waashk/dblp huggingface dataset:
cyarm: an alternative aid device for blind persons. with the concept of 'human-machine interface', designed especially for visually impaired persons, we have developed an electric aid device for use in guiding orientation and locomotion. the device, which we call cyarm, measures the distance between a person and an object with an ultrasonic sensor and transmits the distance information to the user's haptic sense. in this report, we will: (1) outline the concept of cyarm, (2) describe its mechanism, and (3) demonstrate three preliminary experiments that verify the usability of cyarm. we conducted the experiments in terms of detection of objects, detection of space, and tracking object movement. as a result of these experiments, we have concluded that cyarm is potentially effective for visually impaired persons. our study will encourage the related studies of user interfaces, particularly focusing on electric aid devices that guide visually impaired persons in detecting their environment.
communication service design by interhuman interaction approach. this paper describes a new communication service that supports all communication environments for healthy elderly people. this service was designed based on the interhuman interaction approach, and the acceptability of this system was verified by a field test.
'tsunagari' communication: fostering a feeling of connection between family members. families in japan increasingly have one or more members living outside of the family household, but many people don't want to lose the bond between family members when they live apart. we have developed a concept called 'tsunagari' communication aimed at fostering a feeling of connection between people and maintaining their social relationships. a system based on this concept, called the family planter system, was also developed for family use. we have field tested this system with family members living apart, and our interviews of users have shown that the users' family relationships tend to be slightly improved by use of this system.
search result exploration: a preliminary study of blind and sighted users' decision making and performance. we conducted a preliminary study to examine sighted and blind users' decision-making behavior and performance during the search process. we manipulated the search result's relevance to a task, the search result presentation, and the effort required to process the corresponding web page. we found that users leveraged page features to gauge the amount of effort that is required to explore search pages and made exploration decisions accordingly. users' desire to know additional page details varied based on their visual ability and the results' relevance. we quantified the cost/benefit tradeoff of additional page features and suggest ways to better support diverse web searchers.
towards computer-supported face-to-face knowledge sharing. although a lot of systems provide co-located collaboration support, few existing technologies provide support for fluid knowledge sharing. to fluidly share our knowledge in co-located environments, each person's digital experience should be merged and presented on a collaborative display device such as a face-to-face tabletop display. for capturing concrete requirements for such face-to-face fluid knowledge sharing, we built a prototype system that presents merged multi-users' web browsing histories on a tabletop display. we experimented with our prototype in an exhibition and collected over 100 filled questionnaires and informal observations.
hci group of the department of ergonomics and psychology at the budapest university of technology and economics. our hci group developed mutually useful relationships with industrial partners, like matáv hungarian telecom, paks nuclear power plant, graphisoft, nokia, eurocontrol, etc., successfully accomplishing various r&d projects in very different fields.we apply a variety of evaluation methods, including a complex methodology called interface developed by us. this system is based on the continuous and simultaneous recording of heart period variability, time data of keystroke and mouse events, video images of users' behaviour and screen content.
establishing remote conversations through eye contact with physical awareness proxies. we present a mechanism for initiating mediated conversations through eye contact. an eyephone is a physical proxy of a remote individual that senses and conveys attention using an eye tracking device and a pair of actuated eyeballs. users may initiate calls by jointly looking at each other's eyephone. we discuss how this allows participants to implement some of the basic social rules of face-to-face conversations in mediated conversations.
reach: dynamic textile patterns for communication and social expression. in the research project 'reach', we investigate the potential for new forms of communication and expression to be incorporated dynamically and interactively into the things to be worn everyday. through a series of iterative prototypes, we have explored both dynamic textile materials and the interactive behaviours of clothing and accessories, which change pattern through direct physical interaction as well as through sensing context. we have developed a series of working prototypes, where dynamic textile patterns are incorporated into wearable items to reflect and make visible social and contextual behaviours, such as person-to-person communication, proximity and local weather conditions. ultimately, we aim to develop a new dynamic language of wearable expression integrating aesthetics, pattern and computation into everyday artifacts with increased personal and cultural meaning.
