waashk/dblp huggingface dataset:
take it to the next stage: the roles of role playing in the design process. using role play at every stage of the design process has been a vital tool for ideo in working with clients and users. with the dual properties of bringing participants into the moment and making shared activities physical rather than just mental, role playing techniques make the process more experiential and creatively generative. role playing is complimentary to traditional design techniques providing additional team dynamics and insights that bring the process and designs to another level. this paper describes how we have used role-playing in our design process and how it can be integrated into any hci project.
ucd of financial services at the smart internet technology centre. in this paper i describe the experience of contributing sociological and anthropological perspectives to the user-centered design of financial services in the smart internet technology cooperative research centre in australia.
persona development for information-rich domains. designing information architecture for complex websites requires understanding user information needs and mental models in that domain. personas, or user archetypes, created for such domains should also reflect types of information needs, and usage of information set. we have created a statistical technique to identify important underlying groupings of information needs. in a preliminary study, we show how designers can use this information in conjunction with data from interviews and observations to generate and refine personas.
the role of transparency in recommender systems. recommender systems act as a personalized decision guides, aiding users in decisions on matters related to personal taste. most previous research on recommender systems has focused on the statistical accuracy of the algorithms driving the systems, with little emphasis on interface issues and the user's perspective. the goal of this research was to examine the role of transprency (user understanding of why a particular recommendation was made) in recommender systems. to explore this issue, we conducted a user study of five music recommender systems. preliminary results indicate that users like and feel more confident about recommendations that they perceive as transparent.
auramirror: artistically visualizing attention. we present auramirror, a system that visualizes virtual windows of attention: the commodity of visual attention people exchange during interactions in small groups. auramirror acts as a dynamic 'painting' that passively gathers and displays attentional data by superimposing auras over each viewer's head in a real time video mirror. this permits users to see how they distribute their attention in group interactions, and the effect of interruption on this process. finally, we describe how auramirror can be extended to model attention among both participants and ubiquitous devices.
interaction design for literature-based discovery. rapid growth in the scientific literature makes it increasingly difficult for scientists to keep abreast of findings outside their own narrowing fields of expertise. to help biomedical researchers address this problem, litlinker uses literature-based discovery to find new connections between biomedical terms that could lead to new directions in research. in this paper, we discuss the design of an interface that supports researchers' interactive exploration of the identified connections. because the interface suggests many possible new connections, researchers must be able to understand how connections are established and to evaluate those connections based on their own expertise. based on the results of our user study, we have further tailored the interface to support the work processes of biomedical researchers. litlinker's interaction design promotes user-comprehension of the complex relationships among connected terms and allows for dialogue with researchers on the use of literature in scientific discovery.
hci in the czech republic. the paper describes the current situation and historical development in the hci field in the czech republic. an outline of the most important features in this area is given. the reader can get ideas about the current state of art especially in research and education. a description of the situation in some specific applications is also given. in summary, the reader can find a short evaluation given together with some proposals on how to improve the current situation in the hci field in this particular country.
the djammer: "air-scratching" and freeing the dj to join the party. traditional disc jockeys use vinyl records and turntables to manipulate music in real time. we describe the development of the djammer, a new device that enables its users to manipulate digital music using a portable handheld sensor. in addition to the standard actions offered by most portable digital music players, the djammer provides its users with control capabilities previously offered only through the use of turntables. using the djammer, djs can "air-scratch" digital music via simple hand motions similar to those used when scratching vinyl records, fade the music, and jump to a predefined position within the song using a wireless sensor designed to fit in the dj's hand. the preliminary study of the device by experienced djs suggests that it can play a role as an accessory to their professional equipment, freeing them to step away from their consoles during the performance and uncovering opportunities for creativity and personalization.
design of spatially aware graspable displays. we propose spatially aware portable displays which use movement in real physical space to control navigation in the digital information space within. this paper describes two interface design studies which use physical models, such as friction and gravity, in relating the movement of the display to the movement of information on the display surface. in combining input and output aspects of the interface into a single object, we can improve control and provide a meaningful relationship between the interface and the body of the user.
