waashk/dblp huggingface dataset:
the cuetable: cooperative and competitive multi-touch interaction on a tabletop. in this paper we explain how we built cuetable, a multi-touch interactive tabletop, as a base technology to explore new interaction concepts for cooperative and competitive multi-touch applications. we present the puh game application. and most of all we report on user feedback to the cuetable and the puh game.
storytelling with digital photographs: supporting the practice, understanding the benefit. storytelling has been a mainstay of communication between humans for centuries. despite the sharp increase in digital photography and tools to support digital photo practices, constructing personal narratives with digital photographs remains a difficult problem. creating personal narratives requires story-writing, media editing, and media composition skills. this research explores how to support everyday people through the challenges of narrative composition with photographs by leveraging everyday photo practices to make storytelling with photos easier. it is also concerned with providing a satisfying experience to authors and audiences alike.
visualizations: speech, language & autistic spectrum disorder. without speech, we can have great difficulty communicating wants, emotions, needs, and interacting with society at large. during typical child development, an infant acquires language skills without explicit teaching. however, some children, including those with autistic spectrum disorder (asd) have explicit difficulty developing these skills in the context of everyday interactions. hci is situated to help by developing technology and techniques to teach speech and language skills to children with asd through the use of visual and auditory feedback. this paper examines preliminary results from a study, as well as describes new directions of research.
fishing for sustainability: the effects of indirect and direct persuasion. websites and technologies that promote sustainable behavior often employ direct persuasion by being open about persuasive intent. we examined the use of indirect persuasion, methods that do not make persuasive intent clear. we built two variants of a recipe website designed to induce changes in users: one using direct persuasion and the other using indirect methods. we measured the effects of each site on users' attitudes and actions towards the environment. preliminary results show that the direct style influenced actions while the indirect style influenced attitudes. we discuss the implications of this dissociation for research and applications.
agile or awkward: surviving and flourishing in an agile/scrum project. the agile development methodology poses challenges to the traditional user centered design process. in this panel discussion differing experiences and approaches will be shared and debated along the panelists with the audience encouraged to contribute to the discussion. the goal of the session is both a survey of ucd experience with the agile/scrum method and collectively developing best practices on working within an agile/scrum environment.
the nestegg: a budgeting tool. the nestegg is a simple to use budgeting tool designed to help people who earn a low income. these individuals may be one paycheck away from no longer being able to afford housing, thus living on the edge of homelessness. sometimes referred to as the "working poor," one in every five people in the united states was classified as such by the u.s. department of labor in 2003 [1]. by providing a mechanism to track their income and expenses and teach solid money management skills, financial stability can be achieved, aiding in the prevention of homelessness.
interpersonal connectedness: conceptualization and directions for a measurement instrument. interpersonal connectedness is the sense of belonging based on the appraisal of having sufficient close social contacts. this feeling is regarded as one of the major outcomes of successful (mediated) social interaction and as such an important construct for hci. however, the exact nature of this feeling, how to achieve it, and how to assess it remain unexplored to date. in the current paper we start the theoretical conceptualization of this phenomenon by exploring its basic origins in psychological literature and simultaneously formulate requirements for a measurement instrument to be developed in the service of exploring and testing cmc applications, in particular awareness technologies.
study and modeling of user errors for virtual scanning keyboard design. virtual scanning keyboards are text entry systems used by individuals with severe speech and motion impairments. in this paper, we present results of our empirical study on user errors for such keyboards. we also propose a computational error model and a method for evaluation of such keyboards taking errors into account. the work is aimed to help designers make appropriate choice from a large number of design alternatives with minimum user involvement.
confidence camp. homeless people who want to leave homelessness have a really hard time doing this, because they are stuck in the very same environment and have to face their problems alone. our solution provides homeless people with a much needed vacation from their daily lives at the same time as they can learn new skills and build network that will help them in the future. the idea is a camp for the homeless based on four features that we have found are important to get out of homelessness; change of environment, activation, improvement of self-efficacy and improvement of social abilities. it is a place where they can prepare for the long journey out of homelessness.
real ethics in a virtual world. this paper investigates the ethics of the appearance and behavior of avatars in massively multi-user online communities, in particular, avatars created for virtual business interactions in second life. the ethics of research conducted with avatars in 3d online environments is also discussed.
