waashk/dblp huggingface dataset:
the pillow: artist-designers in the digital age. the pillow is a treated lcd screen which shows changing patterns in response to ambient electromagnetic radiation, challenging viewers to consider our constant invasion by electronic information. it is proposed as a product for mass-production, one that people would purchase for home use. in this paper, we describe how this admittedly impractical value fiction illustrates some of the ways that designers can pursue research.
netraker suite: a demonstration. this demonstration will show the application of a unique approach to collecting and analyzing usability data from the users of web sites and software applications. the netraker suite supports researchers in conducting usability research remotely, collecting both quantitative and qualitative data, reducing administration overhead and project cost. it provides several different types of interaction with test participants, including email invitations and web page intercepts. researchers can also participate in real-time screen sharing sessions with test participants, and view streaming videos of previous screen sharing sessions. the suite of tools offers an easy-to-use web-based interface that supports the entire team collaborating on a web site design. its built-in research templates and online analysis tools makes the task of starting a new research project, as well as collecting and analyzing the resulting data, something that can be accomplished in hours rather than days or weeks.
groupspace: a 3d workspace supporting user awareness. real-time distributed groupware must support awareness of other users if collaborators are to work together effectively. several techniques have been developed for enhancing awareness in two-dimensional shared workspaces, but less is known about how to support awareness in 3d workspaces. the groupspace system incorporates several types of awareness techniques (embodiment enhancements, participant list enhancements, and the grand tour) to help users maintain awareness of others' locations and perspectives, even when they are distant or out of view.
transference of dance knowledge through interface design. this research is for a doctoral project to develop labanassist as a prototype application. when completed this application will provide dancers, choreographers, artistic directors, choreologists, students and educators with a tool designed to make labanotation more accessible to the dance community and as a result enhance dance literacy. the research considers the characteristics of various styles of interactions, the function they serve in structuring information and the design of the interface to facilitate the accurate documentation of dance notation.
nemesys: neural emotion eliciting system. this paper describes the development of a new model of agent emotion elicitation called nemesys. it enhances interfaces with emotional and social information. nemesys is based on an artificial neural network and is able to learn six basic emotional states. the elicitation of emotions is based on models drawn from the state of the art in modeling emotions in the field of psychology. further the described framework includes the five-factor model of personality to represent different agent personalities.nemesys (called after nemesis, the greek goddess of righteous anger) is designed to perform in various types of interfaces. the usage of nemesys is presented with an application scenario employing a commercial 3d game-engine. additionally a critical review of the current elicitation behavior of nemesys is presented and discussed.
interactive systems for supporting the emergence of concepts and ideas. current computer application systems are best at dealing with well-defined materials rather than in helping users create new concepts. for example, it is easier to use computers to draft precise drawings than to quickly sketch new configurations; it is easier to craft polished documents than to jot ideas and play with them. a body of research is beginning to accumulate that explores systems, such as pen-based sketching applications, to support the user in dealing with ill-defined concepts and materials. the key idea is that a person needs be able to easily create a visual representation, even for abstract and verbal ideas, and then respond to it perceptually to discover new arrangements and shapes representing new ideas. the new concepts emerge from the concrete materials of the visual representation. (this basic idea is expressed by the sociologist donald sch&ouml;n in the reflective practitioner.)
drawing on the right side of the brain. drawing on the right side of the brain is one of the most effective teaching methods for drawing ever developed. in this tutorial, the participant will be introduced to the underlying theory behind the method. the bulk of the session will involve practical hands-on exercises, which demonstrate the participants' ability to learn to draw, and to learn to "see things more clearly."in this tutorial you will learn basic strategies for accessing the visual, perceptual mode of thinking. this type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing.
representation without taxation: what makes gui good. in the proposed work, research in cognitive science and display-based hci is synthesized and brought to bear on the question of "what makes gui good?". a two-phase approach is outlined. the empirical phase will build upon a foundation laid by display-based hci research. the computational modeling phase will be informed by the empirical phase and previous modeling efforts. the primary goal is to be able to explicate conditions under which a user will rely on external display components vs. internal knowledge structures to control task performance.
