waashk/dblp huggingface dataset:
inphase: a communication system focused on "happy coincidences" of daily behaviors. to supplement existing forms of communication such as telephone and e-mail, this research proposes a new method of communicating "awareness" between people who are separated by long distances. in this paper, we investigate cases where coincidences in daily behaviors lead to casual conversation and thus intimacy and togetherness. we propose a new method of communicating these "happy coincidences" between a pair of remotely located houses. by equipping furniture and appliances such as doors, sofas, refrigerators and televisions with sensors, we developed a system where these items are connected to remote equivalents and their near simultaneous use is communicated.
micro-blogging as online word of mouth branding. in this paper, we report research results investigating micro-blogging as a form of online word of mouth branding. we analyzed 149,472 micro-blog postings containing branding comments, sentiments, and opinions. we investigated the overall structure of these micro-blog postings, types of expressions, and sentiment fluctuations. of the branding micro-blogs, nearly 20 percent contained some expressions of branding sentiments. of these tweets with sentiments, more than 50 percent were positive and 33 percent critical of the company or product. we discuss the implications for organizations in using micro-blogging as part of their overall marketing strategy and branding campaigns.
the effect of affective iconic realism on anonymous interactants' self-disclosure. in this paper, we describe progress in research designed to explore the effect of the combination of avatars' visual fidelity and users' anticipated future interaction on self-disclosure in emotionally engaged and synchronous communication. we particularly aim at exploring ways to allow users' self-disclosure while securing their anonymity, even with minimal cues of a virtual human, when users anticipate future interaction. the research investigates users' self-disclosure through measuring their behaviors and feelings of social presence in several dimensions. design and implementation of the stimulus materials and equipments are complete and data collection has begun.
wantknot: connecting organizations to improve their waste management practices. commercial businesses represent a large portion of all waste generation; furthermore, their waste streams are large and consistent enough to provide a steady resource to other organizations that can use the waste as inputs for their own processes. however, businesses find it difficult to connect with other organizations, especially those in different industries. we conducted a user-centered design process in which we interviewed 17 local organizations, built an affinity diagram, and devised personas and scenarios. using this information, we designed a social network, wantknot, which allows businesses to find other local organizations interested in absorbing some of their waste streams. based on a preliminary round of usability testing, we found that wantknot connects businesses in valuable ways, and in doing so, reduces waste and transportation resources.
montage: a platform for physically navigating multiple pages of web content. montage is a platform for rendering multiple pages of web content on large tiled displays (several desktop lcds arranged in a spatially contiguous matrix). we discuss the advantages of data visualization using a newsstand metaphor, showing many content items at once and allowing users to quickly refine visual searches by walking (physically navigating) closer to specific data on the display. we have used montage to build three applications that demonstrate the variety of applications that are possible on this platform. these applications have benefits for both everyday use and as research tools.
eek! a mouse! organic user interfaces: tangible, transitive materials and programmable reality. in this panel, we explore the role emerging transitive materials, like flexible thin-film displays, multi-touch input skins, e-textiles, micro-actuators and claytronics might play in re-defining the human interface towards a programmable form of reality. panelist will extrapolate historical trends from tangibles to new developments in organic user interfaces, trying to identify a future in which interfaces will no longer be predominantly flat, but instead have any possible shape or form: from skins that are foldable, flexible and physical to three-dimensional products that are fully kinetic.
sensemaking workshop chi 2009. how does one make sense of a large or complex task? by the term "sensemaking" we mean the processes people go through to frame, collect, organize and structure information to help understand a problem. sensemaking is what people do to get from the earliest phases of an information collecting and organizing task to the conclusion. sensemaking tasks are commonplace, and this workshop is dedicated to understanding the range of sensemaking behaviors and systems that can support sensemaking.
using tactile rhythm to convey interpersonal distances to individuals who are blind. this paper presents a scheme for using tactile rhythms to convey interpersonal distance to individuals who are blind or visually impaired, with the goal of providing access to non-verbal cues during social interactions. a preliminary experiment revealed that subjects could identify the proposed tactile rhythms and found them intuitive for the given application. future work aims to improve recognition results and increase the number of interpersonal distances conveyed by incorporating temporal change information into the proposed methodology.
