waashk/dblp huggingface dataset:
voting and political information gathering on paper and online. electronic voting is slowly making its way into american politics. at the same time, more voters and potential voters are using online news and political information sources to help them make voting choices. we conducted a mock-voting study, using real candidates, issues, and campaign materials. political information was browsed either online or on paper, and participants marked electronic ballots either while they browsed or later, in a separate step. our initial data shows that voters prefer electronic browsing although they are no faster or slower with paper materials. voters felt that they understood the issues best when they voted during browsing, and they felt most confident about their decisions when they studied electronic campaign materials alongside an active electronic ballot.
using converging methods across disciplines to guide the redesign of a large, information-rich web site. this paper summarizes how differing research methodologies were sequenced during formative evaluation of a large-scale government web site in order to generate consensus for site redesign and a clear typology of users. each method was selected by an interdisciplinary research team to bring to the study a convergence of approaches across the fields of human computer interaction, information science, health communication, and social marketing. researchers can use the study framework in optimizing their own program of organizational and user research, particularly if they are designing and testing large-scale information-rich sites with varied content accessed by a diverse set of users.
nonprogrammer web application development. we propose to investigate the feasibility of nonprogrammer web application development. the main target audience for this research is webmasters without programming experience - a group likely to be interested in building web applications. we choose a subset of web applications as the target for our analysis: basic web-based data collection, storage & retrieval applications. we propose to study the mental models of our target audience, collect requirements for a sufficiently powerful end-user programming tool, evaluate new programming paradigms, and implement a proof-of-concept prototype using participatory design techniques.
the domestic economy: a broader unit of analysis for end user programming. domestic ubicomp applications often assume individual users will program and configure their technology in isolation, decoupled from complex domestic environments in which they are situated. to investigate this assumption, we conducted a two week study of vcr use by eight families. each household member old enough to write completed a diary, interviews were conducted before and after, and information on demographics and appliance ownership was collected. our key finding supports the notion of the domestic economy and the trading of programming expertise. we use the attention investment paradigm, and discuss how the model fits with multi-user programming situations. we discuss the importance of the parent v/s child roles in vcr use, as well as, the tension between direct manipulation (e.g. pressing record) and programming ahead of time. we propose that future work on end user programming must focus on the household as a domestic system rather than on the individual.
typing in thin air: the canesta projection keyboard - a new method of interaction with electronic devices. canesta keyboard is a novel interface to electronic devices that consists of a projection system and a sensor module instead of the mechanical switches of a traditional keyboard. users input text by pressing keys on a projected image of a keyboard. this paper describes the advantages and drawbacks of this interface compared to existing input methods for mobile devices in terms of data entry speed, error rate, user satisfaction and physical size as revealed through usability testing.
create: center for research and education on aging and technology enhancement. in this paper we describe the interdisciplinary and cross-university center for research and education on aging and technology enhancement (create). this center is a consortium of the university of miami (um), georgia institute of technology (gt), and florida state university (fsu). it is a multidisciplinary (psychology and engineering), collaborative center, funded by the national institutes of health (national institute on aging), dedicated to solving problems of aging and computer technology use.
finger talk: collaborative decision-making using talk and fingertip interaction around a tabletop display. we describe a study that investigated how a shared interactive tabletop (diamondtouch) can be designed to provide new opportunities for supporting collaborative decision-making. small groups of users were required to work together using the table by selecting and placing digital images into a calendar template and justifying their choices to one-to-another. a variety of novel fingertip interactions were developed to support simultaneous, shared direct manipulation at the tabletop. our findings showed that new forms of distributed interactions emerged while the groups worked together. alongside conventional methods of communication, group members talked to each other with their fingers. the role of this finger talk served a number of functions, including the support of turn-taking, the emphasis on and substitution for speech acts and the encouragement of balanced contributions from all participants. we discuss how finger talk is integral to the collaborative use of the interactive tabletop surface.
remail: a reinvented email prototype. the collaborative user experience research group has been investigating how people use email and how we might design and build a better email system. in this demonstration, we will show a prototype email client developed as part of a larger project on "reinventing email." among other new capabilities, this integrated prototype incorporates 1) novel visualizations of the documents within mail databases to aid understanding and navigation, 2) advanced text analysis of the content of email messages, and 3) several unique features for helping users manage their attention.
