waashk/dblp huggingface dataset:
puyosheet and puyodots: simple techniques for adding "button-push" feeling to touch panels. two simple techniques for touch-panel based portable information devices are proposed. a soft-gel based transparent film named "puyosheet" placed over a touch panel provides button-push feeling to the fingertips. another configuration, soft-gel based small dots, named "puyodots", is attached to the backside of a handheld device provides button-edge and button-push feelings to the fingertip(s) that hold the device. preliminary evaluations indicate that proposed techniques improve "usability" and "preference" without deteriorating input speed or error rate compared with an ordinary touch panel device.
using language tests and emotional expressions to determine the learnability of artificial languages. the study described hereunder lies within the context of a larger project focusing on the design and implementation of a "robotic interaction language". the research goal of this project is to find the right balance between the effort necessary from the user to learn a new or artificial language and the resulting benefit of robust communication between a robot and the user as a direct consequence of optimized speech recognition. to measure the first criteria we have explored two methods to evaluate language learnability, namely language tests and analyzing expressed emotions during interaction in an artificial language. our results indicate that both have potential in being used as measurement tools for evaluating the learnability of artificial languages.
map torchlight: a mobile augmented reality camera projector unit. the advantages of paper-based maps have been utilized in the field of mobile augmented reality (ar) in the last few years. traditional paper-based maps provide high-resolution, large-scale information with zero power consumption. there are numerous implementations of magic lens interfaces that combine high-resolution paper maps with dynamic handheld displays. from an hci perspective, the main challenge of magic lens interfaces is that users have to switch their attention between the magic lens and the information in the background. in this paper, we attempt to overcome this problem by using a lightweight mobile camera projector unit to augment the paper map directly with additional information. the "map torchlight" is tracked over a paper map and can precisely highlight points of interest, streets, and areas to give directions or other guidance for interacting with the map.
improving with age: designing enduring interactive products. this study explores people's relationships with digital and non-digital objects in the home--with an eye toward the ways in which products improve rather than deteriorate over time--and how this knowledge might inform the design of more enduring and sustainable interactive products. we report our research in progress and provide a collection of initial design themes and design concepts inspired by user studies.
web-active users working with data. mashups have emerged as an area of interest for end-user programming research. while many users may find the ability to develop mashups useful, there are still many barriers to locating interesting data, figuring out how to "mash" it together and creating a useful view of the result. furthermore, there is still much to learn about the motivations and needs of the user. in this paper, we present the results of interviews and think-aloud studies of non-programmers working with xml data and a mashup building tool. this work aims to better understand the users' mental models as they first attempt to use a novel mashup tool. we identify key areas where breakdowns occur and propose a future path for research.
readingmate: an infrared-camera-based content stabilization technique to help joggers read while running on a treadmill. though reading could be a useful activity while a jogger runs on a treadmill, reading while running can be quite tiresome. in order to alleviate this difficulty, we developed a content stabilization technique, called ""readingmate,"" using head-tracking to track the location of the jogger's head/eyes and relocate the position of the contents on a screen, so that the contents appear to be stabilized. we conducted an experiment with ten participants, and eight out of ten reported positive experiences in using readingmate. thus, readingmate could be a potential solution for joggers who would like to read while running, and possible future work is also discussed.
the accidental tutor: overlaying an intelligent tutor on an existing user interface. intelligent tutoring systems (itss) have been shown to have dramatic impact on student learning [9]. however, these gains have been mostly in topics in which the interface has been designed with the intelligent tutor in mind. this research investigates the hci challenges that result from creating two model-tracing itss for use with existing interfaces. we describe overlaying a tutor on an image-editing program and a web-based application. we highlight three main hci challenges: 1) integrating a problem scenario in the context of the existing application, 2) providing learners with appropriate feedback during task performance, and 3) allowing learners to explore the interface while making sure they complete the task.
crowd computer interaction. hci had moved from considering how individuals interact with computers to thinking about how groups collaborate using technology. while there has been research focused on large-scale on-line communities, little attention has been paid to large groups of collocated assemblies, namely crowds. the evidence from social psychology and sociology suggest that the social dynamics and behaviours of crowds are distinct from those of smaller group formations. in this workshop we want to think about new opportunities for designing crowd-centric technologies and explore the factors that will shape interaction design for large scale crowd computing. the workshop will explore themes related to crowd-centric computing through hands-on crowd-based exercises, position papers and discussion.
