waashk/dblp huggingface dataset:
board-based collaboration in cross-cultural pairs. this work in progress reports a study of cross-cultural collaboration mediated by board-based collaborative systems. american-chinese and american-american pairs performed collaborative design tasks either face-to-face or remotely. survey data, video recording, and design products were collected to examine the impact of culture (american-american vs. american-chinese), medium (face-to-face vs. remote), and system (mimiotm vs. smart boardtm) on the process and outcomes of collaboration. results from the survey showed significant effects of these variables on several reliable measures of common ground, cognitive consensus building, perceived performance, and satisfaction. the effects on perceived performance were robust. american-chinese pairs reported a significantly lower level of consensus when using a system that supports uni-directional (mimio™) rather than bi-directional interaction on the board.
from the flashing 12: 00 to a usable machine: applying ubicomp to the vcr. the hype of intelligent appliances and "smart homes" has so far failed to produce consumer electronics technology of mass appeal. it is our contention that common frustration with overly complex user interfaces has been the foremost obstacle preventing society from reaping the benefits promised by such technology. in order to replace the remote controls and command consoles that litter both our work and home environments, we suggest that existing technologies can be combined to enable more appropriate human-computer interaction, and thus, produce truly usable machines.
experiences from the design of a ubiquitous computing system for the blind. this paper presents the user interface experiences we had while developing an assistive system for the blind and visually impaired based on ubiquitous computing technology, the chatty environment. after introducing the system, it describes several issues encountered during user interface design and the chosen solutions. it then shortly presents the results of a conducted user survey.
olympic voting system proposal. in an effort to address the contentious issue of judged olympic events, the olympic committee has proposed a pilot audience participation system to score the gymnastics and diving competitions in the upcoming 2004 athens summer games. the system would allow the spectators who are physically present at the event to cast their vote in real time. the spectator vote will have no effect on an athlete's official score and will be purely for entertainment purposes. enabling audience members to voice their opinions electronically creates an emotionally exciting new form of spectator involvement within the olympics. our system relies on the principle of judging the judges, allowing spectators to agree or disagree with a score given to an athlete by the olympic panel of judges. the spectator participates in the unique experience of being able to voice their opinion on a larger scale. after the event, the spectator has a keepsake that they can treasure for years after the athens games.
a logic block enabling logic configuration by non-experts in sensor networks. recent years have seen the evolution of networks of tiny low power computing blocks, known as sensor networks. in one class of sensor networks, a non-expert user, who has little or no experience with electronics or programming, selects, connects and/or configures one or more blocks such that the blocks compute a particular boolean logic function of sensor values. we describe a series of experiments showing that non-expert users have much difficulty with a block based on boolean logic truth tables, and that a logic block having a sentence-like structure with some configurable switches yields a better success rate. we also show that a particular use of color with a truth table improves results over a traditional truth table.
incorporating physical co-presence at events into digital social networking. as mobile devices become location-aware, it will become possible to know when people are physically co-located and to incorporate this information into social software. is this valuable? a prototype social networking system based on physical co-presence was created and tested wizard-of-oz-style at four different physical social events by providing event attendees a digital link back to others at the event. usage of the system was higher than expected, suggesting a meaningful role for incorporating shared physical events into social networking software. usage and questionnaire analyses suggest some guidelines for design of such systems.
mobile social software: realizing potential, managing risks. given recent hardware, platform development, and internet connectivity gains, mobile devices are quickly becoming key outlets for social software. bringing social software into the physical social world raises a number of critical research questions, including issues of changes to the ways people socialize, the potentially sweeping impact of location services, how physical world context should be captured and incorporated, and a host of privacy concerns. this workshop seeks to address these and other key issues around the proliferation of social software on mobile devices. additionally, the workshop focuses on research tools and approaches for studying these questions, projected future directions for social software on mobile devices, and the role of related technologies, such as hardware and communication protocols.
gaze- vs. hand-based pointing in virtual environments. this paper contributes to the nascent body of literature on pointing performance in virtual environments (ves), comparing gaze- and hand-based pointing. contrary to previous findings, preliminary results indicate that gaze-based pointing is slower than hand-based pointing for distant objects.
