waashk/dblp huggingface dataset:
dealing with system response times in interactive speech applications. in this user study, we address several open issues in the design of waiting cues for system response time (srt) in interactive telephony speech applications. user observations and structured preference tests indicate that silent waiting times should not be longer than 4 -- 8 seconds. already at short durations, music combined with speech was favored to silence. a preference test regarding several non-speech waiting cues proposed in literature suggests that music is preferred to more simple synthetic sounds and to natural sounds. the continuous indication of the remaining waiting time by speech was rated as much more pleasant and appropriate than a non-speech audio progress meter. commercial announcements and navigational advice during waiting times were not accepted by the subjects. empirically based guidelines for a maximum waiting duration in voice services is given. implications for the design of auditory waiting cues for srt are discussed.
the hti lab @ ftw: user research for telecom systems. this paper presents the human-telecom systems interaction laboratory (hti lab) at the telecommunications research center vienna (ftw). the current setup of the hti lab and its contributions to related application-oriented projects at ftw are described.
cooperative usability testing: complementing usability tests with user-supported interpretation sessions. recent criticism of think-aloud testing (ta) discusses discrepancies between theory and practice, the artificiality of the test situation, and inconsistencies in the evaluators' interpretation of the process. rather than enforcing a more strict ta procedure, we describe cooperative usability testing (cut), where test users and evaluators join expertise to understand the usability problems of the application evaluated. cut consists of two sessions. in the interaction session, the test user tries out the application to uncover potential usability problems while the evaluators mainly observe, e.g. as in ta or contextual inquiry. in the interpretation session, evaluators and test users discuss what they consider the most important usability problems, supported by a video of the interaction session. in an exploratory study comparing cut to ta, seven evaluators find that interpretation sessions contribute important usability information compared to ta. also test users found participation in the interpretation session interesting.
visualizing health practice to treat diabetes. this research is about how to help diabetics reflect upon and improve their own health practice by collecting and visualizing health related information. we introduced a new type of data collection to diabetics, photography, to complement the data they usually collect, blood sugar levels. diabetics shoot pictures of meals, exercise, work, play and anything else they feel impacts health. we combine the quantitative glucose measurements with qualitative portraits of action into unified data visualizations. in doing so, we hope to make the relationship between physiology and behavior an object for discussion and reflection. more so, we hope that diabetics who viewed these data will begin to develop new interpretations of their lifestyles that will ultimately lead to healthier activities.
tangible search for stacked objects. the goal of tangible search is to more effectively support the user in physically locating one of a number of stacked objects. it consists of two operations - automatic logging of stacked objects and direct annotation; image processing is used to determine the heights of the stack and of the user's finger. tangible search offers stable and accurate 3d analysis since it uses our previously proposed method. it employs a single camera with a compound half-mirror; this configuration also allows the top and side views of the stack to be captured simultaneously. our approach is to make it easier for the user to handle stacks of items; it will enhance the tabletop metaphor for intuitive interaction in real-world environments where stacks are very common.
incompatible block: wonders accompanied interface. for interface design, improving user curiosity is important, as is intuitiveness and intelligibility. we think the wonder of 2d property input becoming 3d, as expected by the user, in the range of matching will be effective for enhancing not only curiosity but also availability. in this study, we developed the 3d modeling software "incompatible block" with an interface of such wonders. this paper describes the four wonders of the interface of incompatible block, introduces the mechanism, and discusses the usefulness of a wonders-accompanied interface from user evaluations.
it's a global economy out there: usability innovation for global marketplaces. we describe a workshop for usability researchers to share information about international and intercultural research methods.
proposing new metrics to evaluate web usability for the blind. accessibility-related regulations and guidelines are contributing to the steady improvement of web accessibility. there are various accessibility evaluation tools, and they also help web authors make their pages compliant with guidelines. as a result, an increasing number of web pages are compliant with the evaluation tools. these days, however, blind people face the serious problem that reading web pages is quite difficult. improvements in information density by using visual effects such as two-dimensional layouts are making it difficult for blind people to understand the page structure. also, inappropriate alternative texts mislead or confuse blind users.in this paper, to evaluate these kinds of usability problems, we introduce two metrics: navigability and listenability. navigability evaluates how well structured the web content is by using headings, intra-page links, labels, etc. listenability denotes how appropriate the alternative texts are. by using these metrics, we summarize the historical transition of web usability for blind people.
