waashk/dblp huggingface dataset:
from tools to tasks: discoverability and adobe acrobat 6.0. the adobe acrobat 6.0 user interface represents the outcome of a research and design effort to make the most important functionality in the product discoverable, easier to learn, and easier to use. one of the challenges facing the acrobat 6.0 team was the legacy of the existing acrobat 5.0 product, which had presented users with many tools and little context to explain when or how to use them. the review and comment feature area was a business priority for acrobat 6.0, and a usability study on 5.0 revealed discoverability problems with the commenting tool.acrobat 6.0 introduced task buttons that provide access to tools and instructional text relevant to accomplishing common tasks. the review and comment solution leverages the task button framework and proactively presents ui elements to reviewers when they need them. iterative user feedback sessions were invaluable for identifying and resolving usability issues early in the product cycle.
user recalled occurrences of usability errors: implications on the user experience. usability testing determines what problems thwart goal attainment, but what problems shape the user experience? this study gathered users recalled instances of frustration from using various technologies and categorized those frustrating incidents with the user action framework, an adaptation of norman's seven stages of action for classifying usability problems. we found that many of the recalled frustrating incidents occurred while the user was in the outcome phase and that most of those incidents were intrusive in the user's cognitive flow.
multimedia visual interface design. over the past few years, as graphics and imagery have come to dominate our popular modes of communication, interactive multimedia and www developers and users have become keenly aware of the interplay between these visual elements and the cognitive functioning of the interface. this tutorial explores the various facets of this relationship. as a result, participants of this tutorial will gain a better understanding and a working knowledge of how the components of visual interface design work in concert with the cognitive demands of an interface. they will be able to design or direct the design of functional and visually appropriate interfaces for multimedia, websites, course ware and/or training modules.
age group differences in world wide web navigation. in this study, we examined the effects of age and training on efficiency and preferences in a world wide web search activity. older participants were able to complete most of the tasks, but took more steps to find the information than did younger adults. factors in this inefficiency were patterns of returning to the home page and revisiting pages that had been seen before during a search. interactive training improved efficiency and altered preferences. we discuss implications for training and design.
dance your work away: exploring step user interfaces. while applications are typically optimized for traditional desktop interfaces using a keyboard and mouse, there are a variety of compelling reasons to consider alternative input mechanisms that require more physical exertion, including promoting fitness, preventing repetitive strain injuries, and encouraging fun. we chose to explore physical interfaces based on foot motion and have built two applications with step user interfaces: stepmail and stepphoto. both support working with email and photos using the dance pad made popular by the dance dance revolution (ddr) game. results of a formative evaluation with ten participants suggest that the interactions are intuitive to learn, somewhat enjoyable, and cause participants to increase their level of exertion over sitting at a desk. our evaluation also revealed design considerations for step user interfaces, including balancing effort across the body, avoiding needless exertion, and choosing target applications with care.
chi2006: design research abstract. this paper will outline the design methodology for a random pattern derivation based on phenomenology and choice of movement and its subsequent application to computer assisted weaving.
haptic chameleon: a new concept of shape-changing user interface controls with force feedback. in this paper, we introduce the concept of shape-changing, user interface control devices called "haptic chameleon", which refers to computer-controlled user interface devices that convey information to and from the user by altering their shape and feel. the user decides what a haptic chameleon control will do by changing its shape, and can immediately recognize the capabilities of the newly shaped device through haptic and tactile channels. by combining the benefits of tangible and haptic user interfaces, this new user interface paradigm has the potential to vastly improve the learning and efficiency of interaction in a wide range of applications. it also represents an appealing alternative to current control devices. we report on our experience with early prototypes based on this concept, discuss open issues, and propose possible directions for future work.
an interactive braille-recognition system for the visually impaired based on a portable camera. we develop an interactive braille-recognition system using a portable camera for visually impaired persons who cannot read braille. our system helps them to find and then push a desired button, as is necessary when using an elevator or a ticket vending machine, for example. it is natural to think that the information provided, in braille, with specific buttons is sufficient for successful operation in using an elevator or a ticket vending machine. most visually impaired persons, however, cannot read braille. to push a desired button, the user needs to hear only the word or letter associated with the specific braille character so that s/he can correctly relate the buttons to braille characters. if the user is informed of all the braille characters in front of her/him, s/he will be unable to relate the buttons to braille characters. in our system, the user interactively specifies the location of a particular braille character to be read by using hand gestures. the system recognizes the user's gestures and reads the desired braille aloud. in our preliminary experiment, six blindfolded subjects were all able to interact with our system, and recognized the meaning of the buttons that s/he identified.
