waashk/dblp huggingface dataset:
the collaboratory: a virtual, collaborative learning environment. the collaboratory is the result of a future-oriented project in learning, in which the process of human-centered design was applied to the observed problems and opportunities in learning in high schools [1]. it is a shared virtual space which teaches and facilitates collaboration and project work. this video describes the collaboratory project and demonstrates the environment and interface as a product of the users and design process which helped develop it.
magazines and electronic information web channels - the reader's point of view. one magazine and one electronic information web channel are compared with respect to the reader's attitude. integrity, personal touch, character and ease of access are found to be the important factors in forming a strong relationship between the reader and the magazine, whether paper-based or electronic.
the neighborhood viewer: a paradigm for exploring image databases. the brain neighborhood viewer is a tool developed to help neuroscientists explore massive databases of brain images. the viewer implements an interface paradigm based on stacks of 2d images that are "yoked together" to provide a common coordinate system. when a user navigates in an image stack, all yoked stacks are updated to display the same location, which we call a brain neighborhood. experience with the neighborhood suggests that this interface is useful for neuroscience research.
maps: creating socio-technical environments in support of distributed cognition for people with cognitive impairments and their caregivers. individuals with cognitive disabilities are often unable to live independently due to their inability to perform daily tasks. by providing socio-technical environments to increase their independence, they can have richer, fuller lives. maps (memory aiding prompting system), provides a simple effective prompting system with an interface for caregivers designed to affect high rates of integration into daily life. maps contributes the base upon which a distributed support system can provide mobile, context-aware error detection and repair. the process of designing and evaluation of the maps system utilizes and extends hci frameworks, such as distributed cognition, situated action and end-user programming.
end user programming and context responsiveness in handheld prompting systems for persons with cognitive disabilities and caregivers. providing instructions via handheld prompters holds much promise for supporting independence for persons with cognitive disabilities. because users of these tools are paired - caregivers who make scripts and a person with cognitive disabilities who uses them - designing such a system presents unique meta-design problems. the problems of changing content and configuration on a handheld computer, as needs and abilities change of the users with cognitive disabilities, produce a critical need for end-user programming tools. this paper describes the design and testing of the maps (memory aiding prompting system) system, consisting of a handheld prompter and a multimedia editing tool for script creation, storage, and modification. the unique meta-design challenges of supporting end-user programming of context-responsive systems, and its broader implications, are presented.
institutionalizing hci: what do i-schools offer? i-schools (schools of information, of informatics, of information studies, and of information sciences) have emerged as a new academic home for university programs in hci. this panel will discuss the significance of i-schools in us universities, related international university-level education movements and trends, the role and possible trajectory of hci within i-schools, and how the sigchi community can play a role in contributing to this development.
scenarios in practice. this one-day workshop focuses on how scenarios are being used in industrial projects effectively and efficiently. the scope includes the overlapping concerns of: (1) deployment (2) method integration (3) craft and quality, and (4) tailing to various project contexts.
communication by neural control. people who are completely paralyzed are able to control a computer using technology which harnesses brain signals. this paper describes research in developing a system to allow such a person to communicate. we gathered and analyzed data on the communicative needs of our users, finding that style and content of interactions vary according to the role of the person with whom the user is communicating.
the role of the author in topical blogs. web logs, or blogs, challenge the notion of authorship. seemingly, rather than a model in which the author's writings are themselves a contribution, the blog author weaves a tapestry of links, quotations, and references amongst generated content. in this paper, i present a study of the role of the author plays in the construction of topical blogs, in particular focusing on how blog authors make decisions about what to post and how they judge the quality of posts. to this end, i analyzed the blogs and blogging habits of eight participants using a quantitative analysis tool that i developed, a diary study, and interviews with each participant. results suggest that authors of topical blogs often do not create new content but strive to, often follow journalistic conventions, use the content of their blogs as a reference tool for other work practices, and are connected as a community by a set of source documents. results also show that instant messaging is useful as an interview medium when questions center around online content.
digital graffiti: public annotation of multimedia content. our physical environment is increasingly filled with multimedia content on situated, community public displays. we are designing methods for people to post and acquire digital information to and from public digital displays, and to modify and annotate previously posted content to create publicly observable threads. we support in-the-moment and on-site "person-to-place-to-people-to-persons" content interaction, annotation, augmentation and publication. we draw design inspiration from field work observations of how people remove, modify and mark up paper postings. we present our initial designs in this arena, and some initial user reactions.
