waashk/dblp huggingface dataset:
attending to large dynamic displays. although studies have shown that physically large displays bring benefits in performance and user satisfaction, the expanded field-of-view (fov) places considerably higher demands on our cognitive capacities. understanding how we process information over a wide fov is increasingly important to optimize interface design. so far, however, empirical investigations are scarce. we present an experimental paradigm and framework for research with large displays and we report a preliminary experiment that explores attentional performance over a wide fov. the paradigm simulates aspects of tasks that are facilitated by large displays. our data suggest that processing abilities in the center and periphery are similar only if distractors are not present. with distractors, peripheral processing is disrupted and performance is poorer than in the center. in general, both accuracy and speed decline if the user must process information simultaneously in both areas. we discuss the implications for interface design, and describe further work that we are planning within this framework.
uvmode: usability verification mixed reality system for mobile devices. uvmode is a mixed reality based usability evaluation system for mobile information device development. the system contributes to increasing efficiency of the usability evaluation process by replacing real products with virtual models. with our system, users can change the design of a virtual product easily, and investigate how it affects its usability. while users can review and test the virtual product by manipulating it with mr interfaces, the system also provides evaluation tools for measuring objective usability measures, including estimated design quality and users' hand load. in this paper, we present the system design and implementation details of our system, and discuss how it could improve the current usability evaluation processes held in mobile information device industry.
chi policy issues around the world. while public policy is a recognized important topic within human-computer interaction, not enough attention has been paid to public policy efforts outside of the usa. we propose a panel at chi 2008 to focus on chi policy issues around the world. specifically, we plan to address at least three major topics: accessibility, privacy, and voting.
implementing eye-based user-aware e-learning. we propose an e-learning scenario where eye tracking is exploited to get valuable data about user behavior. what we look at - as well as how we do that - can in fact be used to improve the learning process, revealing information which would otherwise remain hidden. the prototype system we are developing at the university of pavia takes into account both the user's "emotional status" and the way learning activities are carried out, employing these data to adapt content presentation in real-time.
master of the game: assessing approachability in future game design. game approachability principles (gap) is proposed as a set of useful guidelines for game designers to create better tutorials, or first learning levels-especially for the casual gamer. developing better first learning levels can be a key step to ease the casual gamer into play and to do so proactively-before it is too costly or cumbersome to restructure the tutorials to be more effective. thus, game approachability in the context of game development is defined as making games initially more friendly and accessible for players who have the desire to play, yet do not always follow-through to actually play. gap has evolved through a series of stages assessing applicability as a stand alone, heuristic based approach versus one-on-one usability testing. outcomes suggest potential for gap as (1) effective heuristic evaluation, (2) adjunct to usability testing, and (3) as proactive filters in beginning conceptual and first learning level tutorial design to increase game approachability--for all levels of gamers.
where no interface has gone before: what can the phaser teach us about label usage in hci? most research on how people represent procedures suggests that control labels are central. however, our data suggest that even moderately-experienced users do not rely on labels to locate interface elements.
interactive control of music using emotional body expressions. this paper presents a novel music mixing interface which allows users to blend between pieces of music by moving their whole body in different emotional styles. although the interface itself would be most applicable for the performing arts and gaming, the principles concerning the use of emotions and body motion analysis apply to many other areas interested in the design of intelligent user interfaces. we report the results of a pilot user study which suggest that such an interface could afford an emotionally immersive experience. however, individual user differences in the expression of emotions need to be accounted for.
hci for community and international development. this workshop explores the challenges in applying, extending and inventing appropriate methods and contributions of human computer interaction (hci) to international economic and community development. we address interaction design for parts of the world that are often marginalized by the global north as well as people in the global north who are themselves similarly marginalized by poverty or other barriers. we hope to extend the boundaries of the field of human computer interaction by spurring a discussion on how existing methods and practices can be adapted and modified, and how new practices can be developed, to deal with the unique challenges posed by these contexts.