what should it do?: key isssues in navigation interface design for small screen devices. one important application area for location-aware mobile devices is offering navigational support. this paper summarizes the results of preliminary user tests with different navigation interfaces designed for small screens. we focus on the effectiveness vs. likeability of the interface and explore how these two aspects can be combined to support the navigational task of the user. our research shows, that offering rich contextual information can support the navigational task by providing the user with a feeling of familiarity and perceived credibility. at the same time it can be a source of distraction, and cause misinterpretations. we propose the use of a rotating route-model to provide the user with a navigational guidance system both effective and likeable.
intelligent lighting for a better gaming experience. lighting assumes many aesthetic and communicative functions in game environments that affect attention, immersion, visibility, and emotions. game environments are dynamic and highly unpredictable; lighting such experiences to achieve desired visual goals is a very challenging problem. current lighting methods rely on static manual techniques, which require designers to anticipate and account for all possible situations and user actions. alternatively, we have developed ele (expressive lighting engine) -- an intelligent lighting system that automatically sets and adjusts scene lighting in real-time to achieve desired aesthetic and communicative goals. in this paper, we discuss ele and its utility in dynamically manipulating the lighting in a scene to direct attention, stimulate tension, and maintain visual continuity. ele has been integrated within unreal tournament 2003. the videos shown at [14] shows a demonstration of a first person shooter game developed using the unreal 2.0 engine, where ele was configured to dynamically stimulate tension, while maintaining other visual goals.
personalsoundtrack: context-aware playlists that adapt to user pace. this paper describes a mobile music player, personalsoundtrack, that makes real-time choices of music based on user pace. standard playlists are non-interactive streams of previously chosen music, insensitive to user context and requiring explicit user input to find suitable songs. the context-aware mobile music player described here works with its owner's library to select music in real-time based on a taxonomy of attributes and contextual information derived from an accelerometer connected wirelessly to a laptop carried under the arm. we are in the process of evaluating this prototype with 25 users who will compare the system's context-sensitive playlist to random shuffle. on the basis of user feedback and analysis, a hand-held device will be implemented for testing in less constrained mobile scenarios. personalsoundtrack allows users to experience their music with both mind and body, providing a unique embodied experience of their personal music library. in mobile environments where attention is a limited resource, users can spend less time deciding what music to enjoy and more time enjoying it.
the sampling lens: making sense of saturated visualisations. information visualisation systems frequently have to deal with large amounts of data and this often leads to saturated areas in the display with considerable overplotting. this paper introduces the sampling lens, a novel tool that utilises random sampling to reduce the clutter within a moveable region, thus allowing the user to uncover any potentially interesting patterns and trends in the data while still being able to view the sample in context. we demonstrate the versatility of the tool by adding sampling lenses to scatter and parallel co-ordinate visualisations. we also consider some implementation issues and present initial user evaluation results.
social visualization in software development. most software development tools focus on supporting the primary technical work -- writing code, managing requirements, filing bugs, etc. yet with large teams, managing the social aspects of a project can be as complex as managing code. here, we discuss the iterative design of a visualization that helps developers better understand the social aspects of their work.
using treemaps to visualize threaded discussion forums on pdas. this paper describes a new way of visualizing threaded discussion forums on compact displays. the technique uses squarified treemaps to render the threads in discussion forums as colored rectangles, thereby using 100% of the limited screen space. we conducted a preliminary user study, which compared the treemap version and a traditional text based tree interface. this showed that the contents of the discussion forum were easily grasped when using a treemap, even though there were in excess of one hundred threads. in particular our technique showed a significant improvement in time for finding the largest and most active threads. overall, it was shown that the benefits derived from using treemaps on desktop computers are still valid for small screens.
hierarchical faceted metadata in site search interfaces. one of the most pressing usability issues in the design of large web sites is that of the organization of search results. a previous study on a moderate-sized web site indicated that users understood and preferred dynamically organized faceted metadata over standard search. we are now examining how to scale this approach to very large collections, since it is difficult to present hierarchical faceted metadata in a manner appealing and understandable to general users. we have iteratively designed and tested interfaces that address these design challenges; the most recent version is receiving enthusiastic responses in ongoing usability studies.
