[1]
FingerIO: Using Active Sonar for Fine-Grained Finger Tracking
Tracking Fingers
/
Nandakumar, Rajalakshmi
/
Iyer, Vikram
/
Tan, Desney
/
Gollakota, Shyamnath
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1515-1525
© Copyright 2016 ACM
Summary: We present fingerIO, a novel fine-grained finger tracking solution for
around-device interaction. FingerIO does not require instrumenting the finger
with sensors and works even in the presence of occlusions between the finger
and the device. We achieve this by transforming the device into an active sonar
system that transmits inaudible sound signals and tracks the echoes of the
finger at its microphones. To achieve sub-centimeter level tracking accuracies,
we present an innovative approach that use a modulation technique commonly used
in wireless communication called Orthogonal Frequency Division Multiplexing
(OFDM). Our evaluation shows that fingerIO can achieve 2-D finger tracking with
an average accuracy of 8 mm using the in-built microphones and speaker of a
Samsung Galaxy S4. It also tracks subtle finger motion around the device, even
when the phone is in the pocket. Finally, we prototype a smart watch
form-factor fingerIO device and show that it can extend the interaction space
to a 0.5×0.25 m2 region on either side of the device and work even when
it is fully occluded from the finger.
[2]
Blood Pressure Beyond the Clinic: Rethinking a Health Metric for Everyone
DIY Healthcare: Apps & Wearables
/
Kendall, Logan
/
Morris, Dan
/
Tan, Desney
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1679-1688
© Copyright 2015 ACM
Summary: Blood pressure (BP) is typically captured at irregular intervals, mostly in
clinic environments. This approach treats BP as a static snapshot for health
classification and largely ignores its value as a continuously fluctuating
measure. Recognizing that consumers are increasingly capturing health metrics
through wearable devices, we explored BP measurement in relation to everyday
living through a two-week field study with 34 adults. Based on questionnaires,
measurement logs, and interviews, we examined participants' perceptions and
attitudes towards BP variability and their associations of BP with aspects of
their lives. We found that participants modified their use of BP devices in
response to BP variability, made associations with stress, food, and daily
routines, and revealed challenges with the design of current BP devices for
personal use. We present design recommendations for BP use in everyday contexts
and describe strategies for reframing BP capture and reporting.
[3]
Projectagami: A Foldable Mobile Device with Shape Interactive Applications
WIP Theme: Mobile Interactions
/
Tan, Dominique
/
Kumorek, Maciej
/
Garcia, Andres A.
/
Mooney, Adam
/
Bekoe, Derek
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1555-1560
© Copyright 2015 ACM
Summary: Projectagami is a foldable mobile device that leverages simple 2D origami
form to give applications new affordances: enabling rapid customization of the
device shape. This bridges the gap between differently sized touch screen
devices, and enables a novel and mobile form of split screen touch interaction
that deviates from traditional rectangular form. We show how a flexible mobile
device with unrestricted folding can create more realistic and augmented
experiences: building on people's existing abilities to manipulate real world
objects. We demonstrate this with shape enhanced "Wizard of Oz" demo
applications including a book, online shopping, a board game, street
navigation, and a dynamic browser. Our prototype is tracked with a Kinect and
uses a projector for visual output. In the future, we envision devices like
Projectagami to be self-contained and extended to 3D form.
[4]
EDITED BOOK
Ways of Knowing in HCI
/
Olson, Judith S.
/
Kellogg, Wendy A.
2014
p.472
Springer New York
Reading and Interpreting Ethnography (1-23)
+ Dourish, Paul
Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (25-48)
+ Muller, Michael
Knowing by Doing: Action Research as an Approach to HCI (49-68)
+ Hayes, Gillian R.
Concepts, Values, and Methods for Technical Human--Computer Interaction Research (69-93)
+ Hudson, Scott E.
+ Mankoff, Jennifer
Study, Build, Repeat: Using Online Communities as a Research Platform (95-117)
+ Terveen, Loren
+ Konstan, Joseph A.
+ Lampe, Cliff
Field Deployments: Knowing from Using in Context (119-142)
+ Siek, Katie A.
+ Hayes, Gillian R.
+ Newman, Mark W.
+ Tang, John C.
