waashk/dblp huggingface dataset:
learning design principles for a collaborative information seeking system. while collaboration is a natural choice in many situations, there is a lack of specialized tools for collaboratively seeking information. we present design specifications and implementation of a collaborative information seeking system. we test this system through several pilot studies and cognitive walkthroughs. user interactions and feedback from these studies help us refine our design specifications for a better collaborative information seeking system.
soft(n): toward a somaesthetics of touch. this paper explores the concept of somaesthetics as an approach to the design of expressive interaction. this concept is exemplified through the design process of soft(n), an interactive tangible art installation developed in conjunction with v2_lab in rotterdam. somaesthetics is a term coined by richard shusterman, a pragmatist philosopher interested in the critical study of bodily experience as a focus of sensory-aesthetic appreciation and agency. in the context of interaction, somaesthetics offers a bridging strategy between embodied practices based in somatics, and the design of an aesthetics of interaction for hci. this paper argues for the value of exploring design strategies that employ a somaesthetic approach, presents a definitional framework of somaesthetics that can be applied to interaction, and links the concept of somaesthetics to a specific design case in which tactile interaction is applied to the design of a networked, tangible interactive artwork called soft(n).
synchronized communication and coordinated views: qualitative data discovery for team game user studies. we present a tool for qualitative data discovery that aids researchers in analyzing synchronized log data with audio collected from multiple computers. the tool was originally developed for team games in which the goal of play is to exercise coordination skills. in team coordination games, players cooperate toward a shared objective by communicating effectively and synchronizing their game world actions. to evaluate such games, researchers observe communication between players synchronized with their actions in-game, discovering instances of team coordination. coordination is a composite of communication and in-game action; thus it is essential to observe both in context. the tool enables simultaneous observation from each player's viewpoint, synchronized with communication using log files and time-stamped audio. viewpoints and voice tracks can be selectively soloed and muted, enabling researchers to focus attention. the application can be expanded to support logs and audio from other user studies.
the creativity support index. we present a draft survey tool called the creativity support index (csi). the csi is similar to the nasa task load index survey but is designed specifically for evaluating creativity support tools, based on concepts and theories from creativity research.
mobile user experience research: challenges, methods & tools. we are currently witnessing rapid innovation in mobile user experience (ux) research. the hci community is creating and adapting research methods, tools, and infrastructure for mobile-specific challenges and opportunities. this workshop brings together researchers from industry and academia, designers, and creators of research tools, who faced the challenges of mobile ux research and responded with innovative approaches. we will examine the co-evolution of methods and tools by considering their goals and requirements, and how these are shared across different approaches.
designing for reflection on experience. this paper outlines the rationale for the workshop and offers an outline of its objectives.
building a unified framework for the practice of experience design. this workshop challenges design practitioners and researchers to begin creating a unified framework for the practice of experience design.
double-side multi-touch input for mobile devices. we present a new mobile interaction model, called double-side multi-touch, based on a mobile device that receives simultaneous multi-touch input from both the front and the back of the device. this new double-sided multi-touch mobile interaction model enables intuitive finger gestures for manipulating 3d objects and user interfaces on a 2d screen.
interaction programming: next steps. interaction programming bridges the gap between interaction design and programming, but it has not yet been related directly to mainstream development practice. this paper presents ui model discovery tools to enable existing systems and traditional development processes to benefit from interaction programming tools and methods.
designing unobtrusive interfaces with minimal presence. the vision of ubiquitous computing is a world of invisible technologies. technologies are so woven into the fabric of everyday life that they become indistinguishable [1]. in this paper, we discuss unobtrusive interfaces having minimal presence. by merging into everyday objects and environments, the presence of an interface can be minimized, making our everyday life more interactive without increasing its complexity. to obtain minimal presence, physical plasticity of the interface is considered in the present work. this allows the interface to shift between invisible and visible states; the concealed interface appears when it is put into use and disappears after use. in addition, our recent project, shade pixel, is presented as an example of an unobtrusive interface with minimal presence. we also briefly describe a design concept for the interface to provide inspiration for its practical application.