cheese cam: unconscious interaction between humans and a digital camera. in everyday life, humans interact with many products. in many of these interactions, a person performs an action with, toward, or in the vicinity of a product and then the product reacts to that action. in this paper, however, the opposite interaction pattern, where a product performs an action to induce a user reaction, is presented by a new camera, 'cheese cam', concept. cheese cam is a camera that can induce unconscious facial reactions in a photography subject, based on mirror neuron theory and facial mimicry theories. a small facial expression icon displayed on cheese cam's screen induces unconscious facial reactions in the subject. experiments were conducted to investigate the effects of cheese cam on the facial reactions of subjects, and the results are discussed in this paper. through this study, we explored possibilities of unconscious interaction.
tangibles for children, : the challenges. a significant proportion of research in the field of tangible interaction involves children. a common aspiration is to offer benefits through tangibility, related to ease of use and overall user experience while also support learning and developmental processes. however, evaluation results are often equivocal, and expectations of researchers not always verified. this workshop aims to attract researchers who approach this topic of tangibility and children from an empirical or design perspective. the purpose is to obtain a good picture of what benefits we expect tangibility to provide (including novel and future applications), establish what is the current empirical evidence to support such claims (or what is missing), and motivate appropriate evaluation methodologies for children.
head-movement evaluation for first-person games. a first-person view is often used in games to enhance players' sense of presence. camera movements are added to provide a walking sensation when the player is moving around. several variations of camera movement are used in current games to simulate head movement. this work aims to evaluate these different types of camera movements by measuring subjective responses of users when exposed to them. in this first stage of research, five important movements were identified, and evaluated in a pair-wise fashion, resulting in subject preferences that contradicted our initial hypothesis.
design models for interactive problem-solving: context & ontology, representation & routines. we describe and illustrate a new framework for the design of interactive problem-solving based on recent research on the psychology of distributed cognition.
chistory. how might the world view human-computer interaction a century from now? in this video, set one hundred years in the future, we playfully re-envision the early history of hci. as the video opens, the great usability cataclysm of 2068 has erased all previous knowledge of hci. the world has been plunged into an age of darkness where terror, fear, and poor usability reign. unearthing fragments of previously lost archival footage, a disembodied hci historian (jonathan grudin) introduces a first attempt to reconstruct the history of our field. pioneering systems like nls and sketchpad are reviewed alongside more recent work from chi and related conferences. the results may surprise and perplex as much as they entertain, but most of all, we hope they inspire reflection on the past and future of our field.
co-located collaborative web search: understanding status quo practices. co-located collaborative web search is a surprisingly common activity, despite the fact that web browsers and search engines are not designed to support collaboration. we report the findings of two studies (a diary study and an observational study) that provide insights regarding the frequency of co-located collaborative searching, the strategies participants use, and the pros and cons of these strategies. we then articulate design implications for next-generation tools that could enhance the experience of co-located collaborative search.
whole body interaction. in this workshop we explore the notation of whole body interaction. we bring together different disciplines to create a new research direction for study of this emerging form of interaction
warp speed design: a rapid design method for use with children. this paper introduces a new design method - warp speed design - for use with older children (aged 9+) for the design of workable tangible games. the rationale for the method is presented and then a workshop, in which the method was evaluated, is described. the method introduced children to basic programming concepts and worked surprisingly well. almost all of the designs made by the children were so well specifies at the end of the brief workshop that they were able to be developed with very little uncertainty.
multitouch and surface computing. natural user interfaces (nui) such as multitouch and surface computing are positioned as the next major evolution in computing and user interfaces. just graphical user interfaces (guis) brought unprecedented interaction capabilities to their command-line predecessors, we believe multitouch and surface computing will spawn novel ways to interact with media and improve social usage patterns. since experimentation and deployment are currently limited, the exploration of applications and interfaces in this area is still at an early stage.
do hci and nlp interact? we examine the relationship between hci and natural language processing (nlp) by performing a bibliometric analysis and looking at the specific example of bionlp. we identify opportunities for hci to fertilise current nlp research and suggest that hci will benefit from looking at advances in nlp more closely.
agile user experience sig. agile development is being adopted by companies with greater frequency every year, resulting in changes to the way user experience practitioners work. unfortunately, there has been little guidance on how to incorporate user centered design (ucd) into the agile process so most practitioners either struggle alone or seek out others in the same boat. the goal of this sig is to draw upon the shared experience of these practitioners to uncover the best practices for agile user-centered design to facilitate optimal product development.
