waashk/dblp huggingface dataset:
implicit personalization of public environments using bluetooth. implicit and remote personalization of public environments is technically easily possible by using bluetooth technology. we present a concept to allow people to individually influence public content such as songs played in shopping malls, news displayed on big displays, and advertisements shown etc. based on the bluetooth functionality in their mobile. users define once their preferences and store them encoded in the bluetooth friendly name of their mobile phone. we describe the underlining idea, the implementation of the prototype "bluemusic" as well as the conducted online survey and the initial user trail. the results suggested that the participants are cautious regarding privacy issues but very interested in such implicit interaction possibilities with public environments.
using online communities to drive commercial product development. this paper demonstrates how human computer interaction (hci) practitioners utilize an online community to drive commercial product innovation, definition, and development. upper management's increased interest in user feedback suggests that this development strategy promotes the case for stronger human-centered design processes to be included in corporate strategic planning.
realfind: managing personal items in the physical world. while in recent years some effort has been put into helping users manage their personal information in their computers, little has been done to provide meaningful ways to organize and retrieve a user's personal physical objects. nowadays, technologies such as rfid tags can help bridge the gap between the real and electronic worlds. we propose that a tool that keeps track of the users' objects and seamlessly inter-relates information about them with other relevant autobiographical and contextual data, about the users and their activities, can help manage and retrieve both physical and electronic items in meaningful ways. we describe a prototype tool, realfind that allows this to take place in a synergistic and effective way. objects can be searched for based on their properties, but also by relating them to a wide range of contextual information stored on their computers.
if you build it, they will come ... if they can: pitfalls of releasing the same product globally. as companies based in the us launch more "web 2.0"-style products, the rest of the world may not be moving at the same speed. this presentation will reveal the pitfalls of building the same product for all audiences across many countries, especially when it comes to economic, environmental, technological, and cultural disparities. this illustrates the point that even if global users want to access new products, they may not always have the means.
future craft: how digital media is transforming product design. the open and collective traditions of the interaction community have created new opportunities for product designers to engage in the social issues around industrial production. this paper introduces future craft, a design methodology which applies emerging digital tools and processes to product design toward new objects that are socially and environmentally sustainable. we present the results of teaching the future craft curriculum at the mit media lab including principal themes of public, local and personal design, resources, assignments and student work. novel ethnographic methods are discussed with relevance to informing the design of physical products. we aim to create a dialogue around these themes for the product design and hci communities.
creativity interventions: physical-digital activities for promoting group creativity. arizona state university's arts, media, and engineering program is currently addressing the need to assess the growth of group creativity in trans-disciplinary collaboration. this paper describes our initial work in developing criteria and a framework for constructing creativity interventions, or activities designed for building, tracking and evaluating creative group behaviors in diverse communities of it practitioners.
exploring gestural mode of interaction with mobile phones. the study explores the users' perceptions to a novel interaction method with mobile phones. we study responses and reactions of participants towards gestures as a mode of input with the help of a low fidelity prototype of a camera mobile phone. the study uses an approach inspired by participatory design to gauge the acceptance of gestures as an interaction mode.
engaging the crowd: studies of audience-performer interaction. in this work-in-progress we explore audience behavior at large musical events and present our prototype, a "cheering meter" developed to aid voting at rap competitions. we report from use of the cheering meter at eight concerts and conclude by highlighting how augmented interaction can increase the sense of participation among the audience at large-scale performances.
hd touch: multi-touch and object sensing on a high definition lcd tv. in this paper, we describe our first prototype in implementing a robust and low-cost multi-touch and tangible system using a high definition lcd monitor. since our prototype utilizes an lcd, we discuss and compare the advantages that hd lcd monitors provide over projectors. secondly, we give an overview of the sensing data the system can detect, and what interaction techniques it enables. since our approach is scalable, we anticipate being able to implement multi-touch and tangible interactions on large high-definition lcd monitors in the future.
memorability of persuasive passwords. text passwords are the primary authentication method used for most online services. many online users select weak passwords. regrettably, most proposed methods of strengthening passwords compromise memorability. this paper explores a lightweight password creation mechanism's effect on password memorability. our system employs persuasive technology to assist users in creating stronger passwords. results show that our improvement scheme affected password memorability only for users who created secure passwords before the system applied its improvement. this result warns researchers to not alienate users who are already security-aware when trying to assist security-unaware users to behave more securely.
