waashk/dblp huggingface dataset:
localbuy: a system for serving communities with local food. we seek to make local and sustainably produced food available and easy to buy by linking consumers with local producers of meat, vegetables, fruit, and much more. our dynamic website will enable buyers to purchase fresh and healthy food directly from the manufacturers of these products, contributing to local economy. we are advantageously positioned to help farmers avoid the middlemen, the wholesalers, the big box stores and allow them to meaningfully connect with their consumers.
metamouse: multiple mice for legacy applications. single display groupware (sdg) solutions have been used to create software for disadvantaged children, particularly in the developing world. sdg allows for greater utilization of the limited infrastructure available to these kids. however, sdg faces challenges in working with legacy applications. our technology, called metamouse, takes a step toward an integrated multi-user application by allowing users to collaborate within unmodified legacy educational software. we conducted a preliminary qualitative user study of our technology with educational software in schools around bangalore, india. we found that metamouse is easily learned, encourages collaborative discussion among students, and allows for the use of existing educational applications with no modification.
diy for chi: methods, communities, and values of reuse and customization. people tinker, hack, fix, reuse, and assemble materials in creative and unexpected ways, often codifying and sharing their production process with others. do-it-yourself (diy) encompasses a range of design activities that have become increasingly prominent in online discussion forums and blogs, in addition to a small-but-growing presence in professional/research forums such as chi. this workshop will explore diy practice from the ground up--examining diy as a set of methods, communities, values and goals and examining its impact in the domains of traditional crafts, technology development, and sustainable design.
ten steps of integrating user feedback into the product definition process: a closed loop approach. an appropriate and timely integration of results from user feedback studies into product definition and development efforts is an important but challenging goal. in this paper we describe some best practices and processes at sap which are facilitating this integration. they are based on several years of experience of applying user centered design principles to sap business bydesign software.
what can user experience learn from food design? this panel will bring together a group of user experience experts, with a group often overlooked in the art and science of user experience -- food designers. the panelists will include: two james beard award-winning chefs, a user experience practitioner, and a world-renowned hci academic. together, the panel will compare and contrast concepts from food design and user experience including the challenges of meeting demanding end-user needs, and best practices from food design that one could potentially apply to the design of everyday things.
social groups, social media, and civic participation of high school youth: concepts and methods for design implications. high school social groups (e.g., "jocks" and "nerds") and social media (e.g., instant messaging and social network sites) are prominent in the lives of high school students. social groups affect what high school students find acceptable doing. however, little is known about how social groups affect students' shaping of civic and political selves, or whether social media bridge social relationships across distant high school social groups and engender positive spill-over effects for civic participation. this socio-technical mixed methods study is positioned at the intersection of high school social groups, uses of social media, and students' participation in extracurricular activities, with particular interest in civic participation. design implications will be drawn from analysis of three data sets: a student questionnaire with sociometric questions, interviews, and observations of students' daily activities. conceptual and methodological contributions to the hci literature are discussed.
aurally and visually enhanced audio search with soundtorch. finding a specific or an artistically appropriate sound in a vast collection comprising thousands of audio files containing recordings of, say, footsteps, gunshots, and thunderclaps easily becomes a chore. to improve on this, we have developed an enhanced auditory and graphical zoomable user interface that leverages the human brain's capability to single out sounds from a spatial mixture: the user shines a virtual flashlight onto an automatically created 2d arrangement of icons that represent sounds. all sounds within the light cone are played back in parallel through a surround sound system. a gpu-accelerated visualization facilitates identifying the icons on the screen with acoustic items in the dense cloud of sound. test show that the user can pick the "right" sounds more quickly and/or with more fun than with standard file-by-file auditioning.
tangible message bubbles for children's communication and play. we introduce tangible message bubbles, a new composition and communication tool that invites youngsters to express and record their everyday expressions, play with these original recordings, and share these personal creations with their friends and family. we present a design rationale that focuses on supporting both co-located and remote collaboration, and on balancing play with tool design. results from pilot evaluations with our initial prototypes informed us with ways to leverage the physical properties of the toys and support playful exploration of children's recorded video messages for sharing.
