waashk/dblp huggingface dataset:
hci@aachen: experiments in the future of media and mobility. this paper presents the media computing group at rwth aachen university and its goal to explore the future of collaborative, ubiquitous interaction with audiovisual media. it explains how this initial research vision has led to work on the levels of hci theory, algorithms, toolkits, testbeds, and design patterns. it also introduces some of our external collaborations, in particular the excellence initiative, germany's most fundamental change in government research funding to date, which supports rwth and our group.
international ethnographic observation of social networking sites. current research on social networking largely covers us providers. to investigate broader trends, we examine cross-cultural differences in the usage patterns of social networking services with observation and ethnographic interviews in multiple cultures. this appears to be the first systematic investigation of social networking behavior across multiple cultures. we report here on the first four locations with observation and interviews of 36 respondents, 8-10 in each of the us, france, china, and south korea. the results show three dimensions of cultural difference for typical social networking behaviors: the users' goals, typical pattern of self expression, and common interaction behaviors. these differences exemplify a developmental path of interest in social networking and the gradual integration of social networking behavior into more general communications behaviors. future work in other cultures and with additional methods will evaluate the hypotheses presented here.
sensemaking. when confronted with a large or complex amount of information, how do people come to understand it? this workshop will focus on the most recent work in sensemaking, the activities, technologies and behaviors that people do when making sense of their complex information spaces.
wheels around the world: windows live mobile interface design. we present a unique interface design for mobile devices that addresses major user pain points with deep menu systems and page scrolling. using a series of 1-5 wheels of content, arranged in a combination-lock style on a single mobile screen, this design enables a user to consume a multitude of personalized internet and web content without ever scrolling up/down or selecting from a menu. additionally, the wheels are easily mapped to a personalized pc experience such as those from my msn, live.com, and myyahoo!, enabling users to access their pc content from anywhere. results from iterative testing across us, japan, and china show the model to be an effective and desirable mode of consuming personal and internet content on the mobile device, despite very different navigation paradigms and cultural expectations in each of the countries.
all the news that's fit to e-ink. we describe a design project of a future electronic news device and service. the project employs about 20 researchers, designers and developers. it uses advances in product technologies and in social computing to deal with the challenges of transferring the print newspaper reading experience onto a mobile, hand-held device, and of transferring the editor's power to decide what constitutes worthy news to the reader.
co-located group interaction design. this design theatre experience explores the use of choreographic improvisation exercises to reflect on the structures of interaction in a mobile, co-located group. the design technique is motivated by studies of clinical ward rounds, and applies analytic models from kendon, garfinkel and hutchins.
re-phrase: chat-by-click: a fundamental new mode of human communication over the internet. there is a fast growing need for companies to handle full text interaction via internet with chat-like functionality, think of online helpdesk, demand aggregation, etc. however, even state-of-the-art language technology is not able to automatically handle consumer requests in a reliable and sensible manner. semantic text understanding systems are brittle and expensive to maintain, and simple pattern matching text-bots cannot handle the complexity of natural language and often give useless or wrong answers. re-phrase meets this need by starting from threads of real human textual interaction (chat, helpdesk) and then storing and re-cycling it for fast multiple-choice conversation with automated replies. it is a new technology for users to interact via the internet, which combines browsing and chatting. it makes use of an adaptive and collaboratively growing database of conversation phrases. it is fast, adaptive, allows full text entry, and is well suited for different types of browsers and platforms.
"seeing like a rover": embodied experience on the mars exploration rover mission. although they work with two non-humanoid robots located several million miles away, the distributed team that operates the mars exploration rovers demonstrates an uncanny sympathy for their robotic teammates. this paper examines not only how the rovers are anthropomorphized by the human team, but also how the team takes on characteristics of the rovers while conducting science and operations on mars. based on two years of ethnographic fieldwork with the mars rover mission, the paper places the configuration of the user in social context and probes the role of the machine as social resource, with implications for hci.
using comics to communicate qualitative user research findings. this paper is a case study of how exploratory, qualitative interview findings were communicated to product teams through the visual design language of comics.
mystorymaker. in this paper we describe the development of our storytelling program for children mystorymaker based on the concept of literacy learning through play. the focus is on designing interfaces inducive to play and open to user interpretation.