tag-it, snag-it, or bag-it: combining tags, threads, and folders in e-mail. we describe the design of bluemail, a web-based email system that provides message tagging, message threading, and email folders. we wanted to explore how this combination of features would help users manage and organize their email. we conducted a limited field test of the prototype by observing how users triage their own email using bluemail. our study identified ways in which users liked tagging, threading, and foldering capabilities, but also some of the complex ways in which they can interact. our study elicited early user input to guide the iterative design of these features. it also involved a user study researcher, designer, and developer in the field test to quickly integrate different perspectives during development.
paperproof: a paper-digital proof-editing system. we present paperproof, a paper-digital proof-editing application that allows users to edit digital documents by means of gesture-based mark-up of their printed versions. this enables users to switch seamlessly back and forth between paper and digital instances of a document throughout the document lifecycle, working with whichever medium is preferred for a given task. importantly, by maintaining a logical mapping between the printed and digital instances, editing operations on paper can later be integrated into the digital document even if other users have edited the digital version in parallel. the system is based on anoto digital pen and paper technology and is implemented using the ipaper framework for interactive paper.
recovering trust and avoiding escalation: an overlooked design goal of social systems. the online trust discussion is focused on mechanisms for building and maintaining user trust. this paper introduces the relevance of providing for the repair of trust breakdowns. three criteria are proposed for designing reparative mechanisms within trading systems. the reparative ability of two existing systems is then evaluated by using these criteria as a framework.
development of information terminal 'it scarecrow' for rural station. this paper explains the development of an information terminal for a rural station and its background system. the information terminal, which we call 'it scarecrow', displays traffic information based on a train location system. it is designed like a scarecrow to blend into a rural station. the service the system provides depends mainly on passengers' surveys and discussions with the rural community. in addition, we tried to make the system at low cost. in the spring of 2007, we made some preliminary system tests followed by an experiment in an actual station. as a result, we learned what the critical conditions for the next implementation should be. the it scarecrow is consulted as a representative of communication between a railway and a local community. we hope the system will expand and also that it be implemented as a mobile guidance system.
the grocerymate: eliciting community empathy and transforming it into purposeful action. people who are homeless in the united states lack adequate amounts of nutritious food which is detrimental to their health. we are designing a grocery shopping assistance device that strategically requests affordable and nutritious food donations that charitable organizations need to feed the homeless. we target grocery shoppers, since doing so allows us to leverage mass participation, as well as frequent and balanced community participation. this device employs persuasive technology to elicit emotions of empathy and alter the behavior of grocery shoppers to encourage them to donate. the device provides the shopper with an enhanced, personalized shopping experience making it appealing to use.
cogtool-explorer: towards a tool for predicting user interaction. in recent years, research predicting search through webpages has begun to be successful. however, existing tools ignore the order in which on-screen options are evaluated and therefore might make inaccurate predictions. we developed cogtool-explorer and used it to model a previously published web-based experiment. its predictions were better than those of a previously published tool, and included the order of evaluation effect not accounted for by previous tools. these more accurate predictions can be attributed to the approach used in cogtool-explorer.
can blogs empower women?: designing agency-enhancing and community-building interfaces. the much-touted empowerment potential of blogs is empirically examined in this study through an online survey of female bloggers (n = 340). our findings indicate that by affording users either a strong sense of community, or a deep sense of agency, or both, blogging is indeed psychologically empowering to those undertaking it. this is part of an ongoing series of investigations into the empowerment potential of web 2.0 interfaces for marginalized groups in society. implications for design are discussed.
a framework for understanding mobile internet motivations and behaviors. why do people access information via the mobile internet? this qualitative study examines a group of active users and proposes a new preliminary framework for understanding their motivations and behaviors.
barriers to virtual collaboration. this paper reports on the implementation and use of a virtual collaboration system - a virtual collaborative desk (vcd) that has been introduced to a software design team in an organizational context. virtual collaboration systems are complex and can be considered as social-technical systems, oftentimes encompassing several layers of both technical and social issues. if this multi-layered social-technical system is to work effectively and provide a dependable service, then all the layers must be well understood and structured accordingly. otherwise, these layers can become barriers to virtual collaboration if they impede the collaborating users of a virtual team from attaining their goals. an amalgamation of principles from life-cycle and ethnomethodologically informed ethnography approaches in the evaluation of a virtual collaborative system is demonstrated in a case-study to enable researchers to understand what these issues are and how the different types of issues can prevent effective virtual collaboration.
