waashk/dblp huggingface dataset:
assisted-care robot initiation of communication in multiparty settings. this paper presents on-going work in developing service robots that provide assisted-care to the elderly in multi-party settings. in typical japanese day-care facilities, multiple caregivers and visitors are co-present in the same room and any caregiver may provide assistance to any visitor. in order to effectively work in such settings, a robot should behave in a way that a person who has a request can easily initiate communication with the robot. based on findings from observations at several day-care facilities, we have developed a robot system that displays availability to multiple persons and then displays recipiency to an individual person who wants to initiate interaction. our robot system and its experimental evaluation are detailed in this paper.
haptic feedback in remote pointing. we investigate the use of haptic feedback for enhancing user performance with remote pointing devices. we present a number of concepts that use haptic feedback on such devices and the results of the first user study, in which we have compared the effects of different feedback types on users' performance and preference in remote pointing tasks. the study showed that the addition of haptic feedback significantly improves the performance, while it has also revealed a seemingly low user acceptance of haptic feedback. we discuss the implications of our findings and outline the future work.
software ergonomics: relating subjective and objective measures. the use of computers in the workplace is now commonplace. correspondingly, injuries associated with computer use have increased. however, little research has been done investigating whether these injuries are associated with the software being used. one reason is the difficulty in measuring muscle strain (a predictor of muscle related injuries). here we present preliminary results of study on the relationship between objective and subjective measures of muscle strain during computer use. as users completed sets of tasks using msword®, semg muscle activity was recorded for the muscles associated with using a keyboard and mouse. after each task set, users completed surveys asking the level of strain they experienced during the tasks. correlations between the measures suggest that subjective measures can provide reliable information regarding the muscle strain associated with software use. these easily obtained subjective measurements could assist in producing software interaction designs that are better for users.
breaking down brick walls: design, construction, and prototype fabrication knowledge in architecture. architectural designs are not just collections of 3d objects. architects have both high-level aesthetic design intent, and intent for the functionality of the building; these must eventually translate into real-world construction materials and processes. physical prototypes are still essential for the architect and their clients to get a feel for whether designs "work". an exciting recent development in architecture is the use of industrial robots to automatically construct 3d prototype architectural models. but programming the robots requires tedious procedures of low-level commands, far removed from the designer's intent. adeon is a system that integrates high-level architectural design knowledge, including aesthetic and stylistic intent, with knowledge about materials and construction processes, and robot programming code for constructing prototype 3d physical models. it centers around collecting and associating "common sense" knowledge, expressed in english and converted to a knowledge representation about the various levels. it provides a graphic editor that allows architects to draw high-level aesthetic designs, perhaps referencing known styles or historical examples, and retrieving relevant construction, materials, and cost information. it automatically produces a robot program for constructing the prototype. we present examples detailing the design of various styles of brick walls. adeon is an interesting example of how to provide an interface for creative work that spans both high-level and low-level concerns.
safety, speed, and style: interaction design of an in-vehicle user interface. constrained by tight schedule and driven by both safety-critical and aesthetic concerns, an interdisciplinary team designed a novel in-vehicle multimodal, multimedia interface by an unconventional, streamlined process. the distinctive interface architecture and interaction design emphasize style and simplified interaction through strong visual design to speed user recognition, interpretation, and task completion, reducing driver distraction and cognitive load.
squidy: a zoomable design environment for natural user interfaces. we introduce the interaction library squidy, which eases the design of natural user interfaces by unifying relevant frameworks and toolkits in a common library. squidy provides a central design environment based on high-level visual data flow programming combined with zoomable user interface concepts. the user interface offers a simple visual language and a collection of ready-to-use devices, filters and interaction techniques. the concept of semantic zooming enables nevertheless access to more advanced functionality on demand. thus, users are able to adjust the complexity of the user interface to their current need and knowledge.
exploring participatory performance to inform the design of collaborative public interfaces. we describe a new application of interactive participatory performance in interaction design. our pragmatic strategy permits us to use performance as an investigatory tool in the exploration of user behavior. by taking a holistic view of the evaluation of the interplay between the designed artifact (the performance content) and the people who interact and relate to it, we can extract insights from the performance with the intention of informing the process of designing interaction mechanisms for more conventional public interfaces.
