waashk/dblp huggingface dataset:
object-oriented models in user interface design. objects have been used as the informal basis for the conceptual design of interactive systems for at least a decade. given recent advances in the development of object-oriented modeling languages and methodologies, it is now timely to re-evaluate the role of object-modeling during the process of user interface design.
the unless switch: adding conditional logic to concept mapping for middle school students. qualitative concept maps are useful for sharing the structure of a domain and for assessing students' understanding. while concept maps made from links and nodes depict static causal relationships between concepts quite well, they provide little support for displaying conditional logic and thresholds for causation. in this paper, we describe the process of incorporating a representation for conditional reasoning into betty, a computer agent students teach via concept maps. betty helps students formalize their knowledge of a domain by acting as a novice learner. students use betty to construct and assess their knowledge of science topics.we tested several prototypes combining conditional logic with concept maps and found that people had difficulty keeping conditional states and conceptual nodes separate. in the end, the "unless switch" provided the closest semantic parallel to the type of reasoning we wanted students to learn and generated the least amount of confusion.
assessing the attractiveness of interactive systems. qualities beyond usefulness and traditional usability are increasingly being recognised as important in hci. a common understanding of which factors affect the overall user experience and how they interrelate is still to be established. in a theory-led approach, users' perceptions of qualities that together contribute to the overall 'attractiveness' of a system are investigated. an empirical study with three live websites from stanford university demonstrates a halo effect of aesthetics on perceptions of usability and content. however, the perception and impact of aesthetics are significantly affected by users' backgrounds and tasks.
a responsive and persuasive audio device to stimulate exercise and fitness in children. designing to stimulate health and fitness in children proposes particular challenges because children lack direct control over their environment. additionally, children respond more to activities emphasizing recreation over education. this paper details the design and development process for children, highlighting design choices with research from industry, parents and children. the end product is a responsive and persuasive audio player that controls and varies music tempo based on measured activity level. this device makes use of music's natural ability to fuel activity, and it gives children a way to directly control some portion of their environment. additionally, it delivers increased exercise under the disguise of fun and recreation. this paper contributes to the hci design process for children by showing how to develop persuasive technologies to implicitly succeed a specific goal without explicitly addressing an existing problem.
alice sat here. in this paper, we describe alice sat here, a telerobotic installation in which participants in physical space and cyberspace are afforded extended means of interaction. using live video served to the world wide web, telerobotic camera control (pan and tilt controlled remotely over the web), and a wheeled electric throne driven by gallery visitors, alice sat here becomes an interface at the intersection of physical space and cyberspace. by designing an installation as a physical metaphor for the web, we hope to sensitize the public to the dynamics at work on the web (surveillance, control), and to challenge the collective imagination of the kinds of experiences the web can offer.
from mental effort to perceived usability: transforming experiences into summary assessments. in many cases, practitioners and researchers of human-computer interaction and usability engineering rely on users' subjective product quality assessments. such an assessment of, for example, perceived usability is believed to summarize previous experiences made with the according software. the present study shows that such summary assessments of perceived usability do not reflect a whole experiential episode, but rather its most recent incidents. additional measurement strategies, such as repeated measurements of perceived usability throughout the experiential episode, are explored.
ineractive 3d presentations and buyer behavior. this paper shows preliminary results on how interactive 3d product presentations affect buyer behavior in e-commerce applications over the internet. we conducted two experiments involving simulated online shopping trips, in which subjects saw some products with 3d presentations and made product choices. the results show that the availability of interactive 3d product presentations instead of still images may affect some important aspects of buyer behavior, including the amount of time spent examining products and purchase likelihood.
artificial intelligence techniques in the interface to a digital video library. for the huge amounts of audio and video material that could usefully be included in digital libraries, the cost of producing human-generated annotations and meta-data is prohibitive. in the informedia digital video library, the production of meta-data supporting the library interface is automated using techniques from artificial intelligence (ai). by applying speech recognition, natural language processing and image analysis, the interface helps users locate the information they want and navigate or browse the digital video library more effectively. specific ai-based interface components include automatic titles, filmstrips, video skims, word location marking and representative frames for shots.
