waashk/dblp huggingface dataset:
whither or whether hci: requirements analysis for multi-sited, multi-user cyberinfrastructures. cyberinfrastructures bring together distributed resources to support scientific discoveries. cyberinfrastructures currently under development are intended to enable the cooperative work of diverse users over long periods of time. we analyze the challenges that cyberinfrastructures present to existing methods of user requirements analysis.
toward a unified universal remote console standard. wireless communication technologies make it feasible to remotely control devices and services from virtually any mobile and stationary device. however, there is no stan-dard available today which would allow manufacturers to define an abstracted user interface for their product whose functionality can be instantiated and presented in different ways and modalities on a wide variety of controller tech-nologies, such as, phones, pdas, and computers. such a standard could also facilitate usability, natural language agents, internationalization, and accessibility.participants in this sig will present and discuss require-ments and current activities that could contribute to the de-velopment of a 'universal remote console' standard. the goal of this sig is to gather requirements, identify related research, development, commercial, and other activities, and to initiate an ongoing effort developing a unified uni-versal remote console standard in the future.
prototype implementations for a universal remote console specification. a 'universal remote console' (urc) is a personal device that can be used to control any electronic and information technology device (target device/service), such as thermostats, tvs, or copy machines. the urc renders the user interface (ui) of the target device in a way that accommodates the user's preferences and abilities. this paper introduces the efforts of user groups, industry, government and academia to develop a standard for 'alternate interface access' within the v2 technical committee of the national committee for information technology standards (ncits). some preliminary design aspects of the standard in work are discussed shortly.
universal remote console standard: toward natural user interaction in ambient intelligence. the draft standard on a universal remote console (urc) framework is on its way to be reviewed and released by ansi in 2004. this standard will contribute to the goal of ambient intelligence by allowing users to interact with networked devices and services in their environments in universal and natural ways, utilizing technologies such as natural language interaction and wearable computing. this sig will follow up on last year's successful sig, whose contributions helped to shape the urc draft standard.participants in this sig will present and discuss the impact of the urc draft standard on the field of ambient intelligence. the goal of this sig is to build a network of people from industry and academia who are interested in moving the universal remote console standard forward, and in pursuing its wide-spread adoption in order to implement adaptable and usable user interfaces for networked devices and services.
navigating persistent audio. this paper gives an overview of radioactive, a large-scale asynchronous audio messaging platform for mobile devices. it supports persistent chat spaces that allow users to engage in discussion on demand. our goal is to allow users to easily navigate and participate in large audio-based discussions with minimal cognitive overhead. radioactive attempts to eliminate problems that habitually plague audio-only designs by using a novel combined visual and audio interface.
a physical interface for system dynamics simulation. we present the system blocks, a new physical interactive system that makes it easier for kids to explore dynamic systems. a set of computationally enhanced children blocks, made of wood and electronics, the system blocks can assist k-12 educators to teach the complex concepts of system dynamics and causalities. system dynamics and system thinking are methods for studying the world around us. they deal with understanding how complex systems change over time, and how structure influences behavior. in this paper we will show how the system blocks enable young children (as early as four years old) to create and interact with systems that simulate real-life dynamic behavior such as a bank account; population growth; or the delicate equilibrium of an ecosystem. the system blocks gives young children a hands-on environment to learn about complex behavior and encourage new ways of thinking.
interactive 3d flow visualization using a streamrunner. flow visualization in 3d is challenging due to perceptual problems such as occlusion, lack of directional cues, lack of depth cues, and visual complexity. in this paper we present an interaction technique that addresses these special problems for 3d flow visualization. the feature we present, a streamrunner, games the user interactive control over the evolution of streamlines from the time they are seeds until they reach their full length. the interactive streamrunner control minimizes occlusion and visual complexity and maximizes directional and depth cues for 3d flow visualization tools, the streamrunner gives a brand new level of control to the user investigating the vector field.
magic cubes for social and physical family entertainment. physical and social interactions are constrained,and natural interactions are lost in most of present digital family entertainment systems [5]. magic cubes strive for bringing the computer storytelling, doll 's house,and board game back into reality so that the children can interact socially and physically as what we did in the old days. magic cubes are novel augmented reality systems that explore to use cubes to interact with three dimensional virtual fantasy world. magic cubes encourage discussion, idea exchange, collaboration, social and physical interactions among families.
