waashk/dblp huggingface dataset:
weigh your waste: a sustainable way to reduce waste. an increased concern for the environment has brought about an arena to develop and experiment with new devices to support sustainable design. the 'weigh your waste' (wyw) device will allow the user to monitor their waste charges and provide a platform for the user to learn and explore areas such as: recycling, reusing old items, how to make compost and many other green activities. some districts are encouraged to recycle by paying for their waste according to its weight. similarly, some businesses are subject to a 'pay by weight' scheme. the wyw system proposes to tackle issues for users in these schemes. however, users that are not subject to these schemes can still benefit from the device by using it as a learning tool.
designing for email response management. email is the most widely used form of computer-mediated communication. and replying to messages is one of the main activities email interfaces need to support. in this paper we address the problems users face when managing emails that need a reply. previous work has found that users have difficulty remembering to reply to messages when they postpone response, and have trouble re- finding messages they want to respond to. we review related work on email management, and describe three designs developed to facilitate email response management.
end user software engineering: chi: 2009 special interest group meeting. end users create software whenever they write, for instance, educational simulations, spreadsheets, or dynamic e-business web applications. researchers are working to bring the benefits of rigorous software engineering methodologies to these end users to try to make their software more reliable. unfortunately, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. this special interest group meeting will bring together the community of researchers who are addressing this topic with the companies that are creating and using end-user programming tools.
simplified user interfaces for design and user testing of architecture software applications. in this paper we describe the value of creating simplified user interfaces for architectural software applications intended for use in early conceptual design phases. by reducing the interface the team was able to solicit specific feedback about new tools without the overhead or pre-conceptions associated with using an existing software platform. as a result, the team was able to iterate rapidly on specific problems.
occlusion-aware menu design for digital tabletops. in this paper, we describe the design of menus for multi-user digital tabletops. on direct input surfaces, occlusions created by the user's hand decrease interaction performance with menus. the key design criteria are to avoid these occlusions and to adapt the menu placement to the user's handedness and position on the tabletop. we present an adaptive menu placement method based on direct touch and pen tracking that allows correct menu placement around the table. as an extension, we propose adding a gesture input area for fast interaction which can be partly occluded by the user's hand.
predicting query reformulation during web searching. his paper reports results from a study in which we automatically classified the query reformulation patterns for 964,780 web searching sessions (composed of 1,523,072 queries) in order to predict what the next query reformulation would be. we employed an n-gram modeling approach to describe the probability of searchers transitioning from one query reformulation state to another and predict their next state. we developed first, second, third, and fourth order models and evaluated each model for accuracy of prediction. findings show that reformulation and assistance account for approximately 45 percent of all query reformulations. searchers seem to seek system searching assistant early in the session or after a content change. the results of our evaluations show that the first and second order models provided the best predictability, between 28 and 40 percent overall, and higher than 70 percent for some patterns. implications are that the n-gram approach can be used for improving searching systems and searching assistance in real time.
time sequences. visualisations of dynamic data change in appearance over time, reflecting changes in the underlying data, be that the development of a social network, or the addition or removal of a device node in an ad-hoc communications network. as viewers of these visualisation tools, it is up to us to accurately perceive and keep up with the constantly shifting view, mentally noting as visual elements are added, removed, changed and rearranged, sometimes at great pace. in a complex data set with a lot happening, this can be a strain on the observer's comprehension, with changes in layout and visual population disrupting their internalised "mental model" of the data, leading to errors in perception. we present time sequences, a novel dual visualisation technique which dilates the flow of time in the visualisation so that observers are given proportionally more time to understand changes based on the density of activity in the visualisation.
web search and browsing behavior under poor connectivity. web search and browsing have been streamlined for a comfortable experience when the network connection is fast. existing tools, however, are not optimized for scenarios where connectivity is poor, as is the case for many users in developing regions where fast connections are expensive, rare, or unavailable. this study examined how users' web search and browsing behavior differs when the connection is slow, and whether users employ techniques to alleviate the problem. in a preliminary study involving 15 subjects on a university campus in kerala, india, we identify unique mitigating behaviors of users who routinely suffer low-bandwidth or intermittent connections. we examine the challenges faced by these users and find that existing web search and browsing infrastructure is simply incapable of providing a good experience. finally we outline potential design improvements.
