waashk/dblp huggingface dataset:
users' ongoing work on managing computational artifacts. in a computing environment where computational artifacts come and go at rapid pace, products become easily outdated, resulting in lack of support. consequently, users are constantly challenged to think about the trade-offs between maintaining and appropriating the current product and adopting an alternative product. this challenges us to think beyond designing individual products to be useful, usable, aesthetic, or learnable and consider what is necessary for sustainable and long-term use. in order to further understand users and find potential solutions to the design challenge, i explore how users perceive their everyday computational resources becoming outdated and in reaction how they deal with the problem during maintenance, appropriation, and adoption of computational resources on an ongoing fashion.
open by design: how ibm partnered with the user community in the redesign of lotus notes. this paper describes the methods used to successfully redesign the ibm® lotus notes® user experience. the methods we found most valuable were designed to be open to a rich dialog with the wide community of notes users. based on our experience, we share practical benefits and challenges with using these methods.
support for seamless linkage between less-detailed and more-detailed representations for comic design. through a study of comic design practice, we observed that comic designers created three components -- character-config, plot, and storyboard -- and used a trial-and-error approach with iterative progression from less detailed to more detailed representations during the early stages of design. however, existing comic design tools do not support these tasks very well. in the light of these observations, we created a system that helps comic designers in the early stages of design. our prototype supports sketching input, allows seamless movement backward or forward among the different granularities of representations across the three components, and concurrent use of multiple related sheets.
mobile technologies for the world's children. in this panel, academic, non-profit, and industry professionals will discuss their global perspectives on mobile technologies for the world's children. panelists will explore such issues concerning children's access to mobile devices, the decreasing age that children have access to these technologies, mobile innovations for learning, and challenges/opportunities in diverse countries. this interactive session will begin with each panelist giving a short summary of their work-to-date with children and various mobile applications. then the panelists will be asked questions by children from different countries via pre-recorded video. audience members will be invited to offer their thoughts and comments as well as the panelists during the video question period. audience members will also be able to ask further questions throughout the panel discussion.
activeshare: sharing challenges to increase physical activities. this paper discusses the use of social goal setting as a strategy to achieve persuasion through technology. this approach was applied in the design of activeshare a system developed to motivate people with sedentary lifestyles to increase their physical activity. in this system, users obtain and share their goals through challenges, which are posted on a social networking website. the paper describes the iterative design process followed, including concept tests, a focus group, and a field test with a fully functional prototype. preliminary results are promising, although we found no significant increase on physical activity during the one week test. suggested improvements to the design and plans for a follow up study are outlined.
pressuretext: pressure input for mobile phone text entry. pressure sensitive buttons are appealing for reducing repetitive tasks such as text entry on mobile phone keypads, where multiple key presses are currently necessary to record an action. we present pressuretext, a text-entry technique for a pressure augmented mobile phone. in a study comparing pressuretext to multitap, we found that despite limited visual feedfback for pressure input, users overall performed equally well with pressuretext as with multitap. expertise was a determining factor for improved performance with pressuretext. expert users showed a 33.6% performance gain over novices. additionally, expert users were 5% faster on average with pressuretext than multitap, suggesting that pressure input is a valuable augmentation to mobile phone keypads.
aesthetics matter: leveraging design heuristics to synthesize visually satisfying handheld interfaces. we present a tool for automatically generating ui layouts for handheld devices based on design principles. this tool introduces a gestalt approach to visual interface design rather, complementing prior work on user cost minimization. we aim to increase user satisfaction using this approach. the tool automatically generates size and position of widgets drawn from the ui design heuristics of simplicity, structuring, and proportion. simplicity refers to excluding non-core functionality; structuring to contextual grouping, and proportion to best-practice geometric ratios of width, height, and spacing. layouts are generated from device constraints and simple xml containing ui component hierarchy. these layouts can be directly manipulated using a gui editor.
