waashk/dblp huggingface dataset:
usability on patrol. the introduction of computers into police patrol cars comes with an increase in driver distraction issues. we will describe the usability process and techniques we adapted to study computers in law enforcement patrol cars. our approach to assess the risk of driver distraction in the police vehicles was a combination of a national highway traffic safety administration (nhtsa) workload assessment protocol and cognitive modeling. this combination proved useful without the high cost of driving simulators and instrumented test subjects. using cognitive modeling, we could identify the potential problems for certain tasks. for example, we found that automating the task of running a license plate with a typical mouse-keyboard interface, could increase the workload by more than seven hundred percent compared with doing the same task via radio contact with dispatcher. we also found measuring by glances instead of time to be a useful technique in practice.
enabling nutrition-aware cooking in a smart kitchen. we present a smart kitchen that can enhance the traditional meal preparation and cooking process by raising awareness of the nutrition facts in food ingredients that go into a meal. the goal is to promote healthy cooking. our smart kitchen is augmented with sensors to detect cooking activities and provides digital feedbacks to users about nutritional information on the used food ingredients. we have created a preliminary prototype for evaluation, and the result is promising.
porta-person: telepresence for the connected conference room. this paper describes a telepresence device called porta-person. this is the first project in a larger initiative known as the connected conference room, which aims to improve the user experience for remote people connected to meetings taking place in conference rooms. the porta-person is designed to enhance a sense of social presence for remote meeting participants. it does this by providing a high-fidelity audio connection and a remotely controlled telepresence display with video or animation.
content-aware layout. we describe content-aware layout (cal), a technique that automatically arranges windows on a user.s desktop. unlike conventional window managers that automatically cascade or tile each window without regard to its content, cal uses information about the contents of windows to help decide if and where they should be placed. we present the approach to designing cal, as well as its implementation. we then conclude with a discussion about future work and cal.s potential use in large display environments.
the use of aesthetics in hci systems. as computing expands its domain from workplace to pervasive and domestic environments, interest in aesthetics for designing is increasing in hci. hci literatures in aesthetics provide wide variety of theoretical foundations for how aesthetics might be interpreted and potentially used for design. however, aesthetics in designing hci systems have been mainly studied as a source for decoration or visualizing information. in this paper, we present our initial investigation on a qualitative study with an awareness information system prototype to explore what decorative artallcan bring to hci systems beyond decoration and/or effective communication.
scinews online: scaffolding the construction of scientific explanations. middle and high-school science teachers have traditionally introduced current events in the classroom to leverage news topics relevant to the curriculum, such as the sumatra tsunami or hurricane katrina. scinews online is an online research environment co-designed with science teachers for learners to construct web reports on the science behind the news on natural disasters. writing scientific explanations provides valuable learning opportunities for learners to engage in a realistic and educationally relevant science task. here i highlight the design of the scientific explanation activity, a scaffolded environment that supports learners. construction of scientific explanations using multiple online sources. the scientific explanation activity focuses on supporting the development of key information literacy skills for sense-making in science inquiry, namely information integration across sources and effective scientific argumentation.
galvanic skin response (gsr) as an index of cognitive load. multimodal user interfaces (mmui) allow users to control computers using speech and gesture, and have the potential to minimise users. experienced cognitive load, especially when performing complex tasks. in this paper, we describe our attempt to use a physiological measure, namely galvanic skin response (gsr), to objectively evaluate users. stress and arousal levels while using unimodal and multimodal versions of the same interface. preliminary results show that users. gsr readings significantly increase when task cognitive load level increases. moreover, users. gsr readings are found to be lower when using a multimodal interface, instead of a unimodal interface. cross-examination of gsr data with multimodal data annotation showed promising results in explaining the peaks in the gsr data, which are found to correlate with sub-task user events. this interesting result verifies that gsr can be used to serve as an objective indicator of user cognitive load level in real time, with a very fine granularity.
