waashk/dblp huggingface dataset:
driving the family: empowering the family technology lead. advances in technology continually increase the ability, but also the complexity of consumer electronics. this is especially true when several devices must be configured to work together, such as a digital tv and satellite box. manufacturers of consumer electronics attempt to remedy this by designing interfaces that consolidate multiple, complex user interfaces into a single, simple interface. however, the problem remains that end-users are still expected to configure and learn to operate these new interfaces on their own. this paper addresses the problem by proposing a radically new goal in terms of user interfaces for in-home, networked consumer electronics. instead of trying and failing to make interfaces simple enough for everyone to use, we propose making interfaces that allow a "technology lead" - the person in the family responsible for supporting the technology-to more easily administer devices in his or her own home and in the homes of other family members. in japan, where this study is taking place, user-centered research methods show that families usually have a single technology lead who is challenged with supporting people remotely in several homes. by enabling the technology lead to remotely support family members at a distance, the natural family dynamic can be used to support users who either find the new breed of consumer electronics too difficult to learn or do not wish to invest the time to learn how they work.
cutting edge usability design and smashing graphics: the perfect recipe for firing up a sophisticated pharmaceutical touch screen application. in this case study, we describe a complex pharmaceutical touch screen software development project in which an appealing graphical design on top of a well-thought user interface elevate the benefits of a good user interface design. based on this specific case, we emphasis the importance of a clear and simple navigation and interaction in a complex pharmaceutical touch screen application.
user experience over time. the way we experience and evaluate interactive products develops over time. an exploratory study aimed at understanding how users form evaluative judgments during the first experiences with a product as well as after four weeks of use. goodness, an evaluative judgment related to the overall satisfaction with the product, was largely formed on the basis of pragmatic aspects (i.e. utility and usability) during the first experiences; after four weeks of use identification (i.e. what the products expresses about its owner) became a dominant aspect of how good a product is. surprisingly, beauty judgments were largely affected by stimulation (e.g. novelty) during the first experiences. over time stimulation lost its power to make the product beautiful in the users' eyes.
ubipay: conducting everyday payments with minimum user involvement. as services embedded into public spaces become increasingly transparent, one peripheral aspect of use continues to demand explicit user attention: payment. ubipay is a system that carries out small everyday payments in a way that minimises user involvement by choosing an interaction method based on context information. the aim is to make paying like breathing: something we are only peripherally aware of unless we exert our resources beyond the usual. this idea has powerful implications for business and design.
development of a location and movement monitoring system to quantify physical activity. there are currently 1 billion overweight adults in the world according to the world health organization (who). being overweight can pose a major risk to the health of an individual. the main reason for the increase in obesity in the west is the large changes in society, for example, our work and our leisure pursuits are becoming increasingly less physically demanding. one of the main ways that, according to the who, an individual can combat this is to undertake 30 minutes of moderate physical activity a day. however, it can be difficult for a person to gauge this moderate physical activity. this paper describes the design of a prototype system which collects and subsequently combines data from an activity monitor and gps device in order to help people to examine their activity patterns. the intention is that the integrated system will provide data to the user and others that will enable them to assess the effectiveness of attempts to increase activity and indicate where barriers to increased activity may exist, particularly those caused by the external environment.
a framework for mobile evaluation. in this paper we present a software framework which supports the construction and evaluation of mixed-fidelity prototypes for mobile devices. the framework is available for desktop and mobile devices and allows designers and users to 1) test the prototypes on actual devices; 2) gather usage information, both passively and actively supporting contextual and ubiquitous evaluation; 3) convey common prototyping procedures with effective data gathering methods that can be used on ubiquitous scenarios; 4) support in-situ prototyping and participatory design on-the-go. we address the framework's features and its contributions to the evaluation of applications for mobile devices and the field of mobile interaction design, presenting real-life case studies and achieved results.
blocked sites and offensive videos: the challenges of teen computer use. teenagers are often presented as comfortable users of technology. to better understand this assumption, we asked 27 teenagers to complete a survey about the previous day's media use; we then interviewed the participants about these entries. the participants actively used computers for information, communication and entertainment. most of the comments about technology were positive, but our study also revealed problems in the teenagers' computer use. they had stories about parents and teachers restricting their use of the web and there were several instances in which the teens themselves found the web to be offensive, inappropriate and unreliable.
