waashk/dblp huggingface dataset:
low-fi prototyping for mobile devices. this paper introduces a set of concepts for user-centered design methodologies that apply to mobile and multi-device applications. it ranges from initial data gathering and specification processes to the creation of low-fidelity prototypes and their evaluation. the focus is given to usability issues of ubiquitous, context and ambient intelligent applications. the paper's main contributions are (1) the description of our findings on how to engage on the early stage prototyping process, involving mobility; (2) a set of details that need to be taken into consideration so that the design and prototyping process is successful; (3) a set of guidelines on how to evaluate mobile applications on their context of use at an early design stage and (4) a rapid prototyping framework which allows designers to quickly move from their hand-drawn sketches to semi-functional software prototypes, particularly for pdas and smart phones.
measuring the effective parameters of steering motions. the steering law model describes pointing device motion through constrained paths. previous uses of the model are deficient because they are built using only error-free responses, ignoring altogether the path of the cursor. we correct this by proposing and validating a technique to include spatial variability, including errors. the technique is a variant of the well-known "effective target width" used in fitts' law models. an experiment designed to test our technique demonstrates the improvement: correlations are consistently higher when spatial variability is included in building the model. suggestions to aid further development of the steering law model are included.
a lost cause: the ever-improving developer's map. in this paper we describe our work in the danfoss user centred design group on the design for a frequency converter, a device which controls the speed of an electric motor. a significant part of this project lies in getting to know often unfamiliar users and use contexts. we feel that developers often look at the user's problems through developers eyes rather than through the user's eyes. having researched and actively used ethnographic field methods over the past few years, we argue that it is necessary to create an awareness of this perspective issue, its consequences for how we interpret field sessions and its influence on product development. we present a collection of existing methods that can be applied to challenge our perspective as developers and to shift our view to that of the users. to illustrate how these methods may lead to a deeper understanding we start with a portrait of one of our informants. we present two provotypes to show how we try to incorporate the users' perspective in our design solutions. finally, we reflect on the interaction language which products speak and argue that usability studies without awareness of the perspective issue make products more clear for the developers only.
benefits of animated scrolling. we examined the benefits of animated scrolling using four speeds and three different document types in terms of task speed, accuracy and user preference. we considered reading tasks involving unformatted and formatted text documents, as well as counting tasks involving abstract symbol documents. we found that, compared with non-animated scrolling, animated scrolling significantly improves average task time, by up to 5.3% using 300 millisecond animations for reading documents and by up to 24% at 500 milliseconds for symbol documents. animated scrolling also significantly decreases error rates for reading tasks by up to 54%, as well as improving satisfaction.
connecting with the absent presence: pervasive technology use and effects on community. this research investigates how the pervasive use of technology by an individual in the physical presence of group members affects community level. when technology use occurs, the individual can become an absent presence to the group-removing themselves from the context of shared group behaviors to become involved in a virtual world that is not available to those around them. depending on group norms, this individual use of technology signals a particular social message and has implications for how the group interacts. community is used as the measure of interest because of its relationship with other variables such as social trust, decision-making ability, and learning.
bridging physical and electronic media for distributed design collaboration. research on distributed collaboration has predominantly focused on shared electronic media. we have found, as other researchers have, that users often have good reason to want to work with physical media. yet they would still like to collaborate with each other. a fundamental tension exists in the design of systems to support remote collaboration when the interaction primitives are physical: physical objects live in one place. we have designed and implemented a remote collaboration system where users can still use physical objects. we introduce an interaction paradigm where objects that are physical in one space are electronic in the other space, and vice versa. our distributed system is designed for two groups, with multiple users at each end. our tangible approach is the first system to enable simultaneous, multi-input across locations. we have implemented this system as an extension to the designers' outpost[5].
user-centered design in the context of large and distributed projects. user-centered design (ucd) is a research and product development orientation that utilizes end user or customer information for making better (efficient, usable, enjoyable etc.) and thus commercially successful products. in practice, this is achieved by involving the end user early on, and maintaining this orientation throughout the developmental project.this paper presents lessons learned in eu ist project mobilife about the management of user-centered design. we reflect best practices of ucd in a setting consisting of complex technological problems being solved by large coalition of geographically distributed partners.