"let me show you what i want": engaging individuals with cognitive disabilities and their families in design. in this paper i describe an ongoing multi-stage, participatory design study with individuals with cognitive disabilities and their family caregivers. i use a technology probe to inspire families to co-design a picture-based remote communication system. the technology platform is a pda.smart phone.. i will present early findings from this study and discuss how it was a successful approach to engage with individuals with significant cognitive disabilities as co-designers of their own technology.
up health: ubiquitously persuasive health promotion with an instant messaging system. the spread of ubiquitous technologies into the health domain provide an opportunity to investigate interactive communications that can persuade users to adopt certain beneficial behaviors.. we are interested in understanding how networked devices can support and leverage social influence. the aim of this research is to explore the potential of online group interaction for promoting healthy behavior patterns and to investigate how the participation in the online group activity can influence an individual.s off-line health-related behavior. as first part of this research, we devised an instant messaging (im) system which shares context information relating to health and covering things such as physical activity and smoking behavior.
children distinguish conventional from moral violations in interactions with a personified agent. this paper describes the preliminary results of a study conducted to answer two questions: (1) do children generalize their understanding of distinctions between conventional and moral violations in human-human interactions to human-agent interactions? and (2) does the agent.s ability to make claims to its own rights influence children's judgments? a two condition, between-subjects study was conducted in which 60 eight and nine year-old children interacted with a personified agent and observed a researcher interacting with the same agent. a semi-structured interview was conducted to investigate the children.s judgments of the observed interactions. results suggest that children do distinguish between conventional and moral violations in human-agent interactions and that the ability of the agent to make claims to its own rights significantly increases children.s likelihood of distinguishing the two violations.
current issues in assessing and improving information usability. the usability of information is vital to successful websites, products, and services. managers and developers often recognize the role of information or content in overall product usability, but miss opportunities to improve information usability as part of the product-development effort. this meeting is an annual forum on human factors of information design, in which we discuss issues selected by the group from the facilitators. list of topics, augmented by attendees. suggestions.
beyond usability for safety critical systems: how to be sure (safe, usable, reliable, and evolvable)? while a significant effort is currently being undertaken by the chi community in order to apply and extend current usability evaluation techniques to new kinds of interaction techniques very little has been done to improve the reliability of software offering these kinds of interaction techniques. as these new interaction techniques are currently more and more used in the field of command and control safety critical systems the potential of incident or accidents increases. similarly, the non reliability of interactive software can jeopardize usability evaluation by showing unexpected or undesired behaviors. lastly, iterative design processes promote multiple designs through evolvable prototypes in order to accommodate requirements changes and results from usability evaluations thus reducing reliability of the final system by lack of global and structured design. the aim of this sig is to provide a forum for both researchers and practitioners interested in safety critical interactive systems. our goal is to define a roadmap of activities to cross fertilize usability, reliability and safety for these kinds of systems to minimize duplicate efforts and reuse knowledge in all the communities involved.
the effect of brand awareness on the evaluation of search engine results. in this paper we investigate the effect of search engine brand (i.e., identifying name that distinguishes a product from its competitors) on evaluation of system performance. our research is motivated by the large amount of search traffic directed to less than a handful of web search engines, even though many are of equal technical quality with similar interfaces. we conducted a laboratory experiment with 32 participants measuring the effect of four search engine brands while controlling for the quality of search engine results. based on average relevance ratings, there was a 25% difference between the most highly rated search engine and the lowest, even though search engine results were identical in both content and presentation. we discuss implications for search engine marketing and the design of empirical studies measuring search engine quality.
a bridging design prototype for investigating concept mapping in the preschool community. this paper reports on studies where teachers from two different preschools incorporated a bridging design prototype (bdp) for concept mapping into classroom activities. designed under inclusive, participatory, and user-centered principles, the bdp was used to perform observations for assessing an interaction problem and refining the user community profile. the observation findings will inform next stage of product development.
exploring augmented live video streams for remote participation. augmented video streams display information within the context of the physical environment. in contrast to augmented reality, they do not require special equipment, they can support many users and are location-independent. in this paper we are exploring the potentials of augmented video streams for remote participation. we present our design considerations for remote participation user interfaces, briefly describe their development and explain the design of three different application scenarios: watching a pervasive game, observing the quality of a production process and exploring interactive science exhibits. the paper also discusses how to develop high quality augmented video streams along with which information and control options are required in order to obtain a viable remote participation interface.