an education-friendly construction platform for wearable computing. wearable computing and e-textiles has a lot of potential as an educational computing topic. they allow students to exercise their creativity and imagination while learning about concepts in computing and technology. however, there are still numerous difficulties involved in deploying existing technology in an educational environment. in this paper, we present the teeboard, a construction platform for e-textiles and wearable computing that is designed to be robust, reliable, easy to construct and to program. it has also passed initial tests in a practical workshop for high school students.
interacting with ehealth: towards grand challenges for hci. while health records are increasingly stored electronically, we have little access to this data about ourselves. we're not used to thinking of these official records either as ours or as something we'd understand if we had access to them in any case. we increasingly turn to the web, however, to query any ache, pain or health goal we may have before consulting with health care professionals. likewise, for proactive health care, such as nutrition or fitness, or post diagnosis support, to find fellow-sufferers, we turn to online resources. there is, it seems, a potential disconnect between points at which professional and proactive health care intersect. such gaps in information sharing may have direct impact on practices we decide to take up, the care we seek, and the support professionals offer. in this panel, we consider several places within proactive, preventative health care in particular hci has a role towards enhancing health knowledge discovery and health support interaction. our goal is to demonstrate how now is the time for ehealth to come to the forefront of the hci research agenda.
towards new metrics for multitasking behavior. in this paper we propose new metrics to investigate computer-based multitasking behavior. these metrics range from a very lean dichotomous variable to a very rich measure based on switches that combines user, task and technology considerations. we demonstrate how to calculate these measures with an exploratory study based on self-reported user logs. the development of new metrics to research multitasking behavior lays the foundation to incorporate this variable in future studies of human-computer interaction.
design and adoption of social collaboration software within businesses. social networking and collaboration sites are having a large impact on people's personal lives. these same applications, similar functions and related experiences are being adopted within businesses. this special interest group will address the issues around social collaboration software in the business setting. what is the value for the business and its users? how do you measure success? what strategic design and user experience issues are key for successful adoption? what roles do user experience professionals play in this type of social system?
emotion barometer of reading: user interface design of a social cataloging website. reading fiction is many people's favorite pastime. there is no denying that one of the needs of human beings is to share what they read and understand other readers' feelings about the books they have read. recent developments in web 2.0 technologies characterizing personalized information organization have led to an interest in social tagging behavior of a variety of items, such as books, images, web pages, videos, etc. however, a major issue with this kind of application is that tags are growing in an uncontrolled manner. in fact, it is chaos. several studies have recognized the existence of affective tags, but there is no user interface designed to separate affective tags from other tags. to address that affective tags are navigation aids for readers, this work gives an account of design of a novel interface for visualization of affective tags at a social cataloging website, librarything.com.
shiftr: a user-directed, link-based system for ad hoc sensemaking of large heterogeneous data collections. we present a novel method and prototype system to help users make sense of and reorganize large amounts of heterogeneous information. our work is grounded in theories of categorization from cognitive psychology and is designed for ad hoc sensemaking; that is, supporting people's shifting goals and flexible mental representations of concepts. shiftr adapts a carefully chosen belief propagation algorithm from large-scale graph mining to efficiently assist users in interactively clustering information of arbitrary types. the system functions effectively with few human-labeled examples, and supports the use of both positive and negative examples. we demonstrate shiftr's utility through sensemaking scenarios, one of which uses the dblp bibliography dataset, which contains more than 1.7 million author-paper relationships.
predicting shoppers' interest from social interactions using sociometric sensors. marketing research has longed for better ways to measure consumer behavior. in this paper, we explore using sociometric data to study social behaviors of group shoppers. we hypothesize that the interaction patterns among shoppers will convey their interest level, predicting probability of purchase. to verify our hypotheses, we observed co-habiting couples shopping for furniture. we have verified that there are sensible differences in customer behavior depending on their interest level. when couples are interested in an item they observe the item for a longer duration of time and have a more balanced speaking style. a real-time prediction model was constructed using a decision tree with a prediction accuracy reaching 79.8% and a sensitivity of 63%.
