waashk/dblp huggingface dataset:
mmm2: mobile media metadata for media sharing. cameraphones are rapidly becoming a global platform for everyday digital imaging especially for networked sharing of media from mobile devices. however, their constrained user interfaces and the current network and application infrastructure encumber the basic tasks of transferring, finding, and sharing captured media. we have deployed a prototype context-aware cameraphone application for mobile media sharing (mmm2) that aims to overcome these difficulties. mmm2 leverages the point of capture and of sharing to gather metadata, and uses metadata to support sharing. based on the early results of the first 6 weeks of a six-month trial involving 60 users, indications are that with mmm2 users are actively capturing and sharing photos. the ability to automatically upload photos from a cameraphone to a web-based photo management application and to automatically suggest sharing recipients at the time of capture based on bluetooth-sensed co-presence and sharing frequency promise to reduce the current difficulty of mobile media sharing.
evaluating web lectures: a case study from hci. we present research using web lectures to enhance the classroom learning experience in an introductory hci course. by using web lectures to present lecture material before class, more in-class time can be spent engaging students with hands-on learning activities. a quasi-experiment was conducted over a 15-week semester with 46 students in two sections of the same course: one section using web lectures and one using traditional lectures. many control measures were in place, including each section being taught by the same instructor and blind grading. the web lecture section's grades were significantly higher than the traditional lecture section, and web lecture students reported increasingly strong positive attitudes about the intervention. our twofold contribution is a novel use of existing technology to improve learning, and a longitudinal study of its use within the context of hci education.
evaluating pattern languages in participatory design. we present an evaluaion of pattern languages as tools for participatory design, based on three criteria, derived from the work of christopher alexander: empowering users, generative design and life-enhancing outcomes. our results suggest that pattern languages can be used to enable users to participate in design, but that the role of facilitator and the form and physical presentaton of the pattern language are factors in success.
effect of location-awareness on rendezvous behaviour. this paper presents an exploratory field study investigating the behavioral effects of mobile location-aware computing on rendezvousing. participants took part in one of three mobile device conditions (a mobile phone, a location-aware handheld or both a mobile phone and a location-aware handheld) and completed different rendezvousing scenarios. we present one of the scenarios in depth and discuss the effect of location-awareness on rendezvous behaviour.
using perceptual grouping for object group selection. modern graphical user interfaces support the direct manipulation of objects and efficient selection of objects is an integral part of this user interface paradigm. for the selection of object groups most systems implement only rectangle selection and shift-clicking. this paper presents an approach to group selection that is based on the way human perception naturally groups objects, also known as the "gestalt" phenomenon. based on known results from perception research, we present a new approach to group objects by the gestalt principles of proximity, curve-linearity, and closure. we demonstrate the results with several examples.
shared text input for note taking on handheld devices. shared text input is a technique we implemented into a note taking system for facilitating text entry on small devices. instead of writing out words on the tedious text entry interfaces found on handheld computers, users can quickly reuse words and phrases already entered by others. sharing notes during a meeting also increases awareness among note takers. we found that filtering the text to share was appropriate to deal with a variety of design issues such as screen real estate, scalability, privacy, reciprocity, and predictability of text location.
shared freeform input for note taking across devices. shared freeform input is a technique for facilitating note taking across devices during a meeting. laptop users enter text with a keyboard, whereas pda and tablet pc users input freeform ink with their stylus. users can quickly reuse text and freeform ink already entered by others. we show how a new technique, freeform pasting, allowed us to deal with a variety of design issues such as quick and informal ink sharing, screen real estate, privacy and mixing ink-based and textual material.
attractive windows: dynamic windows for digital bulletin boards. in this paper we describe attractive windows, a novel interface for presenting live, interactive, multimedia content on a network of public, digital, bulletin boards. implementing a paper flyer metaphor, attractive windows are paper-like in appearance and are attached to a virtual corkboard by virtual pushpins. windows can therefore appear in different orientations, creating an attractive, informal look. attractive windows can also have autonomous behaviors that are consistent with the corkboard metaphor, like fluttering in the wind. we describe the attractive windows prototype, and offer the results of an initial evaluative user study.