: using gaze and pupil size to control a game. we present an eyes-only computer game, invisible eni, which uses gaze, blinking and as a novelty pupil size to affect game state. pupil size can be indirectly controlled by physical activation, strong emotional experiences and cognitive effort. invisible eni maps the pupil size variations to the game mechanics and allows players to control game objects by use of willpower. we present the design rationale behind the interaction in invisible eni and consider the design implications of using pupil measurements in the interface. we discuss limitations for pupil based interaction and provide suggestions for using pupil size as an active input modality.
intelligent interactions in email using social networks and ai. this work is directed toward high-throughput email users, and uses machine learning and other artificial intelligence approaches to allow these users to triage and search email using automatically extracted social networks. while this approach makes use of (potentially) complex algorithms, these algorithms are abstracted through user interface design such that a non-technical user can take advantage of them, customizing when appropriate. my dissertation work will crystallize the needs of high-throughput email users into concrete tools to allow these users to better and more easily manage their information needs.
using wearable computing solutions in real-world applications. in this paper we report on the wearit@work project. with the wearit@work project the european commission and 42 partners from 16 countries invested into a new technology empowering mobile workers. the first 42 months of this project are over and industrial demonstrators, evaluations and results and an exploitation strategy are available. beside the four application domains of maintenance, production, healthcare and emergency response further domains like cultural heritage, a rural living lab for the prevention of environmental disasters and einclusion are first extensions to new application domains. in this paper based on the results of the third development cycle of the project results and an approach of the exploitation strategy are presented.
what would you do with a 1 million dollar user experience marketing budget?: internal vs. external user experience evangelism. user experience evangelism inside an organization is a frequent topic. methods for marketing user centered design to internal stakeholders have been analyzed in many papers and on panels. emerging media and new venues have recently presented an opportunity to reexamine methods and goals for external user experience marketing and evangelism. this interactive panel will address motivations and brainstorm about discount methods for promoting the role of the human factors profession to the general public, and communicating directly with the end users. this will be contrasted with the position that a well designed product should market itself, and that money is best spent on design and internal evangelism instead. the panel itself will involve 3 parts: 1. moderator collecting answers to the "what would you do with a 1 million dollar ux marketing budget?" question via index cards. 2. four panelists presenting short sales pitch proposing what they would do when faced with the same question. 3. panel discussion focusing on the contributions from the audience and focused on producing two lists. one would include specific user experience marketing venues (targeted bloggers, un-conferences, think tanks, specific ad words, design-friendly printed publications like business week, etc.). the second list would focus on goals and of user experience marketing (raising awareness and promoting better image of user experience vs. engineering and other disciplines, increased sales, better brand, recruiting, swaying executives, etc.). the panel would continue to live after external publication of the two lists, with new blog installments, comments, and any subsequent and open discussions.
mobile science learning for the blind. science learning for blind people is limited. for a variety of reasons there is a very low emphasis on science learning for such users, especially those from deprived communities. we have designed, implemented and evaluated the usability of audionature, an audio-based interface implemented for pocketpc devices to assist with science learning in users with visual impairments. the usability and the cognitive impact of the device were evaluated. users accepted the interface, enjoyed the interaction with audionature, felt motivated, and learned science. preliminary results provided evidence that points towards gains in problem solving skills and showed that game-based learning activities facilitate the user's interaction with the software.
unhelpful helpers: when scaffolding structures veil collaborative interactions. collaborative software tools are designed to support users in individual and group efforts to engage in complex tasks and/or to acquire and develop complex cognitive skills. the aim is to help users by alleviating or lessening the burden of complexity or even to hide or veil the complexity inherent in these tasks and skills. these embedded design structures act as scaffolds to provide support and laddering for users' attempts at climbing through, or mastering, skills and tool use. tools whose scaffolds and structures fail to support and/or mediate collaborative interactions and exchanges become "unhelpful helpers". unhelpful helpers stifle, hinder, and sometimes inhibit the collaborative interactions they were designed to support. through the use of both metaphysical and natural representations of scaffolding and collaborative interactions, we examine the emergence of unhelpful helping as a by-product, in particular, of the design of scaffolding in collaborative tools. we argue that collaborative tools should be designed with a realistic and deep understanding of the context and practices in which they will be used. furthermore, we argue that special attention and care should be given to the design of scaffolding structures to ensure that they support and help collaborative interactions and exchanges in ways they were intended.
