waashk/dblp huggingface dataset:
focus+context sketching on a pocket pc. current personal digital assistants (pdas) such as pocket pcs provide little support for sketching. this is due, no doubt, to the limited screen size and relatively poor resolution of these devices. to support sketching on these devices, we describe a focus+context technique using fisheye views integrated into a sketching application on pocket pcs. our technique creates a distorted display view of a canvas that is larger than a pocket pc screen. users draw in a high resolution focus area that is smoothly embedded into the distorted context. we have conducted a modest user trial that validates user preference for this drawing technique over a traditional scroll-bar based interface.
directions in hci education, research, and practice in southern africa. this paper focuses on the current status and directions of human-computer interaction (hci) education, research, and practice in southern africa.
challenges in teaching user interface design for telephones and cell phones. participants in this sig will identify issues and suggest solutions for teaching user interface design for telephones and cell phones. specifically, speech user interface development environments, implementation languages, unique problems of speech interfaces, and additional resources will be examined. participants will include educators who teach web development, and web developers interested in developing speech applications.
when design is not the problem: better usability through non-design means. when it comes to shipping quality software, design is not the hard part. methods and techniques to study users, best practices for creating iterative designs, and tools to validate them are all very well documented. unfortunately, in chaotic and complex ecosystems very few of the designs actually end up making it through the user-centered design (ucd) process. interaction designers' input is either ignored or interpreted through a development/business lens and considerable fidelity is lost. as a result, designers too often throw up their hands and blame the technology or the organizations. these barriers can be overcome if designers broaden their roles and better understand other stakeholders' charters. successful collaboration with other disciplines that make up the software development lifecycle is the key to success. practical case studies will be discussed where usability, attractiveness, and good design were achieved through non-design means. poor information architecture, screen layout, and task flows were not the barriers to usability. design impact was made instead through overcoming barriers in technology, organizational structure, legal, marketing, documentation / quality assurance (qa), and development tools.
principles for mujltimodal user inteface desgin. the goal of this workshop is to identify ten guiding principles for designing multimodal user interfaces. researchers will use these principles to identify topics requiring further research. practitioners will use these principles to generate guidelines for designing multimodal user interfaces.
use of research-based guidelines in the development of websites. the communication technologies branch at the national cancer institute has been working for the past two years to identify research related to web design and usability and to translate that research into web design guidelines. this effort has resulted in a set of approximately 200 guidelines that have strength of evidence and relative importance ratings. panel members vary in their opinions on how and when to make the best use of guidelines in the development of websites. they will discuss issues related to translating research to guidelines, validation of guidelines, usability of guidelines themselves, and how to handle conflicting research.
automatic capture, representation, and analysis of user behavior. the goal of this workshop is to explore the implications of automated capture and analysis of user behaviors on hci and ue research.
text analysis as a tool for analyzing conversation in online support groups. in this paper we describe a software tool that allows investigators to make comparisons across different online forums and media by analyzing word counts in user-specified categories. using a large sample of messages from a bipolar support chatroom, we demonstrate how this tool can be used to characterize the nature of the discourse and compare it to other media, to analyze relationships among different word categories, and to characterize changes in visitors' discourse over time. future plans for adding functionality to the software and using external data for additional validation are also discussed.
cost294-mause: a pan european usability research community. cost294-mause is a usability research community. its ultimate goal is to bring more science to bear on usability evaluation and being realized through scientific activities of four working groups. the community's hitherto achievements and future working plans are described.
homie: an artificial companion for elderly people. in this paper we present "homie" an artificial companion for elderly people. our approach emphasizes amusement and benefit - amusement in form of entertainment and benefit in terms of medical care. the key to awake elderly people's emotional engagement in an artificial companion is its emotional behavior. therefore, we propose a companion that does not look technical, which is mostly associated with the words cold and impersonal. furthermore it features facial expression and gesture. an important design aspect was that it is no additional burden for elderly people. engaging with it is free and fun.
robotic method of taking the initiative in eye contact. eye contact is an effective means of controlling human communication, such as in starting communication. it seems that we can make eye contact if we simply look at each other. however, this alone does not establish eye contact. both parties also need to be aware of being watched by the other. we proposed an eye-contact method between humans and robots satisfying these two conditions. in our previous work, however, we mainly consider eye contact from humans to robots. in this paper, we consider the reversal case. we deal with cases where a robot wants to start communication with a particular person. in such cases, the robot needs to make the person aware of its gaze. the robot should make the person feel clearly that it is none other than him/her who the robot is looking at. we show through experiments that the body action of the robot is effective for this.
