waashk/dblp huggingface dataset:
rehabilitation centred design. stroke is a significant cause of disability, and is predicted to become a greater burden as population demographics shift. research suggests that the completion of rehabilitation exercises can considerably improve function in damaged limbs, yet these exercises can be both boring and frustrating for patients to complete at home. new technologies create possibilities to support rehabilitation in motivating and entertaining ways, and, in this paper, we present a case study that illustrates the work of designing such technologies for a single user. participation in this case study has highlighted some interesting tensions between designing for rehabilitation and designing for the user.
video games as research instruments. the workshop aims to help researchers share experience and expertise on the use of video games as research instruments in hci and related disciplines. it will focus on existing uses, methodologies, results and issues with using video games, and is expected to lead to a better shared understanding of their current and future use across a variety of disciplines.
understanding "cool". design practitioners know that part of their job is to create products and services with usability in mind. making products and services learnable, efficient and pleasant to use are certainly goals, but every designer dreams of creating something more - something so great that people crave it, long for it, must have it. marketers call it "a must have", "compelling", or "insanely great". but most of the rest of us just call it cool. over the past several decades, cool has evolved into a marketing imperative. and so cool has become like an overarching requirement for many designs, especially in the consumer product space. but cool is hard to pin down - there's no accepted way to define it, measure it, or design for it. like glamour, it is an ineffable yet powerful quality that depends on a host of subtle factors. this sig creates a forum to go beyond "you know cool when you see it", collecting and collating a number of concrete examples of cool and identifying patterns and design principles underlying cool.
opportunities and challenges for mobile-based financial services in rural uganda. this paper outlines key research findings on the use of mobile-based financial services in rural uganda. it also includes insights into behaviors and attitudes towards finances that may impact the widespread uptake of mobile financial services in rural uganda. this paper provides actionable insight into the opportunities and challenges for these services as well recommendations for future research.
thanatosensitively designed technologies for bereavement support. computing supports a number of activities across the lifespan, from interactive games for children to smart homes for seniors. however, one part of the lifespan which is often overlooked by application designers is the end of life - a period marked by issues of mortality, dying, and death. my thesis takes up this area as its object of study, and does so specifically by examining the bereaved as a target population. i argue that most modern technologies are not designed with proper acknowledgement of the eventual death of their users, and that this oversight results in a series of circumstances which complicate affairs for bereaved family members. based on evidence from a survey and interview study, i identify opportunities for technology designers to support bereavement activities through a process called "thanatosensitive design." my thesis seeks to contribute methodological insights for designing for the end of the lifespan, a novel system which connects bereaved individuals together, and account of how this system mediates social support.
the future of floss in chi research and practice. in the past 10 years, free/libre/open source software (floss) has become a potent enabler in all areas of computing. despite its rise in importance, the chi community has been slow to study and partner with the floss community. this workshop will join researchers and practitioners from the chi and floss communities to establish an agenda for future research and collaboration between the two communities.
who are the crowdworkers?: shifting demographics in mechanical turk. amazon mechanical turk (mturk) is a crowdsourcing system in which tasks are distributed to a population of thousands of anonymous workers for completion. this system is increasingly popular with researchers and developers. here we extend previous studies of the demographics and usage behaviors of mturk workers. we describe how the worker population has changed over time, shifting from a primarily moderate-income, u.s.-based workforce towards an increasingly international group with a significant population of young, well-educated indian workers. this change in population points to how workers may treat turking as a full-time job, which they rely on to make ends meet.
squishy circuits: a tangible medium for electronics education. this paper reports on the design of a circuit building activity intended for children, which replaces wires with malleable conductive and non-conductive dough. by eliminating the need for soldering or breadboards, it becomes possible to very quickly incorporate movement and light into sculptures, and to introduce simple circuit concepts to children at a younger age. future applications in both structured and unstructured learning environments, based on results from a preliminary pilot study, are presented.
enhancing navigation skills through audio gaming. we present the design, development and initial cognitive evaluation of an audio-based environment simulator (abes). this software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.