co-reflection: user involvement for highly dynamic design processes. user involvement in systems, products and related services design has increased considerably in relevance. the way user involvement actually progresses depends on how the users are situated in relation to the design process. their influence may extend from the results of the design project to planning and managing the course of the design project. sequential techniques developed for the rational problem solving or reflective process have a limited application in highly dynamic design processes. more precisely, in sequential design processes validation steers reflection into a single direction. for this reason, a methodological approach not based on the sequential (hypothetical-deductive) paradigm but on the dialectical inquiry (inductive paradigm) between designers and users is considered. the versatile and holistic nature of this co-reflective process makes it suitable for dynamic and unstructured design processes based on different streams of reflection.
identtop: a flexible platform for exploring identity-enabled surfaces. only a subset of tabletop designs support the ability to determine which user has performed a given action. these identity-enabled (ie) surfaces offer significant functional advantages over systems with no such capability. distinguishing between the two types of surfaces enables a valuable discourse that should serve to improve the usefulness of all tabletop designs. to facilitate examinations of the ie design space, we have developed a toolkit called identtop, which greatly simplifies the process of prototyping new ie applications, and we present a few sample applications to demonstrate identtop's effectiveness.
new mobile ui with hand-grip recognition. today, mobile phones are no longer devices supporting only voice communications. many people use their mobile phones as multimedia players, cameras, messaging systems, etc. therefore, it is required to design a user interface that improves the usability of multi-functional mobile phones. for this purpose, we proposed a novel user interface that utilizes touch sensing technology to support multi-functional devices. the proposed user interface is based on the assumption that the device can detect how a user holds the device. by analyzing the user's grip-pattern, the device recognizes the user's intention and adjusts itself to meet the specific needs of the user such as accessing an application. the concept of the user interface is presented through several use-case scenarios. in addition, the technical feasibility of the proposed interface is validated by implementing a working prototype system.
improving the learnability of mobile device applications for older adults. mobile devices have the potential to support many older adults (age 65+) in their daily lives. however, older adults find it difficult to learn to use many existing mobile device applications and their interfaces. the goal of this dissertation research is to improve the learnability of mobile software user interfaces for older adults. to achieve this goal, we will investigate three complementary design approaches that have not been well explored for this population.
an online forum as a user diary for remote workplace evaluation of a work-integrated learning system. this paper presents and discusses the use of an online diary for the remote evaluation at the workplace of a new knowledge management tool that supports self-directed learning at work, the second aposdle prototype. the workplace evaluation was carried out collaboratively in four different organizations, across different european countries. the online diary was built with the open source discussion forum software phpbb. used in combination with other research methods, the diary allowed gathering data on the system design and performance as well as the user experience. its flexibility met participants' preferences and needs. with its use, the diary became the communication tool between users, researchers and developers, giving voice to the users in the evaluation and redesign process.
the changing face of digital science: new practices in scientific collaborations. the confluence of two major trends in scientific research is leading to an upheaval in standard scientific practice. a new generation of scientists, working in large-scale collaborations, is repurposing social software for use in collaborative science. existing social tools such as chat, im, and friendfind are being adopted and modified for use as group problem-solving facilities. at the same time, exponentially greater and more complex datasets are being generated at a rate that is challenging the limits of current hardware, software, and human cognitive capability. a concerted effort to develop new software tools to handle this data tsunami is redefining the collaboratory and represents a new frontier for computer supported cooperative work. we are hoping this workshop can build community among researchers studying and/or building software for scientific collaborations.
kte2: an engine for kinetic typography. in this paper we describe a kinetic typography engine, which allows the creation of text animation sequences. kinetic typography can bring written text closer to the realm of film by adding expressive power to it. thus kinetic typography can be used to enhance the digital communication between people. the engine supports various animation effects, some inspired by traditional animation, and others specifically for use with kinetic typography, and has an extensible architecture that allows new effects to be added in future. the engine can also be easily integrated into third party applications to support a wide range of uses.
studying appropriation of everyday technologies: a cognitive approach. the ways in which users appropriate uses of technology - or invent new ones - have attracted interest in cscw-oriented research, but much less has been written on its cognitive foundations, although concepts such as practical problem-solving, perception, and action are central to its understanding. i attempt to address this gap here by triangulating the phenomenon both theoretically and methodologically. in this paper, a reflection of the process provides a starting point for a study with a more focused research question.