voicecode: an innovative speech interface for programming-by-voice. in this paper we describe voicecode, a system for programming-by-voice. with voicecode, programmers can dictate code in an easy to pronounce syntax, which the system translates to native syntax in the current programming language. we illustrate how this approach addresses most of the usability issues for programming-by-voice.
using heuristics to evaluate the playability of games. heuristics have become an accepted and widely used adjunct method of usability evaluation in internet and software development. this report introduces heuristic evaluation for playability (hep), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. these heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared to more standard user testing methodologies. the results suggest that hep identified qualitative similarities and differences with user testing and that hep is best suited for evaluating general issues in the early development phases with a prototype or mock-up. combined with user studies, hep offers a new method for the hci game community that can result in a more usable and playable game.
designing interfaces that influence group processes. the goal of this research is to build and evaluate collaborative tools that persuade behavior change over a group of individuals. preliminary work in this area is presented and future directions are discussed.
using visualizations to review a group's interaction dynamics. we present a visualization system for reviewing the turn-taking patterns in a face-to-face meeting. without the need to directly observe a group, a user can use the system to gain insight into the interaction dynamics of a meeting. we evaluated the visualizations by asking outside observers to make qualitative judgments about the individuals represented visually, and then compared their assessments to our own, made from direct observation of the meetings.
eye contact sensing glasses for attention-sensitive wearable video blogging. we present ecsglasses: eye contact sensing glasses that report when people look at their wearer. when eye contact is detected, the glasses stream this information to appliances to inform these about the wearer's engagement. we present one example of such an appliance, eyeblog, a conversational video blogging system. the system uses eye contact information to decide when to record video from the glasses'; camera.
supporting collaboration through passing informal notes to peripheral displays. dropnotes is a note-passing system for informal sharing of information within a small group or for posting notes to oneself. its goal is to improve collaboration by increasing awareness through peripheral displays. dropnotes typically appear on peripheral displays placed in the work environment, such as a door panel, a peripheral display near the phone, a group board in a break room or a pda. the design of dropnotes focuses both on making note creation easy and on minimizing interruptions. as such, dropnotes supports informal information sharing and peripheral awareness rather than messaging.
scalability in system management guis: a designer's nightmare. as information technology (it) advances, traditional concerns over performance are being overtaken by concerns over manageability and scalability in system management interfaces [1]. designing effective interactions and representations of large complex systems with intricate relationships among components is a formidable challenge. in this paper we describe the design of a topology viewer application for enterprise-scale storage systems. a key issue in this design effort was to create a graphical topology viewer that would scale to the complexity of typical storage environments and support administrators effectively in various activities. our approach to address these issues was to use semantic zooming and progressive information disclosure techniques extensively; thus essentially shifting the scalability challenge from purely visual design to mostly interaction design.
multi-channel consumer behavior: online and offline travel preparations. elaborating on the first stage in the user-centered design (ucd) process, understanding the user, this study questions whether it is sufficient to look at the use of interactive systems in isolation. starting from the assumption that consumers often use the internet in combination with other channels (telephone, high street, mail order), this paper discusses a study on how consumers move between online and offline channels during the preparations for leisure travel. the theoretical framework was informed by literature from the fields of hci, marketing and social sciences. the results of the first stage of this work-in-progress indicate that multi-channel use is a day-to-day reality for many consumers.
the bed: a medium for intimate communication. in this paper, i present "the bed", an environment providing a new form of abstracted presence for intimate, non-verbal inter-personal communication. this secure and familiar environment is explored for its ability to become a shared virtual space for bridging the distance between two remotely located individuals through aural, visual, and tactile manifestations of subtle emotional qualities. as an example, i describe the application of these tangible interfaces and ambient media into a working prototype.
shake it! this paper presents our design process and resulting solution for the chi 2004 student design competition. the design challenge posed was to pilot audience participation as a way to reduce the controversy caused by judging at the olympics in sports such as diving and gymnastics. we faced this challenge by applying both empirical and analytical human-computer interaction methods, as well as extensive research into the olympics and available technologies. our findings led us to suggest the "shake it!" system for athens 2004: each spectator will have a shaker that divides into two parts, each part having a different color and producing a different sound. audience members use the shaker to express agreement or disagreement with the judge's scores. a computer vision system will be used to process the input, and audience member votes will be represented on a large screen in the venue.
