waashk/dblp huggingface dataset:
how do robotic agents' appearances affect people's interpretations of the agents' attitudes? an experimental investigation of how the appearance of robotic agents affects interpretations people make of the agents.' attitudes is described. we conducted a psychological experiment where participants were presented artificial sounds that can make people estimate specific agents' primitive attitudes from three kinds of agents, e.g., a mindstorms robot, aibo robot, and normal laptop pc. they were also asked to select the correct attitudes based on the sounds expressed by these three agents. the results showed that the participants had higher interpretation rates when a pc presented the sounds, while they had lower rates when mindstorms and aibo robots presented the sounds, even though the artificial sounds expressed by these agents were completely the same.
encouraging contribution to shared sketches in brainstorming meetings. brainstorming in small design groups typically involves one person taking notes and sketching at a whiteboard while other group members remain seated and contribute verbally. we believe that lowering the threshold for shared sketching improves idea generation from all members and supports building off the ideas of other members. we have designed and completed preliminary testing of a collaborative sketching system that enables simultaneous contribution to and viewing of a shared canvas through individual devices (tablet pcs) and a digital whiteboard. a pilot study indicates that such a system helps equalize sketching contribution within a group although it reduces total sketching of the group as a whole. this finding suggests that individual access to a shared sketching space has implications for the brainstorming process such as a greater awareness of the quality and the relative amount of individual idea contribution.
an interface to aid rural health workers in the preliminary diagnosis of cataract at the slit lamp using locs iii. in india there is an inequitable distribution of wealth and resources; while 70% of population lives in villages, about 80 % of ophthalmologists practice in cities [4]. india has 1 ophthalmologist per 100,000 of its population [4] and this ratio is even more dismal for rural areas. in such circumstances, ophthalmologist- based model is not a cost- effective screening method. on the other hand, an ophthalmologist led screening model offers a cost-effective and feasible screening model for screening of eye diseases. such a model can be beneficial in filling the critical gaps in the government health services. based on ethnographic studies conducted in assam, india, we propose and discuss the design of an experimental interactive interface that can help trained rural health workers diagnose and classify the extent of cataract in the preliminary stages. this has two significant benefits:1. the cataract patients, usually old, and living in rural areas do not have to travel miles away from home only to be told to come back a few months later as the cataract was not sufficiently mature for a surgery yet.2. it provides for a more efficient system that helps the already overburdened ophthalmologists concentrate their time on patients who actually need immediate surgeries thus directly influencing the quality of eye care.
end user software engineering: chi 2007 special interest group meeting. recently, researchers have been working to bring the benefits of rigorous software engineering methodologies to end users who find themselves in programming situations, to try to make their software more reliable. end users create software whenever they write, for instance, educational simulations, spreadsheets, or dynamic e-business web applications. unfortunately, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. this special interest group meeting has three purposes: to bring the results of a recent (february 2007) week-long "dagstuhl" meeting on end-user software engineering to interested researchers at chi; to incorporate attendees' ideas and feedback into an emerging survey of the state of this interesting new subarea; and generally to bring together the community of researchers who are addressing this topic, with the companies that are creating end-user programming tools.
bodyspace: inferring body pose for natural control of a music player. we describe the bodyspace system, which uses inertial sensing and pattern recognition to allow the gestural control of a music player by placing the device at different parts of the body. we demonstrate a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based techniques can shape gestural interaction.
i/o brush: beyond static collages. i/o brush is our ongoing effort to empower people to create new expressions and meanings by painting with attributes of everyday objects and movements in their physical world. using examples from our case studies with kindergarteners and artists, we discuss i/o brush's most distinguishing features, its dynamic ink and history functions, and how they enable people to invent new expressions and meaning making with objects in their physical environment.
establishing relationships for designing rural information systems. designing for the developing world presents unique challenges. establishing rapport with local partners is important to overcome contextual unfamiliarity and ensure the relevance of proposed solutions. in this paper, we discuss our experiences designing a cam-based mobile data capture system for asobagri, a rural coffee cooperative in barillas, guatemala. cam is a camera-based mobile application framework designed based on fieldwork with rural microfinance groups in india. our local partners in india are now using the cam framework in a real application. we list some practices that have helped us establish and sustain both these design relationships.
