waashk/dblp huggingface dataset:
auditory menus are not just spoken visual menus: a case study of "unavailable" menu items. auditory menus can supplement or replace visual menus to enhance usability and accessibility. despite the rapid increase of research on auditory displays, more is still needed to optimize the auditory-specific aspects of these implementations. in particular, there are several menu attributes and features that are often displayed visually, but that are not or poorly conveyed in the auditory version of the menu. here, we report on two studies aimed at determining how best to render the important concept of an unavailable menu item. in study 1, 23 undergraduates navigated a microsoft word-like auditory menu with a mix of available and unavailable items. for unavailable items, using whisper was favored over attenuated voice or saying "unavailable". in study 2, 26 undergraduates navigated a novel auditory menu. with practice, whispering unavailable items was more effective than skipping unavailable items. results are discussed in terms of acoustic theory and cognitive menu selection theory.
building interpretable discussions: for effective public engagement. shifts in the culture of civic engagement, technologies and practices surrounding social media, and pressure from political leaders have ignited a movement amongst gov't agencies to extend their efforts for obtaining input on public issues. these projects face serious challenges related to scale of participation and political capture, though collaborative efforts elsewhere suggest we may be able to support interactions amongst large numbers of people. instead of emphasizing the exchange of individual messages and voting, i propose that systems should be designed to support the cooperative production of discussions.
modeling the effect of habituation on banner blindness as a function of repetition and search type: gap analysis for future work. this paper provides a theoretical foundation to guide future work in online marketing research. specifically, we target the phenomenon of banner blindness that prevents users from noticing online advertisements; thus, leading to a steady decline in revenues for online publishers and service providers. while habituation was identified as the main cause of banner blindness, there are competing behavioral models that predict different orienting response patterns as a function of repetition. this work bridges the theoretical gap between models in the marketing and ergonomics domains while illuminating an additional factor that has yet to be studied in this context -- search type. finally, we outline future research steps to validate the user's response to online advertisements with an emphasis on a battery of physiological measurements.
investigating user account control practices. non-administrator user accounts and the user account control (uac) approach of windows vista are two practical solutions to limit the damage of malware infection. uac in windows vista supports usage of lower privilege accounts; a uac prompt allows users to raise their privileges when required. we conducted a user study and contextual interviews to understand the motives and challenges participants face when using different user accounts and the uac approach. most participants were not aware of or motivated to employ low-privileged accounts. moreover, most did not understand or carefully consider the prompts.
hci at the end of life: understanding death, dying, and the digital. death and our experience of it is a fundamental aspect of life and consequently every human culture has developed practices associated with responding to, signifying, and dealing with its implications. as our technology pervades our cultures, we find that the digital is increasingly intersecting with these practices. this raises issues which have rarely been conceptualized or articulated in the hci and cscw communities. it is increasingly important to design "thanatosensitive" technologies which support death-centric practices such as collaborative acts of remembrance, bequeathing of digital data, or group reflection on the digital residua of a life. this workshop will bring together participants interested in such technologies and their implications. potential topics include, but are not limited to: devices for reflection and meaning-making across multiple lifespans; interdisciplinary practices surrounding mortality, dying, and death; technology heirlooms; digital rights management; and methodological approaches to researching end-of-life technology issues.
improved window switching interfaces. in this research, we explore ways of improving window switching interfaces. empirical studies reveal how people currently organise and switch between windows. these characteristics inform our new design: spatially consistent thumbnails zones (scotz).
ontology models for interaction design: case study of online support. we report a case study for online self-support, which illustrates an advanced form of work modeling based on ontology technology. this new method enables a much earlier understanding of the design problem and promotes interdisciplinary design collaboration. a functional prototype was implemented for user testing and showed significant improvement in content discovery.
recognizing shapes and gestures using sound as feedback. the main goal of this research work is to show the possibility of using sound feedback techniques to recognize shapes and gestures. the system is based on the idea of relating spatial representations to sound. the shapes are predefined and the user has no access to any visual information. the user interacts with the system using a universal pointer device, as a mouse or a pen tablet, or the touch screen of a mobile device. while exploring the space using the pointer device, sound is generated, which pitch and intensity vary according to a strategy. sounds are related to spatial representation, so the user has a sound perception of shapes and gestures. they can be easily followed with the pointer device, using the sound as only reference.