calibration-free gaze tracking using a binocular 3d eye model. this paper presents a calibration-free method for estimating the point of gaze (pog) on a display by using two pairs of stereo cameras. by using one pair of cameras and two light sources, the optical axis of the eye and the position of the center of the cornea can be estimated. this estimation is carried out by using a spherical model of the cornea. one pair of cameras is used for the estimation of the optical axis of the left eye, and the other pair is used for the estimation of the optical axis of the right eye. the point of intersection of optical axis with the display is termed the point of the optical axis (poa). the pog is approximately estimated as the midpoint of the line joining poas of both the eyes with the display. we have developed a prototype system based on this method and demonstrated that the midpoint of poas was closer to the fiducial point that the user gazed at than each poa.
pulp-based computing: a framework for building computers out of paper. in this video, we describe a series of techniques for building sensors, actuators and circuit boards that behave, look, and feel like paper. by embedding electro-active inks, conductive threads and smart materials directly into paper during the papermaking process, we have developed seamless composites that are capable of supporting new and unexpected application domains in ubiquitous and pervasive computing at affordable costs.
coralog: use-aware visualization connecting human micro-activities to environmental change. this paper describes the goal, design approach and specification, and preliminary use test of a use-aware ambient media called coralog. coralog is a widget that detects the duration of a user's computer idle time (i.e. leaving the computer on without active usage) and communicates the energy consumption behavior through the visualization of the health of coral reefs. by occasionally consulting the non-intrusive widget, users can immediately acknowledge the impact of their computing behavior on ecosystems. therefore, the goal of this application is to make the public become aware of the connection between their everyday activities and global climate change, which will educate them about the formerly unseen effects that their actions may have and potentially lead to a sustainable living.
thinking with hands: an embodied approach to the analysis of children's interaction with computational objects. we present the theory and mixed methods approach for analyzing how children's hands can help them think during interaction with computational objects. the approach was developed for a study investigating the benefits of different input methods for object manipulation activities in digitally supported problem solving. we propose a classification scheme based on the notions of complementary and epistemic actions in spatial problem solving. in order to overcome inequities in number of access points when comparing different input methods, we develop a series of relative measures based on our classification scheme.
cubebrowser: a cognitive adapter to explore media databases. cubebrowser is the concept study for a six-display cube with digital screens that makes it possible to browse online databases like flickr. the control of navigation is exclusively accomplished by performing manual actions on the object. this creates a playful way of exploring image collections that are networked by tags.
towards systematic usability verification. although usability is the core aspect of the whole hci research field, it still waits for its economic breakthrough. there are some corporations that are famous for their usable products, but small and medium-sized businesses tend to prefer features over usability. we think, the primary reason is that there are no inexpensive methods to at least prevent huge design flaws. we propose the use of test specifications. once defined for a domain, these allow non-usability experts to systematically verify the usability of a given system without any users involved. we picked a sample domain with some basic tasks and found strong indication of our hypothesis: test specifications can be applied by non-experts and are able to find major design flaws. future work will extend this method to more complex tasks and evaluate the economic benefit.
gaze-controlled driving. we investigate if the gaze (point of regard) can control a remote vehicle driving on a racing track. five different input devices (on-screen buttons, mouse-pointing low-cost webcam eye tracker and two commercial eye tracking systems) provide heading and speed control on the scene view transmitted from the moving robot. gaze control was found to be similar to mouse control. this suggests that robots and wheelchairs may be controlled "hands-free" through gaze. low precision gaze tracking and image transmission delays had noticeable effect on performance.
engagement by design. the focus of this workshop is on the development of interfaces for long-term, voluntary use, spanning dozens, if not thousands, of interactions, and in which maintenance of user adherence to a desired interaction usage pattern is of primary interest. domains in which these issues are important include: wellness applications, such as long-term exercise or diet promotion; web site "stickiness"; multi-session intelligent tutoring systems; and computer games. this one-day chi'09 workshop brings together researchers from a wide spectrum of disciplines who share a common interest in finding theoretical frameworks, models, and design methodologies to support longitudinal hci.
interrupted. the 'intentional and planned' interference of the human physical, sensational, and conscious behavior could increase the probability of new forms of creation.
waterhouse: enabling secure e-mail with social networking. we present waterhouse, a system for sending and receiving cryptographically protected electronic mail ("secure e-mail"). we show how an existing e-mail interface can be modified to make exchanging secure e-mail nearly effortless. our system integrates with social networking services (such as facebook) to automatically exchange cryptographic keys between friends. when a user sends a message to a friend, our system automatically encrypts the contents to thwart eavesdroppers. when a user receives a message from a friend, waterhouse uses the recipient's social network to verify the sender's identity. our prototype shows senders' photos as an intuitive indicator of message authenticity. we describe our planned user study and conclude with directions for future work.
