waashk/dblp huggingface dataset:
blowtooth: pervasive gaming in unique and challenging environments. this paper describes blowtooth, a bluetooth-implemented pervasive game where players smuggle virtual drugs through real airport security with the help of unknowing bystanders. the game explores the nature of pervasive game playing in environments that are not generally regarded as playful or "fun," and where people are subject to particularly high levels of intrusive surveillance and monitoring. six participants who were travelling internationally within a two-week period were recruited to evaluate the game. findings suggest that creating pervasive games that incorporate the unique features of their context as part of the game may provide enjoyable, novel and thought-provoking experiences for players.
using concept maps to evaluate the usability of apis. application programming interfaces (apis) are the interfaces to existing code structures, such as widgets, frameworks, or toolkits. therefore, they very much do have an impact on the quality of the resulting system. so ensuring that developers can make the most out of them is an important challenge. however standard usability evaluation methods as known from hci have limitations in grasping the interaction between developer and api -- the gui, which makes this interaction obvious, is missing. in this paper we present a longitudinal approach using concept maps and a question diary to make this interaction visible and study the usability of an api over time.
tangible interfaces for download: initial observations from users' everyday environments. tangible user interfaces (tuis) have been promoted and discussed in the hci community for 15 years. most reported tuis are research prototypes, available in laboratories or museums. this paper reports an attempt to understand the impact of tuis in users' everyday environments through a low-cost, simple set-up tangible interface for music that can be freely downloaded from a website. the system requires only a regular computer, a webcam and a printer - the physical parts of the interface can be folded out of ordinary paper. logging interaction with the interfaces and analyzing content posted by users on the web we observed that the tuis were accepted as normal: just interfaces to make music rather than esoteric systems.
interactive robot task learning. in this paper we provide a brief overview of our research agenda in human-robot interaction and interactive learning. we highlight key components to be demonstrated as part of the chi 2010 media showcase.
exploring social dimensions of personal information management with adults with ad/hd. studies in personal information management (pim) have primarily examined pim behavior as an individual activity. in this paper, we discuss social dimensions of pim, more specifically, socially derived pim activities. the biggest challenge adults with attention deficit / hyperactivity disorder (ad/hd) face is managing information and tasks. accordingly, online forums for sharing pim strategies is a wide spread practice among many individuals with ad/hd. those that are not engaged in online forums are also found to often rely on social resources in forming pim strategies. we discuss social dimensions of pim emerged from our 16 interviews with adults with ad/hd and coaches of ad/hd. our findings provide a good starting point towards understanding the social, adaptive and evolutionary nature of pim practices, which would later inform design implications.
investigation of cultural dependency in mobile technology and older adults. studies using different methods have been carried out of older adults' use of mobile technology in malaysia and the uk. preliminary results suggest that there are significant differences in the results which are culturally dependent.
ubiquitous drums: a tangible, wearable musical interface. drummers and non-drummers alike can often be seen making percussive gestures on their chests, knees and feet. ubiquitous drums enhances this experience by providing musical feedback for these and other gestures. this paper describes the implementation and evolution of this tangible, wearable musical instrument.
get the picture?: evaluating interfaces through children's drawings. we conducted a study to determine whether it was possible to evaluate the usability of a children's interface just by looking at their drawings, uncovering indicators that would reveal the degree of success of the interaction. two groups of children aged between four and five years old were exposed to two versions of a computer game. in the regular version the game worked as expected, in the other version the mouse would stop functioning during random periods of the game play. the drawings made by the children after the game were analyzed by three evaluators to determine if they corresponded to the interaction with the regular or the broken game. the results show that in this specific study the decoding of children's drawings made after their interaction was clearly insufficient to assess the usability of the interface, and that further research is needed in this area.
exploring information spaces by using tangible magic lenses in a tabletop environment. to solve the challenge of exploring large information spaces on interactive surfaces such as tabletops, we developed an optically tracked, lightweight, passive display (magic lens) that provides elegant three-dimensional exploration of rich datasets. this can either be volumetric, layered, zoomable, or temporal information spaces, which are mapped onto the physical volume above a tabletop. by moving the magic lens through the volume, corresponding data is displayed, thus serving as a window into virtuality. hereby, various interaction techniques are introduced, which especially utilize the lens' height above a tabletop in a novel way, e.g. for zooming or displaying information layers.
