waashk/dblp huggingface dataset:
storytelling through drawings: evaluating tangible interfaces for children. this paper presents an ongoing study comparing the potential and the quality of the experiences provided by tangible versus traditional interfaces. the study was carried with two groups of kindergarten children using two interfaces that aim to motivate children to the practice of oral hygiene. children's drawings were one of the methods used to assess their experience. we found differences quantitatively and qualitatively between the drawings of the children interacting with the tangible interface and the traditional interface. the drawings suggest that by interacting with the tangible interface children felt more actively involved with the task.
acquiring a professional "second life": problems and prospects for the use of virtual worlds in business. the current surge of interest in virtual worlds suggests they are poised to make an evolutionary leap to the workplace, as instant messaging did a decade ago. in recent work we have introduced dozens of new users to teambuilding activities in the second life® environment, meeting both enthusiasm and skepticism. we document five issues for professional users of virtual environments: initial motivation, technical difficulties, interacting competently, becoming socially proficient, and finding compelling activities. based on these we describe a training strategy to enable professional users of virtual worlds.
springboard: exploring embodiment, balance and social justice. in this paper we describe the theory and design of a prototype interactive environment called springboard. springboard supports users to explore concepts in social justice through embodied interaction. we present the foundational theory of embodied conceptual metaphor, focusing on the twin-pan balance schema. we describe the application of balance metaphors in the design of the interaction model for our interactive environment. we conclude with a discussion of design choices and describe future research based on our prototype.
"it's like a circus in here!": affect and information sharing in an emergency department. the following research begins to address the relationship between affect and information sharing in order to inform the design of collaborative systems. through ethnographic observations of affect and face-to-face information sharing in an emergency department we begin to see trends on the occurrence of affect due to context as well as the relationship between affect and information sharing outcomes.
mobile gesture interaction using wearable tactile displays. we present an interaction method for mobile gesture interaction using wearable tactile displays. we are attempting to show that wrist-worn tactile displays provide adequate feedback to enable reversible and error-resistant gesture-based interaction. in support of this effort, we present pilot study results demonstrating users' sensitivity in perceiving vibratory directional patterns on the wrist.
jadeite: improving api documentation using usage information. jadeite is a new javadoc-like api documentation system that takes advantage of multiple users' aggregate experience to reduce difficulties that programmers have learning new apis. previous studies have shown that programmers often guessed that certain classes or methods should exist, and looked for these in the api. jadeite's "placeholders" let users add new "pretend" classes or methods that are displayed in the actual api documentation, and can be annotated with the appropriate apis to use instead. since studies showed that programmers had difficulty finding the right classes from long lists in documentation, jadeite takes advantage of usage statistics to display commonly used classes more prominently. programmers had difficulty finding the right helper objects and discovering how to instantiate objects, so jadeite uses a large corpus of sample code to automatically identify the most common ways to construct an instance of any given class.
extend: reducing e-waste through redistribution of local it resources. we designed a system of online classified ads that facilitates cascading used information technology (it) equipment such as computers, printers, and monitors from computing-intensive labs in higher education institutions to lower-end labs and then to administrative sites within the institution and finally the local community. after ethnographic research and a literature review, we found that it departments in higher education institutions tend to recycle instead of reuse it equipment largely because there is no system in place that fosters equipment reuse. in the university of michigan, this results in 50 tons of electronics being recycled annually, an estimated 40% of which could be re-used either elsewhere in the institution or in the wider local community. extend will promote decreased consumption of new equipment which will lead to a decrease in the generation of local e-waste.
an evaluation of techniques for selecting moving targets. moving targets are found in numerous applications such as computer games, air traffic control systems, and video surveillance. the selection of moving targets is considerably more difficult and error prone than traditional stationary target selection. in this paper, we introduce comet tails and target lock, two techniques that support the selection of moving targets. our goal is to facilitate accurate and fast selection of moving targets. we compare our two techniques to unassisted selection in a controlled experiment. the results show that for moving target selection, comet tails and target lock can outperform unassisted selection, and result in fewer errors. according to post-experiment questionnaires, participants indicate a stronger preference for assisted target selection with comet tails and target lock than unassisted selection.
