waashk/dblp huggingface dataset:
fusion: interactive coordination of diverse data, visualizations, and mining algorithms. fusion is a web-based system that enables end-users to rapidly and dynamically construct personalized visualization workspaces without programming. users first use advanced data schemas to link diverse data sources. then they use visualization schemas to coordinate visualization components and data-mining algorithms according to the unique needs of their data and tasks. they create a custom interactive visualization workspace that can be published on the web. this is accomplished through the fusion model and user interface that is based on schema concepts that are easy to learn and simple to use.
implementation of an electronic report viewing application for multi-cultural users. it is necessary to customise computer interfaces for south african users from different cultural groups who work on the same comuter system in a corporate environment? this question is addressed by a combination of a literature review and testing the ideas in a case study in south african financial institution.both components of the sutdy suggest that customized user interfaces may not be necessary for users of the same computer based systems in south african businesses.
improving international communication and cooperation in sigchi. sigchi, as the world's leading association for computer-human interaction, aspires to being a world-wide venue for our community. of sigchi's local chapters, nine are located in canada, france, italy, mexico, the netherlands, russia and switzerland, and fourteen are in the usa. this demonstrates the success of sigchi's work to become more relevant internationally but, as indicated in the latest "from the chairs" column in the sigchi bulletin, there is still much to be done. some issues include:&bull; differences in intellectual and research traditions&bull; practices and perceptions of sigchi within national communities&bull; language barriers and problems in sharing hci research and publications&bull; differences in cultural traditions&bull; differences in social and business interaction stylesthrough identifying and addressing these sorts of issues. sigchi can leverage its past and current work on internationalization.
graphical encoding in information visualization. in producing a design to visualize search results for a digital library called envision [5, 7], we found that choosing graphical devices and document attributes to be encoded with each graphical device is a surprisingly difficult task. by graphical devices we mean those visual display elements (e.g., color, shape, size, position, etc.) used to convey encoded information. research in several areas provides scientific guidance for design and evaluation of graphical encodings which might otherwise be reduced to opinion and personal taste. however, literature offers inconclusive and often conflicting viewpoints, leading us to further empirical research.
exploring search results with envision. envision is a multimedia digital library of computer science literature, with full-text searching and full-content retrieval capabilities. the envision system is noteworthy for two characteristics: 1) the high quality of the search results returned by our free text search system and 2) a highly usable user interface that provides powerful information visualization facilities, enabling users explore patterns in the literature, changing the display as their interests change.
usability services at compuware-madison: bringing usability to data processing. this presentation describes the usability services group at compuware-madison. compuware-madison is part of the national compuware professional services division, which provides consulting services for the computing industry, primarily data processing divisions of corporations. the usability services group was developed to help clients who are moving from traditional mainframe environments to newer technologies that use graphical user interfaces (guis). a group organized specifically to address usability issues is atypical in the data processing area, both from the client corporation and the consulting provider's perspective. this presentation describes how the group came to be, its projects, the challenges it faces, and its successes.
investigating police patrol practice for design of it. this paper describes an ongoing research project aiming to find design implications for information technology supporting police patrol work. a field study of approximately 300 hours over a twelve-month period has been conducted. tentative findings are structured as three design dimensions that are used to discuss a possible it design.
my health, my life: a web-based health monitoring application. using a handwritten journal to track meals, exercise, and weight is a common practice in the dieting and exercise industry. however, one major problem with using these journals is that they do not simplify the laborious process of calculating the nutritional content of a meal. in addition, the journals are difficult to share with other people, especially asynchronously. the "my health, my life" web application helps users reach their goals by simplifying the data entry process, while also connecting the user with professionals and people who have similar interests and goals.
txtboard: from text-to-person to text-to-home. the design of existing mobile phone technology has emphasised the primacy of person-to-person communication for voice, sms and image-based communication. it may be contrasted with place-to-place communication, the key property of fixed line telephony. however, other forms of communication may mix these two approaches: these include place-to-person or person-to place for example. these patterns may afford different values to users. this reports a field study of a prototype person-to-place sms communications device, 'txtboard'. this is a small, fixed display appliance for home settings. it displays text messages sent to it from any standard mobile phone. the study highlights how the person-to-place character of the device, combined with the 'public' or situated characteristics of its placement within home settings in particular, create new opportunities for use of sms.
