waashk/dblp huggingface dataset:
tamil market: a spoken dialog system for rural india. in this paper, we describe the design process, results, and observations from a pilot user study for tamil market, a speech-driven agricultural query system, conducted in community centers in rural india. the primary users were rural villagers of varying degrees of literacy from three districts of tamil nadu. preliminary findings from a wizard-of-oz field study show that rural villagers are able to navigate through a dialog system using their voice, regardless of literacy level and previous experience with technology. traditional user study techniques, however, favor literate users and are ill-suited to research in developing regions.
evaluating a sketch environment for novice programmers. this paper describes the evaluation of an electronic sketch interface design tool for novice programmers. a comparative study was undertaken with small groups using two different shared space environments; a conventional informal design environment and the pen based digital whiteboard. the students reacted positively to the electronic environment, where they worked informally with their design ideas and checked them more carefully.
interacting with sketched interface designs: an evaluation study. digital hand-drawn sketches provide a new and unique way of interacting with a prototype user interface design while it is still rendered as a sketch. the successful use of prototypes and scenarios for exploring design ideas is well documented. hand-sketched designs have also been found preferable to formal diagrams during early design. the study reported here shows that interacting with digital sketches adds an exciting new dimension to the interface design process, we found that people do more revisions and more accurate revisions with digital sketches.
universal design for mobile phones: a case study. in this paper we describe a case study of universal design applied to mobile phone physical devices. using a user-centered design process, we tried to integrate visually-impaired, hearing-impaired and elderly peoples' needs to design mock-ups adapted in terms of usability and design style.
collaborative multimedia learning environments. i use the term "collaborative", to identify a way that enables conversation to occur in, about, and around the digital medium, therefore making the "digital artifacts" contributed by all individuals a key element of a conversation as opposed to consecutive, linear presentations used by most faculty at the design school.installations of collaborative multimedia in classrooms at the harvard university graduate school of design show an enhancement of the learning process via shared access to media resources and enhanced spatial conditions within which these resources are engaged. through observation and controlled experiments i am investigating how the use of shared, collaborative interfaces for interaction with multiple displays in a co-local environment enhances the learning process. the multiple spatial configurations and formats of learning mandate that with more effective interfaces and spaces for sharing digital media with fellow participants, the classroom can be used much more effectively and thus, learning and interaction with multimedia can be improved.
on interfaces projected onto real-world objects. this paper describes preliminary results of research on the perception and usability of interfaces projected onto real-world objects. using a projector setup that enables us to compare users' color preferences, we show that the objects onto which colors are projected influence a user's choices. we also observe that many users are unable to recall and/or were unaware of the objects onto which the color interface was projected. these results suggest that there may be complex interactions affecting the use of interfaces that integrate the virtual and the real world.
d20: interaction with multifaceted display devices. in this paper we investigate the principles for desiging multifaceted displays and their potential interfaces. d20 is a prototype of a handheld digital device which has an icosahedron shape. each face of the device is a triangular display, the entire surface of the device forms one continuous multisided display. the user interacts with the device by manipulating it. the principles that we develop can be applied to other non-rectilinear multifaceted displays.
haptic feedback for pen computing: directions and strategies. we seek to improve the xperience of using pen computing devices by augmenting them with haptic, tactile feedback displays. we present the design of the haptic display for pen computers, and explore interaction techniques that allow users to feel gui elements, textures, photographs and other interface elements with a pen. we discuss research directions in haptic displays for pen devices and report results of an early experimental study that evaluated the benefits of tactile feedback in pen computing.
touchengine: a tactile display for handheld devices. in this paper we describe the design of a haptic display for mobile handheld devices, including the development of a new miniature actuator, the construction of a haptic display using this actuator and prototypes of early applications.
voronoi diagrams, vectors and the visually impaired. we describe an algorithm for the detection of targets which will be encountered by a visually impaired user while exploring a two dimensional diagram. a user test examining the success of this algorithm during a targeted search task is described. we discuss the implications of this work on interface design for the visually impaired, including the planned inclusion of this algorithm in a multi-modal document browser.