Science and Design: The Implications of Different Forms of Accountability (143-165)
+ Gaver, William
Research Through Design in HCI (167-189)
+ Zimmerman, John
+ Forlizzi, Jodi
Experimental Research in HCI (191-227)
+ Gergle, Darren
+ Tan, Desney S.
Survey Research in HCI (229-266)
+ Müller, Hendrik
+ Sedley, Aaron
+ Ferrall-Nunge, Elizabeth
Crowdsourcing in HCI Research (267-289)
+ Egelman, Serge
+ Chi, Ed H.
+ Dow, Steven
Sensor Data Streams (291-321)
+ Voida, Stephen
+ Patterson, Donald J.
+ Patel, Shwetak N.
Eye Tracking: A Brief Introduction (323-348)
+ Navalpakkam, Vidhya
+ Churchill, Elizabeth F.
Understanding User Behavior Through Log Data and Analysis (349-372)
+ Dumais, Susan
+ Jeffries, Robin
+ Russell, Daniel M.
+ Tang, Diane
+ Teevan, Jaime
Looking Back: Retrospective Study Methods for HCI (373-393)
+ Russell, Daniel M.
+ Chi, Ed H.
Agent Based Modeling to Inform the Design of Multiuser Systems (395-419)
+ Ren, Yuqing
+ Kraut, Robert E.
Social Network Analysis in HCI (421-447)
+ Hansen, Derek L.
+ Smith, Marc A.
Research Ethics and HCI (449-468)
+ Bruckman, Amy
Epilogue (469-472)
+ Kellogg, Wendy A.
+ Olson, Judith S.
[5]
The sound of touch: on-body touch and gesture sensing based on transdermal
ultrasound propagation
Redefining surfaces
/
Mujibiya, Adiyan
/
Cao, Xiang
/
Tan, Desney S.
/
Morris, Dan
/
Patel, Shwetak N.
/
Rekimoto, Jun
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.189-198
© Copyright 2013 ACM
Summary: Recent work has shown that the body provides an interesting interaction
platform. We propose a novel sensing technique based on transdermal
low-frequency ultrasound propagation. This technique enables pressure-aware
continuous touch sensing as well as arm-grasping hand gestures on the human
body. We describe the phenomena we leverage as well as the system that produces
ultrasound signals on one part of the body and measures this signal on another.
The measured signal varies according to the measurement location, forming
distinctive propagation profiles which are useful to infer on-body touch
locations and on-body gestures. We also report on a series of experimental
studies with 20 participants that characterize the signal, and show robust
touch and gesture classification along the forearm.
[6]
AirWave: non-contact haptic feedback using air vortex rings
Novel interfaces
/
Gupta, Sidhant
/
Morris, Dan
/
Patel, Shwetak N.
/
Tan, Desney
Proceedings of the 2013 International Joint Conference on Pervasive and
Ubiquitous Computing
2013-09-08
v.1
p.419-428
© Copyright 2013 ACM
Summary: Input modalities such as speech and gesture allow users to interact with
computers without holding or touching a physical device, thus enabling
at-a-distance interaction. It remains an open problem, however, to incorporate
haptic feedback into such interaction. In this work, we explore the use of air
vortex rings for this purpose. Unlike standard jets of air, which are turbulent
and dissipate quickly, vortex rings can be focused to travel several meters and
impart perceptible feedback. In this paper, we review vortex formation theory
and explore specific design parameters that allow us to generate vortices
capable of imparting haptic feedback. Applying this theory, we developed a
prototype system called AirWave. We show through objective measurements that
AirWave can achieve spatial resolution of less than 10 cm at a distance of 2.5
meters. We further demonstrate through a user study that this can be used to
direct tactile stimuli to different regions of the human body.
[7]
Benevolent deception in human computer interaction
Papers: ethics in HCI
/
Adar, Eytan
/
Tan, Desney S.
/
Teevan, Jaime
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1863-1872
© Copyright 2013 ACM
Summary: Though it has been asserted that "good design is honest", [42] deception
exists throughout human-computer interaction research and practice. Because of
the stigma associated with deception -- in many cases rightfully so -- the
research community has focused its energy on eradicating malicious deception,
and ignored instances in which deception is positively employed. In this paper
we present the notion of benevolent deception, deception aimed at benefitting
the user as well as the developer. We frame our discussion using a
criminology-inspired model and ground components in various examples. We assert
that this provides us with a set of tools and principles that not only helps us
with system and interface design, but that opens new research areas. After all,
as Cockton claims in his 2004 paper "Value-Centered HCI" [13], "Traditional
disciplines have delivered truth. The goal of HCI is to deliver value."
