waashk/dblp huggingface dataset:
a model-based tool for interactive prototyping of highly interactive applications. we present a model-based case tool dedicated to the prototyping of highly interactive (also called post-wimp) applications. such applications are challenging to model and to prototype, since they require the use of non-standard widgets and interaction techniques and exhibit a complex dynamic behavior. the tool, called petshop, embodies the results of several years of research about the formal modeling of interactive systems, and its main application domain is safety-critical interactive applications such air-traffic control or military command and control systems. petshop stands apart from most formal-based tools since it supports and promotes an iterative and user-centered design process, and also stands apart from most model-based tools since it goes beyond wimp interfaces and does not sacrifice the formal validation of models.
personal information management. personal information management (pim) is the management of information (e.g. files, emails, and bookmarks) by an individual in support of his/her roles and tasks. although pim is practiced daily by millions of people, a research community has never been established. this sig aims to provide an opportunity for researchers, students and designers who share an interest in the field to meet and discuss key issues. we hope the sig will lay the foundation for an ongoing pim research community.
communicating more than nothing. strong social connections permeate one's daily life. with the numerous means available, these connections can easily dominate one's communications, though one only wants to convey and have a sense of presence in each other's lives. portal frame fosters this feeling of connection between individuals while keeping the amount of active communication that must take place to a minimum. individuals are provided a means to glimpse the lives of intimate friends through a well known and established physical medium, the picture frame.
co-experience: the social user experience. this paper presents a critical view of existing models of user experience. these models view experience as the subjective response in the individual's mind. while designers and developers have to try to provide a satisfying user experience, the means to do so remain limited. this paper presents a missing aspect of user experience. experience can be seen as an individual's reaction, but also as something constructed in social interaction. designed artifacts, especially personal communication and digital media products, environments and systems can facilitate this kind of use. "co-experience" is the experience that users themselves create together in social interaction.
browsing through an information visualization design space. ilog discovery is an information visualization editor, which allows browsing the visualization design space of data sets. this editor relies on the definition of data-linear visualizations, which are a very large class of visualizations that are defined from a relatively small number of parameters. visualizations that can be produced by the editor encompass histograms, parallel coordinates, treemaps, as well as mixes of those representation types, such as a parallel histogram embedded in a treemap, all with one single unified model.
video visions of the future: a critical review. this panel explores the impact video and film visions of the future have had on user centered design, with a focus on the role of corporate vision pieces from recent decades.two vision video veterans join us: hugh dubberly, co-creator of apple's "knowledge navigator" and bruce tognazzini, creator of sun microsystem's "starfire". we consider how well the chi community has anticipated or created the future. are we better off having created these visions, or are they costly exercises with little or no reward? lastly, we view excerpts from several hollywood films to ask if they teach us something about envisioning the future.
workshop: teaching interaction design. a full day workshop focused on the practice and philoso-phies involved with teaching interaction design to students and professionals. the format involved teachers expressing their approaches to the challenges of design education, and group discussion and sharing of ideas and stories from their experiences.
mouse ether: accelerating the acquisition of targets across multi-monitor displays. when acquiring a target located on a different screen, multi-monitor users face a challenge: differences in resolution and vertical and horizontal offsets between screens cause the mouse pointer to get warped, making the attempt to acquire the target difficult. mouse ether eliminates warping effects by applying appropriate transformations to all mouse move events. in our user study, mouse ether improved participants' performance on a target acquisition task across two screens running at different resolutions by up to 28%. 7 of the 8 participants also strongly preferred using mouse ether to the control.
discovery point: enhancing the museum experience with technology. the discovery point prototype allows art museum visitors to hear stories about a work of art without burdening them with lengthy commentary. it is simple and compact; it has only four buttons and can be worn around the neck. it is a nearly invisible addition to the museum experience, but one that fills the need to deliver the right amount of information to visitors. to develop this concept, we observed and interviewed visitors, constructed a prototype, and then evaluated that prototype through two rounds of user tests at the museum.