a typology for educational interfaces. interfaces intended to support learning should be considered with respect to a typology based on student audience, constructive functionality, navigation support, cognitive cost and added learning value. analysed like this, the quality of interfaces used by students has noticeably improved over the past 10 years, in dramatic contrast to the much slower change in pedagogic value of educational software. the potential for the use of computers in support of interaction between learners, their peers and remote information sources has revealed important weaknesses inherent in current approaches to navigation support. key problems include scaleability, accessing peer learners and the shape and size of information spaces.
automatic support for web user studies with scone and tea. this paper describes the concepts of tea, a flexible tool that supports user tests by automating repetitive tasks and collecting data of user inputs and actions. tea was specifically designed for user studies in the world wide web and is able to interact with a web browser. building on a web intermediary (wbi) and a framework for web enhancement tools (scone), tea can be applied in a range of test settings - providing either a controlled laboratory environment or a quick tool for collecting informal data.
cues in the environment: a design principle for ambient intelligence. the aim of this paper is to propose design principles for ambient intelligence (ami) environments. the question we are investigating is how these environments can be designed to support a group to be able to carry out common goal-oriented activities. the approach we are taking in answering this question is informed by the concept of collective intelligence (ci). we are applying the concept of ci to ami as we have found it works well in biological and social systems. examples from nature demonstrate the power of ci stimulated by implicit cues in the environment. we use these examples to derive design principles for ami environments. by applying these design principles to a concrete scenario, we are able to propose ways to help decrease environmental pollution within urban areas.
chatel: a voice communication system for facilitating multithreaded conversation. in this paper we describe a novel voice communication system named "chatel" that achieves multithreaded voice communication. we confirmed that chatel facilitates multithreaded conversations based on user studies.
evaluating look-to-talk: a gaze-aware interface in a collaborative environment. we present "look-to-talk", a gaze-aware interface for directing a spoken utterance to a software agent in a multi-user collaborative environment. through a prototype and a wizard-of-oz (woz) experiment, we show that "look-to-talk" is indeed a natural alternative to speech and other paradigms.
weak gaze awareness in video-mediated communication. we present a video mediated communication system that conveys gaze information to a remote location. unlike existing video mediated communication system, this system does not send visual information directly, only gaze position and face direction. the appearance of those cues on the display depends on the distance between the screen and the user's eyes, which allows the user to control the appearance of her gaze. face direction is represented as a still image, which changes when the user's gaze position moves. with this system, people are able to transfer visual cues without becoming self-conscious about their face.
just blink your eyes: a head-free gaze tracking system. we propose a head-free, easy-setup gaze tracking system designed for a gaze-based human-computer interaction. our system enables the user to interact with the computer soon after catching the user's eye blinks. the user can move his/her head freely since the system keeps tracking the user's eye. in addition, our system only needs a 10 second calibration procedure at the very first time of use. an eye tracking method based on our unique eye blink detection and a sophisticated gaze estimation method using the geometrical eyeball model realize these advantages.
design expo 2. in this panel, we explore four sets of designs with different objectives and audiences. we discuss design approach, design goals, and design results, and how these designs might be different had they employed different design approaches and criteria for success. this panel builds on the design expo of chi2001 to explore approaches to design through the display and discussion of design artifacts.
a study of preferences for sharing and privacy. we describe studies of preferences about information sharing aimed at identifying fundamental concerns with privacy and at understanding how people might abstract the details of sharing into higher-level classes of recipients and information that are treated similarly. thirty people specified what information they are willing to share with whom.. although people vary in their overall level of comfort in sharing, we identified key classes of recipients and information. such abstractions highlight the promise of developing expressive controls for sharing and privacy.
hci at the university of michigan's school of information. the school of information at the university of michigan is a new graduate school that offers highly interdisciplinary opportunities in education and research. we have a program in hci as well as library and information sciences, archives and record management, and are discussing offerings in future systems architecture, organizational information systems.