rubber shark as user interface. this paper presents a simple means to tag real world physical objects with digital information and functions. the system is low-cost and easily distributable to allow the general public outside the laboratory and academic environments to explore and experiment with physical-digital object couplings as an interface. the system is a tool to test out conceptual physical-digital mapping and metaphor and to prototype elements of tangible user interface. it can simply enhance the graphical user interface experience.
notes on a pattern language for interactive usability. this paper explores a way of applying the emerging idea of pattern based design to creation of usable interactive systems. it defines patterns based on traditional usability attributes. it describes examples of three pattern types: simple (one attribute), intrinsic (attribute combinations), and circumstantial (external constraints involved).
simplifying video editing with silver. digital video is becoming more ubiquitous. unfortunately, editing videos remains difficult for several reasons. it has dual tracks of audio and video and may require working at the smallest level of detail. silver is an authoring tool that uses video metadata to overcome these problems. it provides mulitiple views with different content types and at different levels of abstraction. this paper focuses on silver's smart selection and editing operations, which work at a high semantic level and handle different boundaries in audio and video. our research suggests several ways in which video editing tools can assist users in the composition and reuse of video.
smart laser-scanner for 3d human-machine interface. the problem of tracking hands and fingers on natural scenes has received much attention using passive acquisition vision systems and computationally intense image processing. we are currently studying a simple active tracking system using a laser diode, steering mirrors, and a single non-imaging detector, which is capable of acquiring three dimensional coordinates in real time without the need of any image processing at all. essentially, it is a smart rangefinder scanner that instead of continuously scanning over the full field of view restricts its scanning area, on the basis of a real-time analysis of the backscattered signal, to a very narrow window precisely the size of the target. the complexity of the whole setup is equivalent to that of a portable laser-based barcode reader, making the system compatible with wearable computers.
interacting with the big screen: pointers to ponder. in large screen projection environments, inexpensive wireless input devices can not match the performance of standard desktop interactive devices. we added buttons and a radio transmitter to a standard laser pointer to match the functionality of a standard mouse. user testing revealed that the device performed as well as a standard mouse and significantly better than standard presentation input devices. devices that used visible laser light performed significantly better than those with invisible near-infrared lasers.
older adults and web usability: is web experience the same as web expertise? level of web experience is often a factor for which researchers attempt to control while conducting experimental studies on web usability. it is typically measured by some means of self-assessment that often includes questions regarding long-term usage, frequency of use, and the types of activities performed while using the web. a common assumption is that web experience is the same as web expertise (high experience = high expertise). in our research studies primarily focused on web usability and older adults, we found that even when web experience is controlled, older adults still demonstrated less web expertise than younger adults. our research has supported the hypothesis that web expertise is significantly influenced by how users learned the web - or their cumulative time spent in collaborative learning environments (learning from and with others) - rather than just how long or how often they have used it. preliminary results in our labs demonstrate a positive correlation between opportunities for collaborative learning and web expertise, as well as a negative correlation between opportunities for collaborative learning and age. these results support the need to reassess how best to measure web expertise and how we might improve web interaction for older adults.
jadoo: a paper user interface for users unfamiliar with computers. in this paper we look at how socialization in a community can be used to help computer illiterate users start using computers and internet in a few minutes. we describe a prototype system, jadoo, which can be used by computer literates to create and distribute paper user interfaces. this paper interface can then be used by computer illiterates to access online information. we tested jadoo with our target audience, people living in rural india, and iterated the design to fit their needs.
balance pass: service design for a healthy college lifestyle. this paper describes the design of a service that provides nutritional feedback to female college freshmen. a variety of background research methods--food journals, competitive product analyses, and ethnographic interviews--led to the design of a service that integrates into existing university systems with little effort.
multimodal theater: extending low fidelity paper prototyping to multimodal applications. low-fidelity paper prototyping has proven to be a useful technique for designing graphical user interfaces [1]. wizard of oz prototyping for other input modalities, such as speech, also has a long history [2]. yet to surface are guidelines for low-fidelity prototyping of multimodal applications, those that use multiple and sometimes simultaneous combination of different input types. this paper describes our recent research in low fidelity, multimodal, paper prototyping and suggest guidelines to be used by future designers of multimodal applications.
