waashk/dblp huggingface dataset:
relescope: an experiment in accelerating relationships. busy academics and professionals are being called upon to manage more and more relationships. many details of collaboration are accessible in digital libraries and other repositories. with relationship-oriented computing, we posit that network information embedded in these repositories can be leveraged to improve the human need to manage and form the most productive relationships. to explore this idea, we developed a relationship-network application, called relescope, and deployed it at the acm cscw 2004 conference. it provided a personalized report to attendees based on publication and citation information. the report was intended to provide concrete insights into the relationship-network that could be acted upon. results of a survey showed that 52% of responders used their report to recognize and talk to others or plan which talks to attend. people with fewer collaborators were more inclined to use relescope than the people with the most collaborators. lessons learned and future work are discussed.
enabling rich human-agent interaction for a calendar scheduling agent. the rhaical system provides novel visualizations and interaction techniques for interacting with an intelligent agent, with an emphasis on calendar scheduling. after an agent interprets natural language containing meeting information, a user can easily correct mistakes using rhaical's clarification dialogs, which provide the agent with feedback to improve its performance. when an agent proposes actions to take on the user's behalf, it can ask the user to confirm them. rhaical uses novel visualizations to present the proposal to the user and allow them to modify the proposal, and informs the agent of the user's actions in a manner that supports long-term learning of the user's preferences. we have designed a high-level xml-based language that allows an agent to express its questions and proposed actions without mentioning user interface details, and that enables rhaical to generate high-quality user interfaces.
availability bars for calendar scheduling. calendar scheduling is a difficult task for people who have overbooked calendars with many constraints. currently, calendar applications do not allow users to specify scheduling constraints such as how preferable a free time is for scheduling a new meeting or to what extent an existing meeting can be rescheduled. this paper introduces the "availability bar," an interaction and visualization technique for complex calendar scheduling constraints. availability bars, embedded in calendar applications, can help users who manually schedule meetings. availability bars can also mediate communication with calendar scheduling agents that gather availability constraints, search for times that satisfy the constraints, and negotiate with invitees when no satisfactory time is found for the constraints.
a tenant interface for energy and maintenance systems. we describe the design of a user interface for energy and maintenance systems in commercial buildings. the user interface is for use by occupants (tenants) of commercial buildings. our hypothesis is that by allowing tenants access to information from the energy and maintenance systems and by giving them some control over these systems, energy and maintenance performance can be improved. we used interviews with potential users and existing energy and maintenance databases to guide the design.
giveaway wireless sensors for large-group interaction. we have developed a small, handheld or wearable, wireless motion sensor that sends out a short rf pulse whenever it is jerked. the hardware is minimal, as it mainly includes only a piezoelectric foil accelerometer, a cmos timer, and a single-transistor 300 mhz rf transmitter. as such, the onboard battery should last for many years, and the cost is low enough (well under us $1. in large quantity) to be given away with a ticket to an event, enabling it to be used to allow individuals to contribute to a large-group, real-time interaction. we discuss results from experiments using this device to explore collaborative music control, and touch on other applications.
visibabble for pre-speech feedback. the visibabble system processes infant vocalizations in real-time. it responds to the infant's syllable-like productions with brightly colored animations and auditory feedback. it saves an audio recording and its acoustic-phonetic analysis. the system reinforces the production of syllabic utterances that are associated with later language and cognitive development. we are developing both a toy and a clinical/research tool.
american sign language of the web. the development of non-western character encodings has empowered linguistic communities all over the world to create their own on-line webs. however, in the case of sign languages, which convey meaning by gestures moving in time and space, the static and textual nature of the www medium has, until now, continued to prevent the development of on-line webs by signing linguistic communities. the challenge then is to enable web designers to create on-line, linked webs based on moving gestures and signs without the need to use static image or text-based equivalents. we have developed a mechanism, signlinks, that facilitates the development of such webs, without requiring any degree of bilingualism with a written language for the user. signlinks use a special form of hyperlinking within video material to enable web browsing without written language.
