waashk/dblp huggingface dataset:
mediafinder: an interface for dynamic personal media management with semantic regions. computer users deal with large amounts of personal media often face problems in managing and exploring it. this paper presents semantic regions, rectangular regions that enable users to specify their semantics or mental models, and the mediafinder application, which uses semantic regions as the basis of a personal media management tool.
castaway: a context-aware task management system. this paper describes the development of castaway, a context-aware task management system. specifically, we describe a three-week field study with thirty-five participants, the results of which illuminate the nature of people's recorded tasks. we further describe in detail iterations made to our task management interface, including a map-based view, and the insights gained that will inform future design and development.
toward wearable social networking with iband. the iband is a wearable bracelet-like device that exchanges information about its users and their relationships. this exchange happens during the common gesture of the handshake, which is detected by the device. as such, iband seeks to explore potential applications at the intersection of social networking and ubiquitous computing. in this paper, we discuss the iband technology and feedback from an initial study in which 11 devices were used at two different social networking events. the results suggest that control over personal information is an ongoing issue, but they also highlight the possibility for wearable devices to enable the creation of a set of invented techno-gestures with different affordances and constraints that might be more appropriate for certain social interaction applications.
dancealong: supporting positive social exchange and exercise for the elderly through dance. the elderly face serious social, environmental, and physical constraints that impact their well-being. some of the most serious of these are shrinking social connections, limitations in building new relationships, and diminished health. to address these issues, we have designed an augmented dancing environment that allows elders to select dance sequences from well-known movies and dance along with them. the goal of dancealong is twofold: (1) to provide entertainment and exercise for each individual user and (2) to promote social engagement within the group. we deployed dancealong in a cultural celebration at a senior community center and conducted evaluations. in this paper, we present the design process of dancealong, evaluations of dancealong, and design guidelines for creating similar interactive systems for the elderly.
web tool for health insurance design by small groups: usability study. this experience report describes the challenges of evaluating the usability of a web-based collaborative health insurance benefits planning application. the application was created by researchers at the national institutes of health and the university of michigan.
how peer photos influence member participation in online communities. online communities (olcs) are gatherings of like-minded people, brought together in cyberspace by shared interests. creating such communities is not a big challenge; sustaining members' participation is. in this paper, we describe a technique for presenting members' photos and evaluate how it affects member participation in the community. we compare three different policies for presenting peer photos on the home page of the web site. our results show that explicit requests in the form of simple and short messages on the home page of a community can induce participation. we show that we were able to motivate members to (a) log into the system to see photos of fellow members, and (b) upload their personal photos.
developing user interface guidelines for dvd menus. watching dvds can be a frustrating experience, because dvd menus often miss out on usability and are complex and difficult to navigate through. similar to the early years of web development, there is a lack of design standards. in this paper, we show the development of user interface guidelines for dvd menus. these guidelines can be used to design and evaluate dvd menus. we built a prototype according to the guidelines, conducted usability tests with the prototype and evaluated other movie dvds using the guidelines to show the applicability, utility and usability of the guidelines.
a sensemaking-supporting information gathering system. this paper introduces a sensemaking-supporting information gathering system (ssigs), which provides a workspace with features that not only facilitate information search but also the representation search and representation shift which are crucial for sensemaking tasks.
transient visual cues for scrolling: an empirical study. the paper reports an empirical study, in which regular scrolling was compared with a novel scrolling technique featuring transient visual cues (tvc), that is, visual cues temporarily presented on a page to help the user locate new contents. an advantage of scrolling supported with tvc over traditional scrolling was found.
mental models of robotic assistants. if robotic assistants are to be successful, people will need appropriate mental models of what these robots can do and how they operate. we are developing techniques for measuring people's mental models of interactive robots and social agents. we aim to measure the content of these models--if they are anthropomorphic or mechanistic--and the richness of these models (how elaborate or sparse they are; how much confidence people have in them). we report progress here.
activity theory: basic concepts and applications. this tutorial introduces participants to activity theory, a conceptual approach that provides a broad framework for describing the structure, development, and context of computer-supported activities. the tutorial will consist of lectures, discussion and small group exercises. a web community will be established so attendees will be able to continue to learn about and use activity theory.
