waashk/dblp huggingface dataset:
enabling cross-device interaction with web history. internet-enabled personal devices are growing in number. as people own and use more devices, sharing information between devices becomes increasingly important. web browsing is one of the most common tasks, thus sharing web history is a first step in supporting cross-device interaction. current methods of sharing web history involve manual, cumbersome methods. this paper explores a system to automatically synchronize web information among a user's personal devices, and optimize the interface to support mobile users. we describe a system that enables users to quickly find directions on their mobile phone based on past web searches, and seamlessly share favorite web pages between their personal devices.
creating salient summaries of home activity lifelog data. keeping track of the fluctuations in functional abilities that elders experience is important for early detection of cognitive decline and maintaining independence. in this proposal, i describe my research in understanding how to design ubiquitous home sensor systems that can monitor how well individuals carry out everyday activities important for independence. these systems collect an overwhelmingly large amount of data and thus only the most salient details need to be presented. i will identify the information needs of stakeholders to inform the design of salient summaries of the data for elders, their family caregivers, their doctors, and their therapists to become more aware of changes functional abilities. i also describe the technical, hci, and clinical contributions of this work.
computing technology in international development: who, what, where, when, why and how? building on the successes of prior workshops at chi and other hci conferences on computing in international development, we propose a panel to engage with the broader chi community. topics to be discussed include why international development is important to hci as a discipline, and how chi researchers and practitioners who are not already involved in international development can contribute.
mirrored message wall: sharing between real and virtual space. in this paper, we describe the mirrored message wall as a public display to promote social communication and user participation. it exists in both physical and virtual space and is a bridge to connect users between the real and virtual worlds.
behavior assessment and visualization tool. this paper introduces our work on a new tablet pc-based tool that allows near-real-time coding (a technique of classification) of video-recorded or live behavior. the tool also allows the user to create and manipulate simple interactive visualizations of the coding results. this tool has been designed both to advance behavioral research and to support applied uses, for instance in professional coaching. we envision that this tool will be extremely versatile as users will be able to classify in near-real-time individual and team-behavior occurring in many research domains including hci. this paper describes the salient design and interaction aspects of this tool, and the improvements it has over existing systems.
social network games: exploring audience traits. the audience of social network games is an as of yet unexplored group. given the growing number of users and people spending time playing social network games, a better understanding of the audience, and how they are using social network games is important to crafting better social networking tools in the future. respondents of this survey reported personality factors, demographics, habit strength, self-efficacy of social network games, and types of use by different features.
sawtooth: interactive clarity and aesthetic complexity. sawtooth (2009) is an artwork integrating performance, sound, and animation. this paper describes the design of sawtooth, with particular reference to the balances it strikes between control, clarity, and complexity.
eyebrowse: real-time web activity sharing and visualization. in this paper, we explore the potential for letting users automatically track and selectively publish their web browsing activities in real time on the web. we developed a system, eyebrowse, with three goals: first, to provide a means for individuals to better understand how they spend time on the web through visualizations and statistics; secondly, to foster social discovery and awareness through real-time web activity sharing; and finally, to build a large public corpus of web browsing trails using this method. we gathered user impressions of eyebrowse, including perceived usefulness, feelings of self-exposure, and privacy concerns, for ascertaining ways to improve the system.
mudpad: fluid haptics for multitouch surfaces. in this paper, we present an active haptic multitouch input device. its touch surface is a malleable pouch filled with a smart fluid. the viscosity of this fluid can be controlled to provide localized active haptic feedback. magnetic fields can stiffen the liquid locally, thus creating an invisible "labyrinth that can be felt when a user tries to displace the liquid at an activated location. the user feels this labyrinth as a relief when running her fingers over the surface. we believe there are promising applications for this kind of haptic feedback. hence, we intend to further investigate them in comparison to traditional vibrotactile feedback techniques.
the effect of preference elicitation methods on the user experience of a recommender system. to increase the user experience, preference elicitation methods used by recommender systems can be adapted to individual differences such as the level of expertise. however, we will show that the satisfaction and perceived usefulness of a recommender system also depends strongly on subtle variations of the implementation of these methods.