improving speech-based navigation during dictation. this research focuses on understanding the failures of speech-based navigation as it exists in state-of-the-art speech recognition software. a detailed analysis of failure rates, reasons commands fail, and consequences of these failures in the allowed for the identification of three specific improvements to spech-based navigation. results from a follow-up study are reported, indicating that each of the three improvements reduced failure rates.
modeling command selection for speech-based applications. command selection is an important problem in human computer interaction. we are applying a decision-making approach to model the process by which users select commands when multiple alternatives exist. our initial focus is on speech-based systems, but the underlying approach is applicable to a wide range of interaction styles. two empirical studies that provide a foundation for this research are complete and an initial decision model is proposed which specifies the factors that influence the command selection decisions and the relationships between those factors. empirical studies are planned to investigate users' perceptions of individual model components and to validate the complete model.
interpersonal trust and empathy online: a fragile relationship. an empirical study was conducted focusing on the effect of empathic accuracy and response type on online interpersonal trust in textual im. the results suggest both empathic accuracy and response type have significant influence on online interpersonal trust. however, the interaction between empathic accuracy and response type is the dominant factor on interpersonal trust. the results also imply an interesting relationship between general trust attitude and online interpersonal trust.
the founding of the netscape user experience group. netscape communications is a company that has grown faster than any other software company in history. although the design effort at netscape has evolved greatly, the initial experience of bringing design into an organization in hypergrowth provided some valuable lessons in the creation of a successful design organization.
applying hci to music-related hardware. the application of usability techniques to the development of music-related hardware is rarely discussed in the hci literature. this is in spite of the fact that such devices could potentially be improved by employing usability methods during their development. this paper documents a case study of an existing electric guitar pre-amplifier. the ease of use of its user interface was investigated using the traditional hci methods of heuristic evaluation and usability testing. the user interface was susequently modified, and a follow-up usability test confirmed improvements to ease of use. these findings demonstrate that hci methods can and should be used to enhance the usability of music-related hardware.
the palm zire 71 camera interface. in late summer of 2002, the palm human interface (hi) team was given four months to design a digital camera interface for the palm zire 71 handheld computer. the project required an unusual amount of coordination between hi, product management, engineering, and hardware industrial design (id) to find ways to extend digital photography conventions into the context of the palm os and the not very camera-like form factor of the typical palm device. this case study shows the evolution of the camera interface over the entire development period, placing design decisions in context with larger product developments. discovery was minimal, user testing nonexistent, and there are no published results. in other words, this case study describes how an elegant human interface design gets created under real (i.e. unreasonable) deadlines and with typical (i.e. nonexistent) resources.
perspectives on hci patterns: concepts and tools. this workshop will explore a diversity of perspectives on patterns and patterns languages for hci as well as the requirements for software tools needed to improve the effectiveness of both pattern creation and pattern use. through discussion of conceptual and methodological issues of why (and how) patterns are identified and in what circumstances they are useful in the design process we hope to map out the conceptual landscape of hci patterns. by moving closer and examining pattern-related behavior and experiences we hope to identify the requirements for tools to make progress through that landscape.
providing a tailored overview of program source code. one very important aspect of computer programming is reading source code. even relatively small programs can consist of thousands of lines of code, and navigating through all this information can be time consuming and difficult. whilst this can be considered a minor nuisance for sighted persons, for blind computer programmers the problem is more severe.the main aim of this research is to improve access to programming for any user unable or unwilling to use a visual system. the hypothesis is that providing a glance at the source code using a tailored, auditory overview will improve the reader's understanding of the program. it is hoped that these findings could also facilitate code reading and comprehension for all users.
online personals: an overview. online personal advertisements have recently become an easy, socially acceptable way to meet partners for dates or relationships. because popular personals systems not only reflect but also have the potential to reshape how people attract one another, date, and fall in love, the design of these systems merits careful consideration. we present a survey of current styles of online personals, including searchable profile listings, personality matching, and social network systems. finally, we encourage the community to study this booming phenomenon.
