waashk/dblp huggingface dataset:
hci and new media arts: methodology and evaluation. successful collaborations between new media arts and hci tend to develop hybrid techniques that promote balanced contributions from both disciplines. however, since many of these collaborations are one-off or highly dependent on the researchers/artists involved, systematic discussions of the role and impact of the various evaluation techniques and methodologies are missing. this workshop is aimed at practitioners from both hci and the arts as a venue to discuss the contribution that one another's techniques have made to their own practice, evaluate critical issues in hci/new media collaboration, and examine ways that existing approaches can be extended for a deeper role in practice, design, and research.
tangible user interfaces in context and theory. tangible user interface (tui) research has become increasingly widespread over the past 25 years. it is an essential component of ubiquitous computing and augmented reality research. it introduces many challenging problems in the theory and practice of interaction design. however much day-to-day research is concerned with the practicalities of making these systems work. in this workshop, we focus on the analytic and generative theories of tui use, and the ways in which these can be applied to the design and evaluation of tuis in real contexts.
towards a tool for predicting user exploration. cogtool-explorer is a tool to predict user exploration choices given a user interface and task. we describe the integration of components that make up cogtool-explorer, and how it interprets the text of both the task description and interface elements to make its exploration choices. we present cogtool-explorer's performance on a web navigational search task compared to human performance.
persona based rapid usability kick-off. the paper reports on the evaluation of a rapid usability kick-off technique (ruko). ten mobile service development projects in the company applied the technique during the early analysis phase. the technique was designed for non-usability experts (nues), to enable them to perform usability work. the effect was that usability awareness and end user focus in projects increased. however, there was an increased need for usability expertise in later phases.
mandala: supporting social presence and interaction in the chinese home. multiple factors lead social software to be unevenly adopted by differing age segments in urban china. this paper presents user research to understand the discrepancy between parents and their children and attempts to address them with the design of an information appliance. the appliance uses novel techniques to magnify and emphasize unidirectional social presence data so as to comply with cultural social protocol. it attempts to support interaction ranging from peripheral awareness to real-time conversation. initial reactions to the design are also presented.
sensemaking handoff: theory and recommendations. sensemaking work is often handed off between people. yet handoff can cause problems, somewhat similar to an interruption. this dissertation examines the issues related to sensemaking handoff by integrating existing theories and drawing predictions about the effects of premature handoff. these predictions and the related design recommendations for systems will be verified using short-term ethnography, interviews, laboratory observations and experiments.
environmental sustainability and interaction. by its nature, the discipline of human computer interaction must take into consideration the issues that are most pertinent to humans. we believe that the chi community faces an unanswered challenge in the creation of interactive systems: sustainability. for example, climate scientists argue that the most serious consequences of climate change can be averted, but only if fundamental changes are made. the goal of this sig is to raise awareness of these issues in the chi community and to start a conversation about the possibilities and responsibilities we have to address issues of sustainability.
k-menu: a keyword-based dynamic menu interface for small computers. in this paper, we introduce k-menu, a keyword-based dynamic menu interface. when a user enters a keyword, a menu with items related to the keyword is constructed dynamically and presented to the user. we implemented k-menu as a top-level interface for major mobile applications and mobile web services on a smartphone environment. a subsequent user test confirmed the task efficiency and the user acceptance of k-menu.
conversation votes: enabling anonymous cues. in this work we describe conversation votes, a visualization to create new backchannels in conversation and augment collocated interaction. we expand the idea of a social mirror, a reflection of interaction, to incorporate direct user feedback in the form of anonymous voting. by capturing user input, the mirror becomes more demonstrative of context as participants add their interpretation into the visualization. the end result produces a visualization to provide a more accurate reflection of interaction and create flags of salient moments in conversation.
carpool.umd: community carpooling. with the demand on energy resources increasing as the supply decreases, energy costs in the united states have been at an all-time high. despite these costs, congestion is still steadily increasing. carpooling has for a long time been an option to help reduce congestion, but commuters currently under use it. carpool.umd is a social-networking website designed to make carpooling to and from the university of maryland, college park easier. the website allows users to search for carpools, learn more about other riders and manage their carpools. carpool.umd aims to create a safe and friendly community as well as making it convenient to carpool to and from the university.
