waashk/dblp huggingface dataset:
searchkids: a digital library interface for young children. as more information resources become accessible using computers, our digital interfaces to those resources need to be appropriate for all people. however, digital library interfaces have typically been designed for older children or adults. in this demonstration, we present searchkids, a digital library interface developmentally appropriate for young children (age 5-10 years old). searchkids offers a graphical interface for querying, browsing and reviewing search results.
designing public government web sites. public government web sites offer a promise of quick, convenient, and easy access to information and services. this has led many governments to push for an unprecedented move of publications, forms, and other information and services to this medium. there are many design challenges in developing public government web sites. in this sig we aim to identify these challenges and discuss lessons learned. we will concentrate in two areas: supporting safety and communities, and user-centered design. in our discussion, we plan to touch on issues such as trust, information transparency, information relevance, community support, user-centered design techniques, stakeholders, legal requirements, and universal access. we expect attendees will be either involved in the design of government web sites or interested in a discussion of these issues. the sig's activities will be organized to maximize input from all attendees.
interview viz: visualization-assisted photo elicitation. this paper describes a novel variation on an established social science research method, photo elicitation. we developed two visualizations of large numbers of cameraphone images, by time and sharing partner. the result was much richer and more detailed interviews than would have been possible otherwise. this method may be appropriate for other user studies where photo diaries are useful, and can be implemented using available photo organizing applications.
the uses of personal networked digital imaging: an empirical study of cameraphone photos and sharing. developments in networked digital imaging promise to substantially affect the near-universal experience of personal photography. designing technology for image capture and sharing requires an understanding of how people use photos as well as how they adapt emerging technology to their photographic practices, and vice versa. in this paper, we report on an empirical study of the uses made of a prototype context-aware cameraphone application for mobile media sharing, and relate them to prior work on photographic practices. by reducing many of the barriers to cameraphone use and image sharing (including increasing image quality, easing the sharing process, and removing cost barriers), we find that users quickly develop new uses for imaging. their innovative communicative uses of imaging are understandable in terms of the social uses identified from prior photographic activity; new functional uses are developing as well.
not just intuitive: examining the basic manipulation of tangible user interfaces. tangible user interfaces have received increasing attention in recent years. people often describe tangible user interfaces as "more intuitive" interfaces because we have learned how to manipulate physical objects throughout our lifetime. however, after almost 10 years of prototype development and numerous conference papers, tangible user interfaces have had minimal impact on everyday use of computers. is there anything that prevents tangible user interfaces from becoming more widely used? in order to investigate the effect of tangible user interfaces, we designed a spatial task to compare a paper tangible user interface with a mouse-controlled graphical user interface. using a within-subjects design, data were collected from 12 subjects who used both interfaces. results indicated that subjects exhibited better performance (center displacement error and reproduction time) with the paper tangible user interface.
design and analysis of groupware for large displays. despite the proliferation of large-scale displays in the workplace, creating groupware applications that take advantage of their potential for collaboration and communication remains challenging. interactions with large displays yield user experiences that are different from interaction with conventional desktop groupware. thus, unique hurdles exist for designing large display groupware applications (ldgas) that are integrated into actual work practice. our research addresses these challenges through experimental design based on studies of workgroup practices, the formation of a framework of heuristics for ldga adoption, and its application to the design and analysis of ldgas.
camera angle affects dominance in video-mediated communication. physical proximity and appearance guide people to interact with each other in different ways [1,6]. however, in video-mediated communications (vmc), these are distorted in various ways. monitors and camera zooms make people look close or far, monitors and camera angles can be high or low making people look tall or short, volume can be loud or soft, making people sound assertive or submissive, --all independent of the true physical characteristics or intentions of the participants. here we test the apparent height of a person on how dominant they are in a group decision-making task. we found that the artificially tall people had more influence in the group decision than the artifically short people.
promoting awareness of work activities through peripheral displays. the globalization of the workforce, growing prevalence of dynamic project-oriented teams, increasing flexibility in work times and places is beneficial to companies and workers. however, they contribute to the fragmentation of the workforce, reducing awareness of colleagues' activities. these awareness "gaps" result in missed opportunities for collaboration and sharing of relevant knowledge, as well as a diminished sense of community. we have conducted a user study to better understand these gaps in one particular workgroup, and designed a system to promote stronger awareness of workplace activities using peripheral displays.