exploring effectiveness of physical metaphor in interaction design. one direction of the emerging paradigm of interface design is the use of physical metaphors, the adoption of physical phenomenon from the real world with physical principles such as gravity or inertia. to explore effectiveness of physical metaphors in interaction design, we conducted an exploratory study by selecting one specific task where a physical metaphor was applied with physics: searching for a phone number in a contact list using an inertial scroll method with a mouse and touch screen interface environment. the result from this initial study showed that employing a physical metaphor does not always guarantee an improvement of performance; a different effect can be drawn according to the interaction style.
designing a privacy label: assisting consumer understanding of online privacy practices. this project describes the continuing development of a privacy label to present to consumers the ways organizations collect, use, and share personal information. several studies have indicated the importance of privacy for consumers, yet current mechanisms to present privacy policies of websites have not been successful. this research addresses the present gap in the communication and understanding of privacy policies, by creating an information design that improves the visual presentation and comprehensibility of privacy policies. drawing from the nutrition, warning, and energy labeling, as well as from the effort towards creating a standardized banking privacy notification, i present the process and ongoing results of the development of a usable information design for privacy policies.
detecting cognitive and physical stress through typing behavior. monitoring of cognitive and physical function is central to the care of people experiencing or at risk for various health conditions, but existing solutions rely on intrusive methods that are inadequate for continuous tracking. this research explores the possibility of detecting cognitive and physical stress by monitoring keyboard interactions with the eventual goal of detecting acute or chronic changes in cognitive and physical function. preliminary results indicate that it is possible to classify cognitive and physical stress conditions relative to non-stress conditions based on keystroke and text features with accuracy rates comparable to those currently obtained using affective computing methods. the proposed approach is attractive because it requires no additional hardware, is unobtrusive, is adaptable to each user, and is very low-cost.
perceived productivity and the social rules for laptop use in work meetings. people multitask with laptops in organizational meetings and this may impact a team's productivity and group dynamics. this paper discusses the results from fieldwork at a fortune 500 software development company and survey data from a sample of 40 information workers across the united states on the topic of technological multitasking in group meetings. preliminary results suggest that there is a perceived loss of productivity when using laptops during meetings and that the type of meeting is the strongest determinant for when technological multitasking occurs.
impad: an inexpensive multi-touchpressure acquisition device. recently, there has been great interest in multi-touch interfaces. these have taken the form of optical systems such as microsoft surface and perceptive pixel's ftir display as well as hand-held devices using capacitive sensors such as the apple iphone. however, optical systems are inherently bulky while capacitive systems are only practical in small form factors and are limited in their application because they only respond to human touch. we have created a technology that enables the creation of inexpensive multi-touch pressure acquisition devices (impad) which are paper-thin, flexible and can easily scale down to fit on a portable device or scale up to cover an entire table. these devices can sense varying levels of pressure at a resolution high enough to sense and distinguish multiple fingertips, the tip of a pen or pencil and other objects. other potential applications include writing pads, floor mats and entry indicators, bio-pressure sensors, musical instruments, baby monitoring, drafting tables, reconfigurable control panels, inventory tracking, portable electronic devices, hospital beds, construction materials, wheelchairs, sports equipment, sports clothing and tire pressure sensing.
more than kimchi and cash: designing for cultural identity. this project was motivated by one question: can products be instruments for designing and shaping culture? we know that there are products that can destroy a culture. for example, the nazis created sophisticated products to annihilate groups of people. more recently, many of the visually impaired have complained about not being able to hear hybrid vehicles before crossing the street. if certain products are destructive to a culture, can other ones enhance it? my hypothesis is that there are products or a class of products - centered around appropriate activities - that can support an environment for people to participate and shape. this project focuses on a specific cultural environment and the impact a product could have in facilitating relationships and participation in that context.