when the designer becomes the user: designing a system for therapists by becoming a therapist. in this paper, we present the design process for developing a technology to support therapists for children with autism. to learn about the domain for which we were designing, one researcher became trained as a therapist and worked as one part time for over 10 months. this case study outlines the process by which the researcher was trained, the ways in which it was helpful in the design and evaluation of a technology system, and the aspects of the experience that we feel led to a better and more successful design.
idea management in creative lives. this research explores how ideas occur in creative work and the strategies and tools used to represent and develop them. we describe the analysis of an open questionnaire survey of creative practitioners' use of devices to represent ideas and capture inspirational material. unconscious processes, novel experiences and time away from practice frequently provoke ideas. our analysis finds that ubiquitous devices are important to practitioners for making initial representations for personal use. paper and pen remains by far the most common device employed, however respondents perceived organisational advantages in new technology. representations are created as initial memory aids, platforms for development, or to share ideas. a single representation is rarely suitable for all these purposes.
hxi: research down under in distributed intense collaboration between teams. the australian hxi initiative led by csiro, dsto, and nicta investigates how the application of information and communication technology can help geographically distributed teams collaborate more effectively. the hxi initiative embraces not only the development of world-class scientific and industrial outcomes, but the development of human capital in this multi-disciplinary research field. in its first project, [braccetto], a team of engineers, computer scientists, and social scientists are collaborating on overarching research goals to explore the principles underlying distributed intense collaboration and to develop effective applications. we present our research challenges, the research platform, and a suite of experiments conducted during the first year of the [braccetto] project.
dogooder: fostering volunteer communities to serve the homeless. we developed an online system, dogooder, to foster volunteer social networks. through an extensive user-centered design process, including interviews and a literature review, we learned that people experiencing homelessness face a wide range of issues. most organizations helping the homeless depend heavily on volunteers to enhance their service capacity. one agency we studied was able to extend its budget by 30% as a result of volunteer labor. research shows that social relationships play a key role in galvanizing potential volunteers and motivating existing ones. dogooder connects volunteers with opportunities and service organizations, and builds a community of volunteers to encourage each other. preliminary usability testing indicates that dogooder will successfully help organizations to recruit, retain, and organize volunteers to meet the diverse needs of various populations facing homelessness.
free-sketch recognition: putting the chi in sketching. sketch recognition techniques have generally fallen into two camps. gesture-based techniques, such as those used by the palm pilot's graffiti, can provide high-accuracy, but require the user to learn a particular drawing style in order for shapes to be recognized. free-sketch recognition allows users to draw shapes as they would naturally, but most current techniques have low accuracies or require significant domain-level tweaking to make them usable. our goal is to recognize free-hand sketches with high accuracy by developing generalized techniques that work for a variety of domains, including design and education. this is a work-in-progress, but we have made significant advancements toward our over-arching goal.
user experience at google: focus on the user and all else will follow. this paper presents an overview of the user experience (ux) team at google. we focus on four aspects of working within google's product development organization: (1) a bottom-up 'ideas' culture, (2) a data-driven engineering approach, (3) a fast, highly iterative web development cycle, and (4) a global product perspective of designing for multiple countries. each aspect leads to challenges and opportunities for the ux team. we discuss these, and outline some of the methodological approaches we employ to deal with them, along with some examples of our work.
sonic interaction design: sound, information and experience. sonic interaction design (sid) is an emerging field that is positioned at the intersection of auditory display, ubiquitous computing, interaction design, and interactive arts. sid can be used to describe practice and inquiry into any of various roles that sound may play in the interaction loop between users and artifacts, services, or environments, in applications that range from the critical functionality of an alarm, to the artistic significance of a musical creation. this field is devoted to the privileged role the auditory channel can assume in exploiting the convergence of computing, communication, and interactive technologies. an over-emphasis on visual displays has constrained the development of interactive systems that are capable of making more appropriate use of the auditory modality. today the ubiquity of computing and communication resources allows us to think about sounds in a proactive way. this workshop puts a spotlight on such issues in the context of the emerging domain of sid.
