waashk/dblp huggingface dataset:
backseat gaming: expolaration of mobile properties for fun. this paper presents a prototype developed as part of the backseat gaming project. the aim of the project is to explore how to make use of moblie properties for developing compelling and fun game experiences. the prototype is developed for use in a highly mobile situation, that of a car passenger and is realized by the use of mobile devices and the users physical location during speed to merge the virtual content and surrounding road context into an augmented reality game.
annotating digital documents: anchoring, educational use, and notification. annotating is a very common activity. people often highlight and make notes while reading. increasingly documents exist primarily in digital form. supporting annotation of digital documents both for personal use and for asynchronous collaboration has many challenges.by building software prototypes and deploying them in laboratory and field studies, this work investigates three issues: robustly anchoring annotations on modified documents to meet user expectations, using annotations in an educational setting to enhance interaction outside of class, and providing appropriate notification mechanisms to support asynchronous collaboration around documents. although the primary focus of this research is digital document annotation many of the findings may generalize to other media types including images and video.
a comparison of synchronous remote and local usability studies for an expert interface. synchronous remote usability studies can be a convenient and cost-effective alternative to conventional local usability studies. although they are common in the field, there has been little research comparing synchronous remote usability studies with local studies. in our comparison of remote and local studies of an expert interface, the primary differences were in the participant's and facilitator's qualitative experience. the remote and local studies agreed closely (with no significant differences) in terms of the number of usability issues found, their type, and their severity. while our comparison focuses on an expert interface and more work is needed to understand remote studies in general, our experience suggests that evaluators of expert interfaces will have comparable success identifying usability issues with either remote or local studies.
'today' messages: lightweight group awareness via email. 'today' messages are short daily status emails sent by members of a project team to each other. their original purpose was to take the place of status updates at meetings. however, they had the unexpected additional effect of increasing group task awareness at very low cost. we present the results of a small study of 'today' messages and their effect on group dynamics.
designs for home life. in this special interest group (sig) we intend to consider the increasingly popular area of interactive systems design for the home. aiming to incorporate a wide range of perspectives, the sig's participants will map out the growing number of research and development programs in the area. particular emphasis will be given to how home life has been characterized in various programmatic visions and how the chi community might best capitalize on these characterizations. the importance of an understanding of home life to inform design and future directions in this area will also be reflected on. this sig is intended to appeal to a broad cross section of the chi community, ranging from practitioners and developers to computer and social scientists.
automatic generation of high coverage usability tests. software systems are often complex in the number of features that are available through the user interface and consequently, the number of interactions that can occur. such systems are prone to errors when interactions do not work as anticipated. this research introduces a combinatorial method for setting up task-based usability tests. the method bridges contributions from mathematics, design of experiments, software test, and algorithms for application to usability testing.
the design of a tangible interaction device to alleviate anxiety and pain in paediatric burns patients. this paper presents a case study on the design of a unique tangible media device to alleviate anxiety and pain in paediatric burns patients. the multidisciplinary interaction design approach used throughout the study is presented together with the hardware and content design solution. results of an initial study are presented which qualify the use of the device within a clinical trial. the paper concludes with a reflection on the process undertaken leading to suggestions for undertaking successful collaborative projects which span medical science, computer science and design disciplines.
children's and adults' multimodal interaction with 2d conversational agents. few systems combine both embodied conversational agents (ecas) and multimodal input. this research aims at modeling the behavior of adults and children during their multimodal interaction with ecas. a wizard-of-oz setup was used and users were video-recorded while interacting with 2d ecas in a game scenario with speech and pen as input modes. we found that frequent social cues and natural human-human syntax condition the verbal interaction of both groups with ecas. multimodality accounted for 21% of inputs: it was used for integrating conversational and social aspects (by speech) into task-oriented actions (by pen). we closely examined temporal and semantic integration of modalities: most of the time, speech and gesture overlapped and produced complementary or redundant messages; children also tended to produce concurrent multimodal inputs, as a way of doing several things at the same time. design implications of our results for multimodal bidirectional ecas and game systems are discussed.
