waashk/dblp huggingface dataset:
buddy bearings: a person-to-person navigation system. this paper proposes a mobile application to facilitate the meeting of people in unmarked spaces. we report on the concept, aspects of the work-in-progress implementation and future steps.
constant connectivity, selective participation: mobile-social interaction of students and faculty. beyond voice and textual communication, by enabling ubiquitous online connectivity and changing mediated social interaction. we report the results of a study of the mobile-social practices of students who use such devices, and the ways in which hierarchical relationships between students and professors were affected by the use of smart-mobile devices. the common premise is that because such devices enable continuous interaction, students are constantly using social networking and communication applications on the go, across different types of relationships. our study shows that in hierarchy-based interaction mobile-social communication is more limited than could be expected. social norms and usability issues both played a part in shaping students' mobile-social practices, resulting in "selective participation" - as students carefully crafted their mobile interaction to maintain hierarchical distance.
scaffolding science inquiry in museums with zydeco. one of the educational goals in science is to not only learn content but also to learn the scientific process. while there is a range of settings for this, such as classrooms and museums, they are not always well connected in educationally viable ways. we are designing zydeco to bridge the classroom and museum environment and address the following goals: (1) to scaffold science inquiry in a mobile context and (2) to facilitate collaboration among peers. in this paper we will be focusing on the mobile design of zydeco, which will scaffold structured investigation, data collection and analysis while students are in the museum.
zoozbeat: mobile music recreation. zoozbeat is a gesture-based music recreation studio. it is designed to provide users with expressive and creative access to music making on the go. zoozbeat users can compose user-generated songs based on generic beats in different styles or remix and modify commercially licensed songs. to play notes or trigger musical loops, players can shake the phone or tap the screen. users can also record voice or other audio input into their songs and utilize tilt and shake movements to manipulate and share the music in a group. design goals of the project focused on creating intuitive metaphors for mobile music making and maintaining a balance between control and ease-of-use.
world-wide access to geospatial data by pointing through the earth. traditional augmented reality ui views are restricted to the visible surroundings around the user. in this paper we present a concept that enables viewing and accessing geospatial data from all around the earth, by pointing with the device towards a physical location. we describe a prototype of the concept and share the results of the first user experience study conducted with the prototype. we also discuss our future research directions.
next generation of hci and education: workshop on ui technologies and educational pedagogy. given the exponential growth of interactive whiteboards in classrooms around the world, and the recent emergence of multi-touch tables, tangible computing devices and mobile devices, there has been a need to explore how next generation hci will impact education in the future. educators are depending on the interaction communities to deliver technologies that will improve/adapt learning to an ever-changing world. in addition to novel ui concepts, the hci community needs to examine how these concepts can be matched to contemporary paradigms in educational pedagogy. the classroom is a challenging environment for evaluation, thus new interaction techniques need to be established to prove the value of new hci interactions in the educational space. this workshop provides a forum to discuss key hci issues facing next generation education ranging from whole class interactive whiteboards, small group interactive multi-touch tables, and individual personal response systems in the classroom.
sensing human activities with resonant tuning. designing new interactive experiences requires effective methods for sensing human activities. in this paper, we propose new sensor architecture based on tracking changes in the resonant frequency of objects with which users interact.
emotions experienced by families living at a distance. this paper describes some of the results of a probe study where members of three-generational families, where at least one person is geographically separated from the others, talk about their emotional experiences. the method for eliciting this information is briefly described along with some of the themes identified in a grounded theory analysis. these include: sharing the moment with pride; reassurance with regard to intergenerational obligations; comfort and consolation from yearning; and little time to give comfort to one another.
social and spatial interactions: shared co-located mobile phone use. this paper outlines the design of the social and spatial interactions platform. the design of the platform was inspired by observing people's pervasive use of mobile technologies. the platform extends the current individual use of these devices to support shared co-located interactions with mobile phones. people are able to engage in playful social interactions on any flat surface by using devices fitted with wireless sensors that detect their current location with respect to each other.
fit and finish using a bug tracking system: challenges and recommendations. this article shares practical lessons for using a bug management tool to manage user interface fit and finish process for a software product. it describes common challenges and provides recommendations for processes that will lead to enhanced product quality.