socially cued mental models. we investigate how initial mental models of a photo sharing website are shaped by observing the behavior of existing users. we manipulate experimentally whether content with critical or popular appeal is highlighted as the best content on the website. despite interacting with uniform site content and interface design, user's mental models are significantly influenced by social cues embedded in content highlighting behavior, manifesting differential behavioral explanations, audience perceptions, and predictions of unseen features. results are interpreted within a specific theory of socialized mental models.
topaoko: interactive construction kit. if you have a laser cutter, you can build your own topaoko. we describe work in progress on topaoko, an interactive construction kit that encourages experimentation and play with pieces of a hardboard based, embedded circuit, kit. we describe each component of the kit and examples of constructions built with it.
remote web browsing via the phone with teleweb. teleweb is an assistive voice-enabled application empowering users to remotely access the web through the most ubiquitous device - the phone. the uniqueness of the technology is that it enables users to gain access to information from almost anywhere via a plain, old-fashioned telephone. teleweb users will be able to call their own personal numbers, authenticate themselves, and then use speech and phone key-pad to remotely browse the web on their own pcs. teleweb may especially appeal to people with vision loss, as well as older adults who may find the phone interface to be more familiar and easier to use. in this paper, i describe the teleweb approach and the interface.
rolling and shooting: two augmented reality games. we present two fast-paced augmented reality games. one is a single-player game experienced through a head-worn display. the player manipulates a tracked board to guide a virtual ball through a dynamic maze of obstacles. combining the 3dof absolute orientation tracker on the head-worn display with 6dof optical marker tracking allows the system to always account for the correct direction of gravity. the second game is a networked, two-player, first-person-shooter, in which tracked hand-held umpcs are used to blast virtual dominoes off a table. players' virtual locations are warped to keep them from physically interfering with each other.
interfaces beyond the surface: a structural approach to embodiment. this work aims to contribute to the theory and practice of embodied interaction. it criticizes that its underlying term of embodiment has not been defined sufficiently, and is, consequently, used inconsistently. it also argues that this circumstance is a problematic one. it presents an attempt to provide more clarity to the theory of embodiment, as a basis for the practice of designing embodied interaction in tangible user interfaces (tuis). it proposes a purely structural approach, derived from heidegger's works around 'being and time' [3]. aspects and criteria of embodiment (as which heideggerian dinglichkeit is interpreted) in the literature are reviewed in this work, and applied to the design practice of embodied interaction.
design by physical composition for complex tangible user interfaces. in this paper, we present a novel approach to create devices with tangible user interfaces by physical com-position. while the separation of the user interface from the application logic has a long tradition in software engineering, for products with tangible user interfaces there is no equivalent approach that realizes a true separation and flexible combination of interface components, underlying technology, and software parts. we propose a novel concept that is based on an inner core for the basic technical and software platform of a product and an outer shell that builds a flexible and ex-changeable tangible user interface from passive components. using vision-based tracking, we can realize a clear separation between the components. no wiring is necessary. this paper introduces our novel approach and presents a first working prototype as well as initial results from its application in a design workshop.
beyond: collapsible tools and gestures for computational design. since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. in this paper, we present beyond, an interface for 3-d design where users can directly manipulate digital media with physically retractable tools and hand gestures. when pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. the aim of beyond is to make the digital 3-d design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
socialcrc: a social- and context-aware rendezvous coordination system. we present a new mobile application socialcrc to simplify the process of coordinating an impromptu rendezvous. by considering contextual information and the social relationships between the attendants of a rendezvous, socialcrc can identify a more satisfactory rendezvous point. in this study, we deploy socialcrc in the context of a dinner rendezvous. a preliminary user evaluation indicates that socialcrc can offer satisfactory results for the most influential person involved in the coordination process. it also provides an acceptable solution for the whole group, without diminishing the satisfaction of the least influential person in the group.
mobidev: a mobile development kit for combined paper-based and in-situ programming on the mobile phone. in this paper we present mobidev, a development kit that allows the creation of applications for mobile devices by developing directly on a mobile phone and by using paper-based sketches as a starting point for creating the user interface (ui). although programming mobile applications on a computer has a well defined development structure, developing a mobile application on the mobile phone instead offers some advantages: (1) it allows people without access to a computer but to a mobile phone to create mobile applications and (2) it supports the development of applications which employ enhanced mobile phone features that are not fully supported by current desktop development environments. users draw ui sketches on paper (similar to a paper prototype) as the initial step in an evolutionary ui development process to speed up the development of the application and to minimize the text input effort.