tutorial - color and type in information design. work with color and type in the chi community is often undertaken with a base of experience and a sense of craftsmanship, but without a firm foundation in the principles of perception, science, and engineering. in this tutorial, you will learn the perceptual, color science, and engineering principles that underlie effective information presentation. you will learn to apply these principles to the design of graphical user interfaces and information displays.this tutorial is directed to graphic designers, interface designers, human factors engineers, usability specialists, and developers of on-line information. you should have experience in developing user interfaces, experience in creating and manipulating digital imagery, or experience in writing or illustration.
breakdown visualization: multiple foci polyarchies of values and attributes. breakdown analysis involves decomposing data into sub-groups to allow for comparison and identification of problem areas. good analysis requires the ability to group data based on attributes or values. breakdown visualization provides a mechanism to support this analysis through user guided decomposition and exploration of tabular data with a polyarchy structure. this is useful in domains such as sports statistics and corporate financial reports. breakdown visualization utilizes a spreadsheet format for comparison of adjacent visualizations.
the kite geometry manipulator. we introduce a new geometry manipulator, a tool for 2d geometrical object manipulations in drawing packages. the manipulator is an extended combination of two standard approaches. we performed an experiment, where users tested three types of manipulator. we evaluated the manipulators on perceived flexibility, efficiency of use, and subjective satisfaction. our new manipulator scored high on all aspects.
ambient agoras: inforiver, siam, hello.wall. this demonstration reports results from the eu-funded project ambient agoras, investigating future applications of ubiquitous and ambient computing in workspaces. instead of presenting underlying system technologies or evaluation findings, this demonstration will focus on three running prototypes that emerged from the project: inforiver, siam, and hello.wall. the systems are meant to support work-related processes in office buildings while at the same time fostering informal communication. the inforiver implements the information river metaphor for information flow through a building or an organization. siam is a task-management system enriched with collaboration support to foster group communication and awareness. hello.wall is a new ambient display that can "borrow" mobile artefacts. all prototypes are multi-user and multi-device systems enabling coherent and engaging interaction experiences with a variety of sensor-enhanced smart artefacts.
an experience with an enriched task model for educational software. the educational domain brings new issues and specific requirements to interface design. often traditional hci principles and guidelines need to be disregarded or broken in order to allow for the intended learning to take place [1, 6]. how to adapt existing hci methods and techniques to this domain is still an open issue for the hci and education fields [5]. in this paper we propose the scaffold representation model (srm), which allows intended educational support for learners in the application to be abstractly described. the model allows for the generation of educational information that can be added to a traditional hci task model. we describe an experiment in which srm was used in the design of a learning support system and its contribution to the process of design.
spam, spam, spam, spam: how can we stop it. how do we keep our channels of electronic communication, both individual and group, open, while keeping out inappropriate and unrelated materials, such as spam? does someone other than the intended recipient have the right to control what electronic mail users see? might this lead to censorship? if others do have the right to control what e-mail users see, how should this filtering or censorship occur? are users aware of this filtering? if others are not controlling what users receive, what can users themselves do to control their environments to limit the amount of incoming spam? these are some of the topics that this chi panel will address.
what's sigchi's role in strengthening communities? on september 11 we saw how a tightly knit group worked together to penetrate the us and carry out a carefully orchestrated attack on the world trade center and pentagon. we also saw how citizens spontaneously organized themselves to care for victims and their families, and support each other. how can the chi community build on its knowledge of computer-mediated communication and socio-technical systems design to build a more cooperative society? the aim of this discussion is to develop a research and action agenda for chi that strengthens communities locally, nationally and internationally. the underlying premise is that such socio-technical systems can be assessed and improved so that they more effectively facilitate information exchange, emotional support, and consensus building.
utopia appropriated: the future as it was. this program takes a critical look at mid-20th-century utopian promises and persuasions as dramatized in industrial and advertising films released between 1936 and 1965. in these films and related advertising campaigns, major american corporations appropriated old utopian ideas as their own, promising a bright, affluent future enabled by cybernetics, household technology, and new means of transportation and communication. despite the amusing anachronisms in these films, many of the ideas they promote are still very much part of corporate discourse today, and have had a tremendous effect on shaping public expectations and attitudes towards information technology.
a historical perspective of hci development in romania. in this paper, we are presenting the hci development in romania from a historical perspective. after a brief introduction in the historical context, we outline the main hci programs in the romanian universities. then we present some key activities of rochi (the romanian chi group), which are supposed to promote hci in our country, and we propose some directions for the cooperation of rochi with other sigs.