quickies: the future of sticky notes. in this paper, we present 'quickies', an attempt to bring one of the most useful inventions of the 20th century into the digital age: the ubiquitous sticky notes. 'quickies' enriches the experience of using sticky notes by linking hand-written sticky notes to the mobile phones, digital calendars, task-lists, e-mail and instant messaging clients. the project explores how the use of artificial intelligence (ai), natural language processing (nlp), rfid, and ink recognition technologies can make it possible to augment physical sticky notes that can be searched, located, can send reminders and messages, and more broadly, can act as an i/o interface to the digital information world.
can machines call people?: user experience while answering telephone calls initiated by machine. current state-of-the-art spoken dialog systems are aimed at handling telephone calls to automate incoming caller requests. in this paper we explore a scenario which is symmetric to a traditional human-initiated interaction. we report on an initial qualitative study focusing on the opposite type of interaction, i.e. when automated agents place telephone calls to recipients that request interactive dialog from the recipients. the study consisted of 16 telephone calls to participants placed by a simulated agent, followed by debriefing interviews with the participants. the data gained in the study were analyzed to identify factors that influence the acceptance of such calls.
lessons from participatory design with adolescents on the autism spectrum. participatory user interface design with adolescent users on the autism spectrum presents a number of unique challenges and opportunities. through our work developing a system to help autistic adolescents learn to recognize facial expressions, we have learned valuable lessons about software and hardware design issues for this population. these lessons may also be helpful in assimilating iterative user input to customize technology for other populations with special needs.
workshop on end user programming for the web. in the past several years, there has been a resurgence in research activity in end user programming (eup), all focused on the web. this work is spread across a variety of institutions and has been published in a variety of conference venues, including chi, uist, iui, and www. this workshop will bring these researchers together for a common discussion, with the following goals:establish a sense of community amongst researchers in this area; discuss common problems and lessons learned about doing research in eup for the web; define a standard corpus of tasks that can be used to evaluate current and future eup systems; and plan the publication of an edited book on the topic of end user programming for the web.
cost-effective wearable sensor to detect emf. in this paper we present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. our electromagnetic field detector bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. our technology thus supports awareness of ambient background emanation beyond human perception. we discuss how detection of such radiation might help to "fingerprint" devices and aid in applications that require determination of indoor location.
the science of fun. this video details the principles underlying our company's player experience research project on behalf of electronic arts for their latest game, spore. electronic arts employees discuss the benefits of the "simulated native environment" methodology as compared to focus groups, and scott rigby, ceo of immersyve inc., describes the pens (player experience of need satisfaction) metrics, which were used to gather quantitative feedback in this study.
activenotes: computer-assisted creation of patient progress notes. we present activenotes, a prototype application that supports the creation of critical care notes by physicians in a hospital intensive care unit. activenotes integrates automated, context-sensitive patient data retrieval and user control of automated data updates and alerts into the note-creation process. in a user study at new york presbyterian hospital, we gathered qualitative feedback on the prototype from 15 physicians. the physicians found activenotes to be valuable and said they would use it to create both formal notes for medical records and informal notes. one surprising finding is that while physicians have rejected template-based clinical documentation systems in the past, they expressed a desire to use activenotes to create personalized, physician-specific note templates to be reused with a given patient, or for a given condition.
research ethics in the facebook era: privacy, anonymity, and oversight. ethical standards for human subjects research have not kept up with new research paradigms. several research areas are particularly problematic for the chi community. online social research is testing the boundaries of public observation, third-party disclosure, and anonymization methods. furthermore, there are differences in norms about what is and is not ethical among various research disciplines studying the web. this sig brings together members of the chi community who are interested in research ethics for studying the web. we invite seasoned veterans from industry and academia, educators, and newcomers to the field to share their experiences and advice, ask questions, and to form an interest group that can help shape university and corporate best practices for online research.
evaluating weight perception using digital facial-image feedback. in this paper we describe the mophmed study, a joint effort between technologists and doctors to explore the effects of facial image modification on children's body image and on parental support for children's healthy dietary and physical activity behaviors.