investigating background & foreground interactions using spatial audio cues. audio is a key feedback mechanism in eyes-free and mobile computer interaction. spatial audio, which allows us to localize a sound source in a 3d space, can offer a means of altering focus between audio streams as well as increasing the richness and differentiation of audio cues. however, the implementation of spatial audio on mobile phones is a recent development. therefore, a calibration of this new technology is a requirement for any further spatial audio research. in this paper we report an evaluation of the spatial audio capabilities supported on a nokia n95 8gb mobile phone. participants were able to significantly discriminate between five audio sources on the frontal horizontal plane. results also highlighted possible subject variation caused by earedness and handedness. we then introduce the concept of audio minimization and describe work in progress using the nokia n95's 3d audio capability to implement and evaluate audio minimization in an eyes-free mobile environment.
an evaluation of one-handed techniques for multiple-target selection. recent research has revealed that a large population of mobile users usually use one hand when interacting with mobile devices. however, very few techniques have been developed to support multiple-target selection. in this paper, we introduce burst and zoomtap, two techniques that aim to facilitate accurate and fast multiple-target acquisition with one-handed thumb operation on touch-based mobile devices. we compare our two techniques to shift in a controlled experiment. the results show that for multiple-target selection, burst and zoomtap can outperform shift; also according to the questionnaire, participants prefer burst and zoomtap to shift.
connecting the dots with related notes. during visual analysis, users must often connect insights discovered at various points of time to understand implicit relations within their analysis. this process is often called "connecting the dots." in this paper, we describe an algorithm to recommend related notes from a user's past analysis based on his/her current line of inquiry during an interactive visual exploration process. we have implemented the related notes algorithm in harvest, a web based visual analytic system.
influences of mood on information seeking behavior. in this study, we explored how moods influence the way people seek information. we conducted a controlled lab study to test our hypotheses drawn from affect-as-information theory. fifty-eight participants were randomly assigned to the happy or sad condition. they were primed for a certain mood, and they then performed a search task and finished a series of questionnaires. our findings supported affect-as-information: the comparatively happy participants were inclined to process more general and less specific information; the comparatively sad participants were likely to process more specific information. the findings advances theoretical and empirical understanding concerning the characteristics of users' information seeking behavior under different moods. our study will contribute to affective search systems design.
exploring cues and rhythm for designing multimodal tools to support mobile users in wayfinding. in recent navigation hci studies, the shift from investigating map-based mobile applications towards supporting mobile users' wayfinding tasks with multimodal navigation aids is apparent. while there have been many studies of navigation design guidelines for using maps or speech- or tactile-based guidance in mobile devices, in this paper we propose an initial study of multimodal navigation design utilising the theory of designing episodes of motion originating from urban planning. the implications of designing cues and providing rhythm, as the theory of episodes of motions suggests, are explored, with pedestrians as the subjects using wayfinding tasks in an urban area. the main contributions of this paper are in investigating the design principles, evaluating them in the context of mobile wayfinding tasks, and reflecting upon the results in terms of users' wayfinding behaviour. it is concluded that by designing predictive clues and rhythm into mobile multimodal navigation applications, we can improve navigation aids for users.
the mousegrip. computer games, often played with others, are a compelling pastime for many. however, they have been criticized for their mouse and keyboard or gamepad interactions, as they support a sedentary lifestyle. in contrast, a "hand exerciser" handgrip device can help strengthen hand and forearm muscles extensively through a simple spring mechanism. our system "mousegrip" is an exertion interface to control computer applications while simultaneously exercising hand and arm muscles based on a handgrip device. we present a casual game of pong for two distributed players who control the game with a mousegrip each, demonstrating a low-cost approach to "exertion interactions over a distance". by showing how easy it can be to include exertion in interactions with computers, we hope to encourage other researchers and designers to consider exertion activity in their designs in order to support a healthy lifestyle.
the reign of catz & dogz at chi 2009. despite the enormous commercial successes of products such as nintendogs, very little is known about people's interactions with artificial representations of animals. however there is an increasing body of research in different disciplines which could be used to better understand such interactions. the reign of catz & dogz at chi 2009 is a one day workshop which will bring together researchers in an inter-disciplinary, international and multi-cultural setting to explore the relevant issues surrounding interactions with virtual creatures and the role such creatures will play in the future.
towards intelligent authoring tools for machinima creation. as user-created content increasingly becomes an ever more prominent element of modern game design, tools have been developed to aide in the creative process for several forms of digital media, including machinima. because creating content that will be valued by the community is a challenging process, tools are needed that will assist novices in both technical realization and optimization of content. we are exploring tools for machinima authoring that use a 3-pronged approach: authoring via metaphor, performance, and automation. future work involves using ai to provide feedback to machinima authors, suggesting sensible attributes for scenes based on prior input by acting as a surrogate audience.