species-appropriate computer mediated interaction. given the importance of our non-human companions, do we not want to extend social media to our nonhuman co-species? if "human computer interfaces" should be designed for "anyone. anywhere." (the theme of chi 2001), then why not for all species? recent pioneering efforts have shown that computer mediated interactions between humans and dogs, cats, chickens, cows, hamsters, and other species are technically possible. these efforts excite the imagination and challenge our understanding the basic nature of computer mediated interaction.
exploring the design of accessible goal crossing desktop widgets. prior work has shown that goal crossing may be a more accessible interaction technique than conventional pointing-and-clicking for motor-impaired users. although goal crossing with pen-based input devices has been studied, pen-based designs have limited applicability on the desktop because the pen can "fly in," cross, and "fly out," whereas a persistent mouse cursor cannot. we therefore explore possible designs for accessible mouse-based goal crossing widgets that avoid triggering unwanted goals by using secondary goals, gestures, and corners and edges. we identify four design principles for accessible desktop goal crossing widgets: ease of use for motor-impaired users, safety from false selections, efficiency, and scalability.
tangible sketching in 3d with posey. posey is a physical construction kit that is instrumented to capture assembly and configuration information and convey it to a host computer. we have used posey to build applications that deploy a reconfigurable physical model as a tangible interface for various domains. we demonstrate these applications to support a case for computationally enhanced construction kits as a semi-general interaction modality.
multilingual search strategies. we explored the search strategies of multilingual searchers, i.e., users who use multiple languages when searching for information. we wanted to understand factors that determine the language multilingual searchers choose to search in, if they switch languages within a search task, and if they encounter challenges when searching in a non-native language. our results indicate that availability and perceived quality of information were the primary reasons for searching in a non-native language. language switching within a search only occurred when information could not be found with the original search language. we also observed a language-related use case where the goal was not to find information in a typical sense, but rather to check for correct phrases in the non-native language using search engines. our research highlights several areas of future work for further understanding the multilingual search process.
on the internet, everybody knows you're a dog: the human-pet relationship in online social networks. the benefits of pet ownership to physical and mental health are extensive and well documented. online social networks have the potential to strengthen these relationships and build community among pet owners. in this work, we present several results on the difference in behavior between dog and cat owners in pet-oriented social networks. we extend this analysis to divisions between urban and rural users. our results show that there are significant differences among these groups. we propose a theory for future testing that more socially isolated the owners are from real-world communities of similar pet owners, the more active they are in forming social connections on these websites, and we offer initial evidence to support this. these results show that these pet social networks are already being used to help support the human-animal bond online, and that different types of pet owners would benefit from different types of support within the systems.
digital heritage. the india digital heritage project is a collaborative initiative between the industry and academia, with the aim of using novel techniques to efficiently capture and present various aspects of india's diverse heritage, while at the same time advancing the state-of-the art in related research areas. as part of the digital heritage project, we have built a prototype virtual tour of a south indian temple that, for the first time, integrates technologies such as photosynth and hdview, opening up new ways to interactively explore visually complex sites. these technologies are combined with audio, video and guided walkthroughs, to provide a compelling end user experience. the accompanying video highlights the key scenarios of our prototype.
multimodal programming environment for kids: a "thought bubble" interface for the pleo robotic character. we introduce a mixed physical and digital programming environment for children to control robotic characters. we present our design rationale, our initial prototype, report the results from our initial evaluation, and discuss ongoing work.
city browser: developing a conversational automotive hmi. this paper introduces city browser, a prototype multimodal, conversational, spoken language interface for automotive navigational aid and information access. a study designed to evaluate the impact of age and gender on device interaction errors, perceptions and experiences with the system along with physiological indices of workload is outlined. preliminary results, plans for further analysis and a larger scale user evaluation are presented.
supporting privacy by preventing misclosure. despite extensive concerns about privacy and multiple potential consequences of revealing personal information, many users still experience invasions of privacy when interacting with technology. for this reason, privacy is an important and complex issue in hci. this thesis focuses on specific psychological issues of privacy in hci, primarily the accidental disclosure of information or misclosure. using multiple methods including focus groups, a diary study, and an experimental manipulation, this thesis seeks to catalog the incidence of such errors, identify the interface issues associated with each type of error, and provide design recommendations for preventing each type of disclosure error.
