waashk/dblp huggingface dataset:
design and evaluation of 3d models for electronic dental records. we present the results of a field study of some of the work practices and software used by dentists. we also present the design, implementation, and evaluation of a user interface that streamlines some of these practices, as well as providing a novel 3d visualization of a patient's mouth that also displays relevant radiographs depending on what teeth are visible in the visualization. dentists found the 3d synchronized navigation intuitive, even with little to no 3d navigation experience, but further research is needed to see the effect on real clinical outcomes.
management of personal information scraps. we introduce research on information scraps. short, self-contained personal notes that fall outside of traditional filing schemes. we report on a preliminary study of information scraps. nature and outline plans for the next phase of our user study. based on ongoing study results, we describe our designs and prototypes for information scrap capture and access tools.
longitudinal study of continuous non-speech operated mouse pointer. this paper reports a longitudinal study of a non-speech input-controlled continuous cursor control system: whistling user interface (u3i). this study combines quantitative (target acquisition tasks, subjective ratings and a simple reaction time test) and qualitative (interview) methods to arrive at a more nuanced understanding novice users. experience over time. the progress of training of ten participants has been observed. the study shows that the performance improved over time and plateaued on day four of the five days of the study.
coming to terms: comparing and combining the results of multiple evaluators performing heuristic evaluation. in this paper we describe a new way to perform heuristic evaluations, which allows multiple evaluators to easily compare and combine the results of their reviews. this method was developed to provide a single, reliable, result to the client, but it also allowed us to easily negotiate differences in our findings, and to prioritize usability problems identified by the evaluation. an unexpected side effect is that, by using this evaluation method, the practitioner can measure and predict the effect of usability improvements.
speed sonic across the span: building a platform audio game. we describe the design process and initial user study of an audio game created for the visually impaired. until the advent of 3d graphics games, platform games where the player jumps from platform to platform, such as mario and sonic, [1] were wildly popular. although many audio games have been developed over the past decade, the platform genre has been all but ignored. to fill this gap and to add to the limited choices visually impaired gamers have, we developed a platform game that can be also be played via audio-only interface and compared it to a traditional audio-visual version.
altverto: using intervention and community to promote alternative transportation. we seek to motivate drivers who regularly use web-based local and mapping services and have access to viable alternative transit methods - such as public transportation, carpooling, walking or bicycling - to use these alternatives instead of driving alone. altverto works with users' existing habits to intervene during trip planning, and then sustains long-term positive behavior through progress tracking and community-building around alternatives to driving. our study investigates how computer-mediated intervention at decision making moments and online transit-related community motivates and sustains the use of alternative transit methods.
towards a new method for the evaluation of reality based interaction. in this paper we present work toward a new method of evaluation for reality-based interaction styles that we call cognitive description and evaluation of interaction (codein). this framework is similar to goms, but also shares similarities with cognitive architectures, such as act-r and soar. we apply this new approach to a tangible user interface, built as a wizard of oz interface, to illustrate the new method, and compare codein.s results to a goms model. we show that codein provides some promise of representing the parallel processing and new modes of physical interaction inherent in reality-based interfaces, and codein does a better job in predicting the completion time of an example task than goms.
txt 4 l8r: lowering the burden for diary studies under mobile conditions. we present and evaluate a new technique for performing diary studies under mobile or active conditions. diary studies play an important role as a means for ecologically valid participant data capture. unfortunately, when participants are asked to capture data while mobile or active, they are often unwilling or unable to invest time in thorough, reflective entries. ultimately, this leads to lowered entry quality and quantity. the technique presented here suggests the capture of only small snippets of information in the field. these snippets then serve as prompts for participants when completing full diary entries at a convenient time. we describe how this system automates collection of snippets via text (sms), picture (mms) and voicemail messages and later presents these snippets for full entry elicitation. we then present results from a preliminary evaluation of this technique.
using isovist views to study placement of large displays in natural settings. in this paper we present the concept of an isovist, derived from the architectural literature, and describe how isovists can help hci researchers understand visibility in a physical environment. an isovist is defined as the set of all points visible in all directions from a given vantage point in space. the overlap in isovists from two or more locations can be used to assess reciprocal visibility and thereby assist in the placement of large displays for public or shared use. we illustrate the value of isovists for hci research using field data from two or suites in two major urban hospitals. first, we show how patterns of interaction between anesthesiologists and nurses in each of two or suites are associated with quantity of isovist overlap. then, we show how an isovist analysis can be used to determine a better placement for the shared display in one of the or suites to enhance coordination between groups.