examining appropriation, re-use, and maintenance for sustainability. within the past few years, the field of hci has increasingly addressed the issue of environmental sustainability, primarily identifying the challenges and developing an agenda for designing for sustainability. yet, the most difficult task remains, how do we develop realistic solutions when the digital ethos is based upon short-lived computing products that come and go at rapid pace. by examining appropriation, re-use, and maintenance practices, this workshop aims to identify sustainable interaction design challenges and directions in re-utilizing used or obsolete computing products for prolonged use.
special interest group for the chi 2010 management community. this sig will provide an opportunity for those interested in the relationship between management and hci to explore this subject and the ongoing development of the management community at chi conferences and beyond.
selective function of speaker gaze before and during questions: towards developing museum guide robots. this paper presents a method of selecting the answerer from audiences for a museum guide robot. first, we observed and videotaped scenes when a human guide asks visitors questions in a gallery talk to engage visitors. based on the interaction analysis, we have found that the human guide selects the appropriate answerer by distributing his/her gaze towards visitors and observing visitors' gaze responses during the pre-question phase. then, we performed the experiments that a robot distributed its gaze towards visitors to select an answerer and analyzed visitors' responses. from the experiments, we have found that the visitors who are asked questions by the robot feel embarrassed when they have no prior knowledge about the questions and the visitor's gaze before and during the question play an important role to avoid being asked questions. based on these findings we have developed a function for a guide robot to select the answerer by observing visitors' gaze responses.
event maps: a collaborative calendaring system for navigating large-scale events. event maps is a novel, rich and interactive web-based system targeted at improving the experience of attending and organizing large, multi-track conferences. through its zoomable tabular timeline, users can navigate the conference schedule, seamlessly moving between global and local views. through a compact decoration widget named active corners, event maps enables contextual asynchronous collaboration before, during, and after the conference. organizers can easily create or import conference schedules via a backend interface, and also use the provided analytic toolkits to get insights from visiting patterns and statistics.
edits & credits: exploring integration and attribution in online creative collaboration. attribution allows online reputations to be formed and motivates many contributions to online creative collaboration. yet, we know little about attribution practices in online creative collaboration and the technologies that shape them. this paper describes a study of online collaborative animation projects, focused on the practices surrounding integration and attribution. we found that both tasks are closely related and often completed by a single person, a process we call "cr-editing." we also identify frustrations with existing practices and systems and propose design considerations for alleviating them. our findings offer insights into the growing space of online remixing, mashups, and creativity.
computational objects and expressive forms: a design exploration. we suggest the concept of expressive forms as a rising design theme to explore aesthetics of computational objects. the theme, exemplified in our design exploration, attempts to synthesize a concept-driven design process and exploratory engagement with new forms and materials available to computational objects. we report the detailed process of designing the soft-spiky mouse including prototyping and a pilot user study, leading to a discussion about the experiential qualities and design implications of expressive forms for research on aesthetic interaction.
towards predicting web searcher gaze position from mouse movements. a key problem in information retrieval is inferring the searcher's interest in the results, which can be used for implicit feedback, query suggestion, and result ranking and summarization. one important indicator of searcher interest is gaze position - that is, the results or the terms in a result listing where a searcher concentrates her attention. capturing this information normally requires eye tracking equipment, which until now has limited the use of gaze-based feedback to the laboratory. while previous research has reported a correlation between mouse movement and gaze position, we are not aware of previous work on automatically inferring searcher's gaze position from mouse movement or similar interface interactions. in this paper, we report the first results on automatically inferring whether the searcher's gaze position is coordinated with the mouse position - a crucial step towards predicting the searcher gaze position from the computer mouse movements.
service users' views of a mainstream telecare product: the personal trigger. telecare is a term that covers a range of products and services that use new technology to enable people to live with greater independence and safety in their own homes. this paper considers the need for design development of a mainstream telecare product called a personal trigger, which provides a means of summoning assistance when help is needed. it is provided as part of a community alarm service and should be worn at all times for continuous protection. the discussion is based on key findings from a survey of 1,324 service users in north east scotland with a 60% response rate. telecare technology is often unattractive because the emphasis is on producing a functional, rather than a desirable product. we argue that the telecare industry needs to consider the social and emotional aspects of design as well as function, even though many of today's service users find the current design acceptable. the survey findings can be incorporated into future product designs.