[8]
An ultra-low-power human body motion sensor using static electric field
sensing
On the body and on the move
/
Cohn, Gabe
/
Gupta, Sidhant
/
Lee, Tien-Jui
/
Morris, Dan
/
Smith, Joshua R.
/
Reynolds, Matthew S.
/
Tan, Desney S.
/
Patel, Shwetak N.
Proceedings of the 2012 International Conference on Ubiquitous Computing
2012-09-05
p.99-102
© Copyright 2012 ACM
Summary: Wearable sensor systems have been used in the ubiquitous computing community
and elsewhere for applications such as activity and gesture recognition, health
and wellness monitoring, and elder care. Although the power consumption of
accelerometers has already been highly optimized, this work introduces a novel
sensing approach which lowers the power requirement for motion sensing by
orders of magnitude. We present an ultra-low-power method for passively sensing
body motion using static electric fields by measuring the voltage at any single
location on the body. We present the feasibility of using this sensing approach
to infer the amount and type of body motion anywhere on the body and
demonstrate an ultra-low-power motion detector used to wake up more
power-hungry sensors. The sensing hardware consumes only 3.3 μW, and wake-up
detection is done using an additional 3.3 μW (6.6 μW total).
[9]
Using mobile phones to present medical information to hospital patients
Interfaces for health & well being
/
Vardoulakis, Laura Pfeifer
/
Karlson, Amy
/
Morris, Dan
/
Smith, Greg
/
Gatewood, Justin
/
Tan, Desney
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1411-1420
© Copyright 2012 ACM
Summary: The awareness that hospital patients have of the people and events
surrounding their care has a dramatic impact on satisfaction and clinical
outcomes. However, patients are often under-informed about even basic aspects
of their care. In this work, we hypothesize that mobile devices -- which are
increasingly available to patients -- can be used as real-time information
conduits to improve patient awareness and consequently improve patient care. To
better understand the unique affordances that mobile devices offer in the
hospital setting, we provided twenty-five patients with mobile phones that
presented a dynamic, interactive report on their progress, care plan, and care
team throughout their emergency department stay. Through interviews with these
patients, their visitors, and hospital staff, we explore the benefits and
challenges of using the mobile phone as an information display, finding overall
that this is a promising approach to improving patient awareness. Furthermore,
we demonstrate that only a small number of technology challenges remain before
such a system could be deployed without researcher intervention.
[10]
Humantenna: using the body as an antenna for real-time whole-body
interaction
Sensory interaction modalities
/
Cohn, Gabe
/
Morris, Daniel
/
Patel, Shwetak
/
Tan, Desney
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1901-1910
© Copyright 2012 ACM
Summary: Computer vision and inertial measurement have made it possible for people to
interact with computers using whole-body gestures. Although there has been
rapid growth in the uses and applications of these systems, their ubiquity has
been limited by the high cost of heavily instrumenting either the environment
or the user. In this paper, we use the human body as an antenna for sensing
whole-body gestures. Such an approach requires no instrumentation to the
environment, and only minimal instrumentation to the user, and thus enables
truly mobile applications. We show robust gesture recognition with an average
accuracy of 93% across 12 whole-body gestures, and promising results for robust
location classification within a building. In addition, we demonstrate a
real-time interactive system which allows a user to interact with a computer
using whole-body gestures.
[11]
SoundWave: using the Doppler effect to sense gestures
Sensory interaction modalities
/
Gupta, Sidhant
/
Morris, Daniel
/
Patel, Shwetak
/
Tan, Desney
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1911-1914
© Copyright 2012 ACM
Summary: Gesture is becoming an increasingly popular means of interacting with
computers. However, it is still relatively costly to deploy robust gesture
recognition sensors in existing mobile platforms. We present SoundWave, a
technique that leverages the speaker and microphone already embedded in most
commodity devices to sense in-air gestures around the device. To do this, we
generate an inaudible tone, which gets frequency-shifted when it reflects off
moving objects like the hand. We measure this shift with the microphone to
infer various gestures. In this note, we describe the phenomena and detection
algorithm, demonstrate a variety of gestures, and present an informal
evaluation on the robustness of this approach across different devices and
people.