imaging the city: exploring the practices and technologies of representing the urban environment in hci. developing and employing technologies for the urban environment requires visualization techniques that can reflect and challenge how and what we design for this space. this one-day workshop will explore the practices and technologies of imaging the city from the perspective of human-computer interaction, bringing together designers, hci experts, and urban planners to deeply address the roles for imaging technologies in civic space.
facebook ride connect. ride connect is a tool integrated into the social networking site facebook's (www.facebook.com) event planning feature. ride connect helps people coordinate transportation to specific events. we chose to focus on undergraduate students because changes in their attitudes and habits towards shared transportation will lead to a sustainable increase in public transportation (pt) use. ride connect encourages pt use through social incentives and by conveniently presenting user-generated transportation options. our study investigates how social incentives and convenient pt information lead to increased pt use, and how pt use, coupled with a reduction in stigma, leads to long-term behavioral and attitudinal changes towards p.
supple interfaces: designing and evaluating for richer human connections and experiences. the aim of this workshop is to create a common language for discussing the issues involved, the research challenges, and progress already made in designing and evaluating "supple" interfaces. supple interfaces aim to build richer connections between people as well as deeper emotional experiences through interface. examples include affective interactive systems, games, and relationship-building systems. for these kinds of applications, the chi community is struggling with a new set of design values and accompanying challenges that can be hard to articulate and thus to advance as a community. these application spaces and interaction modes require an emphasis on the quality of experience rather than outcome, and often involve subtleties of the dynamics of engagement with such interfaces and with others through these interfaces. through hands-on experiences, presentations, and active discussion during the day, we hope to make a start at creating a coherent working framework for this area that can be shared with the larger chi community.
software design and engineering as a social process. traditionally, software engineering processes are based on a formalist model that emphasizes strict documentation, procedural and validation standards. although this is a poor fit for multidisciplinary research and development communities, such groups can benefit from common practices and standards. we have approached this dilemma through a process model derived from theories of collaborative work rather than formal process control. this paper describes this model and our experiences in applying it in software development.
learning shape writing by game playing. we present a computer game designed to efficiently and playfully teach users shape writing - a new text entry method for pen-based devices.
carloop: leveraging common ground to develop long-term carpools. we developed and tested a website and public display to connect and sustain carpoolers in the workplace. we arrived at this design through study of traffic congestion and its causes. after finding that many problems are deeply rooted in transportation infrastructure, we discovered several that could be addressed through design of an interface to carpooling. we found that people are often hesitant to carpool with unknown drivers. our system offers numerous features to create and nurture sustainable carpools, bringing together design principles with organizational principles and workplace knowledge. preliminary testing of our system encourages us that its combination of features could increase the success rate of workplace carpools.
an initial investigation into non-visual computer supported collaboration. in this paper we present an initial study of computer supported collaboration between visually impaired users based around the interactive browsing and manipulation of simple graphs. we specifically looked at supporting awareness of others activities and interaction between participants. we found that shared audio and haptic locating tools, to allow users to find each other, are useful. however further work is required to determine the general applicability of our findings.
dynamics of tilt-based browsing on mobile devices. a tilt-controlled photo browsing method for small mobile devices is presented. the implementation uses continuous inputs from an accelerometer, and a multimodal (visual, audio and vibrotactile) display coupled with the states of this model. the model is based on a simple physical model, with its characteristics shaped to enhance usability. we show how the dynamics of the physical model can be shaped to make the handling qualities of the mobile device fit the browsing task. we implemented the proposed algorithm on samsung mits pda with tri-axis accelerometer and a vibrotactile motor. the experiment used seven novice users browsing from 100 photos. we compare a tilt-based interaction method with a button-based browser and an ipod wheel. we discuss the usability performance and contrast this with subjective experience from the users. the ipod wheel has significantly poorer performance than button pushing or tilt interaction, despite its commercial popularity.
