waashk/dblp huggingface dataset:
gbook: an e-book reader with physical document navigation techniques. in this paper, we present gbook, a prototype for a new style of e-book reader that uses flexible inputs and page orientation to simulate the properties of reading a bound printed book. this project takes into account some of the known methods that people use when reading books, to make page navigation correspond more to that of paper-based books. the underlying assumption is that doing so will improve the learnability of navigation, as well as the usability by allowing more casual methods of page navigation.
exploring surround haptics displays. in this paper we present the design and evaluation of a two dimensional haptics display intended to be used for enhancing experience for movies and rides. the display, haptics surface, utilizes an array of vibrators contacting the skin at discrete locations and creates static and dynamic haptic sensations derived from scenes and situations. for this regard, a set of haptic morphs are introduced that can be used as building blocks to create new sensations on the skin. a novel haptic sensation, haptic blur, is also introduced that gives an illusion of continuous motion across the skin using discrete vibrating points. a pilot study investigating the reliability of haptic blur along a two dimensional skin surface is presented along with conceptual discussion on future haptic feelings rendered through the haptics surface.
toward a computationally-enhanced acoustic grand piano. although the capabilities of electronic musical instruments have grown exponentially over the past decades, many performers continue to prefer acoustic instruments, perceiving them to be more expressive than their electronic counterparts. we seek to create a new application for computer music interfaces by augmenting, rather than replacing, acoustic instruments. starting with an acoustic grand piano, an optical keyboard scanner measures the continuous position of every key while electromagnetic actuators directly induce the strings to vibration. unlike the traditional piano, the performer is given the ability to continuously modulate the sound of each note, resulting in a new creative vocabulary. ongoing work explores the creation of intelligent mappings from sensed user input to acoustic control parameters which build on the existing musical intuition of trained pianists, creating a hybrid acoustic-electronic instrument that offers new expressive dimensions for human performers.
artex: artificial textures from every-day surfaces for touchscreens. the lack of tactile feedback available on touchscreen devices adversely affects their usability and forces the user to rely heavily on visual feedback. here we pro-pose texturing a touchscreen with virtual vibrotactile textures to support the user when browsing an interface non-visually. we demonstrate how convincing pre-recorded textures can be delivered using processed audio files generated through recorded audio from a contact microphone being dragged over everyday sur-faces. these textures are displayed through a vibrotactile device attached to the back of an htc hero phone varying the rate and amplitude of the texture with the user's finger speed on the screen. we then discuss our future work exploring the potential of this idea to allow browsing of information and widgets non-visually.
learning basic dance choreographies with different augmented feedback modalities. we plan to evaluate different kinds of augmented feedback (tactile, video, sound) for learning basic dance choreographies. therefore we develop a dance training system based on motion capturing technology. in this work we describe and put up for discussion its capabilities and our methodological approach.
how to bring hci research and practice closer together. this special interest group probes potential problems between hci researchers and the practitioners who are consumers of research, to explore the extent of the problems and propose possible solutions. it will start with the results of the chi 2010 workshop on the same topic, articulating factors that may render some of the research literature inaccessible or irrelevant to practitioners. when should hci researchers be concerned about the relevance of their work to practitioners? how should practitioners communicate their needs for research? participants will discuss these topics and others that both groups can use to help bridge the gap between research and practice in hci.
experience in social affective applications: methodologies and case study. new forms of social affective applications are emerging, bringing with them challenges in design and evaluation. we report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. we discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. as these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application.
design to read: designing for people who do not read easily. many people do not read easily. they may have an impairment such as a visual problem. they may be reading in stressful conditions or poor light, or perhaps they are reading in a second language. is it possible to provide one consistent set of guidelines or approaches that will allow designers of electronic materials to meet all the apparently diverse needs of these people? or are there compromises to be made? if so, what are those compromises?
a method to get rich feedbacks from users in an interview for design concept decision. although participatory design methods such as co-creation and cultural probes are used in many forms of design practice, user involvement in the design concept decision phase is more difficult and rather rare. the aim of this research is to investigate a method that helps designers get rich feedbacks from users to help in making decisions on design concept directions. we present a method, called 'fuzzy & clear', which uses a level of clarity and concreteness when the concept directions are shown to users in group interviews or workshops. we also report on a design project case study to show how the method can be used and how the method impacts user feedback on a design project case study. the results show that the method helped develop diverse viewpoints and make a positive impact on getting more valuable user feedback. with this approach, designers and users can maintain a comple-mentary cooperation as co-creators.