designing interactive environments for outdoors gaming and play. recent years have seen an increase in the design of outdoor interactive environments. in this sig we want to discuss the key points in the design of an outdoor interactive environment, including interaction techniques, appropriate technologies, usage patterns, robustness, and safety. the sig organizer and presenters are researchers from four universities around the world, who are actively designing and building interactive environments. the three presenters represent state-of-the-art work in distinct areas of the field. the sig will focus on design process, challenges, implementation, and real-world evaluation, to be followed by an open discussion about the state-of-the-art and critical design factors in the field. since chi is the premier conference on human-computer interaction, it is the most suitable venue to discuss these issues, the results achieved so far, compare with other groups around the world, and discuss potential collaboration. we hope that this sig can serve as a starting point to form a community of researchers and practitioners interested in interactive environments for outdoor gaming and play.
the state of tangible interfaces: projects, studies, and open issues. in recent years, the chi community has seen growth in projects that involve tangible user interfaces and tangible interaction. but, many researchers feel that this emerging field lacks in justifying research, industry adoption, and conceptual frameworks. this panel gathers pioneers and active researchers in the field, in an effort to understand the bigger picture of the tui field. the panelists will focus on discussion rather than presentations, and will answer questions regarding projects, findings, and the field at large. we hope to review the open issues in the field, and help interested researchers to better direct their future research efforts.the panel will have three moderators and six panelists. the panelists will start with very short introductions, and then quickly shift to discussion led by the moderators, and to a q&a session with the audience.
positional prediction: consonant cluster prediction text entry method for burmese (myanmar language). i am investigating a consonant cluster prediction text entry method for myanmar language based on positional vowel information. the concept of this method is adapted by inspecting and carefully considering the nature of myanmar language word formations or hand writing orders. according to the initial user study with our software keyboard prototype, users were able to type at ~41.57 characters per minute with mouse, ~41.84 characters per minute with stylus pen, ~14.76 characters per minute with logitech dual thumbstick game pad and ~20.52 characters per minute with nintendo wii remote controller. these numbers are sure to improve as further refinements on program interface are made. the merits of the proposed predictive text input method is that even first time users can type myanmar sentences with appropriate typing speed, and that this approach is applicable for various kinds of mobile devices (see figure.1) and extendable for other similar syllabic languages such as khmer (language of cambodia), nepali (language of nepal), thai (language of thailand) and hindi (one of the languages of india) etc.
providing affective information to family and friends based on social networks. we are developing a computer system which provides information about babies in neonatal intensive care to family members and friends. a key challenge is deciding what information should be given to each individual; we believe this can be based on social networks of the parents. if successful, this technique could also be used in other contexts where a diverse set of family and friends would like information about a patient.
beyond current user research: designing methods for new users, technologies, and design processes. with the rapid diversification of computing technologies, user researchers often encounter new applications, new users and scenarios of use, and even new design processes that require new research approaches. (for instance, how do you assess the usability of a roving, multi-user, activity-based system? or how do you assess a device intended to support a social network?) in this workshop we will examine case studies from user researchers who have modified a classic user research technique or created a new technique to meet the exigencies of such challenges. the workshop is organized around three aspects of methods design: the impetus for creating the new or modified method, the challenges of implementing the method, and the impact of the innovation on the design or design process.
increasing the impact of usability work in software development. a key challenge when producing usable and useful software is the lack of impact of usability work on software development. we aim at developing a more coherent and realistic understanding of this challenge and the possibilities of how to increase the impact from usability work when developing high quality software products. we present a workshop gathering usability practitioners and researchers in order to establish and thoroughly discuss a corpus of case studies covering a broad range of usability practices in software development. the result of the workshop will be summarized in a conference paper and an international recognized scientific publisher will publish the case studies.
heuristic evaluations at bell labs: analyses of evaluator overlap and group session. in this paper we examined a set of seven heuristic evaluations with specific attention to issue identification overlap among professional heuristic evaluation reviewers. we also evaluated the effectiveness of conducting a group review.
