waashk/dblp huggingface dataset:
innovative design within the lines: an expert critique of the xbox 360 design process. this panel session is a real-world critique of the design process and the results of a large design project. a team of outside experts from academia and industry will openly critique and discuss with the audience the lessons that can be learned and theories that can be applied to their own work. the primary example will be the xbox 360, whose team will be describing and showing the intimate details of their work.the goal is to provide audience members a behind-the-scenes look into the actual process used to solve design problems behind the xbox 360, to hear expert critique of the process and results, and to engage in an open and entertaining question & answer session.
rosebud: technological toys for storytelling. rosebud is a user-interface prototype which elicits storytelling by child users though interaction with a computationally-augmented physical artifact. in particular, rosebud links children's stories to their toys, such that toy and computer augment one another. the toy engages children in a familiar mode of interaction, while the computer makes a previously passive object active. the children are able to write, edit, collaborate, and share their stories, activities which have particular attraction for female users.
prespe: participatory requirements elicitation using scenarios and photo essays. we describe our ongoing investigation of the prespe (participatory requirements elicitation using scenarios and photo essays) method. prespe enables participants to reflect upon their personal experiences when using systems and create photo-essays based on this reflection. the participants can then analyze these experiences by forming design concepts, envision scenarios by imagining contexts of use, and create artifacts by sketching these scenarios. our case study showed that prespe enabled participants, even those with no prior design education, to create novel ideas regarding system development.
what the best usability specialists are made of. many usability specialists practicing today have not had the benefit of formal education in the field, instead bringing unique value from their various backgrounds. this panel will address how (if at all) individuals' backgrounds contribute to their approach to usability. the panel will also investigate potential career paths and connections between a usability practitioner's background and his or her self-defined successes in usability groups positioned in different organizational structures.
aviva: a health and fitness monitor for young women. in this paper we describe aviva, a prototype health and fitness monitor for young women. the device helps and encourages the user to balance the many aspects of attaining good health, including nutrition, exercise, and the social aspects of health. we describe the process used in developing the aviva monitor as well as our final design.
the future of signs: interactive information, inexpensively! we present an inexpensive, interactive ubiquitous computing system that supports information presentation on demand using a novel "card reading" interaction style. we've deployed this system in our office as a means of supporting wayfinding, sales presentations, project context sharing, and notification (e.g., is there any free food in the kitchen?). however, since the system is essentially an information appliance embedded in our physical space, it also enables people to navigate through our information space-a much more challenging and exciting.
cooperation with a robotic assistant. robotic assistants soon will serve many assistive roles in our everyday lives. it is important to understand how these robots can interact with users, not just as tools, but also as social agents. in a controlled laboratory experiment, we examined cooperation in an effortful task with a robot that displayed one of two personalities. we found that a serious, caring robot induced more compliance than a playful, ejoybale robot on this task. we propose possible explanations and further research.
doodling our way to better authentication. password security often fails in practice because users select predictable passwords. we conducted a study to explore the use of hand-drawn doodle password ("passdoodle"). our findings show that users could recall all visual elements of the doodle as well as they could recall alphanumeric passwords, but most could not perfectly redraw their selected doodles. users perceive passdoodles as easier to remember than alphanumeric passwords; however, they prefer whichever authentication method they perceive to be more secure.
telling stories to computers for document retrieval. the documents users must handle are growing both in number and diversity. however, the ways of organizing and retrieving them remain largely unchanged. given the innate human ability to tell stories, the use of narratives can be a natural and effective way to retrieve documents. to better understand how narratives can be used in this context, a thorough characterization of their contents and structure was obtained from several interviews. then, the results were validated by the evaluation of low fidelity prototypes for story-capture interfaces, allowing us to verify that stories are valid as document-retrieval tools, and the shape those interfaces should take (structured text entry).
quill: a narrative-based interface for personal document retrieval. the ways to manage and retrieve documents have changed little in recent years. browsing is increasingly unpractical and search still is fairly simple, relying mostly on keywords. the wide range of autobiographic information that users remember about their documents cannot be used. we present a new interaction paradigm, narrative-based interfaces, especially well suited for document retrieval. stories make remembering information easier since it appears contextualized in a coherent whole. we describe the quill system, a narrative-based query-formulation interface for personal document retrieval, explaining the user studies and results that led to its design in a sound and effective way. its evaluation confirms that stories can be told naturally, containing the desired information about documents.
