waashk/dblp huggingface dataset:
human performance modeling for all: importing ui prototypes into cogtool. ui designers use a variety of prototyping tools, from paper and pencil sketching, to drag-and-drop mock-up tools (e.g., balsamiq mockups), to sophisticated suites of modeling tools and toolkits (e.g., irise or dijit, the dojo gui toolkit ). many projects would benefit from quickly analyzing prototypes at an early stage without the effort of bringing in users for empirical tests. most analysis tools, however (e.g., autocww [1], bloodhound [2], and cogtool [4]), require prototypes to be in their own format, which forces the designer to re-do the prototypes in order to analyze them. our work is a step toward allowing the cogtool analysis tools to import from many different prototyping tools, so designers will have a path to quick usability analysis without changing the way they currently express their preliminary designs.
hci methods for including adults with disabilities in the design of champion. the demand for software, suitable for users with complex communication needs and other disabilities, is increasing. however, traditional hci design methods are not always suitable for these users. to address this, the champion project is piloting adapted methods in the development of a patient hospital profile for this user group. initial results show that users with cognitive and communication disabilities can be involved in participatory design. the challenge is now to develop meaningful evaluation methods for this group.
ben neill and bill jones: posthorn. this paper describes the interactive computer system used in posthorn, a multimedia composition which is performed on neill's self-designed instrument, the mutantrumpet. the technology and aesthetics of the system and the merging of acoustic instrument performance with software-based improvisation are explored in detail.
graphemes: self-organizing shape-based clustered structures for network visualisations. network visualisations use clustering approaches to simplify the presentation of complex graph structures. we present a novel application of clustering algorithms, which controls the visual arrangement of the vertices in a cluster to explicitly encode information about that cluster. our technique arranges parts of the graph into symbolic shapes, depending on the relative size of each cluster. early results suggest that this layout augmentation helps viewers make sense of a graph's scale and number of elements, while facilitating recall of graph features, and increasing stability in dynamic graph scenarios.
pim-mail: consolidating task and email management. traditional email clients are built with a "one-touch" model in mind that assumes an immediate action is performed once an email is read. however, some emails require a follow-up action or users decide to read them later, so they cannot be discharged immediately. we present a prototype to keep track of these email-associated tasks that works as a plug-in inside a traditional email client. besides providing flexible task management features, such as linking more than one message to a task to follow conversations, our system also supports exchanging tasks for collaborative work.
visualizing language use in team conversations: designing through theory, experiments, and iterations. one way to potentially help people develop effective teamwork skills is to visualize elements of their language use during team conversations. there are several challenges in designing such visualizations, such as how to balance attention between the conversation and the visualization and how much guidance to offer about appropriate behaviors. we discuss the design space around these questions in the context of groupmeter, a chatroom augmented with visualizations of language use. we generate and critique potential answers to these questions using prior theoretical and empirical work, then describe how the interface evolved and how our answers changed over a series of prototypes we deployed in experimental studies. we conclude with the lessons from our experience that could be used by designers of collaboration-enhancing systems.
gridorbit public display: providing grid awareness in a biology laboratory. we introduce gridorbit, a public awareness display that visualizes the activity of a community grid used in a biology laboratory. this community grid executes bioin-formatics algorithms and relies on users to donate cpu cycles to the grid. the goal of gridorbit is to create a shared awareness about the research taking place in the biology laboratory. this should promote contribu-tions to the grid, and thereby mediate the appropriation of the grid technology. gridorbit visualizes the activity in the grid, shows information about the different active projects, and supports a messaging functionality where people comment on projects. our work explores the usage of interactive technologies as enablers for the appropriation of an otherwise invisible infrastructure.
best of both worlds: improving gmail labels with the affordances of folders. gmail's filing system for email conversations is based around labels, which are more flexible and powerful than folders. with its original user interface, many users did not discover labels, and wondered why gmail had no folders. the gmail team redesigned the user interface for labeling to make it more discoverable and understandable, and to add the most useful functionality of folders. the new design works for the simple use case (a conversation with only one label), while still making the more complex use case (multiple labels) easily available. it has been launched to millions of users worldwide and has resulted in much higher adoption of labels, especially by new users of gmail.