tag trails: navigation with context and history. we describe a technique for preserving and presenting context and history while navigating web resources described by keywords. we use tagging and tag clouds as an application area for our technique. the technique is illustrated by employing it in a prototype that interfaces data from a social tagging website used to bookmark academic articles. the prototype displays a "tag trail" which can reveal contextual connections between web resources and the associated tags. we argue that the user's understanding of web resources is aided by making such connections explicit.
selective message distribution with people-tagging in user-collaborative environments. oftentimes, we would like to distribute call-for-participation messages by email to people who are potentially interested in the topics of the corresponding events. meanwhile, people either broadcast such messages to everyone in their organizations or maintain a number of mailing lists for different topics. but both approaches have drawbacks. in this paper, we explore the idea of automatically selecting recipients for broadcasting messages on different topics using people-tagging. in a collaborative people-tagging system, users can tag each other with the terms they want, and tags from different users are combined and aggregated. tags applied to a user usually describe the user's attributes, such as her affiliation, expertise, and the projects she has been involved in. we can thus effectively find interested recipients by matching the content of messages with people's tags. a prototype of our solution has been implemented for a real-world and large-scale people-tagging system in ibm.
toward an experimental methodology for studying persuasion-based online security. in this paper we highlight a controlled experimental design in development to investigate how the intersection of a brand's familiarity and persuasive appeal impact user willingness to engage in increased web security procedures. we offer the results of a 2 (source: familiar vs. unfamiliar brand) x 2 (persuasive strategy: benefit to user vs. benefit to site) web experiment (n=48) using this approach to demonstrate its viability and generate ideas for future directions. lessons learned and opportunities to improve this experimental methodology to further psychological research in the web security domain are discussed.
artful surfaces in design practices. a largely overlooked aspect of innovative design practices is how workplace surfaces play a role in supporting designers' everyday work. in this paper we introduce the idea of artful surfaces. artful surfaces (figure 1) are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. the way these surfaces are created and used could provide information about how designers work. we identify four types of artful surfaces: personal, shared, project-specific and live surfaces; and describe them using examples.
tactful calling: urgency-augmented phone calls through high-resolution pressure input on mobile phones. in this paper we present a system that simulates urgency-augmented phone calls on mobile phones. different scenarios and interaction techniques are discussed. we report a user study that indicates a general need for such a system and explored the applicability of using a force sensor as a way of intuitive call urgency articulation. the proposed system allows trying out urgency-augmented phone calls hands-on.
'phonephone': nfc phone as a musical instrument. this paper describes 'phonephone', an approach to create a musical instrument using a near field communication enabled mobile phone. designs of prototypes leading to the instrument are described in step by step fashion with an explanation of the rationale behind the instrument implementation. the result is a conceptual prototype, which can be used to play different sounds, e.g. piano and drums.
adapt: audience design of ambient persuasive technology. we discuss our experiences with applying participatory design methods to the development of a persuasive ambient display. by combining these two approaches, we hoped to engage community members in reducing environmental waste on our college campus. we describe our design process and rationale, the resulting design, lessons learned, and future research directions.
wii can do it: using co-design for creating an instructional game. there are many children for whom learning is difficult if they need to remain still. the nintendo wii, with its motion-controlled sensors, can support learning experiences that enable children to be physically active learners. this paper presents the methodologies and results from a multi-day, co-design session at the university of maryland's human-computer interaction lab. the goal of the sessions was to design an instructional game that leveraged the nintendo wii's motion controls to teach about u.s. national parks.
leveraging open-source software in the design and development process. this paper presents a case study of the nasa ames research center hci group's design and development of a problem reporting system for nasa's next generation vehicle (to replace the shuttle) based on the adaptation of an open source software application. we focus on the criteria used for selecting a specific system (bugzilla) and discuss the outcomes of our project including eventual extensibility and maintainability. finally, we address whether our experience may generalize considering where bugzilla lies in the larger quantitative picture of current open source software projects.
storytags: once upon a time, there was a photo. with the growing volume of digital information users must deal with, management and retrieval tasks have become increasingly problematic. a popular way to help users organize their information is tagging, as is the case in web sites such as flickr, delicious or youtube. unlike traditional hierarchically-based organization principles, tagging is less strict and easier to employ. however, it is not without its own problems. low tag reuse is just one of several issues that might hinder retrieval of a document or photo at a later time. we propose that narratives can provide a better way of tagging photos. describing a photo by telling a story about it may yield more and better tags, as information in stories is organized as a structured, coherent whole. we present a prototype web application, storytags, that allows users to tell stories to tag their photos, and then to use those stories to retrieve them.