first-person cooking: a dual-perspective interactive kitchen counter. hobby chefs have various ways to learn cooking-paper recipes or cooking shows, for example. however, information in paper recipes may require prior experience to be understood and a television show cannot adapt to a viewer's individual speed. based on our findings on cooking habits, we are developing personalchef to unravel the complexity of recipes in order to increase users' confidence and fun when preparing an unknown recipe. personalchef is a multi-display, dual-perspective, interactive kitchen counter to support users in-situ while cooking and to teach them about food preparation. in addition to an interactive "personal chef" on a screen behind the stove, the user can retrieve as much or as little information as needed/wanted using a display embedded in the kitchen counter.
evaluating the social acceptability of multimodal mobile interactions. multimodal mobile interfaces require users to adopt new and possibly strange behaviors in public places. it is important to design these interfaces to account for the social restrictions of public settings. however, past research in multimodal interaction has primarily focused on issues of sensing and recognition rather than the investigation of user opinions and social factors that influence the acceptance of multimodal interfaces. this research examines the factors affecting social acceptability of multimodal interactions, beginning with gesture-based interfaces. this work includes a survey and an on-the-street user study that examine how users determined which gestures were acceptable. future work seeks to examine other modalities, in order to create guidelines for socially acceptable designs and a methodology for investigating social acceptability.
is a friend a friend?: investigating the structure of friendship networks in virtual worlds. in this paper, we examine online friendships at a network level. we focus on three structural signatures: network size, balance (triangles), and age homophily in the friendship ego-networks of 30 users of the virtual world second life. in relation to previous findings from studies of offline friendship networks, our results reveal that online networks are similar in age-homophily, but significantly different in size and balance.
comparing awareness and distraction between desktop and peripheral-vision displays. we tested a peripheral-vision display to provide users with awareness of others and their level of interest in interaction in an experiment where participants had to be aware of a simulated workgroup during a visually-demanding primary task. participants gathered more information from the peripheral-vision display although they attended to it significantly less often (less than half the number of glances, and less than a third of the total time spent looking). our results suggest that the peripheral-vision space around the user is a valuable resource for awareness and communication systems.
remote interaction for 3d manipulation. in this paper, we present a two-handed 3d interaction approach for immersive virtual reality applications on a large vertical display. the proposed interaction scheme is based on hybrid motion sensing technology that tracks the 3d position and orientation of multiple handheld devices. more specifically, the devices have embedded ultrasonic and inertial sensors to accurately identify their position and attitude in the air. the interaction architecture is designed for pointing and object manipulation tasks. since the sensor system guarantees 3d spatial information only, we develop an algorithm to exactly track the position of interest produced by the pointing task. for the object manipulation, we have carefully assigned one-handed and two-handed interaction schemes for each task. one-handed interaction includes selection and translation while rotation and scaling are assigned for the two-handed interaction. by combining one-handed and two-handed interactions, we believe that the presented system provide users with more intuitive and natural interaction for 3d object manipulation. the feasibility and validity of the proposed method are validated through user tests.
layered surveillance. artist annabel manning explores the world of immigration and identity, and explores imagery related to border crossings and surveillance. computer scientist celine latulipe explores embodied, collaborative interaction. the intersection of these two worlds leads to research in embodied collaborative interaction and an interactive art exhibit in which participants can explore both static images through interactive layers, and moving video through interactive surveillance lenses. participants can explore alone or with others, using gyroscopic mice to control different aspects of the artwork. the participants are led, through interaction, to contemplate the (in)visibility of the immigrant and the agency of surveillance.
snag: social networking games to facilitate interaction. because professional relationships and a sense of community are so important for career mobility and satisfaction, it is important to foster and support these relationships early. however, research has shown that women and underrepresented minorities approach these relationships differently and may need help to develop networking skills. to combat both of these problems, we present snag, (social networking and games), a suite of mobile and internet games to facilitate social networking within a professional community. we present snag'em, a game that helps conference attendees build meet one another and track their new contacts.
