waashk/dblp huggingface dataset:
capturing and viewing media on the treo 650 smartphone and tungsten t5 handheld. today digital photographs and videos are everywhere: on our computers, on our cell phones, on our pdas. as palmone releases new smartphones and handheld devices, we continually look for ways to make the experience of capturing, viewing, managing and sharing photos and videos easier, more enjoyable, and more integral to the overall user experience. this paper discusses the release of the latest version of the palmone media applications for the treo 650 and tungsten t5. it steps through the 9-month development process and highlights many of the 'transparent' interactions that make the software compelling and simple to use.
supporting telepresence by visual and physical cues in distributed 3d collaborative design environments. we present new interaction techniques for supporting telepresence in distributed 3d collaborative design environments. synchronized turntables enhance physicality in manipulation of virtual 3d objects and provide physical cues for awareness of others. virtual shadows, visualization of hand movements of remote partners, imply not only location and activities of others but also indicate pointing and gestures toward 3d objects. aspects of augmented reality are employed to maximize spatiality in the 3d workspace. preliminary studies show that users found the system useful with regard to intuitive manipulation and heightening telepresence by visual and physical cues conveyed via the turntables and shadows. this led to rapid and efficient remote collaboration.
ubiquitous computing design principles: supporting human-human and human-computer transactions. in this paper, we discuss the results from ethnographic and informance work related to transactions in retail settings as related to the design of interactive ubiquitous computing systems. we find that - for practical considerations of design and implementation - transactions can be represented as balanced exchanges in the context of a trust relationship. we've proposed that such exchanges become trusted - and that trust must be accommodated - through at least three characteristics of social systems as applied to transactions: accountability, real-time inspectability and the capacity to exercise recourse. in this paper, we extend further recent work on designing for accountability (eriksén, 2002). we suggest that ubiquitous computing technologies applied to transactions in general and, retail transactions more specifically, need to explicitly consider these characteristics in their design to support trusted, balanced exchanges.
introduction to design ethnography. design ethnography is a set of data collection and analysis perspectives, assumptions and skills that can be used effectively and efficiently to understand a particular environment, or domain, of people for the express purposes of designing new technology products. working from the data one forms models of the environment explicitly considering the peoples' relationship to other people, space, time, artifacts, activities and nature. the models, graphically represented, are used explicitly to derive and test product concepts.
organizational collaboration: an stc perspective. in this proposal i submit personal qualifications for participation in the chi 2005 development consortium, along with a review of some issues to be discussed and possible resolutions.
blind learners programming through audio. the development of programming skills is a motivating issue in computer science. most programming languages are focused on sighted users. this study introduces apl, audio programming language for blind learners. apl is based on audio interfaces to assist novice blind learners to develop problem solving and algorithmic thinking skills. apl was designed by and for blind learners to construct meaning by making programs. we tested apl with novice blind programmers during and after development. they tried, analyzed, and make improvements to apl. learners wrote programs to solve problems with increasingly complexity. our preliminary results evidence that audio programming languages such as apl can be constructed to fit the needs and mental models of blind learners to motivate and help them to enter to the programming world.
audiobattleship: blind learners collaboration through sound. a growing number of audio-based applications for blind learners have being produced in the last few years. many of them focus on the development of 3d audio interfaces to map the entire surrounding space. other studies center on the impact of sound interaction on cognition by evaluating the usability of these applications. no previous work has centered on using spatialized sound to develop collaborative skills in blind learners. this ongoing research study introduces audiobattleship, an interactive audio-based environment to enhance collaboration and cognition in blind learners. audiobattleship mimics the traditional game battleship for sighted people but without visual cues. a preliminary pilot study has been implemented showing that blind children collaboration can be enhanced through the interaction with spatialized sound.
supporting emotional ties among mexican elders and their families living abroad. the aging of the population is a phenomenon faced by most nations, such as mexico, where 7.5% of the population is older than 60 years, a significant proportion of whom live alone (10%). this fact is related with the ever increasing migration of one or more of their relatives, mostly to the usa. our work aims to provide a technological solution that eases the isolation of elder people living alone in mexico while their families are abroad. to envision and inform our design we interviewed independent old persons living alone. we propose an electronic family newspaper, through which elders and their families share information, personal reminiscences and cultural stories, and occasionally interact with each other. through its functionality, the electronic newspaper enables elders not only to maintain close social ties, but ameliorate cognitive decline.