web accessibility for people with cognitive disabilities. this pilot study investigated individuals with developmental cognitive disabilities (dcd) navigating w3c accessibility-compliant web sites and the impact of four cognitive determinants: situation awareness, spatial awareness, task-set switching, and anticipated system response. participants were placed into one of two search conditions and were asked to complete information-finding tasks. the usability evaluation demonstrated that the majority of users with dcd were able to access the web but they were unable to successfully use the w3c accessibility-compliant web sites/. the use of navigation aids was examined, different web navigation problems were identified as well as user satisfaction and perceived usability. it is clear from this study that current web accessibility guidelines do not sufficiently address the needs of people with cognitive disabilities. additional research is needed to understand how cognitive disabilities affect using web-based media.
creating a system to share user experience best practices at ebay. increasingly, organizations are looking for ways to use technology to document and share information in order to increase effectiveness and foster a sense of community [1, 3]. as one example of a "community of practice" [4, 10], the ebay user experience & design group recently created a knowledge management system known as the playbook to enable the ebay design community to share design best practices and other information. this paper describes the considerations that went into creating the playbook and how the working team enabled the rest of the ebay design community throughout the world to contribute their best practices. we also discuss how the group as a whole has benefited from this system as well as lessons learned during this process which may help other design communities outside of ebay.
java-based user interface development. this tutorial provide attendees with an understanding of the possibilities provided by the world wide web for application development and a more detailed understanding of the issues involved in developing user interfaces for the web in java.
art and design student demos. for the past five years, students from the computer related design program at the royal college of art have demonstrated their work informally to an ever growing chi audience. however, because of this informality many people have not been able to see the work properly and have suggested that it should have a more convenient and prominent setting.
overhear: augmenting attention in remote social gatherings through computer-mediated hearing. one of the problems with mediated communication systems is that they limit the user's ability to listen to informal conversations of others within a remote space. in what is known as the cocktail party phenomenon, participants in noisy face-to-face conversations are able to focus their attention on a single individual, typically the person they look at. media spaces do not support the cues necessary to establish this attentive mechanism. we addressed this issue in our design of overhear, a media space that augments the user's attention in remote social gatherings through computer mediated hearing. overhear uses an eye tracker embedded in the webcam display to direct the focal point of a robotic shotgun microphone mounted in the remote space. this directional microphone is automatically pointed towards the currently observed individual, allowing the user to overhear this person's conversations.
paperspace: a system for managing digital and paper documents. here we present paperspace a computer vision based document management system that allows users to combine paper and digital documents. using paperspace users can locate paper copies of printed digital documents, retrieve digital versions of paper documents and fluidly move between digital and paper documents. the system works by tracking 2d identity and operation codes printed in the margins of each page of the document. users can activate commands by selecting the command from the command bar at the bottom of each document. through an informal evaluation we found that all users felt our system would be valuable in helping them organize their cluttered desk and manage digital and paper documents better.
curve dial: eyes-free parameter entry for guis. in this demonstration, we introduce "curve dial" a technique designed to extend gesture-based interactions like flowmenus with eyes-free parameter entry. flowmenus, let users enter numerical parameters with "dialing" strokes surrounding the center of a radial menu. this centering requires users to keep their eyes on the menu in order to align the pen with its center before initiating a gesture. curve dial instead tracks the curvature of the path created by the pen: since curvature is location-independent, curvature dialging does not require users to keep track of the menu center and is therefore eyes-free. we demonstrate curvature dial with the example of a simple application that allows users to scroll through a document eyes-free.
the rise platform: supporting social interaction for on-line education. we present rise (real-time interactive social environment), a platform supporting data sharing and high quality audio conferencing under control of a word-wide web (www) user interface and making extensive use of a database to track and support users. we report the results of our initial educational trial and discuss some more generic uses for the platform.
improviz: visual explorations of jazz improvisations. improviz is a visualization technique for diagramming music that brings to light the signature patterns of a jazz musician's improvisational style. improviz consists of two parts: (1) melodic landscapes show the general contours of musical phrasing; and (2) harmonic palettes represent the musician's tendency to use a particular combination of notes in a given part of the song. viewing the jazz standard all blues through the lens of improviz illustrates the contrasting melodic and harmonic styles of three musicians. this analysis uncovers some surprises, such as how miles davis played musical ideas that contradicted his own composition. improviz offers jazz students a new way to study jazz theory and can also serve as a real-time improvisational aid, allowing a student to borrow the harmonic vocabulary of jazz masters.