why do tagging systems work? the panel will explore the relevance of the emerging tagging systems (flickr, del.icio.us, rawsugar and more). why do they seem to work? what kinds of incentives are required for users to participate? will tagging survive and scale to mass adoption? what are the behavioral, economic, and social models that underlie each tagging system? what are the dynamics of those systems, and how are they derived from the specific application's design and affordances?.we will demand answers to these questions and others from some of the pioneering practitioners and academics in the field. bring your wireless laptop to participate in a live tagging experiment! the experiment results will be shown and discussed at the end of the panel. to add to the fun, parts of the discussion will be motivated by short video segments.
relationships among speech, vision, and action in collaborative physical tasks. this workshop focuses on the relationships among speech, gaze and action in collaborative physical tasks. we address three key challenges: characterizing the nature of collaborative physical tasks, understanding how people coordinate their activities during collaborative physical tasks, and designing technology to support these tasks.
where do helpers look?: gaze targets during collaborative physical tasks. this study used eye-tracking technology to assess where helpers look as they are providing assistance to a worker during collaborative physical tasks. gaze direction was coded into one of six categories: partner's head, partner's hands, task parts and tools, the completed task, and instruction manual. results indicated that helpers rarely gazed at their partners' faces, but distributed gaze fairly evenly across the other targets. the results have implications for the design of video systems to support collaborative physical tasks.
assessing the value of a cursor pointing device for remote collaboration on physical tasks. this study assessed the value of a cursor pointer that allows remote collaborators to point to locations in a partner's workspace via a shared video feed. we compared performance with the cursor pointer with that in video-only and side-by-side conditions. results indicated that participants found the cursor pointer of value for referring to objects and locations in the work environment, but that the pointer did not improve performance time over video-only. we conclude that cursor pointing is valuable for collaboration on physical tasks, but that additional gestural support will be required to make performance using video systems as good as performance working side-by-side.
annotation in the wild: benefits of linking paper to digital media. this work presents the design of alt, a prototype system that supports learning activities on the move by enabling users to annotate and sketch on paper in collaboration with a remote peer. initial observations of learners interacting with alt during an informal learning event show that paper annotation combined with synchronous communication technology shifts learners to use annotation as a basis for discussion and more personal interpretation of the information available.
metamuse: a novel control metaphor for granular synthesis. traditional musical intruments have a direct connection between the way they are played or controlled and the properties of the sound produced. this connectedness has, in general, been lacking in computer-based musical instruments. we present a prop-based synthesis controller that uses a metaphor to create a connection between the control and the sound. specific to granular synthesis, the metaphor is one of falling particles striking a surface to create a sound. the concept is extensible to other metaphors and other synthesis techniques.
production of pace as collaborative activity. in this paper we investigate the concept of pace development and management among groups of people. we explore and compare groups visiting museums, and groups virtually co-located in a mixed reality system for a museum. in considering pace, and how to design to support it, we have to consider more than the speed or location of information display. we have to also take into consideration the social formation of pace through features such as the visitors' awareness of each other's location and attention. by considering aspects of collaboratively produced pace such as presenting engagement and disengagement, we offer suggestions as to how social handling of pace might be better supported by technology.
ais sighci position paper. the upcoming acm sigchi development consortium is aimed at meeting the needs of multidisciplinary professionals that must choose among a variety of professional associations and their events. the position of ais' (association for information systems) sighci is that the main problem lies in the deep chasms that separate the literatures of the related disciplines, and the solution is to provide an umbrella organization that enables a more organized federation of disciplines, groups, and associations. problems identified include differences in terminology, competition for scarce resources, differences in how publications in various outlets are valued, and confusion about where should be the "home" for hci/chi majors. suggestions include developing a framework for a federation, negotiating shared understandings about publication outlets, and coordinating information about meetings and other events.
supporting the collaborative meeting place. the combination of an interactive large screen display and wireless handheld devices in a meeting room setting can augment and enhance collaborative activities. this work examines the issues in developing applications to support such a collaborative meeting place.