astrojumper: motivating children with autism to exercise using a vr game. children with autism have shown substantial benefits from rigorous physical activity, however, it is often difficult to motivate these children to exercise due to their usually sedentary lifestyles. to address the problem of motivation, we have developed astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism. we use electromagnetic trackers and a 3-sided cave to present virtual space-themed stimuli to the user, who must use physical movements to avoid collisions and gain points. we can use astrojumper not only to motivate exercise, but to evaluate the different ways people with and without autism interact with an exercise tool. preliminary playtesting of astrojumper has been positive, and we plan to run an extensive evaluation assessing the effectiveness of this system on children with and without autism.
snap and match: a case study of virtual color cosmetics consultation. in this paper we describe an imaging based virtual color consultation system that automatically recommends cosmetics appropriate for users' skin tone based on user's photograph. this system is intended for commercial use to address the problem of color selection of cosmetic foundation. based on surveys and semi-structured interviews we have verified that visual selection of color foundation cosmetics by consumers is error prone, and the results of our study indicate that both mobile and kiosk touch points are essential to cover the entire target population (women of all ages) since we identified technical vs. social comfort, accuracy vs. convenience and social vs. individual parameters that play a huge role in the usage and adoption of such personal services for women.
ifeel_im: innovative real-time communication system with rich emotional and haptic channels. the paper focuses on a novel system ifeel_im! that integrates 3d virtual world, intelligent component for automatic emotion recognition from text, and innovative affective haptic interfaces providing additional nonverbal communication channels through simulation of emotional feedback and social touch. the motivation behind our work is to enrich social interaction and emotional involvement of the users of communication media. ifeel_im! users can not only exchange messages but also emotionally and physically feel the presence of the communication partner.
skchi: designing sketch recognition interfaces. sketch recognition user interfaces currently treat the pen in the same manner as a mouse and keyboard. the aim of this workshop is to promote thought and discussion about how to move beyond this to create natural and intuitive pen-based interfaces. to this end, the workshop will include panel discussions, group discussions, and even an instructional session on drawing sketches.
supporting medical communication with a multimodal surface computer. this research explores the utility of a multimodal surface computer for supporting medical communication between older adults and health care providers. research involves a field study of health care communication practices, the design of a multimodal surface computer application, and an in-context evaluation of the technology at a local retirement community.
e-government: services for everyone, everywhere, eventually. online provision of government services has great potential for reducing costs, improving service, and increasing citizen participation in government, but it has not yet achieved this potential. a panel of e-government experts from the u.s. and u.k. will assess the status of e-government, discuss obstacles that keep it from being ubiquitous and accessible, offer solutions, and answer audience questions. some of the panelists work in government, some work in consultancies that assist government agencies, and some are ict public policy experts.
grip sensing in smart toys: a formative design method for user categorization. modern toys are interactive, motivate play, and can be used to aid detection and analysis of play behavior. our research has investigated the use of wireless sensors embedded in toys to aid in the automatic detection and analysis of children's playtime activities. in order to guide age appropriate interaction style and facilitate data collection (adult vs. child), we need to identify who is playing with the toy. this becomes especially challenging when these smart toys are deployed into everyday play areas. in this paper we describe a formative design methodology to inform the creation of a smart toy that could allow differentiation between a child and adult. we also describe an evaluation of our prototype design from a pilot study that shows promise for future research.
arranging touch screen software keyboard split-keys based on contact surface. touch screen devices, which have become ubiquitous in our daily lives, offer users flexible input and output operations. typical operation methods for touch screen devices include the use of a stylus or a finger. a touch screen user can select a stylus or finger depending on the user's situation and preference. in this paper, we propose a dynamic method of assigning symbols to keys for a software keyboard on a touch screen device. this method provides flexible adjustment to both the stylus operation and finger operation.
designing and evaluating voice-based virtual communities. voice-based virtual communities offer new possibilities for information dissemination and sharing for billions of users who lack access to internet-connected pcs. as interaction is only through voice, these systems are subject to different design constraints than web-based social software. through lab experiments and fieldwork, we have identified three key design challenges for voice-based virtual communities: supporting threaded conversations; indexing and searching content; and managing identity. we discuss each of these issues and propose approaches to address them. we also present plans to evaluate the impact of voice-based virtual communities on knowledge access and sharing in rural india.
