waashk/dblp huggingface dataset:
simple tutors for hard problems: understanding the role of pseudo-tutors. the construction of cognitive tutors is often focused on tightly constrained domains. this is because the creation of a cognitive tutor is a time-intensive process. pseudo-tutors allow us to model a small number of problems in a relatively short time. there is no need to program a general cognitive model if we can demonstrate this model by example. the creation of a relatively small set of examples can have real cognitive benefit to the student.the lsat analytic logic tutor demonstrates that this is possible. this tutor was designed for teaching strategies for solving analytic logic games. although such a task would be difficult to model in general, three rich problems produced enough of an impact to significantly improve student performance. this is an interesting example where a small suite of well-designed pseudo tutors are significantly more useful than a full cognitive tutor.
a sense of spatial semantics. this paper describes an approach to the semantic analysis of location information. the system gathers verified natural language input and uses a ranking system to produce semantically meaningful tags. these associations are tied to precise spatial locations allowing a viewer to get the sense of a space.
crossmodal icons for information display. this paper describes a novel form of display using crossmodal output. a crossmodal icon is an abstract icon that can be instantiated in one of two equivalent forms (auditory or tactile). these can be used in interfaces as a means of non-visual output. this paper discusses how crossmodal icons can be constructed and the potential benefits they bring to mobile human computer interfaces.
sigchi project: user centered design of a program alleviating loneliness (pal). this paper illustrates the creation of an interactive entertainment system; pal (program alleviating loneliness.) the purpose of pal is to provide artificial companionship to support the social well-being of elderly homebound persons living alone above the age of 65 years. pal also provides a fully reliable source of emergency contact. pal is intended for the elderly homebound persons of today with its simplistic design. in order to create pal methodologies and techniques for designing user centred products or devices were considered. suggestions from the elderly persons and district nurses were also taken into consideration when designing pal. through the application of the above methodology we created an interactive entertainment system that is emotionally engaging, entertaining, cost effective, and supports at least one non-entertainment function for the owner.
fly: an organic presentation tool. in this paper, we present fly, a prototype presentation system that adds a visual structure to presentations. current presentation software, like powerpoint, structure slides in a linear sequence. the fly design introduces a spatial organization that is based on mind maps. using colour associations, spatial relations, and fluid movement, we show how presentation software can structure a meaningful overview of the underlying content.
attentive display: paintings as attentive user interfaces. in this paper we present ecs display, a large plasma screen that tracks the user's point of gaze from a distance, without any calibration. we discuss how we applied ecs display in the design of attentive art. artworks displayed on the ecs display respond directly to user interest by visually highlighting areas of the artwork that receive attention, and by darkening areas that receive little interest. this results in an increasingly abstract artwork that provides guidance to subsequent viewers. we believe such attentive information visualization may be applied more generally to large screen display interactions. the filtering of information on the basis of user interest allows cognitive load associated with large display visualizations to be managed dynamically.
learning for usability: an explorative study of qualities in use. efforts for creating usable systems which fulfill the purpose of being efficient and effective tools in an enterprise have been focused on the software itself. the study proposed here turns to the user, and to what the user contributes with for that use. the study explores the concepts of usability and qualities of software in use, and their relationship to end-users learning to use the software, in a case study approach. the understanding developed during this study will be used in an intervention study, which aims at proposing a way for formal training to contribute to usability and quality in use.
user-driven innovation in the future applications lab. user-driven innovation regards users as a resource in the innovation process. taking prototypes of novel technology as a starting point, a dialogue with users becomes a springboard to generate new ideas. the user group is often highly specialized, and not necessarily the intended end users of the technology. the future applications lab has successfully used this approach in several recent projects. in pin&play, we pushed the development of novel surface-based networking in collaboration with the staff of a film festival. in context photography we engaged a group of photographers with a unique outlook on the process of picture taking.
evaluating the comprehension of ambient displays. we introduce an evaluation framework for ambient displays, with three levels of comprehension: that data is visualized; what is visualized; and how it is visualized.
focus+context visualization with flip zooming and the zoom browser. flip zooming is a novel focus+context technique for visualizing large data sets. it offers an overview of the data, and gives users instant access to any part. originally developed for visualizing large documents, the method might be adapted for different types of information, including web pages, image collections and as a general windowing interface. a first practical demonstration of flip zooming is the zoom browser, a world wide web-browser that uses flip zooming to present web-pages.