exploring design through wearable computing art(ifacts). usability is taken into account in design, however analysis of underlying technological values (such as trust, privacy, security) might become overlooked. in this paper, we illustrate how performance art can be used to elicit information about device design and usage. wearable computing devices or art(ifacts) were used to spark behavior and debate. it was found that the degree of acceptability of the design was related to the perceived control the wearer had over the device. we suggest that what is learned from performance art can be incorporated into future design.
building website credibility: a prospective solution to e-commerce in poland. the paper presents main problems concerning e-commerce development in poland and other countries in eastern europe, in particular links between consumer's trust and cultural background in the region. the paper presents also a model proposal, describing relations and factors affecting creation of consumer's trust toward an on-line supplier.
embracing agile development of usable software systems. the interdisciplinary nature of system design can lead to communication problems between developers in different fields. this is becoming evident in the emerging field of agile software development which has largely ignored or been unable to address usability. this work presents a development process and toolset that draws on extreme programming--an agile software development process, and scenario-based design--a usability engineering process. this approach will allow developers in both fields to better communicate and work together to efficiently design usable systems.
the drift table: designing for ludic engagement. the drift table is an electronic coffee table that displays slowly moving aerial photography controlled by the distribution of weight on its surface. it was designed to investigate our ideas about how technologies for the home could support ludic activities-that is, activities motivated by curiosity, exploration, and reflection rather than externally-defined tasks. the many design choices we made, for example to block or disguise utilitarian functionality, helped to articulate our emerging understanding of ludic design. observations of the drift table being used in volunteers' homes over several weeks gave greater insight into how playful exploration is practically achieved and the issues involved in designing for ludic engagement.
a flexible 3d sound system for interactive applications. we have developed a 3d sound system for headphones that allows real-time sound source and user displacement in a virtual acoustic environment. because of a flexible design that uses different sets of pre-selected, physically modeled filters, the complexity level of simulation can be chosen, making the system adaptable both to available cpu power and to application requirements. no extensive signal processing knowledge is required in order to select the appropriate simulation complexity. a preliminary evaluation involving 4 users showed that the system provides a satisfying localization of sounds and users (even with limited memory and cpu power) while also giving access to low-level control over simulation complexity.
bashocam: collective photographic sequencing in wireless p2p networks. wireless peer-to-peer network technology enables new types of collaborative practices among people in public space and across multiple locations. bashocam is an on-going project that designs for a collective aesthetic practice across wireless peer-to-peer social networks. it aims at enabling users connected by a social network to create collaborative narratives by juxtaposing rhythmic sequences of photographs taken on the spot. these narratives evolve as they spread throughout the network. we describe the concept of bashocam, the user interaction and our current implementation.
video browsing interfaces for the open video project. the open video project is an on-going effort to develop an open source digital video collection that can be used by the research community and ultimately serve an even broader audience. the initial collection contains video or metadata for more than 1600 digitized video segments comprising nearly half a terabyte of content. our primary goals for this project are to provide free digital video content to people doing a wide variety of research, to develop a collaborative research environment for people interested in digital video, and to provide a testbed for our own video browsing interface work. each of these goals fit within a broader mission to understand how people think about, seek, and use digital video. this demonstration summarizes the current status of the project through a brief tour of the open video web site, describes our current work in developing surrogates to preview video segments, and shows an innovative video browsing interface we are developing.
the value of shared visual space for collaborative physical tasks. the goal of this research is to elucidate the ways shared visual space supports group communication and performance. this work involves three stages: a series of empirical studies that decompose the features of shared visual space and task, a methodology for assessing the sequential structure of how visible actions serve to augment discourse, and the development of a computational model of discourse to further our theoretical understanding of the ways in which shared visual information serves communication in collaborative physical tasks.
information visualization tutorial. visual representation of information requires merging of data visualization methods, computer graphics, design, and imagination. this course describes the emerging field of information visualization including visualizing retrieved information from large document collections (e.g., digital libraries), the world wide web, and databases. the course highlights the process of producing effective visualizations, making sense of information, taking users' needs into account, and illustrating good practical visualization procedures in specific case studies.