weinteract: a pervasive audience participation system. greece has given the world two great gifts: the olympics, and democracy. this paper introduces "weinteract" (win) - a pervasive audience participation system that strives to connect these two great traditions. the "win" system introduces a method for capturing and quantifying the audience's natural performance - approval activities such as clapping and waving as a measure of their score to the athletes. through the use of the proposed technology, we predict that there will be a significant increase in audience engagement, and a greater appreciation of the olympic judging process.
designing systems that direct human action. in this paper we present a user-centered design process for active capture systems. these systems bring together techniques from human-human direction practice, multimedia signal processing, and human-computer interaction to form computational systems that automatically analyze and direct human action. the interdependence between the design of multimedia signal parsers and the user interaction script presents a unique challenge in the design process. we have developed an iterative user-centered design process for active capture systems that incorporates bodystorming, wizard-of-oz user studies, iterative parser design, and traditional user studies, based on our experience designing a portrait camera system that works with the user to record her name and take her picture. based on our experiences, we lay out a set of recommendations for future tools to support such a design process.
engaging the city: public interfaces as civic intermediary. this two-day workshop will advance discussion on the role of public interfaces in engaging citizens within the urban context. the aim is to determine how technology can help to develop cities that address the needs and reflect the desires of its inhabitants. the challenge for the hci community is to design more effective public interfaces that provide citizens with more active access, authorship, and agency. the workshop's field research component will involve visiting the city of portland as a case study for processing and refining these theoretical considerations.
audio-haptic feedback in mobile phones. a new breed of mobile phones has been designed to enable concurrent vibration and audio stimulation, or audio-haptics. this paper aims to share techniques for creating and optimizing audio-haptic effects to enhance the user interface.the authors present audio manipulation techniques specific to the multifunction transducer (mft) technology. in particular two techniques, the haptic inheritance and synthesis and matching methods are discussed. these two methods of haptic media generation allow simple creation of vibration content, and also allow for compatibility with non-haptic mobile devices.the authors present preliminary results of an evaluation of 42 participants comparing audio-based haptic user interface (ui) feedback with audio-only feedback. the results show that users were receptive to audio-haptic ui feedback. the results also suggest that audio-haptics seems to enhance the perception of audio quality.
user interface guidelines for enhancing usability of airline travel agency e-commerce web sites. specific user interface guidelines are described to increase the usability of airline travel e-commerce web sites. although previous guidelines address the usability issue from the perspective of the sale of tangible products that can be described and depicted, less attention has been given to the usability issues for the sale of services. service industries have different requirements for communicating with customers, specifically regarding their product offerings. this is prominent in the air travel industy, where web site usability is known to be poor. we examine how the current guidelines are inadequate for web sites providing air travel information. we propose specific guidelines for those sites that will enhance their usability.
applying user testing data to uem performance metrics. the lack of standard assessment criteria for reliably comparing usability evaluation methods (uems) is an important gap in hci knowledge. recently, metrics for assessing thoroughness, validity, and effectiveness of uems, based on user data, have been proposed to bridge this gap. this paper reports our findings of applying these proposed metrics in a study that compared heuristic evaluation (he) to he-plus (an extended version of he). our experiment showed better overlap among the he-plus evaluators than the he evaluators, demonstrating greater reliability of the method. when evaluation data, from testing the usability of the same website, was used in calculating the uem performance metrics, he-plus was found to be a superior method to he in all assessment criteria with a 17%, 39%, and 67% improvement in the aspects of thoroughness, validity, and effectiveness, respectively. the paper concludes with a discussion concerning the limitations of the effectiveness of the uem from which the real users' data was obtained.
in-visible: perceiving invisible urban information through ambient media. in this paper, we introduce in-visible, an urban system that enhances the contact between people and the subway. in-visible was conceived as a two-way system that brings users of the subway closer to the "exterior" urban environment and, through ambient media, provides walkers-by with knowledge about the subway, such as timings, motion, etc.the intention is to reflect upon how, using ambient media, structural urban elements can have an adequate impact on the urban space and make that meaningful for potential users.we propose one way of implementing this idea in the surroundings of one specific subway station and discuss ways in which the system may be generalized so as to serve other stations, trains and cities.
