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[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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ISBN: 978-1-4939-0377-1 (print), 978-1-4939-0378-8 (online)
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to now publishers Digital Content
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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. / 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
Keywords: hci-sites:laboratories |  education:programs |  education:1st_choice | 
Languages: English
dub.washington.edu/
Faculty and Programs in HCI at UW
E-mail: wobbrock@uw.edu
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 / Bernstein, Michael S. / Tan, Desney / Smith, Greg / Czerwinski, Mary / Horvitz, Eric ACM Transactions on Computer-Human Interaction 2010 v.17 n.2 p.6
ACM Digital Library Link
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.
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