preliminary evaluation of the audience-driven movie. in this paper we introduce an audience-driven theater experience, dim movie, in which audience participates in a pre-created cg movie as its roles, and report the subjective and physiological evaluations for the audience experience offered by dim movie. specifically, we present three different experiences to an audience-a traditional movie, its self-dim (sdim) version with the audience's participation, and its self-friend-dim (sfdim) version with co-participation of the audience and his friends. the evaluation results show that the dim movies (sdim and sfdim) elicit greater subjective sense of presence, engagement, and emotional reaction, and stronger physiological response (galvanic skin response, gsr) as compared with the traditional movie form; moreover, audiences show a phasic gsr increase responding to the appearance of their own or friends' cg characters on the movie screen.
eye-mouse coordination patterns on web search results pages. we analyzed the patterns of coordination between users' eye movements and mouse movements when scanning a web search results page, using data gathered from a study with 32 participants. we discovered 3 patterns of active mouse usage: following the eye vertically with the mouse, following the eye horizontally with the mouse, and using the mouse to mark a promising result.
bringing the target to the cursor: proxy targets for older adults. studies in the literature have proposed techniques to facilitate pointing in graphical user interfaces through the use of proxy targets. proxy targets effectively bring the target to the cursor, thereby reducing the distance that the cursor must travel. this paper describes a study which aims to provide an initial understanding of how older adults respond to proxy targets, and compares older with younger users. we found that users in both age groups adjusted to the proxy targets without difficulty, and there was no indication in the cursor trajectories that users were confused about which target, i.e. the original versus the proxy, was to be selected. in terms of times, preliminary results show that for younger users, proxies did not provide any benefits over direct selection, while for older users, times were increased with proxy targets. a full analysis of the movement times, error rates, throughput and subjective feedback is currently underway.
do knobs have character?: exploring diversity in users' inferences. physical controls are now ubiquitous in everyday interactions. empirical studies of physical interactions have traditionally been exploring instrumental aspects such as error rate and experienced workload. recently, affective aspects of physical interaction have attracted an increased interest. in this paper we further argue that physical controls might have a character. we describe an exploratory study that aimed at understanding whether individuals form character judgments of physical controls based on haptic information, and explored the diversity across individuals' inference processes.
making user engagement visible: a multimodal strategy for interactive media experience research. this paper describes an industry-academic collaborative research initiative, focused on determining useful measures of user engagement and experience with social media (e.g., video games, virtual worlds, social networking sites, etc.) and digital devices. using newly designed hardware and software, the research initiative addresses the relationships among neurological, physiological, behavioral, and cognitive assessments of engagement in ongoing and short duration user experiences. it is a centerpiece of an iterative strategy toward understanding and modeling relationships among different engagement measures. the research will lead to design proposals for model-based assessments of engagement calibrated to individuals' responses.
an evaluation scheme for hierarchical information browsing structures. there is no widely accepted means of evaluating category systems for information search and browsing. this presentation outlines an evaluation scheme and an evaluation method that applies the scheme. the scheme delineates features broadly classified under comprehensiveness, coherence, and correctness. the method evaluates the category system through a survey distributed among subject domain experts. the method requires minimal resources, is easily conducted remotely, and is easily modified. the approach finds the over- and under-sensitivities of the method of generating the system. a case study has demonstrated the usefulness of the approach, and the inter-rater reliability found suggests that the evaluation scheme is meaningful.
personal inventories: toward durable human-product relationships. in this paper, i build on perspectives in human-computer interaction (hci) and design literature to develop a theoretical lens to conduct personal inventories of human-product relationships within the home. i describe an ongoing empirical study examining participants' attitudes toward and relationships with interactive technology, and frame this research within the nascent and growing literature in hci on environmental sustainability. i will present early findings from this study and discuss how these implications can inform potential future design practice within the hci community.