whole body large wall display interfaces. this video demonstrates an application that uses a body-centric approach to support interaction with very large wall displays. the design is centered on a virtual body model that represents the users in the context of the workspace, relative to one another as well as to the display(s). this concept of body-centric interaction serves both as a design philosophy and an implementation approach and is both general and powerful. our approach is general because if the model is detailed enough, a broad range of interaction techniques can be implemented. it is powerful because it opens up an entire class of new interaction techniques: those that depend on properties of a users' body, such as arm or hand pointing direction, head direction, or body location or orientation. the video highlights some of the body-centric interaction techniques that we believe are of value based on how people use their bodies in the everyday world.
designing graphical interfaces for design rationale search & retrieval. design rationale (dr) explains why an artifact is designed the way it is, which is well recognized as critical information for designers in design reuse. the existing dr systems largely rely on human effort to capture dr which cannot discover dr from a large amount of archived design documents. therefore those systems have limited features in helping designers to explore dr information from a holistic view. our dr system focuses on discovering dr from archived documents (i.e. patent documents) and providing dr search and retrieval based on the proposed isal model. in this paper, we report our effort in designing graphical interfaces for our dr search and retrieval system, which provides interactive visualization of holistic view of drs from a large amount of patents and it enables search & navigation of dr from multiple aspects.
iphone as a physical activity measurement platform. iphone is emerging as a ubiquitous physical activity measurement platform due to its incorporated accelerometer sensor. the iphone's capacity to accurately measure physical activity has not been put to scrutiny up to now, despite claims from an increasing number of applications. this study examines ways to perform accurate physical activity measurements with the iphone, at various positions on the user's body. the study focuses on walking and running - the two most prevalent aerobic activities. for walking, a methodology has been developed that translates accelerometer values from peripheral body locations to equivalent readings on the waist and from there to metabolic units. for running, the limitation of iphone to perform accurate metabolic measurements is documented. the formulas and results in this paper can readily be used by developers to increase the accuracy of fitness applications and improve user experience.
usability and strength in click-based graphical passwords. click-based graphical passwords have attractive usability properties, such as cueing and good memorability. however, parameters such as image size and number of click-points in each password significantly affect their security. we investigated the usability of such a graphical password system when its parameters were adjusted to provide security equivalent to (or better than) that of text passwords. we found that manipulating different parameters resulted in similar usability. this suggests that the preferred method for adjusting security can be dictated by the constraints of devices and preferences of users. for example, mobile devices might use smaller image sizes and more click-points.
a multi-touch enabled steering wheel: exploring the design space. cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. with our research we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. in contrast to the standard approach of combining all functions into hierarchical menus controlled by a multifunctional controller or a touch screen we suggest to utilize the space on the steering wheel as additional interaction surface. in this paper we show the design challenges that arise for multi-touch interaction on a steering wheel. in particular we investigate how to deal with input and output while driving and hence rotating the wheel. we describe the details of a functional prototype of a multi-touch steering wheel that is based on ftir and a projector, which was built to explore experimentally the user experience created. in an initial study with 12 participants we show that the approach has a general utility and that people can use gestures for controlling applications intuitively but have difficulties to imagine gestures to select applications.
real time eye movement identification protocol. this paper introduces a real time eye movement identification (remi) protocol designed to address challenges related to the implementation of the eye-gaze guided computer interfaces. the remi protocol provides the framework for 1) eye position data processing such as noise removal, smoothing, prediction and handling of invalid positional samples 2) real time eye movement identification into the basic eye movement types 3) mapping of the classified eye movement data to interface actions such as object selection.