privacy gradients: exploring ways to manage incidental information during co-located collaboration. this research introduces privacy issues related to the viewing of incidental information during co-located collaboration. web browsers were the representative application used in this research as they have several convenience features that record and display traces of previous web page visits. a one-week field study examined how individuals perceive privacy needs relating to the later incidental viewing of traces of their browsing activity. participants used a 4-tier privacy gradient to classify the privacy of their actual web browsing. the results revealed per window patterns of privacy during browsing with streaks at given privacy levels and relatively few transitions between levels. management of incidental information is a complex problem due to multiple viewing contexts, individual differences, and the large volume of information. these privacy patterns suggest that a semi-automated approach to privacy management may be feasible.
web browsing today: the impact of changing contexts on user activity. although web browsing behaviour was studied in detail in the mid-to-late 1990s, few recent results have been reported. the nature of web browsing has changed significantly since these early studies, both in the profile of the typical web user and in the context of their browsing (e.g. location, connection speed, web browser features). this paper reports on per-session and per-browser window usage, such as the number of pages visited and the speed of browsing. some of our findings differ from previously published results that continue to motivate research in this area. our research indicates that changes in user behaviour, such as the magnitude of web browsing activity, may place restrictions on web-browser related applications.
from cookies to puppies to athletes: designing a visual audience voting system. we describe the design process taken and prototype developed for a system supporting audience voting at the summer olympics. in our examination of issues related to the expression and capture of audience votes, we utilized informal focus groups, interviews with experts, and user studies comparing voting formats. our proposed solution involves displaying results on large screens. this provides the context for visual audience interaction through the use of ranking booklets. the audience input is determined through image analysis of the audience.
documenting and understanding everyday activities through the selective archiving of live experiences. the goal of this research is to build upon the work of capturing data in structured and planned settings to develop socially appropriate ways to archive important life experiences during unexpected, unstructured, and sometimes informal situations. this work involves three significant phases: formative studies to understand the data capture needs of particular populations of users in these situations; design and development of a technical architecture for capture and access in these settings coupled with design and development of applications for two specific domain problems; and evaluation of this solution as it pertains to these domain problems.
practices for capturing short important thoughts. in this paper we describe a user study designed to understand current practices for recording and utilizing information in everyday life. we describe a subset of the results that suggest that improving on current practices will require physical and digital artifacts, flexibility, multi-modality, and ubiquity.
experience buffers: a socially appropriate, selective archiving tool for evidence-based care. diagnosis, treatment, and monitoring of interventions for children with autism can profit most when caregivers have substantial amounts of data they can easily record and review as evidence of specific observed behaviors over time. through our work with one prototype system and interviews with caregivers, we have recognized the importance of socially appropriate ways to add rich data to the information recorded by caregivers. analysts must be able to view incidents as they occurred without unnecessarily burdening caregivers and other children with always-on recording of data about them. in this paper, we introduce experience buffers, a collection of capture services embedded in an environment that, though always on and available, require explicit user action to store an experience.. this creates a way to balance the social, technical, and practical concerns of capture applications.
measurement of user frustration: a biologic approach. this paper describes the use of facial emg to provide a continuous measure of the user's emotional state. facial emg was recorded while female users performed five tasks to one of two web sites. frustration index scores were developed from the corrugator emg data by calculating a percentage score of a pre-task baseline. as predicted, the frustration index was greater for (1) novices as compared to experienced users, (2) incorrect as compared to correct answered tasks, and (3) for the web site that was rated more difficult. the frustration index was able to provide important information on web page performance.
searching and browsing text collections with large category hierarchies. a new user interface has been developed that allows users to make use of large category hierarchies for search and browsing of retrieval results for information access. the key insight is the separation of the representation of category labels from documents, which allows the display of multiple categories per document.
efficient user interest estimation in fisheye views. we present a new technique for efficiently computing degree-of-interest distributions to inform the visualization of graph-structured data. the technique is independent of the interest distribution used and enables fluid interaction with very large data sets (over 100,000 nodes).