homophily in online dating: when do you like someone like yourself? psychologists have found that actual and perceived similarity between potential romantic partners in demographics, attitudes, values, and attractiveness correlate positively with attraction and, later, relationship satisfaction. online dating systems provide a new way for users to identify and communicate with potential partners, but the information they provide differs dramatically from what a person might glean from face-to-face interaction. an analysis of dyadic interactions of approximately 65,000 heterosexual users of an online dating system in the u.s. showed that, despite these differences, users of the system sought people like them much more often than chance would predict, just as in the offline world. the users' preferences were most strongly same-seeking for attributes related to the life course, like marital history and whether one wants children, but they also demonstrated significant homophily in self-reported physical build, physical attractiveness, and smoking habits.
a gui paradigm using tablets, two-hands and transparency. an experimental gui paradigm is presented which is based on the design goals of maximizing the amount of screen used for application data, reducing the amount that the ui diverts visual attentions from the application data, and increasing the quality of input. in pursuit of these goals, we integrated the non-standard ui technologies of multi-sensor tablets, toolglass [1], transparent ui components [4], and marking menus [6]. while our prototypes and efforts focus within the domain of creating digital art, we believe the concepts and lessons learned are generalizable to other domains. the video shows three main segments: (1) motivation by showing an artist using traditional paper-based interactions, (2) a prototype system called t3 and (3) integration of the concepts into studiopaint, a high end commercial paint application.
breakingstory: visualizing change in online news. breakingstory is an interactive system for visualizing change in online news. the system regularly collects the text from the front pages of international daily news web sites. it allows users to search over the collection and view the frequency of occurrence of keywords in graphic, tabular, and full text formats. results from the system are shown over time, and can be filtered geographically. the system was developed using a user-centered design process that included rapid prototyping and informal user testing. it provides a new way of viewing the news that incorporates a sense of history.
an environment that integrates flying and fish tank metaphors. fledermaus vr is a system that combines the flying and fish tank metaphors for viewpoint control. a key component of the system is the continuous scaling of the scene so that it always appears just behind the screen. this scaling is done even when flying over a virtual landscape. because the scene is scaled, it is always in the right position for fish tank vr viewing. in addition, the scaling removes some of the problems that commonly occur with stereoscopic displays, it puts objects in the appropriate place for manipulation, and it can be used to modulate the flight velocity. the system is demonstrated with a cable laying application.
foundations of a pattern language based on gestalt principles. traditionally, human-computer interaction (hci) is a highly interdisciplinary field bridging the research between psychological research and computer science. this paper places great emphasis on a new pattern language based on gestalt principles, among which prägnanz is regarded as the fundamental one. psychological findings, pattern methodology and linguistic categories consequently form the basis of our work. the proposed pattern language, not yet finished, is intended to support visual design [11] in a user-centered way by providing comprehensive information about gestalt principles.
prominence-interpretation theory: explaining how people assess credibility online. four years of research has led to a theory that describes how people assess the credibility of web sites. this theory proposes that users notice and interpret various web site elements to arrive at an overall credibility assessment. although preliminary, this theory explains previous research results and suggests directions for future studies.
captology: the study of computers as persuasive technologies. "captology" is a newly coined word that describes the study of computers as persuasive technologies (see figure 1).
how users reciprocate to computers: an experiment that demonstrates behavior change. we conducted an experiment to investigate if computers could motivate users to change their behavior. by leveraging a social dynamic called the "rule of reciprocity," this experiment demonstrated that users provided more helping behavior to a computer that had helped them previously than to a different computer. users also worked longer, performed higher quality work, and felt happier. conversely, the data provide evidence of a retaliation effect.
chi education community sig. the purpose of this sig is to ask "what can the chi education community do for you at chi conferences?" and to discuss criteria for chi education experience reports.
sig visual interaction design: designing the quality experience. the visual interaction design sig has been active in the chi community for several years by hosting a column in the sigchi bulletin, with strong representation in interactions and several previous and successful sig meetings at chi. this year we continue this tradition with a meeting on the theme of "designing thequality experience."
kinetic typography: issues in time-based presentation of text. this paper introduces research in kinetic typography, a new method of displaying text that takes advantage of the dynamic nature of digital media. we suggest a preliminary set of design issues by which kinetic typography may be understood and used.