using participants' real data in usability testing: lessons learned. in usability testing, we place great importance on authentic tasks, real users, and the appropriate fidelity of prototypes, considering them carefully in our efforts to simulate people's real-life interactions with our products. we often place less importance on the data with which we ask participants to interact. commonly, test data are fabricated, created for participants to imagine as their own. but relating to artificial data can be difficult for participants, and this difficulty can affect their behavior and ultimately call our research results into question. incorporating users' real data into your usability test requires additional time and effort, along with certain considerations, but it can lead to richer and more valid usability results.
meta-gui-builders: generating domain-specific interface builders for multi-device user interface creation. nowadays, there is a growing demand to design user interfaces that run on many devices. however, existing multi-device design approaches are not suitable for domain experts, whose input can be invaluable to come to a suitable user interface for a specific domain. existing techniques often require the manipulation of high-level models and transformations which are difficult to interpret and predict by a domain expert without a technical background. we present meta-gui-builders, a new generation of graphical user interface builder tools that allows domain experts to create multi-device gui designs themselves. these tools automatically adapt their workspace to a specific domain by encapsulating domain-specific elements in the designer's tool palette. engaging domain experts in a multi-device design approach is a first step towards creating aesthetic user interfaces that can be deployed on many devices, a combination that is hard to achieve with previous approaches.
a comparative evaluation of heuristic-based usability inspection methods. given that heuristic evaluation (he) is a popular evaluation method among practitioners despite criticisms surrounding its performance and reliability, there is a need to improve the method's performance. several studies have shown he-plus, an emerging variant of he, to outperform he in both effectiveness and reliability. he-plus uses the same set of heuristics as he; the only difference between these two methods is the 'usability problems profile' element in he-plus. this paper reports our attempt to verify the original profile employed in he-plus based on usability problem classification in the user action framework and an experiment evaluating its outcome by comparing he with two he variants using a profile (he-plus and he++) and a control group. our results confirmed the role of the 'usability problems profiles' on improving the performance and reliability of heuristic evaluation: both he-plus and he++ outperformed he in terms of effectiveness as well as reliability.
technology in mental health. mental illness has been identified as one of the greatest challenges facing society in the coming decades. however, there are significant barriers to access for many people suffering from mental illness, including overburdened public health care systems, geographic distance from point of care, difficulties encountered by individuals in engaging with services, and the stigma associated with mental illness. technology has the potential to significantly improve access, engagement, effectiveness and affordability of treatment, yet relatively little use has been made of technology to date. significant opportunities exist for further research and development, but the domain throws up a variety of challenges for hci design and hci methods.
rub the stane. stane is a hand-held interaction device controlled by tactile input: scratching or rubbing textured surfaces and tapping. the system has a range of sensors, including contact microphones, capacitive sensing and inertial sensing, and provides audio and vibrotactile feedback. the surface textures vary around the device, providing perceivably different textures to the user. we demonstrate that the vibration signals generated by stroking and scratching these surfaces can be reliably classified, and can be used as a very cheap to manufacture way to control different aspects of interaction. the system is demonstrated as a control for a music player, and in a mobile spatial interaction scenario.
information and communication tools as aids to collaborative sensemaking. collaborative sensemaking occurs when multiple actors engage in understanding an unfamiliar, information-rich environment. we present preliminary results from a field study of the collaborative activities of healthcare providers in an emergency department. the goal of our study was to explore the nature of collaborative sensemaking and the role various information and communication tools play in the process. we describe how paper, whiteboards, and the computerized provider order entry system support common external representations to enhance collaborative sensemaking; but at the same time gaps in collaborative sensemaking occur, leading to representation shifts.
natural interaction sensitivetable. the sensitivetable is a large multi-touch display that detects and tracks hands and objects in contact with it at 60 frames per second with a resolution of about 1.5 millimeters. a software application framework allows the creation of custom natural experiences. the table is equipped with array microphones and rfid antennas on its edges. the table runs a speaker independent speech recognition engine, based on a very small vocabulary, that is invoked only in specific circumstances. rfid tagged objects are used to populate the interface with contents, activate functions and authenticate users. due to its analytical nature (high resolution and multi-point gestures), the table in the public space is used mostly as a form of digital mediation between two or more persons (e.g. consultant and customer): the expert can lead the novice through the more complex and less intuitive dynamics of interaction. we provide the sensitivetable as an example of analytical natural interaction.