usability community: past, present, and future. this sig is sponsored by the chi 2006 and chi 2007 usability community chairs to collect feedback and discuss how chi can best serve the usability community, both at the annual conference and in other activities. if you're a practitioner or a researcher interested in usability, please join us and contribute your ideas!.
usability in practice: alternatives to formative evaluations-evolution and revolution. the adoption of user experience methods within companies has followed a similar evolution over the past two decades. typically organizations originally institute formative lab-based evaluations, and then add field studies and other user experience methods to their repertoire. this evolution typically occurs because the organization recognizes the need for more data on customer profiles, feature requirements, and task flows, along with the ability to iterate quickly among various design ideas and directions. these methods that fall outside of the categories of formative usability evaluations and field studies are addressed in this paper. although there are a wide variety of methods within this 'alternative' category, a few representative samples will be discussed in more detail here. in actuality, these methods are not 'alternatives,' rather, they are additions to the toolkit of user experience methods that should be used in conjunction with formative usability studies and field studies.
the rise of intrusive online advertising and the response of user experience research at yahoo! over the past five years, online advertising has shifted dramatically toward much greater levels of intrusiveness in an effort to increase advertising effectiveness. advances in user experience through good design or improvements in usability in many products have been tarnished by forms of online advertising that have become increasingly annoying to users. since advertising is often the primary source of revenue for many products, user experience design and research teams have had to accept online advertising as a "design constraint," with little influence on the advertising format selected. here, we describe the emergence of a new user experience research role and our ongoing effort at yahoo! to understand the nature and negative impacts of online advertising on user experience, with the goal of feeding this knowledge into the decision making process for ad formats, ad characteristics, and where ads are best placed within the yahoo! network.
mobile itv: new challenges for the design of pervasive multimedia systems. this sig will stimulate informal debate around the futures of interfaces for pervasive multimedia systems such as mobile and ubiquitous itv with special attention to the new contextual usage of this media in entertainment, work and government contexts.it aims to create a provocative framework to uncover future usage scenarios and generate debate about novel processes for creation, sharing, and consumption of digital content that match the nomadic lifestyles of mobile users and about related new applications and original interaction models that support social use. likewise it intends to discuss possible controversial evolutions and trends of this prospected scenario such as 'an utterly controlled society' (as in aldous huxley's book 'brave new world'), applications in nano and biotechnology, etc.
unfolding the user experience in new scenarios of pervasive interactive tv. this paper presents a research carried out at the bt it mobility research centre starting in august 2004 with the aim of uncovering the user experience in future scenarios of mobile and pervasive itv, paying special attention to the new contextual usage of this media within the entertainment, work and government environments. it uses innovative ethno-methodologies, collaborative design approaches and advanced evaluation techniques in order to unveil feasible and relevant future communications scenarios for mobile and pervasive itv, that is, the use of handhelds as interfaces to extend and enhance the tv experience outside the home boundaries.
tableau machine: an alien presence in the home. we present tableau machine, a non-human social actor for the home. the machine senses, interprets and reports abstract qualities of human activity through the language of visual art. the goal of the machine is to serve as a strange mirror of everyday life, open unusual viewpoints and generate engaging and long lasting conversations and reflections. we introduce new models for sensing, interpreting, and reporting human activity and we describe results of our formative evaluation which suggest reflection and social engagement among participants.
food information network: informed shopping for healthier living. the food information network is a system designed to help people make better choices about the food products they purchase. the system will have access to a large amount of data and will allow such activities as finding alternative food products and the products available at different grocery stores. the system has also been designed to try to encourage people to prepare their own meals by helping them spend less time shopping for healthier food and showing them that it is neither so difficult nor time-consuming to cook at home. the system also encourages users to share nutritional recipes with friends.the design process followed a scenario-based design methodology, which included field studies, writing activity scenarios, and early user testing with a paper-based prototype. a portion of the system was then implemented and additional user testing was done with the system running on a cell phone and a palm™ simulator.