investigating response similarities between real and mediated social touch: a first test. in this paper, we investigate whether the gender differences generally found in same and opposite sex social touch are also present in mediated situations. participants were led to believe that a male or female stranger was remotely touching them by means of a vest equipped with vibrotactile actuators. affective responses varied with the stimulated body location, but the effect of dyad composition was not significant. in sum, we found partial support for the assumption that mediated social touch is actually perceived of as a real touch. possible improvements to haptic communication devices are discussed.
devices as interactive physical containers: the shoogle system. shoogle is a novel interface for sensing data within a mobile device, such as presence and properties of text messages or remaining resources. it is based around active exploration: devices are shaken, revealing contents rattling around "inside". vibrotactile display and realistic impact sonification create a compelling system. inertial sensing is used for completely eyes-free, single-handed interaction. prototypes run on both pda's a standard mobile phones with a wireless sensor pack.
tangible avatar and tangible earth: a novel interface for astronomy education. the capability to support spatial perception plays an important role in developing material for astronomy education. considering this, we developed a novel tangible user interface consisting of a glove and a physical avatar attached on its surface. virtual reality graphics of the solar system can be controlled manually with the glove and avatar. preliminary experiments have indicated the advantages of the proposed tangible user interface for astronomy education.
woz pro: a pen-based low fidelity prototyping environment to support wizard of oz studies. because they are easy to create and modify, low fidelity prototypes are commonly used in early evaluations of user interface designs. designers typically use either pen-and-paper or various computer-based tools to create and test low fidelity prototypes; however, our informal analyses of these existing technologies indicate that they do not optimally support the two key, complementary tasks of (a) prototype creation and (b) wizard of oz testing. to address this problem, we have been developing woz pro (wizard of oz prototyper), a pen-based software environment for the quick and easy creation and testing of low fidelity user interface prototypes. we are designing woz pro to be as easy to use as pen-and-paper, but to hold key advantages over pen-and-paper and existing computer-based tools. when designing interface screens in woz pro, designers can easily (a) propagate a design change to other related screens, and (b) specify the set of screens that are reachable from a given screen. in a wizard of oz test, woz pro reduces the cognitive load on the wizard by allowing navigation only to those next screens that are valid. we are planning a controlled experiment to compare woz pro against paper-and-pencil along several measures in a set of prototype creation and evaluation tasks.
an extensible platform for the interactive exploration of fitts' law and related movement time models. this paper describes a new software platform for the interactive exploration of human performance models such as fitts' law. the software is written in java and provides a flexible environment for hci research and education. its distributed, object-oriented architecture provides a framework for exploring new performance models, task types, and selection modes.
exploring the use of large displays in american megachurches. within the hci community, there is a growing interest in how technology is used and appropriated outside the workplace. in this paper, we present preliminary findings of how large displays, projection systems, and presentation software are used in american megachurches to support religious practice. these findings are based on ten visits to church services by the study.s authors. we describe how large display technology augments and replaces certain church traditions, and finish by discussing issues related to the design for church environments that are highlighted by this use of technology.
building upon everyday play. most of today's video game strategies are based on a static set of game controls and player actions that remain oblivious to the player's context and own creativity. building upon everyday play is the result of a collaboration of control freaks, a pervasive gaming experience project, and exemplar, a toolkit that uses programming-by-demonstration to author sensor-based interactions. in combination, building upon everyday play furthers a pervasive gaming experience through appropriation of objects in the player's environment and enables new ways to play. the project consists of a combination of a portable, wireless motion-sensing clamp that can be attached to everyday objects to turn them into game controllers by proxy, and a programming-by-demonstration system that translates sensor data reported by the controller into game events. in the demonstration, participants will be able to play custom video games projected on a large 2d screen by attaching the clamp to their bodies or provided household objects, and to invent their own moves to control the provided games.
