waashk/dblp huggingface dataset:
"when i'm sixty-four...": are there real strategies for providing universal accessibility for the elderly. in this panel we will present four strategies for providing computing for the elderly. we hope to generate discussion and ideas of the plusses and minuses of these strategies.
usability testing of world wide web sites. world wide web (web) site usability - for better or worse - affects millions of users on a daily basis. as the capabilities of the web continue to expand through html extensions, vrml, java, and activex, site designers are becoming overwhelmed by a proliferation of viable interaction techniques. just because a technology is possible, however, does not mean it is desirable, nor that it is being incorporated in a productive manner. many web sites, both those connected to the internet and those available through an institutional intranet, have become cluttered with useless and confusing, albeit cool, new features.
dynamic query sliders vs. brushing histograms. dynamic queries facilitate exploration of information through real-time visual display of both query formulation and results. dynamic query sliders are linked to the main visualization to filter data. a common alternative to dynamic queries is to link several simple visualizations, such as histograms, to the main visualization with a brushing interaction. selecting data in the histograms highlights that data in the main visualization. we compare these two approaches in an empirical experiment on dynamaps, a geographic data visualization tool. dynamic query sliders resulted in better performance for simple range tasks, while brushing histograms was better for complex comparison, tradeoff, and pattern tasks. participants preferred brushing histograms for understanding relationships between attributes.
ifq: a visual query interface for object-based image retrieval. there are two major directions for image retrieval interface development. one direction is manipulation through query languages, which is more precise to computers but not user friendly since users need to know database schema and query languages. another disadvantage is that query languages do not visualize queries so that users can match the query representation with their mental models. approaches include keyword-based interfaces and sql-like query languages.
out of many, one: reliable results from unreliable recognition. recognition technologies such as speech recognition and optical recognition are still, by themselves, not reliable enough for many practical uses in user interfaces. however, by combining input from several sources, each of which may be unreliable by itself, and with knowledge of a specific task and context that the user is engaged in, we might achieve enough recognition to provide useful results. we describe a preliminary experiment to assist the user in giving directions for urban navigation by combining partial results from unreliable speech recognition and unreliable visual recognition.
perspectives on end user development. the goal of the workshop is to bring about a coherent research agenda in the field of end user development. we seek contributors concerned with: adaptability, adaptivity, tailoring of system functionality and user interfaces, the use of annotations for individuals and user groups, and use of effective visual and multimedia representations.
the role of the interaction designer in an agile software development process. in this paper we describe observations of a contrast in thinking styles between a user-interface design team and a software engineering team developing a new software product. presented in case study form, it is a first hand account by the interaction designers of work-in-progress. it concludes by identifying some key roles for the interaction designer working in an agile software development environment .
the role of context in question answering systems. despite recent advances in natural language question an-swering technology, the problem of designing effective user interfaces has been largely unexplored. we conducted a user study to investigate the problem and discovered that overall, users prefer a paragraph-sized chunk of text over just an exact phrase as the answer to their questions. fur-thermore, users generally prefer answers embedded in con-text, regardless of the perceived reliability of the source documents. when users research a topic, increasing the amount of text returned to users significantly decreases the number of queries that they pose to the system, suggesting that users utilize supporting text to answer related ques-tions. we believe that these results can serve to guide future developments in question answering user interfaces.
graphics matter: a case study of mobile phone keypad design for chinese input. developing more effective and efficient chinese character input methods has the potential to help chinese mobile phone users (currently 320 millions) input text messages. itap(r) supports input based on the writing structure of chinese characters. current keypad graphics include three items: digits (0-9), letters (a-z), and symbols that represent the minimum writing units of chinese characters (strokes). our study revealed the difficulties of mapping these strokes to individual keys using the current symbols. we present a case study illustrating the user-centered redesign of these symbols. the new symbols allow for faster entry speeds and lower error rates as compared to the current commercial solution. results with our solution were also favorable when compared to pinyin, a popular cross-cultural solution relying on the roman alphabet. the new design is in the process of being integrated into commercial mobile phones for users who would prefer native input methods for chinese.