exploring mobile technologies for the urban homeless. my research examines the practical and social impact of technology on the urban homeless. to accomplish this, i have conducted interviews with the homeless to understand how technology-from mobile phones to bus passes-affects their lives. i have also conducted ethnographic fieldwork at care providers to understand how technology figures into the provision of care for the homeless. these formative studies have motivated the design of a set of information sharing services that aggregate information available in the community and provide it to the homeless via mobile phones. i will deploy this system to diverse set of homeless individuals to better understand how such technologies fit within the social and economic constraints of the homeless community. i expect my research to result in theoretical contributions and guidelines for designing for uncommon users, like the homeless.
biotisch: the interactive molecular biology lab bench. in a molecular biology lab, scientists often need to execute strictly defined sequences of operations, typically mixing specific amounts of reagents. the exact steps require information from various sources, like manuals, websites and own notes. direct access to a computer at the bench would be highly desirable but is rarely implemented, as computers do not fit well into a wet lab environment. in this paper, we present biotisch, an interactive workbench for molecular biology laboratories. we show a prototypical setup of an interactive table which provides a sterile user interface for access to existing documentation and for common tasks such as unit conversions. the example illustrates that interactive tables blend very well into a modern biological laboratory and could improve access and exchange of information in this environment.
measuring user experience of websites: think aloud protocols and an emotion word prompt list. to develop simple yet effective methods for eliciting user experience of websites and other interactive technologies, we explored the use of two techniques: an emotional think aloud protocol and an emotion word prompt list (ewpl). a study of four websites with 16 participants found that a retrospective emotional think aloud protocol produced significantly more emotion words than an equivalent concurrent protocol; plus, with on average 40 emotion words per website, it appears an effective technique for eliciting users emotional reactions to websites. surprisingly, the use of the ewpl did not produce more emotion words per website, but may still help users overcome their difficulties in expressing emotional reactions to websites when unprompted. further research will explore the use of these methods with other interactive technologies.
pinch-the-sky dome: freehand multi-point interactions with immersive omni-directional data. pinch-the-sky dome is a large immersive installation where several users can interact simultaneously with omni-directional data inside of a tilted geodesic dome. our system consists of an omni-directional projector-camera unit in the center of the dome. the projector is able to project an image spanning the entire 360 degrees and a camera is used to track freehand gestures for navigation of the content. the interactive demos include: 1) the exploration of the astronomical data provided by world wide telescope, 2) social networking 3d graph visualizations, 3) immersive panoramic images, and 4) 360 degree video conferencing. we combine speech commands with freehand pinch gestures to provide a highly immersive and interactive experience to several users inside the dome, with a very wide field of view for each user.
open columns: a carbon dioxide (co2) responsive architecture. this paper describes the use of composite urethane elastomers for constructing responsive structures at an architectural scale. it explains the underlying material research and design criteria for constructing deployable columns that are responsive to carbon dioxide (co2) emissions and are used to reconfigure and pattern the space of inhabitation.
the generative visual renku project: integrating multimedia semantics, animation, and interface design. this paper presents generative visual renku (gvr), a new genre of visual interactive/generative art form inspired by japanese renku poetry and generative contemporary art. griot, a system for composing generative and interactive multimedia discourse, is used to semantically constrain generated output both visually and conceptually. gvr utilizes griot to implement constraints for visual composition, revealing new technical and aesthetic challenges. since modular animated graphical systems are ubiquitous in computing culture, ranging from avatars to guis, gvr works pose a contribution to a breadth of hci research and to the development of new theory and technology for integrating ai and the arts.
enhancing distributed corporate meetings with lightweight avatars. the difficulties remote participants of distributed meetings face are widely recognized. in this paper we describe the design of an avatar-based e-meeting support tool named olympus, which aims to ameliorate some of the challenges remote participants face in distributed meetings. olympus provides a customizable peripheral display on the bottom of existing e-meeting solutions. an initial observational study was conducted of the use of olympus in 6 meetings, three each of a status meeting and a presentation meeting. avatars fostered team bonding through social play during status meetings, while minimalist dots allowed focused attention during presentation meetings.
