waashk/dblp huggingface dataset:
a tool-based interactive drawing environment. graphical user interfaces rely heavily on the tool metaphor. in most drawing systems, for example, functions are organized as they might be on a workbench; buttons associated with drawing modes for lines or rectangles are called line-drawing or rectangle-drawing tools; etc. despite the similarities, however, there remain many differences between software tools and physical tools. this paper gives a concise account of tool use in general, and describes a drawing application, called habilisdraw, that relies on a detailed correspondence to physical tool behavior.
ubiquitous computing: the impact on future interaction paradigms and hci research. as we look to the future of computing, and particularly to the future of hci research, the vision of ubiquitous computing emerges as a principal theme. the focus of this workshop is applications-centered research in ubiquitous computing. we define ubiquitous computing as the attempt to break the pattern of traditional relationships between users and computational services by extending the computational interface into the user's environment. over the past few years researchers in wireless networking and distributed systems have worked to build infrastructures supporting mobile and ubiquitous computing. infrastructure research is, of course, necessary for the advancement of ubiquitous computing, but we must also examine higher-level issues such as the kinds of tasks and interaction patterns that emerge as the user is allowed to break away from the desktop.
mobile advice: an accessible device for visually impaired capability enhancement. the visually impaired have limited access to the world of mobile devices. our goal was to design a handheld mobile device to overcome limitations such as reliance on visual display and lack of audio and tactile feedback. we built a prototype handheld device using a combination of tactile feedback and auditory display based on preliminary research and testing. our hypothesis was that this device would provide users with an interface with which they would be able to access advanced functions of a mobile device. this prototype was evaluated by both blind and sighted users. based on both quantitative and qualitative measures, the results suggest that such a device can enhance the capabilities of visually impaired users of handheld mobile devices.
how people use www bookmarks. in this detailed empirical study of www browsing and bookmarks we define a personal information space as having five basic properties paralleling those of a larger complex information space. we describe user behavior on the web and show how a user's bookmark archive is a personal web information space.
criteria for effective groupware 2. the audience of a panel at chi'96 in vancouver submitted 61 forms suggesting criteria for the design of effective groupware. the suggestions made were analysed for common themes that are summarised here. the poster also presents an opportunity for participants at chi'97 to contribute to this discussion.
the sound of one hand: a wrist-mounted bio-acoustic fingertip gesture interface. two hundred and fifty years ago the japanese zen master hakuin asked the question, "what is the sound of the single hand?" this koan has long served as an aid to meditation but it also describes our new interaction techinique. we discovered that gentle fingertip gestures such as tapping, rubbing, and flicking make quiet sounds that travel by bone conduction throughout the hand. a small wristband-mounted contact microphone can reliably and inexpensively sense these sounds. we harnessed this "sound in the hand" phenomenon to build a wristband-mounted bio-acoustic fingertip gesture interface. the bio-acoustic interface recognizes some common gestures that state-of-the-art glove and image-processing techniques capture but in a smaller, mobile package.
photoarcs: a tool for creating and sharing photo-narratives. the photoarcs interface aims to enable easy and fun creation and manipulation of photo-narratives to encourage sharing and interaction. photoarcs leverages the benefits of existing sharing habits both online and face-to-face. we describe our design of the photoarcs interface, report on the results of an exploratory low-fidelity usability study with five participants, and outline future directions.
3d and sequential representations of spatial relationships among photos. this paper proposes automatic representations of spatial relationships among photos for structure analysis and review of a photographic subject. based on camera tracking, photos are shown in a 3d virtual reality space to represent global spatial relationships. at the same time, the spatial relationships between two of the photos are represented in slide show sequences. this proposal allows people to organize photos quickly in spatial representations with qualitative meaning.