designing interfaces to afford enjoyable social interactions by collocated groups. the main aim of this research is to understand how domestic technologies for collocated groups can be designed to afford enjoyable social interactions. a secondary aim is to devise process measures to assess the nature of these interactions. this study presents a number of process measures and uses them to evaluate differences in groups' social behaviour when sharing photos as prints compared to when photos are presented using a television. differences in gesturing behaviour towards the photos were evident across the two conditions. however, aspects of verbal behaviour that were measured, which were taken to be indicative of enjoyable social interactions, were not found to vary.
designing appropriate affordances for electronic photo sharing media. in contrast to printed photos, practices for sharing digital photos are yet to become well established. consequently, they have received relatively little attention in the literature. six individuals from four households were interviewed to understand how the co-present use of different digital media might affect people's perceptions and enjoyment of photo sharing. a number of observations made by the participants were identified that have implications for design and for further work. primarily, new display technologies need to: (i) allow people to interact facing one another in comfortable surroundings, and (ii) afford easy control of the presentation by both photographer and audience.
affective diary: designing for bodily expressiveness and self-reflection. a diary provides a useful means to express inner thoughts and record experiences of past events. in re-readings, it also provides a resource for reflection, allowing us to re-experience, brood over or even shed the thoughts and feelings we've associated with events or people. to expand on the ways in which we creatively engage in diary-keeping, we have designed an affective diary that captures some of the physical, bodily aspects of experiences and emotions--what we refer to as "affective body memorabilia". the affective diary assembles sensor data, captured from the user and uploaded via their mobile phone, to form an ambiguous, abstract colourful body shape. with a range of other materials from the mobile phone, such as text and mms messages, photographs, etc., these shapes are made available to the user. combining these materials, the diary is designed to invite reflection and to allow the user to piece together their own stories.
combining multiple gaming interfaces in epidemic menace. this paper presents the multiple gaming interfaces of the crossmedia game epidemic menace, including a game board station, a mobile assistant and a mobile augmented reality (ar) system. each gaming interface offers different functionality within the game play. we explain the interfaces and describe early results of an ethnographic observation showing how the different gaming interfaces were used by the players to observe, collaborate and interact within the game.
streaming format software for usability testing. audio and video capture for qualitative usability testing requires multiple video sources to be synchronized for subsequent playback along with any required test data. windows media player 9 is limited to playing only single video streams. this paper describes the architecture of a software system that has been developed to overcome the single stream of video and allow multiple synchronized audio, video and data streams suitable for usability testing. post processing and the practical application of using multi-stream software tool in usability testing are then discussed with example qualitative testing situations.
attitudes towards technology use in public zones: the influence of external factors on atm use. this study used a grounded theory approach to find factors that influence current and future use of technological systems in public zones. fifteen participants who were either frequent or non-frequent automated teller machine (atm) users were interviewed. they were asked their opinions, views, feelings and any other issues that they felt were important to them when using an atm and that effected their use. from the themes and concepts that emerged from the data a conceptual model of atm use was constructed. the model builds on ideas from the technology acceptance model but additionally postulates that external factors such as perception of privacy exert an effect on attitude to use.
paper or interactive?: a study of prototyping techniques for ubiquitous computing environments. we studied the effects of varying the fidelity and automation levels of a ubicomp application prototype. our results show that the interactive prototype captured the same usability issues that the paper prototype studies did and more. we found that paper prototyping is insufficient for supporting unique ubicomp requirements, such as scalability, but a prototype with higher fidelity and automation levels can enhance the quality of interaction data available for evaluation.
programmatic semantics for natural language interfaces. an important way of making interfaces usable by non-expert users is to enable the use of natural language input, as in natural language query interfaces to databases, or muds and moos. when the subject matter is about procedures, however, we have discovered that interfaces can take advantage of what we call programmatic semantics, procedural relations that can be inferred from the linguistic structure. roughly, nouns can be interpreted as data structures; verbs are functions; adjectives are properties. some linguistic forms imply conditionals, loops, and recursive structures.we illustrate the principles of programmatic semantics with a description of metafor, a "brainstorming" editor for programs, analogous to an outlining tool for prose writing. metafor interactively converts english sentences to partially specified program code, to be used as "scaffolding" for a more detailed program. a user study showed that metafor is capable of capturing enough programmatic semantics to facilitate non-programming users and beginners' conceptualization of programming problems.
