waashk/dblp huggingface dataset:
ears and hair: what headsets will people wear? many different audio headsets are commercially available. to choose a headset for a short-term use environment, we conducted a pilot study to elicit end-user criteria for headsets. we discovered a number of severe end-user issues with less traditional designs, and concluded that a minor variant of a traditional design is more appropriate for our application than many of the more exotic options that have recently become available.
increasing transaction processing efficiency by automating an asynchronous processor. moving simple yet highly repetitive manual tasks to an asynchronous automated validation process increased data processing productivity. contextual analysis of manual processing actions revealed opportunities for timesaving.
awarenessmaps: visualizing awareness in shared workspaces. in cooperative activity users require information about their cooperative environment. awarenessmaps provide the members of shared workspaces with an overview of users and shared documents: the peoplemap shows an array of pictures of active users fading out over time; and the documentmap provides a schematic overview of the structure of a shared workspace and indicates recent changes.
leaders leading? a shift in technology adoption. in the past, most early hands-on users of interactive software in organizations were individual contributors. managers as early adopters is a new trend with significant implications for design and use. although managers and executives have always been involved in acquisition decisions, they generally delegated use to support staff. only later if at all did they become hands-on users. this is changing as new generations of managers and technology come to the fore. examples and implications are presented.
why chi fragmented. i have been active in sigchi since 1983, serving on the executive committee and many conference and program committees. after editing acm tochi for six years, i explored the history of chi and related fields. the "conference-centered" model unique to u.s. computer science, wherein little published research reaches journals, and uncertainty regarding hci's academic niche have created an unusual situation. i propose some paths forward.
human computer interfaces for autism: assessing the influence of task assignment and output modalities. several experimental studies have shown the usefulness of computers for autism, but software design remains poorly documented. our multidisciplinary research focuses on educational hci for autism. we compared two domains of learning: social dialogue understanding and spatial planning, our hypothesis being that people with autism will be less skilful in the first than in the second domain. two sets of exercises were designed for each domain: one for training purposes and the other for performance assessment before and after training. we also tested the influence of the following output modalities: text, images, speech synthesis, visual and auditory feedback. each exercise produced log files informing on duration, number of trials and successes. so far, eight teenagers with autism have completed a 13 week training program with one session a week. first analysis of log files suggests a significant progression in dialogic understanding but not in spatial planning; nor was significant influence of output modalities found.
individual differences in internet search outcomes and processes. a study was conducted, with 180 participants, to evaluate whether individual differences in basic cognitive abilities (i.e., spatial and verbal ability), attitudes towards computers, and prior experience with computers influence peoples' ability to search for and find information on the internet. spatial and verbal ability, as well as attitudes towards computers, influenced the accuracy and speed of internet search. current analyses are focusing on whether cognitive abilities and attitudes influence component search processes, as well as overall accuracy and speed.
a reference model for multimodal input interpretation. this paper proposes a reference model for multimodal input interpretation to understand multimodal input in multimodal interactive systems. the paper gives details of the functionality of each of the layers within the model and suggests its validity through development of multiple multimodal systems with same architecture.
jamspace: a networked real-time collaborative music environment. the motivation, design, implementation and analysis of a networked environment for real-time music collaboration are presented. jamspace provides a simple hardware and software interface that allows novices to play music together anonymously from isolated locations connected by a local network. the low-latency conditions of a local network allow for real-time rhythmic collaboration. this in turn facilitates satisfaction of the design requirements of accessibility to novices as well as privacy and anonymity.
from the personal to the profound: understanding the blog life cycle. this ongoing research project investigates the changes that occur to weblogs (blogs) throughout their lifespan. it examines both the markers that indicate a particular phase of its existence in our emerging life cycle model and the drivers that move the community through those cycles. emphasis is placed on identifying likely causes for abandonment at each phase. implications of this research are both social, promoting the health of the blogosphere in general, and technical, appropriately mapping tools to correct life cycle stages.