limestick: designing for performer-audience connection in laptop based computer music. this paper describes a design argument and a prototype for a performance interface for laptop musicians geared towards improving audience interaction and engagement with the performer. limestick, the prototype interface presented in this paper, is an attempt to address and improve characteristics of current conventional laptop performance that are negative to audience enjoyment.
echoes: encouraging companionship, home organization, and entertainment in seniors. the echoes project (encouraging companionship, home organization, and entertainment in seniors), is focused on understanding and improving aspects of companionship in senior populations aged sixty-five years and older. individuals in this age range commonly experience the loss of close friends and life partners. furthermore, they are at risk of suffering from feelings of loneliness and depression. the project team consulted with several experts on aging in order to better understand the target population. the team followed an iterative design process which included focus groups and field studies. potential design possibilities were identified and a final design prototype was chosen after several rounds of usability testing. the proposed system includes "teletable," an interactive table-based device that offers intuitive means of arranging and organizing digital media. the teletable also functions in a communicative capacity, encouraging individuals to interact with each other by playing simple games, conversing verbally, and exchanging digital photos with each other. this system also includes the "pitara," a portable device enabling the association of physical mementos and keepsakes to digital media which adds a mobility, lifetime sharing and storytelling aspect to the teletable.
dove: digital olympic voting environment. this paper describes the design process and solution for a voting system to be used in the 2004 olympics. it focuses on the initial design ideas that were brainstormed, user testing, and the final design of the system. taking into account the different cultural groups and technology literacy levels, we determined that the voting device should be "tangible". we developed several different prototypes and user tested them to determine which design would be most effective. the resulting design was then developed along with a feedback component which utilizes a jumbotron.
barriers to inclusive design in the uk. this research combines a systematic approach to engineering design and technical communication to address industry barriers to inclusive design. the barriers were investigated from design consultancies, manufacturers and retailers, using a variety of methods such as interview, observation, survey and case studies. three different types of barriers were identified, namely: perception barriers, technical barriers and organizational barriers. a toolkit has been developed to address the barriers identified and is undergoing industry testing. the initial test results have demonstrated the effectiveness of the toolkit as a technical communication vehicle for inclusive design.
window navigation with and without animation: a comparison of scroll bars, zoom, and fisheye view. each of three window navigation techniques --- scroll bars, zoom, and fisheye view --- were implemented in two versions: with animation (a gradual transition from one state to another was provided) and without animation. a highly significant effect of navigation technique, but not of animation, was found in the experiment reported in the paper.
the korean twiddler: one-handed chording text entry for korean mobile phones. we present a text entry method using the twiddler one-handed chording keyboard to input hangul, the korean alphabet, on mobile phones. after estimating keystrokes of various text entry methods, we found that our twiddler 3 bul keymap has the fewest keystrokes needed among the methods evaluated.
wizard of oz interfaces for mixed reality applications. one important tool for developing complex interactive applications is "wizard of oz "(woz)simulation.woz simulation allows design concepts,content and partially completed applications to be tested on users without the need to first create a completely working system.in this paper we discuss the integration of wizard interface tools into a mixed reality (mr)design environment and show how easier creation and evolution of wizard interfaces can lead to an expanded role for woz-based testing during the design evolution of mr experiences.we share our experiences designing an audio experience in an historic site,and illustrate the evolution of the wizard interfaces alongside the user experience
global garden: a vision of the universal scoring device. recent controversies surrounding the judging of olympic events, has created the need for an audience participatory judging system. the stage for this participation will be the diving and gymnastics events at the 2004 summer olympic games in athens. we researched the olympic audience and studied collaborative group interaction. this process made us realize that a traditional, quantitative scoring system would not adequately address the needs of an international olympic audience. our solution is the global garden, a wearable interface that defies the conventional process of entering a "score" and displaying it. it consists of a set of interactive devices worn on the hand that glow green when a user claps, and changes colors based on different hand gestures that follow. by using applause, the intuitive and international sign of appreciation, the audience itself becomes an interface. people provide the input and output of a universal "score," heightening everyone's desires to participate and eliminating the need for excessive infrastructure. we achieved our goals to design a novel, intuitive (instruction-less) interaction that connects members of the audience to the events they watch and to each other.