brain-computer interfaces for hci and games. in this workshop we study the research themes and the state-of-the-art of brain-computer interaction. brain-computer interface research has seen much progress in the medical domain, for example for prosthesis control or as biofeedback therapy for the treatment of neurological disorders. here, however, we look at brain-computer interaction especially as it applies to research in human-computer interaction (hci). through this workshop and continuing discussions, we aim to define research approaches and applications that apply to disabled and able-bodied users across a variety of real-world usage scenarios. entertainment and game design is one of the application areas that will be considered.
playware: augmenting natural play to teach sign language. we discuss playware--a system of augmented dress-up clothes, toys, and a digital environment that teaches simple asl vocabulary to young children. we present a preliminary evaluation of the system in a school setting and plans for improving the playware system for future deployment.
design for intuitive use: beyond usability. after a short introduction to our concept of intuitive use of user interfaces we would like to invite the interdisci-plinary chi community to discuss at least two impor-tant issues, namely: how does intuitive use and aes-thetics relate? and, does physicality enable intuitive use? in the following, we present some provoking the-ses to trigger the discussion of these questions.
do that again? the proposal is for a design theatre session that explores the readability of a staged interaction. this is based on our work with role playing in design education, design research and design work. it is also based on our background in both observational research and interaction design. reading an interaction is not straightforward. presenting an interaction is not, either. in this presentation, a very small interaction is presented in several different ways. the audience is invited to guess and discuss about the readability of this interaction and about the consequences of the possible readings for design.
interactivity: constructed narratives. constructed narratives is a digital media research project and game that explores the design of tangible social interfaces that facilitate discourse and information sharing in public spaces. designed for experiments in social networking and learning in physical environments, the tangible social interface (tsi) is based on the premises of the tangible user interface (tui) -- physical objects embedded with hardware sensors for responsive output when manipulated. the tangible social interface gives unique output based on manipulation technique as well as profile information about the person who is doing the manipulation.
visually querying the e-lis ontology: a proposal. the e-lis dictionary includes the first web dictionary from italian sign language to italian. albeit innovative, its interface makes it a dictionary for experts of italian sign language and of its sign composition rules. in this paper, we present a novel visual interface for the e-lis dictionary. our interface visualises the e-lis ontology, which encodes the composition rules of signs of the dictionary. thus our interface supports the dictionary users in querying by transparently browsing the ontology. the prototype of our interface was designed with the user centred design methodology.
biometric daemons: authentication via electronic pets. a well-known security and identification problem involves the creation of secure but usable identification and authentication tools that the user is fully motivated to adopt. we describe an innovative solution to this problem: the biometric daemon, which takes its inspiration from two sources. it is firstly conceived as a biometric device which is initially imprinted with the fixed biometric properties of its owner, and is then regularly updated with the fluid biometric properties of its owner. however it also acts as an electronic pet which (i) part-shares identity with its owner, (ii) needs nurturing and (iii) effectively dies when separated from its owner for any length of time. our proposal was inspired by the literary daemons described by philip pullman. our biometric daemon synthesizes the properties of biometric token and daemon and we argue that it offers the basis for secure, usable and engaging identification and authentication.
beliv'08: beyond time and errors: novel evaluation methods for information visualization. information visualization systems allow users to produce insights, innovations and discoveries. evaluating such tools is a challenging task and the goal of beliv'08 is to make a step ahead in the comprehension of such a complex activity. current evaluation methods exhibit noticeable limitations and researchers in the area experiment some frustration with evaluation processes that are time consuming and too often leading to unsatisfactory results. the most used evaluation metrics such as task time completion and number of errors appear insufficient to quantify the quality of an information visualization system; thus the name of the workshop: "beyond time and errors".
can an orc catch a cab in stormwind?: cybertype preference in the world of warcraft character creation interface. virtual worlds are reaching a point of critical mass as a medium for the exchange of business, entertainment and other cultural products and values. as cultural interfaces, virtual worlds mediate the access to remediated cultural data. this remediation of cultural data may transfer existing, repressive racial ideologies to new media. limited research about racial stereotypes in virtual worlds exists and this paper contributes to the growing research body by demonstrating a novel study of a dominant racial stereotype in the character creation interface of world of warcraft.