3d object recognition with motion. this extended abstract presents preliminary results of an experiment that explores the effects of stereoscopic and monoscopic viewing, and controlled and uncontrolled motion, on the accuracy and speed of visually comparing and matching solid and wire frame cube- and sphere-based objects presented on a computer screen.
integrating tools into the classroom. smile, a learning environment for collaboration and design, is based on our experience with synchronous and asynchronous collaboration tools in the classroom and sound principles of software and interface design. smile provides a more holistic approach to supporting student reasoning and activities rather than the more reductionist tool-based approach we had started with. this more holistic approach focuses on the cognitive processes involved in doing design and learning from that experience, rather than focusing on activities that students are carrying out. this new emphasis has also allowed us to identify ways of integrating scaffolding for metacognitive and reflective reasoning that were not naturally integratable into the previous framework.
bridging the gap: fluidly connecting paper notecards with digital representations for story/task-based planning. programmers use both paper and digital artifacts to aid in the process of software planning. this paper presents a prototype of a system that uses digital pen technology to integrate paper notecards and digital task plan representations, allowing programmers to utilize the affordances provided by both techniques. through an ethnography of programmers who practice planning using both physical and digital artifacts, we discovered common actions performed by the programmers included card creation, card augmentation, card combining, and scheduling of card for completion. we designed interaction techniques to facilitate these actions and conducted a usability study (n=10) to evaluate the techniques. through the study, we discovered that the initial prototype provided both positive and negative experiences for the user, providing insightful design implications for the future.
the sense lounger: establishing a ubicomp beachhead in elders' homes. in this paper we describe the sense lounger, a method for simply and cheaply turning a lounge chair into an initial "ubicomp" device in a home; providing a beachhead for transforming the home into a rich ubicomp environment. the sense lounger employs fabric sensors sewn into a chair's slipcover and force sensors on each leg to detect both an occupant and their activity. drawing insights from user needs, we developed the sense lounger to (i) fit into the home and lifestyle of elders, (ii) assist and add value to the lives of elders, (iii) provide a platform for expanding assistive devices within the home environment. the current sense lounger prototype can be used to detect signs of life, patterns of use, posture, and sitting duration.
quickspace: new operations for the desktop metaphor. the explosion of information available to everyday users has resulted in numerous applications that allow users to access this information. fundamental desktop operations fail to assist the user efficiently display all of the information available in these applications. we propose a number of new window and space management techniques that attempt to solve this problem.
mudibo: multiple dialog boxes for multiple monitors. a general problem identified in recent research on multiple monitor systems is the placement of small windows such as dialog boxes and toolbars. these small windows could be placed on top of the application window or on a monitor next to the application window; different situations call for different placements. we present mudibo, a component of the window manager that alleviates this problem by initially placing a window in multiple locations simultaneously and subsequently allowing the user to easily interact with the window in a desired location. additional important contributions of mudibo are that as a general technique it can be applied to a number of situations and windows beyond simple dialog boxes, exploits the additional screen space that multiple monitors provide to solve a specific problem with dialog box interaction, and is among the first research prototype uis that explicitly account for multiple-monitor users.
time quilt: scaling up zoomable photo browsers for large, unstructured photo collections. in the absence of manual organization of large digital photo collections, the photos ' visual content and creation dates can help support time-based visual search tasks. current zoomable photo browsers are designed to support visual searches by maximizing screenspace usage. however, their space-filling layouts fail to convey temporal order effectively. we propose a novel layout called time quilt that trades off screenss-pace usage for better presentation of temporal order. in an experimental comparison of space-filling, linear timeline, and time quilt layouts, participants carried out the task of finding photos in their personal photo collections averaging 4,000 items. they performed 45% faster on time quilt.furthermore, while current zoomable photo browsers are designed for visual searches,this support does not scale to thousands of photos: individual thumbnails become less informative as they grow smaller. we found a subjective preference for the use of representative photos to provide an overview for visual searches in place of the diminishing thumbnails.