integrated model based on the psychology of active/non-active computer users: activating technology holdouts. although many internet-based social services exist that can raise our quality of life, there are still many non-active users who cannot fully enjoy the convenience of the computer and its functionality even though they have computers in the home. in order to analyze how to enhance computer usage, we conducted a field study and arrived at an integrated model that enables us to deeply understand the psychology of active/non-active computer users. initial design guidelines for activating the non-active users are derived from our model.
there's methodology in the madness: toward critical hci ethnography. we examine the expansion of topic areas for qualitative research in hci publications, focusing on representations of users and field sites. we examine further developments in anthropological methodologies during a critical period of the late 1980s and 90s. we identify concerns shared by both research communities, in particular, the relationships between researcher and informant, and the construction of bounded settings for field work. we then argue that ethnographic approaches and theoretical commitments which came to the fore after anthropology's critical turn can be usefully applied, in ways that can inspire design, to investigations of social practice and technology appropriation.
factors impeding wiki use in the enterprise: a case study. our research explored factors that impacted the use of wikis as a tool to support the dissemination of knowledge within an enterprise. although we primarily talked to a population of wiki contributors and readers, we discovered two major factors which contributed to staff's unwillingness to share information on a wiki under certain circumstances. first, we uncovered a reluctance to share specific information due to a perceived extra cost, the nature of the information, the desire to share only "finished" content, and sensitivities to the openness of the sharing environment. second, we discovered a heavy reliance on other, non-wiki tools based on a variety of factors including work practice, lack of guidelines, and cultural sensitivities. our findings have several implications for how an enterprise may more fully reap the benefits of wiki technology. these include implementation of incentive structures, support for dynamic access control, documenting clear guidelines and policies, and making wikis more usable.
video play: playful interactions in video conferencing for long-distance families with young children. long-distance families are increasingly staying connected with free video conferencing tools. however research has highlighted a need for shared activities for long-distance family communication. while video technology is reportedly superior to audio-only tools for children under age 7, the tools themselves are not designed to accommodate children's or families needs. this paper introduces games for intergenerational families to play with young children during a video chat. we build on research in cscw and child development to create opportunities for silliness and open-ended play between adults and young children. our goal is to create a space for shared activities that scaffold interaction across distance and generations.
game-y information graphics. in this paper we explore the application of formal elements of games such as goals and scores to information graphics?so called "game-y" information graphics. in order to study how game-y aspects could engender exploration of a dataset, we built two versions of an information graphic, one without game elements and the other incorporating aspects of trivia games. preliminary results based on a real world deployment of the graphics on a newspaper website suggest that the trivia game information graphic engendered increased exploration of the data space by users as compared to the regular version of the graphic.
designing a cd augmentation for mobile phones. interacting with physical cds can be a very tangible and explorative experience. however, physical objects can't provide access to the digital services we are used to when using with digital music collections. in this paper we develop user interfaces for mobile phones that augment physical cds to provide access to digital services. the most important functionalities of the music player are derived from a user study. design sketches for the augmentation shown on the phone's display are collected from 10 participants. participants' ideas are subsumed by four concepts that are implemented as prototypes for the android platform.
guidelines for a costume designer's workbench. costume design presents an opportunity to study image search, selection, and use within the context of visual communication. interaction with images is fundamental to supporting many collaborative design practices. this paper presents emergent guidelines for a costume designer's workbench based on three case studies of costume-related image use during the design and production of three plays. future work will implement such a workbench and then test it with a wide variety of costume designers.
manual deskterity: an exploration of simultaneous pen + touch direct input. manual deskterity is a prototype digital drafting table that supports both pen and touch input. we explore a division of labor between pen and touch that flows from natural human skill and differentiation of roles of the hands. we also explore the simultaneous use of pen and touch to support novel compound gestures.
asthmon: empowering asthmatic children's self-management with a virtual pet. asthma is a common chronic childhood disease. children spend a majority of their time in schools, and barriers to on-site asthma management have been reported. previous forms of clinical intervention have regarded patients as passive subjects. however, self-management plays a significant role in caring for asthmatics. we consider asthmatic children and their parents, primary caregivers, as active participants in their treatment and care. to achieve this, we created asthmon, a portable virtual pet that measures the lung capacity, and instructs appropriate actions to take.