the birth of mobile chinese keypad & hybrid input methods. almost all the language input devices were designed based on western linguistic and psychological model. they are just localized by changing the printings without any key layout modification for eastern countries. in this paper, the design process and user study of a chinese style keypad and a hybrid input method are introduced.
intermediated technology interaction in rural contexts. access to information technology in developing countries is often indirect, involving human intermediaries. a computer kiosk is a typical instance of three-way interaction between user, kiosk operator, and kiosk technology. we describe a pilot experimental study that investigates whether manipulating the social prominence of the intermediary versus the technology affects perceived information characteristics and attitudes toward the interaction. we suggest that a better understanding of such locally specific interaction models is needed to address culturally influenced issues in information technology use throughout the developing world. ongoing methodological challenges in conducting experimental studies in such contexts are discussed.
associative personal information management. personal information management (pim) is an important and hard research problem. previous systems suffer inflexibility because of strict hierarchies and immobility. i present an alternative approach, based on associations and moving beyond today's desktop metaphor, to provide ways of managing information while mobile. to illustrate the concepts, i introduce the associative pda, a prototype we have designed and evaluated. finally, i discuss some design principles, which will guide my future work.
physical heart in a virtual body. in this video we present a special guitar that combines physical acoustic properties with virtual capabilities. a wooden resonator - a unique, replaceable piece of wood that gives the guitar a unique acoustic sound, will embody the acoustical values. the acoustic signal created by this wooden heart will be digitally processed in a virtual sound box in order to create flexible sound design. the project shows that traditional values can be embedded into a digital object.
development of evaluation heuristics for web service user experience. positive user experience (ux), including its pragmatic and hedonic aspects, is a central design target for interactive products and services. increasingly, web services are developed for both pcs and mobile terminals to support user needs for media content management and social interaction. even though many ux models have been developed over the last decade, the specific characteristics affecting ux of web services have not been studied systematically. in this paper we present the first phase of our service ux study in which three web services were evaluated by three ux experts each, using an initial set of service ux evaluation heuristics. we discuss how well these heuristics covered the positive and negative service ux evaluation findings, and how the heuristics and the expert evaluation approach of ux should be developed further.
beyond usability: evaluating emotional response as an integral part of the user experience. the role of emotion as an integral component of user experience has mostly been overlooked in the hci literature. instead, usability has been relied upon as the key indicator of user experience. we developed a methodology that combined verbal and nonverbal emotion scales. a usability study was then conducted, in which we collected both traditional usability metrics and emotional response data. results indicated insignificant differences in usability metrics but numerous significant differences between emotional responses of users. exploration of these emotional responses successfully provided additional insight into the user experience.
you scratch my back and i'll scratch yours: combating email overload collaboratively. email is no longer perceived as a communication marvel, but rather as a constant source of information overload. several studies have shown that accessing, managing, and archiving email threatens to affect users' productivity. while several strategies and tools have been proposed to assuage this burden, none have attempted to empower users to fight the overload collaboratively. we hypothesize that despite differences in email management practices and frequencies of filing among users, there is some degree of similarity in the end-product of the organizational structures reached by those working in close cooperative roles (e.g. members of a research group, employees of an organization). in this paper, we describe a system that enables collaborators to share their filing strategies among themselves. tags applied by one user are suggested to other recipients of the same email, thereby amortizing the cost of tagging and email management across all stakeholders. we wish to examine if such system support for semi-automated tagging reduces email overload for all users, and whether it leads to overall time savings for an entire enterprise as network effects propagate over time.
brainy hand: an ear-worn hand gesture interaction device. existing wearable hand gesture interaction devices are very bulky and cannot be worn in everyday life, because of the presence of a large visual feedback device. in particular, an eyeglass-type head-mounted display is very large for constant usage. to solve this problem, we propose brainy hand, which is a simple wearable device that adopts laser line, or more specifically, a mini-projector as a visual feedback device. brainy hand consists of a color camera, an earphone, and a laser line or mini-projector. this device uses a camera to detect 3d hand gestures. the earphone is used for receiving audio feedback. in this study, we introduce several user interfaces using brainy hand. (e.g., music player, phone)
investigating the psychology of task-based and presentation-based ui customization. even with a profusion of customization tools on uis, we do not see commensurate usage. while some users are known to use available customization tools to the fullest extent, most others make do with bare minimum features and default settings. in my dissertation i propose that empirically investigating customization as functional (task-based) and cosmetic (presentation-based) will enhance our understanding of user psychology surrounding customization, thereby giving us insight into ui design principles. this paper describes the main aim of my dissertation and progress made thus far.