exploring user experience in "blended reality": moving interactions out of the screen. video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. we explored the experience resulted from eliminating this mapping by modeling the screen as a "window" through which virtual objects enter the player's physical space, and the player interacts with them directly without the mediation of an avatar. we define this interaction as "blended reality" (br). we designed, developed, and evaluated a br game prototype called "apple yard" in which the player was to use a wand to hit apples flying out of the screen. a camera was used to track the positions of the player's eyes and wand, and the 3d game scene was rendered accordingly to create the illusion of looking through a window. a user tests experiment conducted on this prototypes indicated br's potential in camera-based entertainment.
a study of cursor trajectories of motion-impaired users. this paper describes a study of the cursor trajectories of motion-impaired users in "point and click" interactions. a characteristic of cursor movement is proposed that aims to capture the spatial distribution of cursor movement about a target. this characteristic indicates that users often exhibit increased cursor movement in the vicinity of the target, have more difficulty performing the "clicking" part of the interaction as compared to the navigation part, and tend to navigate directly toward the target during the middle portion of the cursor trajectory. the implications of these characteristic behaviours on interface design are discussed.
partitioning cursor movements in "point and click" tasks. studies of cursor trajectories can help explain performance differences in "point and click" tasks. as users can have different difficulties with moving the cursor to a point on the screen, as compared with pressing a button to select an object, it is helpful to study the two stages of the interaction separately. this paper proposes a method of partitioning a cursor trajectory into a travel and a select phase. the movements of motion-impaired users are studied to show that, by analyzing the two phases separately, it is possible to capture aspects of movement that may otherwise be lost.
qwerty-like 3x4 keypad layouts for mobile phone. most computer users are accustomed to the qwerty keyboard layout. this study was started from the hypothesis that a user's skill in a qwerty keyboard may be transferred to a 3x4 keypad environment. in order to test the hypothesis, we designed an experiment where users are instructed to type a series of sentences on a "blank" keypad after they were informed that the underlying layout is either qwerty-like or abc-type (alphabetical). we observed a more localized layout of typed characters over keys in the qwerty-like case than in the abc case. encouraged by the results, we carried out a series of experiments in order to compare a qwerty-like layout and an abc-type layout, and obtained consistently better learning curves and better final typing speeds with a qwerty-like keypad. as an effort to explain the results, we carried out an eye-gaze analysis for the two cases, and the results are presented.
feeltip: tactile input device for small wearable information appliances. the ever decreasing size of information devices these days does not allow even the space for small input devices such as a touchpad or a 3x4 keypad. we introduce here an input device, feeltip, as a solution for very small information devices. the main idea is to exchange the usual roles of a finger and a surface in a touchpad; a device has a tip and a finger now provides a surface. the result is an input device requiring minimal space but is potentially more efficient than a touchpad due to the tactile feedback of a tip on a finger. our first prototype consists of a transparent tip and a small cmos image sensor that tracks the movement of a finger on a tip. in a series of experiments, it outperformed a small analog joystick in free pointing tasks, and was comparable with a 3x4 keypad in text entry tasks.
interface with pre-typing visual feedback for touch-sensitive keyboard. in this paper, a method is described that detects and displays what key a user has touched with his fingertip before the key is pressed. the proposed method is based on the use of a touch-sensitive cover on a pushbutton key set. the identity of the touched key is displayed exactly at the point where the i-beam pointer indicates at the inputting string, so that correct data entry will be made simpler without looking at the keyboard or needing training.
user experience: an umbrella topic. this position paper represents my views on how we address the multi-disciplinary needs of the user experience industry. while each profession struggles to deepen its core skills and membership offerings, it also needs to branch out beyond its traditional borders to serve its members' needs within a broader industry. "user experience" should be the topic that unites all of various professional organizations under an umbrella. because each organization has its special contribution to the network (some at the core, some as specialists and others as interested parties), and each person will have different needs, a personalized portal should be built for the ux topic to help individuals cross over existing boundaries.