exploring interfaces to botanical species classification. we have developed several prototype user interfaces for botanical species identification and data collection across a diversity of platforms including tablet pc, ultra mobile pc (umpc), apple iphone, augmented reality, and microsoft surface. in our demonstration, we show umpc and iphone user interfaces, discuss the commonalities and distinctions across the different interfaces, and invite visitors to explore these differences. our prototypes address several issues of interest to the chi community including mobile interfaces, interfaces to object recognition, and visualization.
hci, communities and politics. working with communities around social change presents a challenge to common hci methods, as politics often comes to the fore. in some cases, the politics of a community are explicit, for example, when working with activists or advocacy groups. in other cases, political aspects are less explicit but surface in considering the allocation of resources or in groups wherein issues of race, gender or class are of major importance. to address these dynamics, hci researchers have to go beyond traditional hci tools and metrics, which too often bracket out the political in an effort to focus on the instrumental issues and uses of technology. this panel juxtaposes several community-based hci research projects in which politics have been a significant factor and asks "how do we address the
extended klm for mobile phone interaction: a user study result. facing with the fast development of mobile phones, the designers need to evaluate user performance for early responding to the potential interaction problems. previous studies show that the original keystroke-level model (klm) has been successfully used in conventional computer-based interaction design. however, with the emphasizing of the next-generation design and new interactions in mobile phones, the existing klm cannot fulfill all range of mobile-based tasks. this research aims to present discussions on extending klm for mobile phone interaction. in addition to the basic operators in conventional klm, another fourteen new operators and a new concept - operator block were proposed. this extended klm will help designers to reach a full-fledged user performance model for mobile phone interaction.
hard-to-use interfaces considered beneficial (some of the time). researchers in hci share a common understanding that 'easy-to-use', 'easy-to-learn' and 'intuitive' interfaces are beneficial to users. designing such interfaces raises challenges and often requires multiple iterations. while we are generally prompt to discard more hard-to-use interfaces and smooth out usability issues, we want to raise here the issue of their potential benefits. we de-scribe two cases in which we observed potential bene-fits from introducing barriers for collaborating and communicating with others. we attempt to shed a new light on interfaces with usability "problems" and how these problems may benefit system efficiency and user experience. we end with a discussion of the pros and cons of making systems harder for people to use, and how to integrate this perspective in the design process.
bridging the gap: moving from contextual analysis to design. a typical product development lifecycle for interactive systems starts with contextual analysis to guide system design. the challenge however is in transitioning from findings about users, their activities, and needs, into design requirements, constraints and implications that are directly applicable to design. in this workshop, we seek to bring together researchers, designers, and practitioners who regularly face the challenge of transitioning from contextual analysis to design implications and design practices. our goal is to foster a community in this space, understand the techniques that are being employed to move from contextual analysis to design, the challenges that still exist, and solutions to overcome them.
design situations and methodological innovation in interaction design. this juried alt.chi paper argues that philosophy can seed hci innovations. recent developments in ontology open up novel methodological opportunities. alain badiou's situational ontology breaks an apparent impasse between essentialism and relationalism. for badiou, the essence of any entity is a multiplicity formed from what is counted-as-one, but its parts bring potentials for change. these can exploited through the concept of design situations that contain infinite opportunities for designing as connecting. far from being a barren abstraction, this opens up new spaces for demonstrable practical methodological innovation in interaction design.
the reactable: tangible and tabletop music performance. in this paper we present the reactable, a new electronic musical instrument with a simple and intuitive tabletop interface that turns music into a tangible and visual experience, enabling musicians to experiment with sound, change its structure, control its parameters and be creative in a direct, refreshing and unseen way.
digestmanga: interactive movie summarizing through comic visualization. digestmanga is a system for interactively integrating movies with comics. several systems already exist for visualizing input movies as comic books to allow users to see several frames of a movie at the same time through a comic visualization. however, their intention is mainly to represent a movie with visual summaries. although users can edit the visualized comic book to arrange the summaries, the manipulations are not reflected in the input movie.
new media and folk music in rural india. this paper presents the results of a preliminary ethnographic study of folk music practices in rural malwa, madhya pradesh (india), specifically on the impact of new media on the production and dissemination of this music. our findings show that new media can lead to increased listening and appreciation of folk music, but that better mechanisms are required for remunerating and recognizing folk artists themselves.
