waashk/dblp huggingface dataset:
usability tool for analysis of web designs using mouse tracks. this paper presents mousetrack as a web logging system that tracks mouse movements on websites. the system includes a visualization tool that displays the mouse cursor path followed by website visitors. it helps web site administrators run usability tests and analyze the collected data. practitioners can track any existing webpage by simply entering its url. this paper includes a design case that shows the tool's value for teaching interaction design concepts.
musiccube: making digital music tangible. to some extent listening to digital music via storage devices has led to a loss of part of the physical experience associated with earlier media formats such as cds and lps. for example, one could consider the role of album covers in music appreciation. previous efforts at making music interaction more tangible have focused mainly on access issues. a case study is presented in which several content attributes of mp3 formatted music as well as control access are made more visible and tangible. play lists, music rhythm, volume, and navigational feedback were communicated via multicolored light displayed in a tangible interface. users were able to physically interact with music collections via the musiccube, a wireless cube-like object, using gestures to shuffle music and a rotary dial with a button for song navigation and volume control. speech and non-speech feedback were given to communicate current mode and song title. the working prototype was compared to an apple ipod, along the dimensions of trust, engagement, ergonomic and hedonic qualities, and appeal. subjects rated the musiccube higher on scales associated with hedonic qualities, while the ipod was preferred for ergonomic qualities. results on trust measures were found to correlate with ergonomic qualities, while sense of engagement related to hedonic aspects. subjects generally valued the expressive and tangible interaction with music collections. next design steps will focus on increasing ergonomic aspects of the musiccube while maintaining a high hedonic rating.
developing a car gesture interface for use as a secondary task. existing gesture-interface research has centered on controlling the user's primary task. this paper explores the use of gestures to control secondary tasks while the user is focused on driving. through contextual inquiry, ten iterative prototypes, and a wizard of oz experiment, we show that a gesture interface is a viable alternative for completing secondary tasks in the car.
experimental evaluation of user errors at the skill-based level in an automative environment. concentrating on the lowest performance level of reason's error model, in this work we evaluated the potential of user errors in an automative environment. thereby the test subjects had to operate various in-car devices while primarily fulfilling a simulated 3d driving task. the study clearly showed that special error types are related to special distraction effects and that most of the operation errors are not critical and can be resolved by the user himself.
active cybercode: a directly controllable 2d code. many augmented reality (ar) applications which overlay computer graphics on a real image have been developed. one of the limitations of such applications is that a user has to control cg objects, invoked by a realworld condition, using a traditional input device like a keyboard or mouse. we developed a directly controllable 2d code called active cybercode. a user can give commands by putting his/her finger on a printed button beside the code. the code has fixed and variable parts, and the variable part is recognized as the same as the fixed part. it allows a computer to recognize commands without the need for expensive methods like finger recognition.
a fisheye calendar interface for pdas: providing overviews for small displays. datelens is a novel calendar interface for pdas. it supports users in performing planning and analysis tasks by using a fisheye representation of dates coupled with compact overviews, user control over the visible time period, and integrated search. this enables users to see overviews and to easily navigate the calendar structure, and to discover patterns and outliers.
making memories: applying user input logs to interface design and evaluation. in this paper, we describe our approach to designing interface components that automate the logging of user input. these recorded logs of user-system interactions can serve as a basis for usability assessment, and we present here the usability measures that can be automatically derived from this logged data. making user logs an integral component of the system data model extends their usefulness beyond providing information on user behavior. in our prototype, logs are used for creating a more collaborative interface by increasing the system's contextual awareness of user interactions.
displayless interface access to spatial data: effects on speaker prosodics. displayless interface technology must address challenges similar to those presented by the problem of providing gui access to visually impaired users. both must address the issue of providing nonvisual access to spatial data. this research examines the hypothesis that such access places a cognitive burden on the user, which in turn will impact the prosodics, i.e. nonverbal aspects, of the user's speech.
usability and learning in a speech-enabled reading tutor: a field study. in this paper we discuss outcomes of a field study conducted to evaluate usability and learning associated with a speech-enabled reading tutor application for adults. the evaluation compared learning outcomes and usability measures between two versions of the software, as well as with traditional classroom instruction. findings indicate small usability improvements and no significant difference in learning between versions, and equivalent learning levels between the groups who used the software exclusively and those that had a teacher cover the material instead. we discuss these results and how challenges associated with the field evaluation may have impacted the findings.