hci for the real world. hci as a field comfortably and unquestionably links itself with the corporate world. what does this mean in terms of an ethics of problem choice, meaning the considerations that influence what types of design projects hci researchers consider as important? using the work of the industrial designer victor papanek, i foreground the agency of the designer. by undertaking a close reading of a recent publication of a major corporate research lab, i examine what important social and political aspects are missing from their vision of the future. i end by examining the work of the design team anthony dunne and fiona raby, describing how hci can be involved in the formation of new forms of subjectivity that are not subservient to a market-based ideology.
social mediating technologies: developing the research agenda. social mediating technologies (smts) range from e-mail to social networking sites and community websites. the popularity of these technologies is increasing rapidly, yet we have little understanding about how and why people find these technologies so appealing. the research challenge is to try to understand the causal drivers for usage of social technologies, and theory-based understanding of how the affordances of such technologies meet with people's cognitive and social needs. this workshop will provide a forum for researchers to synthesise current knowledge on smts and map out future research directions.
emotional gaze behavior generation in human-agent interaction. gaze behavior plays an important role in face to face communication in that it conveys nonverbal information and emotional intent beyond speech. this research proposes a computational framework for generating emotional gaze behavior in a virtual agent, concentrating on analysis and synthesis of primary and intermediate emotions through gaze behavior. we utilize parameters picked from the au-coded facial expression database and real-time eye movement data (pupil size, blink rate and saccade) to model primary emotions and describe a rule-based approach to generate intermediate ones.
the design of viva: a mixed-initiative visual vocabulary for aphasia. in this paper, we present the design of viva, a visual vocabulary for aphasia. aphasia is an acquired language disorder that causes variability of impairments affecting individual's ability to speak, comprehend, read and write. existing communication aids lack flexibility and adequate customization functionality failing to address this variability and to satisfy individual user needs. we tackle these shortcomings by incorporating adaptive and adaptable capabilities in viva which is designed to assist communication for users suffering from aphasia. the visual vocabulary for aphasia implements a novel approach that organizes the words in the vocabulary according to user preferences, word usage and certain semantic measures, thus continuously tailoring the tool to the user's profile.
film as invisible design: the example of the biometric daemon. film is an accessible medium that can be used naturally to elicit comment and critique. in this sense film can be as the natural language for experience design. we are developing a series of experimental films that can convey user-experience without explicitly depicting the object that generates that experience. in doing this, we are building upon the idea (well rehearsed in the scientific debate about mental imagery) that some visual representations can be inexplicitly non-committal about the presence or absence of certain objects or features. our films are explicitly non-committal about the objects they describe -- in the sense that the devices are deliberately kept hidden or invisible to the user. we present one such film that captures a security device we call a biometric daemon -- essentially an electronic pet that thrives on biometric signals. crucially, the daemon is never shown in the film, while the relationship between the daemon and the user is made apparent.
uncertainty visualization: why might it fail? there is a gulf between the rhetoric in visualization about the importance of uncertainty, and the practice of visualization in which uncertainty is rarely seen other than as a laboratory exercise. we reflect on why something viewed as fundamental in science and engineering is rarely if ever adopted in visualization practice. our analysis is informed both by research progress and by our own experience in an ongoing industrial case study on modelling and mapping underground assets, where it would appear that uncertainty plays a major role. in this case study, we try to identify promoting and limiting factors. we conclude that the value of uncertainty visualization is severely limited by the quality and scope of uncertainty data, by the limited confidence in the data itself, and by the perceptual and cognitive confusion that the depiction of this data can generate. we hope to broaden the discussion on the utility of uncertainty in visualization from the purely technical and perceptual issues to social and organizational factors.
evaluating new interactions in healthcare: challenges and approaches. new technologies for supporting the provision of healthcare are increasingly pervasive. while healthcare computing previously referred to a desktop computer within the consulting room, we are now seeing an ever broader range of software, hardware and settings. this workshop is concerned with how to conduct evaluations which allow assessment of the overall impact of technology. the workshop will explore challenges and approaches for evaluating new interactions in healthcare. in this paper we outline the goals for this workshop and summarize the issues and questions it intends to explore.