pensieve: augmenting human memory. human memory is fallible. we remember certain things, while we completely forget others. some of the events we experience end up stored in our episodic memory, others disappear completely. even those stored, very often remain inaccessible, since we do not have reliable mechanisms to retrieve them when required. in this paper we describe pensieve, a system for augmenting episodic memory, that facilitates capturing of events and retrieving them later, using various relevant cues and associative browsing.
globetoddler: designing for remote interaction between preschoolers and their traveling parents. in recent decades, families in the western world have become more geographically distributed, making it more difficult for family members to achieve and maintain a feeling of connectedness. different time zones and contexts and a limited awareness of the other family members' availability and mood are some of many factors that make "being together" more challenging when physically apart. besides, when it comes to preschool children, existing communication technologies, such as phones and computers, may not even be an option. as a result, many families simply accept the fact that being apart leads to fragmented, or even non-existent, interaction. in this paper we describe initial work on a tangible system, globetoddler, which aims to make remote interaction between preschool children and their traveling parents easy and enjoyable. the paper describes the process of defining design principles for this system, as well as the content and implications of these principles.
semantic web user interactions: exploring hci challenges. the purpose of this workshop is to engage interaction researchers and designers in the user interaction challenges posed by the semantic web. the workshop will be the fifth workshop in the swui series - it has previously been hosted at either the world wide web conference or the international semantic web conference. we have sufficient exemplars of both tools and approaches now that we can demonstrate the concepts of the space to participants and make it very clear why there are design/research challenges for the chi community. we want to explore current and future chi research that fits this problem space, and so invite participants exploring many interaction issues.
toped: enabling end-user programmers to validate data. inputs to spreadsheets and web forms often contain typos or other errors. however, existing tools require end-user programmers (eups) to write regular expressions or even scripts to validate data, which is slow and error-prone. we present a new technique enabling eups to describe data as a series of constrained parts. we incorporate our technique in a prototype tool called toped, which generates validation code for excel and web forms. our technique enables eups to validate data more quickly and accurately than with existing techniques, finding 90% of invalid inputs in a lab study.
hands-on the process control: users preferences and associations on hand movements. design of future smart environments is challenging especially when we are talking about smart control room environments for advanced process control activity. one key element of our concept of a future smart control room is a movable multi-touch table called "affordance table". in this paper we present the results of a user test in which we explored what kind of hand gestures are intuitive and comfortable when using multi-touch sensitive displays. overall, simple gestures were preferred over more complex ones, and dimensions of gestures such as duration, force and direction have an impact on participants' evaluations. some gestures also evoked similar associations among them. our results suggest that user preferences and associations should be carefully considered when mapping gestures to system commands.
designing an interactive forest through sensor-based installations. we describe the design approach of an interactive exhibition called "the interactive laurissilva". the exhibition is about madeira island's endemic forest, and is composed of 15 sensor-based interactive installations. we discuss the interaction styles that were adopted, reflecting upon the ethnographic observation of visitors and we summarize the lessons learned.
influence of social setting on player experience of digital games. recent studies have indicated that playing games against other people is more fun and more exciting than playing alone. the current study aims to further explore the influence of social setting on player experience in digital games; in particular, it sets out to test the level of social presence of the co-player as a determinant of player experience. dependent variables include a comprehensive self-report measure of player experience (the geq) and state aggression. the first results demonstrate significant differences in playing against a computer, a mediated other, or a co-located other on player experience in terms of positive affect, competence, tension and hostility.
: text entry using three degrees of motion. this paper introduces unigest, a technique that provides pointer input and text entry in a single device without occupying the display. it uses a nintendo wii motion-sensing remote to capture gestures that are mapped to character input. a gesture alphabet is proposed, with each gesture composed of at most two primitive motions. a web-based user study measured movement times for primitive motions. results range from 296 to 481 ms, implying an upper-bound unigest text entry performance prediction of 27.9 wpm.
evaluating user preferences for adaptive reminding. we are developing an adaptive reminding system that tailors its reminders to its users' reminding preferences through real-time interaction and feedback. to determine the potential utility of such a system, we conducted a multi-phase user study, presented in this paper, in which we evaluate people's preferences for the visual presentation of reminders. results indicate that people generally agree on the relative annoyance levels of visual reminders, and further, in certain contexts, more "annoying" or intrusive reminder styles are preferred. however, while there are some overarching patterns of agreement about the contexts in which certain types of reminders are preferable, preliminary evaluation also indicates that there are significant differences among people's preferences for specific visual reminders. this motivates the design and development of adaptive reminding systems that learn their users' individual preferences.