workshop on sigchi public policy. in this paper we describe the goals of a one-day workshop to be held at chi 2006 whose goal is to form an action plan for the sigchi u.s. public policy committee for the next year.
effects of display blurring on the behavior of novices and experts during program debugging. the restricted focus viewer (rfv) relates a small part of an otherwise blurred display to the focus of visual attention. a user controls which part of the screen is in focus by using a computer mouse. the rfv tool records these movements. recently, some studies used the rfv to investigate the cognitive behavior of users and some others have even enhanced the tool for research of usability issues.we report on an eye-tracking study where the effects of rfv's display blurring on the visual attention allocation of 18 novice and expert programmers were investigated. we replicated a previous rfv-based study and analyzed attention switching and fixation durations reported by an eye tracker. our results indicate that the blurring interferes with the strategies possessed by experts and has an effect on fixation duration: however, we found that debugging performance was preserved. we discuss possible reasons and implications.
mobile blogging: experiences of technologically inspired design. we discuss the details of the architecture, design, and acceptability of a system created to support mobile blogging, called smartblog. the process of blogging is often an instant-response mode of writing that provides its own challenges for systems that aim to support it.smartblog was developed from a technologically inspired design approach towards creating new artifacts, which we outline.
user performance and haptic design issues for a force-feedback sound editing interface. this paper describes current work on the design and development of haptic interfaces for use with digital sound editing software. current systems rely on computer keyboards, mice, and sometimes passive knobs for user input and graphics and audio for feedback. the addition of haptic feedback will improve the user experience because of the additional mode of feedback received through touch. this work is focused on using a design methodology, including need finding, user observations, prototyping, and user testing to develop haptic sensations effective for manipulating sound.
enhancing interactivity in webcasts with voip. this interactivity demonstration presents a novel coupling of webcasting (streaming) with audioconferencing in which voice over internet protocol (voip) communication is used in webcasts to enhance interactivity, engagement, and the sense of presence among viewers and presenters.
augmented reading: presenting additional information without penalty. we present a new interaction technique for computer-based reading tasks. our technique leverages users' peripheral vision as a channel for information transfer by using a video projector along with a computer monitor. in our experiment, users of our system acquired significantly more information than did users in the control group. the results indicate that our technique conveys extra information to users nearly "for free," without adversely affecting their comprehension or reading times.
evaluating interactive information retrieval systems: opportunities and challenges. information retrieval or search plays an important role in a wide range of information management and electronic commerce tasks. in spite of the importance of information retrieval, search systems are often poorly designed from a human computer interaction perspective. the goal of this sig is to articulate some of the opportunities and challenges in designing and evaluating highly interactive information retrieval systems.
the impact of structure and medium on choice and recall in profile assessment. electronic expert-finder systems routinely store expert information in profile format. a user can view these profiles to choose the expert he/she wants to work with. in this paper we examine how profile attributes affect a user's choice of an expert. we report the results of an exploratory study in which we manipulated the structure of profiles and the medium of presentation, and measured participant behavior in an it-helpdesk recruitment task. we found that the presence of structure in profiles decreases, while the electronic medium (compared to paper) increases the probability of choosing the most qualified candidate.
designing culturally situated technologies for the home. as digital technologies proliferate in the home, the human computer interaction (hci) community has turned its attention from the workplace and productivity tools towards domestic design environments and non-utilitarian activities. in the workplace, applications tend to focus on productivity and efficiency and involve relatively well-understood requirements and methodologies, but in domestic design environments we are faced with the need to support new classes of activities. while usability is still central to the field, hci is beginning to address considerations such as pleasure, fun, emotional effect, aesthetics, the experience of use, and the social and cultural impacts of new technologies. these considerations are particularly relevant to the home, where technologies are situated or embedded within an ecology that is rich with meaning and nuance.the aim of this workshop is to explore ways of designing domestic technology by incorporating an awareness of cultural context, accrued social meanings, and user experience.