mobile spatial interaction. mobile phones are starting to become the major platform for interaction with spatial information. recent research has yielded promising applications and approaches for exploring, accessing and augmenting information related to the user's immediate surroundings. the chi workshop "mobile spatial interaction" (msi) aims at gathering researchers working on this emerging and multifaceted, but quickly evolving topic. a forum for open dialogue is needed to enable researchers to obtain a picture of the facets and the benefits of mobile spatial interaction as well as its challenges. potential ways to combine the various approaches will be examined and discussed.
converging on a science of design through the synthesis of design methodologies. the goals of this workshop are: (1) to bring together the community of researchers who are exploring innovative design theories and different design methodologies; (2) to evaluate the appropriateness of design methodologies for specific contexts and explore their respective difference and synergies; and (3) to strengthen the community of researchers who are interested and involved to make progress toward creating a science of design.
exploratory search and hci: designing and evaluating interfaces to support exploratory search interaction. the model of search as a turn-taking dialogue between the user and an intermediary has remained unchanged for decades. however, there is growing interest within the search community in evolving this model to support search-driven information exploration activities. so-called "exploratory search" describes a class of search activities that move beyond fact retrieval toward fostering learning, investigation, and information use. exploratory search interaction focuses on the user-system communication essential during exploratory search processes. given this user-centered focus, the chi conference is an ideal venue to discuss mechanisms to support exploratory search behaviors. specifically, this workshop aims to gather researchers, academics, and practitioners working in human-computer interaction, information retrieval, and other related disciplines, for a discussion of the issues relating to the design and evaluation of interfaces to help users explore, learn, and use information. these are important issues with far-reaching implications for how many computer users accomplish their tasks.
journey planning based on user needs. in this paper we discuss potential developments to the design of pre-trip in-home journey planning services, to include support for additional user needs. these needs were identified through stakeholder interviews as contributing to actual decisions in route selection scenarios and include: safety, weather and even fitness. a journey planner was designed to allow users to articulate these constraints and a series of paper prototypes were evaluated through cognitive walkthroughs. an exploratory study compared three designs and provided rationale for the most effective interaction method, informing an implementation plan.
comparing visualizations for tracking off-screen moving targets. in games, aircraft navigation systems and in control systems, users have to track moving targets around a large workspace that may extend beyond the users. viewport. this paper presents on-going work that investigates the effectiveness of two different off-screen visualization techniques for accurately tracking off-screen moving targets. we compare the most common off-screen representation, halo, with a new fisheye-based visualization technique called edgeradar. our initial results show that users can track off-screen moving objects more accurately with edgeradar over halos. this work presents a preliminary but promising step toward the design of visualization techniques for tracking off-screen moving targets.
taking chi for a drive: interaction in the car. with the increasing number of cars on the road, longer commutes, and the proliferation of complex information and entertainment features, there is a greater need for careful interaction design in the car. the automobile is a challenging environment for designing and deploying good user interfaces. interaction designers must balance brand identity, safety, legislation, and manufacturability, among other issues. in this panel, practitioners and researchers from industry, industrial labs, and academia will discuss the challenges of interaction design in an automotive environment. while some members of the chi community are active in the automotive field, the general chi community may not be aware of this work, the open research issues, and opportunities for collaboration in this area. this panel will provide an introduction into hci research in the automotive industry. some successful examples of interaction design will be discussed, as well as a few not-so-successful examples. questions and comments from the audience are welcomed.
awareless authentication: insensible input based authentication. to increase the security of handheld devices, we propose awareless authentication. since insensible input prevents the leakage of the key information, it can provide more secure authentication scheme. experiments that used a pressure sensor show that users can input a preset rhythm by insensible finger motion, and the boundary between insensible and sensible is extended by adding vibration while input.
surrogate users: a pragmatic approach to defining user needs. it is often difficult for practising interaction designers to engage with real end-users because of the competing economic pressures on projects. preliminary research with end-users (a particularly rich source of information) may be squeezed in favour of more tangible, later-stage project deliverables. this case study paper presents a pragmatic approach to getting closer to end-users by briefing project stakeholders to think as surrogate users within managed 90 to 120 minute-long focus groups. it concludes with an evaluation of the approach in terms of the experiences of the research participants and its merits in terms of project delivery and outcomes. it finds that the method described is particularly useful in multi-stakeholder projects and provides a rich design brief with clear, agreed, user-centred design goals.