touch2annotate: generating better annotations with less human effort on multi-touch interfaces. annotation is essential for effective visual sense making. for multidimensional data, most existing annotation approaches require users to manually type notes to record the semantic meaning of their findings. they require high effort from multi-touch interface users since these users often experience low typing speeds and high typing errors. to lower the typing effort and improve the quality of the generated annotations, we propose a new approach that semi-automatically generates annotations with rich semantic meanings on multidimensional visualizations. a working prototype of this approach, named touch2annotate, has been implemented and used on a tabletop. we present a scenario of using touch2annotate to demonstrate its effectiveness.
improving the form factor of a wrist-based mobile gesture interface. we present the form factor design iteration process of the gesture watch, a wearable gesture interface that utilizes non-contact hand gestures to control mobile devices while non-visual feedback is provided from its tactile display. based on limitations discovered from a previous prototype, we identified three design challenges: wearability, mobility, and tactile perception. in addressing these challenges, we focus on three main parts affecting the form factor: the sensor housing, the strap, and the motor housing.
the effect of eco-driving system towards sustainable driving behavior. in this paper, we explore the use of an eco-driving system to see how the system promotes greener driving behavior. we conducted both an online survey (n=60) and a user test (n=14) to study the eco-driving system. based on participant responses, we found that the current eco-driving system shows minor benefits in gas mileage due to different driving behaviors and also increased task loads for our participants. therefore, we suggest a new research direction for the eco-driving system for further study.
who said what when?: capturing the important moments of a meeting. meeting information capturing paradigms such as pen and paper has been found to be tedious and distractive. this paper presents meeting essence ii, a mobile phone based, one screen meeting information capture system to address these issues. we also introduce a new social interaction centric recording paradigm, where events in the meeting are identified by meeting participants and are recorded, classified by time and person with a single screen touch. results from our pilot experiment shows that our system positively contributes to the quality of meeting reconstruction, while being minimally distractive to the meeting participants.
mediated crafts: digital practices around creative handwork. in this submission, i discuss my design research and fieldwork investigating mediated crafts' - digital practices around creative handwork. specifically, i study how creating and sharing digital information around knitting or crochet activity affects the social and material relationships enacted through craft. here i review my qualitative research on the role of digital resources in creative handwork and the iterative design of spyn, mobile phone software that associates digital records of the creative process' - captured through audio/visual media, text, and geographic data' - with physical locations on handmade fabric.
locked-out: investigating the effectiveness of system lockouts to reduce errors in routine tasks. while frustrating and innocuous in many settings, errors can have disastrous consequences for the use of safety critical systems and medical devices. this work-in-progress investigates the effectiveness of an enforced lockout period for reducing errors in a routine task. during the lockout period the user can look at, but not interact with the device interface for a period of 10 seconds before they resume the task after an interruption. results show that this lockout period can reduce sequence errors by up to 64%. identifying ways to reduce the disruptiveness of interruptions is important for hci research given that many devices are now used in settings where interruptions are commonplace.
facilitating meetings with playful feedback. effective group meetings are important for the productivity of corporations. various types of meeting facilitators have been developed over the past couple of years. we present a prototype that is unique because it captures both individual and group behaviors and provides real time playful feedback. the portable prototype includes a set of table-top microphones with an audio interface to a laptop pc, where audio data are processed and an avatar-based ui displays the shared state of individual and group behaviors during a meeting. the interface reveals not only level of participation, but also several other meaningful but harder to detect behaviors such as turn taking, interruptions, and group laughter. the presentation's design is deliberately playful to keep participants monitor, self-estimate and improve their meeting behavior.
tagliatelle: social tagging to encourage healthier eating. this paper describes the design and initial evaluation of tag-liatelle, a collaborative tagging application for encouraging healthier eating. users photograph their own meals and upload these photos to a website, where fellow users anonymously tag them for content. initial results suggest that tagging of food content is a popular activity. however, further work must be done to automate the extraction of valid nutritional information from the tags generated.
the mystique of numbers: belief in quantitative approaches to segmentation and persona development. quantitative market research and qualitative user-centered design research have long had an uneasy and complex relationship. a trend toward increasingly complex statistical segmentations and associated personas will once again increase the urgency of addressing paradigm differences to allow the two disciplines to collaborate effectively. we present an instructive case in which qualitative field research helped contribute to abandoning a "state of the art" quantitative user segmentation that was used in an attempt to unify both marketing and user experience planning around a shared model of users. this case exposes risks in quantitative segmentation research, common fallacies in the evolving practice of segmentation and use of personas, and the dangers of excessive deference to quantitative research generally.
