waashk/dblp huggingface dataset:
using mental load for managing interruptions in physiologically attentive user interfaces. today's user is surrounded by mobile appliances that continuously disrupt activities through instant message, email and phone call notifications. in this paper, we present a system that regulates notifications by such devices dynamically on the basis of direct measures of the user's mental load. we discuss a prototype physiologically attentive user interface (paui) that measures mental load using heart rate variability (hrv) signals, and motor activity using electroencephalogram (eeg) analysis. the paui uses this information to distinguish between 4 attentional states of the user: at rest, moving, thinking and busy. we discuss an example paui application in the automated regulation of notifications in a mobile cell phone appliance.
behaviour, realism and immersion in games. immersion is recognised as an important element of good games. however, it is not always clear what is meant by immersion. earlier work has identified possible barriers to immersion including a lack of coherence between different aspects of the game. building on this work, we designed an experiment to examine people's expectations of how a game should behave and what would happen if that behaviour was deliberately made to be incoherent. the idea then is to understand immersion through seeing how immersion can be broken. the main manipulation was to alter the behaviour and realism of the graphics in the course of a simple game situation. surprisingly, results indicated that participants could be so immersed within a simple environment such that even significant changes in behaviour had little effect on the level of immersion. in some cases, the attempted disruptions went completely unnoticed. these results suggest that immersion within an application can overcome effects which are completely against user expectations.
human pacman: a wide area socio-physical interactive entertainment system in mixed reality. human pacman is a novel mixed reality interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by wearable computer, mixed reality, and ubiquitous computing research. we have progressed from the old days of 2d arcade pacman on screens, with incremental development, to the popular 3d game home console pacman, and the recent mobile online pacman. finally with our research system human pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor area that allows natural wide-area human-physical movements. pacmen and ghosts are now human players in the real world experiencing computer graphics fantasy-reality by using the wearable computers on them. virtual cookies and actual tangible physical objects are incorporated into the game play to provide unique experiences of seamless transitions between real and virtual worlds. we believe human pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction,and ubiquitous computing.
virtualcase: a tool for online collaborative learning. in this paper we describe the design and use of a web-based tool that enables teachers to create integrated online workspaces for collaborative case-based and problem-based learning. we discuss how this tool has been used in a variety of ways other than those originally intended by the designers. we discuss our classroom-based studies of two of these uses, and describe how these studies are influencing the redesign of the tool.
learners on the back-end: students contributing to web-based information systems. what happens when students, instead of merely drawing from online information resources, organize and populate such resources? in this paper we discuss how collaboratively creating web-based information resources might contribute to learning. we are currently studying two communities that are creating such resources using a prototype system we've designed.
sparks. in this paper we introduce sparks, an ambient social networking and communication facilitation interface. we developed the sparks system as a physical alternative to existing connectedness mediator systems. while several systems are under investigation, they are limited by their confinement to the traditional display. we address this issue, in part, by collocating the visualization and the user within the physical environment of the scenario. we describe the specific aspects of the system that capitalize on both foreground and peripheral attention to facilitate communication throughout a conversation. we discuss our ongoing research where architectural surfaces are used to provide interactive layers of information related to elements present in the space, and conclude with a discussion of the benefits of the system in combining the immediacy of the physical environment with the dynamic data handling characteristics of a digital system.
ebooks with indexes that reorganize conceptually. subject indexes were an important step forward for books because they enabled the comparison and correlations of information without extensive reading, re-reading and memorization. in this short paper, we focus on the user interaction and usage scenario of a new system called scentindex that enhances the subject index of an ebook by conceptually reorganizing it to suit particular information needs. users first enter information needs via keywords describing the concepts they are trying to retrieve and comprehend. scentindex then computes what index entries are conceptually related, and reorganizes and displays these index entries on a single page.
