waashk/dblp huggingface dataset:
model-based design of hypermedia presentations. users' mental representations and cognitive strategies have a profound influence on how well they comprehend multimodal information that hypermedia systems present. this implies that cognitive models of comprehension ought to drive the design of effective hypermedia information presentation systems (hips). we report on a current research project that applies this principle to the design of hypermedia manuals of complex machines. this paper describes the comprehension model derived from prior empirical and theoretical research, discusses intermediate results, and presents a roadmap of the research project.
interactive ethnography: digital photography at lincoln high school. we demonstrate our cd-rom, "digital photography at lincoln high school: an interactive ethnography," as well as a web-based example of interactive ethnography. the goal of the work is to demonstrate a new medium for presenting the results of ethnographic studies to a wide audience. the richness of the ethnographic experience is easily lost in a text-only format. the cd-rom uses audio, video, text, quicktime vr, scanned images and digital photos to bring alive the experiences of the students and staff in the digital photography class.
tactile virtual buttons for mobile devices. this paper presents a technique to add the tactile cues of real buttons to virtual buttons displayed on mobile devices with touch screens. when the user's finger is on the display, tactile feedback coveys a feeling of button location and activation. we describe two implementations of the technique, using a personal digital assistant (pda) and a pressure sensitive tablet.
improving automotive safety by pairing driver emotion and car voice emotion. this study examines whether characteristics of a car voice can affect driver performance and affect. in a 2 (driver emotion: happy or upset) x 2 (car voice emotion: energetic vs. subdued) experimental study, participants (n=40) had emotion induced through watching one of two sets of 5-minute video clips. participants then spent 20 minutes in a driving simulator where a voice in the car spoke 36 questions (e.g., "how do you think that the car is performing?") and comments ("my favorite part of this drive is the lighthouse.") in either an energetic or subdued voice. participants were invited to interact with the car voice. when user emotion matched car voice emotion (happy/energetic and upset/subdued), drivers had fewer accidents, attended more to the road (actual and perceived), and spoke more to the car. implications for car design and voice user interface design are discussed.
social and natural interfaces: theory and design. this tutorial will cover issues related to the theory and design of social interfaces. the presentation is based on a long-term research project at stanford university called social responses to communication technology (srct). this research shows that all people expect computers to obey a wide range of social and natural rules. the tutorial will cover 24 different concepts taken from the social science literature (e.g., personality, politeness, emotions), discussing both experimental results and the implications of results for the design of interfaces. the presentation will include an evaluation of current interfaces. the tutorial is for designers, usability specialists, and anyone interested in creating or assessing interfaces that conform with social and natural rules. no knowledge of programming is necessary.
ubiquitous computing: by the people, for the people. one of the challenges in building and evaluating ubiquitous computing systems emanates from the fact that they generally have been built to showcase technological innovation without considering how to foretell whether and how people will eventually accept them in their lives. in this study, participants are introduced to the notion of ubiquitous computing via a scenario-centric presentation including basic everyday objects imbued with some computational power to convey information. through a detailed survey, participants provide feedback relating to their impressions, rating the performance of each interface on a number of metrics and making comparisons between the ubiquitous and desktop interfaces. we inspire them to think of new ways to use existing ubiquitous interfaces to support their current and possible information needs, as well as better interfaces that can convey this information.
elearning sig. many chi attendees are involved in elearning as a student, teacher, or developer of online courses or technologies. however, to date there has been insufficient focus on designing and facilitating a good learner experience. this sig builds upon the well-attended elearning sigs from chi 2001 and 2002 by examining in greater depth the issues and needs of the elearning and hci communities and fostering better communication and collaboration between these communities. elearning is a special area for chi 2003, and there will be an invited session on elearning, focusing, like the sig, on bringing the lessons from hci to elearning.
online health communities. online health communities provide a means for patients and their families to learn about an illness, seek and offer support, and connect with others in similar circumstances. they are supported by a variety of technologies (e.g., email lists, forums, chat rooms) and are hosted by patients, advocacy groups, medical organizations, and corporations. they raise difficult design challenges because of the wide variability of members' medical expertise, the severity of problems due to misinformation, and the need for emotional support. the importance of on-line health communities is evidenced by their popularity, as well as the significant impact they have on the lives of their members. this special interest group (sig) will explore current trends in online health communities, as well as discuss the socio-technical design challenges and opportunities that they afford.