an enhanced multitap text entry method with predictive next-letter highlighting. full keyboards are difficult to implement on small mobile devices, and are sometimes replaced by keypads, with multiple characters assigned to each key. the multitap method is often used for text entry on devices with keypads. while conceptually simple, multitap requires one or more key presses to enter each desired letter, and is relatively inefficient from the standpoint of the number of keystrokes required to enter each word. it also requires a significant amount of visual searching to find a needed letter on a key. fortunately, newer methods based on multitap (such as letterwise) have been shown to increase users' text entry efficiency. this paper presents an enhanced multitap method that uses predictive next-letter highlighting to aid visual searching. testing shows that this method, when compared to letterwise, offers increased text entry speeds, fewer errors, and greater novice user satisfaction.
staying in the flow with zoomable user interfaces. this research aims to investigate a collection of interactions in 2d workspaces with the goal of helping users stay in the flow of their activity. these interactions will be explored in the context of two software tools designed to support information work. the first tool, niagara, addresses the early phases of this work that involve organization and synthesis. counterpoint, the second tool, targets the later stages of this work that concern the authoring, delivery, and understanding of presentations.
automatic text reduction for changing size constraints. this paper introduces a technique for viewing text objects under changing size constraints in 2d environments. our approach automatically combines font size reduction and content reduction to preserve legibility of key words. unlike traditional semantic zooming, our approach creates intermediate representations and transitions automatically. the main benefit is that it provides more meaningful views for different object sizes without additional authoring effort.
a user-centered approach to visualizing network traffic for intrusion detection. intrusion detection (id) analysts are charged with ensuring the safety and integrity of today's high-speed computer networks. their work includes the complex task of searching for indications of attacks and misuse in vast amounts of network data. although there are several information visualization tools to support id, few are grounded in a thorough understanding of the work id analysts perform or include any empirical evaluation. we present a user-centered visualization based on our understanding of the work of id and the needs of analysts derived from the first significant user study of id. the tool presents analysts with both 'at a glance' understanding of network activity, and low-level network link details. results from preliminary usability testing show that users performed better and found easier those tasks dealing with network state in comparison to network link tasks.
end-user computing. end-user computing and user programming refer to environments where non-programmers produce complete working computer applications[1]. well-known examples include spreadsheets, the logo "turtle language" for children, and labview virtual instruments for laboratory automation.
seeing fit: visualizing physical activity in context. this paper describes the results of a three month study of physical fitness in the united states. using a literature review, blog readings, interviews, and diary studies, the authors identify key challenges and opportunities for technology to support fitness behaviors. results focus on implications for the design and implementation of personal health visualization software.
multiagents based modelling in graphical user interfaces. a graphical environment that experiments visual programming techniques based on autonomous agents is presented. the model consists of active entities called agents, and passive entities such as behaviours, trajectories, actions, and conditions. the agents have rule based behaviours defined as spatial and temporal volutions. a consistent set of agent structures, actions and rule types is highlighted to support a general oriented visual programming. the model concerns on the notion of trajectory and topological information used in a cooperative evolution to control applications based on real time, processes synchronization, data flow diagrams, graphical animation, metaphorical user interface, artificial intelligence techniques.
usability error classification: qualitative data analysis for ux practitioners. usability evaluations generate large amounts of poorly structured qualitative data, but traditional methods of analysis are often impractical for use by industry practitioners. to address this, we developed a classification of usability issues covering cause, effect, task impact and business impact. in a design project, this has several applications, such as a) enabling practitioners to analyze qualitative data quickly and reliably; b) ensuring that findings can be systematically compared across studies; c) presenting results to clients in terms of potential business impact and its causes; and d) offering recommendations to designers in terms of design errors and their cost. we continue refining the model as we test it in our projects.
managing international usability projects: cooperative strategy. multi-national projects face many challenges, such as finding and coordinating resources, managing logistics in different countries, defining research methodology, controlling project cost, and dealing with cross-cultural issues. project managers can choose among different approaches to such ventures: centralized, decentralized and cooperative. we discuss our experience in managing international usability teams using the cooperative strategy. with four participating countries and three languages used for conducting user studies, bringing the project together becomes both a challenge and a valuable lesson. the report details the strategy applied and specifically addresses the setup and data analysis stages. we reflect on our experience from two viewpoints: of the global project manager and of a local coordinator. for others to draw on our learning, we summarize both positive and negative project lessons.