a tour of teamrooms. teamrooms is a groupware environment based on the metaphor of shared virtual rooms. the system contains user-defined rooms, each with a shared whiteboard, chat tool and customizable groupware applets. the system also supports a number of features to help maintain awareness, as well as a rich persistence mechanism that can act as a group memory.
special interest group on current issues in assessing and improving information usability. the usability of information is vital to successful websites, products, and services. managers and developers often recognize the role of information or content in overall product usability, but miss opportunities to improve information usability as part of the product-development effort. this meeting is an annual forum on human factors of information design, in which we discuss issues selected by the group from the facilitators' list of topics, augmented by attendees' suggestions.
focus groups in hci: wealth of information or waste of resources? many hci professionals frown on focus groups, while some believe focus group methodology can be successfully applied to collect usability data. this panel features interaction among hci professionals with very different experiences and opinions.
current issues in assessing and improving documentation usability. user documentation is now a vital element of successful computer products. managers and developers recognize that the common model of documentation as remediation for deficient design must not persist, but they often don't know how to build documentation usability into an ongoing product-development effort. the challenges of documentation usability have grown with the proliferation of available media:&bull; traditional print-based documentation&bull; online tutorials and documentation delivered with the product&bull; online help systems&bull; documentation delivered over the www&bull; "educational" and performance support elements of the user interface: wizards, error messages, screen dialogue
current issues in assessing and improving information usability. the usability of information is vital to successful websites, products, and services. managers and developers often recognize the role of information or content in overall product usability, but miss opportunities to improve information usability as part of the product-development effort. this meeting is an annual forum on human factors of information design, in which we discuss issues selected by the group from the facilitators' list of topics, augmented by attendees' suggestions.
usability in practice: user experience lifecycle - evolution and revolution. the practice of usability and user-centered design must integrate with many other activities in the product development lifecycle. this integration requires political savvy, knowledge of a wide variety of methods, flexibility in using methods, inspiration, and innovation. the speakers and their colleagues have met these requirements and describe their experience fitting various methods into design and development efforts. this forum highlights their successes and setbacks.
24/7 or bust: designing for the challenges of global ucd. the globalization of oracle's development organization, customer base, and product lines has had an ongoing impact on the evolution of the oracle ui group (oui). it has changed not only the product and user requirements to be met via the ucd process but also the nature of that process. this overview describes some of the internal and external challenges inherent to the globalization of enterprise software and how oui has attempted to address them by creating deep connections with both its user and developer communities.
evaluating globally: how to conduct international or intercultural usability research. this panel will educate the audience on the methods and tools available for conducting international or intercultural usability research. the panel will also address the challenges of conducting international or intercultural usability research and provide tips on how to overcome these challenges.
unified associative information storage and retrieval. we present a novel system for performing information management in a unified manner. users currently must manage large amounts of data which may be fragmented across file formats and applications. our system, called iolite, attempts to consolidate this information by automatically discovering associations within the data. iolite uses these associations to provide a unified interface to navigate and operate on this information space.
interactivity and conceptual learning in virtual environments for children. the topic of this doctoral research is to investigate user interaction in virtual environments (ves), focusing on the role of interactivity in learning through virtual reality (vr) technology. the intention is to examine how interaction and conceptual learning are related in the context of virtual environments developed in informal educational settings. in order to study this, a set of exploratory studies was carried out with children aged 7-12. the children were asked to complete tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning. their interaction in the ve was analyzed using an activity theory framework [1],[2]. the result of this analysis has informed the design of the main studies, which is currently underway.
him: a framework for haptic instant messaging. instant messaging (im) is a popular chatting platform on the internet and increasingly permeates teenage life. even intimate and emotional content is discussed. as touch is a powerful signal for emotional content, haptic signals, and especially hapticons can contribute to overcome the inevi-table loss of subtle non-verbal communication cues. audio-visual extensions of im to share emotions, in particular emoticons, have been received enthusiastically by im users. this indicates a realistic user-need for hapticons in im.the haptic instant messaging (him) framework introduced in this paper combines communication of textual messages with haptic effects and hapticons. the application is build as an open framework and supports small chatting communities to explore the design and use of hapticons and haptic io devices. researchers can use the him framework to monitor the use of haptics in communication and how haptics contribute to the fun and meaning of instant messaging.