total recall: in-place viewing of captured whiteboard annotations. total recall introduces a new way to view captured whiteboard annotations. to digitize drawings we used a modified commercial system. however, instead of displaying the annotations on a separate computer screen, total recall shows the annotations at the place on the board where they were actually made. the user holds a hand-held computer to the board and moves it to reveal the desirable portion of the captured annotations. by using ultra-sonic positioning and optimized graphics, we achieve a high frame-rate (30 fps), allowing for very smooth panning and interaction. we argue that this way of viewing captured whiteboard annotations is more natural and intuitive than current desktop-based systems.
a tool supporting capture and analysis of field research data using the contextual design methodology. field research techniques generate large amounts of unstructured data about users: their work practice, attitudes, strategies, motivations, and so forth. managing, organizing, communicating, and making sense of this complex and rich data is an ongoing problem for hci researchers. incontext performs field research and design for its clients, so we have experienced these problems in our business. this presentation demonstrates the software tools we built to manage our own research and design projects, showing how such tools can support a heavily team-based process, and how they can enhance the human thought process inherent in research and design.
making customer-centered design work in the real world of organizations. the goal of this sig is to provide a discussion area for those interested in overcoming the challenges of introducing-and then successfully establishing-customer-centered design techniques in organizations. sig participants will share the challenges they've faced in trying to initiate customer-centered design and share possible solutions to the challenges. after the sig, the discussion will be moved to chiplace, where the conversation can continue.
sig on contextual techniques: seeing design implications in data. contextual techniques are used to collect in-depth information on how people work. through these techniques engineering teams collect the knowledge they need to design products that fit their users well. however, going from customer data to design is not trivial; designers have to know how to look at the data and how to see implications for design out of it. the difference between a small tweak to an existing system and the invention of a whole new approach to a problem domain often lies in how good the designers were at recognizing what their customer data was telling them.
getting started on a contextual project. field data gathering techniques such as contextual inquiry enable a design team to collect the detailed customer data they need for their projects. but when a team wants to apply contextual techniques to their own situation, they are faced with a host of problems. what project should they start with? is it better to introduce them early or late in the process? given all the different possible techniques, which will work best for the specific project chosen? how should the customers be chosen and how should visits to them be set up? who should be on the project? it's no wonder people find it hard to get started with these new techniques in their own organizations.this tutorial gets participants over the roadblocks in the way of using contextual techniques in their projects. we walk through the different aspects of a contextual project, describing the issues that need to be resolved, the different approaches that can work, and the principles which guide making a choice. we use exercises to give participants the chance to plan aspects of their own projects, so they can do the thinking process themselves and raise any questions raised by their own situations.this tutorial is appropriate to anyone wishing to use field methods to gather customer data for their projects. some familiarity with these methods is assumed.
contextual design: using customer work models to drive systems design. field data gathering techniques such as contextual inquiry enable a design team to gather the detailed data they need. these techniques produce enormous amounts of information on how the customers of a system work. this creates a new problem---how to represent all this detail in a coherent, comprehensible form, which can be a suitable basis for design. an affinity diagram effectively shows the scope of the customer problem, but is less effective at capturing and coherently representing the details of how people work. design teams need a way to organize this detail so they can use it in their own development process.in this tutorial we present our latest methods for representing detailed information about work practice and using these representations to drive system design. these methods have been adopted over the last few years by major product development and information systems organizations. we show how to represent the work of individual users in models, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. we present the process by which we build and use the models and practice key steps. we show how these methods fit into the overall design process, and summarize contextual design, which gathers field data and uses it to drive design through a well-defined series of steps.the tutorial is appropriate for those who have used field techniques, especially contextual inquiry, and would like to put more structure on the process of using field data.we use shopping as our example of work practice throughout this tutorial, since shopping is simple and understood by everyone. we encourage participants to go grocery shopping shortly before the tutorial, and bring any shopping list they may have used, their store receipt, and a drawing of the store layout and their movement through it.
