waashk/dblp huggingface dataset:
usability in practice: formative usability evaluations - evolution and revolution. formative evaluation is a collection of "find-and-fix" usability engineering methods, focused on identifying usability problems before a product is completed. in this forum, four experienced usability professionals will address different aspects of formative evaluations:which methods are most effective,how to maximize the chances of effecting change and implementing the usability recommendations,the importance of the usability professional's relationship with the product developer, andthe importance of developing a science of user interface design, to minimize the need for iterative evaluations.
interaction in a collaborative augmented reality environment. in this paper we describe an augmented reality (ar) system which allows multiple participants to interact with two- and three-dimensional data using tangible user interfaces. interactively controllable 2d and 3d information is seamless integrated into the system.
parallel worlds: immersion in location-based experiences. this paper analyses the stages and circumstances for immersion based on quantitative and qualitative feedback from 700 people who took part in a three week long public trial of a location-based audio drama. ratings of enjoyment, immersion and how much history came alive all scored highly and people often spent up to an hour in the experience. a model of immersion as a cycle of transient states triggered by events in the overall experience is defined. this model can be used to design for immersion in future experiences.
virtual rap dancer: invitation to dance. this paper presents a virtual rap dancer that is able to dance to the beat of music coming in from music recordings, beats obtained from music, voice or other input through a microphone, motion beats detected in the video stream of a human dancer, or motions detected from a dance mat. the rap dancer's moves are generated from a lexicon that was derived manually from the analysis of the video clips of rap songs performed by various rappers. the system allows for adaptation of the moves in the lexicon on the basis of style parameters. the rap dancer invites a user to dance along with the music.
thumbsense: automatic input mode sensing for touchpad-based interactions. while manipulating the touchpad, a user's hand position must be away from the keyboard's home position. this effect hinders smooth switching between text entry and pointer manipulation, and is considered to be the one of the major drawback of the touchpad against to the trackpoint. this paper introduces thumbsense, a new input technique aims to solve this problem by automatically sensing users' input mode based on finger contact to the touchpad. a key on the keyboard, such as the f key, transparently acts both as a normal key as well as a mouse button. this technique is implemented by using the sensor feature of the touchpad, and is possible to apply most of currently available portable computers without requiring any additional hardware/sensors.
smartpad: a finger-sensing keypad for mobile interaction. this paper introduces smartpad, a new input device for mobile computers that is an enhanced physical keypad by a finger position sensor. this input device acts as a normal keypad for mobile devices, such as cellular phones, and also recognizes finger position on the keypad be before the user presses the key. this feature is used to recognize finger gesture on the keypad, and can also be used to give preview information to the user before the user actually pressing the key. this previewable function helps users to predict the effect of the action, and it is also helpful when the key definitions are frequently changed according to the context, such as in the case of universal commanders.
presenseii: bi-directional touch and pressure sensing interactions with tactile feedback. this paper introduces a new input device called "presenseii" that recognizes position, touch and pressure of a user's finger. this input device acts as a normal touchpad, but also senses pressure for additional control. tactile feedback is provided to indicate the state of the user interface to the user. by sensing the finger contact area, pressure can be treated in two ways. this combination enables various user interactions, including multiple hardware button emulation, map scrolling with continuous scale change, and list scrolling with pressure-based speed control.
sensing gamepad: electrostatic potential sensing for enhancing entertainment oriented interactions. this paper introduces a novel way to enhance input devices to sense a user's foot motion. by measuring the electrostatic potential of a user, this device can sense the user's footsteps and jumps without requiring any external sensors such as a floor mat or sensors embedded in shoes. we apply this sensing principle to the gamepad to explore a new class of game interactions that combine the player's physical motion with gamepad manipulations. we also discuss other possible in-put devices that can be enhanced by the proposed sensing architecture such as a portable music player that can sense foot motion through the headphone and musical instruments that can be affected by the players' motion.