designing for collective remembering. this paper outlines the rationale for the workshop topic and offers an overview of its objectives.
context-sensitive design and human-centered interactive systems. context is a critical element in forming the performance of interactive systems. as the functional diversity and range of use context of the system increase, context sensitivity becomes a critical mechanism to enhance system performance and interactive qualities. particularly in the design and management of ubiquitous computing and mobile communication environments embodying the concept of ambient intelligence, understanding diverse and changing contexts of people's life and work and incorporation of an accommodating context-sensitivity into the system need to be pursued. this sig attempts to introduce a representation framework for contextual information critical to develop a methodological foundation for user-centered design practice. first, the concept of context is discussed including questions such as what composes a context, how contexts are structured and assessed, and how they can be described in relation to interactive systems development. then, strategies and methods to incorporate context sensitivity are discussed from the perspective of system development in relation to types of system architecture that can effectively implement context-sensitivity.
rfid assistance system for faster book search in public libraries. this paper presents a comprehensive overview and study of a proposed rfid assistance system that uses existing technology and devices to enable faster book search, information overlay, and check out in a public library. the proposed system uses an interactive graphic interface contrary to the conventional alpha numeric character systems used in the dewey decimal or the library of congress system currently used in public libraries.for the user study, we set up an analog version of the proposed system to compute accessibility as well as response times. the survey also lists responses to the usability of such a system for library search and check out.
connecting with kids: so what's new? from pre-schools to high schools, at home and in museums, the educational community has embraced the use of computers as a teaching tool. yet many institutions will simply install "what everyone else is using" without questioning how technology can be best used to enhance education. for this panel, we have assembled a broad range of researchers and practitioners who are on the forefront of using computers to teach kids in novel ways. each panelist will summarize their approach with examples of projects that they believe will demonstrate "what's new". we will then have videotaped children pose their toughest educational challenges to the panelists. panelists will answer by talking about how they would meet these challenges. finally, attendees will get to vote for their favorite solution. this will expose the chi audience to a range of educational challenges, with a taste of the different ways that these problems can be solved.
design of an audience voting system for the olympic games. in this paper we describe an audience voting system which can be used for all kinds of judged sport events like diving, synchronised swimming, gymnastics, and ice-skating. the basis of the system is cameras, which are fixed to the ceiling. each camera can cover approximately 1000 spectators of the audience. the image processing software recognises the judging, displayed by boards from every individual spectator. the cost of the solution is quite low, because we need less than 20 cameras for an audience of up to 15,000 spectators and you can use them for surveillance purposes, too.
test methodologies for pedestrian navigation aids in old age. assistive technology offers great promise for improving the quality of aging, if the design of the devices is adapted to the needs of the user. in this paper we describe a test environment and first studies to evaluate mobile navigation systems in respect of the usability for elderly people.
teen use of messaging media. teenagers compromise a large proportion of our population, and their technology use is a bellwether of future trends. today's teens are coming of age with the rapid development of advanced communication and media tools. this paper describes a study exploring teen communication media usage patterns and their design implications.
tokyo youth at leisure: towards the design of new media to support leisure planning and practice. an extensive research project was performed to characterize leisure planning and practice for tokyo youth. findings will aid in the design of new media to support leisure outings.
blogging by the rest of us. weblogs (or blogs) are frequently updated webpages with posts typically in reverse-chronological order. blogging is the latest form of online communication to gain widespread popularity and it is rapidly becoming mainstream. media attention tends to focus on "heavy-hitting" blogs devoted to politics, punditry and technology, but it has recently become apparent that vast majority of blogs are written by ordinary people for much smaller audiences, and on largely personal themes. surprisingly little is known about this "blogging by the rest of us", especially from the blogger's point of view. this paper presents the preliminary results of an ethnographic study of blogging as a form of personal expression and communication. we characterize a number of blogging practices, and then consider blogging as personal journaling. we find blogging to be a surprisingly versatile medium, with uses similar to an online diary, personal chronicle or newsletter, and much more. the next few years should provide a fascinating opportunity for research and design as blogging tools improve and blog usage evolves and flourishes.
