waashk/dblp huggingface dataset:
connecting with large market customers: can we still call it usability? in this panel we will present the opinions and experiences of a set of experts who have worked with large-market customers, also known as enterprise customers, in a usability context. we will provide a brief overview of the differences in usability engineering with large-market customers compared to business-to-consumer or small to mid-market customers. we will then present, in an interview format, the opinions of our panelists on a set of questions challenging the 'usability' nature of working with this set of stakeholders.
interfaces for advanced manufacturing technology. due to the rapid computerization of advanced manufacturing workplaces, there is an increasing need for interfaces which can support this specific set of applications and users. however, workers in these situations tend to be highly trained in the specific tasks that they must accomplish, but may be relative novices on computing systems. this paper describes the design of easy assemble, a windows based support system to assist workers in a flexible assembly task. six subjects used easy assemble as real-time instructional support to assemble four products in a simulated manufacturing environment. subjects assembled products in less than half the time and with variances much lower than the control group which used the traditional method of blueprints. furthermore, subjects made significantly fewer errors. the system provides a starting point for the development of fully integrated systems for the advanced manufacturing environment.
video matters! when communication ability is stressed, video helps. this study assesses whether remotely located pairs of people working on a collaborative task benefit from using video, looking in particular at people for whom communication is stressed. in this study, we extend the research on video-mediated communication to the domain of non-native speaker interactions. thirty-six pairs performed a map task using either audio-only or audio-plus-video for communication. half the pairs were non-native speakers, half were native speakers. as in many studies of video connectivity with native speakers, no benefit from the video was found. however, non-native speakers performed significantly better with a video connection than with audio-only.
conversational awareness in multiparty vmc. in this demonstration, we present a number of videoconferencing systems which differ in support for conversational awareness. we argue that such systems should convey speech, relative position, gaze direction and gaze of the participants, but not necessarily full-motion video.
designing attentive cell phone using wearable eyecontact sensors. we present a prototype attentive cell phone that uses a low-cost eyecontact sensor and speech analysis to detect whether its user is in a face-to-face conversation. we discuss how this information can be communicated to callers to allow them to employ basic social rules of interrruption.
media eyepliances: using eye tracking for remote control focus selection of appliances. this paper discusses the use of eye contact sensing for focus selection operations in remote controlled media appliances. focus selection with remote controls tends to be cumbersome as selection buttons place the remote in a device-specific modality. we addressed this issue with the design of media eyepliances, home theatre appliances augmented with a digital eye contact sensor. an appliance is selected as the focus of remote commands by looking at its sensor. a central server subsequently routes all commands provided by remote, keyboard or voice input to the focus eyepliance. we discuss a calibration-free digital eye contact sensing technique that allows media eyepliances to determine the user's point of gaze.
gaze-2: an attentive video conferencing system. gaze-2 is an attentive video conferencing system that conveys whom users are talking to by measuring whom a user looks at and then rotating his video image towards that person in a 3d meeting room. attentive videotunnels ensure a parallax-free image by automatically broadcasting the feed from the camera closest to where the user looks. the system allows attentive compression by reducing resolution of video and audio feeds from users that are not being looked at.
a magic box for understanding intergenerational play. this paper explores the nature of intergenerational play and opportunities for technologies to mediate playful activities. we report on a cultural probe study of four extended families and introduce the magic box as a new probe for understanding playful engagement at a distance.
applying contextual design to erp system implementation. the aim of enterprise resource planning (erp) systems is to integrate a company's information systems and to make the company's business processes more efficient. erp systems are commercial-off-the-shelf products (cots) that seldom totally fit into the company's existing business processes. contextual design (cd) can be used to model the context of use of an erp system. three cases demonstrate that the application of cd supports the selection of a suitable system and helps the organization and people adjust their tasks to the new erp system's processes.
gelforce: a vision-based traction field computer interface. we propose a tactile sensor based on computer vision that measures a dense traction field, or a distribution of 3d force vectors over a 2d surface, which humans also effectively sense through a dense array of mechanoreceptors in the skin. the proposed "gelforce" tactile sensor has an elegant and organic design and can compute large and structurally rich traction fields in real time. we present how this sensor can serve as a powerful and intuitive computer interface for both existing and emerging desktop applications.