using ethnography to design a mass detection tool (mdt) for the early discovery of insurance fraud. we describe a mass detection tool (mdt) for early detection of insurance fraud. ethnography was used to specify needs and process, capture expertise, and design an interface for triggering fraud indicators while capturing unexpected anomalies detected by claims handlers. the mdt uses a dynamic bayesian belief network of fraud indicators, whose weights are determined by how predictive each indicator is of specific types of fraud. the system uses automated knowledge updating to keep pace with dynamically changing fraud, adding new indicators that emerge from patterns of repeated anomalies.
aggregate pointers to support large group collaboration using telepointers. aggregate pointers, a new type of telepointer, can be used to support the collaboration of many people in interactive environments. an aggregate pointer can make it easy for people to understand the overall direction of others' intentions or interests, and help achieve a group decision or build consensus. moreover, aggregation can make distracting behavior or noise less disruptive. aggregate pointers prevent such problems from disturbing collaborative work. we conducted experiments to show that people are not good at accurately locating the focus that is reflected by multiple telepointers, and that aggregate pointers help people share more accurate aggregation and complement individual telepointers.
quantifying interpersonal influence in face-to-face conversations based on visual attention patterns. a novel measure for automatically quantifying the amount of interpersonal influence present in face-to-face conversations is proposed based on the visual-attention patterns of the participants as inferred from video sequences. first, we focus on the gaze of the participants as an indicator of addressing / listening behavior and build a probabilistic conversation model for inferring the gaze directions and conversation structures like monologue and dialogue, from observed utterances and head directions measured with image-based head trackers. next, based on the estimates, the amount of influence is defined based on the amount of attention paid to speakers in monologues and to persons with whom the participants interact with during the dialogues. experiments confirm that the proposed measures reveal some aspects of interpersonal influence in conversations.
interrupted cognition and design for non-disruptiveness: the skilled memory approach. interruptions have gained in importance as a topic in current hci research. through a series of experiments, we take a step toward analyzing the active role of human memory in controlling interruptions. the results of these experiments lead us to propose a novel approach, the skilled memory approach, to how uis can support memory in skilled man-agement of and recovery from interruptions.
a cognitive meta-analysis of design approaches to interruptions in intelligent environments. minimizing interruptions to users is a crucial and acknowledged precondition for the adoption of new intelligent technologies such as ubiquitous and proactive computing. this paper takes a step toward achieving a consensus among the numerous existing approaches addressing the challenge posed by interruptions. we start by explicating why interruptions are considered important. we then reveal similarities and differences among the approaches from a cognitive viewpoint. it appears that the approaches draw from different assumptions about human cognition. some of the approaches contain inconsistencies. the cognitive analysis also inspires directions for future work.
containers: a new hierarchical model for browser interfaces. the development of a low bandwidth, high error tolerant neural browser, called the brainbrowser, has raised new navigational issues. with this paradigm shift of two-dimensional spatial organization and navigation, one possible solution is to serialize the interface.due to the inherent complexity of this paradigm, new methods of hierarchical spatial organization can help to relieve the sense of a labyrinthine structural organization that a user must overcome when using this method of browser navigation. this issue has created the opportunity to explore the possibility of incorporating "containers" as an additional navigational capability that will allow the resulting serial interface to be organized hierarchically. this ultimately will increase the user's navigational "sense of place" as well as minimizing the user's cognitive burden.
a study of reviews and ratings on the internet. many online sites use rating and review systems to attract new users by providing diverse opinions from their users. however, there is not much research on how to design these types of systems better. in this research, we explore how people perceive reviews and ratings on the internet in order to inform the design of rating and review systems. in this ongoing project, we have conducted preliminary user studies to uncover the ways people use and perceive reviews and ratings on the internet. our initial findings show some interesting insights about different personal interpretation and utilization of ratings and reviews in different contexts. we conclude by listing recommendations for designers of online rating and review systems.
kick-up menus. interaction with mobile applications is often awkward due to the limited and miniaturized input modalities available. kick-up menus exploit the video capabilities of camera equipped smart-phones and pda's to provide a fun solution for interaction tasks like menu selection and simple games.