interaction design for electronic musical interfaces. in this research we want to study the interaction between musicians and the technology they use, by designing novel musical interfaces and performing a series of user tests. we propose a novel interface for building digital signal processing (dsp) algorithms and creating sound and music.
merging the benefits of paper notebooks with the power of computers in dynomite. dynomite is a portable electronic notebook that merges the benefits of paper note-taking with the organizational capabilities of a computer. dynomite incorporates four complementary features that combine to form an easy to use system for the capture and retrieval of handwritten and audio notes. first, dynomite has a paper-like user interface. second, dynomite uses ink properties and text keywords for content indexing of notes. third, dynomite's properties and keywords allow retrieval of specific ink and notes: the user sees a view of a subset of the notebook content that dynamically changes as the users add new information. finally, dynomite continuously records audio, but only permanently stores portions highlighted by the user, making it is possible to augment handwritten notes with audio on devices with limited storage.
using a gestural interface toolkit for tactile input to a dynamic virtual space. in this paper, we describe the development of a gesture interface toolkit that has been applied to an application of tactile gesture recognition within an artificial life environment. the goal is to design a gestural semantics of caress, in which qualitative attributes of gesture are expressed as a function of tactility. a touch-sensitive tablet capable of detecting multiple simultaneous contacts was used to provide a source of tactile gestures (stroking, pressing, tapping, wrapping, spreading, pinching, nudging) which were then interpreted by the software as events to be sent to the active creature in the environment. participants could observe the creature reactions within a three-dimensional immersive display system.
medium preference and medium effects in person-person communication. how does user's media preference vary with communication situation, and does media preference in a certain situation, and does media preference in a certain situation predict actual performance? preference study shows that user's choice of communication medium seems to follow a common pattern, relatively independent of the communication task at hand - video being most preferred, text chat the least. parallel effect studies of person-person communication show, however, that actual task outcome varies with the type of task performed.
utilizing mobile phones as ambient information displays. mobile phones have become a ubiquitous technology and for many people a daily companion, primarily used for communication and information access. the fact that the phone is accompanying the user makes it an interesting platform for building applications that utilize the phone as an ambient display. we explore the domain of ambient displays and persuasive technology with regard to communication. in this paper we first analyze the technical capabilities of mobile phones that can support the collection of information. then we present designs of how the screen saver on a phone can raise users' awareness of their personal communication behavior.
what makes people trust online gambling sites? a validated model of trust was used as a framework for an empirical study to identify on- and offline factors that influence gamblers' perception of an online casino's trustworthiness. the results suggest that the quality with which casino's address gamblers' trust concerns by providing appropriate content is the prime factor. however, designing for trust must be part of consistent strategy that also involves customer service usability.
eyepliances: attention-seeking devices that respond to visual attention. we present eyepliances: appliances and devices that detect and respond to human visual attention using eye contact sensors. eyepliances receive implicit input from users, in the form of eye gaze, and respond by opening communication channels. by allowing devices to recognize the attentional cues people already provide, requests for explicit input from users can be reduced. further, eye contact sensing gives devices a mechanism to determine whether a user is available for interruption, and can provide the missing environmental context to improve speech recognition.
responsive graphs: understanding engineering concepts through interactive experience. understanding scientific engineering concepts requires learners to correlate between different model representations. simple engineering models are formulated mathematically, visualized with one or more graphs, and verbally interpreted with engineering terminology. past [4] and present systems [1] allow learners to modify a limited set of model parameters but not the graph-plot itself. this paper describes a set of interactive learning models consisting of standard interactors together with novel direct-manipulation responsive graphs. by setting values with sliders and visually modifying graph-plots, users qualitatively explore and comprehend abstract engineering concepts through interactive experimentation. all model representations are continuously updated in real-time enabling users to compare and move between different model representations. these highly interactive learning experiences are the result of a collaboration between interaction designers seeking direct manipulation of graphics and engineering domain-experts.
towards a quantitative analysis of audio scrolling interfaces. we present the results of a user study inspired by previous work in document navigation comparing rate and position control for navigating an audio timeline. although interfaces for controlling playback speed (rate) are favored over playback position, we found that position control is, on average, 15-19% faster than rate control when searching for targets 90 to 100 seconds away in the audio timeline. additional studies are being planned to further characterize audio scrolling performance with position and rate controls.