identity disclosure and the creation of social capital. in this paper, we describe the identity policy decisions for a community network outside of boston, massachusetts. to promote trust and accountability, a member's online identity is their real-world identity; there is no anonymity. we conclude, based on analysis of the online interaction that this identity policy: bridged and enriched online and face-to-face interactions, promoted accountability in support of local commerce, and fostered a social norm of polite conversation.
mind maps and causal models: using graphical representations of field research data. we recently completed a series of field visits to understand how workers use the internet in their daily work activities. at each site, the team used traditional field research methods such as work observations, artifact walk-throughs, and contextual inquiry. an innovative debrief process was developed to understand, summarize and document each visit. in addition to a structured debrief questionnaire, the team created graphical summary notes using "mind maps." these mind maps efficiently captured a nonlinear, graphical clustering of key ideas. a "causal loop diagram" was also developed to document the team's understanding of the internal and external driving forces for each organization. taken together, the debrief questionnaire, the mind maps, and the causal loop diagrams provided a rich multimedia representation of the field data.
effects of structure and label ambiguity on information navigation. we present experimental results showing that search for target items in a three-tiered categorization structure (approximately 8 links per page) is faster than a comparable two-tiered structure provided that the category labels are clear and unambiguous. for items in ambiguous categories, search is faster in the two-tiered structure.
software agents tutorial. "agents" and "agent technology" have become the new buzzwords in computer software. much of this 'buzz' is pure hype similar to the ai hype of the 80's. the software agents tutorial is intended to provide the attendee an overview of the software and user interface technologies being applied to autonomous software modules known as "agents". this overview should allow the student to separate the "wheat from the chaff" and provide pointers for the student's further research into the technology.
eye gaze interaction with expanding targets. recent evidence on the performance benefits of expanding targets during manual pointing raises a provocative question: can a similar effect be expected for eye gaze interaction? we present two experiments to examine the benefits of target expansion during an eye-controlled selection task. the second experiment also tested the efficiency of a "grab-and-hold algorithm" to counteract inherent eye jitter. results confirm the benefits of target expansion both in pointing speed and accuracy. additionally, the grab-and-hold algorithm affords a dramatic 57% reduction in error rates overall. the reduction is as much as 68% for targets subtending 0.35 degrees of visual angle. however, there is a cost which surfaces as a slight increase in movement time (10%). these findings indicate that target expansion coupled with additional measures to accommodate eye jitter has the potential to make eye gaze a more suitable input modality.
evaluating e-commerce environments: approaches to cross-disciplinary investigation. in our on-going e?commerce research programme, we are employing techniques from hci, cognitive psychology, social psychology, and marketing and adapting them to investigate customer behaviour with e?commerce environments. our aim is to investigate the influencing factors beyond the usability of the website that shape the customer's expectations and subsequent experience with e?commerce. in this paper, we propose an empirically-grounded model of customer's purchase and consumption behaviour (derived as a part of our research) that supports systematic choice of techniques for the customer-centred design and evaluation of e?commerce environments. our aim is not to provide a handbook of techniques but to share experiences of applying complementary techniques for investigating different facets of customer behaviour with e?commerce. this paper is meant to serve as a resource for researchers and practitioners who are involved in research, design and evaluation of e?commerce environments.
supporting children's rhythm learning using vibration devices. in this paper, a rhythm instruction tool for school children using vibration devices is discussed. the proposed system called t-rhythm is for supporting individual children in playing musical instruments or singing, in solo or ensemble situations. t-rhythm provides each child with rhythm patterns of musical pieces through tactile senses, and supports her so that she can recognize her own rhythm without being confused by other children's performances or singing voices. the rhythm of the music given to individual children is determined based on a performance by an accompanist and transmitted to their own vibration devices via a wireless communication. we have evaluated t-rhythm in a music class in a japanese elementary school and gained initial feedback from children and their teacher.