designing embodied interfaces for casual sound recording devices. in the special moment project we prototype and evaluate the design of interfaces for casual sound recording devices. these devices are envisioned to be used by a casual user to capture and store their everyday experiences in the form of "sound albums" -- collections of recordings related to a certain situation. we formulate a number of design principles for such recording devices, as well as implement and evaluate two working prototypes. a candle recorder allows for capturing the general atmosphere at a party, and the children's book recorder records the interactions between parents and children while reading a book together.
nomaticbubbles: visualizing communal whereabouts. we describe the design of the nomaticbubbles, a visualization that provides cues of communal whereabouts. unlike most location displays showing whereabouts on a geographical map, the nomaticbubbles depicts historical and aggregate traces of participants' whereabouts in an abstract and ambiguous manner. we describe the design of the nomaticbubbles, and discuss some early experiences and feedback we got, as well as future work.
secrets and lies in computer-mediated interaction: theory, methods and design. the keeping of secrets and practicing of deception are commonplace in everyday social interaction. they also serve an important role in encouraging social cohesion. however, for hci practitioners, the challenge is to design systems that enable exactly this kind of flexibility and ambiguity in social behavior while also maintaining trust and authenticity. this workshop will bring together researchers of both deception and secrecy in computer-mediated interaction, alongside designers of systems, to face up to these challenges and develop a road map for the future. the workshop will act as a venue for the synthesis of theory with design, and propose ways to face the challenges of enabling authentic social interaction in computerized environments.
shaping how advertisers see me: user views on implicit and explicit profile capture. public electronic displays are increasingly used for advertising. in a drive to improve the effectiveness of such displays, advertisers and researchers are exploring the creation of systems that show adverts tailored to the context of the display or to the profile of the audience in close proximity to the display. in this paper we explore, through structured interviews with potential users in two european countries, reactions to the ideas of implicit and explicit generation of such profiles and relate these to more general user views on privacy and targeted advertising. the initial results suggest that users are prepared to trade off ease of use against increased levels of control over their data and are therefore more comfortable with an explicit system.
assocaptcha: designing human-friendly secure captchas using word associations. captchas are challenge-response tests to verify that the user is a human (and not a program/robot). captchas use problems that are trivial for humans to solve, but are hard for computers. unfortunately, captchas have focused only on one aspect of human ability: image/word recognition. this paper explores the usage of other human abilities: particularly, finding associations between related concepts; to design secure, human-friendly human interaction proofs (hips) in this paper, we present assocaptcha: captchas so designed that they require no greater user-interaction than conventional solutions, yet have orders of magnitude greater security. preliminary tests confirm user acceptance and efficiency of the system.
location and activity sharing in everyday mobile communication. we present a study on current, real-world communication of location and activity information based on analyzing context-sharing practices in recorded mobile phone calls. in 176 conversations, we found that over 70 percent contain disclosures of location or activity for one of eight main purposes. based on our observations, we provide implications for the design of new systems for mobile social software.
chi'08 alt.chi / do we bump into things more while speaking on a cell phone? we observed more than 8,800 cases of people passing by an obstacle that was placed at different heights at the entrance to a university cafeteria. of those cases, 491 were of pedestrians speaking on a cell phone. overall, 2,422 bumping cases were recorded. using a cell phone while walking did not increase the risk of bumping into protruding obstacles. the results suggest that the effective visual field of people who are involved in a highly automated, relatively slow- paced task, such as walking, under low rates of information input, is not degraded by speaking on a cell phone.
privacy and technology: folk definitions and perspectives. in this paper we present preliminary results from a study of individual differences in privacy beliefs and relate folk definitions of privacy to extant privacy theory. focus groups were conducted with younger and older adult participants who shared their individual definitions of privacy and engaged in a discussion of privacy across six scenarios. taken together, westin's and altman's theories of privacy accounted for both younger and older adults' ideas about privacy; however, neither theory successfully accounted for findings across all age and gender groups. whereas males tended to think of privacy in terms of personal needs and convenience, females focused more on privacy in terms of others, respecting privacy rights, and safety. older adults tended to be more concerned with privacy of space than information privacy. initial results suggest that designing for commonalities in privacy perceptions among group members is feasible.