the strategy for selecting a minute target and the minute maximum value on a pen-based computer. this study deals with the relations between target-pointing strategies and target sizes. an evaluation experiment was performed in which the experimental system changed each of five kinds of targets (1, 3, 5, 7 and 9 dots in diameter respectively, 0.36 mm per dot) and eight directions of penmovement, while using each of six kinds of strategies of approaching the target on a pen-based computer. two results were obtained: (1) the "land-on2" strategy was found to be the best strategy for selecting a minute target among the six strategies, in terms of error rates, selection time and subjective evaluation. (2) this study also clarified a boundary value of target which controlled difficulty of strategy. when a target is less than 5 dots (1.80 mm), it is necessary to pay attention to the determination of the strategy in the software design.
regressions re-visited: a new definition for the visual display paradigm. we revisit the definition of regressions in eye tracking, having found existing definitions, formulated within a reading paradigm, unsuitable for visual display assessment. the new definition is tested using eye movement data recorded during a usability evaluation of two series of graph designs. the new definition gave a stronger result in the usability assessment than was obtained using the previous measure, and gave a result consistent with other eye movement usability metrics derived for the two series of graph designs. the newly defined measure is easily computed and is sensitive enough to reveal a correlation between improved performance and a decrease in regressions.
getting a measure of satisfaction from eyetracking in practice. eyetracking is now an almost standard offering from commercial hci analysts. however, what are the best ways to exploit the strengths and minimise the weaknesses of this technique? this workshop aims to gather individuals who have an interest in using eyetracking for the evaluation and design of digital interfaces such as websites, games, itv, mobile phones and more. there are two expected outcomes from this workshop. one is to define best practice, suggest answers to continuing areas of doubt and highlight unanswered questions about eyetracking in both the scientific and commercial environment. the other is to explore how best to measure the satisfaction element of the iso 9241 definition of usability through eye movement analysis especially in the genre of display cited above.please note interactive eyetracking such as eye typing is not within the focus of this workshop.
the agentsheets behavior exchange: supporting social behavior processing. in end-user programming it is still hard to overcome the tension between usability and expressiveness. some end-user programming approaches focus on simple use but they make it hard or even impossible to write programs expressing useful functionality. other programming approaches can be very expressive by allowing the construction of arbitrary complex programs but this expressiveness comes at the price of usability. end user programming approaches that are at least reasonably usable and expressive at the same time require not merely a syntactic improvement of programming languages but a new way to conceptualize the programming process in a social context. social behavior processing describes the idea of elevating programming components to the level of easily composable and decomposable entities that can be shared through the world wide web with a community of end-users. the agentsheets behavior exchange is outlined here as a forum for end-user programmers, including middle school kids and professionals, to (a) compose behaviors in order to create interactive simcity&trade;-like simulations and games, to (b) comprehend behaviors created by other users or by themselves, and to (c) share these behaviors with other users.
tangible user interfaces for children. tangible user interfaces, which provide interactivity using real physical objects, hold enormous promise for children. exploring and manipulating physical objects is a key component of young children's learning. the educational power of digital technology for children has typically been limited by the fact that users explore and manipulate abstract two-dimensional screen-based representations, and not real physical objects. embedding interactivity into physical objects, therefore, allows the "best of both worlds" - supporting traditional exploratory play with physical objects that can be extended and enhanced by the interactive power of digital technology. participants in this sig are invited to share ideas regarding the design and development of tangible interfaces, and to bring demos or slides/videos showing work in this area. participants will review as many examples as time allows, and discuss the issues surrounding design and development of such interfaces. a primary goal of this sig is to foster the development of a community of researchers and practitioners who are focused on designing and developing tangible interfaces for children.
affective sensors, privacy, and ethical contracts. sensing affect raises critical privacy concerns, which are examined here using ethical theory, and with a study that illuminates the connection between ethical theory and privacy. we take the perspective that affect sensing systems encode a designer's ethical and moral decisions: which emotions will be recognized, who can access recognition results, and what use is made of recognized emotions. previous work on privacy has argued that users want feedback and control over such ethical choices. in response, we develop ethical contracts from the theory of contractualism, which grounds moral decisions on mutual agreement. current findings indicate that users report significantly more respect for privacy in systems with an ethical contract when compared to a control.
z-tiles: building blocks for modular, pressure-sensing floorspaces. a new interactive floorspace has been developed which uses modular odes connected together to create a pressure-sensitive area of varying size and shape, giving it the potential to be integrated into an interactive environment. the floorspace uses an array of force-sensitive resistors on each node to detect pressure, and that pressure information is output by way of a self-organised network formed by the floor nodes. this paper describes the pressure sensing and network systems, suggests potential applications of the floorspace, and introduces the further research on in-network data aggregation being carried out using the system's framework.