physical-digital ensembles for mobile interaction. we describe ensemble interactions, which bridge the gap between the physical and digital worlds, enabling users to leverage paper tools and computers in tandem. our projects (e.g., see figure 1) serve as test beds for these interactions. this research will inform mobile and tangible computing, where integrated paper-electronic interfaces will have great impact.
breaking the laws of action in the user interface. fitts' law, steering law and law of crossing, collectively known as the laws of action, model the speed-accuracy trade-offs in common hci tasks. these laws impose a certain speed ceiling on precise actions in a user interface. my hypothesis is that for some interfaces, the constraints of these laws can be relaxed by using context information of the task. to support this thesis, i present two systems i have developed for pen-based text input on stylus keyboards. these systems break either fitts' law or the law of crossing by taking advantage of high-resolution information from the pen, and the fact that words can be seen as patterns traced on the keyboard. using these systems users can potentially gain higher text entry speed than on a regular stylus keyboard that is limited by the laws of action. i conclude by discussing planned future research, primarily improved visual feedback and empirical evaluation.
robotic wheelchair looking at all people. although several robotic/intelligent wheelchairs have been proposed recently,they consider friendliness only to their users. machines like wheelchairs interact various people other than their users. they must consider friendliness to all these people. this paper presents a robotic wheelchair that cares for all relevant people: users, pedestrians, and caregivers, by looking at these people. it looks at the user's face, observing its direction. the user can turn it by looking in his/her desired direction. it looks at pedestrians and changes the way of avoidance against them depending on whether or not their noticing it. in addition, it looks at the caregiver when he/she is with it and keeps moving with him/her.
visualizing a computer mediated communication (cmc) process to facilitate knowledge management. the archive of a computer-mediated communication (cmc) process contains knowledge shared and implicit information about participants' behavior patterns during discussion. however, most cmc systems focus only on organizing the content of discussions. on the other hand, the social visualization research has developed techniques to depict human behaviors during a process of cmc but has not been integrated in any organizational memory system yet. in addition, the impacts of the graphical representations created by social visualization techniques have seldom been studied. the dissertation thus proposes a two-phase research to address those issues. the first phase proposes a prototype system that integrates a social visualization technique with various information analysis technologies to graphically summarize both the content and behavior of a cmc process. the second phase proposes to adopt the "de-featuring" approach used by previous interface evaluation studies to evaluate how the graphical interface developed affects users' information acquisition and evaluation process.
isometric pointer interfaces for wearable 3d visualization. 3d visualizations will soon be important wearable computer applications. however, 3d interaction can be problematic, especially in a wearable computing environment. we evaluated four 3d interaction methods using isometric joysticks common to wearable computing. subjective and objective results favor a two-handed, aircraft-like interface mapping.
new issues in teaching hci: pinning a tail on a moving donkey. as technology changes, so does the area of human-computer interaction. hci education must continuously change to meet the new challenges to user interaction. the world wide web and other distributed networks, hand-held devices, and embedded computing all present new challenges for user-centered design methods, usability testing, and other forms of evaluation. in addition, as more people use technology, the diversity of users increases, requiring increased attention to concepts such as accessibility and universal usability. this panel will address the challenges of keeping hci education up-to-date and offer approaches that have been successfully used. the four major topics addressed by the panel will be 1) the challenge of rapidly changing technology, 2) new methods for user-centered design, 3) student involvement with users, and 4) balancing hci theory and hci practice.
what's my method?: a game show on games. what's my method? is the game show that asks the question, "how do you user-test games?" the goal of this session is to highlight important differences between user research methods for games and productivity software in an instructive and engaging format. emotion measurement scenarios are presented to the contestants and audience as questions in a fictional game show. three games researchers "compete" to propose the best methodology to research thorny questions from real games. the audience acts as the judge, deciding how many points to award contestants for their answers.