let users tell the story: evaluating user experience with experience reports. user experience (ux) has been under extensive research in recent years. one of the key questions has been how to evaluate user experience. several methods such as diaries, experience sampling and questionnaires have been used for collecting data on user experience with a product. although these methods provide valuable data, they may lack obtaining rich descriptions of ux in users' everyday lives. we have approached the question of ux evaluation by experience reports which are open-ended experience stories written by the users after using their products in real contexts of use. in this paper, we describe a field study in which 21 participants wrote 116 experience reports about ux with their personal products such as smart phones and mp3 players. the reports were analyzed with predefined context and experience categorizations to identify core experiences. we discuss our initial findings on the applicability of the method to evaluate ux.
the fulfillment of user needs and the course of time in field investigation. business contexts represent a big challenge for software development, specifically in terms of finding a balance between business goals and users' goals. this context determines the utility of an application, but good user experience (ux) with business applications is only achieved if the software supports the fulfillment of users' goals and needs. this article presents the efforts realized in a call-center of a german telephone company aimed at enhancing ux and hence creating a positive influence on the emotional state of the users/employees. it describes a method applied for the elicitation of user needs as well as ideas for improving ux. beyond that, the results indicate that software properties can influence the emotional state of the user if they support the fulfillment of human needs and thus positively affect the achievement of business goals.
graaasp: a web 2.0 research platform for contextual recommendation with aggregated data. in this paper we describe graaasp, a social software currently under development to support the creation of a real usage database of social artifacts. our goals are twofold: first to offer a generic aggregation service and user interface to people and communities. second, to experiment with recommendation and reputation models and algorithms in e-learning.
the complexity of perception of image distortion: an initial study. image retargeting methods adapt an image for displays with different sizes and aspect ratios. methods are based on the assumption that some kinds of distortions are preferable to others. while a rich variety of literature exists on retargeting methods, there is little codified understanding of how these distortions are perceived. this paper shows that people's perception of image distortions is complex. we report an initial study exploring the phenomenon that shows that even in a simple form of distortion, perception depends on a myriad of factors including amount of distortion, image content, and the viewer's cultural background. these initial findings have ramifications for the design and evaluation of image retargeting, and suggest that a more thorough study is necessary.
tangible video bubbles. we introduce the tangible video bubbles, a new video-based drawing space for children to create expressive video art. a tangible video bubble acts both as a container for children's expressions, as well as an instrument with which children can perform with their recorded video by squeezing and stretching the physical bubble. we present our iterative design process and evaluation of the play space with children, and discuss a new approach to making video creation more concrete and playful for children.
weight-shifting mobiles: two-dimensional gravitational displays in mobile phones. in this paper, we present a novel type of haptic display for usage in mobile phones. it changes the gravitational properties of the device by shifting an internal weight along two axes. its utility is explored in a performance study, in which users were estimating positions of the device's actuated center of gravity. the users also participated in qualitative studies: a questionnaire that assessed the perceived quality of interacting with the device, and an interview in which they described their experiences with the weight-shifting mobile. furthermore, this paper suggests three domains of application in which the system may be of benefit: augmenting digital content with physical mass, ambient displays, and haptically augmented wayfinding.