analyzing usage of location based services. friendzone, a suit of mobile location-based community services has been launched. friendzone's social services include instant messenger and locator (im&l), location-based chat, and anonymous im, with supporting privacy management. we describe the findings of a 16 months usage survey of 40,000 users, most of them young adults.the results indicate that anonymous im is the most popular service, more than im&l, with lower use of location-based chat that was introduced last.
banner ads hinder visual search and are forgotten. banner ads persist on the internet in spite of evidence against their efficacy. many ads include animation in an attempt to increase their attentional capture. an experiment was conducted to examine how various banner ads affect the visual search of news headlines on the web, and whether participants could recall the ads they saw. the results both support and contradict the notion of "banner blindness," the idea that people ignore banner ads. participants could not recall the ads that they saw, but those ads did distract the users and significantly increased search times. the most surprising result is that recall was especially bad for animated banners. this paper examines issues of attentional capture in an applied domain and provides guidance for web designers.
access for all: hephaistos - a personal home assistant. in this paper, we describe a demonstrator which was developed in the course of the european project tide 1004: hephaistos (home environment private help assistant for elderly and disabled). the demonstrator constitutes a hand held personal home assistant capable to control a selected range of electronic home devices. its multimodal user interface is based on a coloured high resolution touch screen extended with speech input/output. the development process focused on taking into account requirements of elderly people and people with special needs. the usability of the personal assistant was evaluated in a series of user tests with subjects from this particular demographic groups.
hci and usability in russia. this paper presents the "bird's-eye-view" of the development and growth of hci and usability within academia and industry in russia. the paper also highlights the challenges facing russian hci and usability community.
the next step: from end-user programming to end-user software engineering. is it possible to bring the benefits of rigorous software engineering methodologies to end users? end users create software when they use spreadsheet systems, web authoring tools and graphical languages, when they write educational simulations, spreadsheets, and dynamic e-business web applications. unfortunately, however, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. a growing number of researchers and developers are working on ways to make the software created by end users more reliable. this workshop brings together researchers who are addressing this topic with industry representatives who are deploying end-user programming applications, to facilitate sharing of real-world problems and solutions.
vaca: a tool for qualitative video analysis. in experimental research the job of analyzing data is an extremely slow and laborious process. in particular, video and audio data of human behavior are particularly difficult to analyze, as this type of information does not lend itself to automation. here we present vaca, an open source tool for qualitative video analysis. vaca presents video annotations on a timeline interface and integrates external sensor data to improve the rate at which analysis can be performed. a comparative study is run against traditional video analysis tools, and results are reported.
extending ubiquitous computing to vineyards. in this paper, we describe how an ethnographic approach led to novel interface and system designs for vineyard management and discuss the lessons learned from it.
clearpen: improving the legibility of handwriting. we describe the application of a pen model, and sub-pixel addressing (clearpen), to render handwriting on an lcd display. this technique is shown to improve the legibility of handwriting. clearpen can increase the viability of working with handwriting on a computer. this has direct significance to tabletpc applications such as note taking or annotating documents.
habilisdraw dt: a bimanual tool-based direct manipulation drawing environment. in this paper, we present a two-handed tool-based drawing environment based on the principles originally incorporated into the habilisdraw interactive drawing system. these principles include persistent tools that embody intuitive aspects of their physical counterparts and an approach to interface learnability that capitalizes on the user's inherent ability to use tools both separately and in conjunction with other tools. in addition to these principles, the diamondtouch variation of habilisdraw (habilisdraw dt) extends the physical-virtual tool correlation with bimanual input via the merl diamondtouch input device and a close adherence to the direct manipulation interaction model. this paper presents the habilisdraw interface, explores the benefits of a desktop metaphor that closely mimics the behavior of two-dimensional tools and objects in a drawing environment, and argues for the applicability of the system's fundamental principles for improving interface usability in the future.
human-computer interaction: introduction and overview. the objective of this special introductory seminar is to provide newcomers to human-computer interaction (hci) with an introduction and overview of the field. the material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of hci. the topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture.