acm siggraph user experience initiatives. there has been a substantial growth in the number of educational and networking opportunities for professionals in the computer graphics and related fields in the last three years. one of the fastest areas of growth is in the field of computer user experience and the development of cultural communities through the advent of portal technologies, blogs, and wikis.
how do people organize their desktops? knowledge workers today have a lot of digital documents to manage, and most employ some sort of organizational system or scheme to help them. most commonly used software provides the ability to create a hierarchical organization, but the appropriateness of this structure for personal digital document management has not been established. this research aims to understand how people currently organize their documents, identify the strengths and weaknesses of current systems and explore the usefulness of other information structures. this should provide insight into how personal digital document management systems can be made more usable.
the route to the sea for user value. hci managers with experience in delivering user value in shipping products that make good businesses will discuss the hazards that the product development process holds, and what it takes for hci managers to ensure that user value remains in the products throughout that process. (see also the companion panel: "building user value into the business case.").
building user value into the business case. concepts that are of great value to users are an important part of making great products. however, unless the concepts make sense for businesses, they will never become products, no matter how good they might be for users. this panel looks at this harsh reality from the point of view of product managers. it addresses the question of what makes business sense and how user value plays in making that case. product managers with experience in making such cases will discuss the practical realities of making effective business cases, the role of user value, and what hci professionals can do to help managers in making a mutually satisfying case. (see also the companion panel: "the route to the sea.".
the chi management community. this sig will provide those interested in the interplay between management and hci the opportunity to explore this subject and the ongoing development of the management community at the chi conferences.
dating example for information architecture. this paper provides the documented explanations of our submitted poster to chi 2003 about the process of information architecture (ia). the general theme of chi 2003 was to deliver an innovative way of presenting ia in order to better the ia community through a given theme or use of a metaphor. our poster, ia dating example for information architecture, explains how ia is related to everyone's daily lives. in this document, we describe the similarities of ia in the web field and in dating in each step of the ia process.
evaluating paper prototypes on the street. the evaluation of paper prototypes is normally conducted in controlled settings such as a usability lab. this paper, in contrast, reports on a study where evaluations of a paper prototype were performed on the street with young adults. we discuss the merits of this approach and how it impacted the design process. a key finding is that the street location can enfranchise people who may otherwise be under-represented in design. we conclude that evaluating paper prototypes in public, street settings is feasible and informative.
creating organization-specific usability guidelines. working with a large information technology organization in industry, we have been investigating how a repository of organization-specific usability guidelines can be created and used to produce high quality end-user applications. our approach is to create tools and methods in which software development organizations can develop and evolve usability guidelines based on the kinds of applications they develop. this information can then be used to match customer requirements to specific interface techniques that have proven effective for similar users and application domains. this is supported through a case-based system that attaches experience cases to guidelines to help find, explain, specialize, and extend usabiltiy guidelines.
interactive web usage mining with the navigation visualizer. web usage mining, the analysis of user navigation paths through web sites, is a common technique for evaluating site designs or adaptive hypermedia techniques. however, often it is hard to relate aggregated clusters or measures to actual user navigation behavior. by contrast, basic graph-based visualizations of user navigation paths are easier to interpret, but it is difficult to find effective views that convey all the required information. in this paper we present the navigation visualizer, a web usage analysis tool that combines the two approaches. the navigation visualizer makes use of the rich data set that is collected by the scone proxy-based web enhancement framework and facilitates dynamic selection of the data and interactive exploration with various layout mechanisms, color codings and markers. several aggregated measures can be calculated and exported to statistical and data mining packages.
a process for creating the business case for user experience projects. the ebay user experience & design (ued) group has had significant success sponsoring successful user experience (ue) projects, in large part by creating and communicating the business case for these projects. this paper presents the process the ebay ued group uses to get projects approved and how these projects are evaluated for success. this paper also refers to specific projects as examples that followed this process.
