waashk/dblp huggingface dataset:
taking up the mop: identifying future wikipedia administrators. as wikipedia grows, so do the messy byproducts of collaboration. backlogs of administrative work are increasing, suggesting the need for more users with privileged admin status. this paper presents a model of editors who have successfully passed the peer review process to become admins. the lightweight model is based on behavioral metadata and comments, and does not require any page text. it demonstrates that the wikipedia community has shifted in the last two years to prioritizing policymaking and organization experience over simple article-level coordination, and mere edit count does not lead to adminship. the model can be applied as an "adminfinderbot" to automatically search all editors' histories and pick out likely future admins, as a self-evaluation tool, or as a dashboard of relevant statistics for voters evaluating admin candidates.
mind your p's and q's: when politeness helps and hurts in online communities. little is known about the impact of politeness in online communities. this project combines deductive and inductive approaches to automatically model linguistic politeness in online discussion groups and determine the impact of politeness on desired outcomes, such as getting people to reply to one another. we find that politeness triples reply rates in some technical groups, but rudeness is more effective in others. the model can be applied as a "politeness checker" to encourage people to write in ways likely to garner a response from specific communities.
user interface history. user interfaces have been around as long as computers have existed, even well before the field of human-computer interaction was established. over the years, some papers on the history of human-computer interaction and user interfaces have appeared, primarily focusing on the graphical interface era and early visionaries such as bush, engelbart and kay. with the user interface being a decisive factor in the proliferation of computers in society and since it has become a cultural phenomenon, it is time to paint a more comprehensive picture of its history. this sig will investigate the possibilities of launching a concerted effort towards creating a history of user interfaces.
lessons learned from a pilot study quantifying face contact and skin conductance in teens with asperger syndrome. this paper presents lessons learned from a preliminary study quantifying face contact and corresponding physiological reactivity in teenagers with asperger syndrome. in order to detect face contact and physiological arousability, we created a wearable system that combines a camera with opencv face detection and skin conductance sensors. in this paper, we discuss issues involved in setting up experimental environments for wearable platforms to detect face contact and skin conductance levels simultaneously, and address technological, statistical, and ethical considerations for future technological interventions.
communication patterns and usability problem finding in cross-cultural thinking aloud usability testing. communication plays an important role for the evaluator to find accurate usability problems in formative thinking aloud usability testing in the industrial area. this study investigates the communication patterns of evaluators in cross-cultural usability testing, and the influence on usability problem finding by doing experiments with danish users and chinese users. the purpose of this research is to propose effective communication patterns for evaluators to do usability tests with western and east asian users.
weaving memories into handcrafted artifacts with spyn. handcrafted objects, such as knit scarves or sweaters, subtly signify the time and skill involved in their creation. yet a handcraft artifact itself cannot convey the experience of its creation. we present the design, implementation, and preliminary evaluation of spyn, a system for knitters to virtually weave stories into their creations. using spyn, a knitter can record, playback and share information involved in the creation of hand-knit products. spyn uses patterns of infrared ink printed on yarn in combination with computer vision techniques to correlate locations in knit fabric with events recorded during the knitting process. using spyn, knitters can capture their activities as audio, image, video, and spatio-temporal data. when users photograph the knit material, the spyn system analyzes the ink patterns on the material and visualizes events over the photograph of the knit. in the design of spyn, we investigate the role that technology can play in preserving and sharing the handcraft process over space and time.
gamelunch: forging a dining experience through sound. the gamelunch is a sonically augmented dining table. by means of the gamelunch, we aim at investigating the closed loop between interaction, sound and emotion by exploiting the power and flexibility of physically-based sound models for an effective and coherent process of interactive sound design. continuous interaction gestures are captured by means of various force transducers, providing data that are coherently mapped onto physically-based sound synthesis algorithms. investigation of the above mentioned loop is carried out by the principle of contradiction: while performing usual dining actions, such as cutting and slicing, dressing the salad, pouring beverages, the user encounters contradicting and unexpected sound feedbacks, thus experiencing -- per absurdum -- the importance of environmental sounds in everyday-life acts.
