waashk/dblp huggingface dataset:
gender and role differences in family-based healthy living networks. we have recently witnessed a tremendous increase in popularity and growth of online social networks. social support and family involvement can play an important supportive role in health management. an increasing number of family members are establishing online social networking relationships with their families. this trend poses new research questions on effectively accommodating family members in online social networks. family members themselves often have very different requirements based on their gender and family role. there is little research on the design of family-oriented social networking applications. in order to fill this research gap and investigate the impact of social and family relationships in online social networks, we are developing a healthy living online social application to support families in adopting healthy lifestyles. this paper reports the findings of a user study aimed at understanding gender- and role-based characteristics and differences in family-based healthy living social networks. the study shows that female users play a major role in leading the usage of the social technology; parents remain conscious of and concerned about their family's health as they interact with the social technology; and the social technology should support fun, especially for children.
natural user interfaces: the prospect and challenge of touch and gestural computing. natural user interfaces show great promise to define new and potentially large niches of interactive computing. the promise of natural computing interfaces (touch and gesture) stems from at least two sources -- the prospect of touch and gestural computing becoming as ubiquitous as currently dominant paradigms (e.g. gui.) and technical breakthroughs. however, this new field of research and commercial development faces significant challenges. for example the challenge of developing a common terminology and framework while fostering innovation and creativity. the workshop will begin the process of addressing some of the challenges by (1) enumerating them, (2) listing potential ways to address them. as such our aim is to foster the evolution of nui community of researchers and practitioners.
senior-friendly technologies: interaction design for senior users. the elderly represent a valid group of users who can potentially benefit greatly from engaging with technology, such as healthcare systems or playing digital games. yet, less attention has been given to the significance of senior citizens as technology users, as compared to the common younger population. in an effort to fill in the gap, this workshop aims to investigate the design of technology for senior citizens. to provide for more focused, thus more productive discussion, we will use elderly mobile phone games as a case in point here. the overarching objective is to understand what can help to make for better and more meaningful use of interactive applications and technology by the elderly, for instance, games on the mobile phone.
green tracker: a tool for estimating the energy consumption of software. the energy consumption of computers has become an important environmental issue. this paper describes the development of green tracker, a tool that estimates the energy consumption of software in order to help concerned users make informed decisions about the software they use. we present preliminary results gathered from this system's initial usage. ultimately the information gathered from this tool will be used to raise awareness and help make the energy consumption of software a more central concern among software developers.
what makes a good design critic?: food design vs. product design criticism. this panel will bring together leading food design and product design critics. the panelists will include: a leading atlanta-based food critic and writer, a food stylist, a restaurant architect & designer, and a well-known product design critic familiar with the field of user experience. together, the panel will compare and contrast how design experts from these two disciplines provide design criticism, and whether there are any novel learning points from each perspective.
triggerhunter: designing an educational game for families with asthmatic children. in this paper, we propose a collaborative and educational game for families with asthmatic children to improve their health. this paper describes design approaches and specifications of a game called triggerhunter that enables asthmatic children to see asthma triggers in their home environment through an augmented reality technology. the goal of designing a game for tracking asthma triggers in the real world is to educate asthmatic children and their parents about triggers that may cause asthma attacks or worsen symptoms. by providing tailored learning experience that is enjoyable, this interactive game aims to increase awareness of asthma triggers and changes behaviors as to improve pediatric asthma management.
a task-focused approach to support sharing and interruption recovery in web browsers. over the last two decades a vast number of services have moved online, and many new services have been created. previous work shows that many users are overloaded by the number of webpages they use simultaneously. we introduce tabfour, a prototype web browser which integrates three features that address the design requirements identified in an initial design study. webpages can be grouped into tasks, providing a unified target for resumption after an interruption. tasks and pages can be annotated, supporting resumption after longer intervals. finally, tasks can be shared through a simple yet novel web-service, allowing users to share groups of webpages more easily than with existing tools.
artifacts in design: representation, ideation, and process. artifacts-representations that express properties or captured information-can serve to inspire, represent, and manage the decisions made throughout the design process. this workshop will explore how these artifacts are created, used, and reused during design projects, toward understanding the overall impact on the larger discipline of design. through active engagement with novel design artifacts and methods, workshop participants will examine, categorize, and evaluate various design artifacts.