designing a wearable social network. this paper presents a framework and design for a wearable social network based on facebook. we begin with a discussion of social networking by isolating key characteristics of social interactions in three research areas: social networking sites, mobile computing, and wearable computing. these characteristics are analyzed to suggest a design framework that can be applied to the design of social networks. using this framework, we have designed and created a wearable social network called patches, which extends the social interactions available in most wearable devices today.
grounding geovisualization interface design: a study of interactive map use. building the most effective tools to support user-centered geographic visualization faces a significant challenge: not enough is known about how people interact with maps. map use research has often focused on higher order use goals or cognitive interpretations of static map representations. in order to address the problem of understanding foundational user-map interaction behavior, we are studying user interactions in complex geovisualizations, with an initial focus on analysis tasks. this paper describes an exploratory user study to examine general interaction issues with complex map visualizations. our results highlight the need for map tools to improve interactivity and support basic analysis tasks to aid users in decision making.
letting tools talk: interactive technology for firefighting. in this work-in-progress report we present the results of a preliminary analysis of a set of fieldwork studies conducted in collaboration with a firefighter school and a firefighter brigade. to inspire the design of ubiquitous computing systems, we provide a description of the equipment used by firefighters, practices built upon them and a set of common properties.
supporting family engagement in weight management. as obesity is increasing in many countries, helping people manage their weight has become an important issue. medical research has shown that the family context may be important to promote lifestyle changes. our work aims at designing a collaborative environment to engage a family in support of an individual needing to manage his or her weight. this paper presents the first step in our iterative design process which aimed at collecting information about the needs of overweight and obese people, and about the type of environment they would find useful for them and their family.
treasurehunter: a system to increase the reuse of local used goods. increasing the reuse of locally available consumer goods is one way to make consumption more sustainable. we present treasurehunter, a system to help consumers find and share used goods available at thrift stores in their local area. treasurehunter enlists frequent thrift store shoppers to help find requested items for those who lack the time or inclination to search for the items themselves. incentive-centered design was used to craft a solution to fit the needs of all types of shoppers. treasurehunter consists of an online community that is also accessible from mobile phones so that it can be used while at a thrift store. the proposed system works best on smartphones, though any internet-capable phone could also be used. by motivating more people to buy used goods instead of new, everyone can benefit as consumers pay less for the goods they desire and fewer resources are wasted in the transportation and consumption of new goods.
emotional experience on facebook site. although user behavior in the popular facebook social network site has been intensely investigated since the site came live in 2004, we know little about users' emotions and values weaved in the fabric of their interactions. we report on a diary study for collecting daily accounts of users' most memorable experiences. outcomes emphasize the distinction between public and private presentation together with user motivation for engaging in each of these roles. findings also suggest that at their heart, people's most memorable experiences with facebook are all about positive emotions, in particular those concerned with connectedness and entertainment.
tailoring websites to increase contributions to online communities. many online communities experience insufficient contributions from their members. in order to encourage contributions to the community, we examined a website tailoring approach to fit a community's website interface with the motivations of the community. in particular, we used the characteristics of other websites as a method of gauging user motivation. we built two different websites with financial and altruistic themes, and conducted an online experiment with 122 users to test the impact of both segmenting and tailoring on contributions to a recycling community. preliminary results show that both tailoring and segmenting techniques were effective with altruistic users.
visualization and interaction techniques for mobile devices. this paper presents ongoing work toward the development of one-handed interaction techniques for mobile devices with a small touch-screen. this work comprises three main parts: the analysis of the state of the art, the development and the evaluation of novel interaction techniques, a proposal of tools that would help designing new techniques. this paper presents the work that has been already performed on the first two phases and some ideas for developing the last phase.
investigating computer game immersion and the component real world dissociation. in this paper we describe research being conducted to investigate the experience of computer game immersion, in particular the component "real world dissociation".
some statistical analyses of chi. in this paper i show a variety of ways to represent and think about statistical aspects of chi and its sister conferences. in particular, i look at author counts, gender analysis, and representations of repeat authors. i use these visualizations to motivate questions about what the preferred state of chi should be. for example, should we strive for gender equality at chi, and if so, why, and if not, why not? should we encourage the current trend of increasing number of authors per paper, or might we be loosing something in that process? i do not hope to answer these questions, but rather to encourage their discussion.