challenges in computerized job search for the developing world. we examine the broad challenges facing a computer-based system to help match low-income domestic workers from an urban slum with potential middle-class employers in bangalore, india. due to the near impossibility of implementing such a system in one shot, we first implemented a paper-based system that provides the intended functionality but without a computer. this system proved a significant challenge in itself, and among the lessons learned are the crucial role of human intermediaries (necessary even in the final computer-based system), the importance of building skills among the domestic workers, the need for a strong value proposition for both employers and employees well above existing systems, and the requirement of technological literacy. we then show that these lessons are applicable to other scenarios where computing technology is applied to developing-world challenges, by analyzing corresponding issues in related work. \ \ our broad conclusion is that computer-based systems to solve developing-world problems often require significant work above and beyond an implementation of the technology, with trustworthy human intermediaries playing a critical role. \
mashups: who? what? why? in recent years major web services have opened their systems to outside use through the implementation of public apis. as a result, web developers have begun to experiment with mashups - software applications that merge separate apis and data sources into one integrated interface. because the apis and data sources are publicly available, in principle anyone can create a mashup. however, because relatively advanced programming languages are required to integrate these apis, creating a mashup still requires considerable programming expertise. in this paper we share the results of an exploratory study of web developers and their experiences with building mashups. we profile the characteristics of mashup developers, examine the mashups they create, and the reasons they create mashups. from the results of this initial survey we outline a course for future research.
backchan.nl: integrating backchannels with physical space. in this paper, we describe backchan.nl, a web based backchannel system that focuses on managing questions for presenters by allowing audience members propose and vote on other people's questions. top rated questions are projected in the presentation space so audience members, moderators, and panelists can see them. we discuss the results of deploying this system at a conference and relate those results to the particular design of our system, demonstrating how backchannel systems can be more than just shared chat rooms.
eyepass - eye-stroke authentication for public terminals. authentication on public terminals e.g. on atms and ticket vending machines is a common practice. due to the weaknesses of the traditional authentication approaches pin and password, it is possible that other people gain access to the authentication information and thus to the users' personal data. this is mainly due to the physical interaction with the terminals, which enables various manipulations on these devices. in this paper, we present eyepass, an authentication mechanism based on passshape and eye-gestures that has been created to overcome these problems by eliminating the physical connection to the terminals. eyepass additionally assists the users by providing easy-to-remember passshapes instead of pins or passwords. we present the concept, the prototype and the first evaluations performed. additionally, the future work on the evaluation is outlined and expected results are discussed.
now let's do it in practice: user experience evaluation methods in product development. as the selection of products and services becomes profuse in the technology market, it is often the delighting user experience (ux) that differentiates a successful product from the competitors. product development is no longer about implementing features and testing their usability, but understanding users' daily lives and evaluating if a product resonates with the in-depth user needs. although ux is a widely adopted term in industry, the tools for evaluating ux in product development are still inadequate. based on industrial case studies and the latest research on ux evaluation, this workshop forms a model for aligning the used ux evaluation methods to product development processes. the results can be used to advance the state of "putting ux evaluation into practice".
social resonance: balancing reputation with tangible design. new forms of tangible systems can be designed to leverage the strengths, and bridge the discrepancies, of reputation systems. this paper presents the ongoing design of a tangible reputation system, social resonance, that uses a wearable device to merge face-to-face interaction with online networking. like its virtual counterparts, this system aims to make explicit the perspective of anonymous actors. yet unlike online reputations, this system is negotiated through real-world action and signals. we present an overview of the system, including potential opportunities and related work, and conclude with future steps for analysis.
facet folders: flexible filter hierarchies with faceted metadata. facet folders are a visualization and interaction concept for filtering collections of personal data. although visually derived from the ubiquitous folder hierarchies of file managers, facet folders explicitly expose the faceted metadata used for filtering. facet folders can be arranged into persistent hierarchies, enabling the construction of dynamically updating views across multiple facets. if demands change, the hierarchy can be easily rearranged.
finding a balance: social support v. privacy during weight-management. this work investigates current attitudes towards the involvement of others during weight-management (wm). it is prompted by ongoing attempts to harness social influence within system design so as to promote an increase in physical activity, with obesity often cited as a motivation. through in-depth interviews, we have found that the complexities of sharing information in existing wm practices are not reflected in current system designs. initial findings highlight the design tension raised by the need for social support as well as privacy. preliminary design concepts of selective disclosure and relative comparison are offered to developers of sociocentric systems supporting wm-specific behavioural change.