itone: a japanese text input method for a dual joystick game controller. in this paper, we report the design and evaluation of a japanese text input method called itone. it uses a dual joystick game controller to input japanese text. the left and right joysticks are respectively assigned to the left and right halves of the japanese syllabary chart. the combination of left and right joystick signals selects a character. itone is theoretically faster than the japanese selection chart. results of a preliminary user study show that users prefer itone to egconvert: its smoothness during operation and accuracy measures are significantly higher. in addition, the learning curve of itone suggests that it can be learned easily and that it potentially provides higher performance.
social and psychological reactions to receiving help from a robot. computer systems, including humanoid robots, are becoming capable of recognizing human activity and, in the future, may offer unsolicited help in a variety of contexts. this helpfulness may improve people's performance on certain tasks, but there could be negative social and psychological consequences. help recipients may feel vulnerable--that their self-esteem and their control over the task have been threatened. to better understand the social psychological impact of receiving help from a robot, this thesis explores strategies used in human-human conversation to deliver unsolicited help and observes participants' reactions to these strategies in human-robot dialogue.
keyholes: selective sharing in close collaboration. documents are changing, becoming more malleable. content operations progress, from command lines to annotation and tagging. our studies reveal that people in practice share entire documents when portions would suffice. readers hunt for relevant information. authors describe laborious processes of selective sharing and redaction. overload and loss of focus arises. we describe keyholes, content annotations where authors or readers enter meta-data within a document to indicate what gets shared, with whom, and why. we argue that leveraging established practices (tags, social annotation, and command-line automation) clashes with chi notions of technical contribution, but creates new social dynamism within document texts.
twelvepixels: drawing & creativity on a mobile phone. twelvepixels is an interface for drawing pixel-based imagery using only the standard keys on the mobile phone handset. using an essentially simple drawing method, an extensive range of imagery can be created and shared between users. this paper explores the rationale and details behind the development of the twelvepixels interface; tracking possible applications for promoting creativity, communication, and content sharing on mobile phones.
what about a local wrapper around an universal core? in this paper, i examine the possibility of restructuring our premise about cross cultural design and explore a possible new way to look at how we can create products in one culture and yet have the whole 'flat world' use it!
increasing design buy-in among software developer communities. this paper is based on projects in which the user experience (ux) team in bangalore adopted a user centered design approach to increase design buy-in among the developer community of our product and improve working relations with them. this paper provides ethnographical insights into the work practices our developers, their needs & limitations that prevent them from adopting the design process. we share our learning and methods we adopted to address these scenarios.
designing large-display workspaces for cooperative travel consultancy. this paper discusses the design and first deployment experiences of an interactive large-display workspace for face-to-face travel consultancy. the stickiness of client preferences, the asymmetry of information about the solution space and the emotional colouring of client choices, make this complex cooperative process difficult to perform. to support such collocated consultancies we propose a large-display system providing a shared visualization of information resources that can be manipulated jointly by both parties. the use of natural touch interaction and multimedia resources furthers emotional involvement of the user. results of a preliminary evaluation suggest that such a large-display workspace can greatly improve the cooperation process and both customer and agent satisfaction.
user interface description languages for next generation user interfaces. in recent years hci researchers have developed a broad range of new interfaces that diverge from the "window, icon, menu, pointing device" (wimp) paradigm, employing a variety of novel interaction techniques and devices. developers of these next generation user interfaces face challenges that are currently not addressed by state of the art user interface software tools. as part of the user interface software community's effort to address these challenges, the concept of a user interface description language (uidl), reemerge as a promising approach. to date, the uidl research area has demonstrated extensive development, mainly targeting multi-platform and multi-modal user interfaces. however, many open questions remain regarding the usefulness and effectiveness of uidls in supporting the development of next generation interfaces. the aim of this workshop is to bring together both developers of next generation user interfaces and uidl researchers in an effort to identify key challenges facing this community, to jointly develop new approaches aimed at solving these challenges and finally to consider future spaces for uidl research.