fast-tracking product innovation. this paper describes the coming-of-age of an analytical application that was built using agile development processes, tightly interlinked with an iterative user experience methodology, but at times at odds with the legacy of more rigid development methods such as prescriptive pattern-based design and strictly separated core disciplines. we pioneered a variety of ways to deal with these challenges, most of which focused on empowering the user experience discipline in decision-making processes, development impact, and in leading product definition overall. this ensured that innovative forces were least constrained while fast-tracking this product, while still achieving effectiveness, efficiency, and satisfaction of the application's user experience.
the sound of touch. in this paper we describe the sound of touch, a new instrument for real-time capture and sensitive physical stimulation of sound samples using digital convolution. our hand-held wand can be used to (1) record sound, then (2) playback the recording by brushing, scraping, striking or otherwise physically manipulating the wand against physical objects. during playback, the recorded sound is continuously filtered by the acoustic interaction of the wand and the material being touched. our texture kit allows for convenient acoustic exploration of a range of materials.an acoustic instrument.s resonance is typically determined by the materials from which it is built. with the sound of touch, resonant materials can be chosen during the performance itself, allowing performers to shape the acoustics of digital sounds by leveraging their intuitions for the acoustics of physical objects. the sound of touch permits real-time exploitation of the sonic properties of a physical environment, to achieve a rich and expressive control of digital sound that is not typically possible in electronic sound synthesis and control systems.
neat-o-games: ubiquitous activity-based gaming. the role of non-exercise activity thermogenes is (neat) has become a key component of obesity research, prevention, and treatment. this paper describes research that aims to suppress the obesity epidemic by infusing neat in the sedentary lifestyle of an average person. the method combines unobtrusive physiologic sensing and novel human-computer interaction (hci) technologies. it supports a strong motivational framework based on ubiquitous computer gaming, appealing enough to likely change the behavior of "couch potatoes" on their own volition. this novel generation of computer games (neat-o-games) is fueled by activity data recorded by small wearable sensors. data from the sensors are logged wirelessly to a personal digital assistant/cell phone (pda), which acts as the central computing unit of the system. algorithmic software processes these data and computes the energy expenditure of the user in real-time. the paper presents a prototype implementation of neat-o-games and initial evaluation results.
moving ux into a position of corporate influence: whose advice really works? professionals working to move user experience (ux) into a position of corporate influence are impeded by conflicting recommendations, including those regarding the roles of documenting and evangelizing ux work, ownership of ux, organizational positioning, calculating return on investment, and conducting "ethnographic" research. in this interactive session, a group of senior ux management personnel who have moved ux into positions of rapidly increasing influence in their varied places of work debate their different perspectives and approaches to help resolve conflicting recommendations and generate some new and improved guidance.
celerometer and idling reminder: persuasive technology for school bus eco-driving. we are designing a feedback system to encourage more fuel-efficient driving habits among school-bus drivers. we chose to design for the school bus because as one of the largest public transport systems in the u.s., it is a major contributor to the country's total fuel consumption and pollutant emissions. our design uses persuasive technology to discourage excessive idling and aggressive driving by providing real-time in-vehicle feedback for self-monitoring.
defining high-throughput email users. in this paper we make the case for the existence and importance of a special class of email user, the high-throughput email user, whose needs are not well-served by current clients. we establish these groups by quantitative and qualitative definitions derived from fieldwork, a large-scale survey, and subsequent analysis of the user population, along with analysis of current email clients. we conclude with directions for future research.
osi and et: originating source of information and evidence traceability. originating source of information (osi) is the idea of following all data, facts, and citations that documents rely on for their arguments back their source. osi then helps people perform evidence traceability (et), which allows them to understand the questions about the different sources used in documents such as how many unique sources were used, where the sources came from, when the sources were obtained, and how the sources were obtained. answering these questions allows people to better question the validity of documents, reevaluate hypotheses, or continue work or research when original authors are not available.
touch: sensitive apparel. touch•sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people while on the move. it provides individuals with a sensory cocoon. made of modular garments, touch•sensitive applies personalized stimuli. we present the design process and a series of low fidelity prototypes that lead us to the touch•sensitive apparel.