an animated direct-manipulation interface to digital library services. the digital library integrated task environment (dlite) is a novel user interface concept for distributed document collections and services. it is an interaction prototype, not a polished graphical user interface, and is a front end to an evolving variety of distributed document services. dlite is part of the stanford university digital libraries research project. this videotape explains the principles of the dlite design and shows the current implementation in action.
kids as data: using tangible interaction in a science exhibit. this paper describes the design and implementation of a science exhibit aimed at giving children an understanding of the different factors that can affect the speed of a computer. the exhibit uses tangible interaction engaging visitors in a way that would not be possible using standard interaction techniques such as a keyboard and mouse. an informal evaluation of the initial prototype has indicated that the exhibit is successful at informing the users of the concepts being presented.
two-handed navigation in a haptic virtual environment. this paper describes the initial results from a study looking at a two-handed interaction paradigm for tactile navigation for blind and visually impaired users. participants were set the task of navigating a virtual maze environment using their dominant hand to move the cursor, while receiving contextual information in the form of tactile cues presented to their non-dominant hand. results suggest that most participants were comfortable with the two-handed style of interaction even with little training. two sets of contextual cues were examined with information presented through static patterns or tactile flow of raised pins. the initial results of this study suggest that while both sets of cues were usable, participants performed significantly better and faster with the static cues.
gait phase effects in mobile interaction. one problem evaluating mobile and wearable devices is that they are used in mobile settings, making it hard to collect usability data. we present a study of tap-based selection of on-screen targets whilst walking and sitting, using a pocketpc instrumented with an accelerometer to collect information about user activity at the time of each tap. from these data the user's gait can be derived, and this is then used to investigate preferred tapping behaviour relative to gait phase, and associated tap accuracy. results showed that users were more accurate sitting than walking. when walking there were phase regions with significantly increased tap likelihood, and these regions had significantly lower error rates, and lower error variability. this work represents an example of accelerometer-instrumented mobile usability analysis, and the results give a quantitative understanding of the detailed interactions taking place when on the move, allowing us to develop better mobile interfaces.
interface design for metadata creation. the rapid growth of the web has increased the importance of decentralized metadata creation. resource authors must create their own metadata to enable enhanced information seeking and retrieval, and they need effective interfaces to support their work. this paper reports a baseline study of author interactions with a metadata system and draws implications for the design of future interfaces.
methods for assessing web design through the internet. web design guidelines are often derived from best practices, conventional wisdom, or small-scale usability studies conducted in labs. we contend that if web design guidelines are to inform the design of web sites serving varied audiences with varied needs, the guidelines must be derived from empirical research that assesses users in their native environments as they interact with real web sites. while we believe that the delivery of a remote web-based experiment has many potential benefits, we acknowledge that it can be difficult to exercise experimental control so as to acquire reliable data, capture user behavior unobtrusively, extract meaningful information from server logs, and collect valid survey data. therefore, we report on how we addressed some of the challenges of conducting remote empirical studies of the effect of navigational cues on web browsing behavior.
advanced technology for streamlining the creation of eportfolio resources and dynamically-indexing digital library assets: a case study from the digital chemistry project. the goal of the digital chemistry project at uc berkeley is to create a model for how technology can be used to (a) introduce interactivity into large lecture classes, (b) offer customized, web-based learning materials to students outside of the classroom, and (c) provide immediate feedback on students' understanding of targeted instructional concepts. two products, prism and lotis, and their interrelated design processes are described in this paper. prism (presentation and interaction with streaming media) automates the creation of online learning materials by integrating streaming digital video, wireless concept testing, an annotation system, and face-to-face peer interaction. lotis (the learning object tagging and information system) catalogues and packages instructional resources using a combination of intelligent agents and customized metadata templates. the result is a model for dynamic content creation that lays the foundation for design improvements based on students' access to and interaction with instructional materials.
large display research overview. as large displays become more affordable, researchers are investigating their effects on productivity, and techniques for making the large display user experience more effective. recent work has demonstrated significant productivity benefits, but has also identified numerous usability issues with current software design not scaling well. studies show that larger displays enable users to create and manage many more windows, as well as to engage in more complex multitasking behavior. in this overview, various usability issues, including problems around accessing windows and icons at a distance, window management, and task management, will be discussedseveral novel interaction techniques that address these issues and make users more productive across multiple sizes of displays will be explored.