visualizing the affective structure of a text document. this paper introduces an approach for graphically visualizing the affective structure of a text document. a document is first affectively analyzed using a unique textual affect sensing engine, which leverages commonsense knowledge to classify text more reliably and comprehensively than can be achieved with keyword spotting methods alone. using this engine, sentences are annotated using six basic ekman emotions. colors used to represent each of these emotions are sequenced into a color bar, which represents the progression of affect through a text document. smoothing techniques allow the user to vary the granularity of the affective structure being displayed on the color bar. the bar is hyperlinked in a way such that it can be used to easily navigate the document. a user evaluation demonstrates that the proposed method for visualizing and navigating a document's affective structure facilitates a user's within-document information foraging activity.
context photography: modifying the digital camera into a new creative tool. context photography consists of capturing context when taking a picture, by sensing physical input in addition to light and representing it visually in real time. by developing this concept, we explore alternative potentials of digital cameras as everyday creative tools. we have developed two prototypes and tested them in user workshops. based on the results of this process, we present implications of such modifications of underlying characteristics of a still camera.
are designers ready for ubiquitous computing?: a formative study. ubiquitous computing is increasingly becoming reality, even for people outside of research. a group that will have to face the challenges of this new technology is product and industrial designers. to get a designer's view of ubiquitous computing, we demonstrated the smart-its ubiquitous computing prototyping platform to 16 product designers and collected their impressions during a workshop. our results show that the way designers approach technology differs from that of researchers, which indicates the need for more comprehensive workshops.
lafcam: leveraging affective feedback camcorder. if a video camera recognizes and records affective data from the camera operator, this data can help determine which sequences will be interesting to the camera operator at a later time. in the case of home videos, the camera operator is likely to also be the editor and narrator of the final video. lafcam is a system for recording and editing home video. we facilitate the process of browsing and provide automatic editing features by indexing where the camera operator laughed and visualizing the skin conductivity and facial expressions in the editing session.
mr.web: an automated interactive webmaster. this paper describes a system, mr.web, designed to interact with users over email to create and update web pages. our goal is that users interact with mr.web as if it were a human webmaster. we collected 325 examples of people writing email requests to a webmaster, and used this to generate the semantics of mr.web's email parser. the results of the survey indicate that the limited context of a webmaster gives us a reasonable subset of the natural language processing (nlp) problem. this paper explains the system design, user study results, and plans for future work.
creating an educational digital library: grow a national civil engineering education resource library. the grow (geotechnical, rock and water engineering) project (http://www.grow.arizona.edu) is the first iteration of a national civil engineering education resource library (ncerl). this educational digital library uses precise coding and metadata to integrate fully with the national sciences digital library (nsdl) and to meet the learning, teaching, and research needs of audience groups consisting of k-12, higher education, engineering professionals, and the community at large. grow is a portal to reviewed civil engineering resources throughout the world wide web and interactive, multimedia learning objects created by grow team members. through this project we demonstrate how to create an educational digital library that is flexible enough to meet the needs of a diverse audience and innovative enough to provide interactive self-contained learning objects.
silver: simplifying video editing with metadata. digital video is becoming increasingly ubiquitous. however, editing video remains difficult for several reasons: it is a time-based medium, it has dual tracks of audio and video, and current tools force users to work at the smallest level of detail. based on interviews with professional video editors, we developed a video editor, called silver, that uses metadata to make digital video editing more accessible to novices. to help users visualize video, silver provides multiple views with different semantic content and at different levels of abstraction, including storyboard, editable transcript, and timeline views. silver offers smart editing operations that help users resolve the inconsistencies that arise because of the different boundaries in audio and video.
dealing with mobile conversations in public places: some implications for the design of socially intrusive technologies. in this paper we describe the results of a study investigating the behaviour and views of bystanders in response to a proximal mobile telephone conversation by a third party. analysis of the data revealed that despite varied expressed views on embarrassment, discomfort and rudeness, patterns of behaviour were remarkably similar. mechanisms of disengagement were employed by all of the participants so that they were demonstrably not attending; yet all of them were able to report on the precise content of the overheard calls. other social mechanisms were used by the bystanders to diffuse the perceived intrusiveness of the call and to grant "permissions" for these intrusions. implications are drawn from the study for the design of mobile and ubiquitous computing applications.