a spatially-aware tangible interface for computer-aided design. this paper presents a computer-aided design (cad) platform for designers to navigate and construct 3d model intuitively through tangible user interfaces (tuis). we suggest that 3d geometry can be inspected and modified in real-time through manipulating physical tokens on horizontal and vertical projected referential planes. a semi-transparent tablet as vertical display can be dynamically placed on the horizontal projected plane that triggers displaying spatially-contiguous 3d section images of the 3d cad model. our approach explores the spatially-aware tangible interface that couples the fragmented viewpoints with physical constraints to enhance the visual and spatial qualities of 3d representation to cad designers.
matching user and business goals. got constraints? we did. not only were we concerned with schedule and costs - the usual constraints - but also a company organization unused to cooperating among business units and a vendor "solution" that met business requirements but missed usability requirements. to cope on our portal redesign project, we matched the needs of the business and the needs of our key user group by innovating user-centered design practices and negotiating priorities with the project's sponsors. our user experience research took both the user experience and the company's needs into account, creating a set of needs and constraints that made it more likely to produce a successful site for both the users and the business. this case describes our process, the design evolution, and the result.
the digital set-top box as a virtual channel provider. this research is based on the realization that the desktop computing paradigm is not appropriate for television, because it is adapted to fundamentally different user aspirations and activities. instead, the virtual channel is a model that aids the organization and dynamic presentation of digital television programming from a combination of live broadcasts, prerecorded content and internet resources at each set-top box. the goal is to design the respective framework of user interface patterns that consider the affective nature of television usability and facilitate the diversity of viewing situations.
reality instant messaging: injecting a dose of reality into online chat. online chat technologies such as instant messaging and sms have become extremely popular. online chat environments, however, are missing a key ingredient that we take for granted in physical world chat - reality. when we socialize in the physical world we are surrounded by colorful and interesting events, e.g. a sporting event, a music concert, or an interesting drama on television. these events become conversational devices that play a crucial role in driving and facilitating social interaction. the reality instant messaging project injects these reality events back into online chat. in this way we enhance the reality streams by tying them to a social context, and at the same time we enhance the social environment by giving people something to talk about.
designing sound canvas: the role of expectation and discrimination. in this paper, expectation and discrimination are identified as two important constructs to be considered in ecological sound design to achieve a sense of presence in virtual enviroments. research to investigate the extent of this is described and the results obtained are discussed. future avenues for research, on the basis of these results, are indicated.
topic spotting common sense translation assistant. our translation assistant applies common sense logic to the problem of translating speech in real time from one language to another. using speech recognition combined with a software translator to do word-by-word translation is not feasible because speech recognition is notorious for poor results. word-by-word translation requires grammatically correct input to translate accurately. therefore, translation of speech that is potentially already fraught with errors is not expected to be good. our translation assistant works around these problems by using the context of the conversation as a basis for translation. it takes the location and the speaker as input to establish the circumstances. then it uses a common sense knowledge network to do topic-spotting using key words from the conversation. it only translates the most likely topics of conversation into the target language. this system does not require perfect speech recognition, yet enables end-users to have a sense of the conversation.
lover's cups: drinking interfaces as new communication channels. this paper shows how computer interfaces can enhance common activities and use them as communication method between people. in this paper, the act of drinking is used as an input of remote communication with the support of computer interfaces. we present lover's cups which enable people to share the time of drinking with someone they care about in different places. using a wireless connection, an otherwise ordinary pair of cups becomes a communication device, amplifying the social aspect of drinking behavior.
a user-centered approach to designing home network interfaces. this case study describes our approach to enhancing the way family members may interact with each other - and their homes - in the near future. samsung electronics and american institutes for research worked together to show how the user-centered design of network technology in the home could best enhance a family's ability to com-municate, play, and live harmoniously. we conducted user research in south korea and in the u.s., held fast-paced collaborative design sessions, and created interaction design guidelines to inform the development of an innovative line of home networked products. the final user interface was prototyped on samsung's home network control pda and showcased at the 2002 consumer electronics show.
the affective remixer: personalized music arranging. this paper describes a real-time music-arranging system that reacts to immediate affective cues from a listener. data was collected on the potential of certain musical dimensions to elicit change in a listener's affective state using sound files created explicitly for the experiment through composition/production, segmentation, and re-assembly of music along these dimensions. based on listener data, a probabilistic state transition model was developed to infer the listener's current affective state. a second model was made that would select music segments and re-arrange ('re-mix') them to induce a target affective state. we propose that this approach provides a new perspective for characterizing musical preference.