integrating isometric joysticks into mobile phones for text entry. we are investigating a new gestural text entry method for mobile phones that uses an isometric joystick and therefore consumes very little physical space. we have created a high-fidelity mobile phone prototype with two embedded isometric joysticks, one on the front for use with the thumb, and another on the back for use with the index finger. the joysticks can be used to enter text using a special version of the edgewrite text entry method. in our proposed studies, we would like to investigate the performance of using the joysticks as text input devices in stationary and mobile situations. with our prototype, the authors were able to write at ~12 wpm with the front joystick, and ~7 wpm with the back joystick. these numbers are sure to improve as further refinements are made.
context-aware collaborative filtering system: predicting the user's preferences in ubiquitous computing. in this paper i propose a context-aware collaborative filtering system that can predict a user's preference in different context situations based on past user-experiences. the system uses what other like-minded users have done in similar context to predict a user's preference towards an item in the current context.
facilitating mobile communication with multimodal access to email messages on a cell phone. this paper reports on a user trial (n=17) that compares the use of two systems for accessing email messages on a telephone handset. the first system uses graphic output and telephone keypad input, while the second system has both graphic and speech output, with keypad and speech as input. to our knowledge, this trial represents the first evaluation of a fully functioning multimodal system that uses natural language understanding on a phone, and was dependent on the 3g network currently available in australia. participants saw significantly greater value in the multimodal interaction, and rated their experience with the multimodal system significantly more positively than the unimodal system. they were also significantly more inclined to use and recommend the multimodal system over the current unimodal product offering. while we expected to see some mixed usage of modalities in the multimodal system, participants used speech predominantly, falling back to gui selection only after encountering multiple speech recognition failures in a row.
visualization in law enforcement. visualization techniques have proven to be invaluable in crime analysis. by interviewing and observing criminal intelligence officers (cio) and civilian crime analysts at the tucson police department (tpd), we identified two crime analysis tasks that can especially benefit from visualization: crime pattern recognition and criminal association discovery. as part of an extension to the coplink project [1], we have developed two systems to provide automatic visual assistance for these tasks. the spatial-temporal visualization (stv) system assists in identifying crime patterns by integrating a synchronized view of three visualization techniques: a gis view, a timeline view and a periodic pattern view. the criminal activities network (can) system extracts, visualizes and analyzes criminal relationships using spring-embedded and blockmodeling algorithms. we present the functionalities of the stv and can systems in the demonstration section.
games in asia project. the new technologies associated with computer games have more than an entertainment component; they also bring tremendous changes in human life at both the individual and societal level. since asia is the largest market for game consumption around the globe, this project seeks to understand the social, cultural, psychological, economic and educational implications of game playing in different asian regions. besides investigating the social impacts of gaming in respective countries, comparison among different countries is also of interest.
comslipper: an expressive design to support awareness and availability. in our increasingly decentralized world, demands to maintain relationships over long distances continue to increase. it is more and more difficult to maintain a sense of connection with others, to communicate with others in an emotionally rich way, and to know whether one is available for initiating a conversation in an appropriate context.this paper describes the design process and our solution to this challenge. the comslipper is a lightweight yet expressive sensible slipper that enhances the quality of computer-mediated relationships. the comslipper was developed using a human-centered design approach to better understand user behaviors and needs. the comslipper empowers the wearer to create a sense of connection to others. the wearer uses body gesture and tactile manipulation to feel and express emotions and availability to distant loved ones. the comslipper provides a natural and intimate way of communicating, and facilitates the development of intimate relationships.
sharecomp: sharing for companionship. we describe our process, findings, and resulting solution for the chi2005 student competition. the design problem was the issue of well-being of persons above the age of 65 years. loss of a companion can be a primary cause of depression, and decline of social well-being and health for the elderly, so the challenge is to design for "artificial" companionship to support the elderly. we met this challenge by employing extensive research in geriatric psychology, empirical and analytical human-computer interaction methods, interaction design techniques, and technologies currently available or in development. our solution is a wearable and stationary device that will allow the user to 1) record events through pictures and audio for sharing, 2) gather artifacts of their past such as photographs into a multimedia slideshow format for sharing with others, and 3) allow friends and family to be aware of the user's location for safety purposes.