beliv'10: beyond time and errors novel evaluation methods for information visualization. information visualization systems allow users to produce insights, innovations, and discoveries. evaluating such tools is a challenging task. current evaluation methods exhibit noticeable limitations and researchers in the area experience frustration with evaluation processes that are time consuming but often lead to unsatisfactory results. the goal of beliv'10 is to provide a venue for researchers to report and discuss the latest innovations in this area.
the elocuter: i must remind you we live in dada times. the elocuter is a sonification device that attaches via suction cup to a computer screen. it translates newspaper headlines about the global economic crisis into spoken words, composed of impossible sequences of allophones similar to a dada poem. the project references poetic experiments of the dada movement of the 1910/20s, specifically the play with language as a way to respond to a seemingly irrational political and cultural context. finally, this project can be placed in the history of combining human and machinic components into instruments for performance.
exploring cultural differences in information behavior applying psychophysiological methods. this ongoing exploratory study has two main goals: to compare information seeking behavior (1) across two cultures and (2) across the users' native and foreign languages. a secondary goal is the evaluation of the capability of psychophysiological data collection methods in the study of human-computer interaction (and especially the information interaction) experience. the applied physiological channels are heart period variability (hpv), skin conductance (sc), pupil size, and eye-tracking data. the first part of the series of experiments has been completed with us participants with a significant (non-heritage) knowledge of spanish. the second part will be performed in hungary, with hungarian participants with knowledge of english.
concept mapping in agile usability: a case study. in this paper we report on the experience of using our concept mapping approach on an agile software project to assess its fitness. participants used our novel concept mapping approach over a four week period during the development of a software tool for a local nonprofit agency. results indicate that our concept mapping approach has value as a visual tool in agile usability environments.
video microblogging: your 12 seconds of fame. microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. in this study we examine video microblogging, which is the broadcasting of short videos. a series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast.
connect 2 congress: visual analytics for civic oversight. strong representative democracies rely on educated, informed, and active citizenry to provide oversight of the government. we present connect 2 congress (c2c), a novel, high temporal-resolution and interactive visualization of legislative behavior. we present the results of focus group and domain expert interviews that demonstrate how different stakeholders use c2c for a variety of investigative activities. the evaluation provided evidence that users are able to support or reject claims made by candidates and conduct free-form, low-cost, exploratory analysis into the legislative behavior of representatives across time periods.
thermo-message: exploring the potential of heat as a modality of peripheral expression. peripheral expressions using various modalities are considered as possible alternative ways of delivering information in our communication. in this research, we aimed to explore how the thermal expression can be used in the interpersonal communication. based on the result of the focus group interview, we developed a pair of devices with which the users can exchange a "thermal message" each other. experience prototyping was conducted with the devices in the real daily life context of the users. we identifed the charateristics of thermal expression, and confirmed the potential of the thermal expression in interpersonal communication.
'castling rays' a decision support tool for uav-switching tasks. this project is a collaborative research effort of the israeli air force (iaf), synergy integration ltd. and ben-gurion university. it is directed to design and develop tools and display layouts to facilitate task switching and coordination among operators in multi-operator multi-uav (unmanned aerial vehicle) environments. all for the benefit of improving overall mission performance. in this paper we focus on one of the main tools that were developed - 'castling rays'. the 'castling rays' tool is a uav-switching decision aid, enabling operators to visually view which uav has the best view of 'their' target at any given moment. structured interviews with experienced operators strengthened the necessity and importance of this tool in reducing operators' workload and improving their situation awareness.
making policy decisions disappear into the user's workflow. complaints of security interfering with getting work done often arise when users are distracted from their tasks to make policy decisions. we have identified what is missing from earlier security interaction designs that leads to these interruptions. explicitly representing policy decisions in the user interface as items relevant to the application and providing application-specific controls for changing those policies has allowed us to reliably infer users' desired policy decisions from actions they take as they work. this paper describes the underlying principles and how they resulted in an interaction design that does not interfere with the user's work.