'ensemble': playing with sensors and sound. this paper presents a set of sensor driven sonic prototypes and the workshops in which they are played with by children in games of dressing up. seven garments are fitted with wireless sensors that control sound samples and their modifiers in real time. the aim of the project is to capture the children's emerging understanding of the sensors as they explore and play and in the longer term inform the use of analog sensing in touchable interfaces. the system is described and observations from the first workshops are reported. the paper concludes with a short discussion and conclusions regarding both the system itself and the methods used.
in the mixxx: novel digital dj interfaces. we present an interactive system, mixxx, for live dj'ing using digital sound files. the design of the system is approached from two directions: through contextual design using contextual interviews and video recordings and open source development where feedback and ideas are generated by developers and users from the open source community. our contextual interviews show that djs use a significant amount of their time on tracking and synchronizing songs using the traditional setup with turntables or cd players. by making beat information an integrated part of our dj software mixxx, synchronization is done automatically and djs can use more time to attend other parts of the mix. we provide an intuitive interface for mixing with beat information that allows the same level of flexibility as with the traditional setup but facilitates new creative ways of mixing.
a simple movement time model for scrolling. a model for movement time for scrolling is developed and verified experimentally. it is hypothesized that the maximum scroll speed is a constant at which the target can be perceived when scrolling over the screen. in an experiment where distance to target and target width were varied, it was found that movement time did not follow fitts' law. rather, it was linearly dependent on the distance to the target, suggesting a constant maximum scrolling speed. we hypothesize that the same relationship between movement time and target distance apply to other computer interaction tasks where the position of the target is not known ahead of time, and the data in which the target is sought is not ordered.
meeting the needs of the "user experience" professional. in the business of "user experience" (ux), collaboration across multiple disciplines is considered to be critical to achieving success. but the increasing number of professional associations and events of relevance to ux practitioners rely much less on collaboration with others in their pursuit of success. this panel reports on obstacles to and opportunities for increasing collaboration among professional organizations, and the effects increased collaboration can have on the service and support provided to the rapidly growing, multidisciplinary ux profession.
interaction patterns with a classroom feedback system: making time for feedback. in this paper, we describe two novel patterns of interaction that arose in a study of a computer-mediated feedback system for the university classroom. in both patterns, students gave feedback through the system that they would not have given aloud for lack of an appropriate moment-either because the feedback would be premature or tardy. we describe the patterns themselves and how awareness of the patterns can inform pedagogy and system-building.
putting personas to work. personas for use in interaction and interface design have generated a great deal of interest, but the method is still relatively new. this panel brings together professionals who have used personas to solve real business problems. the panelists will describe the methods they have developed to put personas to work in their organizations and how the use of personas has impacted their products and their organizations.
designing tangible interfaces for children's collaboration. this paper presents the development of a design concept for an interactive play system and learning tool for children. the concept was illustrated with ely the explorer, an accessible and robust multi-user unit, set of tangible tools, and software application, designed for the school environment. this work examines the design of interfaces for co-present collaboration from an interaction design perspective. this paper also presents results from the concept evaluation in a school environment. the results showed that the system supported collaboration and interactivity and that the children enjoyed, and were engaged in the play. this indicates to us that the concept can make a positive contribution to the existing array of learning tools.
knowledge-based support for visual exploration of spatial data. the knowledge-based system iris is designed to help users in analysis of spatially referenced statistical data. for this purpose the system provides the user with automatically built thematic maps presenting the data visually. the process of map design is governed by the domain-independent visualisation knowledge base. the user receives the opportunity to concentrate on data exploration instead of the process of planning and building data presentations. implementation of the interface part of the system in java language allows to run the system in the world wide web (www).
research issues in intelligent data visualisation for exploration and communication. efficiency and quality of solving problems by people are greatly affected by the way in that relevant information is arranged and presented. there is a need for intelligent software assisting humans by automatic generation of adequate presentations. we focus on graphical and especially cartographic data presentations and distinguish two problem classes where these presentations have high potential: data exploration and communication. it is argued that graphics design principles should be different for these two classes. data communication is treated in a wider sense than merely report making: it is proposed to consider a "visual message" being built with respect to author's pragmatic goals, beliefs, attitudes, etc., as well as the image of the addressee. we outline the necessary research directions and reason about the role that could be played in such a research by the prototype knowledge-based system iris we have developed earlier.
mpath: facilitating human interaction. as the "baby-boomer" generation approaches retirement, the united states will enjoy a significant increase in the number of senior citizens. issues involving seniors are likely to rise to the forefront of national consciousness. a primary concern for this population is the loss of companionship, which can contribute to isolation, depression, and decreased socialization [9]. a concept for a data management service - mpath - is proposed to combat isolation among seniors. mpath works with administrators of assisted-living facilities to oversee an ad-hoc volunteer network. interacting with residents, these volunteers assess social relationships and emotional reactions, quantifying for the computer their qualitative observations. the system examines accumulated data over time to reveal anomalies, highlight trends and anticipate future responses. administrators may choose to act upon that information. the overall effect is to increase the social well being of seniors in an unobtrusive manner.