resizing beyond widgets: object resizing techniques for immersive virtual environments. the most common technique for resizing 3d objects in virtual environments is the use of 3d widgets. however, such techniques often exhibit usability problems due to difficulties in selecting and manipulating the widgets. we have developed two novel interaction techniques for resizing objects in immersive ves. our two techniques, the pointer orientation-based resize technique (port) and the gaze-hand resize technique, take advantage of the user's proprioceptive sense and their spatial knowledge of the environment. we designed these techniques as an alternative to 3d widgets and performed a usability study to compare the effectiveness of all three techniques. our results show that participants were able to perform tasks significantly faster with the two new techniques than with the existing 3d widgets technique.
scaffolding in the small: designing educational supports for concept mapping on handheld computers. handheld computers offer the flexibility and mobility to be "ready at hand" tools that can facilitate learning anytime, anywhere. applying the principles of learner centered design [2], we have developed pocket picomap to support students engaged in complex concept mapping activities using handheld computers. pocket picomap uses scaffolds to address specific student needs; for instance, a color scaffold was provided to address students' difficulty organizing and understanding information displayed on small screens. pocket picomap was piloted for six weeks with 33 eighth grade students in mid-michigan classrooms, and our preliminary results suggest that scaffolds are both useful and viable for handheld educational software.
sharing everyday places i go while preserving privacy. several new location-based information applications reveal sets of places that an individual frequently visits. this practice gives rise to related privacy questions and new interface needs. for example, while electronic system users want to be in control of private data and know how those who have it will employ it [10], there are no design guidelines for garnering informed consent for using place-based information. in addition, the set of places a person frequents may reveal information such as: 1) when they are likely to go to a place, or 2) within close proximity, where they live. if a user considers this information private, they may still inadvertently disclose it: humans have difficulty comprehending aggregate effects of their actions [1]. a system could therefore deliver benefit by identifying notable risks and informing the user. this research plan will address these key issues and will ultimately inform privacy interface design.
measuring gaze point on handheld mobile devices. this work describes a prototype system, which enables the measurement of gaze point on the screen surface of a handheld mobile device, without constraining the user's natural movements. the method is software based, and integrates a commercial eye tracking device with a magnetic positional tracking device. the evaluation of the system shows that it is capable of producing valid data with adequate accuracy.
the human factors and ergonomics society perspective. we first describe the human factors and ergonomics society (hfes), then our challenges with respect to meeting the needs of multidisciplinary professionals. we discuss how hfes has tried, as a professional organization, to meet the needs of its diverse members.
home technologies to keep elders connected. this one-day workshop examines the current state of research in computing to support elders in maintaining health and well-being. a particular area of interest is in designing technologies to facilitate connectedness - staying connected with friends and family, staying connected with past, present, and future, staying connected with elders' identifying pastimes, and staying connected with the status of their health. we then identify key areas for future research, and discuss ways to foster more effective research in these areas.
predicting task execution time on handheld devices using the keystroke-level model. the keystroke-level model (klm) has been shown to predict skilled use of desktop systems, but has not been validated on a handheld device that uses a stylus instead of a keyboard. this paper investigates the accuracy of klm predictions for user interface tasks running on a palm os based handheld device. the models were produced using a recently developed tool for klm construction, cogtool, and were compared to data obtained from a user study of 10 participants. our results have shown that the klm can accurately predict task execution time on handheld user interfaces with less than 8% prediction error.
informal communication in collaboratories. recent years have seen an increasing use of collaboratories in distributed scientific work. this study examines the role of collaboratories in informal scientific communication. hypotheses relating to potential opportunities for informal communication afforded by collaboratories are tested with data from in-depth interviews.
spoken dialogue interfaces. this introductory tutorial overviews recent advancement and current efforts in the integration of speech processing with other components of spoken-dialogue systems. it examines important results in designing, constructing, and evaluating complete conversational systems that integrate speech recognition and synthesis with other enabling technologies. among the disciplines contributing material for the course are, therefore, speech recognition and synthesis, but also natural language processing, user-interface design, machine translation, planning and plan recognition, gesture analysis, computational discourse, and usability evaluation. the full-day course is comprised of four sessions including an introduction to the state of the art, review of existing spoken interface systems, the integration of speech processing with other interaction modalities, and a closing session on evaluation methods, tools for developing spoken dialogue systems, and other issues affecting the spoken interface community.