tangible spin cube for 3d ring menu in real space. in this paper, we introduce a novel interface, the tangible spin cube, for experiencing a 3d ring menu in real space. it enables a tangible object-referenced 3d ring menu and its items' placement by using multi-marker tracking. also, it supports spin interaction using hall sensor-based spin detection for natural menu browsing. finally, we evaluate the performance of the current prototype's spin detection and show an example of a 3d ring menu application.
vibroglove: an assistive technology aid for conveying facial expressions. in this paper, a novel interface is described for enhancing human-human interpersonal interactions. specifically, the device is targeted as an assistive aid to deliver the facial expressions of an interaction partner to people who are blind or visually impaired. vibro-tactors, mounted on the back of a glove, provide a means for conveying haptic emoticons that represent the six basic human emotions and the neutral expression of the user's interaction partner. the detailed design of the haptic interface and haptic icons of expressions are presented, along with a user study involving a subject who is blind, as well as sighted, blind-folded participants. results reveal the potential for enriching social communication for people with visual disabilities.
more than a feeling: understanding the desirability factor in user experience. interest in understanding the "desirability" factor in user experience continues to grow while the use of post-test questionnaires to measure desirability continues to be problematic. microsoft created a toolkit to address desirability in studies, and their use of the product reaction cards from that kit was presented at conferences in 2002 and 2004. since then, however, little has been published about how others have used the cards to measure desirability. we began using the product reaction cards in 2006, and we report on the results in case studies from the past several years. we find that the cards prompt users to tell a rich and revealing story of their experience. triangulating these findings with post-test questionnaire data and direct observation strengthens the understanding of the desirability factor.
dragonfly: spatial navigation for lecture videos. dragonfly is an application designed for reviewing lecture recordings of mind map-structured presentations. instead of using a timeline slider, the lecture recording is controlled by selecting elements located at different positions on the map. hence, video time is controlled by navigating in space. a controlled experiment revealed that dragonfly reviewers performed 1.5 times faster in finding a specific scene of a lecture recording compared to reviewers that worked with quicktime player and a mind map printout.
critical point, a composition for cello and computer. critical point is written for solo cello and interactive computer music system with two to four channel sound system and computer animation. the cellist plays from a score, and the computer records and transforms the cello sounds in various ways. graphics and video are also projected. the computer-generated graphics are affected by audio from the live cellist. critical point is written in memory of the artist rob fisher.
the haptic wheel: design & evaluation of a tactile password system. authentication through passwords in public spaces (such as in atms) is susceptible to simple observation attacks, such as shoulder surfing, which can result in the password being compromised and ultimately the exposure of users to fraud and theft. haptic technology, which can present information non-visually to users, offers a potential solution to this problem through the creation of tactile passwords. situated in this space, this paper presents the design and initial evaluation of a novel haptic device, the haptic wheel, which displays tactons, or structured tactile messages, to enable password entry. it describes this device and the tactile passwords it supports in detail before presenting two short user studies. the results of these reveal that the chosen tactons are easily identifiable and that password entry times are significantly improved compared to previous systems based on haptic authentication.
touch your way: haptic sight for visually impaired people to walk with independence. haptic sight is a new interface idea providing immediate spatial information to visually impaired people in order to assist independent walking. the interface idea stems from a thorough investigation in which we studied visually impaired people's indoor walking behavior, decision making process, their unique concept of space, and information needs. the aim of this study is to identify an interface design and investigate an appropriate means of spatial information delivery.
cleanly: trashducation urban system. half the world's population is expected to live in urban areas by 2020. the high human density and changes in peoples' consumption habits result in an ever-increasing amount of trash that must be handled by governing bodies. problems created by inefficient or dysfunctional cleaning services are exacerbated by a poor personal trash management culture. in this paper we present cleanly, an urban trashducation system aimed at creating awareness of garbage production and management, which may serve as an educational plat-form in the urban environment. we report on data collected from an online survey, which not only motivates our research but also provides useful information on reasons and possible solutions for trash problems.