integrating user performance time models in the design of tangible uis. one of the aspects that are important for judging an application is the time an experienced user needs to complete a task. this can be assessed by a keystroke-level model (klm) of that task. in this paper we show a method that allows designers to prototype hardware applications entirely in software and still be able to draw conclusions about the time to completion of given tasks on the envisioned hardware implementation. we provide versatile, easily extensible tools and examples that give developers quick access to klm data for their prototypes and applications.
distributed tabletops: territoriality and orientation in distributed collaboration. previous research has shown that orientation and territory serve key roles during tabletop collaboration. however, no one has yet investigated whether they can play similar roles in distributed collaboration. in this paper, we design and implement distributed tabletops to address this problem and hence improve distributed collaboration. we show that distributed tabletops allowgeographically-separated collaborators to use orientation and territory to mediate their interactions as they would in co-located collaboration. we also suggest that distributed tabletops offer further benefits such as an increased sense of presence.
blogcentral: the role of internal blogs at work. this paper describes a preliminary investigation into an internal corporate blogging community called blogcentral. we conducted semi-structured interviews with fourteen active bloggers to investigate the role of blogging and its effects on work processes. our findings suggest that blogcentral facilitates access to tacit knowledge and resources vetted by experts, and, most importantly, contributes to the emergence of collaboration across a broad range of communities within the enterprise.
what you said about where you shook your head: a hands-free implementation of a location-based notification system. the mit smart helmet is an ongoing project at the mit media lab that incorporates context-aware technology into a bicycle helmet for the purpose of enhancing rider safety. the following paper is an evaluation of a proposed feature being considered for integration: a location-based notification system that can be operated without the use of the hands.
wikinavmap: a visualisation to supplement team-based wikis. wikis are an invaluable tool for quickly and easily creating and editing a collection of web pages. their use is particularly interesting in small teams to serve as a support for group communication, for co-ordination, as well as for creating collaborative document products. in spite of the very real appeal of the wiki for these purposes, there is a serious challenge due to their complexity. team members can have difficulty identifying the structure and salient elements of the wiki. this paper describes the design of wikinavmap, an alternative visual representation for wikis, which provides an overview of the wiki structure. based on analysis of student wikis, we identified factors that help team members identify which wiki pages are currently relevant to them. we hypothesised that a structural overview coupled with the visual representations of these factors could assist users with wiki navigation decisions. we report a preliminary evaluation with a large group wiki, created over a full university semester by a group of ten users. the results are promising for a small wiki but point to challenges in coping with the complexity of a larger one.
trust 2.1: advancing the trust debate. trust has a considerable research tradition in the chi community. it has been investigated in the context of e-commerce, virtual teams, online gaming, social networking. to name a few. in this paper, we give an overview on this research. we delineate existing research along the key dimensions of objects of trust and related risks, methods and background of research, models of trust, and goals of trust research. our aim is to provide a basis for the discussion at a special interest group (sig), but also to give researchers and practitioners with an interest in the field an entry point to existing work. more importantly we hope that the sig and this abstract will help in driving and structuring future trust research.
visualizing an enterprise wiki. this paper describes the iterative development of a visualization for a wiki used in a large enterprise to manage research projects. an initial prototype-based field study exposed two main usage problems and provided five design ideas, which led to the development of an interactive visualization called cherrytree. the paper describes cherrytree, discusses the reactions of users, and discusses future directions for this work.
designing software for consumers to easily set up a secure home network. home networking continues to expand into a collection of computers and networked devices that are becoming more complex to setup and manage. research indicated that new techniques were needed to help people set up a secure home network. the techniques should satisfy the expectations of advanced users, without requiring technical knowledge on the part of novice users. a central design theme influenced the software solution: if a networking expert was advising a user on how to set up, configure, and secure a home network, what would this person tell the user to do?. in this case study, insights about creating a new home networking program to solve the challenges are discussed. results indicated animations, good default settings and a network map increased the user success rate for network setup.
towards the perfect infrastructure for usability testing on mobile devices. in this paper, we describe various setups that allow usability professionals to conduct effective user studies on mobile devices. we describe the factors relevant when building a solution for mobile device observation and the various designs we worked with in the google user experience research environment as we iterated to meet changing study needs. we highlight several systems that can successfully be used in an industry environment, including a novel setup that is fully portable, can be used in a usability lab as well as in the field, accommodates a large variety of different mobile devices, and allows for live observation by product teams around the world.