tangible uis for media control: probes into the design space. in a student project over the summer of 2004 teams of computer science and product design students worked together to develop new forms of interfaces for media control in living room contexts. in this paper we describe the design process from collecting first ideas of design choices and iteratively evolving (low- fidelity) prototypes to fully functional products, partially even meeting mass production requirements. we discuss how the interdisciplinary collaboration influenced the creative process in such a way, that the solutions were more realistic than purely design- informed solutions and more inspired than purely technology- informed ones. we experienced that the combination of skills lead to a much more focused design process, which produced fully functional prototypes in a short time. the resulting designs include one interface installed in the room, two autonomous interaction objects which can be freely moved around, and a two- handed inter- face. while these are only small spotlights into a large design space, they nicely show the possible diversity. we also learned that fully functional and aesthetically pleasing prototypes can be developed with technologically relatively simple means.
interaction at lincoln laboratory in the 1960's: looking forward -- looking back. the activity centered around the tx-2 computer at lincoln laboratory in the 1960's laid the foundation for much of hci. through the use of archival film footage, and live presentations by some of the key protagonists, this panel is intended to contribute to a more general awareness of this work, its historical importance to hci, and its relevance to research today.
students at chi. the students at chi sig provides an open session where all students attending chi'97 can meet and discuss graduate student issues. the sig is intended for graduate students (beginning through senior), recent graduates, undergraduates, and friends.
providing elegant peripheral awareness. in a one-day workshop, we strive to build community in this emerging research area, specifically targeting interfaces that are designed to provide awareness in a peripheral and elegant manner. we focus on improving consensus of basic and fundamental issues and developing a structural framework--critical parameters, design themes, and evaluation procedures--for research on these types of user interfaces.
comparison of display methods in online help. this poster describes a study conducted by the human interface design department at fidelity investments systems company. the purpose of this study was to obtain performance and preference data about various methods of displaying data definitions in online help. the four methods studied were an alphabetical list of data elements with pop-up definitions, a window-ordered list with pop-up definitions, a screen shot of the window with pop-up definitions, and a table listing all data elements and their definitions. performance and preference data indicated that the alphabetical list was the best.
navigational blocks: tangible navigation of digital information. navigational blocks provide a tangible user interface for applications such as information kiosks. orientation, movement, and relative position of electronically and microprocessor augmented physical blocks support visitor querying, retrieving, understanding, navigation and exploration of an historical information database.
does spelling matter in instant messaging?: answers from measuring error correction frequency. although instant messaging (im) is widely perceived as a communication mode with relaxed spelling and grammar rules, three measures show that people still perceive errors and often correct them. in two usability studies with different tasks, participants on average corrected 89 and 95 percent of their typographical and grammatical errors that they identified. however, their self-correction rates were substantially lower and more variable when compared to all errors found by independent proofreaders. the results from the second measurement showed that participants were aware of their own errors. they judged their own error rate to be significantly higher than the other person's even when that was not true. using the third measure, correction rates in im were found to be lower than "normal" typing. the self-sensitivity to errors prompts further investigation of techniques for error detection and correction appropriate for im's rapid pace and relaxed linguistic register.
supporting notable information in office work. this paper reports a study examining how current electronic technology (e.g., pdas, e-mail, laptops, cellphones) and classic paper-based tools (e.g., post-its, notepads, scrap paper) are used to manage to-do lists, appointments, and other types of notable information. many of the users interviewed report that notes need to be temporary, viewable, mobile, postable, transferable, short, easy to create and destroy. paper-based tools are clearly preferred over electronic for managing notable information, and are used much more often. pdas are almost never used for notable information because they lack high-resolution screens, are bulky, and require too much time to enter new information. e-mail is the most used electronic tool and is commonly given dedicated screen space so that it was always visible. design recommendations for electronic office technology are presented.
instant messaging comprehension with non-keyboard composition. a comparison of the accuracy of comprehension of instant messaging (im) messages composed using a keyboard, handwriting recognition and speech recognition was performed. the participants in the study were shown text messages either containing no errors or having errors caused by typing, handwriting or speech recognition. they demonstrated their understanding of the messages by correcting the errors as they retyped the messages. the time to correct typographical errors was not significantly different from the time to type messages without errors. speech and handwriting recognition errors in the text took significantly longer to correct than typographical errors, and the results were significantly less accurate. interestingly, participants expressed slightly higher confidence in their understanding of messages containing speech recognition errors than handwriting, but the accuracy results from those two categories were not significantly different.
