waashk/dblp huggingface dataset:
strategic usability: introducing usability into organisations. usability may now be practised by a large number of software developers, but has yet to gain wide acceptance. communicating the value of usability must happen across multiple levels of an organisation, and requires speaking several "languages". this practical, hands-on tutorial will cover techniques for convincing management or potential clients of the value of usability, in terms each group understands. it will examine what is required to develop a usability strategy for a whole organisation to finding data to convince stakeholders of a single usability activity.
taptap: a haptic wearable for asynchronous distributed touch therapy. taptap is a wearable haptic system that allows nurturing human touch to be recorded, broadcast and played back for emotional therapy. haptic input/output modules in a convenient modular scarf provide affectionate touch that can be personalized. we present a working prototype informed by a pilot study.
an automated approach and virtual environment for generating maintenance instructions. maintenance of complex machinery such as aircraft engines requires reliable and accurate documentation, including illustrated parts catalogs (ipcs), exploded views, and technical manuals describing how to remove, inspect, repair and install parts. for new designs, there are often time constraints for getting a new engine to the field, and the available documentation must go with it. authoring technical manuals is a complex process involving technical writers, engineers, as well as domain experts (mechanics and designers). often, several revisions are required before a manual has correct ipc figures and maintenance instructions. compounding this problem is that technical writers often perform tasks better suited for computers, leading to increased costs and error.in this demonstration, we describe a new framework to generate maintenance instructions from solid models (computer aided design/cad data) and then validate these instructions in a haptics-enabled virtual environment. our approach utilizes natural language processing techniques to generate a presentation-independent logical form, which can be transformed for display within the virtual environment. during the development of the system, task analyses, human models, usability studies, and domain experts were used to gain insights. the end result is a more integrated and human-centered process for developing technical manuals, providing higher quality documents with less cost.
leave the office, bring your colleagues: design solutions for mobile teamworkers. one of the keys to successful deployment of mobile multimedia technology among professionals lies in identifying inherently distributed teams working under real-time constraints in dynamic field environments where the need to increase the efficiency of co-ordination, communication and collaboration is apparent. we report on some findings from investigating such non-office/out-of-office user-groups, and discuss the design of a portable environment for supporting the virtual reinforcement of teams, with special emphasis on co-worker status monitoring with respect to process phase, availability, geographical position etc.
broken expectations in the digital home. as part of an ongoing effort to understand ease of use of digital home technologies, we undertook an exploratory study of people who use their home networks for more than just broadband internet access. in particular, we wanted to understand the overhead, or problem-time, people spent with their home network devices. as expected, we saw issues of broken hardware and broken software. we also found that problems are often caused by broken expectations, a mismatch between what a person expects to be able to do and specific device capabilities. in this paper we explore broken expectations in the digital home with examples from our study. these observations suggest further research into the ways user expectations and activities shape the digital home experience.
technology biogarphies: field study techinques for home use product development. the technology biography combines and adapts a number of qualitative data collection techniques to focus on past, present and possible future domestic technologies. processes, concerns and problems of domestic life are identified in order to develop illustrative product suggestions to inspire or provoke designers.
sexual interactions: why we should talk about sex in hci. within the chi community there is growing interest in moving beyond cognition and expanding into the social, emotional, and bodily aspects of the human-computer experience. sexuality sex lies at the intersection of these concerns, and indeed outside of hci, has become a central topic for anthropology, behavioral sciences, and other areas of intellectual inquiry. examining sex and themes related to it has benefited these disciplines and we intend to understand how it can contribute to hci.there is a tendency to desexualize technology, despite the presence of sex and sexuality in a variety of interactions, including the use of the internet for viewing pornography, building online communities, and facilitating intimacy. by rendering these interactions sexless, we risk gaining only a marginal understanding of technology's role in day-to-day life.
tele-biographies: data collection techniques to capture the ways people interact with digital tv. this paper describes data collection techniques that capture the ways people use digital television. it reports preliminary findings and examples of the resulting conceptual designs.