sources of structure in sensemaking. a critical aspect of sensemaking is finding appropriate representations for information important to a task. as background for the design of future systems to help people in finding such representations, this paper reports a study of where people currently get aspects of structure for their representations results show that representation construction and information seeking are closely coupled, as people get aspects of structure top down deducing from their previous knowledge, bottom up inducing from facts they find, and by borrowing from previous sensemaking efforts of others. the findings suggest important revisions of previous sensemaking theories and new opportunities for system design.
post-cognitivist hci: second-wave theories. historically, the dominant paradigm in hci, when it appeared as a field in early 80s, was information processing ("cognitivist") psychology. in recent decades, as the focus of research moved beyond information processing to include how the use of technology emerges in social, cultural and organizational contexts, a variety of conceptual frameworks have been proposed as candidate theoretical foundations for "second-wave" hci and cscw. the purpose of this panel is to articulate similarities and differences between some of the leading "post-cognitivist" theoretical perspectives: language/ action, activity theory, and distributed cognition.
non-visual overviews of complex data sets. this paper describes the design and preliminary testing of an interface to obtain overview information from complex numerical data tables non-visually, which is something that cannot be done with currently available accessibility tools for the blind and visually impaired users. a sonification technique that hides detail in the data and highlights its main features without doing any computations to the data, is combined with a graphics tablet for focus+context interactive navigation, in an interface called tablevis. results from its evaluation suggest that this technique can deliver better scores than speech in time to answer overview questions, correctness of the answers and subjective workload.
chit chat club: bridging virtual and physical space for social interaction. in this work, we create an audio-video link via an interactive sculpture to facilitate casual, sociable communication between two remote spaces. this communication installation was designed to blend the benefits of online interaction such as low risk interaction, lower barriers to entry, and minimized geographical constraints with the ease and the affordances of interacting and signalling in physical space. we describe the creation and the iterative design process for creating a social virtual-physical hybrid space-interface we call the chit chat club. in describing our design decisions, we note the advantages and disadvantages of two chit chat club installations and their effect on interaction.
social visualization: exploring text, audio, and video interaction. in this workshop, we address the importance and uses of social visualizations. in particular, we explore visualizations of text, audio, and visual interaction data to uncover social connections and interaction patterns in online and physical spaces. we stress the need to move beyond typical visualizations to date and explore new design approaches for creating social visualizations. finally, we address the need for comparing and evaluating the effectiveness of social visualizations and the approaches used to create them.
mypyramid: increasing nutritional awareness. a major challenge that new college students face is the establishment of healthy habits that will affect their long-term health. focusing on this difficult task is mypyramid: a dining hall service to support the development of healthy eating habits for busy and impressionable students. it offers an integrated student environment that builds basic nutrition and cooking skills in a fun and social manner while addressing unique student needs. in the mypyramid dining hall, students customize and cook meals that are tailored with the advice and recommendations of an "intelligent shopping basket". this intelligent basket offers personalized advice based on the usda dietary guidelines to ensure proper nutrition based on students' eating history. by teaching students basic cooking skills and educating them about how foods affect their dietary balance, mypyramid empowers students with knowledge and skills to establish long-term healthy nutritional habits [10].
a study on the use of semaphoric gestures to support secondary task interactions. we present results of a study that considers (a) gestures outside the context of a specific implementation and (b) their use in supporting secondary, rather than primary tasks in a multitasking environment. the results show semaphoric gestures offer significant benefits over function keys in such interactions, and how our findings can be used to extend models of design and evaluation for ubiquitous computing environments that support multitasking.
understanding users in consumer electronics experience design. designing a user experience is a multi-disciplinary field. while different points of view and diverse approaches are recommended due to the variety of its nature, understanding a user is important in ensuring quality outcomes in all approaches. in this paper, we describe practical user research approaches that we applied in our user experience design process for consumer electronics, approaches that can be performed with limited time and resources. these techniques have been applied in major user experience design stages including understanding user requirements, establishing design strategy, and conducting usability evaluations.