using a tree view metaphor to visualize hardware simulation for testing. this papers suggests the use of a tree view metaphor as a suitable way of visualizing simulated hardware elements in a graphical user interface (gui) for testing purposes. the prospective users declared a few comprehensive demands regarding the desired application - such as maximal availability of desktop space and ease of configuring and reconfiguring the hardware simulations. an application was prototyped and evaluated through interviews and an accompanying usability test. preliminary evaluation shows that using the new gui with the tree metaphore makes the task of configuration faster and saves desktop space.
breakaway: an ambient display designed to change human behavior. we present breakaway, an ambient display that encourages people, whose job requires them to sit for long periods of time, to take breaks more frequently. breakaway uses the information from sensors placed on an office chair to communicate in a non-obtrusive manner how long the user has been sitting. breakaway is a small sculpture placed on the desk. its design is inspired by animation arts and theater, which rely heavily on body language to express emotions. its shape and movement reflect the form of the human body; an upright position reflecting the body's refreshed pose, and a slouching position reflecting the body's pose after sitting for a long time. an initial evaluation shows a correlation between the movement of the sculpture and when participants took breaks, suggesting that ambient displays that make use of aesthetic and lifelike form might be promising for making positive changes in human behavior.
the effectiveness of social agents in reducing user frustration. a study was conducted to evaluate the effectiveness of social agents in reducing user frustration. the particular type of agent studied reacted to users' facial expressions while they browsed through a shopping website. while highly frustrated users reported that the agent often increased their frustration, those experiencing a moderate level of frustration stated that it somewhat reduced their frustrations.
getting real about speech: overdue or overhyped? speech has recently made headway towards becoming a more mainstream interface modality. for example, there is an increasing number of call center applications, especially in the airline and banking industries. however, speech still has many properties that cause its use to be problematic, such as its inappropriateness in both very quiet and very noisy environments, and the tendency of speech to increase cognitive load. concerns about such problems are valid; however, they do not explain why the use of speech is so controversial in the hci community. this panel would like to address the issues underlying the controversy around speech, by discussing the current state of the art, the reasons it is so difficult to build a good speech interface, and how hci research can contribute to the development of speech interfaces.
the impact of automated assistance on the information retrieval process. advanced information retrieval systems providing automated assistance offer the opportunity to greatly enhance the effectiveness of the information retrieval process. one issue in designing such systems is determining the effect that the automated assistance has on the tasks and sequence of tasks within this process. using verbal protocol data and transaction log analysis, we present a taxonomy of tasks when utilizing information retrieval systems with automated assistance, along with a temporal analysis of when interaction with the automated assistance occurs. results indicate that there is a predictable pattern of user interaction with automated assistance with implications for the design of information retrieval systems.
eyeview: focus+context views for large group video conferences. in this paper, we describe the design of eyeview, a video conferencing system that uses participant looking behavior to determine the size of online video conferencing windows. the system uses an elastic windowing algorithm that enlarges the image of the person most looked at by others, while maintaining a contextual view of other remote participants. eyeview measures interest by gauging whom participants look at using an eye tracker embedded in the display. users can enter side conversations by looking at each other, and pressing the space bar. cocktail-party filtering is aided by attenuating audio sources outside the social network constituted by glances between participants. by allocating both screen and audio real estate according to the joint attention of participants, eyeview supports smooth allocation of focus on the speaker, while maintaining awareness of the group.
about face interface: creative engagement in the new media arts and hci. by promoting divergent thinking and creative visions, new media art practices present hci research with a platform that emphasizes creative engagement as a locus for innovative design and evaluation methods. the workshop goal is to identify attributes of a conceptual framework that positions creative engagement as a hub for future transdisciplinary research and incorporates practices and theories from the new media arts, hci, and computer science research.
design communication. why is design communication so hard? we've all been in the situation: a room full of people, a usability test with clear problems and obvious outcomes. yet the team can't agree on a design solution. why does this happen? how can intelligent people disagree so strongly when looking at the same data?.this panel approaches a problem that has not been discussed much at chi: the social interaction of the design process.each of the four panelists, who have broad industry experience in consulting, in-house design centers, and academics, will each take a different position on this problem. is this simply a matter of vocabulary, process, experience, or competence?.this panel will start off with brief statements by each panel member and then spend the majority of the session debating each panelists position. the last third of the session will be opened up to audience questions.