eye movements as implicit relevance feedback. reading detection is an important step in the process of automatic relevance feedback generation based on eye movements for information retrieval tasks. we describe a reading detection algorithm and present a preliminary study to find expressive eye movement measures.
methodological advancements of cross-cultural user-analysis. in this paper we describe the formatting requirements for chi2007 extended abstracts and offer recommendations on writing for the worldwide sigchi readership.
dip - it: digital infrared painting on an interactive table. in this paper we report on our work to develop a novel input technique for a digital paint system. using a brush with infrared (ir) light emitting fibers, we were able to create a natural paint interface on an interactive table. this ir-brush adds two important properties to our paint environment: haptic feedback and an accurate brush footprint. the modified brush approaches the haptic feedback of the traditional paint brush. the use of ir-light in the brush enables tracking the contact area of the brush on the interactive table. informal usability tests show that our digital paint environment offers an intuitive interface and contributes to an enhanced user experience in digital painting.
intelligent object group selection. current object group selection techniques such as lasso or rectangle selection can be time consuming and error prone. this is apparent when selecting distant objects on a large display or objects arranged along curvilinear paths in a dense area. we present a novel group selection technique based on the gestalt principles of proximity and good continuity. the results of a user study show that our new technique outperforms lasso and rectangle selection for object groups in(curvi)linear arrangements or clusters, i.e. groups with an implicit structure.
the new face of procedural content: a real world approach. this paper describes a large-scale project to improve the effectiveness of knowledge base (kb) articles on a support website in solving problems experienced by novice to intermediate computer users. the project encompasses the structure of the content, the quality of the writing and graphics, and the user interface presentation. in addition, we are developing guidelines intended for the designers and writers of new kb articles. we leveraged product knowledge, research findings, and extensive experience in user support to develop and empirically test three prototypes. preliminary test results show improved solve rates ranging from 17% to 26%, with still better results from pilot content currently released to the public.
exploring characteristics of collective content: a field study with four user communities. people increasingly share online information with the communities they belong to. this paper presents an empirical field study of four communities on how they interact with collective content. our results reveal users' motivations for creating collective content. the results indicate the defining characteristics by which collective content can be described: semantic content of the content item, the level of sharing and the community's contribution. furthermore, we found that collectivity of content is not primarily an ownership issue but more a matter of users' perceptions of communality of content.
preliminary evaluation of a remote mobile collaborative environment. mces (mobile collaborative environments) are systems designed to allow users to collaborate any time and anywhere using wireless networks and mobile devices. in this paper we report on our findings from the development and testing of a fully functional mce photo-conferencing service that enables seamless synchronous collaboration between remote mobile users over existing 3g cellular networks. key to the development of mces is an understanding of the effects of remote gestural interactions between mobile participants. we report on the results of an initial evaluation of our photo-conferencing service, examining the effects of two remote gestural interactions, 'pointing' and 'scaling', assessing their impact on performance measurements. our findings begin to inform the design of future mobile collaborative environments.
ecovillages, values, and interactive technology: balancing sustainability with daily life in 21st century america. this project seeks to provide a rich account of the adaptive process that occurs as individuals with explicit value commitments interact with information technology. specifically, ethnographic methods are being used to investigate the information technology adaptive process as it unfolds in the daily life of two ecovillages, communities made up of individuals striving to balance their use of technology with a lifestyle that is environmentally, socially, and economically sustainable. anticipated research outcomes include: (1) an analytic description of information technology adaptive process; (2) a categorization of technological functionalities which support or constrain certain values, (3) an empirical extension of value sensitive design, and (4) an analysis of the negotiation around tensions which emerge as a community's values influence the use of information technology features and, reciprocally, as information technology features influence a community's values. most broadly this work contributes to our larger understanding of how the information technology adaptive process influences the human experience.
