waashk/dblp huggingface dataset:
striking a c[h]ord: vocal interaction in assistive technologies, games, and more. vocal interaction research has primarily been focused on the use of systems for automatic speech recognition and synthesis. whilst asr has been successful in various domains, it can be impractical in some contexts of use such as in time-sensitive and continuous controls and in applications involving users with speech impairment. this workshop aims to discuss the state of the art in vocal interaction methods that go beyond word recognition by exploiting the information contained within non-verbal vocalizations (e.g. pitch, volume, or timbre). the overarching objective of this workshop is to sketch a research agenda on the topic of the emerging discipline of non-verbal vocal interaction and its implications for the design of interactive systems. the workshop will be of interest to researchers, designers, developers, and users that are interested or would benefit from use of the non-verbal interaction.
dealing with key challenges in international usability and user research. in this sig, we will present scenarios that exemplify many of the key challenges of doing user research and usability evaluation internationally. we will use these to stimulate discussion about solutions and approaches, and then share our own recommendations.
range: exploring proxemics in collaborative whiteboard interaction. range is an interactive whiteboard designed to support collocated, ad-hoc meetings. it employs proximity sensing to proactively transition between ambient and authoring modes, clear space for writing, and cluster ink strokes. the inspiration for range stems from longitudinal studies of student design teams, in which we observed that shifts in collaborative activity correlated with changes in the users physical proximity to the whiteboard. through iterative design, we developed techniques for incorporating implicit input like that of the proximity sensors into interaction.
vuelta: creating animated characters and props using real-world objects. when authoring in visual storytelling environments, children are often limited to use characters and props available in libraries or have to create their own using software. we present a novel alternative in the early design and implementation of vuelta, a tool for creating animated characters and props using real-world objects. vuelta authors can create animations for real-world characters and props by capturing animation frames using a high-definition camera. each frame is captured from many directions enabling the characters and props to be positioned in any direction. we use an image difference algorithm to extract the characters and props from the frames. our setup is designed to support creativity by enabling authors to use objects of their choice that they may create with their own hands and by not putting limits on the types of animations that may be created. vuelta is also designed to support collaboration by enabling more than one author to participate in the process. the next steps in our development of vuelta include working with children to design a tool to edit the animations, as well as integrating vuelta with a storytelling environment we are developing.
exploring design as a research activity. human-computer interaction research often includes a significant design component. in cases where software or other tools are developed and described, but no empirical evaluation is provided, the research consists almost entirely of the knowledge marshaled in support of and as a result of design activities. very little analysis has been carried out, however, into the scientific and epistemological bases underpinning this kind of research. the purpose of this workshop is to provide a forum for researchers and practitioners to present and discuss different perspectives on the nature of design as a research activity, and the challenges facing researchers who employ design as a methodology.
physically present, mentally absent: technology use in face-to-face meetings. this work-in-progress discusses qualitative findings about the impact of portable technologies in collocated collaboration. laptops, cell phones, and other handheld devices are both a distraction during face-to-face meetings, and at the same time allow spontaneous access to needed information. interviews with fifteen professionals were conducted to elicit why and how these technologies are used in meeting settings. responses across participants varied strongly and indicate that this emerging research area must look at the notion of context in new ways to support both individual and group needs.
education, entertainment and authenticity: lessons learned from designing an interactive exhibit about medieval music. in this paper we describe the design experience gathered from creating an interactive exhibit about medieval music. this system was designed as an educational exhibit that relies on audio as its only feedback channel. we focused our work on three major goals: educational value, entertainment aspects, and historic authenticity. we present insight into the challenges in designing a system with these goals, and how they could be solved.
exploring tabletop file system interaction. tabletop interfaces provide a new medium for collocated collaboration. consequently, tabletops need to support access to file systems, just as a core facility of conventional computer systems is to provide an interface to a file system. however, the constraints of tabletop interfaces call for rethinking standard approaches to file system interaction. this paper presents the design of ontop, a novel associative-search approach to file system interaction: users navigate multiple file systems by selecting focus files, retrieving similar ones. we report a small-scale qualitative evaluation of ontop against a more conventional file browser approach: ontop was consistently preferred and found to be more efficient, especially for larger file collections.