recognizing and using goals in event management. personal event management involves planning when, where and how events should occur, making sure the event's prerequisites are satisfied, and developing contingencies for when things go wrong. conventional calendar and project management tools, however, only record and visualize explicit human decisions regarding event specifics. we present event minder, a calendar program that takes into account the goals for which the events are scheduled. users can input descriptions of events in natural language, mixing high-level objectives, concrete time and place decisions, and omit "obvious" common sense details. a commonsense knowledge base provides sensible defaults, and machine learning refines these defaults with experience. we can make recommendations for alternative plans, including alternatives that satisfy higher-level goals in different ways as well as those that meet immediate constraints. our current system covers dining-related events, integrating commonsense with domain knowledge about specific restaurants, bars and hotels.
when user experience met agile: a case study. in mid-2007, one part of the technology organization at our company decided to develop a very large project using scrum, an agile programming methodology. the decision to go with scrum was made from a software development perspective and how the user experience (ux) teams doing the design work would fit into that methodology was not clear. as a result, the ux teams faced many challenges and we have had to evolve our approach to how ux teams work with development scrum teams. this case study details our ux teams' experiences working with scrum for the past 18 months, describing the challenges and issues that we faced, and the solutions that we implemented to resolve those issues. we recommend best practices for ux teams working in scrum, particularly in a fast-paced and large corporate environment. we hope that others can avoid the common pitfalls that we faced in our initial adjustment to agile and scrum.
investigating the impact of a minimalist in-home energy consumption display. we investigated the impact of a minimal in-home energy consumption display (ecd), both stationary and portable versions, on household energy awareness and consumption. we deployed the ecd in eight homes for three weeks each, providing half of the participants with a portable version and the others with a stationary one. this work presents an account of each user's experience through pre- and post-surveys, power meter data, and post-deployment interviews and results of the study, which show that users reduced energy consumption by identifying high-power devices in their home and by playfully setting conservation goals.
building support for multi-session tasks. in two previous studies, we explored how users perform multi-session web tasks using the currently available tools. we also proposed three guidelines to help developers design browser support for these types of tasks. in this paper, we describe three prototypes that we designed using these guidelines and present the results of a preliminary evaluation.
heat, fire and temperature: the industrial revolution and hci. hci has many challenges and internal debates (for example, where is our theory? what is the role of design in hci? what is the relationship between research and practice? how do we make an impact?) that recur at the chi conference and that students either ask themselves or find they are asked by others. this paper takes a historical look at this issue and describes some of the discoveries made during the industrial revolution about heat, fire and temperature (the development of thermodynamics) and how these discoveries were made. the parallels to human-computer interaction today are explored with two primary intentions: - to show how important it is that we continue to debate and investigate the precise nature of concepts we take for granted (e.g. usability, user interfaces, user experience), and to illustrate how practice contributes to the development of theoretical concepts.
nextslideplease: navigation and time management for hyperpresentations. slide-ware presentations typically involve an uninterrupted progression of bulleted slides introduced by a lone figure before a passive audience. this format does not encourage active discussion or facilitate improvisational presentation of material. two studies were conducted to evaluate how presenters author, rehearse for and deliver presentations. from these studies, feature recommendations for a prototype hyperpresentation system were developed.
a tool to study affective touch. touch is an important part of many forms of emotional communication, but has been studied far less than visual and auditory expressions of affect. we are developing the haptic creature to investigate fundamentals of affective touch, and its applications in companionship and anxiety management. this small robot senses the world solely by being touched, and communicates its internal state via vibrotactile purring, stiffening its ears, and modulating its breathing. this paper outlines the motivation for its creation and design, and overviews the current version of its architecture and mechatronics.
body-based interaction for desktop games. interaction for desktop games is mostly limited to keyboard and mouse input. we are investigating the benefits of adding body-based interaction to complement keyboard and mouse interaction in desktop gaming. we present a proof-of-concept implementation of body-based navigation for the game world of warcraft, and a formative evaluation to test the feasibility of this kind of interaction. our observations provide evidence that body-based interaction in addition to keyboard and mouse can help players perform more tasks at the same time and can be especially attractive and helpful to new players. our study also revealed design consideration for this type of interaction.