designing visual notification cues for mobile devices. mobile and wearable devices place enormous constraints on input and display form factors as well as on user attention. the key to designing micro-displays is knowing what sizes and configurations are viable for keeping users informed, what flexibility different micro-displays provide for different types of messages, and the learning requirements on the user. an experiment was performed to measure user learning and comprehension of increasing amounts of information on a simulated three-light visual display. users were required to learn five sets of messages of increasing information and complexity using the small display. results show that micro-displays can transmit detailed, information-rich messages up to 6.75 bits with minimal training (i.e., few trials and short time frames).
konekt: connecting the audience through judging at the olympic games. konekt is an interactive voting system that allows audience members that are physically present at the 2004 athens summer olympics to judge and score the athletes during the gymnastics and diving competitions. the goal of the system is to connect audience members to each other through judging to facilitate human-to-human interactions. a handheld device allows all members of the audience to score athletes performances without competing with the technical scorings done by the olympic judges. we explain how the team gained a holistic understanding of different issues that needed to be addressed by conducting interviews with experts in the sports, attending sporting events, and various other methods of immersing ourselves in the problem. two key findings included difficulty by audience members to notice nuances in the performance and how to seamlessly integrate this system for this particular olympics. we explain how we generated multiple iterations of possible solutions to this problem and then consolidated those concepts into our final solution. the final design is a screen based hand held device that has an animated character derived from the existing mascot for the athens olympics. it guides the user through the judging process and introduces them to a giant screen in the stadium that displays the results. when the device is carried throughout the stadium it allows people to connect to other people who had similar voting patterns.
evaluation of alternative presentation control techniques. although slideshow presentation applications, such as powerpoint™ have been popular for years, the techniques commercially available to control them rely on mouse and keyboard, which can be restrictive for the presenters. we evaluated two representative alternative designs of presentation control techniques - bare hand and laser pointer, through a wizard-of-oz user study. the result showed that bare hand was better than laser pointer and standard (mouse/keyboard) control in terms of acceptance and preference from both presenters and audience. we also proposed design directions based on user feedback.
remember when: development of an interactive reminiscence device. the use of technology has become increasingly widespread across the globe. findings from a feasibility study for the proposed device suggests that a population of 45-65 year olds are experienced using technology. therefore this experience will be carried through to old age facilitating the use of emerging technologies, such as a technology driven reminiscence device. furthermore a case study revealed that stimulation may aid communication amongst elderly people. a technology based reminiscence device is proposed as a means of facilitating communication creating bonds among elderly people. this reminiscence device in turn should alleviate loneliness by initiating conversation between elderly people. the proposed device is targeted at elderly people living in a nursing home, elderly people living alone and as a tool for care workers.
3book: a scalable 3d virtual book. this paper describes the 3book, a 3d interactive visualization of a codex book as a component for digital library and information-intensive applications. the 3book is able to represent books of almost unlimited length, allows users to read large format books, and has features to enhance reading and sensemaking.
real hci: what it takes to do hci engineering for disasters, driving, disruption, and distributed work. the current dependence of hci practice on feature-level design and defect-oriented usability evaluation is hindering it from addressing persistent societal problems such as disaster search and rescue, driver distraction and communication failures. hci has much to offer here in helping apply information technologies in effective, usable ways. but a fundamental issue in solving these persistent problems is ensuring that steady progress is made, and hci can play a role here too, by characterizing the task, helping define the metrics for progress, providing the interfaces on which progress hinges, and assessing the likely effect of design choices. these cases can benefit from taking an engineering approach and from using hci as a part of that activity. speakers will present cases that involve variations on this theme. their presentations will provide a basis for a lively discussion of hci's potential to make an impact on social problems in the future and the methods effective in realizing this potential.
learning about user-centered design: a multimedia case study tutorial. this multimedia tutrial provides a learning support system for continuing education in hci. the system includes an authentic case study of a design project, a guide to user-centred design concepts, active role-playing activities and links to the larger professional community.