the power-aware cord: energy awareness through ambient information display. in order to support increased consumer awareness regarding energy consumption, we have been developing new ways of representing and interacting with energy in electric products intended for domestic environments. the 'power-aware cord' is a re-design of a common electrical power strip that displays the amount of energy passing through it at any given moment. this is done by dynamic glowing patterns produced by electroluminescent wires molded into the transparent electrical cord. using this fully functional prototype, we have been investigating how such ambient displays can be used to increase energy awareness. an initial user study indicates that the power-aware cord is a very accessible and intuitive mean for better understanding energy consumption. future work includes further development of the mapping between load and visual pattern and in-depth studies of user perception and learning over time.
accounting for individual differences through games: guided adaptive multimedia editing system. multimedia communication is influenced by increasing complexity and reach of information and by a rapidly growing user population. due to these developments average authors of electronically published media have little expert knowledge in multimedia presentations. they are also confronted with considerable individual differences of recipients in culture, social life, education, psychology and physiology. in order to compensate for these shortcomings it is necessary to integrate interpretation and interaction abilities of individual users into future presentation and editing systems. we are developing a chart editing system which generates critics by user request. these critics are based on a user model, on expert knowledge in chart editing and on the currently edited chart. the system helps the author to avoid commonly made mistakes. it empowers recipients to adjust certain parameters (e.g.: colors) to their individual abilities and needs.
eewww!!: tangible interfaces for navigating into the human body. tangible interfaces have the potential to support learning for non-expert users, ease 3d navigation, and foster collaboration. we developed two physical devices aimed at school children for navigating a 3d virtual model of the human body. results from a 40-subject user study suggest that these devices can encourage collaboration and improve the learnability of a navigational interface.
exploring the design and use of peripheral displays of awareness information. peripheral displays allow users to monitor an information source while focusing on a separate primary task. in this paper, we present our work investigating what form peripheral displays of awareness information from instant messaging programs may take and the role these displays could have in existing communication practices. we describe several prototypes of tangible, aesthetic displays of awareness information. a focus group involving users of instant messaging software revealed that the awareness information component of the software (such as sounds or flashing windows) is often used to trigger communication through more heavyweight means such as telephone or face-to-face conversation.
reinventing the inbox: supporting the management of pending tasks in email. email was originally designed as a tool for asynchronous communication. however, its current usage goes far beyond that. one of the most commonly performed activities in email is the management of pending tasks. this research focuses on how to support this activity in email and explores alternative solutions that use different external representations of messages and associated tasks.
email task management styles: the cleaners and the keepers. email has become overloaded as users make use of email tools for performing a wide range of activities. previous studies have demonstrated the different strategies employed by email users to manage messages. however, we have little information regarding how to explain those differences between users.the research described in this paper seeks to gain understanding of individual differences in email behaviour. we present results from a questionnaire-based study, which focused on how email users dealt with messages that relate to future tasks or events. we identified two types of user, defined by how they dealt with such messages: the cleaners and the keepers. the difference between these two groups can be attributed to differences in email experience and requirements for flexibility of closure. the ultimate goal of such research is to be able to predict differences in email use and to inform email user interface design and we discuss possible ways in which this could be done.
indirect assessment of web navigation success. despite much research on hypertext and web navigation, relatively little is known about the relationship between web navigation strategies and success. we present two exploratory studies designed to explore the relationships between several web navigation metrics that are based on similarity to an optimal path to predict task success. the data suggest that the relationships between these measures depend on the particular web navigation task.
an examination of user perception and misconception of internet cookies. proper cookie management methods have long been the source of frustration to consumers and researchers alike. a primary reason for this challenge is the ability for cookies to be both beneficial and malicious. because of this duality, a subjective component is required to appropriately deal with cookies. in this paper, we present results from focus group sessions we conducted to explore problems of cookie management. based on some of our observations from this work, we discuss social and technical considerations and conclude that an increase in awareness is the best partial solution to privacy problems associated with cookies.
swordfish: user tailored workspaces in multi-display environments. this paper presents a novel interaction metaphor for multiple display environments (mdes) called lightweight personal bindings. this approach enables users to easily bind edges from one display to another and move seamlessly between displays. the goal of this work is to support collocated collaboration in a dynamic multi-display environment while accommodating users' personal preferences. with lightweight personal bindings, each user can choose their own display connections and create a personalized mde. this approach also helps manage changes in the environment as devices enter, move, or leave.