surrounded by ambient persuasion. this workshop will discuss the implications of the use of ambient intelligence (ami) for persuasion. ami allows surrounding the user with persuasive technology in their everyday life, giving the possibility for persuasive interventions just at the right time and in the right place. the workshop will focus on the potential of ambient persuasion for applications in the area of sustainability, health and well-being and related areas. it will also address the need for theoretical foundations and frameworks on which to ground such applications. the use of ami for persuasion also raises a number of ethical and privacy questions. these issues play an important part in the overall user experience of persuasive ami applications, where a special focus of this workshop lies.
collaboration-oriented design of disaster response system. it is of the utmost importance, we argue, to specifically tailor disaster response systems with users' collaboration in mind. such an approach, building on top of, and extending the classic single- and multi-user human-computer interaction paradigm is described in this paper. in what follows, we outline our evacuation support system for walking wounded. the proposed system follows a user-centered design method, coupled with navigationally relevant aspects of human cognition and exemplifies our collaboration-oriented design.
icandy: a tangible user interface for itunes. for more than half a century, musicians used artwork as a way of visually describing the contents of an album. 'cover art' attracts attention, reminds the listener of the contents, and when printed on the album cover, provides a tangible representation of the music that's easily used for organization and sharing. over the past few decades, the benefits of the physical album 'package' were lost as it changed from a 12" vinyl album to an electronic file and thumbnail image downloaded from an online music store. in this demonstration we present a tangible user interface called icandy that restores the benefits of physical albums for the electronic music in the itunes multimedia application and provides a method for easy access to recorded media. the system also includes several desktop visualizations that enhance the overall experience especially when dealing with large collections of music and video.
enroll me!: a portable device to facilitate homeless student enrollment. we are designing an information transfer device to expedite the enrollment of homeless children to schools. homeless children change schools often, seriously disrupting their educational experience. our design uses existing, familiar technology to unobtrusively facilitate the enrollment process for both the school staff and the homeless parents.
bridging gaps: affective communication in long distance relationships. this study examines communication methods and needs of people in long distance romantic relationships to understand how intimate computing can help create or augment already existing artifacts to promote feeling of connectivity within non-collocated couples. we report our research in progress and provide a collection of initial design concepts based on the user research.
nightmarket workshops: art & science in action. during the past three years in taiwan, we organized a series of nightmarket workshops to investigate taiwanese sociocultural phenomena, and to provide cross-disciplinary environments for college students and practitioners to create interactive art pieces. in this process, we were intrigued by how the collaboration of art and science in the context of the nightmarket can deeply engage people in participatory ways of designing, demonstrating, and exhibiting. we present a 10-minute documentary film to illustrate the experience in which we see art and science in action.
usable artificial intelligence. "the ai and hci communities have often been characterized as having opposing views of how humans and computers should interact" observes winograd in "shifting viewpoints". reconciling these views requires a thoughtful balancing of assistance and control, of mental and system representations, and of abstract process and contextualized workflow. this workshop examines the gap between hci and artificial intelligence, with the goal of improving usability of ai systems.
design for creating, uploading and sharing user generated content. the power of users playing the roles of authors and editors is undeniable these days [1]. new media, not only the internet, are enabling people to become active users related to content production and sharing, and in co-creation of user generated content (ugc). in particular younger users and heavy users of internet use networked applications to create and share content [1]. there is a need for ugc applications targeting a broader market, including older users and average internet users. today, the knowledge in designing and building for co-creation in networked media is still rather weak. the lack of information about ugc characteristics makes it difficult to expect what kind and amount of content will be produced, and to understand and interpret the reasons why users and user communities arise or fail. a significant effort is currently made by the hci community in order to support active user involvement into the design and evaluation of networked applications [6]. non-professional users are encouraged to become active producers and designers themselves [1]. however, there is still the need to explore how to apply and further extend these approaches and methods to better understand, design for and evaluate ugc applications. this sig will contribute to this discussion by actively involving the audience in ugc creation.
a novel interface to present emotional tactile sensation to a palm using air pressure. we propose a new tactile interface to present various types of tactile sensation, especially a feeling of "softness". a user holds our interface, containing two speakers, with both hands while the speakers vibrate air between the speakers and palms. the user feels suctioning and pushing sensations to the palms due to the air pressure. by changing the frequency of vibration, the user experiences not only normal vibration but also "soft" feelings like that of liquid, spring-like objects, and living matter.