corporate pioneers part ii - lessons learned: introducing and promoting usability testing in a corporate environment. customers today demand to receive a quality, usable product. companies are finding that their products will not sell unless they have the reputation for being usable. one way that companies can ensure usable products is through usability evaluations, user involvement, and testing. a direct result of the need for user-centered design and testing is the challenge of establishing and evolving usability methodology as an integral part of the development process within the corporate environment.
collaborating on ethnography & design research: center for ethnography & contextual innovation at hfi. human factors international inc. (hfi) is a 100 people, $13 million user-centered systems integration company, with a mission to improve the interactions that people have with computers and other digital systems. hfi offers end-to-end solutions for web/intranet and internet-based applications, software applications, ivr systems, handheld devices, telemetric, public service networks, medical and automation equipments and help make our clients' existing offerings more user centric, optimized and efficient. in the wake of the recent interest of research and development for business innovations for the emerging markets and products & services for new markets, we are in the process of establishing ethnography and design research as a service area along with the existing areas of activities & services. hfi's interest in this area is reflected through a few successful collaborations with research initiatives launched by global corporate as well as academic institutions, e.g. hp labs, nokia research, ncr, media lab asia [6] etc.in this extended abstract we will elaborate on some key issues regarding successful research collaborations. we will also discuss the lessons learnt about carrying out such collaborations and jointly leading a multidisciplinary research team with early participation in the overall project planning.
design considerations for a financial management system for rural, semi-literate users. in this paper, we describe the design process, results, and general observations obtained in designing a user interface for managing community-based micro-finance institutions in rural india. the primary users studied were semi-literate village women. we discuss our contextual study observations and conclude by presenting a grounded design approach that best leverages the existing learning patterns of the users.
indo-european partnership to promote hci and usability issues in the indian it industry and academia. the indo european systems usability partnership (iesup) is a european commission funded project under asia it & c initiative, jointly supported by british computer society / british hci group, computer society of india and other european academic institutions, to facilitate collaboration between european and indian academics and industry practitioners interested in the disciplines of usability and human-computer interaction (hci). iesup enables europe and india to collaborate in issues relating to the design of usable interactive it systems that support people in their everyday and working lives through activities that include seminars / workshops in india, visits from india to europe, building virtual communities and other methods of larger scale communication and networking.
lifesource: two cvs visualizations. we present lifesource, two visualizations of cvs code repositories, one file-centric and one author-centric. codeconnections, the file-centric visualization, pulls out the overall structure of a large body of interacting code and authors. codeconnections scales well and reveals large trends in the code base at a glance. codesaw, the author-centric visualization, compares authors' code and project mail contributions over the course of one year. codesaw reveals trends in authors' lives, exposing peaks and valleys of productivity. both visualizations uncover deep details about the life of a code project to developers and onlookers.
digital storytelling and computer game design. this workshop uses a combination of short lecture and hands on practice to introduce digital storytelling and computer game design and the multitude of skills needed to successfully design digital stories and computer games. working examples are taken from two current projects at indiana university: lost highways and rock-paper-scissors in lizard land.
chi design community sig. while most of the hci literature can be seen as part of an engineering-science practice (with an emphasis on the acquisition and interpretation of 'facts'), the chi2006 design community focuses on how arts and engineering come together in the construction, study and interpretation of created objects (maybe more like the study of literature and criticism).
snif: social networking in fur. we present snif: social networking in fur, a system that allows pet owners to interact through their pets' social networks. snif comprises inexpensive hardware that can be unobtrusively and transparently affixed to pet collars and paraphernalia in order to augment pet-to-pet, pet-to-owner, and owner-to-owner interactions. snif devices aggregate pertinent environmental, social, and individual information that can be broadcast or addressed to other participating community members.
interactive search in large video collections. we present a search interface for large video collections with time-aligned text transcripts. the system is designed for users such as intelligence analysts that need to quickly find video clips relevant to a topic expressed in text and images. a key component of the system is a powerful and flexible user interface that incorporates dynamic visualizations of the underlying multimedia objects. the interface displays search results in ranked sets of story keyframe collages, and lets users explore the shots in a story. by adapting the keyframe collages based on query relevance and indicating which portions of the video have already been explored, we enable users to quickly find relevant sections. we tested our system as part of the nist trecvid interactive search evaluation, and found that our user interface enabled users to find more relevant results within the allotted time than those of many systems employing more sophisticated analysis techniques.