iterative design of an audio-haptic drawing application. this paper presents the ongoing design and evaluation of an audio-haptic drawing program that allows visually impaired users to create and access graphical images. the application is developed in close collaboration with a user reference group of five blind/low vision school children. the objective of the application is twofold. it is used as a research vehicle to investigate user interaction techniques and do basic research on navigation strategies and help tools, including e.g. sound fields, shape creation tools and beacons with pulling forces in the context of drawing. in the progress of the development, the preferred features have been implemented as standard tools in the application. the final aim of the application in its current form is to aid school work in different subjects, and part of the application development is also to create tasks relevant in a school setting.
designing tangibles for children: what designers need to know. new forms of tangible and spatial child computer interaction and supporting technologies can be designed to leverage the way children develop intelligence in the world. in order to design playful learning tangibles designers must understand how children interact with and understand the representations embedded in tangible systems. in this short work in progress paper the author summarizes relevant theory from cognitive developmental psychology which may provide grounding for the design of tangibles to support children's learning.
willcam: a digital camera visualizing users. interest. with the increased usage of digital cameras and camera-enabled mobile phones in recent years, large numbers of photos are being taken. many of the photos that are taken are used little, if at all. researchers and companies have developed systems where photos can be annotated or tagged to facilitate storage and retrieval. however, people are often unwilling to spend the time and effort to carry out annotation. to solve this problem, we focus on real-time annotation where photographs are annotated at the time when they are taken. we propose a novel digital camera,.willcam., which enables users to capture various information, such as location, temperature, ambient noise, and photographer facial expression, in addition to the photo itself. willcam also helps users express their interest -what object or information in the picture/scene is most important for them- visually.
evolution of a concept: from technology to end-user to enterprise. in this report we describe our experiences designing and trialing a hands-free, context-aware, mobile communications system for enterprise workers. our concept, inspired by a new consumer technology, was designed with a heavy focus on the end-user. through our trial we became aware of various factors in the enterprise that impacted design and deployment.
the digital music box: using cultural and critical theory to inform design. this work draws on studies which explore resistance to the music industry's construal of copying music files as theft. following a previous ethnography on participants."technology scruples" it considers the issue as a design challenge rather than a legal problem. drawing on critical theory it considers how value might be added to digital music by embedding it in artifacts. three product design students were briefed to create concept designs for.digital music boxes. that would contain and display particular back catalogues of music. the paper reflects on their sketches and models and argues that critical theory can inform new approaches to design work.
finding communication hot spots of location-based postings. the growing amount of location-based public postings will challenge the current visualization and access methods of location-based information. the aim of our work is to provide a clear overview of location-based postings and to support easy access to information the user is interested in. we designed a prototype using a semi-transparent heat map over a map view to visualize posting density on the area of interest. automatically extracted keywords and dynamic time selection support the search and filtering of location-based public postings. based on our evaluation, users found the heat map as a familiar abstraction of the location based information. clustering and displaying the salient words as keywords over the map view was considered to be especially useful.
on nurturing strong-tie distant relationships: from theory to prototype. this paper presents our research on the process of creating new communication experiences in the private sphere of users. to do this, we have chosen to study the concept of social presence, and also the notion of communication. the communication models that we have examined come from various disciplines and all have in common the fact that they focus on exploring the communication act once the decision to communicate has been taken. we have build upon them and conceived a model that includes an analysis of the factors that influence the decision to communicate. this initial analysis has helped us integrate the specific needs of our targeted users and has allowed us to materialize them in a working prototype of a communication terminal called tact.
scaffolding cooperative multi-device activities in an informal learning environment. informal learning environments, e.g. children's science museums, provide special challenges for educational software design: the software must (1) be immediately accessible, (2) convey educational content within short episodes of use, and (3) should allow multiple users to participate at the same time. while mobile technology allows for multiple simultaneous users, significant scaffolding is required to allow groups to walk up and productively use it. using a design experiment approach, my research focuses on the design and evaluation of distributed scaffolds that enable informal learners to use mobile technology effectively.
jogging over a distance: supporting a "jogging together" experience although being apart. jogging is a healthy activity and many people enjoy jogging with others for social and motivational reasons. however, jogging partners might not always live in the same location, and it may be difficult to find a local jogger who runs at the same pace, we found through a survey "jogging over a distance" allows geographically distant joggers to socialize and motivate one another by using spatialized audio to convey presence and pace cues, similar to the experience of running side by side. we hope our approach encourages active and prospective joggers to jog longer and more often, while simultaneously supporting friendships.