liquidtext: active reading through multitouch document manipulation. active reading, involving acts such as highlighting, writing notes, etc., is an important part of knowledge workers' activities. most computer based active reading support has sought to better replicate the affordances of paper. instead, this dissertation seeks to go past paper by proposing a more flexible, fluid document representation, controlled through gesture and multitouch input. formative evaluations revealed details about modern active reading behavior and early reactions to the prototype system. i discuss how these will inform the next design iteration, and current plans for a comparative study against other media.
the tiresias effect: feedforward using light versus temperature in a tangible user interface. in this paper we discuss how light and temperature information can be designed to affect feedforward in a tangible user interface (tui). in particular we focus on temperature, which has not been widely considered as a mode of information representation in feedback or feedforward. we describe a prototype that implements both information modes in a tui. finally, we outline a user study in which these modes are explored as feedforward coaching devices for a decision-making task. the expected outcomes are an understanding of the role of temperature as information for feedforward in tuis and a set of design guidelines for designers of tangibles working with these physical characteristics.
playwrite: end-user adaptable games to support adolescent mental health. adaptability to the needs of end-users has been identified as a key requirement for technologies designed to support mental health interventions. the playwrite system allows end users - mental healthcare professionals - to create and adapt therapeutic 3d computer games, which can then be used to support adolescent interventions. playwrite has enabled the creation of games that implement a range of theoretical approaches to mental health interventions and target a broad range of disorders. here we discuss the initial findings regarding the design, clinical evaluations and adaptation strategies used in playwrite.
a cross-device spatial workspace supporting artifact-mediated collaboration in interaction design. in this paper we present our approach to support artifact-mediated collaboration in interaction design. we argue that the extensive number and the diversity of artifacts created and reflected upon during collaborative design activities as well as transitions between physical and digital representations impose both a challenge and opportunity for supporting interaction design practice. the design principles for our experimental tool that we introduce within this paper are based on a cross-device spatial workspace synchronized by a shared design artifact repository within a computation-augmented design studio setting.
automating ui guidelines verification by leveraging pattern based ui and model based development. in large enterprises different teams work on different parts of a big software application. therefore, retaining user interaction paradigms and concepts becomes important. however, during the development of a large software product, these principles and paradigms get progressively diluted, due to trade-offs, differences in interpretation, communication errors and many other reasons. in order to remain true to design rationale and communicating them to a wider audience/consumers, often user interface (ui) style guide are created. the style guide attempts to sensitize and educate its consumers about design principles and document some of these design rationales for references. however, the usability, usage and adoption of these ui guidelines within an organization are topics frequently discussed and debated in several forums for years. post the 'design and definition phase' of software development lifecycle, ui designers are often required to do 'quality checks' as the uis get developed. despite painstakingly defining every interaction to its finest level of granularity, in practice the guidelines are often not followed or interpreted incorrectly. the method of manually inspecting the 'implemented' user interface for compliance to ui guidelines has the following pitfalls: highly effort and time consuming; outcome is often inaccurate, unreliable and sub-optimal in quality; findings are too late in the process to be fixed.; not an efficient process for tracking issues to resolution this case study talks about the challenges we faced with our ui style guide and how we tackled them. based on internal user research and design thinking we defined an approach of better integrating ui style guide into the software design and development process. we leveraged the benefits of pattern based ui approach and a model based development environment to achieve compliance to our ui guidelines by: providing tools to automate verification of ui guidelines in the model based development environment; redefining the development process to support ui verification early-on during the design and development process
know thyself: monitoring and reflecting on facets of one's life. people strive to gain better knowledge of themselves by collecting information about their behaviors, habits, and thoughts. personal informatics systems can help by facilitating the collection of personal information and the reflection on that information. these systems satisfy people's innate curiosity about themselves and encourage holistic engagement with one's life. development of such systems poses new challenges in human-computer interaction and opens opportunities for new applications and collaborations between diverse disciplines, such as design, life-logging, ubiquitous computing, persuasive technologies, and information visualization.
gcoll: enhancing trust in flexible group-to-group videoconferencing. in this paper we describe a quantitative study of a group-to-group videoconferencing environment called gcoll that provides a compromise between the need for preserving non-verbal cues and the requirements of low-cost and flexibility. we have compared the task process and outcome of participants interacting over an environment analogous to common commodity solutions, those using face-to-face communication, and groups communicating over gcoll. our results demonstrate that it is possible to design a group-to-group collaboration environment with modest technical requirements and low overall cost that still shows measurable advantages over the common environment in its ability to support trust in social dilemma games.