designing the user interface of a data collection instrument for the consumer price index. the bureau of labor statistics (bls) collects data for a variety of economic indicators. to make data collection more efficient, bls has been developing computer-assisted data collection (cadc) instruments for many of these indicators. we recently deployed a cadc instrument for the consumer price index (cpi). the cpi is the most widely used measure of inflation and a leading economic indicator in the u.s. this paper describes the development process we used and how we overcame the challenges we faced.
lessons learned using ubiquitous sensors for data collection in real homes. interface design for the home requires a realistic understanding of the complexity and richness of the human activities that go on there; it is our goal to develop tools that enable hci investigation in actual home environments. we have developed a kit of ubiquitous sensing devices and over the past year have conducted a series of studies installing a large number of sensors, of diverse types, in multiple homes of participants not affiliated with the research team. as we deployed our portable kit outside the laboratory, we encountered unanticipated study design and technology requirements that will affect the continued development of the kit itself. we offer practical tips we have learned from our experience and describe how we are applying them to the design of our next generation of sensors.
gender hci issues in problem-solving software. thus far, researchers have not investigated gender hci issues in the context of end-user problem-solving software. designers' ignorance of gender differences is particularly evident in studies showing software is unintentionally designed for males. we are investigating gender hci issues using quantitative and qualitative empirical methods, using formative work to consider gender-conscious design features, implementing these features in our research prototype, and following up with summative work to evaluate effectiveness.
effects of alphanumerical display formatting on search time among chinese and american users. in this paper, we examine whether a design guideline derived from studies with american users can be generalized to chinese users. the effects of alphanumerical display formatting on search time among chinese and american college student were measured. users searched for a target word among a list of words in alphabetical order. the list was either displayed horizontally in rows or vertically in columns. the formatting of the list on the screen affected american users significantly with the vertical display leading to faster response. the formatting of the list on the screen had no significant effect on the response time among chinese users. the significance of this founding in terms of cross-cultural usability was discussed.
in search of end-users. learning from end-users is essential to participatory design, but before we can learn from them we must first find them. this search can be the hardest part of a project, however. what pro-active steps can be taken? in this paper we describe our search for end-users to work with on one particular design project. we reflect on why we were often unsuccessful, and how in the end we found end-users who were eager to collaborate with us to design a risk and compliance visualization.
effects of tiled high-resolution display on basic visualization and navigation tasks. large high-resolution screens are becoming increasingly available and less expensive. this creates potential advantages for data visualization in that more dense data and fine details are viewable at once. also, less navigation may be needed to see more data. however, little work has been done to determine the effectiveness of large high-resolution displays, especially for basic low-level data visualization and navigation tasks. this paper describes an exploratory study on the effects of a large tiled display with a resolution of 3840x3072 as compared to two smaller displays (1560x2048 and 1280x1024). we conclude that, with finely detailed data, higher resolution displays that use physical navigation significantly outperform smaller displays that use pan and zoom navigation. qualitatively, we also conclude that use of the larger display is less stressful and creates a better sense of confidence than the smaller displays.
sweep and point and shoot: phonecam-based interactions for large public displays. this paper focuses on enabling interactions with large public displays using the most ubiquitous personal computing device, the mobile phone. two new interaction techniques are introduced that use the embedded camera on mobile phones as an enabling technology. the "point & shoot" technique allows users to select objects using visual codes to set up an absolute coordinate system on the display surface instead of tagging individual objects on the screen. the "sweep" technique enables users to use the phone like an optical mouse with multiple degrees of freedom and allows interaction without having to point the camera at the display. prototypes of these interactions have been implemented and evaluated using modern mobile phone technologies. this proof of concept provides a performance baseline and gives valuable insights to guide future research and development. these techniques are intended to inspire and enable new classes of large public display applications.
pygmybrowse: a small screen tree browser. we present pygmybrowse, a browser that allows users to navigate a tree data structure in a limited amount of display space. a pilot evaluation of pygmybrowse was conducted, and results suggest that it reduces task completion times and increases user satisfaction over two alternative node-link tree browsers.
enhancement of communicative presence in desktop video conferencing systems. communicative presence (cp) has been defined as "... the capacity of a system to transfer mutual communicative signals of interlocutors." [2]. the main objective of my research is to define communicative presence more precisely and improve it in desktop video conferencing systems (dvcss). an initial experiment has suggested that the modality of all available channels should be consistent.