misuse and abuse of interactive technologies. the goal of this workshop is to address the darker side of hci by examining how computers sometimes bring about the expression of negative emotions. in particular, we are interested in the phenomenon of human beings abusing computers. such behavior can take many forms, ranging from the verbal abuse of conversational agents to physical attacks on the hardware. in some cases, particularly in the case of embodied conversational agents, there are questions about how the machine should respond to verbal assaults. this workshop is also interested in understanding the psychological underpinnings of negative behavior involving computers. in this regard, we are interested in exploring how hci factors influence human-to-human abuse in computer-mediated communication. the overarching objective of this workshop is to sketch a research agenda on the topic of the misuse and abuse of interactive technologies that will lead to design solutions capable of protecting users and restraining disinhibited behaviors.
ethnographic interviews guide design of ford vehicles website. this case study describes ethnographic interviews with vehicle buyers to learn how they make purchase decisions. the research was conducted for j. walter thompson (jwt), the digital design agency of the ford division of the ford motor company; the authors faced challenges of tight schedule, limited budget, and difficulties in finding suitable participants. we nevertheless obtained valuable data that helped jwt refine the ford vehicles website.
evaluation of multimodal input for entering mathematical equations on the computer. current standard interfaces for entering mathematical equations on computers are arguably limited and cumbersome. mathematics notations have evolved to aid visual thinking and yet text-based interfaces relying on keyboard-and-mouse input do not take advantage of the natural two-dimensional aspects of math. due to its similarities to paper-based mathematics, pen-based handwriting input may be faster, more efficient, and more preferable for entering mathematics on computers. this paper presents an empirical study that tests this hypothesis. we also explored a multimodal input method combining handwriting and speech because we hypothesize that it may enhance computer recognition and aid user cognition. novice users were indeed faster, more efficient and enjoyed the handwriting modality more than a standard keyboard-and-mouse mathematics interface, especially as equation length and complexity increased. the multimodal handwriting-plus-speech method was faster and better liked than the keyboard-and-mouse method and was not much worse than handwriting alone.
child-user abstractions. interactive technologies are becoming ubiquitous in many children's lives. this work-in-progress paper briefly describes and illustrates a new approach for creating user abstractions of children. the technique is based on a theoretically and empirically grounded framework for creating child-personas. it is expected to reduce designer's assumptions about children. a preliminary assessment of this claim based on engagement, complexity and realism concludes this work in progress.
discovering design drivers for mobile media solutions. we conducted user studies in 2000 and 2004 into digital media use, and discovered a number of constant findings even though the studies were separate both in geographically and chronologically. these constant findings, which we call design drivers, represent high level user benefits and constraints which are not likely to change quickly. we feel that knowledge of these constant drivers is beneficial in designing key features of mobile media devices. on the other hand, findings specific to a particular environment, variable design drivers, help to identify potential enablers and obstacles of product adoption.
the effect of miscommunication rate on user response preferences. we report results from a small wizard-of-oz study investigating user responses to miscommunications in speech dialogue systems. we explore the separate and joint effects of miscommunication rate and system response to miscommunications on the likelihood that users choose to resort to direct manipulation, to repeat, or to rephrase. while we predicted that users would be more likely to resort to direct manipulation as miscommunication rate increased, our surprising finding was that users were most likely to resort to direct manipulation where communication success was least predictable, i.e., in the middle of the range, rather than at either extreme.
be a judge!: wearable wireless motion sensors for audience participation. in recent years the olympic games have undergone vast criticism due to perceived subjective scoring in judged events, as for example figure skating and gymnastics. judges' scores may be influenced by favoritism, human error, or possibly corruption. audience participation in scoring represents a promising approach to meet these problems. in this paper we present an audience voting system that utilizes the natural behavior of sports spectators: clapping and cheering. the system consists of wireless motion sensors and microphones that enable spectators to cast their vote in real time. the sensors are worn by audience members and determine the clapping frequency of each participant. this facilitates continuous influence on the score throughout an athlete's performance. the audience score is presented on wall-sized stadium displays and might be contrasted with the judges' scores to encourage audience engagement.