designing for families. in this special interest group (sig) we plan to focus on discussions and activities surrounding the design of technologies to support families. many researchers and designers study domestic routines to inform technology design, create novel interactive systems, and evaluate these systems through real world use. bringing together researchers, designers and practitioners interested in technologies for families at a sig provides a forum for discussing shared interests including methods for gaining an understanding of the user, metrics for evaluating interventions, and shared definitions of the concept of the family.
a personalized walk through the museum: the chip interactive tour guide. more and more museums aim at enhancing their visitors' museum experiences in a personalized, intensive and engaging way inside the museum. the chip1 (cultural heritage information personalization) project offers various online and mobile tools to the users to be their own curators, e.g. browsing the online collections, planning personalized museum tours, getting recommendations about interesting artworks to see, and quickly finding their ways in the museum. in this paper we present the new version of the personalized museum guide2 offered on a mobile device in the physical museum space. we maintain a dynamic user model to ensure high relevance of recommended artworks and museum tours and in this way (1) support personalized interaction both online and in the museum and (2) provide an intuitive bridge between the online and on-site experiences. we apply semantic web technologies to enrich the museum collection and guarantee serendipity, novelty and relevance of the recommendations.
bezier lights: establishing virtual boundaries in indoor environments. in this paper we introduce bezier lights, an intelligent lighting system that allows users to intuitively establish virtual boundaries in indoor environments. boundaries can be easily created/modified by arranging the layouts of disk-shaped devices ("stones") on the building floor. the immediate purpose of the system is to assist users in incorporating location-aware capabilities into private properties, esp. individual households and offices, with the longer-term goal of serving as a key component in our vision of "synthetic space" -- architectural space of the future where all building elements (walls, windows, etc.) can be dynamically reconfigured in real time.
automatic storytelling in comics: a case study on world of warcraft. this paper presents a development of our comic generation system that automatically summarizes players' actions and interactions in the virtual world. the feature of the system is that it analyzes the log and screenshots of a game, decides which events are important and memorable, and then generates comics in a fully automatic manner. also, the interface of our system allows users to customize their own comics. as a result, users can easily use the system to share their stories and create individual comics for archival purposes or storytelling.
saltate!: a sensor-based system to support dance beginners. we present saltate!, a wireless prototype system to support beginners of ballroom dancing. saltate! acquires data from force sensors mounted under the dancers' feet, detects steps, and compares their timing to the timing of beats in the music playing. if it detects mistakes, saltate! emphasizes the beats in the music acoustically to help the dancing couple stay in sync with the music.
cell phone software aiding name recall. senior citizens often find it difficult to remember names. this paper describes a novel cell phone application that uses information about one's social network and the places one frequents to suggest the names of individuals one might plausibly encounter in a particular place. we anticipate that this "names prosthesis" will help senior citizens to improve socialization, functional memory and levels of autonomy. we motivate the need for this application space before describing our design process, first implementations, and early testing and iterative improvement of both the concept and the implementation.
design an interactive visualization system for core drilling expeditions using immersive empathic method. in this paper, we propose an immersive empathic design method and used it to create an interactive high-resolution core visualization system for real-world geological core drilling expeditions. a high domain knowledge barrier makes it difficult for a person from outside this field to imagine the user experience simply through observation. the globally distributed nature of the core drilling community imposes further design constraints. we used this approach to embed a computer scientist trained as a junior core technician. this process allowed the developer to experience authentic user activities and enabled the design of an innovative system for solving real-world problems. this approach made the best use of precious co-located opportunities, overcame the initial domain knowledge barrier, and established a trust relationship between the developer and the domain scientists. the system designed through this approach formed a sustainable and adaptive foundation that the domain scientists can build on. through in-situ deployment, observation and interview evaluations from on-going expeditions, we present the advantages of this process.
designing interactive information access technologies for small scale rural indian farmers. more than 60% of the indian population resides in rural areas with agriculture as the main profession. although small scale rural indian farmers possess deep knowledge about traditional agricultural practices, they oftentimes lack immediate, contextual and real time access to vital information such as the current state of the agro-market, making the right choice of pesticides and fungicides for pest management, weather conditions, and knowledge about newly introduced agricultural tools, techniques and practices. in this paper, i report the preliminary findings of an ongoing contextual user research study conducted in three different indian villages in maharashtra state. this research is targeted to uncover a deeper understanding of the information needs of indian rural farmers through field observations and interviews, as well as to guide the human-centered design of potential information and communication technology (ict) solutions to cater to the information needs of small scale rural farmers in india.
