2010-01-17
United States, Washington, Seattle
University of Washington
Languages: English
Summary: The multi-departmental DUB (design:use:build) group at the University of
Washington.
Summary: The DUB Group comprises faculty and students interested in HCI and Design
research at the University of Washington. It is a cross-campus
multi-departmental group with numerous faculty and students working on
countless projects in HCI.
[18]
Enabling always-available input with muscle-computer interfaces
Meat-space
/
Saponas, T. Scott
/
Tan, Desney S.
/
Morris, Dan
/
Balakrishnan, Ravin
/
Turner, Jim
/
Landay, James A.
Proceedings of the 2009 ACM Symposium on User Interface Software and
Technology
2009-10-04
p.167-176
Keywords: electromyography (EMG), input, interaction, muscle-computer interface
© Copyright 2009 ACM
Summary: Previous work has demonstrated the viability of applying offline analysis to
interpret forearm electromyography (EMG) and classify finger gestures on a
physical surface. We extend those results to bring us closer to using
muscle-computer interfaces for always-available input in real-world
applications. We leverage existing taxonomies of natural human grips to develop
a gesture set covering interaction in free space even when hands are busy with
other objects. We present a system that classifies these gestures in real-time
and we introduce a bi-manual paradigm that enables use in interactive systems.
We report experimental results demonstrating four-finger classification
accuracies averaging 79% for pinching, 85% while holding a travel mug, and 88%
when carrying a weighted bag. We further show generalizability across different
arm postures and explore the tradeoffs of providing real-time visual feedback.
[19]
Goal-setting considerations for persuasive technologies that encourage
physical activity
Persuading for healthy lifestyle
/
Consolvo, Sunny
/
Klasnja, Predrag
/
McDonald, David W.
/
Landay, James A.
Proceedings of the 2009 International Conference on Persuasive Technology
2009-04-26
p.8
© Copyright 2009 ACM
Summary: Goal-setting has been shown to be an effective strategy for changing
behavior; therefore employing goal-setting in persuasive technologies could be
an effective way to encourage behavior change. In our work, we are developing
persuasive technologies to encourage individuals to live healthy lifestyles
with a focus on being physically active. As part of our investigations, we have
explored individuals' reactions to goal-setting, specifically goal sources
(i.e., who should set the individual's goal) and goal timeframes (i.e., over
what time period should an individual have to achieve the goal). In this paper,
we present our findings related to various approaches for implementing
goal-setting in a persuasive technology to encourage physical activity.
[20]
Longitudinal study of people learning to use continuous voice-based cursor
control
Accessibility/special needs
/
Harada, Susumu
/
Wobbrock, Jacob O.
/
Malkin, Jonathan
/
Bilmes, Jeff A.
/
Landay, James A.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.347-356
Keywords: longitudinal study, motor impairment, pointer control, speech recognition,
voice-based interface
© Copyright 2009 ACM
Summary: We conducted a 2.5 week longitudinal study with five motor impaired (MI) and
four non-impaired (NMI) participants, in which they learned to use the Vocal
Joystick, a voice-based user interface control system. We found that the
participants were able to learn the mapping between the vowel sounds and
directions used by the Vocal Joystick, and showed marked improvement in their
target acquisition performance. At the end of the ten session period, the NMI
group reached the same level of performance as the previously measured "expert"
Vocal Joystick performance, and the MI group was able to reach 70% of that
level. Two of the MI participants were also able to approach the performance of
their preferred device, a touchpad. We report on a number of issues that can
inform the development of further enhancements in the realm of voice-driven
computer control.
[21]
Theory-driven design strategies for technologies that support behavior
change in everyday life
Creating thought and self-improvement
/
Consolvo, Sunny
/
McDonald, David W.
/
Landay, James A.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.405-414
Keywords: behavior change, design strategies, everyday life, lifestyle, mobile phone,
persuasive technology, physical activity
© Copyright 2009 ACM
Summary: In this paper, we propose design strategies for persuasive technologies that
help people who want to change their everyday behaviors. Our strategies use
theory and prior work to substantially extend a set of existing design goals.
Our extensions specifically account for social characteristics and other
tactics that should be supported by persuasive technologies that target
long-term discretionary use throughout everyday life. We used these strategies
to design and build a system that encourages people to lead a physically active
lifestyle. Results from two field studies of the system -- a three-week trial
and a three-month experiment -- have shown that the system was successful at
helping people maintain a more physically active lifestyle and validate the
usefulness of the strategies.