the advantages of a cross-session web workspace. conducting research using the web is often an iterative process of collecting, comparing and contrasting information. not surprisingly, web-based research tasks habitually span multiple web sessions and involve considerable web page revisitation. such tasks are not only carried out by researchers, but also by casual web users who, for example, plan vacations and large purchases. despite the prominence of this activity among web users, existing tools support it poorly. we propose an alternative approach, whereby web-based research tasks are facilitated by a web workspace which represents collected urls with web page thumbnails. a prototype of our design was developed and studied in an evaluation with 12 participants. each of the participants adopted the workspace approach instinctively: the workspace was used for web page revisitation, web page comparison, collection overview, cross-session task continuation, and continuous task focus.
do we need eye trackers to tell where people look? we investigated the validity of two low-cost alternatives to state-of-the-art eye tracking technology: 1) prompting users to report from memory on their own eye movements, and 2) asking experienced web designers to predict the eye movements of a typical user. users could reliably remember 70 % of the web elements they had actually seen. web designers could only predict 46 % of the elements typically seen. users were not particularly good at remembering the order of their fixations. we discuss how to further improve the validity of self-reported gaze patterns and suggest new areas that it may be used in.
the engineering community sig. the engineering community may be the least populated and the least understood of the new communities at chi, perhaps because so many definitions of engineering exist (as evidenced by the quotes in the margins). this sig will provide a forum for people interested in bringing the best of the field of engineering to the field of hci.
universal access to the net: requirements and social impact. this talk will address the following questions: what does "universal access" mean with respect to computer-based network services? is it desirable? where do we stand today with respect to achieving it? what is required (particularly in the hci realm) to achieve it? what are some of the consequences and side-effects -- positive and negative -- for society?
convergent usability evaluation: a case study from the eirs project. two non-profit organizations developed a web application to help monitor u.s. elections: the election incident reporting system (eirs). the mostly-volunteer team had only four months to develop a workable system. the aggressive schedule, limited budget, and distributed team-structure challenged us to find creative ways to evaluate and improve eirs' usability. we used an approach that combined expert ui review with opportunistic exploitation of venues for gathering data on eirs' usability. this approach, which we call convergent usability evaluation, had, in the non-profit environment, advantages over the more formal methods typically used for commercial projects. in this paper we describe the usability evaluation methods we used for the eirs project and discuss how they converged to provide a more complete picture than we would have obtained by conventional methods.
designing user interfaces from analyses of users' tasks. this tutorial provides a detailed introduction to task analysis and task-based design. the focus of task analysis is the description of work tasks, while the focus of task-based design is designing interactive systems from the perspective of users' work. techniques from psychology, ethnomethodology and sociology are used to analyse and describe users' current work tasks. a framework for modelling work tasks (task knowledge structures) is used to represent relevant task information. guidelines are provided to help the design team envision and reason about how current tasks might be changed and improved through the design of interactive systems. the envisioned task descriptions provide the focus for the design and development of interactive systems that will support the users' work.
usability and cmmi: does a higher maturity level in product development mean better usability? the new process improvement model, capability maturity model integration (cmmi) is analytically examined from the point of view of usability. the results show that a development organization even at the high levels of maturity may produce products with usability problems. the challenge for the field of hci is to develop universal usability measures for the high maturity levels of cmmi.
cognition and collaboration: analyzing distributed community practices for design. this extended abstract describes the workshop cognition and collaboration - analyzing distributed community practices for design, the third international workshop on analyzing collaborative activity.
i-vote: an audience voting system. in this paper, we describe the i-vote system for audience response voting at the olympic games. the audience members vote by using a $2 handheld device that they can keep as a souvenir. the devices are simple to use, come in multiple designs, and are tradable. these devices do not hold any personal information so privacy is never an issue. the vote results are presented on a large public display, which is loaded with information in the form of graphs that are quickly understood. people can retrieve their personal votes later on the internet. the system was designed through a process involving brainstorming, creating scenarios, searching for information, doing cognitive walkthroughs, developing prototypes, and revising and refining ideas.