usability and free/libre/open source software sig: hci expertise and design rationale. the usability of free/libre/open source software (floss) is a new challenge for hci professionals. although hci professionals are working on usability issues in floss, the chi community has not yet organized with respect to floss. the purpose of this sig is to bring together hci professionals and researchers to discuss current issues in floss. specifically, this sig looks at usability, the role of hci expertise, and design rationale in floss projects.
walkmsu: an intervention to motivate physical activity in university students. in this paper, we describe an interface whose application is designed to motivate college students to increase their level of physical activity in daily life. the design idea is based on inducing a.just in time. intervention when a user is in a decision making stage. the design described in this paper is a spatial intervention which is intended to increase awareness towards physical activity while students negotiate the urban landscape of a college campus.
"get real!": what's wrong with hci prototyping and how can we fix it? a prototype of computing technology.as a means to evaluate and communicate a good idea.is often an essential step towards useful, shipping products and towards a deeper understanding of what people really need. prototyping and user evaluation can be enormously expensive and failure rates are high. moreover, prototype user evaluations are often far from real with respect to user representatives, tasks, and measures. but to.get real. in hci prototyping and evaluations risks placing even greater (more unrealistic) demands upon the hci researcher. do very real costs and constraints force hci prototyping to the margins? can we change acceptable hci prototyping methods, helping hci prototyping "get real," in both its conduct and in the implications of its results.
minimizing modality bias when exploring input preferences for multimodal systems in new domains: the archivus case study. in this paper we discuss the problems faced when trying to design an evaluation protocol for a multimodal system using novel input modalities and in a new domain. in particular, we focus on the problem of trying to minimize bias towards certain modalities and interaction patterns. such bias might be introduced by experimenters in the instructions given to users which explain how the system can be used.
shared encounters. our everyday lives are characterised by encounters, some are fleeting and ephemeral and others are more enduring and meaningful exchanges. shared encounters are the glue of social networks and have a socializing effect in terms of mutual understanding, empathy, respect and thus tolerance towards others. the quality and characteristics of such encounters are affected by the setting, or situation in which they occur. in a world shaped by communication technologies, non-place-based networks often coexist alongside to the traditional local face-to-face social networks. as these multiple and distinct on and off-line communities tend to carry out their activities in more and more distinct and sophisticated spaces, a lack of coherency and fragmentation emerges in the sense of a shared space of community. open public space with its streets, parks and squares plays an important role in providing space for shared encounters among and between these coexisting networks. mobile and ubiquitous technologies enable social encounters located in public space, albeit not confined to fixed settings, whilst also offering sharing of experiences from non-place based networks. we will look at how to create or support the conditions for meaningful and persisting shared encounters. in particular we propose to explore how technologies can be appropriated for shared interactions that can occur spontaneously and playfully and in doing so re-inhabit and connect place-based social networks.
prime iii: a user centered voting system. mr. wilson never votes. he doesn't vote because he is not confident in his reading capabilities; however, he decided that he will vote this year because he heard that blind people will be able to privately cast their vote. he said, "if blind people can vote, then so can i" at the voting precinct, he shows his identification and receives a blank, numbered ballot sheet. he enters a voting booth, placing the ballot into the printer. using a headset with a microphone, he is able to make his selections by speaking numbers, which gives him confidence that his vote is private. before printing his ballot, he listens to a summary of his selections. he leaves the voting booth and places his printed ballot into a secure box. like mr. wilson, there are millions of people that don't participate in our electoral process due to disabilities and lack of confidence in the equipment. through usable security, prime iii aims to broaden voter participation and confidence.
design and evaluation of reduced-functionality interfaces. many types of reduced-functionality interfaces have been proposed to manage user interface complexity. this dissertation research explores issues of evaluation and feasibility within this space.
ears ))): a methodological framework for auditory display design. in this paper we will present a methodological framework for the design of auditory displays called ears ))). it provides methods to create, maintain and apply design knowledge in the form of design patterns for experts and novices to effectively re-use existing expertise. the context space, a key concept in the framework is presented which allows efficient matching of design problems and design knowledge to advance the use of the auditory interaction channel in human-computer interaction.
