waashk/dblp huggingface dataset:
a comparison of information visualization methods. large hierarchies of information (such as maps, graphs, amd web pages) that must be fit onto small areas are present everywhere. the size restriction prevents the user from viewing the entire structure at once, which causes the context of the information to be lost. conversely, if the entire structure is visible all at once, the details are too small to read and specific information is lost to the user. the present research studies different visualization techniques that present detailed specific information from large hierarchies on a single screen, while preserving the information's context within the global structure. results show that internet explorer supported superior user performance in both time and accuracy when compared to three other methods of information visualization.
comprehension and usability variances among multicultural web users in south africa. a usability test was performed to evaluate the effectiveness of a web site in terms of language-use by multicultural users. the results indicated that south african web site developers should take cognisance of the fact that afrikaans-speaking people find it easier to search for information in afrikaans (in contrast to english). it seems, however, that there is no need to translate web sites into an african language.
user experiences with sharing and access control. the sharing of network-based information is a key component of recreational and professional interaction, from email attachments to p2p networks. however, people need to accommodate technical challenges in successful and secure content sharing. in particular, people have to manage access control policies that are both social and technical: deciding what to share and who to share it with, and how to technically effect their decisions. in this paper, we focus on the usability of access control: how people manage file sharing among various groups, organizations, and tasks. we present survey and interview data regarding content sharing and content protection, and discuss the implications for the design of networked collaboration tools.
scroll ring performance evaluation. this study compares a touchpad scroll ring to a mouse scroll wheel and touchpad scroll zone using a fitts' law testing methodology. time, error, and subjective results reveal that the scroll ring offers the most performance advantages over the scroll wheel and scroll zone.
imagery saystems for enhanced crewmember habitability, performance and productivity on iss. in this paper, a description is provided for the process of determining the functional and technical requirements for an imagery system onboard the international space station (iss). with the advent of the iss and the experience of russian, european, and us crewmembers on mir, the importance of the psychological element in long duration missions is increasingly recognized. an imagery system could enhance the habitability, performance, and productivity for long term stays in space. because this is type of system is a new concept for space, functional and technical requirements need to be explored.
introducing hci in technical university of szczecin, poland. with a couple of noble exceptions, in polish academic world the issues of hci, usability and user-centered development are still nonexistent. the following paper describes author's efforts to introduce hci in technical university of szczecin, poland, along with lessons learned and suggestions on how the efforts can be improved in the future.
vista: interactive coffee-corner display. in the contemporary information-saturated world, there is a need for an easier, faster, and more social way to keep office workers updated and better aware of surrounding activities. today's information management systems tend to consume time rather than simplify information sharing.the vista system tries to solve this problem. it is designed to be used in places of social interaction, where it displays information about professional activities happening in the department. in this paper, the origins of the project, the user-centered design process, and iterative evaluation of the concept are described. the paper concludes with observations regarding the social acceptance of vista and reflections on future research aspects.vista is the result of a design project conducted in cooperation between the user-system interaction postgraduate program at eindhoven university of technology, and the research group of océ technologies in the netherlands.
an hour in the life: towards requirements for modelling multiple task work. it is accepted that changes in technology, work practices and the general socio-economic environment affect the way we plan and perform tasks. support, opportunity and pressure for people to 'multitask' has increased. we cannot assume that because an it is designed well for a single-user single-task perspective, that it will effectively support multitasking. some work has been undertaken into understanding these phenomena in a hci context, but with little permeation into mainstream hci methods. this paper provides an interim report into work into multiple task phenomena within the task knowledge structures task analysis approach.
the message center: enhancing elder communication. the message center is a home-based communication solution specifically designed for elders. our research indicates that insufficient communication amongst elders causes several challenges in their daily activities such as loneliness, social isolation, and decreased appetite. the biggest cause of these challenges is that elders are increasingly removed from communication technology including email, text messaging, and mobile phones due to cognitive and physical difficulties. to overcome this problem, we incorporate a familiar pen and paper based interaction that allows instantaneous messaging via digital network. by designing the message center, we strive to create an easier venue for more active cross-generational communication between elders and younger family members who are often the caregivers. this paper demonstrates a user sensitive inclusive design process from the generation of user needs to the evaluation of prototypes. a key theme of the message center project is to show how usable and emotional design derived from a user inclusive design process can encourage elders to adopt new communication technology.