the influences of communication media and decision-making technique on team decision outcomes: a critical assessment of the stepladder approach. the stepladder technique is a method for improving face-to-face (ftf) team problem solving. the purpose of this study was to determine whether or not the stepladder technique benefits computer-mediated (cm) teams of individuals. hypotheses addressed the effects of communication media and decision making technique on team decision quality, decision variability, time to make a decision, and team member satisfaction. eighty 4-person team worked on a decision making task using one of the following group structures: ftf conventional, ftf stepladder, cm conventional, or cm stepladder. the results revealed fundamental differences between ftf and cm teams of decision makers.
techniques for researching and designing global products in an unstable world: a case study. the value of ethnographic field work for guiding and inspiring product design is indisputable, especially for development teams working on products for other cultures. however, global instability can make it difficult or impossible for researchers and product designers to travel to foreign countries to conduct field work, leaving them ill equipped to guide culturally-appropriate product design. in this paper, we present a series of ethnographically-inspired techniques that allow researchers and development teams to gather a range of culturally relevant information for product design without visiting the countries for which they are designing. these techniques are not intended to substitute for on-the-ground ethnographic fieldwork, rather, they are intended to serve as a surrogate until further in-situ research can be conducted.
outsourcing & offshoring: impact on the user experience. in a june 2003 survey, the management consulting firm mckinsey & company reported that 51 percent of software executives surveyed have indicated that their offshore development strategy is already underway. furthermore, another 20 percent of those surveyed indicated that they would move some portion of their product development offshore within the next 12 months.while offshore development has distinct advantages from the cost of labor perspective, it raises a significant number of challenges as well as opportunities for hci practitioners and companies that wish to develop well designed, usable products. offshoring is already changing the practice of hci in industry, and will continue to impact practitioners more significantly over time.
users' conceptions of web security: a comparative study. this study characterizes users' conceptions of web security. seventy-two individuals, 24 each from a rural community in maine, a suburban professional community in new jersey, and a high-technology community in california, participated in an extensive (2-hour) semi-structured interview (including a drawing task) about web security. the results show that many users across the three diverse communities mistakently evaluated whether a connection is secure or not secure. empirically-derived typologies are provided for (1) conceptions of security based on users' verbal reasoning, (2) the types of evidence users depend upon in evaluating whether a connection is secure, and (3) conceptions of security as portrayed in users' drawings. design implications are discussed.
users' conceptions of risks and harms on the web: a comparative study. in this study, we analyzed web users concerns about potential risks and harms from web use to themselves and to society at large. in addition, we assessed how strongly users felt something should be done to address their concerns. seventy-two individuals, 24 each from a rural community in maine, a suburban professional community in new jersey, and a high-technology community in california, participated in an extensive (2-hour) semistructured interview about web security. results show that web users were primarily concerned about risks to information, and secondarily about risks to people and technology. different sets of concerns were identified among the rural, suburban, and high-technology communities. our discussion focuses on implications for interface design and information policy.
looking back at plan ahead: exercising user- centered design in emergency management. plan ahead™- all hazard exercise development and administration is a usability test development tool designed for emergency management agencies focused on disaster preparedness. several user- centered design principles employed to develop plan ahead are discussed including ethnographic research, rapid prototyping and iterative design. specific design decisions that rely on these approaches are highlighted. alternative design approaches that failed to meet user requirements are included. plan ahead™ incorporated design elements that were novel to the emergency exercise development domain. in part because of the intensive user- centered design approaches, plan ahead continues to be used by emergency managers worldwide; even with the approaches described, the application can benefit from several usability improvements.
getting to know you: open source development meets usability. this workshop seeks to increase the likelihood that usabil-ity will become a core value in open source software de-velopment by creating a meeting ground of people with direct experience of both perspectives. anticipated out-comes include tangible and immediate production of arti-cles and posters, as well as intangible and longer term re-search agenda, outreach efforts to increase the number of people with usability and interaction design expertise in-volved in all open source projects.
non-speech sound and paralinguistic parameters in mobile speech applications. this paper describes the background, research questions and methodology of user studies on the integration of non-speech sound and paralinguistic parameters in speech-enabled applications. preliminary results are summarized and future directions are discussed.