structured observation: practical methods for understanding users and their work context. this tutorial will focus why and how to do observations of users in their own worksite. it will introduce practitioners how to use ethnographic tools, and how to apply what they find to design.
is roi an effective approach for persuading decision-makers of the value of user-centered design? this panel examines the utility and effectiveness of various ways of making the business case for user-centered design (ucd). most of the discussion in our field has assumed that measuring and demonstrating roi for usability is the key to this effort. however, experience shows that the most brilliant roi analysis may not win the day in the real world of business. our panelists range from people who claim that roi is an important persuasive tool as long as the communication about roi is happening within a healthy business relationship, to people who claim that a focus on roi can actually be destructive. we also explore the idea that there are important business contexts where roi simply does not fit. through the presentations by the panelists and through discussion of a business case scenario, we explore some alternatives to roi in making the business case for user-centered design.
the hci educator's open house: exchanging resources, delivery formats, learning strategies and future concerns. in previous chi pre-conference workshops, hci educators and industrial professionals have met to address pertinent hci education issues. workshop themes have ranged from hci knowledge and skills needed for effective hci professsional practice (chi '92), to designs for teaching hci (chi '94), and to increasing collaboration between academia and industry (chi '95 and chi '96).
sound intensity gradients in an ambient intelligence audio display. this paper describes the prototype of a real-time responsive audio display for an ambient intelligent game named socio-ec(h)o. the audio display relies on a gradient response to represent and anticipate player action. we describe the audio display schema, and discuss results of our current experimentation in guiding player actions through types of audio feedback, for creating sound recognition, perceptions of change and sound intensity.
the world of wireless and kids. in this panel, we will explore the impact that emerging new wireless technologies have on the way children learn, communicate and play. the challenge of interface design for children's wireless technologies will be discussed along with the opportunities these new technologies afford for social learning experiences. panelists will discuss a range of issues based on their diverse perspectives as ethnographers, researchers, and product developers. panelists will be asked questions not only from the audience, but also from a diverse group of discussants: three chikids (ages 7--11), one k-12 teacher and one parent of a child who uses wireless technologies.
design guidelines for improved human-robot interaction. this poster highlights one of our analysis frameworks for human-robot interaction (hri) and a sample of our results. we developed a fine-grained definition of hri awareness based on research from computer-supported cooperative work (cscw). results consist of initial design guidelines for hri that we are incorporating in next-generation robots and interfaces under development at umass lowell.
the orbital browser: composing ubicomp services using only rotation and selection. most ubiquitous computing environments are designed as collections of highly distributed and heterogeneous services. in this paper we describe a user interface, the orbital browser, which reduces the complexity of ubicomp service composition to two simple end-user operations: rotation and selection. we discuss the design requirements imposed by service composition and how we addressed them with our system.
user strategies for handling information tasks in webcasts. webcast systems support real-time webcasting, and may also support access to the stored webcasts. yet, research rarely examines issues concerning the interface to webcast systems, another form of multimedia system. this paper focuses specifically on how stored webcasts are re-used. sixteen participants performed three typical information tasks using epresence, a webcasting system that handles both live and stored video, and contains several tools: a video window, a timeline of the webcast, slides used by the presenter, and a moderator-generated table of contents, that facilitate user access to the intellectual content of a stored video. use takes place at the level of the webcast, and our analysis assessed user interactivity. the results showed that different types of tasks need different strategies and tools.
how much do we understand when skim reading? the world wide web and other technological advances have meant rapid reading or "skimming" of text is increasingly common in our information-rich time-limited society. this study investigates the effectiveness of skimming as a strategy for understanding a text. a replication and extension of masson's (1982) work found that recognition of important, unimportant and inferable information declined equally when readers were required to skim rather than read text normally. this indicates that readers struggle to focus on important information when skimming. moreover, a response bias suggests skimmers are more likely to over-interpret complicated information as consistent with the text. thus, designers including large amounts of text should be aware that skimming is a limited strategy for achieving understanding.
spinner, using non sequential and contextual functions for early learners. spinner is a media collection, interaction and sharing device for early learners that promotes play and exploration using a novel set of interactive techniques and designs based around a non sequential, contextual physical interface [2] and a graphical user interface (gui).