shape-changing mobiles: tapering in two-dimensional deformational displays in mobile phones. this paper presents a novel haptic actuation system for mobile phones: two-dimensional tapering through an actuated back plate. it proposes this type of shape-change for various applications, e.g. for ergonomically actuating the shape itself, displaying internal contents, and pointing to entities located outside the device. the paper reports a user study in which the accuracy of perceiving the two-dimensional tilt of the phone's back plate is measured, as well as results from a questionnaire and a user interview. the results indicate that two-dimensional shape change may be a suitable addition to existing mobile phone technology.
grassroots heritage in the crisis context: a social media probes approach to studying heritage in a participatory age. social media technologies are rapidly changing the way people create, share, and experience memories especially around crises. when collective memory is generated on a societal scale and shared across generations over time, this practice assumes social and cultural significance and becomes a heritage matter. emerging uses of social media are generating new kinds of heritage practices from the bottom-up, what i call "grassroots heritage." this interdisciplinary design study works at the intersection of social media and cultural heritage in the crisis context using a variant method called "social media probes." i present a grassroots heritage framework with design ideas for facilitating "socially-distributed curation" to guide future hci research in the heritage domain.
real-time interaction with supervised learning. my work concerns the design of interfaces for effective interaction with machine learning algorithms in real-time application domains. i am interested in supporting human interaction throughout the entire supervised learning process, including the generation of training examples. in my dissertation research, i seek to better understand how new machine learning interfaces might improve accessibility and usefulness to non-technical users, to further explore how differences between machine learning in practice and machine learning in theory can inform both interface and algorithm design, and to employ new machine learning interfaces for novel applications in real-time music composition and performance.
comlex: visualizing communication for research and saving lives. one of the major causes of patient harm in hospital is poor communication. we are developing a video review and visualization platform to research and improve medics' communication skills. it intended for use by experimenters, as a deployable training tool for medics, and also for forensic review of communication. it supports pluggable analysis modules and visualizations for research teams, and configurable workflow for educators and hospital administrators.
gest: exploring gestural interactions. in this paper we describe the use of gesture based 'device interlinking' to achieve an enhanced user experience and optimize hardware utilization.
a novel method to monitor driver's distractions. many attempts were made in the past to monitor a driver's visual and cognitive distractions. yet, most of the techniques did not become a practical application due to their contact-based nature of monitoring. in this paper, we describe research that aims to monitor the driver's distractions from a distance. the proposed method is based on the thermal signature of the face. the method measures human physiology in a contact-free manner and therefore, is suitable for continuous monitoring. we conducted two experiments to analyze the validity of our method. experiment-1 focused on driver's cognitive distraction by allowing cell phone talking while driving. experiment-2 focused on driver's visual distraction by allowing texting while driving. the experimental results from 11 participants illustrate that the facial physiology alters in a measurable amount in both kinds of distraction. the proposed method quantifies this physiological change and detects periods of distractions. ultimately, this information can be utilized to alert the drivers in real time. participants' performance analysis confirms validity of the proposed method.
making food, producing sustainability. many contemporary approaches to environmental sustainability focus on the end-consumer. in this panel, we explore lessons from small food producers for future development of hci as an agency of sustainable ways of being. we argue that attention to the relationship small producers have to the environment and their experiences of interrelations between environmental, economic, and social sustainability suggest new foundational issues for sustainable hci research.
designing for collaboration: improving usability of complex software systems. designing for collaboration approaches systems and users as a team and focuses on the cooperation between the two. this work in progress aims to delineate how designing for collaboration is also inherently designing for usability. it is proposed that designing for collaboration is theoretically more appropriate for building complex problem-solving applications, where the user and system are by definition co-information-processors.
bodies, boards, clubs and bugs: a study of bodily engaging artifacts. popular practices with non-digital artifacts were explored in order to reveal qualities for design of interaction that allow for full body experiences, and engagement of a rich array of our senses and bodily capabilities for being-in and moving-in the world. for successful design of movement-based and bodily interactive artifacts, we have to include qualities that allow users to connect their actions with the artifact to the surrounding physical and social world.