gaze-enhanced scrolling techniques. we present several gaze-enhanced scrolling techniques developed as part of continuing work in the guide (gaze-enhanced user interface design) project. this effort explores how gaze information can be effectively used as input that augments keyboard and mouse. the techniques presented below use gaze both as a primary input and as an augmented input in order to enhance scrolling and panning techniques. we also introduce the use of off-screen gaze-actuated buttons which can be used for document navigation and control.
user-centered design gymkhana. the user-centered design (ucd) gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they interrelate in the design process. the target audiences are other organizational departments unfamiliar with ucd but whose work is related to the definition, creation, and update of a product or service.
computer aided observations of complex mobile situations. designing mobile and wearable applications is a challenge. the context of use is more important than ever and traditional methodologies for elicitation and specification reach their limits. this paper investigates the challenge of creating and communicating information about the user's primary task with regards to its fine grained temporal structure. taskobserver is a tabletpc software that allows real-time logging of events during observations of complex mobile scenarios. the results are communicated to other team members using task trace graphs of the events observed.
interactive generation of overview information using speech. in non-visual interfaces, using non-speech audio can be a more effective and efficient way of obtaining overview information than using speech. however, users who are blind regularly use speech-based tools to access information in computers, and often prefer this technology over others that pose steeper learning curves. this paper proposes a technique to explore numerical data tables interactively in order to extract overview information by optimising the use of speech.
supporting proactive planning of multiple activities. many studies have shown that the nature of information work demands constant switching among multiple activities. this doctoral dissertation aims at expanding the understanding of the process and strategies involved in personal activity management (pam), including planning, managing and organizing multiples activities and their resources, with the goal of designing, implementing and testing appropriate supportive information technology.
studying activity patterns in cscw. we study small distributed work groups capturing, managing, and reusing knowledge in a collaborative activity. we conceive this process as adaptation of a group to an activity and we study it in a realistic semi-controlled setting. we briefly describe our approach, method, preliminary results, and research trajectory.
bluetuna: let your neighbour know what music you like. bluetuna is an application running on bluetooth-enabled mobile phones that allows users to share information about their favourite music. with bluetuna people can select a list of favourite artists or songs and see who else in proximity share their taste in music, or they can search whom nearby has selected specific artists, and check out what other preferences in terms of music these people have. moreover, bluetuna users can exchange messages with each other over bluetooth, connect to the internet to download their profile and obtain music recommendations from last. fm website. to enrich this experience, people can interact with each other through their mobile phones while sitting in cafes by accessing the bluetuna hotspots and a wider range of music sharing options.
who killed design?: addressing design through an interdisciplinary investigation. this extended abstract describes the grounding for an interdisciplinary discussion regarding the contemporary meaning of "design","designer", and "designed" and the role it will play in the future of chi and chi-related disciplines.
design and comparison of acceleration methods for touchpad. as the resolution of a notebook display increases, the efficiency of a touchpad is becoming a more important issue. in particular, it is often observed that users scrape the pad repeatedly to reach the close button of a window. in this paper, we propose two new cursor control methods utilizing the contact-area information that is provided by most touchpads. we compared the new methods with the mouse acceleration that is the most common cursor control method. an evaluation study showed that the new methods required smaller number of scrapings and shorter distance of scraping on the touchpad while their efficiency is similar to that of the mouse acceleration. all participants preferred the new methods to the mouse acceleration.
dreaming of adaptive interface agents. this interactive project uses the metaphor of human sleep and dreaming to present a novel paradigm that helps address problems in adaptive user interface design. two significant problems in adaptive interfaces are: interfaces that adapt when a user does not want them to do so, and interfaces where it is hard to understand how it changed during the process of adaptation. in the project described here, the system only adapts when the user allows it to go to sleep long enough to have a dream. in addition, the dream itself is a visualization of the transformation of the interface, so that a person may see what changes have occurred. this project presents an interim stage of this system, in which an autonomous agent collects knowledge about its environment, falls asleep, has dreams, and reconfigures its internal representation of the world while it dreams. people may alter the agent's environment, may prevent it from sleeping by making noise into a microphone, and may observe the dream process that ensues when it is allowed to fall asleep. by drawing on the universal human experience of sleep and dreaming, this project seeks to make adaptive interfaces more effective and comprehensible.