photo annotation on a camera phone. in this paper we describe a system that allows users to annotate digital photos at the time of capture. the system uses camera phones with a lightweight client application and a server to store the images and metadata and assists the user in annotation on the camera phone by providing guesses about the location and content of the photos. by conducting user interface testing, surveys, and focus groups we were able to evaluate the usability of this system and uncover usage patterns and motivations that will inform our development of future mobile media annotation applications. in this paper we present usability issues encountered in using a camera phone as an image annotation device immediately after image capture and users' responses to use of such a system.
exploring wearable ambient displays for social awareness. mobile phones represent not only a means of communication, but an increasingly omnipresent computing platform, enabling diverse modes of communication including ambient displays that are tied to bodies and social groups, rather than physical environments. as an example of such a display, we present damage, a prototype device for mobile ambient awareness of a social group, and discuss design considerations for such devices.
msn 9: new user-centered desirability methods produce compelling visual design. the msn user experience team developed new user-centered methods to provide structured user input on the visual design of the newly-released msn explorer, an integrated software package. in the final product, users rated "appearance" above all of the product's features. this case describes how the msn user experience team derived a design direction to set the most appropriate pace of visual change for millions of users with widely variant preferences. it discloses how these new methods maximized the product's visual appeal to the widest segment of the potential user base. the methods included design mark-up, a semantic design-description task, a statement rating task, a semantic desirability group card sort task, and a modified focus group discussion. this case documents the value of these new methods in predicting user reaction to visual design. lessons learned from this collaboration are discussed from three perspectives: user experience management, design and usability.
designing effective haptic interaction: inverted damping. in this paper, we describe a new force-feedback technique termed "inverted damping", which aids users in manually selecting specific items from within a range of possible choices. typically, the identity of the goal item is not known beforehand by the system. the technique therefore infers users' intentions from the type of movements carried out and increases the amount of resistance provided as the speed of the user's movements decreases. although the technique might initially sound counter-intuitive, the results of the experiment, reported in this paper, confirm the effectiveness of this approach. we believe that this new technique is likely to have beneficial and wide-ranging applicability across a wide range of devices in everyday life.
pointing without a pointer. we present a method for performing selection tasks based on continuous control of multiple, competing agents who try to determine the user's intentions from their control behaviour without requiring an explicit pointer. the entropy in the selection process decreases in a continuous fashion -- we provide experimental evidence of selection from 500 initial targets. the approach allows adaptation over time to best make use of the multimodal communication channel between the human and the system. this general approach is well suited to mobile and wearable applications, shared displays and security conscious settings.
evaluating images of virtual agents. this study examined the perceived attributes of virtual agents, based on their appearance. the aim was to determine the nature of the psychological processes that influence judgements. it was expected that many of the usual characterisitics of stereotypical judgements would influence attributions made with regard to computer agents. fourteen agents from a population of 150 were used to obtain similarity judgements, preference data, dimensional analysis, and personality judgements. multidimensional scaling analysis suggested that computer agents were categorized according to 2 main dimensions (gender and anthropomorphism). the clustering of agents were across dimensions predicted attributions made, with more positive attrbutions made to female agents, less positive to cartoon agents, and the most negative responses to male agents.
a context-aware recognition survey for data collection using ubiquitous sensors in the home. identifying what people do in the home can both inform ubiquitous computing application design decisions and provide training data to the machine learning algorithms used in their implementation. this paper describes an unsupervised technique in which contextual information gathered by ubiquitous sensors is used to help users label a multitude of anonymous activity episodes. this context-aware recognition survey is a game-like computer program in which users attempt to correctly guess which activity is happening after seeing a series of symbolic images that represent sensor values generated during the activity. we report a user study of the system, focusing on how well subjects were able to recognize their own activities, the activities of others, and counterfeits that did not correspond to any activity.