human social response toward humanoid robot's head and facial features. this study explores how people's social response toward a humanoid robot can change when we vary the number of the active degrees of freedom in the robot's head and face area. we investigate this problem by conducting two wizard-of-oz user studies that situate an elder person in a self-disclosure dialogue with a remotely operated robot. in our first study, we investigated the effect of expressive head gestures with a four-degree-of-freedom neck. in the second study we focused on the face where we investigated the effect of expressive eyebrow movement versus active gaze and eyelid movement. in the first study, we found that participants are willing to disclose more to the robot when the robot moved its neck in an expressive manner. in the second study, our data suggests a trend where gaze and expressive eyelid movement results in more disclosure over eyebrow movement
the problem of defining values for design: a lack of common ground between industry and academia? the hci community recognizes the importance of value-centric design methodologies as reflected in the number of publications on the topic in recent years. however, the adoption of these methodologies by industry has been slower than desirable. this paper seeks to uncover potential reasons behind this slow adoption by investigating the concept of "values" among individuals working as designers in various industries. based on a survey of these design industry professionals, this paper reports that design professionals believe they do consider values in their design and hence may not see a need for a specific value-sensitive methodology. while design professionals clearly consider personal, social, and economic values in their work, there may be a lack of consideration of moral values. implications and further findings are discussed.
wow pod. wow pod is an immersive architectural solution for the advanced massive online role-playing gamer that provides and anticipates all life needs. inside, the player finds him/herself comfortably seated in front of the computer screen with easy-to-reach water, pre-packaged food, and a toilet conveniently placed underneath a built-in throne.
real time search user behavior. real time search is an increasingly important area of information seeking on the web. in this research, we analyze 1,005,296 user interactions with a real time search engine over a 190 day period. we investigate aggregate usage of the search engine, such as number of users, queries, and terms. we also investigate the structure of queries and terms submitted by these users. the results are compared to web searching on traditional search engines. results show that 60% of the traffic comes from the engine's application program interface, indicating that real time search is heavily leveraged by other applications. of the queries, 30% were unique (used only once in the entire dataset). the most frequent query accounted for 0.003% of the query set. less than 8% of the terms were unique. the most frequently used terms accounted for only 0.03% of the total terms. concerning search topics, the most used terms dealt with technology, entertainment, and politics, reflecting both the temporal nature of the queries and, perhaps, an early adopter user-based. sexual queries were quite low, relative to traditional web search. searchers of real time content often repeat queries overtime, perhaps indicating long term interest in a topic. we discuss the implications for search engines and information providers as real time content increasingly enters the main stream.
designing a touch-screen sensecam browser to support an aging population. in this paper, we describe the hci challenges associated with the novel domain of lifelogging for older users. the sensecam is a passively capturing wearable camera, worn via a lanyard around the neck and used to create a personal lifelog or visual recording of the wearer's life, which generates information that may be very helpful as a human memory aid. indeed, given that memory defects are more marked in the elderly, we believe that lifelogging browsing techniques which are considerate of the elderly are imperative. thus, the challenge tackled in this work was to design and integrate the lifelogging activity supported by new technologies in such a way that can easily be learned and used by older people, enabling them to enhance and enrich their lives with the new technologies. this work provides design practitioners of future lifelogging interfaces early sight of the lessons we have learned in making lifelogging technologies accessible to elderly non-computing literate participants.
chi 2010 special interest group: creating prosocial media for children. children are introduced to social networking at younger and younger ages through commercially-centered virtual worlds and social gaming sites like club penguin, neopets, and webkinz. a small and growing subset of these web 2.0 sites use social media to address prosocial values in children. this special interest group focuses on "prosocial media for children", which we define as social media that strive to increase children's awareness of the lives and needs of others and promote caring about the welfare and well-being of others. participants in this sig are invited to join the growing discussion regarding the design and development of children's prosocial media. participants will review 3 - 6 short examples, and then break into small groups that will host facilitated discussions about the issues and challenges surrounding design and development of children's prosocial media. a primary goal of this sig is to foster the development of a community of researchers and practitioners who are focused on designing and developing prosocial media for children.
on presenting audio-tactile maps to visually impaired users for getting directions. recent years have witnessed significant efforts on developing computer-based technologies for making maps accessible to people who are blind. existing work has largely focused on the technological aspects of the problem without adequate attention to the humancomputer interaction issues. using an audio-tactile system as the platform, we present a focused study on such hci issues for supporting a blind user's effective navigation of a map in getting directions. the ultimate goal of the research is to establish comprehensive design guidelines for building technologies that truly serve the needs of the users in the application of accessible maps. the results of our current study suggest that the proposed designs are effective for supporting a blind user in obtaining directions from online maps.