the liliput prototype: a wearable lab environment for user tests of mobile telecommunication applications. user trials for future mobile telecommunication applications inherently pose several particular challenges which are difficult to meet in a traditional lab environment. in this paper we describe liliput (lightweight lab equipment for portable user testing in telecom-munications), a highly flexible wearable test system which has been realized as a fully operational prototype at the telecommunications research center vienna (ftw.). then we illustrate how we use liliput for testing various types of mobile application in the wild.
thinking but not seeing: think-aloud for non-sighted users. this paper discusses some of the methodological challenges that can be encountered when usability testing with visually impaired users. these include (1) the need for customized test environments, (2) the potential for audio interference between screen reader output and the moderator to participant dialogue, and (3) the difficulty for observers inexperienced in accessibility technology. in this paper we outline several techniques for dealing with these challenges, including some variations on traditional think-aloud techniques that are useful when a usability participant is using a screen reader.
practical approaches to comforting users with relational agents. interactions in which computer agents comfort users through expressed empathy have been shown to be important in alleviating user frustration and increasing user liking of the agent, and may have important healthcare applications. given the current state of technology, designers of these systems are forced to choose between (a) allowing users to freely express their feelings, but having the agents provide imperfect empathic responses, or (b) greatly restricting how users can express themselves, but having the agents provide very accurate empathic feedback. this study investigates which of these options leads to better outcomes, in terms of comforting users and increasing user-agent social bonds. results, on almost all measures, indicate that empathic accuracy is more important than user expressivity.
human guided evolution of xul user interfaces. graphical user interface design is a time consuming, expensive, and complex software design process. user interface design is both art and science in that we use both objective and subjective design metrics to evaluate interfaces. an automated process that relies on both subjective and objective metrics to guide the evolution of effective, personalized user interfaces could significantly change current gui development and maintenance practice. this paper uses an interactive genetic algorithm to evolve xul user interface layouts by combining objective and subjective metrics. the genetic algorithm encodes expert knowledge from prominent usability guidelines as objective heuristics. further, the graphical user interface developer (or user!) biases and guides the evolution of the interfaces by subjectively evaluating and selecting the.best. and.worst. interfaces from a small set of displayed interface prototypes. we explore how the selection of individuals from the population to be displayed to the user for subjective evaluation affects the convergence of the genetic algorithm and show that our methodology can produce effective interfaces that reflect subjective user-preferred aesthetics.
a research agenda for mobile usability. the turn of this decade marked a renewed interest for mobile usability research within the field of human computer interaction. a challenge, however, exists in that many scholars define and operationalize usability differently. with the introduction of mobile commerce circa 1999, a review of relevant peer-reviewed literature would highlight areas of past emphasis and opportunities for future empirical research specific to mobile usability.this work-in-progress presents a research agenda for mobile usability that consists of two parts. first, a framework is adapted for the taxonomy of empirical mobile usability studies. second, results of a qualitative review of 45 empirical mobile usability studies include: i) a summary of the core and peripheral usability dimensions measured; ii) a detailed analysis of contextual factors studied; and iii) key findings that provide the basis for a research agenda in mobile usability.
interactive technologies for autism. in meeting health, education, and lifestyle goals, technology can both assist individuals with autism, and support those who live and work with them, such as family, caregivers, coworkers, and friends. the uniqueness of each individual with autism and the context of their lives provide interesting design challenges for the successful creation and adoption of technologies for this domain. this special interest group (sig) aims to bring together those who study the use of technology by and for individuals with autism, those who design and de-velop new technologies, and those who are curious about getting involved. areas that this sig will consider include assistive technologies; tools for data collection and analysis; educational software; virtual reality rehabilitation environments; identifying users; need finding; user-centered collaborative design processes that include individuals who cannot speak or write; and product assessment. this sig will provide opportunities for participants to join together and share their own pro-jects, design challenges, and lessons learned while fo-cusing on directions for future development. those with experience and newcomers to the field are both equally encouraged to attend.