rethinking the esp game. the esp game was designed to harvest human intelligence to assign labels to images - a task which is still difficult for even the most advanced systems in image processing. however, the esp game as it is currently implemented encourages players to assign "obvious" labels, which can be easily predicted given previously assigned labels. we present a language model which can assign probabilities to the next label to be added. this model is then used in a program, which plays the esp game without looking at the image. even without any use of the actual image, the program manages to agree with the randomly assigned human partner on a label for 69% of all images, and for 81% of images which have at least one "off-limits" term assigned to them. we discuss how the scoring system and the design of the esp game can be improved to encourage users to add less predictable labels, thereby improving the quality of the collected information.
natural throw and tilt interaction between mobile phones and distant displays. to provide intuitive ways of interacting with media data, this research work addresses the seamless combination of sensor-enabled phones with large displays. an intuitive basic set of tilt gestures is introduced for a stepwise or continuous interaction with both mobile applications and distant user interfaces by utilizing the handheld as a remote control. in addition, we introduce throwing gestures to transfer media documents and even running interfaces to a large display. to improve usability, data and interfaces can be thrown from a mobile phone to a distant screen and also fetched back to achieve mobility. we demonstrate the feasibility of the interaction methods with several advanced application prototypes facilitating a natural flow of interaction.
a comparative study of interaction metaphors for large-scale displays. large-scale displays require new interaction techniques because of their physical size. there are technologies that tackle the problem of interaction with such devices by providing natural interaction to larger surfaces. we argue, however, that large-scale displays offer physical freedom that is not yet being applied to interaction. to better understand how distance affects user interaction, we present a comparative study of interaction metaphors for large-scale displays. we present three metaphors: grab, point and mouse. the metaphors were included in our tests as we felt that each would be more suited to a specific distance: this is the focus of our tests. we then asked the users to solve a puzzle using those metaphors from different distances. we discovered that the point metaphor achieves better results on all tests. however, there is evidence that grab and mouse remain valid for specific tasks.
understanding user needs for conceptual design phases of architecture projects. this paper describes design research methods used to understand user needs, identify user requirements and create new conceptual design workflows for an existing architectural software application.
supporting carers in their caring role through design. carers are people who look after family, partners or friends who could not manage without them because of frailness, illness or disability. our contribution is to show the potential for design to support carers in their vital caring role, focusing on health information sharing. we describe why it is important to recognise and consider carers in the design of home health monitoring technology, and why it is important to help carers maintain their health and well being. we present design guidelines for home monitoring technology. these guidelines are distilled from a survey distributed to carers in a rural part of scotland on health information sharing. we used these guidelines to design a new home monitoring system called @hand. the main difference with current systems is the focus on facilitating information sharing between cared-for and carer rather than cared-for and health professional.
"i felt more of a member of this class": increasing students' sense of community with video commenting. public displays are typically situated in strategic places like town centers, and in salient positions on walls within buildings. however, currently most public displays are non-interactive and are typically used for information broadcasting (tv news, advertisements etc). people passing by pay little attention to them. as a consequence, public displays are under-utilized in the everyday world. we are investigating whether use of interactive public displays might increase people's interaction with one another, with a resulting increase in sense of community. in this paper we describe the design and first deployment experiences of a platform-independent, interactive video commenting system using a large public display in two sections of a large-enrollment university class. our preliminary evaluation suggests that students enjoyed the activity of commenting, that they participated a great deal, and that their sense of community was greater after using the system. we discuss lessons we have learned from this initial experience, and describe further work we are planning using this and similar interactive activities.
device ecology mapper: a tool for studying users' ecosystems of interactive artifacts. this paper presents a tool for both researchers and designers called the device ecology mapper, which allows users to share devices they own and describe to researchers how they believe these devices are connected. we built this tool from the theoretical perspective of ecology of artifacts in which designed artifacts do not exist independently, but rather in complex ecosystems with other artifacts through physical and perceptual connections. we designed the evaluations of this tool to evaluate the extent to which designers found the tool valuable and users found the tool true to the way they understand their ecology of interactive artifacts-rather than how closely user's perception of their ecology represents how these devices are actually connected. we found evidence for both perspectives from these studies.