mspace mobile: a ui gestalt to support on-the-go info-interaction. mspace mobile interaction presents a ui gestalt of 7 techniques for mobile/on-the-move information retrieval and assessment that enables multiple views of the information within a persistent focus+context viewer. it uses the web but breaks the web page paradigm to support effective rapid triage.
hotwire: an apparatus for simulating primary tasks in wearable computing. in this paper we present a novel apparatus for simulating real world primary tasks typically found in wearable computing. additionally, we report on a preliminary interruption study using the new apparatus in a laboratory experiment and compare its results with previous work to show its applicability for research in human-computer interaction for wearable computers.
integration of browsing, searching, and filtering in an applet for web information access. improvements to information access on the world wide web has to be considered one of today's strategic challenges. in this paper we present a java applet called amit (animated multiscale interactive treeviewer) that integrates fisheye tree browsing with search and filtering techniques. used in combination with a web walker, a search server, and a tree server, it shows promise as a scalable solution to information access in configurable web spaces.
usability in practice: field methods evolution and revolution. field methods are a collection of tools and techniques for conducting studies of users, their tasks, and their work environments in the actual context of those environments. the promise of such methods is that they help teams design products that are both useful and usable by providing data about what people really do. participants in this forum will address: the origins and framework of contextual designthe application of field methods to task analysisa review of ways to adapt these methods to practical constraintsa discount approach to field studies.
in your own words: using full sentences as feedback. many applications have cluttered dialogs that require users to make complicated settings. some settings even determine the availability and state of other settings, creating interdependencies that can be hard to discern. most afforadances, although they aid the use of individual widgets, provide no feedback about overall configurations. here i present a technique for providing feedback in configuration tools using grammar-generated sentences that update instantly as the user acts. experimental results confirm the technique has promise.
the benefits of physical edges in gesture-making: empirical support for an edge-based unistroke alphabet. people with motor impairments often cannot use a keyboard or a mouse. our previous work showed that a handheld device, connected to a pc, could be effective for computer access for some people with motor impairments. but text entry was slow, and the popular unistroke methods like graffiti proved difficult for some people with motor control problems. we are now investigating how physical edges can provide stability for stylus gestures, and we are designing a unistroke alphabet whose letter-forms are defined along the edges of a small plastic square hole. this paper presents data on the benefits of physical edges in making gestures. it then describes edgewrite, a new unistroke alphabet designed to leverage physical edges for greater stability in text entry.
maximizing the guessability of symbolic input. guessability is essential for symbolic input, in which users enter gestures or keywords to indicate characters or commands, or rely on labels or icons to access features. we present a unified approach to both maximizing and evaluating the guessability of symbolic input. this approach can be used by anyone wishing to design a symbol set with high guessability, or to evaluate the guessability of an existing symbol set. we also present formulae for quantifying guessability and agreement among guesses. an example is offered in which the guessability of the edgewrite unistroke alphabet was improved by users from 51.0% to 80.1% without designer intervention. the original and improved alphabets were then tested for their immediate usability with the procedure used by mackenzie and zhang (1997). users entered the original alphabet with 78.8% and 90.2% accuracy after 1 and 5 minutes of learning, respectively. the improved alphabet bettered this to 81.6% and 94.2%. these improved results were competitive with prior results for graffiti, which were 81.8% and 95.8% for the same measures.
flexible interface/application design for online awards catalog. a catalog of merchandise used for incentive programs has been in the carlson companies product line for 65 years. this is a direct outgrowth of the gold bond stamp incentive program our company was founded on.in 2002, we decided to improve the user experience for the online awards catalog and solve application maintenance issues as there grew to be more than 50 iterations of the catalog interface and numerous versions of application code. the old interfaces proved to be inflexible, time consuming to maintain, and could no longer meet client's needs.therefore, the goal of our redesign project was to create a flexible interface and application framework that would improve the online catalog's user experience, mimic the client's corporate style guides to allow better integration with the client's own web properties, and provide a better approach for adding new functionality and maintaining existing awards catalog sites.
depictive interaction with visual information using sketches - divius. querying of visual databases has relied predominantly on text based systems. words do not provide an appropriate or adequate means of describing visual artifacts. a system (divius) has been developed which allows users to describe and query objects in a pictorial database, using a visual language derived from the database objects. users can also indicate their level of uncertainty regarding certain attributes of the query.