elearning and fun. elearning is becoming more prevalent for education and training, yet many online courses are poorly designed. some are little more than electronic versions of paper-based materials; others attempt to replicate a traditional classroom offering; while others follow an instructional design approach used for classroom instruction. as a result, the reputation of online courses is not good and the exception, rather than the rule, is a well-designed course that effectively teaches a topic to its target students.in this special interest group (sig), we will look at one aspect of elearning: making online courses engaging and fun. "fun and pleasure are elusive concepts" [1] and there is no consensus on how to design enjoyable experiences [2]. engagement is accepted as important in online learning but is similarly elusive. we will look at how courses can be designed to increase enjoyment; if fun can increase motivation, engagement, and retention; how multimedia, games, entertainment, and fun are related; and the impact of peers, instructors, mentors, and support staff on fun with respect to the learning experience.
designing usable and visually appealing web sites. this full day tutorial consists of groups that work through the design rationale and building of a web site specification and paper prototype via highly participatory exercise sessions. short lectures will introduce topics, design techniques, and methods, supported by examples, for immediate application to that phase of the web site design.
0 to 50 in 4 years: cuis at boeing. the common user interface services (cuis) group at boeing is a full-featured support organization for boeing user interface developers. the group has achieved key successes and has increased the visibility of the importance of usability engineering to the point where it has been established as a key corporate initiative in 1996.
computer assisted foundations - interactive design problems. two art professors and a software designer have written computer assisted foundations design curriculum using interactive problems written in macromedia director. these problems are designed to produce many possible solutions, some of which are further developed using traditional artist's materials such as collage and paint. we would like to demonstrate four of these problems.
gooey interfaces: an approach for rapidly repurposing digital content. with the acceleration of technological development we are reaching the point where our systems and their user interfaces become to some degree outdated 'legacy systems' as soon as they are released. this raises the question of how can we maintain, extend, override, and adapt these systems while preserving what people depend on in them? in this paper we describe an approach for dynamically restructuring user interfaces into a set of communicating processes that 1) provide methods for changing their appearance, behavior, and state; and 2) report their proposed state changes so that other processes may override their actions in updating themselves to a new state. we do this for both new and wrapped legacy user interface components, thereby allowing us to repurpose user interfaces for our evolving needs. we describe how this approach has been successfully used in rapidly creating and deploying interfaces that repurpose content for new appearances and behaviors.
beyond "from" and "received": exploring the dynamics of email triage. email triage is the process of going through unhandled email and deciding what to do with it. email triage can quickly become a serious problem for users as the amount of unhandled email grows. we investigate the problem of email triage by presenting interview and survey results that articulate user needs. the results suggest the need for email user interfaces to provide additional socially salient information in order to bring important emails to the forefront.
hci for older and disabled people in the queen mother research centre at dundee university, scotland. this paper describes research carried out within the queen mother research centre for information technology to support older and disabled people and how this led to the development of an approach to research into accessibility and usability which is instantiated in the facilities of the new building.
theatre as an intermediary between users and chi designers. we have investigated the possibilities of using theatre, including professional actors, scriptwriters and artistic directors, within requirements gathering, and usability testing, and for communicating the results of such work to the design community, or individual designers. the research on which we will report focuses on older people, but we believe that a consideration of the issues involved in designing for this group highlights many of the challenges found in chi research more generally, and the techniques can apply to usability testing, and to communicating the findings of such research and testing to designers.
preliminary evidence for top-down and bottom-up processes in web search navigation. in current theories of web navigation, link evaluation has been treated primarily as a bottom-up process involving assessing the semantic distance between a search goal and a given link in the information source. in this paper we investigate whether link evaluation could be subject to top-down influence from knowledge of the information source. we measured fixation durations that occurred during link evaluation and found shorter durations in the search for easy goals. this preliminary finding suggests that for goals with category names readily retrievable from knowledge of the information source, search is likely aided by top-down influences.
email archive overviews using subject indexes. archived discussion lists are becoming significant reference sources. this paper describes a new type of overview for such lists, using a back-of-the-book style index containing headwords selected from subject lines and subentries derived from their subject-line-contexts.