understanding meeting capture and access. meeting capture has been a common subject of research in the ubiquitous computing community for the past decade. however, the majority of the research has focused on technologies to support the capture but not enough on the motivation for accessing the captured record and the impact on everyday work practices based on extended authentic use of a working capture and access system. our long-term research agenda is to build capture services for distributed workgroups that provide appropriate motivation and to further understand how access of captured meetings impacts work practices. to do this, we have developed a testbed for meeting capture as part of a larger distributed work system called teamspace. we will put this system into real use in a variety of settings.
a transformational approach to multi-device interfaces. using the same application on different devices requires the user to perform a mental transformation in order to adapt his knowledge to a new platform. in this work we describe how this process can be employed in multi-device development.
a transformation strategy for multi-device menus and toolbars. the increasing variety of different devices with different screen size, interaction paradigms and application areas raises the need for new technologies of cross-device development. automatic transformation of user interfaces between devices of different screen size and interaction devices can increase the speed of multi-device software development and decrease the costs for testing and maintenance while providing inter- and intra-device consistency. therefore transformation strategies have to be developed and evaluated. in this article we introduce a classification scheme for such transformation strategies. an example transformation strategy for menus and toolbars supporting the migration between desktop pcs an palm-sized devices has been developed and evaluated.
the many faces of consistency in cross-platform design. this workshop addresses the role consistency plays in the design of applications and services that span several different computing devices. we will discuss the benefits and limitations of consistency, and methods to support the design and evaluation of consistent multi-device applications.
indexing unstructured activities with peripheral cues. a variety of ubiquitous computing systems have been built to automatically capture everyday activities in a number of domains. many capture systems record streams of information that structure and form indices into the recording, providing users easy access to portions of interest. but this is challenging in very unstructured situations or unpredictable environments. in this paper, we explore introducing structure into the activity through the use of an artificial, unrelated, peripheral stream of information. we investigate the feasibility of this idea by integrating a stream of images into an existing meeting capture system. our study suggests that this technique may be used effectively in some situations, and reveals similar methods of capturing and using indices that could be explored.
visible or invisible links? this paper reports on experimental research that compares two interfaces in software designed for foreign language reading: one with visible and one with invisible links. the links lead to dictionary definitions and translations. the study focussed on differences in consulting behaviour, learning outcomes (vocabulary and comprehension) and on a possible interaction effect of condition and task. the results indicate that the two interfaces mainly differ in the users' willingness to consult the additional information. differences in learning outcomes and a combined effect of condition and task could not be established.
interpersonal cues and consumer trust in e-commerce. e-commerce stretches interactions over space and time, and thus requires more trust than traditional shopping. current approaches to trust-building in e-commerce focus on cognitive trust. human trust decisions, however, are also based on affective reactions, which can be triggered by interpersonal cues. this research investigates the effect of visual interpersonal cues on users' trust in e-commerce. first results indicate that visual interpersonal cues in the form of photographs have an effect on users' decision-making. this effect, however, strongly depends on context variables, as well as individual differences. a further issue under investigation is the potential negative effect of interpersonal cues on task performance. thus, in a next stage, this research will combine eye-tracking with physiological measurements to investigate effects on task performance and user cost.
face it - photos don't make a web site trustworthy. use of staff photographs is frequently advocated as a means of increasing customer confidence in an e-shop. however, these claims are not conceptually or empirically grounded. in this paper we describe a qualitative study, which elicited customer reactions towards an e-commerce site that displayed staff photographs and links to richer media. the results suggest that employing social and affective cues, particularly in the form of photos, can be a risky strategy. to be effective they should be combined with functionality and targeted specifically at the user types we identified.