decision-making strategies in design meetings. this project aims to further our understanding of the practice of user-centered design (ucd) by observing the argumentation strategies used by designers in face-to-face meetings in the critical periods between usability research and prototype iteration. in order to conduct such an investigation, i recorded ten meetings of graduate student designers charged with redesigning documents for the united states postal service. i then used discourse analysis techniques to determine how the designers used findings from research phases as evidence to support proposed design decisions in meetings concerning prototype alterations. results show that these designers overwhelmingly do not support their design decisions with specific evidence from usability studies. this neglect of research-based evidence may indicate that these novice ucd designers may resort to designer-centric design behaviors in decision-making periods. my analysis will focus on the rhetorical reasons why designers may avoid research-based evidence.
gazetop: interaction techniques for gaze-aware tabletops. gazetop is a tabletop system that tracks multi-user eye movement in a co-located setting. knowledge of eye movement is highly relevant to tabletop interaction: eyes can point to distant targets on large tables, address usability issues imposed by rotation sensitive objects, such as menu and text, and facilitate new types of multimodal interactions. this research will evaluate a set of novel eye-controlled interactions and explore the design space of gaze-aware tabletop systems.
evaluating experience-focused hci. there is growing interest in experience-focused, rather than task-focused, hci. task-focused hci has developed methods for creating and validating knowledge, but those methods may not be applicable or sufficient for experience-focused technology. in particular, new evaluation techniques to validate knowledge need to be created, discussed, and understood. i address this in three ways. first, it is important to understand the historical, technical and social factors that impact the evaluation criteria the community consider valid today. second, i propose an ethnomethodological approach to evaluation that emphasizes the ways users use and make sense of technologies. and third, i demonstrate the validity of my approaches by means of several case studies.
playing with fire: participatory design of wearable computing for fire fighters. in this paper we present our approach of using game-like techniques for designing wearable computing solutions for the paris fire brigade, consisting of namely a board game and a virtual environment for collaborative prototyping during simulated interventions. we provide first results on the approach.s benefits and difficulties.
authorable virtual peers for children with autism. for my dissertation, i am designing, implementing and evaluating the use of a new kind of.authorable. virtual peer that allows children with autism to learn about reciprocal social interaction by building their own virtual humans. this work has three stages: (1) study the verbal and nonverbal reciprocal social interaction behaviors of children with autism; (2) use the results of the study to design and implement an authorable virtual peer for children with autism; and (3) evaluate the effectiveness of the system in improving reciprocal social interaction behaviors of children with autism.
designing for totality of mobile and non-mobile interaction: a case study. the focus of the project is to design for mobile needs of users to support activities that closely relate to non-mobile contexts. we selected the real estate industry for a case study and conducted an in-depth research to gain a deeper understanding of the office (non-mobile) and mobile work environments of realtors and the social context of interaction with their clients. we identified some unique challenges that such a mixed work environment proposes. recording contextual data in the mobile environment and streamlining it with huge amount of other related unorganized information in the non-mobile environment was identified as the main challenge. we designed an integrated system of a web-based application "remap" (for information analysis) and a mobile device "notepod" (for information capture). the paper talks about some of the main research and findings, the design concept proposed, and finally some lessons learnt that we could extend to similar mixed contexts.
in-between theory and practice: dialogues in design research. why wait? and betwixt are two of the workshops we have recently run on the theme of in-between-ness. the approach of social computing, where researchers work to understand how the socio-cultural aspects of human life relate to the design of new technologies, was the starting point for our investigation. by observing actual instances of in-between-ness in context we explored how design activities can be used as an opportunity to discuss and take positions on a specific theme, and as a space for narrowing the gap in design research between theoretical and practical thinking.
towards systematic research of multimodal interfaces for non-desktop work scenarios. non-desktop workplaces often generate challenging multitasking situations for a user attempting to interact with supporting technology. multimodal applications promise great advantages in this type of context. however, current research does not provide enough knowledge for the ergonomic optimization of multimodal interfaces. in order to advance in the research area concerning non-desktop work, a systematic research approach is needed. this paper discusses a possible strategy for advancing towards systematic research, and describes a preliminary experiment attempting to evaluate a real scenario using this strategy.