privacy and self-disclosure online. in this paper we present early results from a study which provides a detailed examination of the interaction between people's willingness to disclose personal information online and their privacy concerns and behaviors. an online survey was administered to participants in two parts using an internet based surveying system. part 1 of the survey measured participants' privacy concerns and behaviors. part 2 measured participants' willingness to provide information using behavioral and dispositional measures of self-disclosure. structural equation modeling identified two different types of privacy processes contributing to disclosure: a state process (trust and perceived privacy) and a trait process (privacy attitudes and behaviors), which were found to act independently on self disclosure. the results provide a valuable insight into people's privacy concerns and the disclosure of personal information to web sites.
appropriateness of foot interaction for non-accurate spatial tasks. this paper describes alternative methods for manipulating graphical user interfaces with a foot. feet are used in many real world tasks together with the rest of the body, but in computer environments they are almost completely put aside as an interaction possibility. one of the major problems in choosing input methods for different tasks in user interfaces is determining what kind of method is appropriate for a certain task. feet could easily be used as a supportive input method in interaction with computers together with the traditional mouse. in this paper, we discuss the possibility of using foot input in different non-accurate spatial tasks, and the efficiency and usability experience the users have of foot interaction compared with a traditional hand-based interface with the same input device. the aim is to find out how well foot interaction suits for non-accurate spatial tasks.
safety-critical interaction: usability in incidents and accidents. recent years have seen an increasing use of sophisticated interaction techniques in the field of command and control systems. the use of such techniques has been required in order to increase the bandwidth between the users and the systems and thus to help them deal efficiently to increasingly complex systems. these techniques come from research and innovation done in the field of hci but very little has been done to improve their reliability and their tolerance to human error. it can be difficult to know how to assess the risks that such systems can create for the successful operation of safety-critical systems. one consequence of this is that interaction issues are almost entirely missing from international development standards in safety-critical systems, such as iec615098 or do 178b. this sig will provide a forum for academics and industrials to exchange research problem as well as best practice in the field of safety critical interactive systems.
groupware adoption & adaptation. this paper describes my research on the adoption of groupware technologies in business organizations, and their subsequent integration with individual and organizational work practices as a result of wide, sustained use. an initial study of two organizations successfully using a particular group-ware technology---electronic calendars and meeting schedulers---revealed several technical, behavioral, and organizational factors that enabled initial adoption. additional findings from this study suggested that groupware technology was integrated into work practices quite differently at each site, despite similarities in adoption patterns and other organizational features. my dissertation research will continue to elaborate the conditions that enable adoption of groupware technologies. my investigations will also explore the way electronic calendars are subsequently integrated into local work practices, and the organizational ramifications of these particular adaptations.
the impact of human-centered features on the usability of a programming system for children. hands is a new programming system for children that was designed for usability. this paper examines the effectiveness of three features of hands: queries, aggregate operations, and data visibility. the system is compared with a limited version that lacks these features. in the limited version, programmers can achieve the same results but must use more traditional programming techniques. children using the full-featured hands system performed significantly better than their peers who used the limited version. this provides evidence that usability of programming systems can be improved by including these features.
the magic carpet: physical sensing for immersive environments. an interactive environment has been developed that uses a pair of doppler radars to measure upper-body kinematics (velocity, direction of motion, amount of motion) and a grid of piezoelectric wires hidden under a 6 x 10 foot carpet to monitor dynamic foot position and pressure. this system has been used in an audio installation, where users launch and modify complex musical sounds and sequences as they wander about the carpet. this paper describes the floor and radar systems, quantifies their performance, and outlines the musical application.
passive acoustic knock tracking for interactive windows. we describe a novel interface that locates and characterizes knocks and taps atop a large glass window. our current setup uses four contact piezoelectric pickups located near the sheet's corners to record the acoustic wavefront coming from the knocks. a digital signal processor extracts relevent characteristics from these signals, such as amplitudes, frequency components and differential timings, which are used to estimate the location of the hit and provide other parameters, including the rough accuracy of this estimate, the nature of each hit (e.g., knuckle knock, metal tap, or fist bang), and the strike intensity. this system requires only simple hardware, needs no special adaptation of the glass pane, and allows all transducers to be mounted on the inner surface, hence it is quite easy to deploy as a retrofit to existing windows. this opens many applications, such as an interactive storefront, with projected content controlled by knocks on the display window.