evaluating technology for coordinating communication. the goal of this work is two-fold: (1) propose a model of communication initiation and response, and (2) evaluate the utility of a set of technology interventions based on that model for coordinating communication. the contribution to the field of hci will be useful recommendations for the design of electronic communication systems.
administrative assistants as interruption mediators. when designing automated systems that make decisions about when to allow or deny interruptions, the methods of professional interruption mediators are an important source of information. administrative assistants are, by the nature of their jobs, expert interruption mediators. they make decisions every day about whether to allow interruptions to the person they support. we have conducted a series of interviews with administrative assistants whose ability has been publicly recognized. based on their responses, we present a production-rule model of the decision process they use when deciding whether to deliver interruptions to the person they support.
coordinating communication: awareness displays and interruption. in this paper, we describe a laboratory experiment to determine whether peripheral awareness information about a remote collaborator's workload aids in timing interruptive communication. our results indicate that a display with an abstract representation of a collaborator's workload is best in that it leads to better timing of interruptions without overwhelming the interrupter.
marked for deletion: an analysis of email data. what characteristics of an email message make it more likely to be discarded? statistical analyses of a set of deleted and non-deleted messages revealed several factors that were important in predicting the fate of a message. after controlling for the owner of the particular message, four factors turned out to be most important: history of communication with the sender (messages sent to and messages received from), intra-organizational vs. external sender, and size of the recipient group.
timezoom: a flexible detail and context timeline. in this paper we present timezoom, an interactive timeline widget to be combined with a tabular display of data in calendar, e-mail, project planning, or other applications. different time levels are vertically stacked and can be smoothly zoomed, permitting arbitrary granularity of time units. in addition, single or multiple focus regions with various levels of detail can be defined to allow the display and comparison of time-dependent data, while preserving the overall context.
why use memo for all?: restructuring mobile applications to support informal note taking. informal note taking is an essential activity in personal information management (pim). most mobile devices support this via a suite of applications, employing both highly structured (e.g., calendar, task list, contacts) and loosely structured (e.g., memos) data formats. contextual interviews and artifact inspections with expert pim-on-pda (personal digital assistant) users explored task-to-application mapping. structured tools were routinely avoided for informal note taking in favor of unstructured ones, even though this made managing the information more difficult. improved support lies somewhere in between, suggesting the design of an integrated architecture, which links data across all pim tools and provides a persistent, universal organizational system.
system for audience participation in event scoring at the 2004 olympic games. in this paper we describe a system for audience participation in gymnastics and diving events scoring at the 2004 olympics in athens, greece. the proposed system has six primary design goals: ease-of-use, scalability, low cost, scoring accuracy, portability and resistance to tampering. the system provides a simple and portable system that can be used for any sporting event where judge scores are reviewed by an audience. the supporting database design provides for statistical analysis and portability as well by providing a generalized database structure that can be easily adapted to any event as necessary. by using off-the-shelf technologies and open-source software, the solution provides for simple implementation, inexpensive hardware requirements, and easy software development.
demonstrations and guided tours of virtual worlds on the internet. multi-user virtual worlds are proliferating on the internet. these are two and three dimensional graphical environments inhabited by users represented as digital actors called "avatars". through this medium, a wide variety of internet users are participating in a large scale social experiment and collaborating on a variety of projects. the inhabited virtual world is an exciting new medium for hci professionals including interaction and graphic designers, and educators and researchers focused on distance learning and teleworking. it also appeals to children and ordinary users of the internet as a vast new digital playground and a venue for personal expression. this demonstration will introduce participants to a variety of inhabited virtual worlds and give them hands-on experience in collaboratively building and interacting with other users in the worlds.
interacting and designing in virtual worlds on the internet. multi-user virtual worlds are proliferating on the internet. these are two and three dimensional graphical environments inhabited by users represented as digital actors called "avatars". through this medium, a wide variety of internet users are participating in a large scale social experiment and collaborating on a variety of projects. the inhabited virtual world is an exciting new medium for hci professionals including interaction and graphic designers, and educators and researchers focused on distance learning and teleworking. it also appeals to children and ordinary users of the internet as a vast new digital playground and a venue for personal expression. this tutorial will introduce participants to a variety of inhabited virtual worlds and give them hands-on experience in collaboratively building and interacting with other users in the worlds.