user experience evaluation in the wild. this article details experience feedback resulting from a user experience study in the wild (i.e. in-situ). the system under test was a mobile device for skiers, which aimed at improving their users' experience. the skiers were equipped with a mini-camera, an accelerometer and a geo-localization system. thanks to a smartphone, they could replay, on trails, theirs best performances (video, maximum speed, ...). the article focuses both on the methodological and the technological issues encountered during these experimentations, and proposes recommendations.
senseablerays: opto-haptic substitution for touch-enhanced interactive spaces. this paper proposes a new haptic interaction system based on optical-haptic substitution. this system combines time-modulated structured light emitted to the workspace and a mobile or finger-mounted module consisting of a photo-detector with a tactile actuator. unlike other tactile feedback systems, it does not require any complicated mechanism for position sensing and tactile actuation. instead, it directly converts time-modulated structured light into haptic sensations. by sensing this light with a photo detector, users can feel this time-modulated light as haptic sensations. the system can easily add haptic feedback to a wide variety of applications, including surface computing systems and 3d interactive spaces.
take me home: designing safer in-vehicle navigation devices. in this paper we will propose a new design for a safer and more usable in-vehicle navigation system. in order to focus our design on safety and usability, we generated several design points based on prior research. from our design points, we are able to propose a design for a system which uses voice controls as the primary input modality, and the rear-view mirror as a heads-up display. in addition, we will propose displaying limited amounts of information to decrease the likeliness of a driver's focus straying away from the road. if we are able to show that our design is superior to current commercial navigation devices, we will continue to apply our design points and system design towards other aspects of in-vehicle information systems.
supporting intercultural collaboration with dynamic feedback systems: preliminary evidence from a creative design task. intercultural collaboration is often hampered by the manner in which teams communicate, or fail to com-municate, their ideas, concerns, and feelings. computer-mediated communication and the virtual nature of collaboration tend to exacerbate such communication issues into problems of conversation dominance, misattribution, and group conflict. new communication tools have the potential to mitigate some of these problems by augmenting individuals' and team's awareness of their communication inputs and processes. we explore how such feedback affects the communication content, attention distribution, and affective states of chinese and american collaborators engaged in a creative de-sign task. we describe our tool, present preliminary findings from an ongoing lab experiment, and discuss next steps in our research regarding ways of detecting the impact of real-time conversation feedback in inter-cultural collaboration environments.
enabling always-available input: through on-body interfaces. most current input devices require dedicated attention by our hands through physical transducers such as the keys on a keyboard. similarly, computer output is dominated by visual displays requiring most of our visual attention. while keyboards and monitors are effective i/o devices for dedicated computing activities, when our primary task is not using a computer, our hands may not be free to manipulate an input device. the goal of my dissertation is to explore how on-body interfaces can better support computing in our everyday activities.
designing cally, : a cell-phone robot. this proposal describes the early phase of our design process developing a robot cell-phone named cally, with which we are exploring the roles of facial and gestural expressions of robotic products in human computer interaction. we introduce non-verbal anthropomorphic affect features as media for building emotional intimacy between a user and a product. also, two social robot application ideas generated from brainstorming and initial participatory design workshop are presented with their usage scenarios and implementations. we learned from the pilot test that the prototyping and bodystorming ideation technique enabled participants to more actively take part in generating new ideas when designing robotic products.
enhancing input device evaluation: longitudinal approaches. in this paper we present our experiences with longitudinal study designs for input device evaluation. in this domain, analyzing learning is currently the main reason for applying longitudinal designs. we will shortly discuss related research questions and outline two case studies in which we used different approaches to address this issue. finally, we will point out future research tasks in the context of longitudinal evaluation methods.
dress for success: automating the recycling of school uniforms. in this paper we present the dress for success (d4s) system, a web-supported vending machine for school uniforms. the main goal of the d4s system is to encourage and facilitate the recycling of school uniforms by automating the exchange between parents and minimizing the work necessary to donate and obtain second-hand school uniforms. by creating a sustainable system that facilitates the reuse of this clothing, we hope to reduce both the environmental and monetary cost associated with current uniform purchasing practices.