mobile product customization. many companies are using the web to enable customers to individually customize their products that range from automobiles and bicycles to cds, cosmetics and shirts. in this paper we present a mobile application for product customization and production within a smart factory. this allows the ad hoc configuration of products at the point of sale (pos). we investigate human factors when customizing products while interacting with them. we focus on the concept of the mobile client that enables this ad hoc modification, but also present the production chain behind our product. we believe that this particular 3d interaction with a product and a mobile device help to improve the customer satisfaction as it allows for customizing a product in an easy and intuitive way. from a chi perspective an important aspect is that our mobile augmented reality interface can help to match the costumer's expectations with the final modified product and allows the most natural and intuitive interaction. as a use case of the system, we present the modification of a soap dispenser.
microblogging: what and how can we learn from it? microblogging, the act of broadcasting short, real-time messages, is a relatively new communication practice allowing people to share information they are less likely to express using existing technologies (e.g. email, phone, im or weblogs). we use microblogging as an umbrella term to include the posting of status updates to social network sites such as facebook, and message-exchange services like twitter, jaiku, and yammer. microblogging has become popular quickly, catching researchers' interests as both a means of public, social information exchange, and a medium for collaboration and communication in the work context. the goal of this workshop is to provide a forum for researchers and practitioners from academia and industry to exchange insights into microblogging as a communication practice in enterprises, academic and social settings. we aim to develop an agenda for what and how we can learn from and better study this phenomenon.
studying and tackling temporal challenges in mobile hci. in this paper, i present the idea of receptivity as a broader concept than interruptibility alongside empirical studies of receptivity to interruptions on mobile devices in naturalistic settings, and a methodology based around experience-sampling in order to inform and motivate the development of concepts and models for system design that respond to issues of receptivity in general and temporal challenges such as timing and episodic engagement in particular.
heartbeats: a methodology to convey interpersonal distance through touch. individuals who are blind are at a disadvantage when interacting with sighted peers given that nearly 65% of interaction cues are non-verbal in nature [3]. previously, we proposed an assistive device in the form of a vibrotactile belt capable of communicating interpersonal positions (direction and distance between users who are blind and the other participants involved in a social interaction). in this paper, we extend our work through use of novel tactile rhythms to provide access to the non-verbal cue of interpersonal distance, referred to as proxemics in popular literature. experimental results reveal that subjects found the proposed approach to be intuitive, and they could accurately recognize the rhythms, and hence, the interpersonal distances.
needs analysis: the case of flexible constraints and mutable boundaries. needs analysis is a prerequisite to effective design, but typically is difficult and time consuming. we applied and extended our methods and tools in a case study helping a mission control group for the international space station. this domain illustrates the challenges of information-system domains that lack rigid, immutable, physical constraints and boundaries. we report the successes & challenges of our approach and characterize the situations where it should prove useful.
context-adaptive interaction for collaborative work. context plays an increasingly important role to adapt systems to users' needs and to make access to large information spaces more efficient. yet, in the area of collaborative work the potential of context-based adaptation of it systems has so far not been investigated and exploited. there is a lack of methods that take into account the manifold aspects of context such as physical, activity-based, thematic or social context in an integrated fashion. this workshop will discuss models, methods and system design approaches for context-adaptive collaboration support and will outline research directions leading towards comprehensive understanding of context.
modality is the message: interactivity effects on perception and engagement. new media interfaces offer a wide variety of modalities for interacting with systems. while typing and clicking remain the staple of most interfaces, several other modalities have emerged in recent years, enabling users to perform a range of other actions, such as dragging, sliding, zooming-in/out, mousing-over and flipping through a revolving carousel of images (as in cover flow). while each modality offers a unique way of interacting with information, it is not clear whether it brings unique psychological advantages. does a drag engender greater user engagement? is the mouse-over likely to enhance user's perceptual bandwidth? a scientific assessment of such effects is impossible with existing interfaces given the confounded nature of modality combinations and information provided by them. therefore, we designed six web interface prototypes with identical content, differing only in modality, for experimentally isolating the effects of each, using a between-subjects design. ongoing data collection involves both physiological and psychological measures of perceptual bandwidth and engagement.
pot à musique: tangible interaction with digital media. we describe the conceptualisation, design and prototype development of a tangible gesture-based interface for the control of a music player. the device takes the form of a pot, augmented with inertial sensing and model-based vibrotactile feedback, which it is envisioned will encourage a more playful form of interaction for a richer interactive experience with our increasingly dematerialised digital media.