do people trust their eyes more than ears?: media bias in detecting cues of expertise. enabling users to identify trustworthy actors is a key design concern in online systems and expertise is a core dimension of trustworthiness. in this paper, we investigate (1) users' ability to identify expertise in advice and (2) effects of media bias in different representations. in a laboratory study, we presented 160 participants with two advisors -- one represented by text-only; the other represented by one of four alternate formats: video, audio, avatar, or photo+text. unknown to the participants, one was an expert (i.e. trained) and the other was a non-expert (i.e. untrained). we observed participants' advice seeking behavior under financial risk as an indicator of their trust in the advisor. for all rich media representations, participants were able to identify the expert, but we also found a tendency for seeking video and audio advice, irrespective of expertise. avatar advice, in contrast, was rarely sought, but -- like the other rich media representations -- was seen as more enjoyable and friendly than text-only advice. in a future step we plan to analyze our data for effects on advice uptake.
reinventing trust, collaboration and compliance in social systems. the objective of this paper is to set the research agenda for a workshop focusing on novel approaches to supporting trust, collaboration, and compliance in social systems. suggested approaches are: self-awareness, reparative and social recommender mechanisms.
designing between borders: the distributed ui design team at adobe. the user interface team at adobe has members in 8 (soon to be 9) national and international sites including germany, canada, and india. what does it mean to have a centralized ui team with so many remote members? in this paper we discuss how our locations came into being, challenges and issues encountered, and steps we've taken to build a cohesive team identity. we also discuss the vision driving plans for growing teams in india and japan.
when one isn't enough: an analysis of virtual desktop usage strategies and their implications for design. screen space is a limited resource for computer users-multiple monitors are one means of workspace expansion, and "virtual desktops" are yet another way to increase screen real-estate. we present a taxonomy of organization strategies based on our observations during a series of interviews with virtual desktop users. additionally, we explore causes of varying user preferences for physical versus virtual means of screen-space expansion. finally, we discuss the design implications of our findings.
automated message prioritization: making voicemail retrieval more efficient. navigating through new voicemall messages to find messages of interest is a time-consuming task, particularly for high-volume users. when checking messages under a time contraint (e.g., during a brief meeting break), users need to identify those messages requiring urgent action since not all messages can be processed in limited time. for these users, it would be useful if messages of greater urgency can be played first. for other users, distinguishing personal from business voicemail is a pressing need, to separate their home and business lives. we have successfully applied machine-learning techniques to lexical, acoustic, and contextual features of voicemail in order to sort messages based on urgency and on business-relevance.
release, relocate, reorient, resize: fluid techniques for document sharing on multi-user interactive tables. group work frequently involves transitions between periods of active collaboration and periods of individual activity. we aim to support this typical work practice by introducing four tabletop direct-manipulation interaction techniques that can be used to transition the status of an electronic document from private to group-accessible. after presenting our four techniques - release, relocate, reorient, and resize - we discuss the results of an empirical study that compares and evaluates these mechanisms for sharing documents in a co-located tabletop environment.
sonictexting. sonictexting is a system for inputting text -- 'texting' -- using gestures and sound. as in musical instruments and everyday mechanical objects, sound in sonictexting is synchronous and responsive to actions. sonictexting explores people's hand-ear coordination and demonstrates the use of informative digital sound. it proposes that through touch and sound, a functional activity like text entry can become an experience on the borders between performing a task, playing an instrument and playing a game.
the effect of content customization on learnability and perceived workload. one of the key e-commerce challenges is to maintain an increasing amount of information up-to-date. this is a challenging task because frequently there is a substantial amount of data being created under tight deadlines. it is important that data management tools used for these tasks are efficient and easy to use. the present study describes the effect of ui content customization on learnability and perceived workload. participants were asked to create 20 different products using four different web prototypes that varied in content density and customization capability. mean time on task over 20 trials was fit using a power function and perceived workload was collected using nasa task load index. the results obtained indicate that content customization allows users to reach peak performance faster and reduce task learning. also, content customization reduces perceived mental demand and frustration as content density increases. finally, participants performed faster and with higher satisfaction under the customization conditions.
looks good to me. our primary goal was to assess users' reactions to web sites and to better understand why they respond more favorably to some web sites than to others. in the present study, we replicated earlier research1 in which participants performed tasks on 12 different web sites and subsequently rated each of the sites along 14 dimensions. as occurred in the earlier research, reliable differences were observed in the ratings of the web sites. however, in contrast to the earlier study where organization was the primary predictor of overall ratings, attractiveness was the strongest predictor of their overall impression of the sites. it may be that the differing results were due either to different stimulus sets or to different subject populations.