"it's about the information stupid!": why we need a separate field of human-information interaction. the past few years have seen increasing discussion of the need for, even the inevitability of, a field of human-information interaction (hii) - as either a major sub-branch of human-computer interaction (hci) or as a separate field altogether. the "i" in hii implies a focus on information and not computing technology. but what does this mean? is there any way to focus on information without also considering the supporting tools, applications, and gadgets that are enabled by computing technology? the panel will explore both the pros and cons in favor of a separate field of hii. panelists provide a diversity of perspectives from several disciplines and research traditions including cognitive modeling and the study of human cognition, information science, information architecture, personal information management, ethnography and anthropology.
don't take my folders away!: organizing personal information to get ghings done. a study explores the way people organize information in support of projects ("teach a course", "plan a wedding", etc.). the folder structures to organize project information - especially electronic documents and other files - frequently resembled a "divide and conquer" problem decomposition with subfolders corresponding to major components (subprojects) of the project. folders were clearly more than simply a means to one end: organizing for later retrieval. folders were information in their own right - representing, for example, a person's evolving understanding of a project and its components. unfortunately, folders are often "overloaded" with information. for example, folders sometimes included leading characters to force an ordering ("aa", "zz"). and folder hierarchies frequently reflected a tension between organizing information for current use vs. repeated re-use.
how can rhetoric and argumentation help us make the case for ucd? when making the case for user-centered design (ucd), the hci field tends to rely on an objective approach, such as cost justification, to speak for itself. however, this approach may not be enough to garner support for decisions ranging from implementing a certain design to adhering to a ucd process. promising sources for enhancements to an objective approach are rhetoric and argumentation. one purpose of this sig is to explore how rhetoric and argumentation can help advance the case for ucd on organizational and project levels in various contexts and organizations. as a catalyst for discussion among sig attendees, this abstract describes examples of using rhetoric and argumentation in three contexts: boutique consultancy, in-house consultancy for large corporation, and research-oriented federal agencies. another purpose of this sig is to establish a community of people interested in using rhetoric and argumentation to augment their communication approach when making the case for ucd.
don't blame me i am only the driver: impact of blame attribution on attitudes and attention to driving task. key concerns of automobile interface designers are driving performance and safety. as cars include voices for telematics, command and control, warning messages, etc., these voices become an opportunity to affect drivers and their performance. in this experimental study, participants (n=36) spent 20 minutes in a driving simulator. the car presented randomly interspersed warnings about the driver's performance while they were driving. there were three conditions: driver blame (e.g., "you are driving too fast"), driver and car blame ("we are driving too fast"), or environment blame ("the road is easy to handle at low speeds"). results indicate that warnings associated with the environment works best. drivers felt most at-ease, they liked the system, they rated the quality of the car higher, and their measured attention to the road was better than the other conditions. implications for in-car interaction systems are discussed.
thank you, i did not see that: in-car speech based information systems for older adults. older adult drivers have more difficulty than the general driving public in attending to driving tasks especially in complex traffic situations. this study examines whether a speech based in-car information system can positively influence driver attitudes, driving performance and safety. eighteen participants between the ages of 55 and 73 used a driving simulator for approximately thirty minutes in one of three conditions: in-car information system with a young voice informing the driver of upcoming hazards, in-car information system with an older adult voice, and no in-car system. there was a clear positive effect of driving with the in-car information system; drivers felt more confident driving, they completed the driving course in less time (without exceeding the speed limit), and had fewer accidents. there was also a clear positive effect of using a young adult voice for the in-car information system.
interaction design in india: past, present and future. in many parts of the world, human-computer interaction (hci) emerged as an interdisciplinary activity between the fields of computer science, cognitive psychology and / or human factors. elsewhere, the field of information sciences gave birth to the discipline now recognized as information architecture (ia). in india however, it emerged as interaction design, largely based in the field of design. in this paper, i talk about this experience, give a summary of current status in industry and research and suggest an agenda for the future, particularly for interaction design education.
keylekh: a keyboard for text entry in indic scripts. typing in an indian language is currently not an easy task. significant training is required before one can achieve an acceptable speed and only professional typists make the investment. part of the complexity arises due to the structure of indic scripts and large number of characters in each script. solutions to input text in indic languages have been around for a while, but none of these are usable enough to emerge as the de-facto standard. here we describe the design of a new keyboard based on the structure of the indic alphabet. the project went through cycles of design, prototyping and user evaluation. the evaluation was done by multiple techniques - usability tests, informal demonstrations, road shows and a typing competition. we particularly found the road shows and the competition useful for gathering feedback for this type of products.