waashk/dblp huggingface dataset:
select-and-point: a novel interface for multi-device connection and control based on simple hand gestures. select-and-point provides us with a new interface and intuitive interaction style in our daily computer use. with simple selection and pointing hand gestures, users can eliminate cumbersome processes in managing connections and controls between multiple devices as well as in sharing information/data. we implemented a select-and-point system in an intelligent meeting room and performed a preliminary user study in this environment. the results show that select-and-point is easily accepted by users and it can significantly improve users' interaction with various devices in a ubiquitous computing environment.
media spaces: past visions, current realities, future promise. established researchers and practitioners active in the development and deployment of media spaces review what seemed to be promised twenty years ago, what has actually been achieved, and what we might anticipate over the next twenty years.
child computer interaction. the study of child computer interaction is a growing subfield of hci. child computer interaction encompasses traditional hci but also specifically reaches out into the areas of child psychology, learning and play. the aim of this sig is to bring together researchers and practitioners working in this area, to discover current themes, to explore the creation of a more formal working group, to locate publishing opportunities and to foster international co-operation.
force feedback: new frontier as the innovative driving comfort tool. previous human factors studies in the automotive field showed that drivers performance is influenced by the type of force feedback (ff) reproduced by the steering wheel. in the present study, six ff were compared. \ \ results suggest that the effect of the type of ff depend on the specific driving scenario, thus suggesting the utility of an adaptive force feedback based steering wheel. \ \ in the final part of the paper, we describe how such a system could be implemented.
fighting fragmentation: an enterprise framework for creating unified online workspaces. this paper describes vanguard's efforts to create an enterprise-wide framework for producing unified online workspaces. this framework was developed to accommodate diverse business lines and job roles while leveraging cross-organizational components and services, providing for optimal scalability, flexibility and customizability, and ensuring cohesive user experiences. it addresses these goals by mapping business units, job roles and attributes to a core set of features/capabilities, thereby providing a consistent yet adaptable set of design patterns that can be leveraged in the creation of new workspaces and the further tailoring of existing ones. it is especially useful for large enterprises where a variety of job functions exist across multiple business lines and users struggle with moving between complex information spaces.
what is good?: a comparison between the quality criteria used in design and science. the human-computer interaction community is an umbrella for many disciplines. conflicts occur from time to time, in particular between scientists and designers. this article compares the quality criteria used in design with those used in science, in order to gain insight into what design can contribute to the development of science. from the scientific perspective, the weakest point of design knowledge is its limited generalizability.
landscaping personification technologies: from interactions to relationships. personification technologies are technologies that encourage people to anthropomorphize. these technologies try to get people to form relationships with them rather than simply interact with them. they may do this through having behaviours that encourage people to attribute personality or emotion to them. they may be persuasive technologies in the sense of fogg that aim to get people to do things they would rather not do. they may promote trust. the convergence of a number of technologies is making personification technologies possible. speech as an interaction is finally becoming robust and useable and is very influential in people attributing intelligence to devices and systems. human language technologies allow devices to understand, or appear to understand, conversation. interactions are becoming more natural and engaging. avatars appear more congenial and coordinated. building on the experience of a previous project, and drawing on the experience of a four year multi-disciplinary project, called companions, the authors are keen to build community relationships around the notion of personification technologies. this includes the design, engineering, research (including ethics and social issues) and usability communities.
using cognitive models to evaluate safety-critical interfaces in healthcare. we investigated the feasibility of using a gomsl model to assess the user interface of a medications prescribing application in a hospital setting. a gomsl model was developed for key prescribing tasks identified in an observational study. task execution times predicted by the gomsl model for six clinical scenarios were comparable with times from a pilot user study. model-based evaluation may be useful in identifying features more susceptible to errors in safety-critical healthcare interfaces.