multi-point touch input method for korean text entry. multi-touch interfaces are becoming popular as a new input means for the various applications. in this paper, we suggest a new korean text entry method using a multi-touch interface called mpt (multi-point touch) input method. we conducted a text entry performance test comprising 4 sessions for 10 participants, and compared the result with an existing commercial spt (single-point touch) input method. the experimental results show that the entry speed of mpt was slower than that of spt method in the initial session. however, the entry speed of mpt input method was improved more rapidly than the speed of spt method as sessions were proceeded. we observed a statistically significant learning effect from the result of mpt method. moreover, we found no significant difference between the task loads of spt and mpt input methods.
'broken expectations' from a global business perspective. especially in the past few years, there has been an increase in the rejection rate of interactive consumer electronics products in the field, not due to broken hardware or software, but due to 'broken expectations' of users. however, operational methods to capture triggering contextual reasons are not functional in the industry. in addressing this gap, we propose systematic analysis of qualitative user feedback data resources from the field by utilizing our disconfirmed expectations ontology (deo). deo provides for an efficient means to elicit relevant -but currently unrecognizable- feedback from the field to communicate that to the respective units in a product development process. we further demonstrate the utilization of deo on a rich qualitative data set regarding the apple iphone".
interactive slide: an interactive playground to promote physical activity and socialization of children. we present a novel playground platform that will hopefully help in countering two important issues in children in the developed world: lack of physical activity and lack of socialization. the system underlying the platform will eventually adapt automatically to and modulate the amount of physical activity of children by applying a new notion in interaction: that of "interaction tempo". the concept of beats per minute seems especially adequate as the base structure of a physically-based activity. as an exertion interface we expect that, through the design of collaborative experiences, it will also enhance socialization of children.
gesture-based interaction with virtual 3d objects on large display: what makes it fun? in this paper, we describe a virtual game where game play is afforded by the user's silhouette interacting with on-screen 3d gaming objects, e.g. a soccer ball or a "chapteh" (shuttlecock kicking) -- a game played traditionally in villages, i.e. "kampongs", in asia. the virtual game system projects a life-size image of the location where the game is often played, e.g. soccer field when soccer is played or village playground in the case of "chapteh". the player's silhouette is super-imposed on the screen as the user interacts with the on-screen virtual 3d object using his body movement, e.g. bounce or lift. we compare the game play when different design variables were changed, e.g. replacing the soccer field image or removing the silhouette outline, to evaluate which design variable affects a user's experience during game play.
human computer biosphere interaction: towards a sustainable society. this paper presents the author's vision of human computer biosphere interaction (hcbi): towards a sustainable society. hcbi extends the subject of hci from countable people, objects, pets, and plants to an auditory biosphere that is uncountable, complex, and non-linguistic. by realizing hcbi, soundmarks in a forest can help us feel as one with nature, beyond the physical distance. the goal of hcbi is to realize the benefits of belonging to nature without causing environmental destruction. this paper presents the concept overview, related work, the method and developed interfaces.
citedness, uncitedness, and the murky world between. we test a recent claim in an opinion piece (interactions, may/june 2008, pp. 45-47) that publications by hci researchers have little or no impact. the alleged "phenomenon of uncitedness" was not supported. an examination of all 443 papers in the chi proceedings (1991-1995), acm tochi (1994-1999), and human-computer interaction (1991-1995) found an average of 93.8, 106.7, and 80.4 citations per paper, respectively. h-index as an impact measure is explained, with values given for members of the chi academy. the mean of 34.3 suggests that the group, taken as a whole, have had a significant impact on human-computer interaction.
authority vs. peer: how interface cues influence users. from the most e-mailed stories of the day to the most favorite stocks of the week, web interfaces are rife with cues conveying other users' ratings and reviews of products and services. do these peer opinions indeed affect our decisions? and if so, are they as strong in their impact as cues conveying authority/expertise (i.e., high source credibility)? we explored these questions through an experiment (n = 243) guided by the heuristic-systematic model in social psychology. bandwagon/peer cues are generally more persuasive, but when they are inconsistent, the authority cue influences decisions. in general, task involvement promotes systematic processing of these cues. interestingly, we found no difference in perceived authority between cnet editor's choice seal and a seal from a fictitious "authority" (zig!), among other indications of heuristic processing. we discuss design implications for user interfaces in general and recommendation agents in particular.