monitoring and managing presence in incoming and outgoing communication. the increase in channels and formats of personal communication such as email, instant messaging, and mobile phones, has generated new problems both with selecting the appropriate method to contact someone and communicating a preference for incoming communication. some applications, such as instant messaging have partially addressed this problem with status and away messages, but this approach offers limited communication options and only works for this communication channel. following a user-centered design approach, we explored the needs of users to manage their communication channels. using diaries, observations, and directed story-telling interviews we generated a set of observed needs. we then generated concept scenarios that capture these needs and performed a concept validation with a focus group looking for an overlap between our observed needs and the focus groups perceived needs. this paper documents our findings and offers implications for designers addressing these communication needs.
tangibly simple, architecturally complex: evaluating a tangible presentation aid. in this paper, we describe an evaluation of the palette, a presentation tool that was reported at chi '99. the palette allows presenters to quickly access digital presentations using physical cards that have unique barcodes printed on them. the palette has been in use in our lab for over three years, and has been released as a product in japan. our evaluation consists of an analysis of usage logs, an expert walkthrough review, and observations and interviews with users, non-users and the system administrator. the findings reveal benefits and drawbacks of the technology, and offers design ideas for further work on tangible tools of this kind.
café life in the digital age: augmenting information flow in a café-work-entertainment space. in this report we detail our experience of designing and installing a large-screen public, interactive community board, the eyecanvas, in a neighbourhood café and art gallery in san francisco. features of the community board include the ability to display content related to the café, including menus, nightly events and artists' work; the possibility of signing up for the cafe's email newsletter; and a touch-screen, "finger scribble" application that allows comments to be left. we describe the café, the eyecanvas interactive display, the contents that are posted to the display comment on the adoption, use and impact of the eyecanvas display.
entertainment is a human factor: game design and hci. every year, hundreds of thousands of people spend money from their own discretionary entertainment budgets just for the opportunity to experience the user interfaces of software applications sold as games. much of this experience involves difficult problem solving as well as tactical and strategic reasoning and performance, that often exceeds the demands of typical tasks at work. yet, games are fun and work often is not. why?
an empirical study of typing rates on mini-qwerty keyboards. we present a longitudinal study of mini-qwerty keyboard use, examining the learning rates of novice mini-qwerty users. the study consists of 20 twenty-minute typing sessions using two different-sized keyboard models. subjects average over 31 words per minute (wpm) for the first session and increase to an average of 60 wpm by the twentieth. individual subjects also exceed the upper bound of 60.74 wpm suggested by mackenzie and soukoreff's model of two-thumb text entry [5]. we discuss our results in the context of this model.
an educational digital library for human-centered computing. digital libraries have great potential to improve the educational experience. as a result, there are a wide variety of such repositories, especially those that focus specifically on education. but relatively few focus on topics as specific as human-computer interaction (hci) or human-centered computing (hcc). in addition, support for browsing behavior, with a few exceptions, is both weak and not suitable for user needs. this paper presents our work to create a repository of educational materials for a relatively narrowly-targeted field (hcc/hci), including our requirements gathering methods and results. finally, we discuss the hcc education digital library (hcc edl) as a platform for investigating broader digital library research questions, such as exploring alternative designs for content browsing mechanisms.
from quality in use to value in the world. this paper argues that a focus on quality in use limits the potential of hci. it summarizes how novel approaches such as grounded design can let us go beyond usability to reveal the fit between designs and expected contexts of use. this however is still not enough. it cannot resolve dilemmas about what is and is not a usability problem, or when fit is or is not essential. such dilemmas can only be resolved by an understanding of the value that artifacts aim to deliver in the world. hci must move beyond contextual description to prescriptive approaches to value in the world.