it's what it's in: evaluating the usability of large-scale integrated systems. today's systems are often composed of many heterogeneous, distributed components including computing and communications infrastructure, other hardware devices, and system and application software. evaluating the usability of these systems is difficult, especially in the early stages of development when their use cannot be observed in context. while many different evaluation methods have been proposed for evaluating stand-alone technologies, evaluating very large-scale integrated systems requires techniques appropriate both for individual components, and the whole of the human-computing context being designed. results from the case study reported here suggest that the usability of any individual application is highly determined by its integration with other applications in the distributed system. modern evaluation methods need to account for this integration in both their perspective and the measures they use.
slap widgets: bridging the gap between virtual and physical controls on tabletops. we present silicone illuminated active peripherals (slap), a system of tangible, transparent widgets for use on vision-based multi-touch tabletops. slap widgets are cast from silicone or made of acrylic and include sliders, knobs, keyboards, and keypads. they add tactile feedback to multi-touch tables and can be dynamically relabeled with rear projection. they are inexpensive, battery-free, and untethered widgets combining the flexibility of virtual objects with tangible affordances of physical objects. our demonstration shows how slap widgets can augment input on multi-touch tabletops with modest infrastructure costs.
sharing digital photographs in the home by tagging memorabilia. within the home, digital photos lack the physical affordances that make collocated photo-sharing easy and opportunistic. family members have difficulty accessing the personal accounts of the photo organizer, navigating to these photos, or finding the desired ones within the vast number of photos stored on disk. viewing photos on a standard pc screen is also awkward due to crowding. to promote in-home photo sharing, we designed souvenirs, an rfid-based system that lets people quickly link digital photo sets to physical memorabilia. these memorabilia trigger memories and serve as social instruments; a person can enrich their story-telling by moving the physical memorabilia close to their large-format television screen, and the associated photos are immediately displayed. a person can also bring a mobile device near memorabilia: the photos appear on that display. through pick and drop, a person can also transfer the photo display from the mobile device to the large screen for easier viewing. this video motivates and illustrates how all this works.
information foraging in e-voting. in this paper, we present a case study of human-information interaction in the online realm of politics. the case study consists of a participant observed while searching and browsing the internet for campaign information in a mock-voting situation while taking notes that were to be shared with others. interaction analysis of the case study data consisted of applying information foraging theory to understand participant specific behaviors in searching and browsing. case study results show skewed time allocation to activities, a tradeoff between enrichment vs. exploitation of search results, and issues with lack of scent, low value perception, and value depletion of information. potential implications for voter-centered design of e-voting portals are discussed and future work is outlined.
challenges in evaluating usability and user experience of reality-based interaction. this workshop aims to further the understanding of the challenges relating to the evaluation methods of usability and user experience that are specific to reality-based interaction (rbi), and to identify effective practical responses to these challenges. the emergence of post-wimp interfaces has led to new ways of interacting with technologies. however, there are still no integrated ways of evaluating the usability and user experience of these interfaces. developers and designers are left to discover their own metrics and evaluation methods. this approach presents problems, in that the metrics used in each case may provide results that are neither valid nor meaningful. for this reason, the time is ripe to integrate the methods that have been developed for evaluating interfaces that belong to the rbi umbrella. the measures and techniques will then be turned into a framework that enables designers of rbi interfaces to select appropriately existing methods and tools to evaluate systematically the usability and user experience of their prototypes and products. reusing and adapting validated evaluation approaches can not only avoid reinventing the wheel and wasting time but also further improve and consolidate these approaches. such a framework will also provide a basis for comparison between designs of rbi interfaces in different application contexts.