intuitive manipulation techniques for projected displays of mobile devices. mobile devices (cellular phone, pda, etc.) used by many people in their daily lives have so far been personal tools. due to their multi-functionality, however, the devices have begun to be used by multiple people in co-located situations. this paper discusses near future technologies: a mobile device with a projector and intuitive manipulation techniques by using a video camera mounted on the device. it is difficult to realize a mobile device with a small and light projector that still retains the feature of mobility, so we have developed a system to project displays of mobile devices by tracking their three-dimensional positions and orientations. the proposed system called hotaru (a firefly, in english) allows users to annotate, rotate or transfer files between multiple devices by touching their projected displays with fingers.
active eye contact for human-robot communication. eye contact is an effective means of controlling communication for humans, such as starting communication. it seems that we can make eye contact if we look at each other. however, this alone cannot complete eye contact. in addition, we need to be aware of being looked by each other. we propose a method of active eye contact for human-robot communication considering both conditions. the robot changes its facial expressions according to the observation results of the human to make eye contact. then, we present a robot that can recognize hand gestures after making eye contact with the human to show the effectiveness of eye contact as a means of controlling communication.
making an impression: force-controlled pen input for handheld devices. the properties of force-based input on a handheld device were examined. twenty-one participants used force input to set 10 different target levels representing consecutive force ranges (0 to 4n) with visual feedback (digits or bar graphs) or no feedback. both accuracy and speed were greater with analog feedback (bar graph). statistical comparisons of adjacent targets/digits indicated that subjects differentiated roughly seven input levels within the set of ten force ranges actually used. time taken to input the target force increased significantly with the size of the target force, suggesting that smaller force ranges should be considered in future implementations of force input. the results are discussed in terms of the design of appropriate feedback for force input.
technology at home: a digital personal scale. this project is a conceptual study for the design of a digital personal scale that allows for user personalization and weight data tracking. the study is a demonstration of an integrated hardware/software development process, of an approach to ubiquitous computing and of the inclusion of socio-cultural study into the product development process. it is designed for the home market and special emphasis is given to providing a rich user experience.
ar pad: an interface for face-to-face ar collaboration. the ar pad is a handheld display with a spaceball and a camera, which can be used to view and interact with augmented reality models in collaborative setting.
lmnkui: overlaying computer controls on a piano controller keyboard. we introduce the look ma no keyboard user interface, an ergonomic and intuitive method for controlling music sequencing software from a piano controller by adding a momentary foot switch. after describing the current practices and the design of our system, we discuss the results of user testing, comparing the conventional input device with ours.
combining handhelds with a whole-class display to support the learning of scientific control. third grade students used wireless handhelds and a large shared display to discover strategies for control of variables in scientific experiments. the technology suite supported activity requirements including synchronous individual control, face-to-face discourse, and instantaneous display updates. in an empirical study, students demonstrated learning in both original and transfer domains.
roomquake: embedding dynamic phenomena within the physical space of an elementary school classroom. authentic practice in science requires access to phenomena. in this paper, we introduce roomquake, an application designed to foster the growth of a community of learning around scientific practice in seismology. rather than treating seismic activity as remote events, roomquake seeks to enhance salience by situating those phenomena directly in the classroom. using fixed-position pdas as simulated seismographs, students determine the magnitude and distance of a series of "randomly" timed events by reading characteristic waveforms and using calibrated tape measures to sweep out arcs from multiple stations until they literally collide, physically enacting mathematical trilateration. we describe our experience in a six-week unit in a fifth-grade classroom.
storygrid: a tangible interface for student expression. storygrid is a classroom-based design and presentation system for interactive multimedia posters. employing the technology base first used in eden's pitaboard, storygrid allows groups of learners to manipulate projected multimedia objects on a horizontal board using a small collection of shared physical tokens. in this paper, we present the ongoing design history of storygrid in the context of its introduction within an urban high school literature class. interface modifications based on student and teacher feedback led on changes in token semantics and media importing methods. we describe how storygrid features enriched students' interpretations of literature, with particular emphasis in two areas: (1) attention to audience, and (2) reflection of multiple perspectives.