a development framework for value-centred design. hci's focus has shifted from the system, via the user, to the context of use. all are necessary but not sufficient for effective interactive systems design, which requires a 'fourth' value-centred focus. system-, user- and context-centred hci must be co?ordinated within a value?centred framework with four main processes: opportunity identification, design, evaluation and iteration. the latter two are separate, since iteration requires skills and knowledge beyond those typically available to evaluators. value-centred development adds new activities and artifacts to existing development methodologies. opportunity identification has the goal of stating the intended value for a digital product or service. value delivery scenarios refocus design on value in the world, as does value impact analysis for evaluation. the co?ordination of existing and new hci activities within a value-centred framework is outlined using examples from an ongoing design project.
reconditioned merchandise: extended structured report formats in usability inspection. structured problem report formats have been key to improving the assessment of usability methods. once extended to record analysts' rationales, they not only reveal analyst behaviour but also change it. we report on two versions of an extended structured report format for usability problems, briefly noting their impact on analyst behaviour, but more extensively presenting insights into decision making during usability inspection, thus validating and refining a model of evaluation performance.
a closed-loop tactor frequency control system for vibrotactile feedback. in this paper, we address the problem of maintaining a precise frequency in vibrating motors for use as vibrotactile cueing devices. our solution utilizes a piezoelectric film sensor that measures the motor frequency and uses a feedback-loop circuit to dynamically adjust the motor power to maintain the target frequency. we confirmed the accuracy of the film with a laser sensor and tested the ability of the feedback system to match a target frequency by changing the physical load placed on the motor. a user study showed that subjects perceived a difference in vibration intensity under loaded conditions with and without our compensation system, indicating the usefulness of such a feedback system on influencing perception. the results can help designers create better interfaces when vibrotactile cues are employed.
designing interactive life story multimedia for a family affected by alzheimer's disease: a case study. in this paper we present a design project involving primary end users who have declining cognitive abilities such as memory, communication, and problem solving. we are designing interactive multimedia with personalized life stories for individuals with alzheimer's disease. we conducted a case study to discover and address the design challenges for this project. a particular challenge is a limited ability to communicate with the primary end users. in this paper, we present design methods that take this challenge into consideration. our goal is to contribute insight into designing for users with cognitive disabilities, and to present methodologies that are useful for designers who have a limited ability to interact or communicate with end users.
improving interface designs to help users choose better passwords. conventional wisdom seems to have concluded that traditional passwords are inherently insecure. the argument is usually that users choose bad passwords and cannot be expected to remember strong passwords. we feel that these conclusions are premature and that this argument is flawed. at present most password selection mechanisms are not designed according to basic hci principles and we believe that this is highly responsible for the above conclusions. our current research is reexamining the problem of password selection and memorability through the exploration of password selection mechanisms with novel interface designs. the goal of this research is develop both principles and designs that help users to choose passwords that are both memorable and secure.
impact of progress feedback on task completion: first impressions matter. designers routinely provide feedback about task progress in order to persuade users not to abort the task (break off). however little is known about the effectiveness of such "progress indicators." two experiments are presented that evaluate progress indicators in web surveys. in the first, progress is displayed at different speeds. when the early feedback is slow, break-off rates are higher and users' subjective experience more negative than when early feedback is fast. in the second experiment, intermittent presentation seems to minimize the costs while preserving the benefits of feedback. overall, progress indicators can increase completion rates. however, not using them should be as deliberate a decision as using them.
evaluating an ambient display for the home. we present our experiences with evaluating an ambient display for the home using two different evaluation techniques: the recently proposed 'heuristic evaluation of ambient displays' and an in situ, 3-week long, wizard of oz evaluation. we compare the list of usability violations found in the heuristic evaluation to the set of problems that were discovered in the in situ evaluation. overall, the 'heuristic evaluation of ambient displays' was effective - 75% of known usability problems were found by eight evaluators (39-55% were found by 3-5 evaluators). however, the most severe usability problem found in the in situ evaluation was not identified in the heuristic evaluation. because the problem directly violated one of the heuristics, we believe that the problem is not with the heuristics, but rather that evaluators have minimal experience with ambient displays for the home.