writing to your car: handwritten text input while driving. for in-car navigation, information and entertainment systems, text input is increasingly important. we investigate handwriting as a text input modality and assess where to best position the input surface and how to provide feedback. for this purpose, we created different prototypes that allow text input on the steering wheel and in the central console, as well as visual feedback on the input surface and on the dashboard. the results of the study indicate that handwritten text input on the steering wheel is well-received by the users and that the visual feedback should be presented in the dashboard area or on the steering wheel. we also observed that the number of corrective actions and the remaining errors were significantly smaller (25% less) on the steering wheel than in the central console and that entering text while driving made people drive slower.
comparing emotions using acoustics and human perceptual dimensions. understanding the difference between emotions based on acoustic features is important for computer recognition and classification of emotions. we conducted a study of human perception of six emotions based on three perceptual dimensions and compared the human classification with machine classification based on many acoustic parameters. results show that the six emotions cluster differently according to acoustic features and to perceptual dimensions. acoustic features fail to characterize the perceptual dimension of valence. more research is needed to find acoustic features that have a close relation to human perception.
three environmental discourses in human-computer interaction. a review of the past decade of human-computer interaction relating to environmental issues identifies three discourses whose commitments and assumptions have consequences for the design of new interfaces and interactive systems: sustainable interaction design, re-visioning consumption and citizen sensing. it suggests two promising directions for future research: participatory design and infrastructure.
spore player research outtakes. this video contains outtakes from a player experience research study for electronic arts' spore. users played a working build of spore while communicating with moderators who were stationed in a remote observation room; media streams from the game, webcam, and voice chat were captured and synced for later analysis.
mental workload in multi-device personal information management. knowledge workers increasingly use multiple devices such as desktop computers, laptops, cell phones, and pdas for personal information management (pim) tasks. the use of several of these devices together creates higher task difficulty for users than when used individually (as reported in a recent survey we conducted). prompted by this, we are conducting an experiment to study mental workload in multi-device scenarios. while mental workload has been shown to decrease at sub-task boundaries, it has not been studied if this still holds for sub-tasks performed on different devices. we hypothesize that the level of support provided by the system for task migration affects mental workload. mental workload measurements can enable designers to isolate critical sub-tasks and redesign or optimize the user experience selectively. in addition, we believe that mental workload shows promise as a cross-tool, cross-task method of evaluating pim tools, services and strategies, thus fulfilling a need expressed by several researchers in the area of personal information management. in this paper, we describe our ongoing experiment of measuring mental workload (via physiological as well as subjective measures) and its implications for users, designers and researchers in pim.
interacting with temporal data. time serves as a basis for measuring the occurrence and evolution of natural phenomena, and governs the coordination of many of our everyday life activities. as the capacities of our digital tools have grown, they have begun to make readily available to us unprecedented quantities of new, rich, structured temporal information about the people and things in our lives. this abundance of information has laid open avenues for new tools and applications - applications which, in turn, introduce new demands on interface mechanisms used to display, represent and interact with temporal data. this workshop, the second in a series on capturing, interacting with and visualizing temporal data, will focus on such demands, examining interaction challenges emerging across new application domains.
global mapping of usability labs and centers. this paper will highlight the global spread of usability expertise by presenting data on the location of usability testing centers and laboratories around the world. the possibilities for future expansion of the database and global networking of usability expertise and knowledge will be discussed.
at your service: using butlers as a model to overcome the mobile attention deficit. advances in mobile phones and cellular network capabilities have enabled many opportunities for information access on the move. these capabilities provide instant access for the mobile user, but have exacerbated the problem of interaction in a mobile context. mobile users are often engaged in another task that makes it difficult for them to filter and interact with their mobile device at the same time. mobile multitasking creates an attention deficit for the user. this paper proposes using butlers as a model to overcome this problem by offloading the burden of interaction from the user to the device. we describe how a suite of butlers can opportunistically and proactively offer information to the user in the moment, allowing mobile users to stay focused on their task at hand.