local ambassadors: local action/global impact. this position paper for the chi2005 development consortium introduces the local ambassadors initiative of the user experience network (uxnet), a collaborative international vision that unites user experience professionals with a variety of skills and backgrounds in a shared effort to develop a productive user experience community.
preliminary evaluation of the interactive drama . there is growing interest in technologies that support user experiences emphasizing aesthetic satisfaction and enjoyment rather than task accomplishment. evaluating such experiences remains an open research problem. here we describe a methodology for evaluating the interactive drama façade, and present the first experimental results. interactive dramas are "pure" hedonic experiences, forcing a focus on experience quality rather than efficiency and ease of use. through the coding of retroactive protocols, we reveal play patterns whereby interaction failures are leveraged into new player goals, thus supporting players in maintaining positive interest in the experience even in the face of interaction failures.
compensating for low frame rates. experiments were conducted to investigate the interdependency of frame rates (30, 15, 10 fps) and audio-visual skew (from +163 to -233 ms1). noised nonsense words like 'abagava' were presented to 20 participants who were asked to identify the middle consonant. at low frame rates (10 fps) consonant perception was impaired when audio ran ahead of video content (skew of ?113 to ?233ms). when audio lagged video, performance improved monotonically to a maximum at +167ms, where performance equaled 30fps in synch. the results suggest that frame rate and skew are not orthogonal parameters but must both be taken into consideration for av-delivery. the findings do not support the current notion that 10 fps videos do not adequately capture visual content for speech perception. participants were able to integrate the given bi-modal information as well as the 30 fps condition if the audio channel was subjected to an additional 167ms delay.
design requirements for more flexible structured editors from a study of programmers' text editing. a detailed study of java programmers' text editing found that the full flexibility of unstructured text was not utilized for the vast majority of programmers' character-level edits. rather, programmers used a small set of editing patterns to achieve their modifications, which accounted for all of the edits observed in the study. about two-thirds of the edits were of name and list structures and most edits preserved structure except for temporary omissions of delimiters. these findings inform the design of a new class of more flexible structured program editors that may avoid well-known usability problems of traditional structured editors, while providing more sophisticated support such as more universal code completion and smarter copy and paste.
targeted steering motions. in this paper we investigate targeted steering motions. fitts' law is a very successful model to explain human targeting behavior, while the steering law has been used to model steering motions. dennerlein et al. combined these two models to explain targeted steering motions, but this combination introduces additional parameters. in this paper, we present a new, simpler, model that can be used to predict targeted steering motions.
cultural usability: a localization study of mobile text messaging use. the success of mobile text messaging poses many questions for usability studies. considering the inherent usability weaknesses of mobile phones such as the small display, poor input methods, the moving environment, and noisy surroundings, this success is hard to explain with traditional usability theories that ignore the social-cultural context. a new model -- cultural usability -- is proposed for studying the intriguing processes of how cultural factors and contextual issues affect the consumption of mobile text messaging in contexts of use.
work coordination, workflow, and workarounds in a medical context. in this paper we report an ethnographic study of workarounds-informal temporary practices for handling exceptions to normal workflow-in a hospital environment. workarounds are a common technique for dealing with the inherent uncertainty of dynamic work environments. workarounds can help coordinate work, especially under conditions of high time pressure, but they may result in information or work protocols that are unstable, unavailable, or unreliable. we investigated workarounds and their effects through observation and interviews in a major teaching medical center. our results suggest 4 key features of workarounds that technologies might help address: (a) workarounds differ as a function of people's role; (b) workarounds draw on tacit knowledge of others' abilities and willingness to help; (c) workarounds can have a cascading effect, causing other workarounds down the line; (d) workarounds often rely on principles of fairness and who owes whom a favor. we provide recommendations for designing systems to better support workarounds in dynamic environments.
a tangible interface for ip network simulation. we present the ip network design workbench which supports collaborative network design and simulation by a group of experts and customers. this system is based on a tangible user interface platform called "sensetable," which can wirelessly detect the location and orientation of physical pucks. using this system, users can directly manipulate network topologies, control parameters of nodes and links using physical pucks on the sensing table, and simultaneously see the simulation results projected onto the table in real-time.
dynamic speedometer: dashboard redesign to discourage drivers from speeding. we apply hci design principles to redesign the dashboard of the automobile to address the problem of speeding. we prototyped and evaluated a new speedometer designed with the explicit intention of changing drivers' speeding behavior. our user-tests show that displaying the current speed limit as part of the speedometer visualization (i.e. the dynamic speedometer) results in safer driving behavior. designing with the intent to achieve a particular behavior can be an effective approach for increasing the safety of mission-critical systems. this is an area in which hci designers can have a significant impact.