mitap for real users, real data, real problems. the mitap system was developed as an experimental prototype using human language technologies for monitoring disease outbreaks. the system provides timely, multi-lingual, global information access to analysts, medical experts and individuals involved in humanitarian assistance. thousands of articles from electronic information sources spanning multiple languages are automatically captured, translated, tagged, summarized, and presented to users in a variety of ways. real users access mitap daily to solve real problems. the successful adoption of mitap is attributed to its user-focused design that accommodates the imperfect component technologies and allows users to interact with the system in familiar ways. we will discuss the problem, design process, and implementation from the perspective of services provided and how these services support system capabilities that satisfy user requirements.
pollen: promoting the exchange of meaningful objects. one of the most trying aspects of growing old is the loss of loved ones. older people often experience depression as a result of this reality. without regular contact from friends and family to amend this loneliness, a gap may exist in the individual's social welfare.through a unique combination of industrial design and interaction design methods, we have formed a process that allows us to explore the contextual background of a problem as well as a physical product solution. by using this process, we were able to create pollen, an affordable product that provides companionship through the exchange of meaningful artifacts. this paper describes both the process taken to create this unique product as well as the product itself.
managers' email: beyond tasks and to-dos. in this paper, we describe preliminary findings that indicate that managers and non-mangers think about their email differently. we asked three research managers and three research non-managers to sort about 250 of their own email messages into categories that "would help them to manage their work." our analyses indicate that managers create more categories and a more differentiated category structure than non-managers. our data also suggest that managers create "relationship-oriented" categories more often than non-managers. these results are relevant to research on "email overload" that has highlighted the use of email for activities beyond communication. in particular, our findings suggest that too strong a focus on task management may be incomplete, and that a user's organizational role has an impact on their conceptualization and likely use of email.
effects of fisheye on visualizing connections between nodes. it is important for analysts to realize the connection between two distant nodes in a graph, which is not readily supported by existing space-filling techniques. we developed an experimental prototype, focustree, which displays graphs in two view modes: fisheye or tree. in fisheye view, selected nodes and the nodes connecting them remained full-sized while the other nodes were reduced in size. in tree view, all nodes remained the same size, regardless of selection state. we conducted a study to compare the speed of participants using the fisheye view to the tree view when determining the number of links between two nodes. there were two states for the degree of separation in the tasks: simple (four links) and complex (eight links). results showed a main effect for view type with fisheye view being significantly faster than tree view for determining the connection between two nodes.
the book as user interface: lowering the entry cost to email for elders. substantial stumbling blocks confront computer-illiterate elders. we introduce a novel user interface technology to lower these start up costs: the book as user interface, or bui. book pages contain both step-by-step instructions and tangible controls, turning a complex interaction into a walk-up-and-use scenario. the system expands support past the technical artifact to a go-to relationship. eldermail users designate an internet-savvy trusted friend or relative to help with complex tasks. in this paper, we conduct a preliminary evaluation of a bui-based email system, and report our findings. while research has augmented paper artifacts to provide alternate access into the digital world, we find that elders use the bui as a way to circumvent the digital world.
household indicators: design to inform and engage citizens. urban simulation systems can be a powerful tool for helping to understand the complex, long-term consequences of urban planning decisions. simulation results are summarized and reported using indicators, aggregate measures such as population density or total minutes of vehicle delay. to citizens, these indicators may seem abstract and unfamiliar. this extended abstract presents design work in progress on household indicators, a new form of indicator designed especially for citizens. accessed through a web-based interface, household indicators are intended to inform citizens by relating simulation results to citizens' life experiences, and to engage citizens by addressing the question, "how will this decision affect me?.
decreasing online 'bad' behavior. 'bad' behavior is a serious problem in many online social situations, such as chat rooms. one potential reason is that social norms for 'proper' interpersonal behavior are not invoked in these situations as they are in face-to-face interactions. we describe a game we developed to explore good and bad behavior in computer-mediated situations. we found that increasing the 'social' nature of the interaction through voice communication between game partners decreased aversive behavior, but having profile information about the other person had little impact.