focus plus context screens: displays for users working with large visual documents. users working with documents that are too large and detailed to fit the user's screen (e.g. chip designs) have the choice of zooming or applying appropriate visualization techniques. in this demonstration, we will present focus plus context screens-wall-size low-resolution displays with an embedded high-resolution display region. they allow users to view details of a document up close, while simultaneously seeing peripheral parts of the document in lower resolution. unlike overview plus detail, focus plus context screens do not require users to visually switch between multiple views. unlike fisheye views, focus plus context screens do not introduce distortion.
ovid: object view and interaction design. several methods are already available for object oriented program design. these methods do not deal with user interface design. the tutorial teaches ovid, a systematic method for designing object user interfaces for use by product design teams. ovid is a major step in changing user interface design from art to science. it emphasizes the production of a complete, accurate model that can be used as input to program design methodologies.
personal information geographies. we need increasingly better tools to help us manage today's flood of information. this research explores the use of visual maps as workspaces which help us both to organize new material and to relocate past resources. in particular, visual workspaces can facilitate the process of sensemaking, the gradual evolution of an inquiry through our repeated interaction with information. this interaction can serve as an organizing structure for personally meaningful information geographies: map-like workspaces which accumulate 'trails' of our activity, which evolve over time but remain stable enough to provide the same fluency that we have with maps of physical places.
evaluating the effect of technology on note-taking and learning. current note-taking applications have been shown to affect the way students take notes. the impact on learning has not been studied. in this paper, we describe a project aimed at addressing how specific features of note-taking tools impact both behavior and performance. we describe our initial results evaluating copy-paste functionality, their implication for design, and future studies. we believe this work has relevance not only for the design of note-taking tools, but for a broader chi audience.
teresa: a transformation-based environment for designing and developing multi-device interfaces. the ever-increasing availability of new types of devices raises a number of issues for user interface designers and interactive software developers. we have designed and developed a model-based authoring environment (teresa), which provides support when designing and developing interfaces accessible through various device types in web-based environment.
fridgets: digital refrigerator magnets. the senior population is a broad, diverse demographic that it is often overlooked by traditional markets, particularly in the united states. in addition, seniors commonly experience feelings of isolation, abandonment and loneliness. this paper seeks to examine the sources of depression in the elderly and to explore human-centered technological solutions. we then propose a system of refrigerator-based technologies designed to foster self-reliance and connectedness among seniors.
memory-rich clothing. this paper describes a series of reactive body-worn artifacts that display their history of use and communicate physical (or embodied) memory. these electronically enhanced garments strive to promote touch, physical proximity, and human-to-human interaction. we explored distinct input, mapping, and output methodologies that deal with different models of autonomy, memory, and interruption granularity.the pieces described are part of a larger research project called memory rich clothing. by concentrating on garments that reflect more subtle, playful, or poetic aspects of our identity and history, our enquiry attempts to redefine some of the assumptions that technology designers traditionally make under financial and cultural constraints about how people interact and communicate with each other.
smoks: the memory suits. this paper describes smoks, a pair of electronically enhanced suits that acts as an experimental platform for constructing individual and collective memories, for creating and nurturing social networks, and for personal communication and intimacy.the suits combine and overlay different interaction methodologies explored in our larger research project called memory rich clothing. moreover, rather than deploying a single social electronic artifact, we created garments in pairs, balancing the interaction affordances between users and creating conditions for the emergence of playful social networks surrounding the body.by capturing physical memories, representing traces of human touch, recording and playing sounds, and by providing hiding places for physical mementoes, the smoks use fashion and our interactions through clothing to accumulate and display traces of physical memory in personal and playful ways.
somo: an automatic sound & motion sensitive audience voting system. continuous controversy surrounding the judging of events during the olympic games incites the need for a system of audience participation in scoring. in this way the audience votes could theoretically be considered by the judges. in this pilot proposal the audience vote will initially be offered purely as a form of entertainment and a means to increase audience participation. judging, be it by a professional or an amateur prospector seems to suffer from idiosyncrasies (bias). in the design of a new flexible and highly usable system for collecting spectators' scores, this problem is embraced instead of denied. without harming the spontaneous reaction and appreciation of the international audience for an athlete, the designed sound & motion (somo) system takes the normal response (clapping, cheering, and waving) of an audience and translates this into a vote.