do chi papers work for you?: addressing concerns of authors, audiences and reviewers. chi papers serve unique and vital purposes within the hci community. their ability to serve these purposes is of particular concern to authors, audiences (both attendees at conference sessions and readers of proceedings) and reviewers. however, these stakeholders rarely have an opportunity to state their concerns and influence how they are addressed. this sig will offer such an opportunity. it has been organized by members of the chi papers support team, who will lead discussions of major issues. the outcome will be a set of recommended further actions by the support team and future papers co-chairs.
disruption of meetings by laptop use: is there a 10-second solution? we have conducted a study of meetings to gain an understanding of the sources of disruption when laptops are present. we videotaped five workplace meetings in which over 600 information tasks were performed by participants using paper or laptops. we saw evidence that people preferred task durations not to exceed approximately 10 seconds. tasks performed by laptop users were more likely to exceed this limit, and this could contribute to disruptions. we suggest that laptop software may need to assist users in keeping tasks within 10 seconds' duration.
pins push in and pouts pop out: creating a tangible pin-board that ejects physical documents. there is an asymmetry in many tangible interfaces: while phicons can be used to manipulate digital information, the reverse is often not possible - the digital world cannot push back. we describe a tangible pin-board that pushes back by physically ejecting paper documents when they are digitally deleted. this is realized using pouts, addressable pin-like devices that communicate with a pin&play board and that can eject themselves by contracting an internal muscle wire actuator to trigger a mechanical latch. to demonstrate and begin to evaluate the technology we have developed an initial application of pouts involving a game where online players vote to eject physical pictures from a pin-board.
whisper: analysis and design for a community event service. we present an analysis of what we call the community event space, looking at how social events are planned and organized. based on a series of interviews, field studies, and a focus group, we introduce a framework outlining six phases of events: proposition, polling, participation, parting, perpetuation, and persuasion. we also present the design of whisper, a web-based event service that addresses the planning and organizational challenges identified in this framework. this analysis and design serves as a blueprint for existing and future community event services.
phemail: designing a privacy honoring email system. controlling one's personal and private information could help alleviate one of the greatest harms facing the internet today - the loss of attention due to the over abundance of unsolicited email (spam). if one could control the dissemination and usage of one's email address, one could eliminate spam. we introduce a privacy honoring email system that leverages the user's social network to provide access control to the user's email.
informing automatic generation of remote control interfaces with human designs. embedded processors are making it possible for common appliances, such as cable boxes, micorwaves, and fax machines, to provide even more fuctionality. unfortunately, as these appliances become more complex, their interfaces are also becoming harder to use. at the same time, more people are carrying hand-held computerized devices that can communicate. we envision a future in which people will use their handhelds to communicate with and control common appliances in their environment. this work describes the design of a specification language and the construction of an automatic interface generator, using lessons learned from analyzing manually created interfaces.
personal universal controllers: controlling complex appliances with guis and speech. we envision a future where each person will carry with them a personal universal controller (puc), a portable computerized device that allows the user to control any ap-pliance within their environment. the puc has a two-way communication channel with each appliance. it downloads a specification of the appliance's features and then automati-cally generates an interface for controlling that appliance (graphical, speech, or both). in this demonstration we pre-sent a working puc system that automatically generates graphical and speech interfaces, and controls real appli-ances, including a shelf stereo and a sony camcorder.
electronic privacy, trust and self-disclosure in e-recruitment. the present study extends the research on user trust in e-commerce to the area of e-recruitment, focusing specifically on the importance of perceived privacy to evoke user trust and self-disclosure. two websites of a fictitious online recruitment site were compared, which differed only in their level of perceived privacy. it was found that an interface conveying a high level of privacy significantly increased user trust. although users with high trust scores also disclosed more and more sensitive information than users with low trust scores, this could not be attributed solely to the perceived privacy of the online job bank.
community source development: an emerging model with new opportunities. this paper focuses on an emerging model for software development in higher education: community source. community source seeks to blend aspects of both open source and traditional development processes. volunteers join at the institutional level and share resources and ideas to develop applications for common needs. the code remains open, but the collaboration exists in a meritocracy; those who contribute the most have the most influence on the outcome. while many in the hci community have long abandoned the prospect of affecting change in open source development, average computer users, rather than developers, are becoming the main audience. as open source matures and community source emerges, some new opportunities are presenting themselves. they require a dialogue within our profession to yield new processes and vocabularies that work within the open source framework.