multi-monitor mouse. multiple-monitor computer configurations significantly increase the distances that users must traverse with the mouse when interacting with existing applications, resulting in increased time and effort. we introduce the multi-monitor mouse (m3) technique, which virtually simulates having one mouse pointer per monitor when using a single physical mouse device. m3 allows for conventional control of the mouse within each monitor's screen, while permitting immediate warping across monitors when desired to increase mouse traversal speed. we report the results of a user study in which we compared three implementations of m3 and two cursor placement strategies. our results suggest that using m3 significantly increases interaction speed in a multi-monitor environment. all eight study participants strongly preferred m3 to the regular mouse behavior.
system administrators are users, too: designing workspaces for managing internet-scale systems. the people who run large-scale computer systems deserve the attention of the hci community. these professionals work with increasingly diverse and complex hardware and software, large systems often characterized as "unknowable" by a single person. relying on relatively crude tools, these professionals keep the technological world running. by improving the system administration work environment, the cost of computing and risk of downtime will be decreased while the deployment of complex, beneficial systems will increase.this one-day workshop will focus on the hci problems of system administrators, specifically management of scale and diversity, problem solving, and system monitoring and notification. our goal is to bring together (1) hci researchers, (2) middleware user interface software developers, and (3) real-world system administrators to form a cross-disciplinary community around this topic.
the effect touching a projection augmented model has on perception and object-presence. this paper outlines the phd thesis entitled 'the effect touching a projection augmented model has on perception and object-presence'.
reality testing: hci challenges in non-traditional environments. non-traditional environments often change rapidly without forewarning, are difficult or impossible to control, and have other environmental and operational constraints that cannot easily be modeled in a laboratory, partly because the necessary level of ecological validity is almost impossible to achieve in the artificial lab environment. current in situ field study evaluation techniques are insufficient in these environments. furthermore, it is often difficult or impossible to ascertain which behavioral data are needed to answer questions about user requirements, interface design, and user acceptance. in this workshop, we will use case studies to create and explore frameworks for future non-traditional field study evaluations.
roombugs: simulating insect infestations in elementary classrooms. this paper presents research on a collaborative learning environment in an urban elementary science classroom. the application, called roombugs, simulates a dynamic ecosystem of insects within the physical space of a classroom. using table-mounted tablet computers as "sand traps" that capture the foot-prints of virtual bugs walking across the screen, participants take on the role of scientists attempting to track and control the imagined insects that exist within their classroom walls. the simulation is designed to create authentic phenomenon without requiring heavy instrumentation.
experimental study of cockpit displays of traffic information for pilot self-spacing in congested airspace. an experimental study examined cockpit displays of traffic information for pilot self-spacing in congested airspace. results demonstrate that pilots have the capability to benefit from additional traffic information and take over some additional control responsibility. additionally, this experiment shows that pilots benefit from the presentation of velocity and closure rate, and from range spacing arcs.
professional usability in open source projects: gnome, openoffice.org, netbeans. working as a usability professional in the open source arena is a challenging task. the decentralized and engineering-driven approach of open source projects can be at odds with corporate processes and usability engineering methodologies. nonetheless, there is great potential for large corporations to contribute to open source projects. providing usability know-how that leads to usable and useful products is a win-win situation for developers, the corporations, and -- most importantly -- the users.
research issues in wearable computers. wearable computers are becoming more common. a recent workshop on wearable computing in seattle attracted more than 200 attendees. for the most part, however, wearable computers are being treated as small computers with attempts to provide the same range of input and output devices as on a desktop and to utilize the same applications. we believe, however, that wearable computing is a new paradigm introducing new issues. it is not just mobile desktop computing. the purpose of this workshop is to discuss this position and to identify those research issues that are specific to wearable computers. the goal of the workshop is to produce a white paper identifying research issues in wearable computing and we expect this white paper to be seminal in the oncoming era of wearable computing.
preferences for unfavorable external representations in interaction with atms and multimedia. security codes accompany almost every new multimedia device. the codes are commonly represented in the form of symbolic numbers. the relative usefulness of symbolic and visuo-spatial representations of codes was investigated, using atm-codes as an enlightening example. visuo-spatial representations lead to higher performance on an immediate recall test. this suggests that explicit visuo-spatial representations in multimedia design may enhance usability. in spite of these results people showed preferences for the more frequently used numerical representations.