rapid user centered design techniques: challenges and solutions. this sig provides a forum for discussing how user-centered methods, including methods like contextual design that include field data gathering, can be modified to support short development time frames and organizations using rapid development methodologies. we share ideas for how to get field data into the fast-paced development process, discuss the tradeoffs that can reasonably be made, and talk about techniques for working closely with developers so they value the influx of customer field data. we start by sharing our experiences, and then lead participants through discussions of their key challenges to generate solutions. we record our collective knowledge for the chi community.
techniques for designing mobile applications with customer data. this sig provides a forum for discussing how customer-centered techniques can best be used to gather requirements for mobile applications, especially considering the possibilities that new technologies offer. we will discuss when and how to modify customer-centered design for initial requirements gathering and during paper mock-up interviews. we will also share ideas for involving end users in visioning new possibilities for mobile platforms and key principles for designing applications for mobile devices. we start by sharing our experiences and then lead participants through discussions of their experience and challenges recording our collective knowledge for the chi community.
the context fabric: an infrastructure for context-aware computing. despite many sensor, hardware, networking, and software advances, it is still quite difficult to build effective and reliable context-aware applications. we propose to build a context infrastructure that provides three things to simplify the task of building context-aware applications: a context data store for modeling, storing, and distributing context data; a context specification language for declaratively stating and processing context needs; and protection mechanisms for safeguarding privacy needs.
annotating 3d electronic books. the importance of annotations, as a by-product of the reading activity, cannot be overstated. annotations help users in the process of analyzing, re-reading, and recalling detailed facts such as prior analyses and relations to other works. as elec-tronic reading become pervasive, digital annotations will become part of the essential records of the reading activity. but creating and rendering annotations on a 3d book and other objects in a 3d workspace is non-trivial. in this paper, we present our exploration of how to use 3d graphics techniques to create realistic annotations with acceptable frame rates. we discuss the pros and cons of several techniques and detail our hybrid solution.
gustbowl: technology supporting affective communication through routine ritual interactions. the gustbowl enables parents and out-of-house children to bring back the feeling of coming home and allow for low-threshold, uncomplicated communication through using an aesthetically pleasing product. technology is used to reconnect mother and grown-up son, by anchoring communication in routine daily actions. prototypes were tested over longer periods of time to develop and evaluate both the intended routine use and improvised focused use of the bowl.
fantasya and sentoy. fantasya is a role-playing game where emotions are part of the game logic. sentoy is a tangible interface device [2], used to influence emotional behaviour in fantasya. players in the game fantasya have to master sentoy and exhibit a particular set of emotions and perform a set of actions in order to evolve in the game [3]. a study was undertaken to gauge the success of the overall gaming experience, as well as the individual components, the fantasya game with its emotional content and the sentoy control device with its gestural input.
webquests: changing the way we teach online. this paper introduces webquests as potential teaching tools for hci and software design educators. based on our daylong observations of a high-school class, we believe that webquests can be adapted for use in online as well as classroom-based education and for use with adults as well as children. the webquest model offers three advantages for hci educators. one is that the students construct their own knowledge and meaning, and thereby learn the material more thoroughly. another is that a webquest, if done correctly, takes advantage of more learning styles. we observed aural, kinesthetic, and visual learning styles, for example. the third advantage is that, since webquests are team projects, students learn to work in teams.
location learning in chinese versus english menu selection. the orthography of chinese is remarkably different from that of english. does it have implications for human-computer interaction? this paper presents an empirical study in which location learning of chinese menu items and location learning of english menu items were compared. participants using a chinese menu learned the locations of menu items to a less extent, compared with participants using an equivalent english menu.
tangible programming in the classroom: a practical approach. this paper introduces quetzal, a tangible programming language for children to use in educational settings. quetzal features inexpensive, durable parts with no embedded electronics or power supplies. children create programs in offline settings--on their desks or on the floor--and carry their programs to a scanning station when they are ready to compile. we argue that a language like quetzal could offer an appealing and practical alternative to conventional languages for introducing programming concepts in the classroom. this paper discusses the motivations for the quetzal project and describes the design and implementation of the language. we also outline several key questions that are guiding our research with quetzal.