non-visual information display using tactons. this paper describes a novel form of display using tactile output. tactons, or tactile icons, are structured tactile messages that can be used to communicate message to users non visually. a range of different parameters can be used to construct tactons, e.g.: frequency, amplitude, waveform and duration of a tactile pulse, plus body location. tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or on mobile and wearable devices.
theory and method for experience centered design. there is currently much interest in notions of experience-centered design in human-computer interaction (hci). a great deal of the research and practice in this area is at the boundaries of arts, design and sciences. however, there has not been enough critical discussion of how these disciplines can work together. in this one-day workshop we will bring together practitioners and researchers to explore the state of the art in the theory and practice of experience-centered design.
no im please, : we're testing. this paper discusses the use of instant messaging (im) as a communication tool during usability studies - primarily between the interview and observation rooms. the benefits and challenges associated with providing an im link are discussed, based on feedback from a survey of study moderators and observers. observers were much more positive about the use of im than the moderators. a key concern to moderators was the potential distraction to themselves, participants and observers. in contrast, observers greatly welcomed the opportunity to ask questions and help deal with buggy prototypes. guidelines are outlined for the effective use of im within a usability context, and contexts outlined when an im link is most appropriate.
support for cooperatively controlled objects in multimedia applications. this paper presents a class of objects that facilitate building software for "close collaboration." a definition is given for "cooperatively controlled objects" and three example activities are described.
kinetic typography-based instant messaging. kinetic typography, text whose appearance changes over time, is emerging as a new form of expression due to its ability to add emotional content to text. we explored the potential for kinetic typography to improve the way people communicate over the internet using instant messaging (im). our kinetic instant messenger (kim) builds upon applications for rendering and editing kinetic typography effects and addresses several design issues that spring from integrating kinetic typography and im.
a contextual inquiry of expert programmers in an event-based programming environment. event-based programming has been studied little, yet recent work suggests that language paradigm can predict programming strategies and performance. a contextual inquiry of four expert programmers using the alice 3d programming environment was performed in order to discover how event-based programming strategies might be supported in programming environments. various programming, testing, and debugging breakdowns were extracted from observations and possible programming environment tools are suggested as aids to avoid these breakdowns. future analyses and studies are described.
the next revolution: vehicle user-interfaces and the global rider/driver experience. the driver/rider experience is a major development in mobile user-interface (ui) design worldwide, similar in scale to the first introduction of personal computers to the desktop. most automobile manufacturers seeking to develop smart cars have relatively little experience with advanced software-based uis and information visualization (iv). this panel introduces essential issues of vehicle ui design to the chi community and offers competing views about the most important issues affecting usability, safety, appeal, functionality, information, and entertainment.
imprints of place: creative expressions of the museum experience. personalization and social awareness, important aspects in the definition of a place, are traditionally overlooked in the design of technology for museums. we describe imprints, a system to enhance the role of visitor participation beyond information receiver to active creator of sense of place. overall response to the imprints system is explored through interviews and log analysis of use. despite some usability issues, response to the system was positive, and it was appropriated for both personalization and awareness of others. the results suggest an opportunity to introduce technology that plays with the dynamic between private expression and public presence in the traditional environment of the art museum.
designing to support communication on the move. we investigated what mobile workers do when they are mobile to achieve their communication goals, using contextual interviews and ethnographically inspired observations in a variety of settings. implications for the design of mobile technology were extracted from the raw data collected in the fieldwork using such novel design techniques as 'day in the life' vignettes, affinity diagrams, and consolidated artefact models from contextual design. our findings are being using to generate software prototypes for supporting mobile activities.
interfaces, autonomy, & interactions in automobile driving. issues surrounding human computer interaction apply to all domains where humans interact with a software or a hardware system through a computer controlled interface. it is important that an interface presents a consistent system that matches the operator's goals and understanding, and this importance grows when rapid decisions and actions are required to maintain a desired level of productivity and/or safety. driving is a domain where split second responses are the norm; this implies that interfaces which require high-level cognitive responses are often undesirable because such responses are often much too slow. in the design of driver support systems, safety is always the primary constraint that permeates all design decisions independent of whether the goal is to improve driving performance, enhance comfort, reduce fatigue, or free up attentional resources to better manage and enjoy telematics services. in the panel discussion at chi2004, a panel of experts from varied backgrounds is challenged to design joystick control for a passenger car in order to expose the chi community to the multi-facetted structure of issues that arise when technological and human constraints define the boundary of design possibilities.