sounding board: a handheld device for mutual assessment in education. we are developing a set of handheld input devices for mutual assessment in the course of a learning activity and a system to give on-the-spot feedback concerning the summary of the assessment to the learners visually with the aid of charts. this paper describes its design concept and provides an overview of the system.
continuing motivation for game design. in this paper we share experiences from a 2-week game-design project using the introductory programming environment agentsheets with middle school students (6-8 grades) during a summer computing course at a public middle school in northern california. we examine factors that influence students. desire to continue working with the software, looking at similarities and differences between boys and girls, students with high or low levels of prior experience, and variables which we hypothesize might contribute to continuing motivation. our findings suggest that programming in the context of game design can be of interest to a broad range of students, not only those who already are engaged in technological activities.
analysis of human interruptibility in the home environment. many studies have explored the issues of interruption and availability in workplace environments, however, few have focused on human interruptibility in home environments. to make the initiation of online remote communication smoother, determining if it is appropriate to interrupt the remote communication partner is critical. as a preliminary investigation for developing a method that can automatically estimate interruptibility in the home environments, this paper determines the characteristics of human interruptibility by analyzing self-reported data of subjects in the home. the results indicate that factors such as individual differences, activities and certain home locations influence interruptibility.
beyond usability: taking social, situational, cultural, and other contextual factors into account. design and evaluation in mainstream hci have often relied on scientific measurements of efficiency and error. although usability and usefulness are still primary concerns for hci, researchers and designers in the field are attempting to move beyond, investigating a variety of approaches such as user experience, aesthetic interaction, ambiguity, slow technology, and various ways to understand the social, cultural, and other contextual aspects of our world. while some are driven by non-utilitarian theoretical frameworks, many are not informed by any particular framework or theory. regardless, there has not been a coherent body of discussion in the field of hci. this sig will provide a forum for people to discuss current and future design approaches that move beyond usability. it will address both the relation of underlying paradigms and the relation of design and research.
mapping semantic relevancy of information displays. semantic relevancy maps are a visual analytic technique for representing the distribution of semantic relevancy across an information display. the maps highlight the text areas of the display corresponding to the relevance of that text to user goals, with stronger highlights indicating higher degrees of relevance. semantic relevancy maps were developed as a tool for high-fidelity computational cognitive models that search complex information displays in the same manner as humans. however, they offer the potential to be a standalone tool for quickly evaluating the spatial layout of information for designers or, more simply, for identifying the spatial location of sought-for information by any computer user.
guide: gaze-enhanced ui design. the guide (gaze-enhanced user interface design) project in the hci group at stanford university explores how gaze information can be effectively used as an augmented input in addition to keyboard and mouse. we present three practical applications of gaze as an augmented input for pointing and selection, application switching, and scrolling. our gaze-based interaction techniques do not overload the visual channel and present a natural, universally-accessible and general purpose use of gaze information to facilitate interaction with everyday computing devices.
common & particular needs: a challenge to participatory design. a design story about the design of a visualization for controllers who monitor ibm's controls process, provides the backdrop for reflections on the success of a participatory design process. the story illustrates that while the design process appears to lead to a successful general technical solution, the solution fairs less well when viewed from the perspectives of: support for evolving work practices, or support for the particular and contextual tasks of individuals. this leads us to reframe our participatory design process as the design and socialization of end-user programming tools.
a gestural input through finger writing on a textured pad. we describe a new input method that utilizes patterned vibration that is generated through the finger writing on a textured pad. using a flexible or a foldable textured pad which can be worn by the user can bring more diverse applications than conventional input interfaces such as a touchpad or tablet screen.
music organisation using colour synaesthesia. the movement of music from physical discs to digital resources managed on a computer has had an effect on the listening habits of users. we explore using the potential of the innate synaesthesia that some people report feeling between colour and mood in a novel interface that enables a user to explore their music collection and create musical playlists in a more relevant way. we show that there is a reasonable degree of consistency between users' associations of colour and music, and show that an indirect descriptor can aid in the recall of music via mood, making playlist generation a simpler and more useful process.