the effects of spatial and temporal video distortion on lie detection performance. in various types of interactions, individuals may attempt to determine whether their communication partners are being honest or deceptive. judgments of honesty rely, in part, on assessments of nonverbal behavior. with the increased use of videoconferencing technology, many traditionally face-to-face interactions now take place over sub-optimal video connections. in these connections, reduced spatial and temporal video quality may affect the ability to detect whether others are lying or telling the truth. in the current study we examined the effects of varying levels of temporal and spacial distortion on lie detection performance. consistent with earlier work, we found that a slight distortion of video signal impaired lie detection performance. surprisingly, performance improved when the video was severely spatially degraded.
eyedraw: a system for drawing pictures with the eyes. this paper describes the development of eyedraw, a software system that enables children with severe motor impairments to draw pictures by just moving their eyes. eyedraw will help these children to have creative and developmental experiences currently missing from their lives. the project demonstrates how task analysis integrated at various levels of detail, including that of the unit task as well as that of visual-perceptual and oculomotor processing, can improve eye tracking for real-time input. the project introduces refined techniques for controlling a computer with the eyes. the paper discusses the motivation for the project, previous research on eye-control of computers, how eyedraw works, and the results of user observation studies that are currently in progress.
designing icons and visual symbols. problems with icons are common---especially on web pages and guis designed by amateurs. most of these problems can be solved with more attention to detail, more input from various viewpoints, and more testing. this checklist will help you with those tasks.
conference state estimation by biosignal processing: observation of heart rate resonance. this paper discusses a conference state estimation method that uses only biosignal processing; linguistic understanding is avoided. in conventional dialogue communication research, the physiological characteristic of "entrainment" between the participants has been already reported. we extend "entrainment" to introduce the concept of "resonance" to grasp the relationship between attendees. we then propose a method which estimates the conference state from "resonance". first, using a multimedia conference system, we record conference data including time-series records of the participants' heart rates. by observing and analyzing the conference data, we assess the "resonance" phenomenon among the talkers. using the "resonance correlation matrix", a newly proposed index based on the correlation of the heart rate data, conference participative state can be successfully estimated.
"girls don't waste time": pre-adolescent attitudes toward ict. relying on naturalistic observation, via video self-documentaries, contextual interviews, and focus groups, we explored gender differences in the information and communication technology (ict) perception and use of united states middle school students. our study revealed four key dimensions which foreground the significant gender differences in how students of this age approach and interact with technology. these differences should be considered when developing age appropriate technology and education programs. our later research will explore the relationship among ict use, self-efficacy, and career choices through a large-scale survey.
tap or touch?: pen-based selection accuracy for the young and old. the effect of the decline in cognitive, perceptive, and motor abilities on older adults' performance with input devices has been well documented in several experiments. none of these experiments, however, have provided information on the challenges faced by older adults when using pens to interact with handheld computers. to address this need, we conducted a study to learn about the performance of older adults in simple pen-based tasks with handheld computers. the study compared the performance of twenty 18-22 year olds, twenty 50-64 year olds, and twenty 65-84 year olds. we found that for the most part, older adults were able to complete tasks accurately. an exception occurred with the low accuracy rates achieved by 65-84 year old participants when tapping on targets of the same size as the standard radio buttons, checkboxes, and icons on the pocketpc. an alternative selection technique we refer to as "touch" enabled 65-84 year olds to select targets more accurately. this technique did not negatively affect the performance of the other participants. if tapping to select, making standard-sized targets 50 percent larger provided 65-84 year olds with similar advantages to switching to "touch" interactions. the results suggest that "touch" interactions need to be further explored to understand whether they will work in more realistic situations.
preschool children's use of mouse buttons. we have observed numerous times how young children find it difficult to use software that provides different functionality with each mouse button. to better learn how young children use mice, we conducted a study with 4 year-olds, 5 year-olds, and adults. the study's participants played a game that responded equally regardless of the button used to click. the results showed that while adults and most 5 year-olds consistently clicked on the left mouse button, 4 year-olds did not. these results suggest that 4 year-olds are better served by user interfaces that provide the same functionality to all mouse buttons.
kidpad: collaborative storytelling for children. collaborative storytelling occurs frequently when children play, but few efforts have been made to support it with computers. this demonstration presents kidpad, a collaborative storytelling tool that supports children creating hyperlinked stories in a large two-dimensional zoomable space. through the use of local tools, kidpad provides children with advanced interaction techniques in a collaborative environment.