feedback management in the pronunciation training system artur. this extended abstract discusses the development of a computer-assisted pronunciation training system that gives articulatory feedback, and in particular the management of feedback given to the user.
a study of hand shape use in tabletop gesture interaction. although manual gesture has long been suggested as an intuitive method of input for horizontal human-computer systems, little research has been conducted into observing user preferences for tabletop gesture interaction. this is particularly the case for computer vision-based gesture input, where the recognition of different hand shapes opens up a new vocabulary of interaction. in this paper, results from an observational study of manual gesture input for a tabletop display are discussed. implications for tabletop gesture interaction design include suggestions for the use of different hands shapes for input, the desirability of combined touch screen and computer vision gesture input, and possibilities for flexible two-handed interaction.
hci at trilogy: bringing the design stance to a startup. a successful startup in the arena of enterprise software, trilogy development group began experimenting with hci as a means for improving user reactions to their products. two years have passed since the first experiments; in that time an entire hci group was created and has subsequently become a respected and critical component of trilogy's development process, as well as taking some responsibility for providing a vision for trilogy's future. this paper chronicles our experiences in bringing the "design stance" to trilogy.
designing visualizations of social activity: six claims. in this paper, we describe a set of claims that have evolved from our work in designing visual representations of groups in online environments. we argue that these claims can serve as a good starting point for design work, and can drive critical discussions amongst design stakeholders.
discourse architectures: designing and visualizing computer mediated conversation. the goal of this workshop is to examine the issue of coherence in computer-mediated (text-based) conversation (cmc), and how it can be visualized graphically. the premise underlying the workshop is that the understandings of coherence developed by designers and researchers can usefully inform one another. analytical representations based on discourse research and/or theory might, suitably modified, serve as interface designs, and the interplay between graphical user interfaces and the achievement of coherence by users might advance research understandings.
putting it all together: pattern languages for interaction design. interaction design is becoming increasingly complex and diverse. complexity increases because existing technologies are becoming smaller and cheaper and thus more ubiquitous, even as new i/o devices are invented. this complexity is increased by the task of integrating technologies into workplaces which we are recognizing as filled with existing customs and practices. simultaneously, interaction design is becoming more diverse. within chi, it is well accepted that anthropologists, psychologists, and visual designers, as well as engineers and computer scientists, have roles to play in systems design. and as new technologies and application domains appear on the scene, the need for disciplines such as industrial and product design, architecture, interior design, music and film becomes evident. another factor driving diversity is customization. as systems become increasingly customizable, more design is done in-house by mis departments, outside consultants, or the end users. in many cases, these participants lack the time, resources, training or inclination to engage in research on the needs and practices of their users.
derive: a distributed platform for mixed reality interaction. this article describes a concept for and the realization of a distributed mixed reality platform. it allows to freely connect real and virtual components which can be located all over the world, integrating them into a homogenous environment. in the project derive, this is applied to techinical training. within this scope, the components of interest are electro-pneumatic parts like valves and cylinders, being connected by tubes and wires. using the idea of swapping/merging real and virtual elements, the concept is supposed to support new demands for the training of multi-skilled technicians.
gaze behavior of talking faces makes a difference. we present the results of an experiment investigating the effects of a talking head's gaze behavior on the user's quality assessment of the interface. we compared a version that used life-like rules for gazing with a version that would keep its eyes fixed on the visitor most of the time, and a random version. we found significant differences between these gaze algorithms in terms of ease of use, efficiency and other quality factors.
usability from the cio's perspective. there is significant frustration among business leaders and cios concerning the success of their systems in the field. there is an equal frustration among hci professionals at the marginalized role that usability often plays in systems development efforts. these frustrations are, to a large extent, two sides of the same coin. this panel will consider how cios manage the apparently competing challenges of faster/better/cheaper systems and the time and money required for developing highly usable systems. they will discuss the strategies and techniques that they use to integrate usability into systems design and development.