common sense assistant for writing stories that teach social skills. people on the autistic spectrum often have difficulties with social interaction, and these difficulties are compounded when a person faces the uncertainty of not knowing what to expect in a new social setting. detailed, step-by-step explanations of people's intentions and plausible actions can often help autistic people make sense of the situation, adapt to the social rules, and reduce stress associated with the social encounter. carol gray's social stories? are carefully structured stories designed to prepare autistic people for everyday situations such as smiling at friends, waiting in a line, and staying calm in an audience when the speaker's slides don't match the handouts. teachers or parents writing these stories often forget to include explanations of simple, "common sense" facts and simple variations of the story that might occur in different circumstances. we present a new tool that helps the writer explain salient points and think of more variations of the story. it uses a knowledge base of common sense sentences, open mind common sense, and inference in a semantic network, conceptnet. we are investigating whether this new tool's suggestions are useful by examining how often the writers choose and use the suggestions that it generates.
effect of agent appearance on people's interpretation of agent's attitude. we conducted psychological experiments in which participants were presented with artificial sounds that were intended to convey the attitudes of three different agents: a mindstorms robot, an aibo, and a laptop pc. the participants were asked to select the correct attitudes based on the sounds expressed by these three agents. the results showed that the participants had higher interpretation rates when the pc presented the sounds, even though the utilized artificial sounds were the same for all three agents.
human-centered space design for the homeless: clean dignity. the goal of this document is to present both the methods employed by the team in collecting useful information pertaining to homelessness, and the proposal for a possible solution that was arrived at after analysis of the results. emphasis is placed by the authors on the process of information collection, the interpersonal interaction with the homeless subjects, and the subtleties of the problem space explored in defining a solution.
tabletop interface using a table's circular vibration and controllable friction. in tabletop interfaces, there have been many proposals to control moving objects on the table. but it was hard to miniaturize or simplify the system. in this paper we propose a new simple tabletop system using table's circular vibration and controllable friction of the moving object.
exploring evaluation methods for ambient information systems. in this paper, we begin by laying out our motivation for exploring methods of evaluating ambient information systems, with a strong push toward in-situ studies. next, we describe a simple study which was conducted to give us further insight into this research domain. we conclude by discussing the insights gained from our study, and possible ways to improve our evaluation results in future iterations.
accessibility in virtual worlds. virtual worlds present both an opportunity and a challenge to people with disabilities. standard ways to make such worlds accessible to a broad set of users have yet to emerge, although some core requirements are already clear. this paper describes work in progress towards an accessible 3d multi-player game that includes a set of novel tools for orienting, searching and navigating the world.
homeless healthshare: connecting health professionals and the homeless. we are developing a web-based system that helps improve the health of homeless individuals by aiding healthcare professionals in identifying, locating, and contacting homeless patients in order to initiate and continue effective healthcare. poor health is both a significant cause and a symptom of homelessness, carrying high costs for the general public as well. our system addresses health problems amongst the homeless by allowing healthcare professionals and other homeless service professionals from multiple organizations to better share, manage, and communicate information vital to effective healthcare.
providing insight into group process. this paper presents ongoing work towards development of a reporting tool for providing group work facilitators with insight into group work processes. the work includes three main phases, including feasibility testing, initial design based on data analysis of interviews, and iterative design based on user testing. here, the work completed to date on the first two phases is presented along with ideas for the last phase of the work.
the next challenge: from easy-to-use to easy-to-develop. are you ready? the main challenge of next years is to allow users of software systems, who are non-professional software developers, to create, modify or extend software artefacts. in this panel we want to discuss with the chi community the key aspects in the area of end user development and an associated research agenda, which should be then proposed to the main research agencies, such as nsf and eu ict.
evolving tuis with smart objects for multi-context interaction. we present our ongoing work, an application framework created to extend the concept of natural and tangible interfaces to environments composed of many interactive systems disseminated in an indoor space. in such environments users can perform solo or collaborative activities using different systems (like interactive tabletops or walls) and interacting with them through tangible smart objects provided with sensors, storage, processing and wireless communication capabilities. the smart objects become the representatives of the user navigating in the environment, and while retaining their basic affordance suggested by their shape, can assume different roles in relation to the system they approach. we investigated some application scenarios and present early observations related to the design and implementation, as well as future directions.
a gesture based game for image tagging. this paper proposes and discusses the asaa (application for semi-automatic annotation) interface, a new computer game for image tagging. the application is composed by a 3d game interface, a game engine that uses a system for automatic image annotation and gestural input to play the game. the paper describes the rational and design principles for the application and presents ideas for future developments.