modeling analyst performance for usability inspection. this research takes an analyst-centred approach to improving usability inspection methods. the research approach adopts novel instruments and methods, especially manipulation and monitoring of analyst's knowledge resources during usability inspection. the research aims to develop and validate a predictive model of analyst performance that supports improvement of usability inspection, resulting in a positive impact on design quality.
document co-organization in an online knowledge community. we introduce the concept of "document co-organization" and describe such a system. by document co-organization we mean that individuals are allowed to hierarchically organize documents personally and share their hierarchies with others, while the system generates a "consensus" hierarchy from these personal hierarchies, which provides a full, common, and emergent view of all documents. by allowing users to retrieve documents from their own organization (hierarchy), another user's, the consensus hierarchy, or a time-based hierarchy, we provide access corresponding to different characteristics of knowledge tasks: they are personal, collective, social, and time-sensitive. in a class website experiment, we show that for a complex knowledge task, hierarchies are used more frequently than search. one surprising finding is how often students use others' personal hierarchies.
tangible programming elements for young children. tangible programming elements offer the dynamic and programmable properties of a computer without the complexity introduced by the keyboard, mouse and screen. this paper explores the extent to which programming skills are used by children during interactions with a set of tangible programming elements: the electronic blocks. an evaluation of the electronic blocks indicates that children become heavily engaged with the blocks, and learn simple programming with a minimum of adult support.
visualization techniques for collaborative trajectory management. we developed a set of visualization techniques to portray multiple threads or trajectories of events and activities to provide awareness support. visualizing the historical and projected temporal patterns of trajectories may provide support to collaborating workers and promote anticipatory behaviors.
sheep and wolves: test bed for human-robot interaction. this paper presents a dynamic experimental test bed for exploring and evaluating human-robot interaction (hri). our system is designed around the concept of playing board games involving collaboration between humans and robots in a shared physical environment. unlike the classic human-versus-machine situation often established in computer-based board games, our test bed takes advantage of the rich interaction opportunities that arise when humans and robots play collaboratively as a team. to facilitate interaction within a shared physical environment, our game is played on a large checkerboard where human and robotic players can be situated and play as game pieces within the game. with meaningful interaction occurring within our confined setup, various aspects of human-robot interaction can be easily explored and evaluated such as interface methods. we also present the results of a user evaluation which shows the sensitivity of our system in assessing robotic behaviours.
an unencumbering, localized olfactory display. olfaction is considered to be an important sensory modality in next-generation virtual reality (vr) systems. we currently focus on spatiotemporal control of odor, rather than capturing and synthesizing odor itself. if we simply diffused the odor into the atmosphere, it would be difficult to clean it away in a short time. several olfactory displays that inject the scented air under the nose through tubes have been proposed to realize spatiotemporal control of olfaction, but they require the user to wear something on one's face. here, we propose an unencumbering olfactory display, by conveying a clump of scented air from a certain remote place to the user's nose. to implement this concept, we used an "air cannon" that generates toroidal vortices of the scented air. we conducted a preliminary experiment to examine the possibility of this method's ability to display scent to a restricted space. the result shows that we could successfully display incense to the target user.
multiple perspectives for collaborative navigation in cve. drawn from empirical studies on spatial cognition, this work explores ways of dynamically integrating others' perspectives and incorporating different views into a single interface for a 3d cve user. it also designs an empirical study to test the effectiveness of different perspective displays on collaborative navigation performance.
deciphering visual gist and its implications for video retrieval and interface design. how do people make sense of a video based on viewing a few frames of that video? what elements constitute the "visual gist" in their minds? answers to these questions will give implications to both content-based video retrieval and the interface design (e.g., key-frame selection) of digital video libraries. a preliminary study was conducted to unravel the issues and 45 subjects participated in the study. after viewing a fast forward surrogate, the subjects were asked to choose pictures which they thought would "belong to" the video. and they were also asked to think aloud during their selection processes. nine visual gist attributes (e.g., people, objects and actions) were generated using the grounded theory method and their frequencies were also compared and analyzed.