conveying user values between families and designers. current research in domestic technology focuses on a subset of the breadth of values that may be present in the domestic environment. in this paper, we present one possible method for conveying a larger potential breadth of user values between families and designers. we describe the ways that we tailored cultural probes specifically for values elicitation as well as the results of both families' and designers' interactions with the probes. we also draw from the social psychology research of milton rokeach, whose framework for values was used to scaffold designers in foregrounding user values in domestic design.
interviewing over instant messaging. interviews often serve as the cornerstone of human-computer interaction research. as a research method, they can both be deeply valuable and distinctly challenging. pragmatic challenges of interviews include the travel that may be required to meet face-to-face with a respondent or the time necessary to transcribe the exchange. as a tool for conducting interviews, instant messaging presents some compelling potential benefits to mitigate challenges such as these. and yet, over the medium of instant messaging, the genre of the interview takes on a different character. drawing from our experiences conducting interviews over instant messaging, we reflect on the implications of using this new medium for conducting interviews.
cross-dressing and border crossing: exploring experience methods across disciplines. as designers of interactive systems (spaces, process and products for people), we find ourselves stretching the limits of methodological structures that enable us to explore, build, communicate, and prototype experience. this workshop aims to investigate divergent disciplines that each contains rich knowledge and rigorous methodologies for for addressing human experience in interactive systems.
an interactive poster exhibit puts visitors in the picture, in real time. this describes the usability and interaction challenges in creating a unique museum exhibit which utilizes real-time compositing, and hides complex computational tasks behind a simple user interface.
assessing haptic properties for data representation. this paper describes the results of a series of forced choice design experiments investigating the discrimination of material properties using a phantom haptic device. research has shown that the phantom is effective at displaying graphical information to blind people, but the techniques used so far have been very simple. our experiments showed that subjects' discrimination of friction was significantly better than that of stiffness or the spatial period of sinusoidal textures, over the range of stimuli investigated. thus, it is proposed that graphical data could be made more easily accessible to blind users by scaling the data values to friction rather than shape or size, as in traditional bar charts.
'visual literacy' as challenge to the internationalisation of interfaces: a study of south african student web users. following a social semiotic approach, this paper questions the western cultural assumptions underpinning the web's evolving navigational conventions, and investigates to what extent a group of south african students command the currently dominant western conventions. south african students (both novices and experienced web users) completed a series of visual exercises, where they interpreted a set of interface and conceptual conventions in common use on the web. conceptual questions attempted to address to what extent students were familiar with and able to reproduce the conventional western visual design resources for representing classificational taxonomies or 'tree structures' and various other visual devices for the implicit portrayal of hierarchical information structures (kress and van leeuwen 1996). interface questions probed student recognition of common web icons. some broadly cultural factors were found to explain at least some of the variation in the group. finally, we consider the implications of our study for training, design, and the diverse range of south african representational resources.
dynamic viewpoint tethering: enhancing control performance in virtual worlds. in this study, we focus on investigating users' navigational performance with respect to the display frame of reference. dynamic viewpoint tethering is proposed as a means to increase user control and reduce the need for mental rotations, thus facilitating the acquisition of configurational knowledge about the virtual space.the concept of dynamic viewpoint tethering is explained and recent research findings are presented. twelve volunteers participated in an experiment in which they were instructed to control an aircraft-shaped cursor flying through a set of virtual tunnels and to answer questions about the environment. experimental results showed that neither the loose dynamic tether nor the rigid tether supported the best control performance. rather, optimal tether configuration lies at the centre of the rigidity continuum. the research results provide useful guidelines for the design of navigational system interfaces.
fingersense: augmenting expressiveness to physical pushing button by fingertip identification. in this paper, we propose a novel method, fingersense to enhance the expressiveness of physical buttons. in a fingersense enabled input device, a pressing action is differentiated according to the finger involved. we modeled the human performance of fingersense interfaces and derived related parameters from a preliminary usability study. overall findings indicate that fingersense is faster compared with traditional keypads when the finger switching action could be paralleled.
tinymotion: camera phone based interaction methods. this paper presents tinymotion, a pure software approach that detects the movements of cell phones in real time by analyzing image sequences captured by the built-in camera. typical movements that tinymotion detects include - horizontal and vertical movements, rotational movements and tilt movements. in contrast to earlier work, tinymotion does not require additional sensors, special scenes or backgrounds and can run on today's main-stream camera phones without hardware modification. we describe the design and implementation of tinymotion and analyze the potential interactions that can leverage tinymotion. three applications and two games were created to test tinymotion. benchmarking results and usability study show that tinymotion can detect camera movement reliably under most background and illumination conditions.