consultants' forum: successful adaptation during tough economic times. this sig focuses on the challenges specific to hci consultants, whether independent or those working in larger consultancies. those considering an hci consulting career are also welcome. there will be four main discussion topics: marketing, collaboration/partnerships, consultants' knowledge base/faq, and the future of hci consulting.
icap: an informal tool for interactive prototyping of context-aware applications. icap is a system that assists users in prototyping context-aware applications. icap supports sketching for creating input and output devices, and using these devices to design interaction rules, which can be prototyped in a simulated or real context-aware environment. we were motivated to build our system by the lack of tools currently available for developing rich sensor-based applications. we iterated on the design of our system using paper prototypes and obtained feedback from fellow researchers, to develop a robust system for prototyping context-aware applications.
videotable: a tangible interface for collaborative exploration of video material during design sessions. in this paper our videotable and videocards. the videotable is an augmented meeting table enabling collaborative exploration of video material through a multi-user tangible interface. the videocards are paper card representations of video snippets. playback of video is initiated by a pushbutton permanently attached to a videocard. videocards can be manipulated alongside other physical design artifacts present on the videotable. preliminary observations of use indicate that the physical ebmodiment of digital video provided by our videocards enables the seamless mix of video with other physical design artifacts that we are aiming for. our implementation is based on modified passive radio frequency identificaton (rfid) tags.
emotional expressiveness in visual-sonic integration: a framework for multimedia design. a review of studies from psychology, music and cognitive science suggests that emotional expressiveness from the perception of visual and sonic information is comprised of two dimensions - valence and activation. these two dimensions can be used as a framework to guide design for emotional expressiveness in multimedia. this paper discusses the formation of this theoretically derived framework.
disneyworld.com redesign. disneyworld.com has recently been redesigned from the ground up. this paper discusses the challenges facing the design team given the enormous and unique physical aspects of the property, a very challenging business climate for the travel industry in the post-911 world, and the need to uphold the magical imperative of the world's pre-eminent entertainment brand.our solution needed to address two very specific and disparate groups of users: "intenders" and "repeaters". it needed to enfranchise new back-end systems and commerce processes. and it needed to tie into walt disney world's® overarching crm initiative.the design solution is a holistic and scalable experience, allowing guests to navigate via geographic and/or experience-based facets, incorporating a vast array of multimedia assets. although the site has only been live for a little over a month, the early results are overwhelmingly positive.
recent developments in text-entry error rate measurement. previously, we defined robust and easy-to-calculate error metrics for text entry research. herein, we announce a software implementation of this error analysis technique. we build on previous work, by introducing two new metrics, and we extend error rate analyses to high key-stroke-per-character entry techniques, such as multi-tap.
multimodal spatial reference in mediated environments: users' preferences and the pragmatics of pointing and talking. this paper describes the current results and future developments of a project on multimodal spatial reference in mediated environments. the database consists of video-recorded sessions, with 120 participants in three experimental designs, contrasting types of pointing (no pointing, natural pointing, mediated pointing), types of co-presence (mediated versus natural) and type of task (locative versus descriptive). the project investigates which verbal and non-verbal resources participants prefer to use in the different conditions, and which integration strategies they adopt. the goal, relevant to people interested in communication with/through technologies, or in multimodal communication in general, is to clarify the pragmatic meaning of the different resources. so far, the analysis of the data has focused on the verbal resources; further analysis will focus on the pointing strategies, and their integration with verbal spatial reference.
minnesang: speak medieval german. we present a prototype of the minnesang exhibit that translates visitors' utterances into medieval german in their own voice. this lets visitors experience how they would have spoken in medieval times. the project illustrates new variants of voice conversion and their use in human-computer interaction.
the experience engineering framework applied in two contexts. analysis of existing user-centered design methods revealed an underlying common framework consisting of three components and three principles. the components are (1) a multi-faceted view of experience, (2) a set of goal driven phases, and (3) a repository of best practices for navigating those phases. the principles are (1) team-based design, (2) facilitation of divergence and then convergence of ideasce, and (3) alignment of teams and phases. we call this framework the experience engineering framework (eef) and use it to construct a ucd process tailored for each project or design problem by using the right components and principles for that project. this abstract briefly presents two applications of the eef in two very different contexts.