supporting non-professional users in the new media landscape. this workshop will discuss the implications of the new media landscape allowing non-professional users to co-produce and share media content in applications for (interactive) television, websites and mobile devices. this new media landscape represents an important shift away from professionally produced media content for the mass-market towards a more homemade media landscape. more specifically, the workshop will focus on methodologies and techniques that are suitable to design co-creative applications for non-professional users in different contexts of use like the office, the home, or in public spaces. special attention goes to stimulating user participation and motivation in small network communities, and how social interaction can be supported through the interface. co-experience is an evolving concept, which gives insight both into the lives and interaction between people and their in-between user experience. a special focus lies also on advanced evaluation approaches for the production of these forms of user experience in different contexts of use. designing for co-creative and co-experiences targeting non-professional users will be critical in the further developments of interactive technologies in the new media landscape.
connectedness: support to communities in diaspora via ict. the continuous migratory flows from mexico to the us have yielded the creation of transnational communities. communication is essential for these people to keep their community awareness high. even though recent advances on ict have enabled people to be in touch with remote family or friends, community context obtained by migrants is arguably partial. my dissertation will focus on an exploratory study of different communication channels used by migrants to communicate to and from their community of origin. the contributions of my work will provide an understanding of the nature of community connectedness of migrants as well as the information elements involved on increasing the sense of connection itself. this knowledge might be used for the better design of communication technologies.
iprocam: a lens-sharing projector-camera system for augmented reality applications. projector-based augmented reality techniques are expected to become a practical display solution for hand-held devices in the near future. a new problem in the new environment is that neither a projector nor a projection surface is fixed in space . this means that calibration between the two coordinate systems of a projector and a camera will have to be no more a one-time setup procedure but a dynamic process. the best solution will be to remove the need for calibration from the beginning by having a projector and a camera share the same lens system. the iprocam is a projector-camera system that realized this idea using a beam splitter and a time-multiplexing scheme. sharing the same lens system also makes it possible to keep a projector in focus by keeping a camera in focus. this paper presents the implementation details of an iprocam prototype and the results of experiments conducted to verify the concept.
reality-based interaction: unifying the new generation of interaction styles. we are in the midst of an explosion of emerging human-computer interaction techniques that have redefined our understanding of both computers and interaction. we propose the notion of reality-based interaction (rbi) as a unifying concept that ties together a large subset of these emerging interaction styles. through rbi we are attempting to provide a framework that can be used to understand, compare, and relate current paths of hci research. viewing interaction through the lens of rbi can provide insights for designers and allows us to find gaps or opportunities for future development. furthermore, we are using rbi to develop new evaluation techniques for features of emerging interfaces that are currently unquantifiable.
using activity theory to develop a design framework for rural development. many attempts to bridge the digital divide between lesser-developed countries (ldc) through information & communication technology (ict) projects have had little success. with the concurrent rise in number of ict projects in rural areas, the current situation calls for better design. however, it is our claim that the nature of villages.being devoid of digital artifacts.requires much of hci theory and methodologies to be re-examined. hci theory has evolved in urban environments over the past 30 years and may not be suitable for the village environment. however, activity theory lends itself well to these environments as its primary focus is on pre-existing activities and goals rather than digital artifacts themselves. using this theory as basis, we examine past failures and successes of ict interventions. from this examination we intend to derive a practical framework for guiding future hci-design (hcid) in the developing world.
finding your way with campuswiki: a location-aware wiki. wikis provide a simple and unique approach to collaborative authoring, allowing any member of the community to contribute new, or change existing information. however, wikis are typically disconnected from the physical context of users who are utilizing or creating content, resulting in suboptimal support for geographic communities. in addition, geographic communities might find the highly skewed generation of content by a few individuals problematic. here we present research into addressing these challenges through location-awareness and lightweight user content rating mechanisms. we describe one such location-aware wiki, campuswiki and initial results from a field study demonstrating the value of location-linked content and the rating approach. we conclude with a discussion of design implications.