interface agents as social models: the impact of appearance on females' attitude toward engineering. this experimental study investigated the impact of interface agent appearance (age, gender, "coolness") on enhancing undergraduate females' attitudes toward engineering. results revealed that participants reported more positive stereotypes of engineers after interacting with a female agent. in contrast, participants interacting with a male agent reported that engineering was more useful and engaging. an interaction of "coolness" and age indicated that agents who were young and "cool" (i.e., peer-like; similar to participants) and agents who were old and "uncool" (stereotypical engineers) were both most effective on enhancing self-efficacy toward engineering.
creating a ux profession. current aspirations to coordinate the ux community should be complemented by a coordinated series of professional initiatives to raise the status of the ux profession so that it can take its rightful role at the heart of the development process.
health view: a simple and subtle approach to monitoring nutrition. young adults today often lack the knowledge and skills necessary to manage a nutritious eating pattern. monitoring nutritional intake can provide the stimulus to change unhealthy patterns. to this end we introduce health view, a web-based nutrition monitoring system that subtly integrates with the current habits of today's young adults. health view leverages already-existing grocery store savings card accounts to pull the necessary data into the system automatically. by managing grocery lists and providing a repository for recipes, health view enables the conditions for monitoring the nutrition of users while they go about their usual tasks. when the current nutrition status is known, health view can then make simple suggestions for improving the consumption habits of the users.
video and image-based reflective learning tools for professional training environments. i am interested in the learning processes that go on in hands-on professional training domains, and how to design digital technology to help people acquire professional skills. in my dissertation research, i am conducting a multi-year ethnography-for-design project at a local dental hygiene training program looking at how new students develop expertise in instrumentation skills during hands-on training in a clinical laboratory. i have helped the school design a new clinical training laboratory, equipped with a variety of digital media technology, such as embedded monitors and overhead cameras. i am investigating how digital imaging and video technology affect how novices develop the complex skill set (perceptual, manual and conceptual) required of expert dental hygienists. in order to create successful technology for teaching expert skills, it is important to understand the learning effects of certain kinds of representations, media, and instructional strategies. research methods are informed by ethnography-for-design and contextual design [11], situated in a framework provided by distributed cognition theory [12].
a framework for locomotional design: toward a generative design theory. generative design theories are needed to bridge the gaps between pure scientific knowledge, individual ("point") designs and systematic generation of viable design alternatives. this papers suggests a framework for locomotional design that uses knowledge of navigation and spatial cognition to inform design. examples of the implications of two such pieces of knowledge are sketched out, suggesting how this framework might lead to a generative design theory.
predictive targeted movement in electronic spaces. the lodestones and leylines interaction technique simplifies navigation in electronic spaces by coordinating physical and conceptual movement-gently constraining motion to follow automatically computed paths to predicted destinations. this approach simplifies physical movement, ensures that movement leads to interesting locations and supports navigation to locations not visible from the current location. it is illustrated in a spatial multiscale environment where pilot data show reliable performance improvements.
the "magic number 5": is it enough for web testing? common practice holds that 80% of usability findings are discovered after five participants. recent findings from web testing indicate that a much larger number of participants is required to get results and that independent teams testing the same web-based product do not replicate results. how many users are enough for web testing?
webgazeanalyzer: a system for capturing and analyzing web reading behavior using eye gaze. capturing and analyzing the detailed eye movements of a user while reading a web page can reveal much about the ways in which web reading occurs. the webgazeanalyzer system described here is a remote-camera system, requiring no invasive head-mounted apparatus, giving test subjects a normal web use experience when performing web-based tasks. while many such systems have been used in the past to collect eye gaze data, webgazeanalyzer brings together several techniques for efficiently collecting, analyzing and re-analyzing eye gaze data. we briefly describe techniques for overcoming the inherent inaccuracies of such apparatus, illustrating how we capture and analyze eye gaze data for commercial web design problems. techniques developed here include methods to group fixations along lines of text, and reading analysis to measure reading speed, regressions, and coverage of web page text.
domain-specific search strategies for the effective retrieval of healthcare and shopping information. an increasing number of users are performing searches on the web in unfamiliar domains such as healthcare. however, because many users lack domain-specific search knowledge, their searches are often ineffective. an important remedy is to make domain-specific search knowledge in these new domains explicit and available. towards that goal, healthcare and online shopping experts were observed while they performed search tasks within and outside their domains of expertise. the study: (1) identified domain-specific search strategies in each domain; (2) demonstrated that such knowledge is not automatically acquired from using general-purpose search engines. these results suggest that users should benefit from strategy portals that provide domain-specific knowledge to perform searches in unfamiliar domains.