my mde: configuring virtual workspaces in multi-display environments. a low fidelity study was conducted to investigate how users envision configuring their virtual workspace in a multiple display environment (mde). the results of a low-fidelity prototyping study revealed two primary virtual workspace organisation patterns: environment-centric and user-centric workspaces. these depict different ways in which users conceived they would configure multiple displays into a single cohesive virtual workspace. the paper then discusses future design implications, specifically the need for the support of multiple user preferences in collaborative mdes.
an automatic method for arranging symbols and widgets to reflect their internal relations. the two data visualization techniques cluster analysis and voronoi tessellation are combined to automatically arrange objects, e.g. the widgets of an interface, so that their positions within a given area reflect their internal relations. the method is illustrated as it arranges three sets of objects.
what's in a barcode? informed consent and machine scannable driver licenses. drawing on theory and methods of value sensitive design [2] we investigated the social and value implications of the addition of barcodes to machine scannable driver licenses. in particular, we focused on the value of informed consent, user knowledge, and understanding. twelve washington state driver license holders were interviewed. results indicate that participants in this study were largely unaware of the nature of the information in the barcode, and the potential uses of such information. moreover, with increasing knowledge, participants developed a sense of concern regarding the potential misuse of information. in our discussion, we focus on the importance of informed consent and design suggestions for machine scannable driver licenses.
snapshots from a study of context photography. we developed context photography to provide an alternative photographic experience. sensors gather real-time context information which visually affects a photograph as it is taken. in an exploratory study, we investigated how people would experience, use and understand a context camera and how it differs from regular digital photography. we here present an extract of the study, where one participant experienced context photography as being "more real" than post-hoc image manipulation and that it added a new dimension to picture taking.
including accessibility as a component of web-related research: ensuring that the fruits of your work will be usable by all. great strides have been made in improving the accessibility of the web to persons with disabilities. this has been largely possible through the efforts of the world wide web consortium's (w3c) web accessibility initiative (wai) and the development of web standards and guidelines that promote the creation of content, authoring tools and user agents that are accessible. given that the web and related technologies are a dynamic proving ground for user interface research, ensuring that these new developments are usable to the widest possible audience can be a challenge, to both the research community and the end-user. the w3c wai research and development interest group (rdig) was chartered to examine emerging, web related technologies, still in the research stage and, through a series of virtual workshops, explore how accessibility can be incorporated at an early stage to ensure all users can benefit from promising developments, (e.g., technologies coming from the area of ubiquitous computing or multimodality).this sig will examine the progress of rdig and encourage discussion by interested chi researchers on the role of accessibility in their work.
does it matter if you don't know who's talking?: multiplayer gaming with voiceover ip. voiceover ip (voip) now makes it possible for people in distributed online multiplayer games to talk to each other. this might not only influence game performance, but also social interaction. however, using voip in multiplayer games can often make it hard to know who is talking, an issue that other researchers have found to be problematic. in a 10-week study of a fixed group of adult gamers, we found that not knowing who is talking affects game performance differently according to the type of game. in team-based war games, it can have a negative effect both on learning and coordination, but in race games, where individual rather than teams compete, it appears generally not to matter. in contrast, the impact of not knowing who is talking on social interaction is the same regardless of game type: while the social experience can be highly enjoyable, it is difficult for gamers to get to know each other. we consider the design implications for enhancing both game performance and social interaction.
teaching and learning ubiquitous chi (uchi) design: suggestions from the bauhaus model. we describe a design pedagogy under development. it is a) interdisciplinary, b) inspired by success in teaching architectural design, c) motivated by the rapid maturation of chi design and computing, d) directly connected to what we call ubiquitous-computer-human interaction or uchi, and e) based on larning design by building. we have brainstormed about how we might merge significant aspects of our disciplines (architecture and hci) into a joint design course; we both agree that gropius' 1922 [3,4] pedagogical model for the bauhaus applies to learning architecture and uchi design. we invite feedback, ideas, and collaboration from the hci community on this work in progress.
communities of design practice in electronic government. as we move towards more online governmental services-electronic government or e-government-our information technology (it) and human-computer interaction (hci) designs must both broaden and deepen. in georgia, we have fostered communities of design practice (cdps) that focus on it and hci design at the statewide enterprise level through the georgia digital academy (gda). in this study, we utilized observational methods and a participatory analysis of the cdp formation in the gda. our findings and conclusions converge with the growing body of knowledge on hci communities of practice. we report our results and recommendations on how cdps might be utilized to build effective e-government.