generating default privacy policies for online social networks. default privacy policies have a significant impact on the overall dynamics and success of online social networks, as users tend to keep their initial privacy policies. in this work-in-progress, we present a new method for suggesting privacy policies for new users by exploring knowledge of existing policies. the defaults generation process performs a collaborative analysis of the policies, finding personalized and representative suggestions. we show how the process can be extended to a wide range of domains, and present results based on 543 privacy policies obtained from a live location-based social network. finally, we present a user interaction model that lets the user retain control over the default policies, allowing the user to make knowledgeable decisions regarding which default policy to take.
pico-ing into the future of mobile projector phones. ten years ago we were on the verge of having cameras built into our mobile phones, but knew very little about what to expect or how they would be used. now we are faced with the same unknowns with mobile projector phones. this research-in-progress seeks to explore how people will want to use such technology, how they will feel when using it, and what social effects we can expect to see. this paper describes our two-phase field investigation, with results and design recommendations from its first, experience-sampling phase.
on the retrospective assessment of users' experiences over time: memory or actuality? an alternative paradigm to longitudinal studies of user experience is proposed. we illustrate this paradigm through a number of recent tool-based methods. we conclude by raising a number of challenges that we need to address in order to establish this paradigm as a fruitful alternative to longitudinal studies.
the emoti-chair: an interactive tactile music exhibit. in this abstract, we present the emoti-chair, a sensory substitution system that brings a high resolution audio-tactile version of music to the body. the system can be used to improve music accessibility for deaf or hard of hearing people, while offering everyone the chance to experience sounds as tactile sensations. the model human cochlea (mhc) is the sensory substitution system that drives the emoti-chair. music can be experienced as a tactile modality, revealing vibrations that originate from different instruments and sounds spanning the audio frequency spectrum along multiple points of the body. the system uses eight separate audio-tactile channels to deliver sound to the body, and provides an opportunity to experience a broad range of musical elements as physical vibrations.
toward an ecological sensibility: tools for evaluating sustainable hci. we are developing evaluation tools that help sustainable hci researchers to contribute to the overall project of achieving sustainability. in this paper we argue for the importance of broadening sustainable hci evaluation beyond traditional hci evaluation. we note the widespread phenomenon of unintended environmental consequences, largely overlooked thus far in sustainable hci evaluation. we discuss three categories of tools - principles, heuristics, and indices - that could facilitate evaluation of sustainable hci projects, mainly by operationalizing definitions of sustainability. we suggest that sustainable hci research could become more relevant by developing evaluations that link to understandings of sustainability beyond hci, and more 'scientific' by developing more systematic evaluations, while acknowledging that many ways of knowing play important roles in both sustainability and hci. our next steps include developing these tools for sustainable hci evaluation and applying them to published research.
the effect of avatar realism of virtual humans on self-disclosure in anonymous social interactions. in this paper, we illustrate progress in research designed to investigate interactants' self-disclosure when they communicate with virtual humans or real humans in computer-mediated interactions. we explored the effect of the combination of avatar realism and interactants' anticipated future interaction (afi) on self-disclosure in emotionally engaged and synchronous interaction. we primarily aimed at exploring ways to promote interactants' self-disclosure while securing their visual anonymity, timely nonverbal feedback of virtual humans, when interactants anticipate future interaction. the research examined interactants' self-disclosure through measuring their verbal behaviors. the preliminary findings indicated that interactants revealed greater intimate information about themselves in interactions with virtual humans than with real humans. however, interactants' afi did not affect their self-disclosure, which does not correspond to the results of previous studies using text based interfaces.
communication and computing in health facilities of southwest uganda. mobile phones are often pitched as the solution for africa's development. this study examines the social changes entailed by the introduction of new technologies into a health subsidy program, and compares mobile phones and netbooks side by side in southwest uganda as potential health information management devices for private health facilities.
leveraging gesture and voice data to improve group brainstorming. we seek to investigate how co-located group brainstorming could be enhanced through computational tools that leverage gestures and voice cues. to pursue this goal we are developing a computer mediated brainstorming environment that utilizes reality-based interaction techniques and sensor-driven hidden markov models (hmms) tracking group engagement to computationally augment existing brainstorming practices. in this paper, we report the results of a preliminary user study of brainstorming practices that indicate that gesture and voice data can serve as signals for group brainstorming success.