extreme usability: adapting research approaches for agile development. agile development is being adopted by many leading software companies, such as those represented by this panel. though many instructional resources exist to guide companies through a change to agile development, there are few resources available on the subject of agile development and user centered design (ucd). as a result, user experience practitioners have had to develop their own tactics and strategies for maintaining sound ucd practices within their organizations when moving to agile. this panel consists of six practitioners who actively work with development teams using agile. panel members will share the challenges and successes they face while championing ucd within their respective development organizations. panelists will focus on adaptations to research methodology and strategy that make ucd possible to attain within agile cultures.
acceptance of augmented reality instructions in a real work setting. the differences between augmented reality (ar) systems and computer display based systems create a need for a different approach to the design and development of ar systems. to understand the potential of ar systems in real world tasks the technology must be tested in real world scenarios. this case study includes two qualitative user studies where ar was used for giving instructions to users in a hospital. the data show that the users in the context of medical care are positive towards ar systems as a technology and as a tool for instructions in terms of usefulness and social acceptance. the results indicate that ar technology, should it be introduced as technical support in this context, may become an accepted, and appreciated, part of every day work.
understanding consultants' information-seeking practices: knowledge management's touchpoint. this note reports on preliminary findings from a study of consultants' information-seeking practices in a global it services company. we conducted semi-structured interviews with consultants in addition to observing their interactions with a knowledge repository in the course of everyday problem-solving events. initial analyses suggest that consultants interacted with the knowledge repository with very instrumental ends in mind, looking for information that resembled more tidbits than knowledge. time was also an important constraint--search was rarely approached without a perceived time cost. though deeper analysis is pending, our data points to broader implications for the design of knowledge repositories, designers' and scholars' conceptualizations of them, and subsequently, approaches to studying them. we end with a discussion of next steps toward developing this work more fully.
the bandwagon effect of collaborative filtering technology. advancements in collaborative filtering and related technologies have resulted in the ubiquitous presence of other users' opinions and actions on a variety of websites and portals, ranging from news to music to photo sites. but, do these cues about others' behaviors guide our own decisions online? our lab group has begun exploring this "bandwagon effect" from a variety of perspectives. in one pilot study reported here, outcomes such as purchase intention and attitudes toward products on an e-commerce site are dictated by user perceptions of others' opinions about the site's products. empirical determination of the cues triggered by collaborative filtering technologies and the psychological mechanisms by which they lead to bandwagon effects have important implications for interface design of technologies that display user input.
opportunities to support parents in managing their children's health. parents always desire to take good care of their children and manage their numerous responsibilities. one of parents' main responsibilities is to manage their children's health. through their actions of caring for their children, parents want to know they're doing the best job to ensure their children's well being. unfortunately, much of the time this responsibility is a challenge-particularly for busy, dual-income parents-because it involves the collection, organization, retrieval, and transfer of information between many people in many different contexts. in our user research with dual-income parents they shared their experiences of forgetting to give medication, and of both not having an easy way of recording information and not having the information they needed when communicating with childcare and healthcare providers. smart home technology appears to offer a promise to easy this situation for parents; however, the hci community has only investigated healthcare in the home with a focus on elders. to better understand this opportunity area we conducted a user-centered design project looking at the management of children's by their parents.
looking good on the web: evaluating the visual impact of political websites. we present a study designed to measure the perceptions of the visual design for political websites. we use as our sample population approximately 400 different websites for united states congressional office-holders. in the analysis and presentation of our results we use the united states map divided into congressional districts, and then encode the study participants' perceptions of the visual design of the websites according to a color scale that maps to the perceived favorability of the site. our motivation for the visualization is, of course, the well known red-blue map that depicts election results according to support for a particular political party. further, we intend to look at the competitiveness of the districts where congressional elected officials reside, the noticeable features on their websites (for example, if a blog or visible contact information exists), as well as the results in relation to demographic information about the individual (political party, gender, age, etc). beyond developing an understanding of the political landscape, our study aims to suggest a set of heuristics that tend to lead to more favorably perceived website designs.