all together now: visualizing local and remote actors of localized activity. we present all together now (atn), a tool for visualizing localized activities involving both local and remote actors. atn presents each user with a webpage containing a common view of a shared virtual space modeled after the physical locus of the activity. actors signal socially meaningful behavior by manipulating the spatial positions of their representations in this space. local actors' positions are acquired automatically using computer vision. remote actors indicate their positions with a mouse. actors are not expressly identified. atn exploits people's culturally established notions of spatial position to help them convey contextually relevant social cues to each other. conveying just enough spatial and identity information helps optimize-without needlessly eliminating-the awareness asymmetries intrinsic to localized distance work
who wants to know what when? privacy preference determinants in ubiquitous computing. we conducted a questionnaire-based study of the relative importance of two factors, inquirer and situation, in determining the preferred accuracy of personal information disclosed through a ubiquitous computing system. we found that privacy preferences varied by inquirer more than by situation. that is, individuals were more likely to apply the same privacy preferences to the same inquirer in different situations than to apply the same privacy preferences to different inquirers in the same situation. we are applying these results to the design of a user interface for managing everyday privacy in ubiquitous computing.
understanding research trends in conferences using paperlens. paperlens is a novel visualization that reveals trends, connections, and activity throughout a conference community. it tightly couples views across papers, authors, and references. paperlens was developed to visualize 8 years (1995-2002) of infovis conference proceedings and was then extended to visualize 23 years (1982-2004) of the chi conference proceedings. this paper describes how we analyzed the data and designed paperlens. we also describe a user study to focus our redesign efforts along with the design changes we made to address usability issues. we summarize lessons learned in the process of design and scaling up to the larger set of chi conference papers.
developing collaborative applications using the world wide web "shell". the world wide web is often viewed as the latest and most user friendly way of providing information over the internet (i.e., server of documents). it is not customarily viewed as a platform for developing and deploying applications. in this tutorial, we introduce and demonstrate how web technologies can be used in combination with web browsers to design, create, distribute and execute collaborative applications. we discuss how html in combination with cgi scripts, javascript, and java can be used to develop interactive and collaborative applications. we discuss recent extensions and additions that support sophisticated application development as well as the constraints with the www 'shell' approach. the term world wide web 'shell' is used in a manner analogous to the use of the term expert system shell. specifically, the components of the www provide basic functionality and services for developing application in much the same way as an expert system shell provides components for developing expert system applications.
a gesture-based american sign language game for deaf children. we present a system designed to facilitate language development in deaf children. the children interact with a computer game using american sign language (asl). the system consists of three parts: an asl (gesture) recognition engine; an interactive, game-based interface; and an evaluation system. using interactive, user-centered design and the results of two wizard-of-oz studies at atlanta area school for the deaf, we present some unique insights into the spatial organization of interfaces for deaf children.
attention meter: a vision-based input toolkit for interaction designers. this paper shows how a software toolkit can allow graphic designers to make camera-based interactive environments in a short period of time without experience in user interface design or machine vision. the attention meter, a vision-based input toolkit, gives users an analysis of faces found in a given image stream, including facial expression, body motion, and attentive activities. this data is fed to a text file that can be easily understood by humans and programs alike. a four day workshop demonstrated that some flash-savvy architecture students could construct interactive spaces (e.g. taiker-ktv and screammarket) based on body and head motions.
: an adaptive interactive orchestral conducting system for digital audio and video streams. we present isymphony, an interactive orchestral conducting system for digital audio and video that adaptively adjusts to the user's conducting style. using a digital baton, users may control the tempo, volume, and instrument emphasis of a digital audio and video recording of an orchestra. the system adaptively recognizes three gesture profiles: the four-beat neutral-legato pattern, an up-down pattern, and random gestures. the system uses an audio time-stretching algorithm we developed that allows the playback speed of a digital audio recording to be arbitrarily adjusted without changing its pitch. isymphony is an example of how computers can enable more people to experience an interaction style normally limited to a few people (conductors), and is installed as part of the it's artastic! exhibit at the betty brinn children's museum in milwaukee, usa.