a theory-based approach to designing student learning context. how can we keep technology-focused computing and software engineering students interested and engaged in a soft subject like hci? how can we avoid leaving the less gifted and less enthused students behind in a 12-week module packed with theories, methodologies and with a new development tool to learn? this paper describes how educational research findings were deployed to address the above issues across four semesters in an hci module at a uk university. kolb's experiential learning cycle was successfully applied to the design and scheduling of course content and learning activities to enhance students' learning outcomes. surveys of the students - both at the beginning and at the end of each semester - consistently showed improvement in students' understanding, perception and satisfaction with the module.
learning observation skills by making peanut butter and jelly sandwiches. in this report we describe our experience conducting a class activity where students learned and practiced observation skills. in the activity, students in small groups observed and were observed making peanut butter and jelly sandwiches. the groups then used their observations to sketch designs for a peanut butter and jelly maker that they presented to the class. we found that the activity helped students learn about the difficulties involved in observing and being observed. it also taught them about the value of observing users, even if they are performing tasks familiar to the observer. having international students in the class brought an additional perspective to the activity which benefited everyone. these students discussed the difficulty of observing experts conduct tasks that are unfamiliar to the observer. in spite of the overall positive outcome, we discuss ways of improving the activity given our experience.
how to look beyond what users say that they want. this paper shares our experience with a strategic design project for defining the key user experience scenarios for utilizing location information available on mobile devices. while the domain area has been known both in industry and academia alike for many years, our stakeholders wanted to know what would be most appealing user experiences in the coming years, particularly beyond what is expected and available in the market right now. therefore gaining confidence in understanding user needs and desires was considered crucial in the project. we pursued two main tracks of design research activities to bring insights on the current users' perceptions, needs and wants (contextual interviews) as well as implicit wishes and aspirations (exploration probes and creative workshop) we should fulfill when designing location aware solutions. we describe our rationales of how we designed the design research process, and compare the results of the two tracks.
ui toolkit for non-designers in the enterprise applications industry. this report describes a user interface (ui) toolkit used for prototyping by non-designers. the toolkit enables the development of standardized ui wireframes and click-through prototypes that comply with user experience ui style guides and design specifications.
implementation of interactive poster "suipo". this paper explains an implementation of new media "suipo," or suica poster, which uses a combination of ic card ticket "suica" and internet accessible mobile phone. customers can get e-mail information by touching their ic card ticket on the reader located near the poster. two pilot tests are conducted before the service has begun. the first test revealed that many people preferred the interactive poster but the registration process was complicated. the second test was conducted after improving the registration process. the lessons learned through two pilot tests are that in addition to the easier registration process, the increased popularity of two dimensional barcode reader in mobile phone has lowered the barrier of registration process. the suipo has been introduced in july 31st, 2006 and started service at shinjuku station and tokyo station. we hope the implementation would change customers' perception of suica not only as a ticket or e-money but also as an information tool.
how informances can be used in design ethnography. in this paper we discuss how we've adapted the technique of informance design for use in design ethnography. we detail our design ethnography workflow method and describe our informances.
semantic web hci: discussing research implications. semantic web progress is very active, and this past year shows a much greater focus on the subject of user interaction. w3c leaders talk about the importance and.grand challenges. for user interaction. workshops showcase more well-developed projects and innovative interaction designs. a w3c mailing list has begun. but what are the implications for the hci community? what research and practice contributions can be made, and what relationships can be fostered with the semantic web research community? this collaborative, interactive session will give chi participants a chance to discuss the issues that have surfaced at recent semantic web workshops.
recommendations on recommendations. this interactive session discusses the quality of recommendations for improving a user interface resulting from a usability evaluation. problems with the quality of recommendations include recommendations that are not actionable, ones that developers are likely to misunderstand, and ones that may not improve the overall usability of the application. the session will discuss characteristics of useful and usable recommendations, that is, recommendations for solving usability problems that lead to changes that efficiently improve the usability of a product. to make the session as useful as possible we have deliberately left 2-3 panel seats open for people with demonstrated abilities in writing useful and usable recommendations. we intend to fill these seats through a pre-conference contest.
soap: how to make a mouse work in mid-air. computer mice do not work in mid air. the reason is that a mouse is really only half an input device - the other half being the surface the mouse is operated on, such as a mouse pad. in this demo, we demonstrate how to combine a mouse and a mouse pad into soap, a device that can be operated in mid air with a single hand. we have used soap to control video games, interact with wall displays and windows media center, and to give slide presentations.