fault lines of user experience: the intersection of business and design. one of the central challenges of the user experience discipline has always been how early in the development cycle it can exert any degree of influence. the challenge that our field is facing today more pronounced than ever is how to influence the decision makers that give directions guiding individual product development. and vice versa, this early decision making process can benefit from user experience approaches that help ground its direction in user research, and inform its decisions creatively through concepts and design thinking -- see for example the concept of business design (as taught by the rotman school of management, with similar approaches being the foundation of successes such as design consultancies like ideo). the goal of the panel will be to draw together a community of experts and interested audience members in this topic and initiate a discourse on its key issues and opportunities.
lessons from brain age on persuasion for computer security. users generally have difficulty understanding and managing computer security tasks. we examined nintendo's brain age games for ways to help users remember more secure passwords. instead, we found design elements that encouraged users to continually perform cognitive tasks that would otherwise be tedious. this paper discusses these elements using existing persuasive technology principles, and explores how they could be leveraged to make computer security tasks easier and more engaging.
overcoming challenges in mobile ux research methods and tools. judging by the year-by-year increasing number of chi publications on mobile research methods and tools, it is clear that the community is currently rapidly innovating on tools, infrastructure, and methods for mobile user experience (ux) research. to reflect on this development, this sig extends the workshop, "mobile user experience research: challenges, methods & tools" [8], and will open up the discussion to a wider group of practitioners and researchers.
location and the web: (locweb 2009). location-based services are becoming increasingly web-based, as a result of the availability of networked mobile devices and mobile internet access. the "location and the web (locweb)" workshop targets the capabilities and constraints of web-based location-based services, which can be implemented as browser-based applications, or as native applications using web services. the focus of this chi workshop is on approaches which handle the complexity of location-based services, specifically looking at location abstractions, location sharing, context-relevant information, privacy issues, and interface and interaction design. the goal of this workshop is to serve as a starting point for attaining a better understanding of how the web has to change in order to embrace location as a first-level concept, and how these changes might be reflected in applications and user interfaces that transform the web into a platform for location-based services.
figuring out the "one thing" that will move ux into a position of strategic relevance. a common question asked of successful user experience (ux) leaders is what "one thing" they needed to do in order to move their organizations into a position of strategic relevance. however, the answers often vary, posing a challenge to those struggling to figure out how to achieve the same goal where they work. in this interactive session, a subset of answers will be highlighted, then real-world scenarios from around the globe -- most presented by recruited conference attendees -- will be evaluated to determine which "one thing" should be attempted in each case. the process of figuring that out will be explicitly addressed so that session attendees can leave better able to do so themselves for their own situations.
investigating web search strategies and forum use to support diet and weight loss. healthcare is shifting from being reactive to preventive, with a focus on maintaining general wellness through positive decisions on diet, exercise, and lifestyle. in this paper, we investigate search behavior as people navigate the web and find support for dietary and weight loss plans. inspecting the web search logs of nearly 2,000 users, we show that people progressively narrow their searches to support their progress through these plans. interestingly, people that visit online health forums seem to progress through the plans' phases more quickly. based on these results, we conducted a survey to further explore the roles and importance of online forums in supporting dieting and weight loss.
ibookmark: locative texts and place-based authoring. with the recent developments in epaper technology, consumer ebook readers have display qualities and form factors that are approaching that of traditional books. these ebook readers are already replacing paper in some commercial domains, but the potential of ebooks to extend forms of writing and storytelling has not been significantly explored. using the digital and dynamic characteristics afforded by ebook readers, we are developing ibookmark, a gps-enabled ebook reader. in ibookmark, writers can create stories that change in response to the location of the ebook itself. by setting context variables based on current and past locations of the ebook reader and using these in the rule-based generation of text and illustrations. we are developing new rhetorical device for writers that extend the expressive range of ebook delivered stories.
computational creativity support: using algorithms and machine learning to help people be more creative. the emergence of computers as a core component of creative processes, coupled with recent advances in machine-learning, signal-processing, and algorithmic techniques for manipulating creative media, offers tremendous potential for building end-user creativity-support tools. however, the scientific community making advances in relevant algorithmic techniques is not, in many cases, the same community that is currently making advances in the design, evaluation, and user-experience aspects of creativity support. the primary objective of this workshop is thus to bring together participants from diverse backgrounds in the hci, design, art, machine-learning, and algorithms communities to facilitate the advancement of novel creativity support tools.