visual filler: facilitating smooth turn-taking in video conferencing with transmission delay. turn-taking in a smooth conversation is supported by the anticipation of the floor handover timing among participants. however, it becomes difficult to maintain natural turn-taking in video conferencing with transmission delays because the utterances and movements of each participant are presented to the others with a time lag, which often leads to a collision of utterances. in order to facilitate smooth communication over a video-conferencing system, we propose a novel method, "visual filler," that fills temporal gaps in turn-taking caused by the existence of delays. visual filler overlays an artificial visual stimulus that has a function similar to that of filler sounds on a screen with participant images. we have evaluated the effectiveness of a visual filler for reducing the unnaturalness of turn-taking on a simulated dyadic dialog situation with a delay.
sketch worth, catch dreams, be fruity. this design theatre uses method acting: we act out a method. it is didactic theatre: we must sketch designing, not just designs. we act out a sketching process to make maps that we can later act on.
multimodal communication involving movements of a robot. communication between humans is multimodal and involves movements as well. while communication between humans and robots is becoming more and more multimodal, movements of a robot in 2d space have not yet been used for communication. in this paper, we present a new approach to multimodal communication with (semi-)autonomous robots, that even includes movements of a robot in 2d space as a form of expressing communicative acts. we also show how such a multimodal human-robot interface can be generated from a discourse-based interaction design that does not even include information about modalities.
increasing the accessibility of pen-based technology: an investigation of age-related target acquisition difficulties. this paper describes the author's dissertation research on improving the accessibility of pen-based technology. the first step for this research was to gather information on the underlying causes of target acquisition difficulty. to meet this goal, a controlled laboratory study was conducted, which uncovered three sources of difficulty: slipping, drifting, and missing just below. the remaining work will be to address these difficulties by implementing new interaction techniques and experimentally evaluating their effectiveness.
healthy technology. one of the biggest struggles user experience teams face is breaking through traditional notions of product strategy, planning and development to bring actionable awareness to the bigger picture around delivering full experiences that people really care about. user research and design is often focused around product & feature design in a space that is defined by out-dated boundaries imposed by history or pre-existing constraints. research is used to create new features or product direction within these walls, and many design tools are employed to ensure the experience delivered is acceptable. this paper uses a case study of a project titled "healthy technology" to highlight the important role that metaphors can play in shifting conversations & strategy, from executive managers to development teams, leading to new boundaries, new strategies, a fresh look at what it means to set direction that targets complete user experiences rather than consumer appreciated features. the metaphor is discussed, through example, as more than a tool for user interface design, exploring the same as a means to alter strategic thinking in upper management as well as guide design and development teams in rethinking notions of technology to create new categories, rethink the problem space and to think beyond features. this paper outlines the research processes that lead to the creation of a metaphor and the functions of the metaphor in overcoming traditional boundaries and thinking. it describes key challenges and methods in this process of moving from research to strategic initiatives that fundamentally shift thinking, providing direction for business models, services, technologies, and industry alignment that come together to provide more than just features or products.
invoking emotional support in a health crisis. this dissertation research explores the invocation of emotional support from friends and family for parents who have a baby in a neonatal intensive care unit, through the use of textual summaries of clinical and non-clinical data.
creating social value of interactive media installation: case study of designing "wish spark". we present a public interactive media installation, "wish spark" that evokes people's participation, sharing and giving. different from art-based interactive media installation, wish spark has a practical feature; an aid for making donation a pleasurable, meaningful, and interactive activity. our main concept is to make a system that appeals donation behavior as an act of fun not as a buggy activity, and finally lead people to make freewill contribution for society. this paper presents design process on how to make synergic effect of charitable giving as well as makes people have fun together. the act of throwing coin into the fountain was found to be a powerful and traditional way of making donation, thus it was used as a main metaphor for our solution. when people throw coins with their wish into wish spark, light and sound expressions occur to create a pleasurable user experience. the corrected coins are represented as people's wishes. wish spark is suggested to install in the landing gate of the airport because people can easily have a chance to give donation with small effort. in this project, we suggest a possibility to extend the social value of media installation by introducing interaction design process between human and public environment.
emotional response as a measure of human performance. emotional reactions are a key part of the user experience, and are particularly of interest to the design of systems that consider user emotions. this dissertation studies methods of measuring emotional responses through a novel two-dimensional tool, based on the model of valence and arousal. a study on reactions to storyboard and video prototypes motivated the need for continuous, quantitative, affective self-report. a pilot study with a slider revealed significant differences between the experiences of several video conferencing techniques. next steps include prototyping two-dimensional affective self-report capture devices, and an experiment to compare relative ease of use and cognitive complexity of different methods of emotional measurement.