docblocks: communication-minded visualization of topics in u.s. congressional bills. us federal legislation is a hot topic for discussion and advocacy on the web. yet legislative bills present a significant challenge for both experts and average citizens to navigate and understand. to explore solutions to this problem, we have created docblocks: a prototype visualization and website that enables users to explore the content of congressional bills and communicate their findings to others. our technique enables us to take any document from a categorized corpus, classify its sections, and visualize its topic structure. with the launch of this service, we hope to provide a valuable tool for open governance and learn from our users at this critical intersection of visualization, advocacy, social software, and civil society.
sequencebook: interactive paper book capable of changing the storylines by shuffling pages. in this paper, the author proposes sequencebook, an interactive picture book system, which consists of a paper book with very thin ic tags embedded in each page and an rfid antenna. this system uses a traditional paper book as an interface and realizes natural interface that keeps the affordance of traditional book and thus smoothly prompts users to experience its contents by just flipping pages in the same way as they read an ordinary book. another important feature of the system is that users can change its storyline as they like. the system is designed just as like a bookbinder so that users can easily shuffle pages and make several patterns of stories.
a novel way to conduct human studies and do some good. in this paper the authors describe a novel way to conduct large-scale human studies achieving the maximum outreach and impact with the minimum cost. an iphone health application, 'walk n' play', was developed and released for free in the app store. the application measures calories spent due to walking activities through the iphone's accelerometer. it is a real-time awareness tool that helps people to keep their sedentariness in check. furthermore, it uses motivational mechanisms based on buddy support/competition and social networking to increase daily physical activity. the anonymous data gathered from thousands of users around the world, reveal patterns of human behavior at a resolution and scale not feasible before.
interface-to-face: sharing information with customers in service encounters. customers are often deprived of valuable information during face-to-face service encounters. we discuss such situations in the context of the "incidental user" and highlight the associated problems. a theoretical framework is proposed, according to which sharing information with customers would significantly enhance the service experience both by inspiring trust and by contributing to the effectiveness of the service encounter. we discuss possible hci-related solutions to this challenge, including the use of a double screen approach as a means for presenting information to customers and enhancing collaboration between service providers and their customers.
cultural similarities and differences in user-defined gestures for touchscreen user interfaces. as the first phase of a two-phase project, the international usability partners (iup; http://www.international-usability-partners.com/) conducted a study in nine different countries to identify cultural similarities and differences in the use of gestures on small, handheld, touchscreen user interfaces. a total of 340 participants in the study were asked to define their own gestures for 28 common actions like "zoom" and "copy" on a custom-constructed gesture recorder that simulated a handheld touchscreen device. actions were described pictorially by showing participants a "before" screen and an "after" screen to clarify the exact context for each action. initial analysis suggests four primary findings. the first is that there is generally a high level of agreement across cultures. one exception, however, is the use of symbolic gestures; chinese participants created significantly (p phase two of this research effort will be to present the most common three to five user-defined gestures for each action to a large number of participants and ask them to select the gesture that they believe to be the most intuitive gesture for that action.
rumu editor: a non-wysiwyg web editor for non-technical users. this paper discusses rumu editor, a prototype of a non-wysiwyg web editor for non-technical users. users often struggle with wysiwyg web editors, and the code produced is notoriously bad. rumu aims to improve the user experience and the resulting websites by providing a simple semantic markup language for the user, changing how styles are applied, simplifying and automating complex aspects of web design, and enabling users to make responsible choices. i conducted usability studies to compare rumu to iweb, a wysiwyg editor, the results of which suggest that users are more satisfied and successful with rumu. in a case study, two users created real personal websites using iweb or rumu. in a blind survey, web designers preferred the websites and source generated by rumu.
designing a pen-based flashcard application to support classroom learning environment. pen-based flash cards application ("application") offers the flexibility of handwritten input while benefiting a wide set of users to increase their memory retention. it is particularly useful in learning mathematics where typing the material using a keyboard can be difficult. in this study, we describe the observations and major findings in a two-year case study in an eighth-grade geometry class. we found that this application may enhance teacher-student interaction, increase autonomy in students for self-guided learning, and encourage collaborative learning.