metacrystal: visual interface for meta searching. metacrystal visualizes the degree of overlap between the top results returned by different search engines. linked overview tools support rapid exploration, facilitate advanced filtering operations and guide users toward relevant information. the direct manipulation interface enables users to iteratively compose and edit meta searches. metacrystal addresses the problem of the effective fusion of different search engine results by helping users control and gain insight into how to combine and filter them.
measuring website usability. web design is still primarily an artistic endeavor. however, we are beginning to see empirical research results that tell us what pitfalls to avoid in order to create successful websites.
product usability: survival techniques. product developers are typically faced with small budgets, tight schedules, and over-committed resources. to deliver high-quality products under these constraints, developers need an understanding of basic design principles, techniques that allow them to work effectively with materials on hand, and a development process that is built around the use of such techniques. this workshop explains how low-fidelity prototyping and usability testing can be used in a process of iterative refinement in order to develop more usable products.
tangible newspaper for the visually impaired users. this paper outlines a novel interaction technique allowing the visually impaired users to examine the layout of complex paper documents (e.g. a newspaper page). the document is placed on a desk in the view of a camera placed above it. the tip of user's index finger is tracked by means of algorithms of computer vision. as the user moves the finger over the document, the layout of its logical units (articles) is revealed by means of a simple sonification of their boundaries and the speech synthesis. in the paper, implementation of the test application is described and evaluated. the main advantage of our system is the direct mapping of the kinaesthetic experience to the layout of the physical document, enabling the user to employ any strategy to traverse the document. the prototype has been implemented using the artoolkit library.
the effect of tangible interfaces on children's collaborative behaviour. the physical nature of the classroom means that children are continually divided into small groups. the present study examined collaboration on a story creation task using technologies believed to encourage and support collaborative behaviour. four children used tangible technologies over three sessions. the technology consisted of a large visual display in which they could input content (using personal digital assistants (pda) and a scanner), record sounds (using rf-id tags) and navigate around the environment using an arrangement of sensors called 'the magic carpet'. the children could then retell their story using bar-coded images and sounds. the three sessions were video recorded and analysed. results indicate the importance of immediate feedback and visibility of action for effective collaboration to take place.
visual interaction design special interest area meeting. the visual interaction design special interest area (vidsia) meeting provides a place for visual design practitioners, educators, and supporters to gather informally and share ideas and work. vidsia was formed at chi 92 and has met at chi since. we created visual-l, a popular electronic distibution list for those interested in visual aspects of interaction design, and the vidsia column of the sigchi bulletin.
use of mobile appointment scheduling devices. one hundred thirty-eight subjects participated in a study on mobile appointment scheduling. subjects completed a questionnaire on their primary method of managing appointments when away from their desks. immediately afterwards, subjects completed a session of scheduling four appointments with the interviewer. the most common scheduling systems, in order of popularity, were paper-based day planners, memory, scrap paper, and pda's. however, 43% of the claimed pda users and 68% of day planner users switched to another, more readily accessible method when scheduling an appointment. interviews revealed a practice of using memory or scrap paper to "buffer" appointments for later entry into the pda or planner.
supporting student-built algorithm animation as a pedagogical tool. this demonstration describes a new approach to algorithm animation, one in which the students construct the animations. we introduce the samba system that facilitates this process and describe how it has been used an undergraduate algorithms courses as a teaching aid. having students build the animations, that is, construct the mapping from concepts to images, appears to enable true understanding of the algorithm under study.
understanding and enhancing call centre computer-. there are many interactions that take place at a call centre; between the customer and agent, the agent and computer, and indirectly between the customer and computer. this paper proposes areas of research, eg auditory feedback and human-human communication, which could provide insight and possible improvement to the interaction. the paper also describes studies that have been carried out, as well as studies that are being planned.
the use of auditory feecback in call centre chhi. initial investigations have been carried out to evaluate issues of the computer-human-human interaction (chhi) commonly found in call centre scenarios. these investigations suggest some benefits in the use of auditory icons and earcons.