a framework for building reality-based interfaces for wireless-grid applications. the pervasive adoption of wireless technologies is creating a growing demand for seamless interaction with wireless services. by sharing resources across devices such as pda's, sensors and cameras, wireless grids provide the opportunity to allow users seamless access to services via a new generation of user interfaces. these interfaces draw upon users existing skills of interaction with objects in the real physical world thus, we refer to them as reality-based interfaces. although these interfaces offer the promise of ease of use, they are currently more difficult to build than traditional ones. the aim of this research is to simplify the task of developing reality-based interfaces and adapting them to a changing landscape of resources. this goal will be accomplished by providing developers with a high level user interface description language (uidl) and a user interface management system (uims) which describes and enables to develop these interfaces given the uncertainty of the input-output devices they will employ.
utilizing mobile devices to capture case stories for knowledge management. this study examines how the increasing number of new mobile devices that enable rich in situ information capture can be utilized to improve knowledge management practices. an ethnographic study is being conducted of a heating and cooling services company focusing on the exchange of case stories. with knowledge gained from this study a prototype system is being built that allows in situ multi-media data capture, and retrieval via the internet. the proposed field study of this system will extend our understanding of how to effectively design for in situ multi-media data capture so that it is integrated in organizational processes.
cords. we present a new popup widget, called cor2ds (context-rooted rotatable draggables), designed for multi-user direct-touch tabletop environments. cor2ds are interactive callout popup objects that are visually connected (rooted) at the originating displayed object by a semi-transparent colored swath. cor2ds can be used to bring out menus, display drilled-down or off-screen ancillary data such as metadata and attributes, as well as instantiate tools. cor2ds can be freely moved, rotated, and re-oriented on a tabletop display surface by fingers, hands, pointing devices (mice) or marking devices (such as a stylus or light pen). cor2ds address five issues for interaction techniques on interactive tabletop display surfaces: occlusion, reach, context on a cluttered display, readability, and concurrent/coordinated multi-user interaction. in this paper, we present the design, interaction and implementation of cor2ds. we also discuss a set of current usage scenarios.
early research strategies in context: adobe photoshop lightroom. in january of 2006, adobe systems introduced the public beta of lightroom, a digital imaging solution designed specifically for professional photographers and serious amateurs [1]. the appeal of lightroom is that it offers a modular, task-based environment that flexibly supports a complete photography workflow. this paper describes two foundation-setting research strategies pursued during the early concept and definition phases of lightroom. it discusses why certain research strategies were undertaken by the placing the decisions to pursue these strategies within a broader context, including the stage of lightroom's development, the evolving assumptions of the lightroom team, product positioning issues, time and resource constraints, and stakeholder engagement. to emphasize the context in which specific research approaches were crafted rather than simply executed, the term research strategies is used in favor of research methods.
hunter gatherer: within-web-page collection making. hunter gatherer is a tool that lets web users carry out three main tasks: (1) collect components from within web pages; (2) represent those components in a collection; and (3) edit those collections. we report on the design and evaluation of the tool and contextualize tool use in terms of our research goals to investigate possible shifts in information interaction practices resulting from tool use.
project virgo: creation of a surrogate companion for the elderly. the voice intelligent reciprocating gemutlich orator (virgo) was developed from perceptions of companionship held by persons 65 years of age and older. the knowledge gained from ethnographic interaction with segments of the target population was applied toward the creation of a device. virgo is expected to fulfill various companionship needs derived from user-centered research, expert advice and those of the sponsor.a brief review of the data collected is provided and implications toward the operationalization of various features of companionship are described. important findings of the data include the need for activity to continue as a matter of over all health and as a management tool for recovery from a loss. the importance of continued learning and physical activity is also indicated as a means of maintaining wellbeing. a brief analysis of the findings from design testing and their implications for redesign is also described.
hunter gatherer: a collection making tool for the web. task analysis of how users collect information from within web pages indicates that while capturing information within-web-page is a common task, it is not a frequent one. tool support for this interaction is poor: users must move between browsers for copying and editors for pasting content they must also name the components captured and remember to copy and add the url from the source. these subtasks force users away from their primary focus of information gathering and into information management. hunter gatherer is a browser-based tool designed to address the specific problems of forced divided attention in information gathering smaller-than-web-page sized components.