measuring visual appeal of web pages. much research in human-computer interaction (hci) has focused on usability. an equally important yet often overlooked component of hci is the subjective visual appeal of an interface [3]. the present paper redresses this shortcoming by comparing two approaches to measuring the subjective visual appeal of web pages.
sig: the role of human-computer interaction in next-generation control rooms. the purpose of this chi special interest group (sig) is to facilitate the convergence between human-computer interaction (hci) and control room design. hci researchers and practitioners actively need to infuse state-of-the-art interface technology into control rooms to meet usability, safety, and regulatory requirements. this sig outlines potential hci contributions to instrumentation and control (i&c) and automation in control rooms as well as to general control room design.
exploring the distribution of online healthcare information. motivated by the importance of retrieving comprehensive healthcare information, we analyzed how information about 12 concepts related to a widely available healthcare topic is distributed across 145 high-quality webpages. the analysis reveals that the distribution of the concepts follows a power law where a few pages contain many concepts, while the majority contains less than half the concepts. the analysis also reveals the existence of general, specialized, and sparse pages, in addition to the large number of pages that users must visit before they have access to all the concepts. these results provide insights into expert search procedures, and motivate the design of future search systems that guide users in the retrieval of comprehensive information.
helping users determine video quality of service settings. in this paper, we present a method to assist users in selecting quality parameters for streaming video. constrained scaling, a method for calibrating users' subjective judgements to a naturalistic scale is introduced. an experiment in which participants judged the fluidity of sample videos across different frame rates demonstrates the effectiveness of constrained scaling.
towards the design of multimodal interfaces for handheld conversational characters. this paper presents a study of individuals having conversations with animated characters on pdas, and characterizes their use of natural nonverbal behavior compared to behavior exhibited in similar conversations with another person. the study finds that most people use the same nonverbal behavior in conversation handheld characters that they use in conversations with people, although the frequency is somewhat lower in the handheld case. these results can inform the design of new pda input modalities which leverage the natural nonverbal behavior observed.
traveling blues: the effect of relocation on partially distributed teams. this experimental study looks at how relocation affected the collaboration patterns of partially-distributed work groups. partially distributed teams have part of their membership together in one location and part joining at a distance. these teams have some characteristics of collocated teams, some of distributed (virtual) teams, and some dynamics that are unique. previous experiments have shown that these teams are vulnerable to in-groups forming between the collocated and distributed members. in this study we switched the locations of some of the members about halfway through the experiment to see what effect it would have on these ingroups. people who changed from being isolated 'telecommuters' to collocators very quickly formed new collaborative relationships. people who were moved out of a collocated room had more trouble adjusting, and tried unsuccessfully to maintain previous ties. overall, collocation was a more powerful determiner of collaboration patterns than previous relationships. implications and future research are discussed.
acceptance and usability of a relational agent interface by urban older adults. this study examines the acceptance and usability of an animated conversational agent designed to establish long-term relationships with older, mostly minority adult users living in urban neighborhoods. the agent plays the role of an exercise advisor who interacts with subjects daily for two months on a touch-screen computer installed in their homes for the study. survey results indicate the eight subjects who completed the pilot study (aged 62-82) found the agent very easy to interact with, even though most of them had little or no previous experience using computers. most subjects also indicated strong liking for and trust in the agent, felt that their relationship with the agent was more similar to a close friend than a stranger, and expressed a strong desire to continue working with the agent at the end of the study. these results were also confirmed through qualitative analysis of post-experiment debrief transcripts.
modalities for building relationships with handheld computer agents. in this paper we describe the design of a relational agent interface for handheld computers and the results of a study exploring the effectiveness of different user-agent interaction modalities. four different agent output modalities-text only, static image plus text, animated, and animated plus nonverbal speech-are compared and their impact on the ability of the agent to establish a social bond with the user, the perceived credibility of information delivered, and user acceptance is evaluated. subjects ranked the two animated versions of the system higher on all measures.