let's get emotional: emotion research in human computer interaction. emotion is a topic of growing interest in the hci community. studying emotion within the hci discipline is an exciting interdisciplinary task. this can be facilitated by the exchange of thoughts and ideas with others working on related projects. the aim of this sig is to bring together an interdisciplinary group of researchers and practitioners actively working on projects where emotion is an essential component. the goals of the sig are to identify current themes related to emotion specific hci work and discuss strategies for moving forward.
location, location, location: a study of bluejacking practices. we present an initial exploration of bluejacking, the practice of using bluetooth-enabled mobile phones to send unsolicited messages to other bluetooth-enabled mobile phones within a transmission range of 10 meters. a content analysis was conducted on 427 bluejacks from bluejackq, an online community of bluejackers, in which the contextual characteristics of bluejacking were examined. bluejacking was found to be highly location-dependent, primarily transpiring in everyday public places. the message content of the bluejacks was also inspired by the physical location where bluejacking took place. we also discuss implications of bluejacking with regards to its relationship to public space and comment on how these findings are relevant to mobile social computing.
supporting design studio culture in hci. the workshop considers the needs and possibilities for integrating design studio culture within the research, education, and practice of interaction design and hci. the primary goals of the workshop are (i) to assess the current state of design studio culture within hci in comparison with other design disciplines, (ii) to invite participants to collaborate on the design of the artifice required to support design studio culture within hci, and (iii) to aggregate insights from these designs into strategies for the future.
observation-based design methods for gestural user interfaces. the design of gestural user interfaces is uniquely challenging because the input is freeform, personal, and often carries subconscious meanings that are domain-specific and difficult to articulate. these features suggest an approach of observation-based design: learning from what people do, rather than relying on what they say. to facilitate observation-based design, this dissertation is exploring two design methods: gesture brainstorming, a wizard of oz method for early prototyping of new interfaces, and gesture log analysis, a machine learning-based log analysis method for improving existing interfaces. these design methods will be tested by applying them to two gestural interfaces: a 3d pathway selection interface (cinch, see figure 1), and a 3d modeler (google sketchup). experience with cinch already suggests the utility of observation-based design, while work on google sketchup is anticipated to begin this summer. these test cases should inform observation-based design for gestural user interfaces in general.
making personas memorable. although cisco's tag line for fiscal year 2007 is "lead the experience," not all cisco product teams have historically focused on designing products that facilitate user success and delight. the cisco user experience design (uxd) group provides tools that stimulate a uxd culture, one of which is personas to catalyze a common understanding of users and a centralized persona database. the challenge has been that engineers at cisco could opt out of using personas. this uxd group therefore had to produce personas and artifacts that increase the fun and the stickiness of persona characteristics as a basis for product design. in november 2005, the uxd team won an award for developing best practices in product development for creating these personas by vice presidents from across cisco.
the role of paralinguistic voice-control of interactive media in augmenting awareness of voice characteristics in the hearing-impaired. explaining voice characteristics to the deaf is not an easy undertaking for their instructors. furthermore, many existing strategies for conveying these characteristics and teaching the deaf how to perceive them do not seem efficient, especially when dealing with the concept of pitch. as a result, some deaf people are not fully capable of differentiating between voice characteristics. paradoxically, this doesn.t only apply to the deaf, but many of the hearing do not know the difference between pitch and loudness; when asked to generate a higher-pitched sound, many generate a louder sound. these were some of several reasons that led to my exploration of additional approaches to the visual representation of voice. i developed and employed non-speech voice-controlled applications in analyzing the interaction patterns of seven deaf children. the aim was to explore the potential role of paralinguistic vocal control of interactive media in enabling the deaf to have a greater understanding of voice and to offer their instructors more efficient and engaging strategies for explaining voice characteristics.
airplane: an information retrieval pattern language. interaction patterns and pattern languages have been discussed for years in hci literature yet there have been few empirical studies conducted. we describe airplane: an information retrieval pattern language, its discovery, and the experimental design we use to examine its impact on the design of information retrieval interfaces. the results of a pattern sorting exercise are the focus of this paper.