an evaluation of the integrated use of a multimedia storytelling system within a psychotherapy intervention for adolescents. this paper describes a study currently being conducted with adolescents attending the child and adolescent mental health service (camhs) at the mater hospital dublin, ireland measuring the effectiveness of a therapeutic groupwork intervention for adolescents experiencing depression, anxiety and other mental health issues. the intervention is essentially a cognitive behavioural therapy (cbt) programme that uses an animated story building system in combination with a series of short movie vignettes to help clients develop their own coping skills, express their experiences creatively and increase their ability to communicate their emotions effectively.
fingerprint: supporting social awareness in a translucent sensor-mediated cue-based environment. we report on a pilot study that is part of an ongoing project which investigates social awareness support for project groups made of students who may choose to work at the university, at home or at part-time job offices. the study involved the design and early evaluation of a prototype which augments a cooperative application with various sensorial and computational cues about co-worker presence. the sensing devices were installed and annotated by the users themselves. based on this experience and inspired by "technomethodology", we suggest implications for design of awareness support and context-enabled devices.
crystal ball: predicting end-user experience with a digital media adapter. computers are moving out of the home office and into other areas of the home. the problem today is not whether the technology that enables this transition is available, but whether people can use the technology as it is presented today. unfortunately, for the average user, the initial experience of setting up and using some of the newest and most interesting digital home devices is challenging, at best, and impossible for many. this paper describes a unique research technique that has been used to create tools that predict the end-users' experience when setting up and using a variety of products (lind & michalak, 2001; lind & michalak, 2002). most recently, we applied this approach to a new category of products called "digital media adapters" (dmas). as with its predecessors, this tool not only allows the prediction of an end-users' experience but provides guidance on how to improve their experience.
webcard = email + news + www. this video shows webcard, a system that provides integrated and uniform access to email, news, and the web. webcard's user interface is based on folders, which can contain mail messages, news articles, and also web pages. the obvious use of folders is for organizing material, as is done in conventional mail and news readers using folders, and in web browsers using bookmarks or hotlists. in webcard, however, folders can contain an arbitrary mix of mail messages, news articles, and web pages. webcard also uses folders to present the mail messages, news articles, and web pages returned by commands such as "search" and "auto surf."
social interaction in 'there'. persistent online environments, such as multi-player games, exhibit a complex social organisation. these environments often feature large social groupings and elaborate cooperative behaviours. this paper discusses 'there', one such environment, focusing on how users interact online. resources such as overlapping chat and emotional gestures create a compelling social experience, although not one without its problems. we draw three lessons from there for the design of games and virtual environments: that text chat can be better integrated into the virtual environment, that gestures are valuable as communication topics as well as resources, and that social interactions can improve the social presence felt in virtual environments.
tactile crescendos and sforzandos: applying musical techniques to tactile icon design. tactile icons (tactons) are structured vibrotactile messages which can be used for non visual information display. information is encoded in tactons by manipulating vibrotactile parameters. this research investigates the possibilities of applying musical techniques to tactile icon design in order to define such parameters. tactile versions of musical dynamics were created by manipulating the amplitude of vibrations to create increasing, decreasing, and level stimuli and an experiment was carried out to test perception of these stimuli. identification rates of 92%-100% indicate that these tactile dynamics can be identified and distinguished from each other, and that tactile dynamics could be used in tacton design.
a grounded investigation of game immersion. the term immersion is widely used to describe games but it is not clear what immersion is or indeed if people are using the same word consistently. this paper describes work done to define immersion based on the experiences of gamers. grounded theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion. this division alone suggests new lines for investigating immersion and transferring it into software domains other than games.
reflecting on health: a system for students to monitor diet and exercise. using an iterative design process, we designed and evaluated a system for college students to encourage the development and maintenance of healthy diet and exercise habits. the system has three components: a camera phone application to support photographic diet and exercise journaling, an automatic workout tracking application for exercise machines in the gym, and a visualization application to support users as they reflect on their diet and exercise activities.