tongue music: the sound of a kiss. in this paper we examine the tongue music project: a performance-instrumental that makes use of the human tongue to yield amorous sounds, either by solo using a primary tongue controller or as a duet (the sound of a kiss) pairing a tongue controller and a receiver. we describe the design of the system and how the participants use the technology in a creative way to produce music.
using "rapid experimentation" to inform customer service experience design. this case study describes how cisco followed a "rapid experimentation" methodology in conducting iterative, high velocity pilot studies to inform a large global customer service experience design project. the research findings described in this case study informed the design of a better mechanism for customers to select their expected outcomes, so cisco can provide a personalized service experience. this improved accuracy moves us closer to our goal of eliminating at least 5% of all re-routing of service requests. in addition, customer satisfaction improves as we approach our target of reducing average time-to-resolution by at least 5%, which also saves on the cost-per-call for cisco. the case study explains how these studies improved the direction of the design concept and narrowed the research focus to answer more specific design questions. it summarizes how this approach was successfully applied in the customer service experience design situation to achieve the same experience design goal in 8 weeks, 4 weeks ahead of the 12 week schedule. we also describe lessons learned in applying the "rapid experimentation" methodology.
lowering the barrier to applying machine learning. researchers have used machine learning algorithms to solve hard problems in a variety of domains, enabling exciting, new applications of computing. however, research results have not transferred to software solutions. in part, this is because developing software with machine learning algorithms is itself difficult. my dissertation work aims to understand why using machine learning is difficult and to create tools that lower the bar so that more developers can effectively use machine learning.
radio healer. in this paper we discuss our performance titled radio healer. this performance reflects upon the indigenous cultural implications of consumer technologies such as the internet, mobile handheld devices, and personal computers, and how this relates to the effects of these technologies upon the lived experiences of all people. radio healer achieves this through the tactical appropriation and adaptive reuse of consumer technologies by indigenous peoples, along with the expression of indigenous media through sustainable cross-cultural partnerships between peoples of diverse backgrounds. the motivation of our collaborative work is to appropriate and express electronic technology in order to recognize the sovereign rights of indigenous peoples.
free-space pointing with constrained hand movements. research on pointing devices has shown that rate control is appropriate for isometric and elastic devices but not effective when input control is purely isotonic. human hand has been generally considered as an isotonic device. therefore, pointing devices that are directly controlled by hand movements (e.g., the mouse) are based on position rather than rate control. in this work, we study the relevance of rate control in low-resolution input. taking into account elastic properties of the human wrist, this work explores designs that mix position and rate control when input is handled by constrained hand movements.
brain, body and bytes: psychophysiological user interaction. the human brain and body are prolific signal generators. recent technologies and computing techniques allow us to measure, process and interpret these signals. we can now infer such things as cognitive and emotional states to create adaptive interactive systems and to gain an understanding of user experience. this workshop brings together researchers from the formerly separated communities of physiological computing (pc), and brain-computer interfaces (bci) to discuss psychophysiological computing. we set out to identify key research challenges, potential global synergies, and emerging technological contributions.
improving remote collaboration through side-by-side telepresence. virtually all teleconferencing solutions are designed to facilitate face-to-face interactions. while face-to-face is suitable for meetings or conversations, we see many real-world situations where people choose to sit in other configurations. face-to-face telepresence inaccurately simulates these alternate interaction styles. in this paper we describe a side-by-side telepresence concept, which is more appropriate for side-by-side style interactions, such as collaborative writing or training. we explore the differences between face-to-face and side-by-side telepresence, and discuss our prototype side-by-side telepresence workstation.
heads-up engagement with the real world: multimodal techniques for bridging the physical-digital divide. the vast and ever-increasing collection of geo-tagged digital content about the physical world around us has prompted the development of interaction methods for various different scenarios. however, the map-based views common on desktop computers are not always appropriate when considering mobile usage. the aim of this research is to provide suitable methods that can encourage user interaction with geo-located digital content, avoiding unnecessary interference with the user's immersion in the physical world around them. this extended abstract outlines the work published to date, suggests future areas of research, and highlights the key contributions brought to the hci community.