wuw - wear ur world: a wearable gestural interface. information is traditionally confined to paper or digitally to a screen. in this paper, we introduce wuw, a wearable gestural interface, which attempts to bring information out into the tangible world. by using a tiny projector and a camera mounted on a hat or coupled in a pendant like wearable device, wuw sees what the user sees and visually augments surfaces or physical objects the user is interacting with. wuw projects information onto surfaces, walls, and physical objects around us, and lets the user interact with the projected information through natural hand gestures, arm movements or interaction with the object itself.
let's clean up this mess: exploring multi-touch collaborative play. multi-touch play is inherently collaborative, but little work currently explores this aspect. we present preliminary observations of multi-touch collaborative gameplay, focusing on the physical-social environment of a multi-touch surface and its technical issues.
the doctor as the second opinion and the internet as the first. people who use the internet for health information often obtain their first opinion that way, and then, if they go to a doctor, the doctor's advice is relegated to the second opinion. using the internet, or dr. google, as a first opinion can be problematic due to misinformation, misinterpretation of valid information, and the fears that can arise due to lack of medical knowledge, inexperience, and limited perspectives. when patients do visit their doctor for a second opinion, some do not disclose the fact they already received their first opinion and often their doctors do not ask. the result is that patients may suffer needlessly if their fears, concerns, misunderstandings, and misinterpretations are not addressed by the healthcare providers with the expertise and skills to assist them. a pernicious disconnect exists between many patients who use the internet for health information and the medical professionals who care for them. the medical profession can alleviate this disconnect by taking the lead in establishing guidelines for systematically talking to patients about, and guiding, their internet research. human-computer interaction professionals can collaborate with the medical community in ensuring credible health web sites become the gold standard that patients use to achieve better health.
a gesture-based and eyes-free control method for mobile devices. a novel interaction method for eyes-free control of a mobile phone or a media player is introduced. the method utilizes acceleration sensors along three axes to sense input gestures, such as pointing and tilting. a spherical auditory menu and feedback are provided using speech and 3d sound. a gestural pointing interface, multiple menu configurations, and their implementation details is presented. evaluation results suggest that fast and accurate selection of menu items is possible without visual feedback. combining the gestural interface, positions of menu items in 3d and a browsing method with a dynamically adjustable target size of the menu items allow large menus with intuitive, easy access.
supporting the design of network-spanning applications. in this case study, we describe our use of ect, a tool intended to simplify the design and development of network-spanning applications. we have used ect throughout the course of a two-year collaboration, which has involved individuals with expertise in a variety of fields, including interaction design and computer systems engineering. we describe our experiences with this tool, with a particular focus on its emerging role in helping us to structure our collaboration. we conclude by presenting lessons that we have learned, and by suggesting future directions for the development of tools to support the design of network-spanning applications.
a hand clap interface for sonic interaction with the computer. we present a hand clapping interface for sonic interaction with the computer. the current implementation has been built on the pure data (pd) software. the interface makes use of the cyclic nature of hand clapping and recognition of the clap type, and enables interactive control over different applications. three prototype applications for the interface are presented: a virtual crowd of clappers, controlling the tempo of music, and a simple sampler. preliminary tests indicate that rather than having total control via the interface, the user negotiates with the computer to control the tempo.
designing and deploying usetube, google's global user experience observation and recording system. in this paper, we describe various systems that can be used to record and observe user research activities. we examine the different user needs in this space and the key variables that determine how these needs can be addressed. we then focus on the system we designed and built for the user experience team at google. features of that system include the ability to watch high-definition study videos live from anywhere on the google network using any browser on any major operating system in real time as studies are being conducted around the world, a complete and easily accessible archive of all study videos ever recorded at google, one-button self-serve operation for study moderators, and minimal system maintenance. since implementing this system, we have seen a dramatic increase in the number of observers who directly experience our end users.