usability inspections by groups of specialists: perceived agreement in spite of disparate observations. evaluators who examine the same system using the same usability evaluation method tend to report substantially different sets of problems. this so-called evaluator effect means that different evaluations point to considerably different revisions of the evaluated system. the first step in coping with the evaluator effect is to acknowledge its existence. in this study 11 usability specialists individually inspected a website and then met in four groups to combine their findings into group outputs. although the overlap in reported problems between any two evaluators averaged only 9%, the 11 evaluators felt that they were largely in agreement. the evaluators perceived their disparate observations as mulitiple sources of evidence in support of the same issues, not as disagreements. thus, the group work increased the evaluators' confidence in their individual inspections, rather than alerted them to the evaluator effect.
designing an on-line map tool for dutch farmers. this paper describes our real life experience in designing an on-line map user interface for the dutch farmers. the project challenge was to design a simple user interface for advanced mapping technology in a critical schedule. the domain involved understanding of several technical and legal constraints. we studied the context of use, designed the user interface concept, evaluated a prototype and provided the developers with detailed specifications during a four week period.
time design. the goal of this workshop is to explore and support the design of temporal aspects of interactive systems. time design is an emerging research and development domain that emphasizes the functional, causal role of time in human-device interaction. it draws on a diverse literature on time in cognitive psychology, psychophysics, sociology, computer science, engineering, human factors and hci. contributions from each of these disciplines are invited so that preliminary design recommendations can be distilled and an interdisciplinary research agenda can be defined. the discussion will be centered around several scenarios that highlight the temporal characteristics and requirements of different application domains.
activity rhythm detection and modeling. we present an algorithm for detecting and modeling rhythmic temporal patterns in the record of an individual's computer activity, or online "presence." the model is both predictive and descriptive of temporal features and is constructed with minimal a priori knowledge.
asynchronous learning networks: priorities for software development. asynchronous learning networks (alns), a form of elearning, use computer-mediated communication to sup-port the delivery of courses in which anytime, anywhere access to interactions among the students and between the instructor/facilitator and the students are key ele-ments. what constitutes an aln software platform that supports and enhances collaborative learning? how can existing learning theories and small group interaction models guide the design of effective environments for alns? what kinds of new software tools would best im-prove support for "teacher immediacy" behaviors and active, collaborative learning by students? what are the most important interface issues to accommodate multi-cultural and multinational faculty and student groups using aln platforms.
reassessing current cell phone designs: using thumb input effectively. the physical form of cell phones has changed little from conventional landline phones. however, added features such as text input capabilities make cell phone usage very different from that of conventional phones. this paper reviews the emergence of text input on current cell phones. then a new design optimized for text input is proposed.
txtmob: text messaging for protest swarms. this paper describes cell phone text messaging during the 2004 us democratic and republican national conventions by protesters using txtmob -- a text-message broadcast system developed by the authors. drawing upon analysis of txtmob messages, user interviews, self-reporting, and news media accounts, we describe the ways that activists used text messaging to share information and coordinate actions during decentralized protests. we argue that text messaging supports new forms of distributed participation in mass mobilizations.
altarnation: interface design for meditative communities. altarnation allows physically isolated individuals to participate in communities of meditation and tailor thier own meditative practices. by lighting candles, users enter a shared virtual community of users represented by a field of stars, each associated with a sound sample of a prayer, song, joy, or concern of another user. existing practices of individual meditation and candlelight vigils inform this work. this paper describes implementation and design approaches of the altarnation system.
interactive querying of time series data. identification of patterns in time series data sets is a task that arises in a wide variety of application domains [4]. this paper presents a user interface for the timebox query model of rectangular regions that specify constraints over time series data sets. a prototype application based on timeboxes is presented. collaborations with potential users will guide the design of enhanced functionality. usability tests and controlled experiments will be conducted to evaluate the timebox query model.
a dynamic query interface for finding patterns in time series data. identification of patterns in time series data sets is a task that arises in a wide variety of application domains. this demonstration presents the timebox model of rectangular regions that specify constraints for dynamic queries over time series data sets, and the timesearcher application, which uses timeboxes as the basis of an interactive query tool.