visible and controllable rfid tags. radio frequency identification (rfid) tags containing privacy-sensitive information are increasingly embedded into personal documents (e.g., passports and driver's licenses). the problem is that people are often unaware of the security and privacy risks associated with rfid, likely because the technology remains largely invisible and uncontrollable for the individual. to mitigate this problem, we developed a collection of novel yet simple and inexpensive alternative tag designs to make rfid visible and controllable. this video and demonstration illustrates these designs. for awareness, our tags provide visual, audible, or tactile feedback when in the range of an rfid reader. for control, people can allow or disallow access to the information on the tag by how they touch, orient, move, press, or illuminate the tag (for example, figure 1 shows a tilt-sensitive rfid tag).
early explorations of cat: canine amusement and training. cross-species computer applications have a history of blended science and humor, despite the real potential for improving the canine-human bond. new activities available to humans in the electronic age can be used to improve this bond. by using a serious games approach, this project motivates the human to spend time with their canine in healthy and informative ways. an iterative design process, with a canine behavior expert, has produced a prototype focused on calm, healthy and enjoyable games for both canine and human. formative results and guidelines are reported, as are current and future directions.
cultural versioning of mobile user experience. most current user interfaces and services are based on psychological and social models drawn from european and american research traditions. after identifying preferences and value orientations in different cultures from a series of user studies, this research tries to form a theoretical base for understanding local cultures and designing different user experiences for people from different cultures. the goal of this research is to explore cost-effective strategies for developing multiple versions of user interfaces and services for different cultures, perhaps through cultural templates or through special versioning tools.
the proximity toolkit and viconface: the video. proximity toolkit is a toolkit that simplifies the exploration of interaction techniques based on proximity and orientations of people, tools, and large digital surfaces. viconface is a playful demonstration application built atop of this toolkit. a cartoon face on a large display tracks a person moving around it, where it visually and verbally responds to that person's proximity, orientation and wand use. the accompanying video illustrates all this in action.
kairos chat: a novel text-based chat system that has multiple streams of time. in this paper we propose a novel chat system named "kairos chat" that has multiple streams of time whose velocities are different. a pilot study shows that users spontaneously use the different streams for different types of messages without any concrete instructions on how to use the streams.
classifying web queries by topic and user intent. in this research, we investigate a methodology to classify automatically web queries by topic and user intent. taking a 20,000 plus web query data set sectioned by topic, we manually classified each query using a three-level hierarchy of user intent. we note that significant differences in user intent across topics. results show that user intent (informational, navigational, and transactional) varies by topic (15 to 24 percent depending on the category). we then use this manually classified data set to classify searches in a web search engine query stream automatically, using an exact match followed by n-gram approach. these approaches have the advantage of being implementable in real time for query classification of web searches. the implications are that a search engine can improve retrieval performance by more effectively identifying the intent underlying user queries.
evaluating realistic visualizations for safety-related in-car information systems. this paper reflects on the currently observable evolution of in-vehicle information systems towards realistic visualization. as compared to common schematic maps, hi-fidelity visualizations might support an easier recognition of the outside world and therefore better contribute to driving safety. on the other hand, too much visual detail might distract from the primary driving task. we present an experimental car-simulator study with 28 users, in which the in-car hmi was systematically manipulated with regard to representation of the outside world. the results show that perceived safety is significantly higher with 1:1 realistic views than with conventional schematic styles, despite higher visual complexity. furthermore, we found that the more demanding the safety recommendation on the hmi, the more realistic visualization are perceived as a valuable support.
using word spotting to evaluate roila: a speech recognition friendly artificial language. in our research we argue for the benefits that an artificial language could provide to improve the accuracy of speech recognition. we briefly present the design and implementation of a vocabulary of our intended artificial language (roila), the latter by means of a genetic algorithm that attempted to generate words which would have low likelihood of being confused by a speech recognizer. lastly we discuss the methodology and results of two word spotting experiments that were carried out to evaluate if indeed the vocabulary of roila achieved better recognition than english. our results reveal that our initial vocabulary was not significantly better than english but when the vocabulary was modified to include cv-type words only, the vocabulary nearly significantly outperformed english.