[12]
Enabling concurrent dual views on common LCD screens
Dimensions of sensory interaction
/
Kim, Seokhwan
/
Cao, Xiang
/
Zhang, Haimo
/
Tan, Desney
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2175-2184
© Copyright 2012 ACM
Summary: Researchers have explored a variety of technologies that enable a single
display to simultaneously present different content when viewed from different
angles or by different people. These displays provide new functionalities such
as personalized views for multiple users, privacy protection, and stereoscopic
3D displays. However, current multi-view displays rely on special hardware,
thus significantly limiting their availability to consumers and adoption in
everyday scenarios. In this paper, we present a pure software solution (i.e.
with no hardware modification) that allows us to present two independent views
concurrently on the most widely used and affordable type of LCD screen, namely
Twisted Nematic (TN). We achieve this by exploiting a technical limitation of
the technology which causes these LCDs to show varying brightness and color
depending on the viewing angle. We describe our technical solution as well as
demonstrate example applications in everyday scenarios.
[13]
GyroTab: a handheld device that provides reactive torque feedback
Use the force
/
Badshah, Akash
/
Gupta, Sidhant
/
Morris, Daniel
/
Patel, Shwetak
/
Tan, Desney
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.3153-3156
© Copyright 2012 ACM
Summary: Haptic devices that provide robust and realistic force feedback are
generally grounded to counterweight the applied force, prohibiting their use in
mobile devices. Many ungrounded force-feedback devices rely on the gyro effect
to produce torques on the human body, but their active control systems render
them extremely bulky for implementation in small mobile devices. We present
GyroTab, a relatively flat handheld system that utilizes the gyro effect to
provide torque feedback. GyroTab relies on the user to produce an input torque
and provides feedback by opposing that torque, making its feedback reactive to
the user's motion. We describe the implementation of GyroTab, discuss the kinds
of feedback it generates, and explore some of the psychophysical results we
obtained from a study with the device.
[14]
Characterizing patient-friendly "micro-explanations" of medical events
Health 1: technology challenges
/
Wilcox, Lauren
/
Morris, Dan
/
Tan, Desney
/
Gatewood, Justin
/
Horvitz, Eric
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.29-32
© Copyright 2011 ACM
Summary: Patients' basic understanding of clinical events has been shown to
dramatically improve patient care. We propose that the automatic generation of
very short micro-explanations, suitable for real-time delivery in clinical
settings, can transform patient care by giving patients greater awareness of
key events in their electronic medical record. We present results of a survey
study indicating that it may be possible to automatically generate such
explanations by extracting individual sentences from consumer-facing Web pages.
We further inform future work by characterizing physician and non-physician
responses to a variety of Web-extracted explanations of medical lab tests.
[15]
Your noise is my command: sensing gestures using the body as an antenna
Gestures, body & touch
/
Cohn, Gabe
/
Morris, Daniel
/
Patel, Shwetak N.
/
Tan, Desney S.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.791-800
© Copyright 2011 ACM
Summary: Touch sensing and computer vision have made human-computer interaction
possible in environments where keyboards, mice, or other handheld implements
are not available or desirable. However, the high cost of instrumenting
environments limits the ubiquity of these technologies, particularly in home
scenarios where cost constraints dominate installation decisions. Fortunately,
home environments frequently offer a signal that is unique to locations and
objects within the home: electromagnetic noise. In this work, we use the body
as a receiving antenna and leverage this noise for gestural interaction. We
demonstrate that it is possible to robustly recognize touched locations on an
uninstrumented home wall using no specialized sensors. We conduct a series of
experiments to explore the capabilities that this new sensing modality may
offer. Specifically, we show robust classification of gestures such as the
position of discrete touches around light switches, the particular light switch
being touched, which appliances are touched, differentiation between hands, as
well as continuous proximity of hand to the switch, among others. We close by
discussing opportunities, limitations, and future work.