genres as a tool for understanding and analyzing user experience in games. hci has profoundly changed the way people work with computers, it also has the potential to help shape the way people entertain in the digital age. as a popular entertainment form, games are poised to become the next frontier for hci research. however, the broader hci community only has limited knowledge of games. the intent of this demo is to paint a broad picture of today's games. we employ genre theory, which has been widely used in film study, as a framework to introduce a variety of games, analyze different interface metaphors and user experiences of games, and present innovative interaction techniques and devices used in games.
collaborative simulation interface for planning disaster measures. we introduce a disaster simulation system that supports collaborative planning of disaster measures. while several simulation tools are available for examination and evaluation of disaster prevention plans, they are limited to use on traditional computers and displays, and rarely used in collaborative planning sessions. to address this issue, we have designed and prototyped a tabletop tangible user interface for disaster simulation. this paper describes the design and implementation of our prototype and reports our preliminary user observations and their feedback. the results show that our system can effectively support collaborative emergency planning tasks by a group of users and that users can easily learn how to use our system.
privacy-enhanced personalization. consumer surveys show that online users value personalized content [5]. at the same time, providing personalization on websites seems quite profitable for web vendors [2, 6-8]. this win-win situation is however marred by privacy concerns since personalizing people's interaction entails gathering considerable amounts of data about them. as numerous recent surveys have consistently demonstrated, computer users are very concerned about their privacy on the internet. moreover, the collection of personal data is also subject to legal regulations in many countries and states. both user concerns and privacy regulations impact frequently-used personalization methods. this workshop will explore the potential of research on "privacy-enhanced personalization," which aims at reconciling the goals and methods of user modeling and personalization with privacy constraints imposed by individual preferences, conventions and laws.
will it be upper-case or will it be lower-case: can a prompt for text be a mode signal? the new forms of interaction being devised for small mobile devices have required designers to re-visit basic principles for user interface design. one of these is the notion of mode. for example, when a key is pressed how will the user know whether the letter displayed will be in upper- or lower-case. an experiment is described in which users have to learn to use a new device where this is an issue. results show that users are influenced by the case of letters in the prompt.
interaction techniques and applications for peephole displays. this demonstration presents several interaction techniques enabled by peephole displays, an interface metaphor based on situating information in physical space and providing a movable window on the space. using a peephole display, it is possible to browse a large map using one hand, to draw objects larger than the screen, and to perform drag-and-drop in 3-d. example applications that exploit these techniques are shown.
computer aided creativity and multicriteria optimization in design. establishing that machines cannot automate creative design and that it is a difficult task for humans, i propose a computational model based on the human and machine complementarity and collaboration.
seascape and volcano: visualizing online discussions using timeless motion. motion is the strongest visual appeal to attention [2], yet it is rarely used in the visualization of large-scale quantitative information. motion is complex; it can vary across numerous dimensions, each of which is potentially an information-bearing element in the visualization. which dimensions are used and how the data is mapped onto them are the key questions in using motion effectively. in this paper we present two interfaces that use motion as the primary visual element for representing data. these interfaces, seascape and volcano, use periodic animation loops to represent key social interaction features in online discussions. we propose that motion may be particularly well suited for representing data about behavior and actions, creating visualizations that intuitively depict different levels and types of activity. in this paper we describe the interfaces we have built and present the results of preliminary user studies.
mediators: guides through online tv services. the mediator prototype which is demonstrated is the result of exploratory research into domestic online entertainment services. mediators are anthropomorphic guides who aid users in selection and navigation to content in interactive television services. the project goals include developing prototype services and navigation tools and carrying out extensive user tests. the main focus of the work is to develop models of interaction, functionality and system behaviour.
two-handed drawing on augmented desk. this paper describes a two-handed drawing tool on enhanced desk. through the experiments, our tool showed better performance when drawing simple figures than traditional drawing tools. the subjects also reported that it was easier to learn the usage of the tool.