designing personalized user experiences for ecommerce: theory, methods, and research. the present workshop aims to form a community of individuals interested in exploring the user implications of personalized ecommerce applications. people working in industry, academia, and government are welcomed to participate. the aim of the two-day workshop is to access the current state of theory, methods, and research in this area and to create a theoretical framework on personalization of the user experience in ecommerce to help identify critical questions and guide future research.
emotional usability of customer interfaces - focusing on cyber banking system interfaces. emotions play a major role in the social interaction process with electronic commerce systems. this paper describes our attempts to design customer interfaces that can induce target emotions for cyber banking systems. four experiments were conducted to identify the important emotive factors and design factors, and to establish and verify causal relations between the factors. results indicate that it is possible to design customer interfaces that will elicit target emotions for the systems(e.g., trustworthiness).
cherish: smart digital photo frames for sharing social narratives at home. the introduction and rapid acceptance of digital cameras has fundamentally changed the way people take and share images. when displaying and interacting with images in the home, people still print out the photos as if they had been taken on a film camera. although sharing occurs on computer monitors or even on tv, the digital photo hasn't made complete circle in being represented digitally in a home environment. this research explores the display and social interaction with digital photos in the home.to find design opportunities we used a user-centered approach and studied how people currently display and interact with photos at home. observed needs were used to generate concept scenarios that were validated with representative users during a concept validation session. out of this has emerged the design of cherish, a system for organizing and displaying photos in the home.
cookieflavors: easy building blocks for wireless tangible input. we present cookieflavors, a tui prototyping tool that provides a set of physical input primitives realized by coin-size bluetooth wireless sensors named cookie. developers can attach cookieflavors on any physical objects and examine the suitability of tangible input in a tui prototype phase. we have built a map viewer application and projected it in an experimental room that contains various physical objects and several cookieflavors. we asked the focus group to manipulate the map viewer application by augmenting cookieflavors into physical objects. in this paper we present the interesting result of their perception and activities regarding this intuitive tui, cookieflavors.
haystack: a user interface for creating, browsing, and organizing arbitrary semistructured information. much past hci research has examined the usability concerns of information management software for specific domains such as object-oriented software design, e-mail, and the web. we believe that many of the results uncovered by these studies are applicable across multiple domains but that more broadly-scoped experiments require a system that can integrate multiple data sources. haystack is a general-purpose information management environment designed to attack this very problem. haystack's user interface, which incorporates capabilities from previous research such as context-specific visualization paradigms and attribute-based categorization, is built upon a highly expressive semistructured data model and data integration capabilities. in our demonstration we show how combination of a direct-manipulation-based ui paradigm and an expressive, federated data model can begin to address many of the information management problems plaguing general desktop computing today and can serve as a basis for further, yet unexplored, crossover information interaction experiments.
i saw this and thought of you: some social uses of camera phones. this paper presents aspects of a study into how and why people use camera phones. the study examined people's intentions at the time of image capture and subsequent patterns of use. motivated by current interest in "picture messaging", we focus on images taken to communicate with absent people and look at how they were actually used. we consider the timeliness of communication and the role of common ground to derive implications for design.
collections: flexible, essential tools for information management. while collections-aggregation mechanisms such as folders, buddy lists, photo albums, etc.-clearly play a central role in information management, the potential benefits of true first class support for collections are masked by disparate implementations that force users to pay attention to technological distinctions such as application, format, and protocol. we argue that systems should expose a single unified concept of collection and that concepts such as portals, cross-application projects, customized menus, and e-mail-task unification come about naturally as a result of our abstraction. in addition, uniform support for collections brings about a new set of capabilities for supporting creative processes. we discuss a prototype implementation of this abstraction in our haystack system, give several examples of why we believe our abstraction is useful in everyday information management, and present some preliminary results from user studies that support our hypotheses.