more than just fun and games: assessing the value of educational video games in the classroom. the objective of this preliminary study is to investigate whether educational video games can be integrated into a classroom with positive effects for the teacher and students. the challenges faced when introducing a video game into a classroom are twofold: overcoming the notion that a "toy" does not belong in the school and developing software that has real educational value while stimulating the learner. we conducted an initial pilot study with 39 second grade students using our mathematic drill software skills arena. early data from the pilot suggests that not only do teachers and students enjoy using skills arena, students have exceeded our expectations by doing three times more math problems in 19 days than they would have using traditional worksheets. based on this encouraging qualitative study, future work that focuses on quantitative benefits should likely uncover additional positive results.
nodding in conversations with a robot. in this demo we describe our ongoing efforts to build a robot that can collaborate with a person in hosting activities. we illustrate our current robot's conversations, which include gestures of various types, and report on extensions to the robot's existing gestural abilities to be able to recognize nodding in conversations.
sensing activity in video images. video-based awareness tools increase familiarity among remote group members and provide pre-communication information, low-cost iconic indicators provide less but more succinct information than video images while preserving privacy. observations of and feedback from users of our video awareness tool suggest that an activity sensing feature along with a variety of privacy options combines advantages of both the video images and iconic indicator approaches. we introduced the activity sensing feature in response to user requests. it derives activity information from video images and provides options to control privacy and improves the usability of video-based awareness tools.
creating and managing user partnership programs. in this workshop, we will discuss our experiences and share best practices in creating and utilizing a user partnership program (upp) to help overcome the challenges of collecting customer feedback in environments characterized with diverse users and business processes, complex technology infrastructures, and large scale enterprise software deployments.
pmeb: a mobile phone application for monitoring caloric balance. in this paper, we present pmeb, an application for mobile phones that allows users to monitor their caloric balance as a part of weight management. pmeb allows users to track their caloric balance by recording food intake and physical activity on their mobile phones. daily reminder messages are sent via sms messages to encourage compliance. collected data is sent automatically every 24 hours to a central server where it can be analyzed in detail. pmeb was designed as a tool for both users to self-monitor and manage their food consumption and physical activity and primary health care providers to study behavioral patterns in overweight patients. formative evaluation with seven health-intervention experts and a week-long user study with six clinically overweight, non-expert participants have shown pmeb to have promising potential for improving self-efficacy in dietary and exercise behavior.
two methods for auto-organizing personal web history. two methods for automatically organizing personal web history were developed and evaluated, and compared to the internet explorer history. one method grouped visited web pages based on similarity of root url and time co-occurrence. the second method started with the similarity ratings and further associated or dissociated web pages using an associative learning rule. in a preliminary experiment, participants reported that both methods organized their web history significantly more like their own mental organization of their web history than did ie history. participants were also faster to revisit web pages using both organizations than when using ie history.
supporting engagement in asynchronous education. a key challenge for software that supports asynchronous distance education is to engage and guide students who are not interacting in real-time. we describe a first study of two approaches to adding interactive exercises to the viewing of videotaped lectures. we found individual differences, but a surprising tendency to prefer more intrusive exercises. we conclude with possible next steps.
unifying the cisco intranet through hierarchical navigation. cisco web-enabled numerous processes during a period of rapid growth, resulting in a number of disconnected sites and tools. although this innovation cut costs, employees could not easily find information and had to learn new models of navigation and interaction. this paper describes how the intranet strategy team responded by designing a hierarchical navigation system that met user and business requirements, connected numerous isolated sites, and encouraged standardization and governance of the intranet. the team leveraged prior work on navigation for cisco's public web site, created and tested a series of prototypes, and integrated the final design with an innovative template framework. the result was better navigation, increased relevancy, and reduced costs.
cubik: a bi-directional tangible modeling interface. we present cubik, a bi-directional tangible modeling interface used to aid architects and designers in the process of creating and manipulating 3d models with the computer. cubik consists of a wire frame cube structure and an interactive virtual cube as its user interfaces. when activated users can manipulate a 3d model from either interface physically or virtually. any one interface can change its configuration according to manipulations from the other interface, enabling designers to directly assemble and manipulate tangible objects as an aid in designing 3d models. this can improve the interaction between designers and computer-aided design systems.
understanding how bloggers feel: recognizing affect in blog posts. one of the goals of affective computing is to recognize human emotions. we present a system that learns to recognize emotions based on textual resources and test it on a large number of blog entries tagged with moods by their authors. we show how a machine-learning approach can be used to gain insight into the way writers convey and interpret their own emotions, and provide nuanced mood associations for a large wordlist.