a study on a flight display using retro-reflective projection technology and a propeller. the head up display (hud) is becoming increasingly common in the aerospace field because it has many benefits such as enabling operations in poor visibility and improving flight safety. the hud is a kind of augmented reality display that enables a pilot to observe the scene outside the cockpit while simultaneously viewing an artificial image of flight information. however, the hud is too expensive and heavy for light airplanes. in this paper, we propose a new method to combine real and artificial images using retro-reflective projection technology and rotating objects, and we apply the method to an airplane with a single propeller to compose a simple hud. in this report, we also describe the developed system and preliminary experimental results.
the associative pda 2.0. in this paper i describe the associative pda 2.0, a mobile system for personal information management (pim), based on an associative information network. in addition to associate items manually, context information is used for defining associations and thereby indexing data automatically. the design is limited to note-taking, allowing a representative example of a pim application. i conducted initial interviews to receive background information about note-taking. the system will be evolved following a user centered design. it will be evaluated in a long-term study with authentic personal information to verify the design and usefulness.
pointing with fingers, hands and arms for wearable computing. pointing is a fundamental enabling operation for human-computer interaction across a broad spectrum of scenarios. the paper presents a study exploring how to develop a pointing system for truly wearable, rather than hand-held, computing. it describes a fitts' law study of pointing based on motions in free-space captured using an inertial sensor pack. it compares performance when the pack is held in the hand, mounted on the back of the hand and finally on the wrist. the results show a significant, but numerically small, advantage in using the hands over using the upper arm only. this suggests that for wearable tasks where pointing is relatively infrequent a wrist based sensor pack may well be sufficient to enable effective and usable interaction.
verbal associations to tactile patterns: a step towards textured legends in multimodal maps. in this paper we present a pilot study designed to investigate how tactile patterns are spontaneously interpreted by subjects. participants were confronted to a sample of 40 tactile patterns. the results show strong correlations in the way subjects spontaneously associate verbal description to a clearly identified set of patterns. in terms of application, the study aimed to provide empirical evidence that can support the selection of appropriate tactile patterns in multimodal maps for blind or visually impaired users.
vocal interaction. vocal interaction research has slowly been gaining popularity in the mainstream hci, assistive technology, arts and game development communities. one main reason for the uptake of this interaction style is the potential of exploiting one of the most natural means of expression: human vocalizations, speech, and vocal gestures. this sig meeting has three purposes: to communicate the results of the chi 2007 workshop on vocal interaction to interested chi attendees; to sketch a research agenda on the topic of the emerging interaction styles in the context of vocal interaction and its implications for the design of interactive systems; and to bring together the communities of researchers and practitioners who are addressing this topic.
social networking 2.0. in this paper we describe the development of a platform that enables us to systematically study online social networks alongside their real-world counterparts. our system, entitled cityware, merges users' online social data, made available through facebook, with mobility traces captured via bluetooth scanning. furthermore, our system is constantly growing, since it enables users to contribute their own mobility traces. in addition to describing cityware's architecture, we discuss the type of data we are collecting, and the analyses we intend to carry out.
urban mixed realities: technologies, theories and frontiers. this workshop will address the approaches, challenges, benefits and aspects of interaction within urban mixed reality environments. it will seek to draw upon existing research into place, presence and situated interaction while exploring areas of art, flow, ambience, urban design, performance and technology. in doing so, it will bridge the divide between art and science which exists in the growing research area of urban mixed realities. the anticipated outcome is a closer examination of the issues relevant to interacting within urban mixed realities and how to drive the research agenda forward.
studying paper use to inform the design of personal and portable technology. this paper introduces design guidelines for new technology that leverage our understanding of traditional interactions with bound paper in the form of books and notebooks. existing, physical interactions with books have evolved over hundreds of years, providing a rich history that we can use to inform our design of new computing technologies. in this paper, we initially survey existing paper technology and summarize previous historical and anthropological analyses of people's interactions with bound paper. we then present our development of three design principles for personal and portable technologies based on these analyses. for each design guideline, we describe a design scenario illustrating these principles in action.