desktop aksi: virtual workspace concept integrating personal social communication and task management. a virtual workspace assists users to organize information on the desktop better. with such an intention, a virtual workspace concept named desktop aksi is proposed which accommodates three important aspects of desktop management i.e., finding and reminding, task-switching and spatial proximity to personal social communication. on realization of this workspace, users will be able to bring meaning and context to their task at hand. with the help of focus+context technique based on hyperbolic geometry users can navigate the information space.
user-centered eservice design and redesign. as telecom service providers struggle under the financial pressures associated with the continuing sluggish economy, plans to trim operational expenses and grow margins have been fundamental parts of their business models. key among these expense-cutting efforts has been the redirection of cost-intensive customer services communications to significantly less-costly web site portal interactions, such as online bill presentment and payment web services. however, the telecom industry survey results showed that expense savings and competitive differentiation should not be the only reason for developing these web services in order to ensure high use rate of these eservices [1]. these web services should be developed to enhance customer experience with these services. this paper presents how the user experience engineering techniques and usability test results were applied to redesign online bill presentment application to ensure the high rate of positive customer experience, and high percentage of use and adoption of these eservices. the online bill presentment application, one of eservices, has been developed for at&t's business customers.
testing for power usability. usability studies are usually conducted in a compressed time scale (measured in hours) compared with a user's eventual experience with a product (often measured in years). for this reason, typical usability evaluations focus on success during initial interactions with a product (sea for example dumas & redish, 1994 and nielsen & mack, 1994). success on initial use is often driven by familiarity. are what we call "intuitive" user interfaces really just familiar user interfaces? this "familiarity effect" can often swamp the usability differences between design alternatives. if usability evaluations continue to emphasize initial success with a product we may inhibit innovation in user interface design. there is a tension between initial usability (measured by success at first encounter) and efficiency of skilled performance. initial learning of a product's user interface often results in quite rapid increases in efficiency of use. a narrow focus on initial usability elevates learnability above efficiency once "up the learning curve". while this approach is appropriate for some products targeted primarily for casual / occasional users, it fails to capture the usability issues associated with power users (those with significant experience, training, or a professional orientation to their interaction with the product).
routeplanner. this paper discusses the routeplanner, a portable personal training and motivational aide, which displays real-time statistical and locational data. we focus on the iterative design techniques associated with developing requirements and functionality, while looking at the role user testing and feedback played in the refinement of our design.
modelling cyclic interaction: an account of feedback. this paper reports an empirical study of the effectiveness of different kinds of feedback to signal that a goal has been successfully completed. participants had to make setting changes to a simulated cell phone while at the same time dealing with incoming messages. one group had only implicit feedback that the setting had been changed so that success had to be inferred from the lack of an error message. the other groups had explicit feedback for a set period of 1, 2 or 5 seconds. the implicit feedback group were significantly less likely to complete the task than the explicit feedback groups. there is also evidence that the one second timed explicit feedback condition was less effective in inducing participants to eliminate their current subgoal than the two and five second explicit feedback conditions. a notation is introduced to explain these findings.
flexible timeline user interface using constraints. authoring tools routinely include a timeline representation to allow the author to specify the sequence of animations and interactions. however, traditional static timelines are best suited for static, linear sequences (such midi sequencers) and do not lend themselves to interactive content. this forces authors to supplement their timelines with scripted actions which are not represented. timelines also force frame-accuracy on the author, which interferes with rapid exploration of different designs. we present a redesign of the timeline in which users can specify the relative ordering and causality of events without specifying exact times or durations. this effectively enables users to "work rough" in time. we then implement a prototype and perform a user study to investigate its efficiency.
a study of the use of mobile phones by older persons. this paper reports on issues related to the use of mobile phones by older people. this study uses triangulation, a mixed method of qualitative (focus group discussions) and quantitative (online questionnaire) approaches. usage patterns, problems, perceived benefits and desired and unwanted features were covered in this study.
licai+: a comprehension-based model of learning for display-based human-computer interaction. this paper describes a model of comprehension-based learning, licai+, an extension to the comprehension-based model of display-based hci, licai [5], that simulates a user who performs tasks given as instructions. licai+ models users' learning of task performance by incorporating a process for encoding events during the task performance. a simulation of encoding and recalling events is described.