a tangible architecture for creating modular, subsumption-based robot control systems. we present a new modular, reconfigurable architecture for building and interacting with subsumption-based robot controllers. a set of modules - with embedded sensing, communication and processing capabilities - divide up the subsumption architecture into self-contained behavioral layers that subsume each other according to the way the modules are physically stacked. on-board indicators of the internal state of each module help in programming and understanding the behavior of the robot in real-time. this offers novices, in particular children, a new environment to learn about a powerful metaphor for programming robots and other interactive systems in a hands-on and exploratory manner. we will also discuss a prototype implementation of this architecture and the results of a preliminary user study using the prototype with a group of children.
peddo: steps to a healthy lifestyle. studies show that 14-to-40 year olds are spending more time at the computer and less time exercising. using contextual design, our group tackled the challenge of motivating people in that demographic group to exercise more. the result is the "peddo" (latin ped: foot, persian do: two) - a device which encourages physical activity of its users in an entertaining way and reinforces positive exercise habits.
culture issues and mobile ui design. culture anthropologists have identified fundamental dimensions of world cultures. uis designers have identified basic components of uis. mobile devices must map these dimensions to components to cope with global product and service development. ultimately, tools may emerge to facilitate tuning designs per culture.
international usability evaluation sig: issues and strategies. applications, interfaces, and devices are increasingly customized to appeal to users with vastly different needs, desires, and values. in the past, products were built on the basis of technical proficiency, education, and age; now, product designers are embracing culture.how can human factors professionals support this work? this sig will examine issues and strategies to be considered when evaluating product interfaces in two or more countries or cultures.a panel of practitioners will review some of the problems they faced in selecting and customizing methods for international usability design. sig participants will then be invited to brainstorm and contribute their own "war stories" and experiences.it is expected that this sig will generate 1) a range of case studies and 2) a reference list of people working in different countries and cultures who can help one another do international usability evaluation.
designing a multimedia conversation aid for reminiscence therapy in dementia care environments. as world populations grow older the incidence of alzheimer's disease (ad) and other dementia related illnesses increases (approximately 18 million sufferers worldwide). one particularly devastating effect of ad is the loss of short-term memory, which radically impairs the sufferer's ability to communicate. people with dementia, however, often retain a facility for long-term memory that can function strongly given appropriate stimulation.project circa (computer interactive reminiscence and conversation aid), utilizes interactive multimedia (including audio, video, animation and quicktime vr environments) to stimulate long-term memory to prompt verbal and non-verbal communication. we will demonstrate how - through good design practice, interdisciplinary collaboration and a user-centred approach to design - we can invest reminiscence therapy with technology-led solutions to assist our participating test groups (30+ people with dementia and 40 carers) in conversational settings. we will demonstrate how this adaptable, expansive, immediate and engaging tool can contribute significantly to 'quality of life' in dementia care environments.
meeting the challenge of measuring return on investment for user centered development. to demonstrate return on investment (roi), usability organizations must measure their impact on business-wide metrics such as quality, innovation, cost, and customer satisfaction. although much work has focused on calculating costs and benefits of specific projects, demonstrating roi of a usability program remains a difficult task. to build a successful measurement program for roi, a framework is needed in which value can be explored, measured, and analyzed from different perspectives. sig attendees will explore the foundations of such a framework by exchanging information on the challenges they face as they demonstrate roi, suggesting possible solutions and measures, and identifying important business-wide goals.
managing the information technology infrastructure: hci design for network and system management applications. all too often the people responsible for the care and feeding of the information technology infrastructure are poorly supported by the very technology they must manage, even as the popularity and use of networks (such as for the world wide web) grows. corporate mis staffs spend billions of dollars just on managing their computing infrastructures, and still they must continually cope with ineffectual products that do not support them in their work. moving a single user within a corporate network is estimated to cost an average of $2000.00. recent outages in america online service are examples of how failures in network management can affect thousands of end users. this special interest group (sig) will provide an opportunity for hci practitioners and researchers in the domain of network and system management to share information about the problems faced by operators, system managers, administrators, and end users, and to explore new techniques in user interface design that might provide better support in the future.