end user software engineering: chi 2010 special interest group meeting. end users create software whenever they create, for instance, interactive web pages, games, educational simulations, or spreadsheets. researchers are working to bring the benefits of rigorous software engineering methodologies to these end users to try to make their software more reliable. unfortunately, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. this special interest group meeting will bring together the community of researchers who are addressing this topic with the companies that are creating and using end-user programming tools.
critical dialogue: interaction, experience and cultural theory. although topics such as fun, enjoyment, aesthetics, and experience are relatively new in hci, long traditions of scholarship in the humanities and social sciences have examined them. some have already been expressed in the appropriation of conceptualizations of experience in hci research and practice. there is also a small but fast growing body of work in hci seeking to approach these topics from the perspective of cultural and critical theory. in the history of ideas, experience and critical theory have not always made good bedfellows, sometimes complementing each other, sometimes resisting each other. this workshop will explore the ways in which hci can benefit from a constructive dialogue between critical theory and experience in questions of design and evaluation.
behind the scenes of google maps navigation: enabling actionable user feedback at scale. this case study describes an android-based feedback mechanism, created to gain structured input on prototypes of google maps navigation, a mobile gps navigation system, during real-world usage. we note the challenges faced, common to many mobile projects, and how we addressed them. we describe the user flow for submitting feedback; the resulting feedback report from the team's perspective; our triaging process for the high volume of incoming data; and the results & benefits gleaned from using this system. learnings and recommendations are provided, to aid mobile teams who may be interested in developing a similar system for their working prototype, particularly if real-world testing is required.
cookie confusion: do browser interfaces undermine understanding? we performed a series of in-depth qualitative interviews with 14 subjects recruited to discuss internet advertising. participants held a wide range of views ranging from enthusiasm about ads that inform them of new products, to resignation that ads are "a fact of life," to resentment of ads that they find "insulting." we discovered that many participants have a poor understanding of how internet advertising works, do not understand cookies, and mistakenly believe there are legal protections barring companies from sharing information they collect online. we found that participants have substantial confusion about the results of the actions they take within their browsers, and do not understand the technology they work with now. the user interface for cookie management in popular browsers may be contributing to confusion.
exploring iterative and parallel human computation processes. mechanical turk (mturk) is an increasingly popular web service for paying people small rewards to do human computation tasks. current uses of mturk typically post independent parallel tasks. this research explores an alternative iterative paradigm, in which workers build on each other's work. we run a couple of experiments comparing the efficacy of this paradigm in two different problem domains: image description writing, and brainstorming company names.
designing for children: a fear therapy tool. software for young children requires specific attention to a variety of details that range from the used metaphors, interaction modalities and even used language. these aspects gain further relevance when creating software for critical activities such as fear therapy, requiring specific approaches during the design process right from the start. this paper describes the design process of a set of software solutions for young children's fear therapy using mobile devices. we address the used techniques, procedures and describe the resulting prototypes. initial evaluation results and future work plans are also presented.
adaptive mouse: a deformable computer mouse achieving form-function synchronization. in this paper, we implement a computer mouse for demonstrating the idea of form-function synchronization by embedding deformation sensing modules consisting of deformable foam and hall-effect sensors. due to its automatic sensing, recognizing and actuating mechanisms actively responding to users' diverse gestures, we have chosen to name it adaptive mouse. working with adaptive mouse, all users have to do is to hold it with preferred hand gestures, then through the use of their fore and middle fingers the correct button functions will intuitively be triggered. users can also freely move the mouse and always get accurate cursor feedbacks. this "intuitive holds then clicks" action creates sense of "magic", and the mouse shape with minimum visual clues not only lowers mental loads but also achieves the goal of simplicity design.
building common ground and reciprocity through social network games. social network games (sng) are an extremely popular and rapidly growing application of social network sites (sns). but are sngs really social? a survey based on a social cognitive theory approach to uses and gratifications revealed that people are motivated to play the game to create common ground, reciprocate, cope, and pass time. people play sngs to create common ground for future social interaction rather than seeking direct social interaction in the game. customization was strongly correlated with social motivations; in particular, use of avatar customization was different from use of space customization. reciprocity was facilitated more by the design of the game than social motives.