sequential art for science and chi. this paper illustrates our preliminary studies of new interactive tools that support the generation of sequential art for entertainment, learning and scientific discourse. in the first of two examples, primary school students document a practical science session through the creation of a photostory. in the second, participants in a study on the biological nature of thrill create a souvenir photostory by selecting images from a dvd. the paper is written in a comic-book format to further explore and highlight the communicative capabilities of the medium, one that can be visually attractive and facilitate rapid dissemination to a wide audience.
investigating an appropriate design for personal firewalls. personal firewalls are an important aspect of security for home computer users, but little attention has been given to their usability. we conducted semi-structured interviews to understand participants' knowledge, requirements, expectations, and misconceptions for personal firewalls. analysis of 10 interviews shows that different design decisions (i.e., level of automation, multiple profile settings) are appropriate for users with different levels of security knowledge and experience.
text 2.0. we discuss the idea of text responsive to reading and argue that the combination of eye tracking, text and real time interaction offers various possibilities to en- hance the reading experience. we present a number of prototypes and applications facilitating the user's gaze in order to assist comprehension difficulties and show their benefit in a preliminary evaluation.
challenges of software recontextualization: lessons learned. this paper describes the case of a complex and problem-ridden software development and deployment process: the implementation of a campus management system at a large university. based on an understanding of software development as recontextualization process on the technical, organizational, human, and task level, critical factors for success or failure are analyzed. results show that deficits in change management and organizational support account for a considerable amount of difficulties in the implementation process. furthermore, individual characteristics and commitment of the users involved play a major role. lessons learned for software introduction processes are discussed.
navigation for the blind through audio-based virtual environments. we present the design, development and an initial study changes and adaptations related to navigation that take place in the brain, by incorporating an audio-based environments simulator (abes) within a neuroimaging environment. this virtual environment enables a blind user to navigate through a virtual representation of a real space in order to train his/her orientation and mobility skills. our initial results suggest that this kind of virtual environment could be highly efficient as a testing, training and rehabilitation platform for learning and navigation.
contacts 3.0: bringing together research and design teams to reinvent the phonebook. we present a narrative of the design of contacts 3.0, a service and updated phonebook application on a mobile device that combines on-device communication with communication from online social networks to create a central hub for communication on the device. we discuss how research and design teams worked together to create design assets, technical architectures, and business cases around this concept.
gen x and ys attitudes on using social media platforms for opinion sharing. in this paper, we investigate opinion sharing attitudes and behaviors of 13 - 24 year olds on social media platforms. this research utilizes data from 34,514 survey respondents from users of the social media site, myyearbook. results show that those more engaged with multiple social media platforms are more willing to share opinions, seek opinions, and act on these opinions. however, there were statistically significant differences among users of myyearbook, myspace, facebook, and twitter. findings show that the reported demographic differences and social network service chosen have an effect on behaviors. these results have implications for businesses and others interested in advertising on these platforms, and researchers interested in investigating these populations.
design of a web-based therapist tool to promote emotional closeness. we describe progress using a user-centered design process to migrate a family therapy game to a web-based therapist tool, called familysense, that supports therapists creating part of the therapeutic game. using cards with questions about players' daily life and alternative answers considering their cultural context, the game gives parent and child awareness of each other. online design of different elements for the board, cards and communication provide an effective online therapy tool. four user-centered design process stages are presented including: design strategies, design questions, stakeholders, prototype and evaluation for each stage. the process has been successful for the migration, achieving an online game environment that shows strong potential for a family therapy tool.
cloudroom: a conceptual model for managing data in space and time. cheap broadband access and hosting infrastructure on the web have enabled many services that traditionally would have been deployed as local desktop applications to be hosted and accessed via the internet - in the cloud - from any network-connected device. this trend is referred to as cloud computing. the movement towards a network-based environment implies novel conceptual models for storing, searching and sharing digital information on the web and across devices. in this paper we describe our concept design for management and visualization of resources in the cloud computing paradigm. based on our insights from qualitative user studies, we design an environment which reflects the way people use spatial and temporal memory to organize and navigate through artifacts. we then discuss how our concept builds upon existing work and its implications for future work.