feel who's talking: using tactons for mobile phone alerts. while the sense of touch is capable of processing complex stimuli, the vibration feedback used in mobile phones is generally very simple. using more complex vibrotactile messages would enable the communication of more information through phone alerts, however it has been suggested that phone vibration motors are not capable of presenting complex messages. this paper reports a study investigating the use of tactons (tactile icons), presented using a standard mobile phone vibration motor, to represent mobile phone alerts. the recognition rate of 72% achieved for tactons encoding two pieces of information is comparable to results achieved in a previous experiment with a high specification transducer, indicating that it is possible to communicate multi-dimensional information in mobile phone alerts. these results will help designers to understand the possibilities offered by standard phone vibration motors for communicating complex information.
distributed applets. this video shows several examples of distributed active web content, that is, applets that can communicate with other applets running on different machines.
explorations in an activity-centric collaboration environment. this demonstration presents a new hybrid collaboration technology that partakes of selected qualities of informal, ad hoc, easy-to-initiate collaborative tools, and more formal, structured, and disciplined collaborative applications. our approach focuses on the support of lightweight, informally structured, opportunistic activities featuring heterogeneous threads of shared objects with dynamic membership as well as blended synchronous and asynchronous collaboration. we will introduce the system, and then invite audience members to use it in several exercises.
a new perspective on "community" and its implications for computer-mediated communication systems. scholars have long argued about the nature of "community," and the growth of internet-based communication and "online communities" has intensified this debate. this paper argues that a new perspective on the concept "community" can shed light on the subject. ideas from cognitive science, particularly category theory, can help. i suggest that community can be viewed as a prototype-based category. prototype-based categories are defined not by simple rules of inclusion and exclusion, but instead by their prototypical members--a robin is a better example of a bird than an emu or a penguin. items in a category are better or worse examples of the category depending on their degree of similarity to the prototypical members. i will argue that these theoretical insights can help resolve debates about the nature of community, and also can help guide designers of computer-mediated communication (cmc) systems.
managing deviant behavior in online communities. wherever groups of people gather, norms for appropriate behavior emerge, and some people chose to violate those norms. what is an exercise of free speech to one person, to another is disruptive, harassing, racist, or worse. for groups that communicate online, a range of technical and social mechanisms are available to help create a climate conducive to meeting the group's stated mission. how do designers of online systems decide what kind of conduct is acceptable? how are these expectations communicated to members? how can designers help prevent and manage deviant behavior? what are the implications of corporate control of content for ideals of free expression? this panel brings together experts from media theory, computer-supported collaborative learning (cscl), computer-supported cooperative work (cscw), and online entertainment to explore current issues in this complex research area.
how to trust robots further than we can throw them. panelists from defense, entertainment, industry, transportation and energy sectors will discuss the challenges of human-robot interaction in terms of operator trust trust affects a broad range of mobile robot applications including everything from helpful robots such as automated wheelchairs and robot wedding photographers to robots used in critical environments such as urban search and rescue, countermine operations and bomb disposal. panelists will discuss experiments and case studies that highlight the importance of operator trust. each panelist provides a unique perspective on the role of trust in mobile robot applications and offers insight on how we can help build trust for a future generation of mobile robots. the panel will discuss cases where humans were too willing to place trust in robot systems and others where humans have been unwilling or unable to trust robot behavior. in each instance, panelists will point to current shortcomings (i.e., interfaces, communications, robot intelligence) and plans to address these limitations in the future.
meeteetse: social well-being through place attachment. this paper introduces meeteetse, a set of technologies designed to facilitate social well-being through place attachment. meeteetse builds a connection between individual homes and a local community center, a connection that is designed to encourage active involvement in community events and create a support network for those who might otherwise be isolated by the effects of old age. the design consists of several parts that work together to build this connection. a location-aware digital camera and a large public display are integrated into the community center to strengthen shared identity. a touch-screen scheduling device and a digital picture frame create a tangible community presence in seniors' homes. together, these components enhance social well-being and lower the barrier for participation in the community.