designing for discovery: opening the hood for open-source end user tinkering. according to the free software movement, the user ought to have "the freedoms to make changes, and to publish improved versions" and "to study how the program works, and adapt it to your needs". the open source initiative expects users to access source code, explaining that "you can't evolve programs without modifying them. since our purpose is to make evolution easy, we require that modification be made easy". these philosophies can shape a unique perspective on software usability that has not been addressed thoroughly in the open-source domain. that is: how to design user-interfaces and tools that facilitate access to source code and encourage the behaviors envisioned above, namely, to improve the code, to personalize it, to learn from it, and to share it. and, as the open source initiative recommends, to make this easy. in addition to presenting this research perspective, we suggest some fruitful approaches to answering these questions and our current and future steps.
visualizing student activity in a wiki-mediated co-blogging exercise. students benefit from jointly reasoning, explaining or "arguing" about the course material. there are significant advantages for moving the discussion online e.g. where students co-blog vis-à-vis a wiki. for the teacher, keeping track of who is participating and the degree to which they participate is not straightforward. this paper presents visualization mechanisms we are developing that address these issues.
using temporal patterns (t-patterns) to derive stress factors of routine tasks. we describe the use of a statistical technique called t-pattern analysis to derive and characterize the routineness of tasks. t-patterns provide significant advantages over traditional sequence analyses by incorporating time. a t-pattern is characterized by a significant time window (critical interval) that describes the duration of this pattern. our analysis is based on data collected from shadowing 10 knowledge workers over a total of 29 entire work days. we report on the statistics of detected t-patterns and derived correlations with participant perceptions of workload, autonomy, and productivity.
designing the melody of interaction through movies, maps, mechanisms, prototypes and presentations. now that computers are no longer merely a means to do our job but help us to pursue our lives, one could question the appropriateness of functionality and efficiency as the main guiding principles for design. user experience and aesthetics of interaction are becoming increasingly paramount. but what makes for aesthetic of interaction and how to design for it? in the module "aesthetics of interaction" we used a variety of methods to discuss, experience and analyse the concept of aesthetics of interaction in depth. in this extended abstract we elucidate the methods used, i.e., movies, interaction maps, interaction mechanisms, prototypes and silent presentations, including the rationale behind them.
understanding consumer perception of technological product failures: an attributional approach. besides the widely promoted advantages the influx of new technology is bringing to consumers, the disadvantages due to increasing cognitive complexity of such technological advanced products have also been recognized. among other things, an increasing number of unknown field complaints is one of the evidences. since consumers often perceive a product's (mal)functioning differently than designers do, we propose an attributional approach to evaluate potential product failures. in this paper, we present the results of an exploratory empirical study to evaluate the attribution of picture quality failures in lcd televisions for a diverse group of consumers. this approach is aimed to provide designers better insight into how consumers perceive (potential) product failures, in order to support critical design decisions in the product development process.
defining the role of hci in the challenges of sustainability. sustainability is an increasingly prominent and critical theme in the field of hci. more needs to be known about how to critique and assess design from the perspective of sustainability, and how to integrate sustainability into the practice of hci. this workshop focuses on achieving this integration, identifying challenges, and defining directions for sustainable interaction design (sid).
tagged photos: concerns, perceptions, and protections. photo sharing has become a popular feature of many online social networking sites. many of the photo sharing applications on these sites, allow users to annotate photos with those who are in them. a number of researchers have examined the social uses and privacy issues of online photo sharing sites, but few have explored the privacy issues of photo sharing in social networks. in this paper, we begin by examining some of our findings from a series of focus groups on photo privacy in the social networking domain. we then devise a new mechanism to enhance photo privacy based on these findings.
collaborative translation by monolingual users. this paper describes a research effort to support collaborative translation by monolingual speakers, or people that speak only the source or target language. i hypothesize that sharing knowledge across the language barrier is possible with a combination of automated (but poor quality) machine translation, language-independent communication, and existing background knowledge. i demonstrate this possibility with proof-of-concept experiments.
bringing web 2.0 to government research: a case study. dashlink is a public nasa research collaboration website. web 2.0 style content generation and social software technologies along with a community-moderated posting policy make it easier and faster for nasa scientists and research partners to share data and knowledge with each other and the general public. designing and building an open collaboration website tested the boundaries of government information sharing rules and policies. in this paper we describe our experiences with and solutions to government specific design challenges.