end-user place annotation on mobile devices: a comparative study. advances in location-based services (lbs) are opening opportunities for using the location of people, places, and things to augment or streamline interaction. while computers work with physical locations like latitude and longitude directly, people usually think and speak in terms of places, which adds personal, environmental and social meaning to a location. to address this conceptual mismatch, location-aware applications must incorporate the notion of place to achieve their full potential. in this paper, we investigate four techniques for collecting end-user place annotations interactively using cell phones. the results from a usability study suggest that while all the four methods receive similar preference ratings in understandability, the "photo memo plus offline editing" method is the most favorite approach in ease of use. in addition, users indicated their desire to adopt more than one place annotation method in location-aware applications.
virtual information piles for small screen devices. we describe an implementation that has users 'flick' notes, images, audio, and video files onto virtual piles beyond the display of small-screen devices. this scheme allows pda users to keep information close at hand without sacrificing valuable screen real estate. our approach takes advantage of human spatial memory capabilities. it also obviates the need to browse complex folder trees during a working session. the system also allows co-located individuals with pdas to share and organize information items (e.g., photos, text, sound clips, etc.) by placing them in shared, imaginary off-screen piles. we also introduce an extension that allows pda owners to transfer information piles to and from a shared tabletop display.
ujudge: a voting system for audience members of the 2004 olympics. in this paper, the methodology and process used to create a voting system for the olympic games to be held in athens will be addressed. initially, the problem space, including the user experience and context, will be defined, to help guide the design team. having defined the problem space, a survey of the available technology and infrastructure will be explored. a framework built from design principles and requirements will be used to guide the design process. next, the prototype and system will be discussed, followed by usability testing and a final solution - ujudge, an innovative voting system which contains several components: a central server, handheld devices, jumbotron, and wi-fi infrastructure.
a haptic memory game using the stress tactile display. a computer implementation of a classic memory card game was adapted to rely on touch rather than vision. instead of memorizing pictures on cards, players explore tactile graphics on a computer-generated virtual surface. tactile sensations are created by controlling dynamic, distributed lateral strain patterns on a fingerpad in contact with a tactile display called stress2. the tactile graphics are explored by moving the device within the workspace of a 2d planar carrier. three tactile rendering methods were developed and used to create distinct tactile memory cards. the haptic memory game showcases the capabilities of this novel tactile display technology.
object manipulation in virtual environments: human bias, consistency and individual differences. this paper investigates human bias, consistency and individual differences when performing object manipulation in a virtual environment. eight subjects were asked to manipulate a wooden cube to match a 3-d graphic target cube presented in 3 locations and 2 orientations. there were two visual conditions for the experiment: the subject performed the tasks with or without vision of the hand and the wooden cube. the constant errors of object translation and orientation suggested specific human biases. in terms of the variable errors, visual feedback appeared to be more critical for object transportation than object orientation. it was also found that individual differences were more pronounced in human bias than in consistency during object manipulation. these results suggest tolerance for human bias and variability should be accommodated in human-computer interface design.
communicating emotions in online chat using physiological sensors and animated text. we present a chat system that uses animateddynamic text associated with emotional information to show the affective state of the user. the system obtains the affective state of a chat user from a physiological sensor attached to the user's body. this paper describes preliminary experiments and provides examples of possible applications of our chat system. observations from informal experiments comparing our animated chat system with a conventional system suggest that an online interface that conveys emotional information helps online users to interact with each other more efficiently.
designing a generalized 3d carousel view. in this paper we describe a 3d carousel view design. we take the basic carousel model and elaborate it to hold an arbitrary number of items in an efficient manner. we equip this model with various interaction methods and a novel component: the termination marker. we also explore more detailed design issues, like animation, by implementing a prototype. we report essential user feedback and how it affected our design.
nreader: reading news quickly, deeply and vividly. in this paper we present our design of a novel system, named nreader, to help people read online news. according to researches on news recommendation and a newly deployed survey on user's feeling and requirement about current news reading style, we build our system by adding extra feature to the framework of the popular rss (rich site summary) system.we designed corresponding views in our reading tools to support browsing mode and intensively reading mode. after a preliminary user testing, the feedback is encouraging. a wider and more delicate user study will be performed to boost our system and interface to give user a more convenient and comfortable online news reading experience.