when two methods are better than one: combining user study with cognitive modeling. we discuss the benefits of combining user studies and cognitive modeling in the context of firefox tabbed browsing. we studied new users' ability to use tabbed browsing without assistance, and then evaluated alternatives for closing browser tabs to improve the new user experience through user tests and cognitive modeling. in general, our experience highlights the advantages of using user studies and modeling together to do user interface evaluation: user studies provided validation of design intuitions and data to support modeling of user behavior; modeling provided a fast and efficient ability to play "what if" with the design change; the combination of qualitative user test data and quantitative modeling results proved to be a far more convincing package of evidence than either result in isolation, given the variety of perspectives inthe design and development team.
applying a user-centered metric to identify active blogs. current methods of determining whether a blog is active or abandoned tend to rely on simple rules, such as identifying whether it has been posted to within the last 7 or 30 days. individual bloggers vary widely in their posting activity levels, however, and so using such fixed cutoffs can result in both misses (calling active blogs "abandoned") and false positives (calling abandoned blogs "active"). we suggest using an alternative metric that varies the cutoff date according to the properties of each individual blog, and show how its results relate to those of the standard 30-day active metric. from our initial analysis, we believe that such a metric offers a more accurate representation of the intuitive notion of blog activity.
online health communities. online health communities provide a means for patients and their families to learn about an illness, seek and offer support, and connect with others in similar circumstances. online health communities raise difficult design challenges because of the wide variability of members. medical expertise, health literacy, and technology literacy, and the potential severity of problems due to misinformation. the importance of online health communities is evidenced by their popularity, as well as the significant impact they have on the lives of their members. this special interest group (sig) will explore current trends in online health communities and how the design and evaluation expertise of the chi community can benefit and improve online health community research and development.
interaction with user-adaptive information filters.: trust, transparency and acceptance. this phd-project investigates interaction with user-adaptive systems. experiments and user studies are used to explore the factors that lead to trust and acceptance of such systems. this research aims to inform design of transparent user-adaptive and (semi-)autonomous systems. focus is on interaction with content-based user-adaptive information filters.
designing mobile phone interface with children. this paper presents the design and evaluation of a mobile phone interface with and for children. ten children aged 8-13 years old took part in a participatory design process and ten others evaluated the design. whilst there were similarities in the problems and desired features children and adults share, children had some unique requirements and preferences, such as cartoon-styled icons or placing access to emergency number at the home screen. this study enlists some requirements of mobile phone interface for children. the methods used in this study can also be adapted to other design and evaluation processes with children.
bridging the social-technical gap in location-aware computing. building ubiquitous applications that exploit location requires integrating underlying infrastructure for linking sensors with high-level representation of the measure space to support human activities. however, the real-world constraints limit the efficiency of location technologies. the inherent spatial uncertainty embedded in mobile and location systems constantly challenges the coexistence of digital and physical spaces. consequently, the technical mechanisms fail to match the highly flexible, nuanced, and contextual human spatial activities. these discrepancies generate a social-technical gap between what should be socially supported and what can be technically achieved. my research aims at exploring, and hopefully reducing this gap in the context of location-aware computing.
eventstream: integrated transit information system. eventstream was designed to help out-of-town attendees of seminars or conferences use public transportation (pt) to travel to and from these meetings. since the dominant business travel mode is the personal vehicle [2], this would help reduce habitual and inefficient travel in single occupant vehicles. using recommendations from studies on travel mode choice [4], we designed eventstream to offer customized transit information for this target group. we deliver this information via email, our website, to an ipod, or through short message service (sms) to a cell phone. our user studies indicated a willingness to attempt pt use in an unfamiliar town when provided information that supports informed choices.
value scenarios: a technique for envisioning systemic effects of new technologies. in this paper we argue that there is a scarcity of methods which support critical, systemic, long-term thinking in current design practice, technology development and deployment. to address this need we introduce value scenarios, an extension of scenario-based design which can support envisioning the systemic effects of new technologies. we identify and describe five key elements of value scenarios; stakeholders, pervasiveness, time, systemic effects, and value implications. we provide two examples of value scenarios, which draw from our current work on urban simulation and human-robotic interaction . we conclude with suggestions for how value scenarios might be used by others.
incentive design for home computer security. home computer users frequently lack the skills necessary to ensure proper security. hackers exploit this to control large networks of computers (.botnets.) that are used for spam, extortion, and fraud. i integrate ideas from psychology and economics to design software that provides incentives that induce better security choices by home computer users.