sustainable informal it learning in community-based nonprofits. nonprofit organizations (npos) play a substantial role in the economies of many countries, in the delivery of social services, and in many quasi-government functions. but npos face many resource challenges; for example, they depend on volunteer labor that is often under-trained and has high turnover resulting in limited knowledge acquisition and decreased sustainability. ethnographic data from a three-year multi-organizational analysis reveals the occurrence of social and technical patterns during informal technology learning. construction of a pattern schema grounded in organizational learning and activity theories will enable the development of lightweight interventions in establishing information technology sustainability, self-directed learning, and management processes in npos.
special session in honor of randy pausch. randy pausch is an inspiration to all with his research, teaching, the way he has lived his life, and his courage while confronting pancreatic cancer. this session brings together people he has touched through various phases of his career to discuss his research and legacy.
the virtual midas touch: helping behavior after a mediated social touch. a brief touch on the upper arm increases people's altruistic behavior and willingness to comply to a request. in this paper, we investigate whether this midas touch effect would also occur under mediated conditions (i.e., a text messaging system and an arm strap equipped with vibrotactile actuators). although helping behavior was more frequently endorsed in the touch, compared to the no touch condition, this difference was not found to be statistically significant. such a failure to find response similarities between vibrotactile stimulation and real (i.e., unmediated) physical contact undermines the design rationale of the field of mediated social touch, which aims to provide an alternative for real physical contact.
extracting "broken expectations" from call center records: and . currently, despite the explicit industrial consideration to improve the appeal and usability of technically sound electronics products, users increasingly seem to have dissatisfactory experiences in interacting with them. these unforeseen experiences (attributable to specifications omissions, usability/learnability problems, or specific usage context) lead to a large and increasing share of unknown field complaints. to correct and prevent such complaints or user reports, we promote effective exploitation of call centers: valuable usage data is retrievable from the field by adopting a user-centered failure classification model that we developed. we also report on the supporting results of a test from applying our model to a set of call center data.
enhancing online personal connections through the synchronized sharing of online video. going to movies in a group and inviting friends over to watch tv are common social activities. this social engagement both improves the viewing experience and helps us stay close with our friends and family. to bring this feeling of co-presence to the internet, we developed a set of prototypes that enable people to feel more connected by watching web video together in sync. we present the preliminary results of a quantitative usage study and show initial evidence that simultaneous video sharing online can help people feel closer and more connected to their friends and family.
qr-codes for the chronically homeless. we propose a system to use qr codes and cheap cell phones to alleviate some challenges faced by the chronically homeless. we propose combining the affordability, simplicity and portability of cell phones with the fast emerging qr code technology to develop an information system which could augment current data entry methods utilized by homeless service agencies. the system offers simple interfaces which employ qr codes for configuring cell phones to perform basic functions such as setting up reminders. the system is robust to the loss of its components, individual phones and qr cards. we developed and refined our design concept through an iterative design process of contextual inquiry, persona development, prototyping, and user tests.
night and darkness: interaction after dark. many of us work and socialize late into the night, some increasingly so. however, most information technology is still designed in the daytime and largely to be used in the light. little thought is given to its behavior in darkness, even if the technology itself can sense darkness, or sleep. the aim of the workshop outlined below is to examine night and darkness as a starting point for designing ubiquitous computing. we aim to explore if and how the behavior of our technology should change as night falls. the workshop will use the topics of darkness, safety, 'nighttime people' and nighttime activities to think about new design opportunities for interaction design and ubiquitous computing. practicing what we preach, so to speak, the workshop participants will also critique their ideas and designs in the dark, in florence.