eliciting user preferences using image-based experience sampling and reflection. determining requirements for any design project involves identifying and ranking user needs and preferences. user needs are typically elicited via personal or focus group interviews, site visits, and photographic and video analysis. often, however, users know more than they say in a single or even several interviews [1]. we propose a methodology for assisting a user who is interested in learning about his or her own preferences using a process we call image-based experience sampling and reflection. we describe the methodology using a storyboard example from the domain of architectural redesign of home environments.
a living laboratory for the design and evaluation of ubiquitous computing technologies. we introduce the placelab, a new "living laboratory" for the study of ubiquitous technologies in home settings. the placelab is a tool for researchers developing context-aware and ubiquitous interaction technologies. it complements more traditional data gathering instruments and methods, such as home ethnography and laboratory studies. we describe the data collection capabilities of the laboratory and current examples of its use.
a context-aware experience sampling tool. a new software tool for user-interface development and assessment of ubiquitous computing applications is available for chi researchers. the software permits researchers to use common pda mobile computing devices for experience sampling studies. the basic tool offers options not currently available in any other open-source sampling package. however, the tool also has new functionality: context-aware experience sampling. this feature permits researchers to acquire feedback from users in particular situations that are detected by sensors connected to a mobile computing device.
investigating the effectiveness of mental workload as a predictor of opportune moments for interruption. this work investigates the use of workload-aligned task models for predicting opportune moments for interruption. from models for several tasks, we selected boundaries with the lowest (best) and highest (worst) mental workload. we compared effects of interrupting primary tasks at these and random moments on resumption lag, annoyance, and social attribution. results show that interrupting at the best moments consistently caused less resumption lag and annoyance, and fostered more social attribution. results demonstrate that use of workload-aligned models offers a systematic method for predicting opportune moments.
task-evoked pupillary response to mental workload in human-computer interaction. accurate assessment of a user's mental workload will be critical for developing systems that manage user attention (interruptions) in the user interface. empirical evidence suggests that an interruption is much less disruptive when it occurs during a period of lower mental workload. to provide a measure of mental workload for interactive tasks, we investigated the use of task-evoked pupillary response. results show that a more difficult task demands longer processing time, induces higher subjective ratings of mental workload, and reliably evokes greater pupillary response at salient subtasks. we discuss the findings and their implications for the design of an attention manager.
interviewing customers: discovering what they can't tell you. product designers typically talk to customers in an effort to better understand their needs. however, without interviewing skills and an understanding of the types of information people can provide about themselves, interviewers may collect little useful information or even misleading information. this tutorial provides a practical approach to interviewing customers. it focuses on three areas: (a) the types of information you should (and should not) expect to learn from interviews, (b) good interviewing techniques, and (c) methods for analyzing the large volumes of information collected in interviews. the tutorial makes heavy use of demonstrations and exercises to give the participants hands-on experience with preparing and conducting interviews as well as analyzing information collected.
characterizing instant messaging from recorded logs. most studies about instant messaging (im) are based on self-report data. we logged thousands of real im conversations and examined them to find characteristic patterns of im use in the workplace. frequent imers have longer, faster-paced interactions than do infrequent users, with shorter turns, more threading, and more multitasking. pairs who im with each other often have longer interactions with more threading than do rare partners. in contrast to previous characterizations, im is used only occasionally to set up interactions in other media.
evaluating affective interfaces: innovative approaches. this paper presents the broad outlines of the context and goals for a one-day workshop concerning the evaluation of affective interfaces.
on natural living room communication with "comadapter": adapting to the differences in room structure. aiming at rich and useful communication in our daily home life, we propose a novel communication concept, "comadapter", in which people can mutually share their intention and emotion by exchanging their spontaneous behavior. comadapter can create shared space communication that allow us to communicate with another party in a remote location as though other party has entered our room. to achieve this, comadapter offsets the differences in the configurations of the rooms. in a simple preliminary system, body motions are successfully adapted and transmitted between two rooms with different layout. the success of the experiment confirms the validity and potential of comadapter.
combined model for text entry rate development. we combine the power law of learning and theoretical upper limit predictions to describe the development of text entry rates from users' first contact to asymptotic expert usage. the combined model makes comparing text entry methods easier. we present the rationale for the model and two candidate implementations. the first is a simple regression model with a reasonable fit to the data. the second fits measured data better, but is more complicated.