modal spaces: spatial multiplexing to mediate direct-touch input on large displays. we present a new interaction technique for large direct-touch displays called modal spaces. modal interfaces require the user to keep track of the state of the system. the modal spaces technique adds screen location as an additional parameter of the interaction. each modal region on the display supports a particular set of input actions and the visual background indicates the space's use. this "workbench approach" exploits the larger form factor of display. our spatial multiplexing of the display supports a document-centric paradigm (as opposed to application-centric), enabling input gesture reuse, while complementing and enhancing the current existing practices of modal interfaces. we present a proof-of-concept system and discuss potential applications, design issues, and future research directions.
cross-cultural applicability of user evaluation methods: a case study amongst japanese, north-american, english and dutch users. this paper describes the findings for an international user study investigating cultural applicability of user evaluation methods. the case study evaluates cultural differences in understanding of a virtual campus website across four culturally different user groups by using the same methods for each group. findings suggest that some user evaluation methods are less applicable than others are for a culturally diverse user base.
amigo - wireless image based instant messaging for handheld computers. we introduce amigo - an instant messaging (im) client for handheld computers. amigo allows free-form images as well as handwriting to be sent between people, taking advantage of the touch sensitive display of mobile devices. amigo differs from other im clients in that the text written by the user never has to be translated into ascii data. twenty students used amigo for two weeks. preliminary use results show that amigo functions well as an im client for handheld computers, and also introduces new ways for people to interact using im: mixed text/image sessions, collaborative drawings and instant gaming.
what is a place?: allowing users to name and define places. from working with location-based information systems we know that positioning is problematic. a different approach was tested, where users themselves were allowed to name and define the places they wanted to use. the question was if they would do so, and if they would understand the notion of "place". in a user study, 78 users created 84 place labels. the user study also gave us some unexpected input to the users' perception of place: not only physical, but also virtual places were created.
a discourse model for interaction design based on theories of human communication. most current models of interaction design build on scenarios and task analysis. we think that interaction design should be more along the lines of communication between humans. with this motivation, our paper presents a new approach to modeling interaction design based on insights from theories of human communication. from such discourse models, we aim for automated generation of user interfaces.
the penguin: using the web as a database for descriptive and dynamic grammar and spell checking. in consequence of emergent limitations of traditional spell and grammar checkers, the penguin prototype system has been designed to be a descriptive and dynamic tool for computer based writing. rather than relying on a static dictionary, the web is used as a database to handle language artifacts out of the ordinary, such as idioms, colloquialisms, names, and slang expressions; a common source of concern especially for second language speakers.
managing icon abundance on ebay. icons play an important role in ebay's global interface by quickly communicating features, actions, or status while reinforcing the ebay brand. connecting our users with concepts in a graphical manner, icons cross cultural and language barriers. with ebay's expansion into international countries and the growing complexity of the site, requests for icon creation have increased exponentially. to address the challenge of maintaining consistency in the face of an abundance of icons and the many purposes that they serve, we conducted a series of studies. how does one present the variety of icons and accommodate all their different functions, and still maintain simplicity and consistency? recognizing the need to create a consistent icon experience, ebay conducted two usability studies to research icon usage. we sought to answer the following 2 questions: 1) how does an icon's design affect its affordance and comprehension? 2) how many icons can we present before reaching a saturation point?
avatar proxies: configurable informants of collaborative activities. in the physical world, every user exists at one and only one place, but in a collaborative virtual environment (cve), other paradigms are achievable such as a user existing at more than one place at a time. in a collaborative environment, a user is typically engaged with one primary activity at a time. as the number of collaborative activities increases, users are unable to maintain focal attention on all activities, and must offload some cognitive effort to a peripheral attention sphere. this delegation of attention-the movement of primary activities as focal attention to secondary activities as non-focal attention-requires that users remember certain parameters of context switching, such as what the secondary activities are, and more importantly, when to switch their focal attention to these activities. keeping track of these context-switching parameters is itself a cognitive load that often degenerates focal attention on primary activities.our goal is to augment users' cognition by delegating the work of remembering context-switching parameters to other entities in a collaborative environment. we call these entities avatar proxies because our implementation is in a cve in which users are iconified as avatars, but the techniques and results are general to a broader range of collaborative environments. avatar proxies notify users when they are required to switch their focal attention to secondary activities.