integrating models of human-computer visual interaction. predicting visual search behavior in human-computer interaction is a challenging problem. it is important for predictive modeling of human-computer interaction to integrate the visual search strategies identified in individual models in order to predict users' visual interaction with a variety of complex, real-world layouts. individual research efforts have done well in developing models that predict users' visual search behavior for a single well-defined task. considering the large variety of visual layouts users can encounter, many visual search strategies can come into play during visual search. this dissertation investigates principles for integrating strategies of visual search. these principles will be used to integrate four models of visual search from hci literature.
link colors guide a search. while much basic research exists on the effects of various visual properties on visual search, the application of such research to real-world tasks is lacking. the purpose of this research is to address the lack of empirical validation for design guidelines that affect visual search. one common design element used in web interface design is link color. the general research question asked is how text color affects visual search. this research demonstrates, with reaction time and eye movement analysis, the dramatic but imperfect control a designer has on guiding the attention of users with text color. experimental support for the differentiation of visited link colors is presented, along with analyses of the advantages provided by differentiating link colors.
human-robot speech interface understanding inexplicit utterances using vision. speech interfaces should have a capability of dealing with inexplicit utterances including such as ellipsis and deixis since they are common phenomena in our daily conversation. their resolution using context and a priori knowledge has been investigated in the fields of natural language and speech understanding. however, there are utterances that cannot be understood by such symbol processing alone. in this paper, we consider inexplicit utterances caused from the fact that humans have vision. if we are certain that the listeners share some visual information, we often omit or mention ambiguously things about it in our utterances. we propose a method of understanding speech with such ambiguities using computer vision. it tracks the human's gaze direction, detecting objects in the direction. it also recognizes the human's actions. based on these bits of visual information, it understands the human's inexplicit utterances. experimental results show that the method helps to realize human-friendly speech interfaces.
knowledge sharing, maintenance, and use in online support communities. widespread adoption of collaborative authoring tools (such as wikis) by online communities has fostered new ways of storing, sharing, maintaining, and using community knowledge. my dissertation research examines the effect and potential use of these shared knowledge repositories within online technical and medical support communities using short-term ethnography (including content analysis and interviews), surveys, and quantitative analysis of behavior traces. i characterize the key technological mechanisms, and the processes and social norms at play. i then use this knowledge to propose best practices and novel social and technical designs.
mixed interaction space: designing for camera based interaction with mobile devices. in mobile devices, such as mobile phones and pdas, an integrated camera can be used to interact with the device in new ways. in this paper we introduce the term mixed interaction space and argue that the possibility of using mixed interaction spaces is what distinguishes camera-based interaction from other types of sensor-based interaction on mobile devices. we present our implemented applications, and related work that use mixed interaction spaces. based on this we address how mixed interaction spaces can have different identities, be mapped to applications, and how it can be visualized.
use your head: exploring face tracking for mobile interaction. in this paper we present how face tracking can be implemented on mobile devices. our main contribution is to present how face tracking on mobile systems can be used as a multi-dimensional input technique and to demonstrate how this can be used in different mobile applications. we present at set of different applications based on the tracking, and discuss current and future advantages, challenges and problems with face tracking as input device for mobile systems.
nutristat: tracking young child nutrition. our childhood eating patterns strongly affect our lifelong health. recently, type ii diabetes emerged as a national health crisis in america that can be prevented almost entirely by improving the quality of child nutrition. in this paper, we describe the scenario-based design process used to build nutristat, a system for tracking young child nutrition for children with multiple caregivers. nutristat empowers parents to collaboratively monitor a young child's diet and consequently provide more well-rounded nutrition.
visual, attractive, and luminous: learning japanese hand alphabets for elementary school pupils. in this interactive poster, we will demonstrate how the visual interface of practice: yubimuji aiueo (pya) works in a practical classroom and/or homework environment. pya aims to let ordinary elementary school pupils learn the essence of the japanese hand language system with visual, attractive, and luminous manner. yubimoji and aiueo respectively stand for japanese words of "hand language" and 'alphabets.'