sharing the big apple: a survey study of people, place and locatability. with the advancement in technologies to locate individuals, there has been an emergence of information systems that link people-to-people-to-geographical-places, labeled p3-systems. while various p3-system services have been proposed and deployed, there is limited knowledge on people's desires and attitudes towards such services. we used the p3-systems framework to guide a survey study of the impact of 'place' on people's social information needs and willingness to share personal location data. at fourteen different place types (restaurant, post office, etc.) in manhattan, new york, we surveyed 509 individuals over 3 weeks. the vast majority of respondents expressed a desire for and willing to share their personal location data. e.g., 77% of respondents were willing to reveal their current location to others (17% with complete strangers).
profile before optimizing: a cognitive metrics approach to workload analysis. the intelligence analyst (ia) community will soon be the designated users of many new software tools. in the multitasking world of the ia, any one tool cannot be permitted to greedily consume cognitive resources. this situation requires a new approach to usability assessment; one that profiles the moment-by-moment demands placed on embodied cognition by a given software tool during task performance. the approach we have taken relies on families of cognitive models that interleave cognition, perception, and action at the 1/3 to 3 sec timescale. this is the level of analysis where embodied cognition forms interactive routines that adapt to the cost-benefit structure of the software tool. our proof-of-concept is a model that performs a task that the ias find challenging. from the trace of the model, we derive a cognitive metrics profile that pinpoints dynamic changes in workload demands on human cognitive, perceptual, or action systems.
perceptions of proximity in video conferencing. proximity is used as a non-verbal signal in face-to-face interaction. it is unknown whether similar information may exist during desktop video conferencing and if so what factors may regulate it. an experiment was conducted to compare the relative impact of image size and the scope of the image on users' impressions of proximity. the results demonstrate that participants felt that changing the focal length (zoom) of the camera could make the remote person appear closer or further away. participants appeared to use the image size of the remote person per se to determine their apparent proximity, rather than the proportion of the image taken by their face.
a reduced qwerty keyboard for mobile text entry. in this paper we describe a specialized keyboard for text entry that maps four rows of a standard keyboard onto the home row, with different characters encoded via modifier keys and multi-tap input. use of the keyboard also relies on lexicon-based disambiguation. this design has two motivations: limiting physical space requirements and capitalizing on user knowledge of the standard qwerty keyboard layout. the resulting "stick" keyboard is between 15% and 25% of the size of a standard keyboard. in a preliminary empirical study, users reached half of their normal typing speed using lexicon-based disambiguation (22.5 wpm) and a reasonable but lower speed with multi-tap input (10.4 wpm) with only a few minutes of practice.
camping in the digital wilderness: tents and flashlights as interfaces to virtual worlds. a projection screen in the shape of a tent provides children with a shared immersive experience of a virtual world based on the metaphor of camping. rfid aerials at its entrances sense tagged children and objects as they enter and leave. video tracking allows multiple flashlights to be used as pointing devices. the tent is an example of a traversable interface, designed for deployment in public spaces such as museums, galleries and classrooms.
three robot-rooms: the awe project. we describe innovative new work in the development of an "animated architecture." specifically, we describe our early research aimed at the creation of intelligent, programmable, physical spaces supporting working life. our research takes advantage of recent developments in hci and continuum robotics to enable humans to exploit emerging technologies and adaptively alter both the ambience and functionality of their environments.
dynamic dimensional feedback: an interface aid to business rule creation. we examined the efficacy of providing dimensional feedback in the user interface as people construct business rules. business rules often involve objects that have dimensions (e.g., area, cost, weight) and may entail complex calculations on these objects. such mathematical expressions are error prone. we designed and tested a novel interface utilizing dimensional analysis to provide advice on expected dimensions, and error feedback on incorrect usage of dimensional objects. experimental studies were carried out in which subjects used the interface to create rules based on word problems. in a balanced design, rule creation with dimensional feedback was compared to rule creation without such feedback. we found evidence for the usefulness of such feedback. in addition we observed the need to support higher level 'proxy variables' and stepwise definition of complex rules. the findings have implications beyond business rules tools and may be applied to any system requiring mathematical expressions with dimensional objects.