wizard of oz for participatory design: inventing a gestural interface for 3d selection of neural pathway estimates. this paper describes a participatory design process employed to invent an interface for 3d selection of neural pathways estimated from mri imaging of human brains. existing pathway selection interfaces are frustratingly difficult to use, since they require the 3d placement of regions-of-interest within the brain data using only a mouse and keyboard. the proposed system addresses these usability problems by providing an interface that is potentially more intuitive and powerful: converting 2d mouse gestures into 3d path selections. the contributions of this work are twofold: 1) we introduce a participatory design process in which users invent and test their own gestural selection interfaces using a wizard of oz prototype, and 2) this process has helped to yield the design of an interface for 3d pathway selection, a problem that is known to be difficult. aspects of both the design process and the interface may generalize to other interface design problems.
eyevox: a collaborative scoring process. this paper describes an audience response process and its supporting systems for use in judged sporting events at the 2004 athens olympic games. it consists of a wireless score-input system and an inclusive, transparent scoring procedure that leverages group knowledge to optimize collective voting. by educating spectators prior to and during the audience voting process, the \b^eyevox\n^ system not only provides sophisticated spectator feedback, it leads spectators to more informed understanding, and thus better appreciation of the sport and the olympics.
biasing response in fitts' law tasks. fitts' law, relating the time to acquire a target to the target size and the distance from the target, is an effective and widely used predictor of performance in feedback controlled human motor targeting tasks. beyond target size, however, movement time also varies according to a subject controlled mental trade-off between speed and accuracy for a given task. to adjust for this trade-off, researchers often use the "effective target width", the target width normalized for variations in movement speed, as a predictor of movement time. in this paper, we describe on-going work on analyzing factors affecting the speed-accuracy tradeoff for fitts' tasks in subjects, exploring both incentives and penalties to manipulate subject accuracy. we also describe our work on measurable parameters of motion that correlate with the speed-accuracy trade-off.
using task models to generate multi-platform user interfaces while ensuring usability. the widespread emergence of new computing devices and associated interaction metaphors has necessitated new ways of building user interfaces (uis) for these devices. in this paper, we describe our approach of using a task model in conjunction with the user interface markup language (uiml) to drive generation of multi-platform user interfaces. we also discuss briefly how current usability engineering practices have to be modified to accommodate the development of multi-platform uis.
the stakeholder forest: designing an expenses application for the enterprise. this paper discusses the redesign of peoplesoft's enterprise expenses product from a product that was notorious for it's complexity into a product that was both usable and one of peoplesoft's best selling products. the process used was a combination of best practices from user-centered design, business and marketing to deliver a usable application on a pure-html "no-code on the client" platform. the design effort was also a collaboration of design, usability engineers, business strategy, functional analysts and developers (and of course our customers!) at the same time, the process needed to track the competing interests of various stakeholders: clients, their end users, their business processes, our technical requirements, our limited resources and our internal stakeholders. the designed solution had to work within a framework that could not be re-written. a poorly working metaphor was redefined into a concept that would work better with the end-users.
direct manipulation interface for architectural design tools. the early architectural design stage is a typical example where traditional design tools such as sketching on paper still dominate over computer-assisted tools. augmented reality is presented as a promising approach towards developing interaction techniques that preserve the naturalness of the traditional way of designing, while at the same time providing access to new media. based on the analysis of user requirements and requirements for a natural user interface, a working prototype of a new interaction platform for architectural design was created.
physiological computing. applications involving the measurement of human physiological responses to environment are becoming increasingly popular in hci. this is due in part to the increasing availability of low-cost, high-specification sensing technologies. areas such hci evaluation, affective computing and biofeedback-based brain-computer interaction are all benefiting from the rich data source physiological sensing technologies make available. however, guidelines on the gathering and analysis of these measurements are virtually non-existent, which makes it difficult for new researchers to practise in this area. this timely workshop will bring together both practising and potential researchers using this method to gather knowledge on the techniques, technologies and applications of physiological computing.
carcoach: a polite and effective driving coach. this paper describes the design and evaluation on the road of a context aware driving advisor designed to promote better driving behavior. carcoach takes the information gathered from various sensors in the car and identifies common driving mistakes to appropriately commenting on driving behavior. the system presents scheduled feedback controlled in terms of quantity of total feedback and feedback with regards to a specific stimulus, and driver current state. its goal is to reduce driver's stress while maximizing the effectiveness of the feedback presented.