participatory adaptation. expert users of programs that handle complicated data management problems develop methods for coping with data overload, multi-user cooperation, and real-time situations. these expert methods incorporate domain and/or user interface knowledge. if such methods were inherent in a system, then novice users could benefit from the expert's experience, the learning curve would be shortened and a more effective system would result. defining and implementing a complete set of expert methods at design time is a daunting task. collecting such information from a system's usage, after it has been deployed, should provide a more accurate database of expert methodologies, current adaptive systems attempt to capture and automate such features during run-time. however, these systems can never evolve very far beyond their original design, since the adaptations occur within the scope of that design. our method is to offer the expert's usage database as input to the designer, reintroducing the designer in the development cycle after a system has been deployed initially, so that a more effective system can be produced in the next generation.
put a grammar here: bi-directional parsing in multimodal interaction. despite over two decades of research, no dominant paradigm has yet emerged to generically represent language in multimodal interaction (mmi). a commonality amongst many divergent approaches, however, is an apparent reluctance to treat multimodal language as a unique linguistic phenomenon, which results in computational models retrofitted to older approaches, and integration engines tied to their application. in this paper we present the gs algorithm - a new grammar-based unification parser for mmi, and discuss its implications and ongoing analysis.
billow: networked hospital playspace for children. through exploring play as a therapeutic process, we have developed a system called "billow" which allows children in hospitals, who are quarantined or otherwise isolated, to play in a virtual audio-visual cloudscape using a malleable, egg-shaped input/output device. this prototype was designed in collaboration with child psychologists and art therapists who are advocates for these children in the hospital setting. it is intended to address the children's need for increased human interaction and social development, mastery and control, and comfort and security. billow addresses these needs by enabling isolated children to play together and communicate in a locally networked, audio-visual play environment.
the rotating compass: a novel interaction technique for mobile navigation. in current mobile navigation systems users receive the navigational instructions on a visual display or by descriptive audio. the mapping between the provided navigation information and the surrounding world has still to be performed by the users. in our approach that aims at public spaces, we combine a public display that shows directions with a synchronized output on a personal device. we describe a system where on the public display a compass with a rotating needle is shown. when the compass needle points in the desired direction, the mobile device of the user vibrates. this unobtrusive cue, allows the user to navigate without listening to or looking at the mobile device. in this paper we introduce the concept of synchronized information displays for navigation. we describe our prototype of such a system and report on a user study, that shows the feasibility of the approach.
ibm almaden's user sciences & experience research lab. the ibm research division is roughly 3,000 people strong, located at 8 sites worldwide. this paper outlines the history and work of the user sciences & experience research (user) lab at ibm's almaden research center in silicon valley. the user lab has long been the focus for a number of pivotal developments in input devices for ibm personal computers. more recently, the lab has been extending its research activities to include new kinds of input methods, as well as fundamental work in collaboration technologies and sensemaking.
querylines: approximate query for visual browsing. we introduce approximate query techniques for searching and analyzing two-dimensional data sets such as line or scatter plots. our techniques allow users to explore a dataset by defining querylines: soft constraints and preferences for selecting and sorting a subset of the data. by using both preferences and soft constraints for query composition, we allow greater flexibility and expressiveness than previous visual query systems. when the user over-constrains a query, for example, a system using approximate techniques can display "near misses" to enable users to quickly and continuously refine queries.
designing the world as your palette. "the world as your palette" is our ongoing effort to design and develop tools to allow artists to create visual art projects with elements (specifically, the color, texture, and moving patterns) extracted directly from their personal objects and their immediate environment. our tool called "i/o brush" looks like a regular physical paintbrush, but contains a video camera, lights, and touch sensors. outside of the drawing canvas, the brush can pick up colors, textures, and movements of a brushed surface. on the canvas, artists can draw with the special "ink" they just picked up from their immediate environment. we describe the evolution and development of our system, from kindergarten classrooms to an art museum, as well as the reactions of our users to the growing expressive capabilities of our brush, as an iterative design process.