culture calling: where is chi? despite some incredible books and works on culture in the past decade by wonderful designers, anthropologists and thinkers like kenji ekuan, genevieve bell and howard rheingold, the chi community is still sparse on conversations and publications surrounding the place and significance of world cultures on design and hci. [4, 6, 12] culture as a lifestyle, a set of beliefs and value systems that shape everyday life in countries around the world, is at the core of understanding what our community calls 'the user'. it is the context that explains all data and inspiration we use in our design and creative processes. this sig provides members of hci & design communities with an opportunity to explore and discuss different ways in which we can integrate culture as an essential aspect of our thinking, research and design of products, services and systems.
the design of gaze behavior for embodied social interfaces. non-verbal behavior, particularly gaze, is a crucial part of human communication. to interact with humans in a rich, natural way, social interfaces need to use this communicative channel effectively. while the role and mechanics of human gaze are extensively studied, how gaze might be used effectively by embodied interfaces is not well explored. the goal of my dissertation is to gain a deeper understanding of how gaze behavior affects people's interactions with embodied social interfaces and how we can design gaze for effective communication. this research focuses on four main social functions of gaze: regulation, expression, establishing joint attention, and initiating/avoiding of social encounters and four sets of design variables: temporal, spatial, physiological, and contextual. a systematic study of how these functions and design variables affect each other is conducted through a series of empirical studies.
measuring affect in hci: going beyond the individual. the measurement of affect in hci research is a challenging and complex issue. although a number of techniques for measuring affect have been developed, a systematic discussion of their effectiveness and applicability in different contexts remains lacking, especially in social contexts with multiple users. as computing shifts to increasingly collaborative and ubiquitous models, it is important to discuss affect measurement beyond the individual level. this workshop will provide a forum where designers, practitioners, and researchers can 1) introduce novel methods of affect measurement that go beyond physiological and self-report measures, 2) advance our understanding of existing measurement methods and how they can be expanded, and 3) critically evaluate issues of affect measurement.
public displays of affect: deploying relational agents in public spaces. design principles for deploying agents designed for social and relational interactions with users in public spaces are discussed. these principles are applied to the development of a virtual science museum guide agent that uses human relationship-building behaviors to engage visitors. the agent appears in the form of a human-sized anthropomorphic robot, and uses nonverbal conversational behavior, empathy, social dialogue, reciprocal self-disclosure and other relational behavior to establish social bonds with users. the agent also uses a biometric identification system so that it can re-identify visitors it has already talked to. results from a preliminary study indicate that most users enjoy the conversational and relational interaction with the agent.
dynamic design elements for the peripheral interaction of ambient media. ambient media utilize peripheral awareness in interaction with people, which can be described as peripheral interaction. it represents information through dynamic changes of light, sound, form, or color in a physical space. in this study we present dynamic design elements and methods to apply them for peripheral interaction of ambient media in a physical space. we report on characteristics of dynamic design elements for peripheral interaction by reviewing literatures in psychology or related to ambient media. based on the characteristics, we describe our design and prototype system of new ambient media, cyber pung-kyung, focusing on how to apply dynamic design elements for peripheral interaction.
developing a novel interface for capturing self reports of affect. this paper describes the subtle stone, a tangible handheld tool which supports the communication of emotional experience in the classroom. the results of an initial evaluation suggest that this novel interface is easy to use within a busy working context, and renders the concept of emotion more accessible to young learners. the highly adaptable nature of the tool may make it a useful research instrument within other experimental contexts as well as a communication device for different experiential reports.
evaluating automatically generated location-based stories for tourists. tourism provides over six percent of the world's gross domestic product. as a result, there have been many efforts to use technology to improve the tourist's experience via mobile tour guide systems. one key bottleneck in such location-based systems is content development; existing systems either provide trivial information at a global scale or present quality narratives but at an extremely local scale. the primary reason for this dichotomy is that, although good narrative content is more educationally effective (and more entertaining) than a stream of simple, disconnected facts, it is time-intensive and expensive to develop. however, the wikear system uses narrative theory-informed data mining methodologies in an effort to produce high-quality narrative content for any location on earth. it allows tourists to interact with these narratives using their camera-enabled cell phones and an innovative interface designed around a magic lens and paper map metaphor. in this paper, we describe a first evaluation of these narratives and the wikear interface, which reported promising, but not conclusive, results. we also present ideas for future work that will use this feedback to improve the narratives.