[16]
Emerging Input Technologies for Always-Available Mobile Interaction
/
Morris, Dan
/
Saponas, T. Scott
/
Tan, Desney
Foundations and Trends in Human-Computer Interaction
2011
v.4
n.4
p.245-316
© Copyright 2010 Author(s)
Summary: Miniaturizing our computers so we can carry them in our pockets has
drastically changed the way we use technology. However, mobile computing is
often peripheral to the act of operating in the real world, and the form factor
of today's mobile devices limits their seamless integration into real-world
tasks. Interacting with a mobile phone, for example, demands both visual and
manual focus. We describe our goal of creating always-available interaction,
which allows us to transition between mobile computing and real-world tasks as
efficiently as we can shift our visual attention. We assert that this could
have the same magnitude of impact that mobile computing had on enabling tasks
that were not possible with traditional desktop computers.
In this review, we survey and characterize the properties of sensors and
input systems that may enable this shift to always-available computing.
Following this, we briefly explore emerging output technologies, both visual
and non-visual. We close with a discussion of the challenges that span various
technologies, such as ambiguity, sensor fusion, gesture design, and cognitive
interference, as well as the opportunities for high-impact research those
challenges offer.
[17]
Brain, body and bytes: psychophysiological user interaction
Workshops
/
Girouard, Audrey
/
Solovey, Erin Treacy
/
Mandryk, Regan
/
Tan, Desney
/
Nacke, Lennart
/
Jacob, Robert J. K.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4433-4436
Keywords: affective computing, brain-computer interfaces, physiological computing,
psychophysiological signals
© Copyright 2010 ACM
Summary: The human brain and body are prolific signal generators. Recent technologies
and computing techniques allow us to measure, process and interpret these
signals. We can now infer such things as cognitive and emotional states to
create adaptive interactive systems and to gain an understanding of user
experience. This workshop brings together researchers from the formerly
separated communities of physiological computing (PC), and brain-computer
interfaces (BCI) to discuss psychophysiological computing. We set out to
identify key research challenges, potential global synergies, and emerging
technological contributions.
[18]
Hidden markets: UI design for a P2P backup application
Market models for Q&A services
/
Seuken, Sven
/
Jain, Kamal
/
Tan, Desney S.
/
Czerwinski, Mary
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.315-324
Keywords: economics, market design, p2p backup, UI design
© Copyright 2010 ACM
Summary: The Internet has allowed market-based systems to become increasingly
pervasive. In this paper we explore the role of user interface (UI) design for
these markets. Different UIs induce different mental models which in turn
determine how users understand and interact with a market. Thus, the
intersection of UI design and economics is a novel and important research area.
We make three contributions at this intersection. First, we present a novel
design paradigm which we call hidden markets. The primary goal of hidden
markets is to hide as much of the market complexities as possible. Second, we
explore this new design paradigm using one particular example: a P2P backup
application. We explain the market underlying this system and provide a
detailed description of the new UI we developed. Third, we present results from
a formative usability study. Our findings indicate that a number of users could
benefit from a market-based P2P backup system. Most users intuitively
understood the give & take principle as well as the bundle constraints of
the market. However, the pricing aspect was difficult to discover/understand
for many users and thus needs further investigation. Overall, the results are
encouraging and show promise for the hidden market paradigm.
[19]
Skinput: appropriating the body as an input surface
Computing on the body
/
Harrison, Chris
/
Tan, Desney
/
Morris, Dan
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.453-462
Keywords: audio interfaces, bio-acoustics, buttons, finger input, gestures, on-body
interaction, projected displays
© Copyright 2010 ACM
Summary: We present Skinput, a technology that appropriates the human body for
acoustic transmission, allowing the skin to be used as an input surface. In
particular, we resolve the location of finger taps on the arm and hand by
analyzing mechanical vibrations that propagate through the body. We collect
these signals using a novel array of sensors worn as an armband. This approach
provides an always available, naturally portable, and on-body finger input
system. We assess the capabilities, accuracy and limitations of our technique
through a two-part, twenty-participant user study. To further illustrate the
utility of our approach, we conclude with several proof-of-concept applications
we developed.
[20]
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.