usability research challenges for cyberinfrastructure and tools. we summarize the motivation and aims for this workshop on usability research challenges for cyberinfrastructure and tools, and outline workshop preparations and program.
mobi-d: a model-based development environment for user-centered design. mobi-d (model-based interface designer) is a software environment the design and development of user interfaces from declarative interface models. end-users informally describe tasks and data, from end-users, from which developers construct formal models of user tasks and domain objects. the system supports development of presentation and dialog specifications from such models, and allows visualization of interface designs as units encompassing all relations and dependencies among the elements of task, data and user-interface specifications, mobi-d is the first development environment to define an interface model as a comprehensive conceptual object, to identify an interface design as a declarative component of an interface model, and to establish a development cycle based on such a model. the sharable nature of the interface modeling language of mobi-d, along with the open architecture of its system opens the door for many research areas in hci to explore the benefits and potential of using interface models.
stresscam: non-contact measurement of users' emotional states through thermal imaging. we present a novel methodology for monitoring the affective states of computer users. the method is based on thermal imaging of the face. to the user, the imaging system appears much like a video-conferencing camera. the method does not require contact with the subject and is passive; therefore, monitoring can be continuous and transparent to the computer user. we have found that user stress is correlated with increased blood flow in the frontal vessel of the forehead. this increased blood flow dissipates convective heat, which can be monitored through thermal imaging. the system has been evaluated on 12 subjects, and compared against real-time measurements of energy expenditure (ee). the new method is highly correlated with the established, but awkward ee methodology. the stresscam methodology is applicable to many instances where the real time measurement of users' emotional state is needed.
uxnet: making connections. this position paper for the chi2005 development consortium describes the vision that led to the formation of the user experience network (uxnet) and cross-disciplinary needs it addresses, for individual practitioners and for the ongoing development of the field as a whole.
magic land: live 3d human capture mixed reality interactive system. "magic land" is a cross-section of art and technology. it not only demonstrates the latest advances in human-computer interaction and human-human communication: mixed reality, tangible interaction, and 3d-live human capture technology; but also defines new approaches of dealing with live mixed reality content for artists of any discipline. in this system, the user is captured by cameras from many angles and her live 3d avatar is created to be confronted with 3d computer-generated virtual animations. the avatars and virtual objects can interact with each other in a virtual scenery in the mixed reality context; and users can tangibly interact with these characters using their own hands.
ideakeeper notepads: scaffolding digital library information analysis in online inquiry. online inquiry activities are important for k-12 learners to explore substantive driving questions in different areas, especially science. however, the inquiry process is complex for learners who need extensive support to mindfully engage in these activities. we are addressing this with the digital ideakeeper, a scaffolded work environment for online inquiry. while online inquiry includes many different activities (e.g., planning, information seeking, synthesis), this paper focuses on supporting learners with information analysis so they can effectively read and make sense of articles they find in digital libraries. here we spotlight scaffolded notepads, which connect to articles learners are reading in a browser. notepads support learners by connecting their goals to their reading, guiding reflection and articulation, and implementing a framework by which learners' notes and articles are linked, saved and viewed together to aid with more seamless information management.
developing an airline freight management system: meeting airline and end-user challenges. a commercial freight management application for airlines must address the business concerns of airlines as well as offer limited job interference for end-users whose primary occupation is to move cargo. discussion includes usability challenges and interactive design solutions, methodology for quick development in a time- and resource-constrained budget, and compromises required for commercial success.
use of video in user interfaces that require non-linguistic cues. this case study describes the creation of a user interface for a self-service kiosk that collects biographic and biometric data from non-english-speaking individuals who are unfamiliar with american/western culture, with little formal education, and little-to-no experience with computers. the users were also completely unfamiliar with the task and in a very stressful environment. therefore, unlike most commercial software interfaces that "tell" users how to complete a task by relying on entry fields labels and controls, or use language to provide context for tasks, we need to "show" users how to interact with interface. the goals for our user interface are similar to the goals of arcade video game machines that use a short demonstration video, without words, to draw the viewer's attention, create an expectation in the viewer of what is to come, and demonstrate the task to the viewer. user testing found that demonstration videos could meet these requirements.