collaborative search and sensemaking of patents. despite the large number of patent searches conducted by professional patent searchers and inventors, little is known about how such searches are actually performed. here we describe a qualitative study of experienced patent searchers as they conducted in-context searches at a technology transfer office. based on studies of expert search and sensemaking in other domains, we expected the professional searchers to (1) use well-formed search strategies that were effective for patent search, and (2) rapidly make sense of the novelty of an invention by constructing new representations to organize existing patents that appear relevant. instead, we observed the searchers perform simplistic preliminary searches and then exchange their search process and results with inventors and patent lawyers to collaboratively make sense of the patentability and licensability of the invention. furthermore, their sensemaking consisted of selecting known representations of patents to organize the new information, an approach we call "weak" sensemaking. these results suggest implications for designing systems that support the observed collaborative "weak" sensemaking with the goal of helping the users to more effectively determine the patentability and licensability of an invention.
the disappearing desktop: pim 2008. in an ideal world, we would always have the right information, in the right form, with the right context, right when we needed it. unfortunately, we do not live in an ideal world. this workshop looks at how people in the real world manage to process massive amounts of information, and discusses how tools can bring real information interactions closer to the ideal.
a large 2d+3d focus+context screen. today, the amount of unstructured, multidimensional information is becoming more and more complex and overwhelming. one promising approach to face these problems is the efficient use of large displays. their immersive effect is even stronger when using a stereoscopic representation of information. however, the technical limitations of such 3d projective systems result in a loss of detail and a bad readability of textual information. we present a novel approach which enhances a 3d projective system by providing an additional high resolution 2d focus area.
portalis: using competitive online interactions to support aid initiatives for the homeless. we designed a web-based system with game-like properties that utilizes crowdsourcing to facilitate the beneficial transfer-of-knowledge to case managers (cms) working with the homeless. this has two significant impacts: first, portalis allows cms to make informed decisions in managing client cases. second, it enables individuals who would like to volunteer their services but are limited by time constraints to contribute.
the georgia tech aware home. the aware home research initiative (ahri) at georgia tech is devoted to the multidisciplinary exploration of emerging technologies and services based in the home. starting in 1998, our collection of faculty and students has created a unique research facility that allows us to simulate and evaluate user experiences with off-the-shelf and state-of-the-art technologies. with specific expertise in health, education, entertainment and usable security, we are able to apply our research to problems of significant social and economic impact.
photos for information: a field study of cameraphone computer vision interactions in tourism. advances in mobile computing and computer vision can support camera-based interactions with mobile devices, including systems that use image-matching to support getting information about objects identified by the camera. these interfaces, sometimes considered mobile augmented reality, can be applied in many domains. this paper reports on a field study of these interfaces in a tourism application, which begins to address questions about embodied interaction, existing photo-taking practices, and alternative interfaces.
digital rubbing: playful and intuitive interaction technique for transferring a graphic image onto paper with pen-based computing. in this paper, we introduce digital rubbing, which is a playful and intuitive interaction technique for transferring a graphic image directly onto paper. we designed transpen and mimeopad to realize digital rubbing. with these drawing tools, children and adults can use rubbing motions to transfer a digital image directly to paper and produce a drawing with a personal touch and natural texture, just as in traditional rubbing. we expect that digital rubbing technique would be useful in arts and design as a new way of expression in the process of drawing and editing ideas. in addition, the suggested interaction devices have the full potential to become new drawing toys for children.
meeting mediator: enhancing group collaboration with sociometric feedback. in this paper we present the meeting mediator (mm), a real-time, personal, and portable system providing feedback to enhance group collaboration. social interactions are captured using sociometric badges [6] and are visualized on mobile phones to promote change in behavior. in a study on brainstorming and problem-solving meetings, mm had a significant effect on overlapping speaking time and interactivity level without distracting the subjects. our system encourages effective group dynamics that may lead to higher performance and satisfaction. we envision mm to be deployed in real-world organizations to improve interactions across various group collaboration contexts.
design, marketing, strategy: where does user research belong? in this interactive session, a panel of experts will discuss and debate an emerging and pressing issue: to have maximum impact on the user experience, how and where should a user research team be structured within a corporation whose business depends on the development of successful interactive products through cross-functional collaboration? this has significant implications for organizations such as user experience, marketing, design, strategy, and academic programs preparing students entering corporate environments.