common sense investing: bridging the gap between expert and novice. in this paper, we describe common sense investing (csi), an interactive investment tool that uses a knowledge base of common sense statements in conjunction with domain knowledge to assist personal investors with their financial decisions, primarily asset-allocation. in interfaces that provide expert advice, one key problem is elicitation - how to ask questions that enable the expert model to make decisions, and at the same time, are understandable to the novice. the second problem is explanation - how to explain rationale behind expert decisions in terms that the user can understand. many programs already encode expert models, but few have good models of novice knowledge, especially where broad knowledge of everyday life might bear on the subject. omcsnet, a semantic network representation of the openmind common sense knowledge base, is the source of a wide range of facts about day-to-day life. csi maps the user's goals, expressed in concepts from omcsnet, to the expert's goals, expressed in technical financial terms. instead of asking "what is your tolerance for risk?" where the user might not understand the concept of risk tolerance, we can ask, "do you usually have a lot of credit card debt?" aligning the expert's questions and decisions with common sense knowledge pertinent to the user increases the user's confidence in the ability of the system to meet their needs.
two-handed interaction on a tablet display. a touchscreen can be overlaid on a tablet computer to support asymmetric two-handed interaction in which the preferred hand uses a stylus and the non-preferred hand operates the touchscreen. the result is a portable device that allows both hands to interact directly with the display, easily constructed from commonly available hardware. the method for tracking the independent motions of both hands is described. a wide variety of existing two-handed interaction techniques can be used on this platform, as well as some new ones that exploit the reconfigurability of touchscreen interfaces. informal tests show that, when the non-preferred hand performs simple actions, users find direct manipulation on the display with both hands to be comfortable, natural, and efficient.
comparing the immediate usability of graffiti 2 and virtual keyboard. this paper presents the results of an empirical study on the input system of the most frequent pda operating system, palmos from palm inc. in an experiment with novice users we compared the stroke based alphabet graffiti 2 with the virtual keyboard and the predictive add-on wordcomplete from cic software for graffiti 2. we found that although text input with graffiti 2 was significantly slower and generated a higher error rate (9 wpm; 19%) than text input with the virtual keyboard (13 wpm; 4%), there was no significant difference in usability and task load rating. wordcomplete for graffiti 2 had no significant impact on performance but enhanced user comfort.
vrmath: knowledge construction of 3d geometry in virtual reality microworlds. because of the complexity of 3d geometry (e.g., 3d transformations) and the constraints in our real environments (e.g., body movement and manipulation of objects), most young children have difficulty in learning 3d geometry concepts and processes. therefore, in order to address this issue, a prototype virtual reality learning environment (vrle) named vrmath that set out to enable children to move in, manipulate objects, and construct programs to create objects in a 3d environment was designed and evaluated. the design of the hci components of vrmath was influenced by educational semiotics [2, 5], which connect mathematical meanings with multiple semiotic resources. the evaluation, which involved six children, focused on both the design of vrmath and the learning within vrmath. many new ways about thinking and doing 3d geometry and issues about the usability of vrmath were identified during the evaluation. these have implications for learning within and design of vrles.
implications for designing the user experience of dvd menus. dvd menus often miss out on usability and are complex and difficult to navigate through. one of the main problems is the lack of design standards. by conducting an expert walkthrough we identified typical usability issues of dvd menus and verified them with usability testing and a user survey. our research goal is to develop a set of specific solutions for designing usable dvd menus to improve the overall user experience. as a first step towards this goal we present an initial set of usability issues that are specifically relevant for dvd menu design.
using an intergenerational communications system as a 'light-weight' technology probe. a problem with the technology probe [1] approach is the substantial time required to gain results. for prototype technological systems, a further problem is the requirement that systems are deployed into non- technical end-user's homes, where they are comparatively hard to maintain. even a robust system may be vulnerable to unavoidable problems in these kinds of environment (for example, bandwidth outages in a communications device). we introduce a light-weight procedure that sacrifices some of the realism associated with technology probes in favor of ease of deployment and speed of information gathering.we apply our methods to the "keep in touch" (kit) intergenerational communications system, and describe some preliminary results that we have obtained.
world wide web as usability tester, collector, recruiter. the usability team at wildfire communications inc. conducted a usability test using the world wide web (www) as a method to advertise the test, recruit participants and gather data --- all automatically.the test was conducted over the course of only 2 days during which we collected useful information from 96 people.the usability test was for a speech system using participants recruited by internet newsgroups, e-mail lists and the www. using these resources helped us to get a large population to test the system in a short period of time.