artificial window view of nature. previous research from environmental psychology shows that human well-being suffers in windowless environments in many ways. in addition, research shows that a window view of nature is psychologically and physiologically beneficial to humans. current window substitutes, still images and video, lack three dimensional properties necessary for a realistic viewing experience - primarily motion parallax. we present a new system using a head-coupled display and image-based rendering to simulate a photorealistic artificial window view of nature with motion parallax. evaluation data obtained from a group of human subjects suggest that the system prototype is a better window substitute than a static image, and has significantly more positive effects on observers' moods. the test subjects judged the system prototype as a good simulation of, and acceptable replacement for, a real window, and accorded it much higher ratings for realism and preference than a static image.
super cilia skin: an interactive membrane. in this paper we introduce super cilia skin, a new approach for integrating haptic and visual communication. super cilia skin is conceived as a computationally enhanced membrane coupling tactile input with tactile and visual output. we present the design of our prototype, an array of individual actuators (cilia) that use changes in orientation to display images or physical gestures. we discuss ongoing research to develop tactile input capabilities and we present examples of how it can enrich interpersonal communication and children's learning.
viewing and annotating media with memorynet. in this paper we describe an investigation into how we might share and annotate media objects (namely photographs) among people in our personal networks. we describe a prototype, the memorynet viewer (mnv) and present results of a user study. we conclude with future developments.
does think aloud work?: how do we know? the think aloud method is widely used in usability research to collect user's reports of the experience of interacting with a design so that usability evaluators can find the underlying usability problems. however, concerns remain about the validity and usefulness of think aloud in usability studies. in this panel we will present current studies of the think aloud method, examine and question its usage in the field, discuss the possible pitfalls that may threaten the validity of the method, and provide comments/suggestions on the application of the method. panel participants will discuss results drawn from both applied research and basic research.we believe that this panel discussion will be useful for hci designers and usability practitioners in that it will acquaint them with concerns that people have about the think aloud method and provide them with suggestions for improved use of the method. for hci or usability researchers, this panel discussion will address the importance of formally investigating currently used or newly designed usability methods.
a generic approach for augmenting tactile diagrams with spatial non-speech sounds. blind or visually impaired users typically access diagrams in the tactile medium. this paper describes touchmelody, a system designed for augmenting such existing diagrams with 3d spatial auditory information to increase their usefulness, information content and reduce tactile clutter. the motivation for this system, an overview of its development and early experiences are presented. the two major technologies used are the polhemus fastrak and the lakedsp cp4 to facilitate the creation of a directly manipulated dynamic 3d spatial soundscape.
cognitive and software solutions for computer-related anxiety. the goal of this workshop is to focus discussion on how to design inexpensive but effective techniques for the management of computer-related anxiety. these techniques may be geared either towards the design of software, or towards the design of training or stress-management techniques.
design and evaluation challenges of serious games. as the computer game industry grows, game capabilities and designs are being re-used for purposes other than entertainment. the study of 'serious games', i.e. games for education and policy making, is of growing interest in many sectors. this sig will bring together people interested in the topic area to discuss emerging opportunities and challenges. a panel discussion will cover new uses for games, ways of incorporating new measures such as physiological arousal into traditional usability testing, and ways of pursuing new goals such as peer learning with games. breakout groups will elaborate on panel topics, and also devise next steps for this interest community. a report of this sig's outcomes will be submitted to the sig chi bulletin.
genetic algorithm to generate optimized soft keyboard. in this paper, we propose a genetic algorithm formal framework to optimize character location on a soft keyboard. this method is described regardless of the language and layout used and can then easily be adapted to any language and layout. in this scope, we present a measure, based on mackenzie's model, to estimate the performances of the best characters in a given layout. we apply our method to common english language and two different layouts (hexagonal and rectangular layout) in order to compare with fitaly, opti or metropolis keyboards. in all configurations, our method has the best performance.
the chici group. this paper describes the work, the vision, and the approach of the child computer interaction (chici) group at the university of central lancashire in the uk. this group, formed four years ago, has grown to become one of the leaders in its field whilst maintaining a democratic structure, an open mind, and an invigorating message. the paper describes the group's creation, outlines its current activities, and contemplates its future.