pottering: a design-oriented investigation. in this paper we examine a ubiquitous yet overlooked aspect of home-life, pottering. the oxford english dictionary defines pottering as "to occupy oneself in an ineffectual or trifling way; to work or act in a feeble or desultory manner; to trifle, to dabble." it is thus a term used to describe a variety of activities but none in particular. below, we give shape to the practice of pottering and in doing so aim to demonstrate how such an investigation has broad implications for hci and designing for the home. we also report on our experiences of using design sketching as an analytical resource.
user centered design and international development. this workshop explores user centered design (ucd) challenges and contributions to international economic and community development. we are addressing interaction design for parts of the world that are often marginalized by the global north as well as people in the global north who are themselves similarly marginalized by poverty or other barriers. we hope to extend the boundaries of the field of human computer interaction (hci) by spurring a discussion on how existing ucd practices can be adapted and modified, and how new practices be developed, to deal with the unique challenges posed by this context.
interactive exploration of city maps with auditory torches. city maps are an important means to get an impression of the structure of cities. they represent visual abstraction of urban areas with different geographic entities, their locations, and spatial relations. however, this information is not sufficiently accessible today to blind and visually impaired people. to provide a non-visual access to map information, we developed an interactive auditory city map, which uses 3d non-speech sound to convey the position, shape, and type of geographic objects. for the interactive exploration of the auditory map, we designed a virtual walk-through. this allows the user to gain an overview of an area. to be able to focus on certain regions of the map, we equip the user with an auditory torch. with the auditory torch users can change the number of displayed objects in a self directed way. to further aid in getting a global idea of the displayed area we additionally introduce a bird's eye view on the auditory map. our evaluation shows that our approaches enable the user to gain an understanding of the explored environment.
ri-ri: assisting bus conductors in madras (chennai). in this paper, we present a tool to increase the efficiency of public transport buses inside the metropolitan city of madras (chennai) in south india. the amount of people dropping out of the public bus system is growing at an alarming rate, and arresting this problem is at the root of our prototype. by increasing efficiency of the system, we hope that this problem will be stopped and will lead to more people entering the system, rather than abandoning it.
extending a theory of remote scientific collaboration to corporate contexts. in this paper we present preliminary results of a research project aimed at understanding the theoretical basis for successful remote collaboration in corporations. we evaluate some corporate distributed teams with respect to a theory of remote scientific collaboration to identify similarities and differences in corporate contexts. preliminary results indicate that distance collaboration in corporations differs from distance collaboration in scientific research in three key ways: (1) the importance of functional (as opposed to geographic) distance, (2) new collaboration paradigms (i.e. offshoring) with varying degrees of.otherness. and (3) different incentives. we additionally discuss future research plans based upon our initial findings.
making dead history come alive through mobile game-play. this work in progress presents a design approach to digitally enhancing an existing paper-based game to support young students learning history at an archaeological site, by making use of recent advantages provided by mobile technology. it requires minimal investments and changes to the existing site exhibition because it runs on the visitors. own cellular phones. it is expected that game-play will trigger a desire to learn more about ancient history and to make archaeological visits more effective and exciting.
the internal consultancy model for strategic uxd relevance. experts in the field of hci have spoken at length about how to increase the strategic influence of user experience design (uxd) teams in industry [3]. some have offered courses in hci management [1]. others have presented recommendations on how to prove a return on investment for usability-related activities [2]. nielsen [5] has described the usability maturity model, presenting implicit management challenges and structures at different phases.few though have discussed the value and process for an embedded uxd group functioning as an internal consultancy to different product teams within their organizations, and how this model can increase the strategic relevance of uxd in their companies. the cisco uxd group evolved through several funding and organizational models (central funding, client-funding, distributed teams), and now follows an internal consultancy model. this paper describes the experiences that led to this model and how it has helped increase the strategic influence of uxd within cisco.
rexplorer: a mobile, pervasive spell-casting game for tourists. rexplorer is a mobile, pervasive spell-casting game designed for tourists of regensburg, germany. the game uses location sensing to create player encounters with spirits (historical figures) that are associated with historical buildings in an urban setting. a novel mobile interaction mechanism of "casting a spell" (making a gesture by waving a mobile phone through the air) allows the player to awaken and communicate with a spirit to continue playing the game. the game is designed to make learning history fun for young (and young at heart) tourists and influence their path through the city.