[21]
Interactive optimization for steering machine classification
Machine learning and web interactions
/
Kapoor, Ashish
/
Lee, Bongshin
/
Tan, Desney
/
Horvitz, Eric
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.1343-1352
Keywords: decision theory, interactive machine learning, interactive optimization,
visualization
© Copyright 2010 ACM
Summary: Interest has been growing within HCI on the use of machine learning and
reasoning in applications to classify such hidden states as user intentions,
based on observations. HCI researchers with these interests typically have
little expertise in machine learning and often employ toolkits as relatively
fixed "black boxes" for generating statistical classifiers. However, attempts
to tailor the performance of classifiers to specific application requirements
may require a more sophisticated understanding and custom-tailoring of methods.
We present ManiMatrix, a system that provides controls and visualizations that
enable system builders to refine the behavior of classification systems in an
intuitive manner. With ManiMatrix, users directly refine parameters of a
confusion matrix via an interactive cycle of re-classification and
visualization. We present the core methods and evaluate the effectiveness of
the approach in a user study. Results show that users are able to quickly and
effectively modify decision boundaries of classifiers to tailor the behavior of
classifiers to problems at hand.
[22]
Examining multiple potential models in end-user interactive concept learning
Machine learning and web interactions
/
Amershi, Saleema
/
Fogarty, James
/
Kapoor, Ashish
/
Tan, Desney
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.1357-1360
Keywords: end-user interactive concept learning
© Copyright 2010 ACM
Summary: End-user interactive concept learning is a technique for interacting with
large unstructured datasets, requiring insights from both human-computer
interaction and machine learning. This note re-examines an assumption implicit
in prior interactive machine learning research, that interaction should focus
on the question "what class is this object?". We broaden interaction to include
examination of multiple potential models while training a machine learning
system. We evaluate this approach and find that people naturally adopt revision
in the interactive machine learning process and that this improves the quality
of their resulting models for difficult concepts.
[23]
Designing patient-centric information displays for hospitals
Therapy and rehabilitation
/
Wilcox, Lauren
/
Morris, Dan
/
Tan, Desney
/
Gatewood, Justin
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.1
p.2123-2132
Keywords: electronic medical records, patient awareness
© Copyright 2010 ACM
Summary: Electronic medical records are increasingly comprehensive, and this vast
repository of information has already contri-buted to medical efficiency and
hospital procedure. However, this information is not typically accessible to
patients, who are frequently under-informed and unclear about their own
hospital courses. In this paper, we propose a design for in-room,
patient-centric information displays, based on iterative design with
physicians. We use this as the basis for a Wizard-of-Oz study in an emergency
department, to assess patient and provider responses to in-room information
displays. 18 patients were presented with real-time information displays based
on their medical records. Semi-structured interviews with patients, family
members, and hospital staff reveal that subjective response to in-room displays
was overwhelmingly positive, and through these interviews we elicited
guidelines regarding specific information types, privacy, use cases, and
information presentation techniques. We describe these findings, and we discuss
the feasibility of a fully-automatic implementation of our design.
[24]
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.
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Zachry, Mark
/
Baudisch, Patrick
/
Davidson, Andrew
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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.
[25]
Personalization via friendsourcing
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Bernstein, Michael S.
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Tan, Desney
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Smith, Greg
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Czerwinski, Mary
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Horvitz, Eric
ACM Transactions on Computer-Human Interaction
2010
v.17
n.2
p.6
© Copyright 2010 ACM
Summary: When information is known only to friends in a social network, traditional
crowdsourcing mechanisms struggle to motivate a large enough user population
and to ensure accuracy of the collected information. We thus introduce
friendsourcing, a form of crowdsourcing aimed at collecting accurate
information available only to a small, socially-connected group of individuals.
Our approach to friendsourcing is to design socially enjoyable interactions
that produce the desired information as a side effect.
We focus our analysis around Collabio, a novel social tagging game that we
developed to encourage friends to tag one another within an online social
network. Collabio encourages friends, family, and colleagues to generate useful
information about each other. We describe the design space of incentives in
social tagging games and evaluate our choices by a combination of usage log
analysis and survey data. Data acquired via Collabio is typically accurate and
augments tags that could have been found on Facebook or the Web. To complete
the arc from data collection to application, we produce a trio of prototype
applications to demonstrate how Collabio tags could be utilized: an aggregate
tag cloud visualization, a personalized RSS feed, and a question and answer
system. The social data powering these applications enables them to address
needs previously difficult to support, such as question answering for topics
comprehensible only to a few of a user's friends.