wattbot: a residential electricity monitoring and feedback system. electricity production emits carbon dioxide and other gases into the atmosphere, adversely influences global climate change, depletes limited natural resources, and negatively impacts the lives of those who live near power plants. we designed a residential electricity monitoring and feedback system called wattbot, that allows users to track their home energy usage and encourages them to reduce consumption. our solution is an application for the apple iphone and ipod touch that receives data from a wireless hub, allowing users to view, compare and analyze their electricity usage over time.
stress outsourced: a haptic social network via crowdsourcing. stress outsourced (sos) is a peer-to-peer network that allows anonymous users to send each other therapeutic massages to relieve stress. by applying the emerging concept of crowdsourcing to haptic therapy, sos brings physical and affective dimensions to our already networked lifestyle while preserving the privacy of its members. this paper first describes the system, its three unique design choices regarding privacy model, combining mobility and scalability, and affective communication for an impersonal crowd, and contrasts them with other efforts in their respective areas. finally, this paper describes future work and opportunities in the area of haptic social networks.
mifresh: promoting local produce consumption. in this paper we introduce mifresh, a grocery store system consisting of a large display and individual kiosks that aims to increase the demand of local produce. in cities like detroit, where poverty and health are major concerns, increasing consumption of local produce can help create local jobs, sustain the environment, and improve health. we used rapid contextual design to analyze detroit's existing food system and, based on our findings, iteratively design a solution. mifresh uses proven techniques such as coupons and rewards points programs and delivers education and awareness about the importance of consuming local produce. user testing results among the target population are promising.
comm.unity: leveraging social and physical proximity. comm.unity is a new software platform implementing a wireless, device-to-device information system that bypasses the need for any centralized servers, coordination, or administration. a key feature of this platform is the fact that it combines knowledge, awareness, and learning of the user's social relationships and integrates this information into the communication protocols and network services. comm.unity is designed to work on as many devices as possible, and with as many different radios as possible (wifi, bluetooth, ir, etc.). it is designed as a platform over which many different networked applications could be developed with ease, from the bottom layers of the network all the way up to the user interface. in this short movie we present some use cases for comm.unity based applications, including the "social dashboard" -- a readily usable control for one's digital aura -- as well as a brief working demo showing an image propagate across multiple devices.
understanding teamwork in high-risk domains through analysis of errors. trauma care is an example of dynamic, complex, and safety-critical teamwork. the staff in trauma centers works under time pressure and lacks effective information technologies to support teamwork and reduce errors. this work presents a qualitative study that looked at the teamwork errors and their causes to better understand the challenges in providing computerized support for this user group.
making sense of accelerometer measurements in pervasive physical activity applications. in the last few years, accelerometer-based entertainment and health applications have been receiving increased attention in the research and commercial worlds. the effect of accelerometer placement on different parts of the body, despite its apparent significance, received little consideration. this paper documents through experimentation the different characteristics of accelerometer output on the waist, arm, wrist, thigh, and ankle in the context of translational body motion (walk). furthermore, it offers experimental formulas that transform peripheral body measurements to more reliable, center body (i.e., waist) measurements, and these in turn to caloric measurements, which are the standard physical activity units. the importance of these results on the design of ubiquitous health applications and the ensuing user experiences cannot be underestimated. the paper's methodology can be used in further studies in other physical activity contexts, where more elaborate body motion patterns are involved.
opportunities for actuated tangible interfaces to improve protein study. we outline strategies for actuated tangible user interfaces (tuis) to improve the study of proteins. current protein study tools miss fundamental biology concepts because graphical and symbolic interfaces do not allow users to intuitively manipulate complex physical forms. actuated, tangible tools may enhance understanding at all levels of protein study. to advance tui awareness of protein study, we present an overview of protein concepts and current protein study tools. thirty-six protein researchers, engineers, professors and students recommend design guidelines for tangible interfaces in protein study, and we outline research directions for tuis to improve protein study at all educational levels.