there's always one!: modelling outlying user performance. informal analysis of many usability tests suggests that there is regularly one participant that is substantially slower than all the others. moreover, such outliers are more extreme and more frequent than would be predicted by a normal distribution. we propose using a rational model to explain the outliers and the work described here begins to parameterise the model based on empirical data to provide accurate analyses of user performance. this prediction appears to be correct and the model begins to reflect the outlying performance. moreover, by using an executable model, we believe that it could be used in future as an analytical tool to help designers improve usability for those users who are struggling the most.
interpersonal interruptibility: a framework and research program. to date, research exploring interpersonal technology-mediated interruptions has focused on understanding how knowledge of an "interruptee's-local-context" can be utilized to reduce unwanted intrusions. however, the value of everyday interruptions are strongly tied to interrupter-interruptee relationships, interrupter's context and interruption content that we refer to as the 'relational context'. this suggests that a fresh approach to interruptibility research is needed that focuses on understanding how the knowledge of this relational context can be used to improve interruption management decisions. to address this concern a theoretical framework and associated research program are presented. the validity of fundamental aspects of this framework is then demonstrated through a study of cell phone call handling decisions. it shows that "who" is calling is used most of the time (87.4%) by individuals to make call handling decisions (n=834) unlike the interruptee's current local social (34.9%) or cognitive (43%) contexts. in addition, a clear disconnect was shown between the influence of local interrupee-context and relational context in terms of call handling decisions, suggesting that interruption management systems that focus only on an interruptee's-local-context will be ineffective. an alternative design approach is described to address these short comings.
sharing the squid: tangible workplace collaboration. effective communication is central in building trust and negotiating differences in diverse, multidisciplinary working environments. in this paper we discuss a tangible mediated environment designed to facilitate positive social interaction between colleagues in a research workplace. through our multi-user tangible interface in the form of a plush squid, participants can share media resources and collaborate in a playful and inviting setting. results from preliminary studies indicate that playful mediated work environments stimulate constructive discourse, strengthen social bonds, and enhance creative output.
human, organizational, and technological factors of it security. this paper describes the hot admin research project, which is investigating the human, organizational, and technological factors of it security from the perspective of security practitioners. we use qualitative methods to examine their experiences along several themes including: unique characteristics of this population, the challenges they face within the organization, their activities, their collaborative interactions with other stakeholders, the sub-optimal situations they face as a result of distributed security management, and the impact of the security management model in place. we present preliminary results for each theme, as well as the implications of these results on the field of usable security and other research areas within hci.
contact-and-connect: designing new pairing interface for short distance wireless devices. to solve the problem of the current pairing method of wireless devices with button interface, this paper suggests a new way of pairing wireless devices in short distance with which it requires physically contacting them together, which we call contact-and-connect interface. through prototyping, we examined the usability of this new interface, and as a result, we realized that all of the participants recognized the pairing easily due to the following three factors: contact action, led visualization of connection, and instant feedback of what is happening. we also figured out which external forms have better affordance for the contact action, and the ones having no sharp edges with a perfect fit worked best.
measuring users' emotional reactions to websites. initial research to investigate users' emotional reactions to websites is presented. an emotion words priming list (ewpl) was developed for uk english speakers and used to prompt users in an evaluation of 6 websites. only half the words on the ewpl v1 were amongst the most frequently used emotion words in the retrospective verbal protocols. however a list of 16 emotion words emerged from this study that constitute version 2 of the ewpl, to be validated in a future study.
collaborative editing of micro-tags. this paper introduces the insight system, which was designed to explore two new concepts in social tagging. in this system, we introduce the concept of community-editable tags, a methodology that allows a community of users to edit, modify and delete tags of each other. the goal is to improve the quality of tags, and to reduce the proliferation of incorrect or incomplete tags often found in social networking systems. we also explore the concept of "micro-tagging," which has begun to appear in web-based applications. in "micro-tagging," the user attaches a tag to a subset of large media, such as a segment in a video or a region of an image. insight allows users to create and edit video micro-tags. users can mark specific time intervals within a video, and specific spatial locations within video frames, and these tags can be edited by subsequent users. we also present an empirical study which demonstrates an improvement in factual tag quality when the community of users is allowed to edit and delete each others' tags. these results provide a first step in demonstrating how refining tags would make them more valuable for search.