only one fitts' law formula please! the hci community uses at least four different formulas for fitts' law. each of them is derived from shannon's information theory. this raises the question which formula is wrong and which is right. while the hci community on the one hand gives free choice for the formula, it demands good statistical values for the evaluation on the other hand. from a scientific point of view this situation is not satisfying.
hybrid groups of printed and digital documents on tabletops: a study. this paper presents an exploratory study investigating how physical and digital documents are used in combination on tabletops. our results identify hybrid piles as the most common grouping concept and show that users willingly occlude digital documents with physical paper. these findings have considerable impact on the design of novel hybrid interaction techniques, which we sketch at the end of this paper.
counterlines: a duet for piano and pen display. this paper describes three introductory studies for an intermedia performance counterlines - a duet for disklavier and wacom cintiq, in which both performers generate audiovisual materials that relate to each other contrapuntally. in the described studies the pianist generates graphic lines while playing music and the graphic performer generates piano lines by drawing. to reinforce the clarity of relationships between visual contours all graphic elements are projected on a single screen. the paper discusses our approach to audio-visual interfacing and intermedia composition.
tavr: temporal-aural-visual representation for representing imperceptible spatial information. designing a technology tool to support learners better conceptualize the imperceptible scale has been a challenging research topic for learning technology researchers. because of the limits in human visual sense and cognitive capacity, visual representations have not been successful in representing such scales. to address this issue, i designed a computer-based simulation that incorporates a multimodal (temporal-aural-visual) representation (tavr). in my dissertation i assess the successfulness of tavr and potential design options.
exploring the design space in technology-augmented dance. in this paper we describe the process and technology behind a dance performance, "bodies/antibodies," that will be presented at chi 2010. this performance is part of an ongoing dance.draw project at the university of north carolina at charlotte, which investigates lightweight methods for integrating dance motion with interactive visualizations and enhancing audience interaction with dance.
an utterance attitude model in human-agent communication: from good turn-taking to better human-agent understanding. in this study, we discuss a novel expression and comprehension model of the utterance attitude of speaking/hearing during conversations. humans who participate in conversation display these implicit and explicit attitudes, and use them to understand the other participants in advance of turn-taking. we design abstract animated agents that mimic human turntaking in conversations to confirm the validity of our model. the subjective evaluation tests show that the expressions of the agents are understandable. the model may facilitate turn-taking in human-agent interaction.
multi-lifespan information system design in post-conflict societies: an evolving project in rwanda. in this paper we report on our early-stage research and design efforts to provide rwandans with access to and reuse of video interviews from the international criminal tribunal for rwanda. more generally, we investigate methods and designs that can be deployed successfully within a post-conflict political climate concerned about recurring violence. this work: (1) directly supports the rwandan people in their efforts to achieve justice, healing and reconciliation; (2) provides the hci community with methods and approaches for undertaking design in post-conflict situations; and (3) describes the first empirical exploration of multi-lifespan information system design.
gestalt theory, engagement and interaction. this paper presents a design exploration research project in which principles derived from gestalt theory were applied as a framework for guiding human-computer interaction (hci). the analysis contained within examines how a gestalt approach to hci can be used to enhance engagement and promote user interaction. the concepts discussed in this analysis are supported by a series of informal user observations.
automotive user interfaces: human computer interaction in the car. cars have become complex interactive systems. mechanical controls and electrical systems are transformed to the digital realm. it is common that drivers operate a vehicle and, at the same time, interact with a variety of devices and applications. texting while driving, looking up an address for the navigation system, and taking a phone call are just some common examples that add value for the driver, but also increase the risk of driving. novel interaction technologies create many opportunities for designing useful and attractive in-car user interfaces. with technologies that assist the user in driving, such as assistive cruise control and lane keeping, the user interface is essential to the way people perceive the driving experience. new means for user interface development and interaction design are required as the number of factors influencing the design space for automotive user interfaces is increasing. in comparison to other domains, a trial and error approach while the product is already in the market is not acceptable as the cost of failure may be fatal. user interface design in the automotive domain is relevant across many areas ranging from primary driving control, to assisted functions, to navigation, information services, entertainment and games.