asister: scheduling for homeless women with special needs. homeless women need special care and attention especially during pregnancy or while trying to overcome substance abuse. we present a solution to help counselors working with these women. the solution allows the counselor to send text messages, which can be used to remind women of their daily schedule, as well as provide them with health and nutritional information. the system will also serve as a persuasive tool to help them develop positive behavior through the delivery of encouraging messages. cell phone technology usage is increasing rapidly among the homeless population. the system uses text messaging which is an inexpensive and non-obtrusive method of communication. our study contains details on the design of such a system and also attempts to evaluate the efficacy of such a text messaging system.
evaluating touch gestures for scrolling on notebook computers. we describe a new circular touch gesture for scrolling called chiralmotiontm and report on work to measure its performance. in a study using a document scrolling task, chiralmotion outperformed linear virtual scrolling on a notebook computer touchpad. participants also indicated a preference for chiralmotion in a follow-up questionnaire. we discuss the results and our plans for follow-up studies incorporating other devices.
defending design decisions with usability evidence: a case study. this case study takes a close look at what novice designers discursively use as evidence to support design decisions. user-centered design has suggested that all design decisions should be made with the concern for the user at the forefront, and, ideally, this concern should be represented by findings discovered within user-centered research. however, the data from a 12-month longitudinal study suggests that although these novice designers are well-versed with user-centered design theory, in practice they routinely do not use user-centered research findings to defend their design decisions. instead these novice designers use less definitive and more designer-centered forms of evidence. this move away from the user, though perhaps unintentional, may suggest that design pedagogy may need to be re-evaluated to ensure that novice designers continue to adhere to the implications of user-centered research throughout the design process.
seeing the bigger picture: a multi-method field trial of google maps for mobile. this case study discusses a 2-week field trial of google maps for mobile with 24 participants (in london, manchester, hamburg, munich). the field trial served as a pilot, because it combined many methods previously used individually: group briefing sessions, recorded usage, multiple telephone interviews for additional context around recorded use, and 1:1 debriefs in a lab setting with the development team observing. in this paper we describe our approach, as well as substantive and methodological findings. insights were gained along several dimensions: user experience at different levels of product familiarity (e.g. from download/install to habitual use); specific usability fixes (100+) as well as product strategy drivers; and hurdles to user experience arising from the mobile eco-system (e.g. carrier and handset platforms).
real-time snowboard training system. we present a wireless prototype system for real-time snowboard training. this system can be used to detect common mistakes during snowboarding and to give students immediate feedback on how to correct their mistakes. the project illustrates new ways to assist students during sports training and to enhance their learning experience on the slope.
particle display system: a real world display with physically distributable pixels. in this paper, the author designs and implements a new display system called particle display system, which can be installed on the non-planar surface of any objects. it consists of hundreds of full-color and wireless light emitting diode (led) nodes with a pc and video camera. the wireless capability makes the each node freely movable without distant limitation of the use of wire cables. by processing the images from the camera, the system calculates the positioning information of the each node and performs the timing control of the led in the each node in real time. therefore, the author is able to design a uniquely arranged pattern in full-color in the real world, by distributing and controlling the smart nodes. this paper describes the design and implementation of the prototype of particle display system.
monitoring time-headway in car-following task. this study investigates the effect of the follower and leader vehicles' speed on time headway variation during deceleration in a car-following task. significant results were found in deceleration onset; headway varies significantly when absolute and relative follower speed are high. these results suggest possible application in the tuning of in-vehicle advanced system for longitudinal safety control.
informatics at uc irvine. computer science, as a single discipline, can no longer speak to the broad relevance of digital technologies in society. the department of informatics in the donald bren school of information and computer sciences at the university of california, irvine, serves as the institutional home for research on relationships between technological, organizational, and social aspects of information technology. here, we describe the research landscape of the department of informatics and its relation to the diverse field of human-computer interaction.