multi-touch interface for controlling multiple mobile robots. we must give some form of a command to robots in order to have the robots do a complex task. an initial instruction is required even if they do their tasks autonomously. we therefore need interfaces for the operation and teaching of robots. natural languages, joysticks, and other pointing devices are currently used for this purpose. these interfaces, however, have difficulty in operating multiple robots simultaneously. we developed a multi-touch interface with a top-down view from a ceiling camera for controlling multiple mobile robots. the user specifies a vector field followed by all robots on the view. this paper describes the user interface and its implementation, and future work of the project.
single stroke gaze gestures. this paper introduces and explains the concept of single stroke gaze gestures. some preliminary results are presented which indicate the potential efficiency of this interaction method and we show how the method could be implemented for the benefit of disabled users and generally how it could be integrated with gaze dwell to create a new dimension in gaze controlled interfaces.
a design evaluation of a user interface for tending long-term tasks. organizational processes often take place over long periods of time and require intermittent attention. remembering and reasoning about upcoming process tasks is important, but not adequately supported by existing tools. this paper describes longitude, a tool that provides a compact timeline of tasks and deadlines. we discuss findings from an exploratory study of the system and propose new requirements for tools that help people participate in long-running group processes requiring intermittent and sporadic attention.
beyond the dyad: understanding sharing in instant messaging. instant messaging allows users to exchange presence and availability information, and to have spontaneous online conversations. we report on a study of account sharing in im, and present distinct types of sharing as well as practices of sharing.
out from behind the curtain: learning from a human auditory display. in this paper we describe an approach to gathering design requirements for a software auditory display by analyzing user interactions with an ideal partner: a talking human controlling a computer. we explain the potential benefits of studying such unconstrained user interaction before detailing the design and execution of our qualitative evaluation. we report the results of our thematic coding analysis and give examples of each of the seven major user techniques, difficulties, and preferences identified. to conclude the paper, we summarize the application of our results to the design of a software auditory display for common office computing tasks.
designing with unconscious human behaviors for eco-friendly interaction. eco-design has become a central research issue for interaction design, as emerging interactive products can create serious environmental impacts while products are being used. we investigate a design method and develop case studies for eco-friendly interaction. a main concept of the design method is to apply unconscious human behaviors in interaction design. products designed with this method are expected to be used unconsciously by users with reduced environmental impacts. in this paper, we present a framework of design space matrix and initial case studies for the design method. for the framework, we identified the types of interaction behaviors causing environmental impacts and the attributes of unconscious human behaviors. based on the framework, three design cases - a power cord, a trashcan and a speedometer of an automobile - were developed. the proposed framework and design cases can be used as a base of an advanced eco-friendly interaction design method.
facilitating multiple target tracking using semantic depth of field (sdof). users of radar control systems and monitoring applications have to constantly extract essential information from dynamic scenes. in these environments a critical and elemental task consists of tracking multiple targets that are moving simultaneously. however, focusing on multiple moving targets is not trivial as it is very easy to lose continuity, particularly when the objects are situated within a very dense or cluttered background. while focus+context displays have been developed to improve users' ability to attend to important visual information, such techniques have not been applied to the visualization of moving objects. in this paper we evaluate the effectiveness of a focus+context technique, referred to as semantic depth of field (sdof), to the task of facilitating multiple target tracking. results of our studies show an inclination for better performance with sdof techniques, especially in low contrast scenarios.
adwil: adaptive windows layout manager. this paper addresses a challenge for the design of visual analytics software, managing placement of multiple windows while accomplishing a cognitively challenging analysis task. we are designing an adaptive windows layout manager that will support the user's creativity by facilitating concentration on the task at hand.
xplml: a hci pattern formalizing and unifying approach. in this paper we describe an approach to formalize and unify human-computer-interaction (hci) design patterns. the goal is to help pattern authors, users, and software engineers to work more efficiently with design patterns. to this end, we have investigated seven building blocks for setting up a unified form of hci design patterns. they will serve as the necessary requirements for successful integration into the semantic web, pattern management tools, and the hci community.
utilizing pathfinder in the design of an intranet website. usability analyses of the homepage categories and sub-categories at sandia national laboratories were undertaken to identify potential improvement opportunities to the current architecture. through traditional card sorting methods, as well as a novel implementation of pathfinder analysis, a novel re-structuring and minimal nomenclature changes are suggested for future user testing. additionally, the study finds pathfinder analysis a useful addition to traditional usability methods and suggests related methodological research opportunities.