user interface design for the www. you are up against a million other web sites: how do you get users to stay at your site? only by providing valuable content and a highly usable interface. coll is getting cold.
humor modeling in the interface. humor is a multi-disciplinary field of research. people have been working on humor in many fields of research, such as psychology, philosophy and linguistics, sociology and literature. especially in the context of computer science humor research aims at modeling humor in a computationally tractable way. having computational models of humor allows interface designers to have the computer generate and interpret humor when interacting with users.in different studies it has been shown that humans respond in the same way to computers as they do to persons with respect to psychosocial phenomena such as personality, politeness, flattery, and in-group favoritism. making use of this paradigm we may investigate a similar role to be played in human-computer interaction for various types of humor use and we can see whether the regulating and social-psychological aspects of humor can play positive roles in human-computer interaction.
the virtuality continuum revisited. we survey the themes and the aims of a workshop devoted to the state-of-the-art virtuality continuum. in this continuum, ranging from fully virtual to real physical environments, allowing for mixed, augmented and desktop virtual reality, several perspectives can be taken. originally, the emphasis was on display technologies. here we take the perspective of the inhabited environment, that is, environments positioned somewhere on this continuum that are inhabited by virtual (embodied) agents, that interact with each other and with their human partners. hence, we look at it from the multi-party interaction perspective. in this workshop we will investigate the current state of the art, its shortcomings and a future research agenda.
building security and trust in online banking. growing threats to online banking security (e.g. phishing, personal identify fraud) and the personal nature of the data make the balance between security, trust and usability vital. however, there is little published research about what influences users' perceptions of online banking security and trust. this study identifies that the type of authentication system used can affect users' subsequent perceived control, situational awareness and trust. the results from a questionnaire and in-depth interviews with 86 participants were triangulated to compare two different authentication processes, namely, a 'security box' (i.e. random system generated passwords at the users' location) and 'fixed passwords' (i.e. user owned and constant). the security box and login procedures were perceived significantly more trustworthy and secure at any location than 'fixed passwords'. four main concepts were identified: "trust" "the authentication system", "location" and "control". the implications of these findings for hci are discussed.
nostalgia: an evocative tangible interface for elderly users. nostalgia is a prototype which users can use for listening to old news and music from the twentieth century. the design of nostalgia is an attempt to design an artefact that in a seamless and simple way can trigger the memory of past events both individually and in the company of others. nostalgia has been developed in collaboration with elderly people from an old people's home. a preliminary evaluation with the target group showed that nostalgia could be an appreciated artefact in their every day lives.
use of keyboard for mouseless data entry in ui design. the web relies on a "point and click" mentality that becomes greatly impaired when no pointing or clicking medium is available. in the airline industry, mouseless operation is a standard form of user interface design: in fact, it is a requirement. unfortunately, technical constraints for software design require that airline employees, commonly known as agents, manipulate long lists of data records by first selecting the records from a larger list, consolidating them into a smaller list, and then choosing from another list an action to perform against them. this paper describes our design solution which relies on a particular configuration of commands mapped to specific keys of the keyboard to provide efficient and memorable operation of the ui that allows for quick selection, consolidation, and applied action.
a musical instrument for facilitating musical expressions. in this paper, we propose a new musical instrument that allows people to concentrate on controlling indiscrete elements so that they can directly create their musical expressions. we describe a prototype musical instrument and demonstrate two applications of the prototype to show its effectiveness.
hands-on learning of computer programming in introductory stage using a model railway layout. this research aims to develop a new methodology and its supporting technologies for learning about computation and programming in the introductory stage through a hands-on playing experience with toys. this allows a beginner to acquire the concepts and knowledge of computation and programming by playing with a model railway set.
laboratory for automation psychology and decision processes. the laboratory for automation psychology and decision processes (lapdp) focuses on the cognitive/psychological aspects of human/computer interaction and does both basic and applied research in this area. it is housed in the department of psychology and is affiliated with the human/computer interaction laboratory (hcil) in the university of maryland institute for advanced computer studies (umiacs).