communicating software agreement content using narrative pictograms. we present narrative pictograms, illustrative diagrams designed to convey the abstract concepts of software agreements. narrative pictograms arose out of a need to create software agreements that are comprehensible without written language. we first present example diagrams designed to describe the data collection policies of research software, and the composition rules used to create them. we then present our design process and lessons learned during design. finally, we present results from an evaluation based on the iso 9186-1 test for graphical symbols.
wearable-object-based interaction for a mobile audio device. in this paper, we explore the possibilities of providing miniaturized audio players with gesture control capabilities that are based on wearable objects. we selected thirteen wearable objects and used them as interaction surfaces. we used user-centered design methods to collect interaction gestures suited for play, stop, volume up, volume down, previous song, and next song functions. the characteristics and possibility of these interaction gestures are also discussed.
photosense: emergent semantics based approach to image annotation. tagging of images using descriptive keywords (tags), contributed by ordinary users, is a powerful way of organizing them. however, due to the richness of the image content, it is often difficult to choose tags that best describe the content of the image to the viewing audience and ensure access to the image. in this paper, we present a novel tagging framework based on the theory of emergent semantics to assist the user in the tag selection process. our idea is to enrich the current "looking at" experience of tagging with the "looking for" experience of searching. we describe the design of our approach along with a preliminary user study conducted with a prototype flickr application.
hci on the move: methods, culture, values. as hci is taken up across different cultures, its methods have typically been presumed to be culturally universal. though evidence suggests that they are not, dimensions of cultural specificities of hci methods are not understood. through detailed fieldwork with design practitioners in delhi, india, i propose to develop a framework for understanding tacit material, cultural, and value commitments in hci design methods, opening up possibilities for alternate conceptions of design.
interaction techniques for hybrid piles of documents on interactive tabletops. piling is a highly common activity for the casual organization of documents. today's tabletops do not offer sufficient support for piling, particularly in hybrid set-tings where both digital documents and paper documents are used on the same surface. we contribute several techniques for interacting with hybrid piles of printed and digital documents on tabletops. by employing a soap bubble metaphor and by using paper as a tangible control for the hybrid pile, these allow easy creating and rearranging piles while maintaining the flexibility of traditional paper piles.
contravision: presenting contrasting visions of future technology. how can we best explore the range of users' reactions when developing future technologies that may be controversial, such as personal healthcare systems? our approach - contravision - uses futuristic videos, or other narrative forms, that convey both negative and positive aspects of the proposed technology for the same scenarios.
synthesizing meaningful feedback for exploring virtual worlds using a screen reader. users who are visually impaired can access virtual worlds, such as second life, with a screen reader by extracting a meaningful textual representation of the environment their avatar is in. since virtual worlds are densely populated with large amounts of user-generated content, users must iteratively query their environment as to not to be overwhelmed with audio feedback. on the other hand, iteratively interacting with virtual worlds is inherently slower. this paper describes our current work on developing a mechanism that can synthesize a more usable and efficient form of feedback using a taxonomy of virtual world objects.
chi 2010 engineering community sig: the role of engineering work in chi. the engineering community faces a number of serious challenges around its role in the larger chi community and its contribution to chi-sponsored conferences. this sig is its forum to identify key issues and begin developing positions to address them.
re-connect: designing accessible email communication support for persons with aphasia. in this paper we present some preliminary outcomes concerning the design of an email communication tool for persons with expressive aphasia. the purpose of our design is to make email accessible for aphasics. it is based on interviews with persons with aphasia and their partners and has been verified with a speech therapist. our user studies confirm that aphasics find current email communication systems too challenging to use. the most obvious barrier is the lack of writing support. based on these findings we designed an email application that should be simpler to use than existing solutions and that moreover supplies language support.
designing and evaluating affective aspects of sociable media to support social connectedness. the use of sociable media for supporting social connectedness has been a serious subject of study for researchers and designers in recent years. social connectedness is considered to be the momentary experience of belongingness and relatedness with others. particular user groups may benefit from support in social connectedness, such as elderly or divorced parents and their children. several research projects have made efforts to support social connectedness. however, there have been few formal studies into the factors affecting connectedness. also, the way in which social connectedness has been measured in studies to date is diverse and often not grounded in psychological theory. this shows a need for more elaborate investigation in how social connectedness can be measured, what types of content could be shared between users, and which interactions should be provided by a system, when aiming for social connectedness. this should lead to guidelines and an ontology of elements to help and inspire designers of social connectedness systems.