a user interface framework for kinetic typography-enabled messaging applications. kinetic typography has recently emerged as a technology to enhance text with speech-like expressiveness. in this paper we describe a framework for an effective user interface of a kinetic typography-enabled messaging application. it supports the user creating a dynamic text that is easy to read, has a coherent appearance and reflects the user's communicative intentions. our prototype uses automated phrasing and accentuation to enhance readability. the overall design is based on a visual framework, which allows for a wide range of distinct emotions and is still visually coherent at the same time. with this framework the user can concentrate on generating a text that is in accordance with his intentions by specifying a suitable animation for the desired emotion and emphasizing words that are important for him.
politics and usability: test your skills against the experts. in this highly interactive panel we will present and discuss a usability business case for professional self-assessment dealing with the politics of usability. a usability business case is a hypothetical but realistic scenario that serves to illustrate points of great importance to usability professionals. our usability business case will focus on the politics of usability: the fundamental rules that apply when attempting to sell or even evangelize usability in an organization. this panel is particularly important since preliminary tests of our business case with experienced usability professionals shows that the general familiarity with our key points is limited.
tips and tricks for a better international usability test. in this sig experienced usability testers will share tips and tricks for practical international usability testing.
comparative expert reviews. in this workshop we will try to obtain a better understanding of the strengths and weaknesses of the expert review and heuristic inspection methods. we will do this by comparing results of independent expert reviews, heuristic inspections and usability tests of the same state-of-the-art website carried out by participating expert usability professionals.
tips and tricks for better usability test recommendations. in this sig experienced usability professionals will share tips and tricks for useful and usable recommendations resulting from usability tests. the discussion will be based on carefully analyzed, real-world examples.
new tips and tricks for a better usability test. in this sig, experienced usability testers will exchange tips and tricks for practical usability testing.
cuhtec: the centre for usable home technology. cuhtec is a joint venture initiated by the joseph rowntree foundation and the university of york in september 2003. cuhtec promotes a user-centred approach to the development of appropriate information and communication technology for use in the home. within this broad focus consideration will be given to technology to enable people with disabilities and the elderly to live independently. cuhtec draws on research skills in psychology, computer science and electronics. an important part of the centre will be the responsive home, a fully-equipped house that will be used for both the development and the demonstration of new products and systems.
designing an integrated review sheet for an electronic textbook. in this paper, we present findings and design decisions arisen while designing a review sheet within the confines of a pre-existing digital textbook, adaptivebook. through user studies, we found that instructors and students cited a lack of both context and integration as the major problems in current high-tech teaching and studying tools. because research on electronic books indicates that metaphors "reduce users' cognitive load when navigating and acquiring information" [1], our design aims to address the lack of context and integration by creating an intuitive review sheet metaphor while leveraging the power of a digital medium.
360 degrees of usability. global usability testing and gathering ongoing user feedback from initial concept through post launch was critical to the project success. several different methodologies were deployed during the process. during pre launch, surveys were used to gather high-level feature preference assessments; live baseline usability testing determined areas of the flow that were difficult for users to comprehend and complete. data from the surveys and baseline usability tests was incorporated into the redesign of the feature and page flow. iterative prototype testing of the redesign focused on identifying major usability issues and updating the design after each round of testing to solidify and finalize the design direction. community involvement using regular focus groups and a live, interactive preview helped inform the community and soften reaction to the change. during post launch, community feedback was leveraged to gather feedback on feature enhancements while additional rounds of iterative prototype testing tested the flow efficacy. the enhancements were presented to focus groups to ensure community needs were addressed, thus completing the usability feedback loop.
self reflection can substitute eye contact. in video communication systems, gaze is an important topic and is widely being studied. unlike other studies, displaying user's reflections on the video screen we stopped imitating the gazes during face-to-face conversation but tries to solve the problem by providing an environment that enables other expressions to substitute for the roles of gazes during conversation. the relative positioning of their self reflections among other reflections (rpar) serves as gaze and helps smooth communication, which was experimentally verified.
hypermirror: a video-mediated communication system. 'hypermirror', a video-mediated communication that includes reflected images of users is reported here. the users of this system, present in front of respective local cameras, can communicate with each other. they are not required to wear or operate any equipment. the images taken at the respective local sites are used to create a composite reflected image which represents a virtual room where all users seem to be present. this composite image is outputted to the respective local screens. results of our experiment participated by users indicate that the system can provide such high reality to the composite image that many users show a tendency to talk to the screen even when the target person is locally present.