public social private design (pspd). we present a computer-based tool for the support of collaborative sketching activities in design: public social private design (pspd). we provide an overview of the empirical studies that have informed the development of pspd. we present the current version of pspd, briefly report an initial evaluation and highlight future developments and studies.
navigation via continuously adapted music. listening to music on personal, digital devices while mobile is an enjoyable, everyday activity. we explore a scheme for exploiting this practice to immerse listeners in navigation cues. our prototype, ontrack, continuously adapts audio, modifying the spatial balance and volume to lead listeners to their target destination. an initial lab-based evaluation has demonstrated the approach's efficacy: users were able to complete tasks within a reasonable time and their subjective feedback was positive. encouraged by these findings, we are building a pocket-sized prototype for further testing.
visual resonator: interface for interactive cocktail party phenomenon. we present visual resonator (vr), an auditory interface that promises to provide an interactive realization of the cocktail party phenomenon. the wearer of this interface can hear a voice or auditory information only from the direction in which he/she is facing, and can send his/her voice only in the direction towards which he/she is facing. in addition, individuals who are within sight of each other can have a conversation, even if they are not close enough to talk directly, since an infrared signal is used to transmit the auditory information.
in the lab and out in the wild: remote web usability testing for mobile devices. in this paper we discuss a pilot usability study using wireless internet-enabled personal digital assistants (pdas). we compared usability data gathered in traditional lab studies with a proxy-based clickstream logging and analysis tool. we found that this remote testing technique can more easily gather many of the content-related usability issues, but device-related issues are more difficult to capture.
evaluating real-time multimedia audio and video quality. the aim of this research is to assess and establish quality thresholds for real-time internet audio and video. real-time multimedia conferencing over the internet has huge potential, but there are limitations to the quality of audio and video that can be achieved, due to bandwidth limitations and the processing power of individual workstations. assessing the effects of these limitations on the conference participant is not straightforward. the novel types of degradation found over the internet means that existing speech and video quality assessment methods may not be applicable to multimedia conferencing experiences. this phd will assess existing tests for measuring perceived quality from the psychology and telecommunications literature with respect to multimedia conferencing. the long term aim is to produce guidelines as to required bandwidth and quality for different multimedia conferencing tasks and applications.
conversation thumbnails for large-scale discussions. we present a new interface for large-scale online conversations. our technique, the conversation thumbnail, differs from existing discussion interfaces in two respects. first, it employs a focus+context visualization technique that exploits message-level metadata to provide an easily navigable overview of a discussion. second, it helps reduce conversational redundancy and improve coherence via a fast automatic search mechanism that highlights related messages during message composition. the conversation thumbnail viewer is currently implemented as a java applet that can be applied to a variety of discussion data sources.
passwords you'll never forget, but can't recall. we identify a wide range of human memory phenomena as potential certificates of identity. these "imprinting" behaviors are characterized by vast capacity for complex experiences, which can be recognized without apparent effort and yet cannot be transferred to others. they are suitable for use in near zero-knowledge protocols, which minimize the amount of secret information exposed to prying eyes while identifying an individual. we sketch several examples of such phenomena[1-3], and apply them in secure certification protocols. this provides a novel approach to human-computer interfaces, and raises new questions in several classic areas of psychology.
user centered design at european patent office. this paper describes how a large organisation implemented a user centered design process initiative to meet the business goals of minimising training for users.
audio tools for sports fan interaction. in this paper we describe the process of conceptualizing, testing and designing an audio-based online chat system for a virtual community of sports fans.
patterns in practice: a workshop for ui designers. this one-day workshop focuses on how ui designers are using patterns today. the scope includes the two overlapping areas of concern to design practitioners: (1) writing valid and useful patterns and (2) using patterns effectively in a design assignment.
a meeting browser evaluation test. we introduce a browser evaluation test (bet), and describe a trial run application of the test. bet is a method for assessing meeting browser performance using the number of observations of interest found in the minimum amount of time as the evaluation metric, where observations of interest are statements about a meeting collected by independent observers. the resulting speed and accuracy scores aim to be objective, comparable and repeatable.