[22]
UbiGreen: investigating a mobile tool for tracking and supporting green
transportation habits
Sustainability 2
/
Froehlich, Jon
/
Dillahunt, Tawanna
/
Klasnja, Predrag
/
Mankoff, Jennifer
/
Consolvo, Sunny
/
Harrison, Beverly
/
Landay, James A.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1043-1052
Keywords: ambient displays, mobile phones, sensing, sustainability, transportation,
ubicomp
© Copyright 2009 ACM
Summary: The greatest contributor of CO2 emissions in the average American household
is personal transportation. Because transportation is inherently a mobile
activity, mobile devices are well suited to sense and provide feedback about
these activities. In this paper, we explore the use of personal ambient
displays on mobile phones to give users feedback about sensed and self-reported
transportation behaviors. We first present results from a set of formative
studies exploring our respondents' existing transportation routines,
willingness to engage in and maintain green transportation behavior, and
reactions to early mobile phone "green" application design concepts. We then
describe the results of a 3-week field study (N=13) of the UbiGreen
Transportation Display prototype, a mobile phone application that
semi-automatically senses and reveals information about transportation
behavior. Our contributions include a working system for semi-automatically
tracking transit activity, a visual design capable of engaging users in the
goal of increasing green transportation, and the results of our studies, which
have implications for the design of future green applications.
[23]
Attaching UI enhancements to websites with end users
Advanced web scenarios
/
Toomim, Michael
/
Drucker, Steven M.
/
Dontcheva, Mira
/
Rahimi, Ali
/
Thomson, Blake
/
Landay, James A.
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.1859-1868
Keywords: end-user programming, mashups, programming by example, web data extraction
© Copyright 2009 ACM
Summary: We present reform, a step toward write-once apply-anywhere user interface
enhancements. The reform system envisions roles for both programmers and end
users in enhancing existing websites to support new goals. First, a programmer
authors a traditional mashup or browser extension, but they do not write a web
scraper. Instead they use reform, which allows novice end users to attach the
enhancement to their favorite sites with a scraping by-example interface.
reform makes enhancements easier to program while also carrying the benefit
that end users can apply the enhancements to any number of new websites. We
present reform's architecture, user interface, interactive by-example
extraction algorithm for novices, and evaluation, along with five example
reform enabled enhancements.
[24]
Toolkit Support for Integrating Physical and Digital Interactions
/
Klemmer, Scott R.
/
Landay, James A.
Human-Computer Interaction
2009
v.24
n.3
p.315-366
© Copyright 2009 Taylor and Francis
Summary: There is great potential in enabling users to interact with digital
information by integrating it with everyday physical objects. However,
developing these interfaces requires programmers to acquire and abstract
physical input. This is difficult, is time-consuming, and requires a high level
of technical expertise in fields very different from user interface development
-- especially in the case of computer vision. Based on structured interviews
with researchers, a literature review, and our own experience building physical
interfaces, we created Papier-Mâché, a toolkit for integrating
physical and digital interactions. Its library supports computer vision,
electronic tags, and barcodes. Papier-Mâché introduces high-level
abstractions for working with these input technologies that facilitate
technology portability. We evaluated this toolkit through a laboratory study
and longitudinal use in course and research projects, finding the input
abstractions, technology portability, and monitoring facilities to be highly
effective.
[25]
VoiceLabel: using speech to label mobile sensor data
Multimodal systems I (poster session)
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Harada, Susumu
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Lester, Jonathan
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Patel, Kayur
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Saponas, T. Scott
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Fogarty, James
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Landay, James A.
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Wobbrock, Jacob O.
Proceedings of the 2008 International Conference on Multimodal Interfaces
2008-10-20
p.69-76
Keywords: data collection, machine learning, mobile devices, sensors, speech
recognition
© Copyright 2008 ACM
Summary: Many mobile machine learning applications require collecting and labeling
data, and a traditional GUI on a mobile device may not be an appropriate or
viable method for this task. This paper presents an alternative approach to
mobile labeling of sensor data called VoiceLabel. VoiceLabel consists of two
components: (1) a speech-based data collection tool for mobile devices, and (2)
a desktop tool for offline segmentation of recorded data and recognition of
spoken labels. The desktop tool automatically analyzes the audio stream to find
and recognize spoken labels, and then presents a multimodal interface for
reviewing and correcting data labels using a combination of the audio stream,
the system's analysis of that audio, and the corresponding mobile sensor data.
A study with ten participants showed that VoiceLabel is a viable method for
labeling mobile sensor data. VoiceLabel also illustrates several key features
that inform the design of other data labeling tools.