waashk/dblp huggingface dataset:
flexible shortcuts: designing a new speech user interface for command execution. this paper proposes a new speech user interface for command execution called "flexible shortcuts." with this approach, users can select any commands by using "continuous keyword input," a voice input method using a series of keywords related to the command. keywords are defined by a hierarchically structured command set, called the "functional structure." two kinds of interactions are designed to support user-friendliness and effectiveness: interaction for exploration and interaction for the resolution of ambiguity. a probabilistic formulation for this approach is also considered. an experiment and objective evaluation method are designed so that the new interface for command execution can be compared with the conventional "command and control" interface. a comparative experiment to measure the efficiency and usability is also conducted and reported in this paper. experimental results show that the proposed approach is superior to the conventional approach from both objective and subjective points of view.
the effects of web site aesthetics and shopping task on consumer online purchasing behavior. this research-in-progress investigates the effects of website aesthetics and shopping task type on consumer attitude towards electronic shopping sites. the conceptualization of website aesthetics is based on the two-dimensional structure, namely, classical and expressive aesthetics, proposed by lavie and tractinsky (2004). the online shopping tasks are categorized as hedonic versus utilitarian shopping tasks. a pre-test was conducted for selection of utilitarian and hedonic products. based on the results of the pre-test, a laboratory experiment was designed to capture the effects of website aesthetics on online consumer purchasing behavior across different shopping tasks.
conversation clusters: human-computer dialog for topic extraction. in this paper, we look at projects leveraging human knowledge and understanding in computer systems for extracting conversational topics. tasks like speech recognition are difficult for computers, but simple for people engaged in conversation. this task is a cornerstone of transcription, speech summarization, and topic recognition. we propose using tabletop interaction to enhance the computer's basic categorization. we then describe how the results of tabletop interaction help to create meaningful archival visualizations and personal reflecting tools.
photochat: communication support system based on sharing photos and notes. this paper proposes photochat, a system that facilitates communication among users who want to share experiences by enabling them to share photos and notes. photochat is designed to be used as a digital camera and to run on mobile pcs with a camera module. photochat users can comment on the shared photos with a pen interface. the data, i.e., photos and comments, are distributed among photochat users in real time to enable them to learn others' interests and to chat easily. in this paper, we show an implementation of our photochat system and interaction patterns among photochat users observed during our experimental evaluations.
snapandgrab: accessing and sharing contextual multi-media content using bluetooth enabled camera phones and large situated displays. in this paper we describe a novel interaction technique that allows users to access and share rich multi-media content via a large, situated public display and their own bluetooth enabled camera phone. the proposed system differs from other solutions in that it does not require any client software to be installed on the user's device. we believe that our solution provides a practical and holistic approach for device-based interactions with a public multi-media information system.
speculative devices for photo display. in this paper, we describe three purposefully provocative, digital photo display technologies designed for home settings. the three devices have been built to provoke questions around how digital photographs might be seen and interacted with in novel ways. they are also intended for speculation about the expressive resources afforded by digital technologies for displaying photos. it is hoped interactions with the devices will help researchers and designers reflect on new design possibilities. the devices are also being deployed as part of ongoing home-oriented field research.
accessibility challenge - a game show investigating the accessibility of computer systems for disabled people. a professional live theatre event in the form of a game show has been designed to raise awareness of the challenges computer technology provides to older and disabled people and the advantages and disadvantages of various accessibility options that can be found within some software. it also demonstrates one way in which theatre can be used within hci research and development. it is designed to be a stimulating event with a serious purpose. a pilot version of the event proved successful as a plenary "social" activity at a recent conference on computer science education, where very positive evaluation results were obtained. it has since been modified to focus particularly on hci issues of accessibility.
guarddv: a proximity detection device for homeless survivors of domestic violence. research in homelessness points to a recent increase in the population of homeless women. survivors of domestic violence who become homeless as a result of their flight from an abusive situation seem to comprise an increasingly significant segment of this group. guarddv is a system that seeks to address the safety concerns of domestic violence survivors who do not possess a stable residence. the system warns the potential victim and the corresponding law enforcement organizations about the physical proximity of the aggressor. for this project, an interdisciplinary team committed to improve the quality of life of dv homeless survivors employed qualitative accounts as part of a participatory design [10] effort.
sun dial: exploring techno-spiritual design through a mobile islamic call to prayer application. we present the design and formative evaluation of sun dial, an application that supports muslims' prayer practices. we report on a study that involved identifying prayer as an activity that can be supported with technology; the development of a prototype; and a short-term evaluation of sun dial conducted with our local muslim community. in addition to presenting a novel design idea, our case study contributes to the growing corpus of research examining technology and religion.
premote: a user customizable remote control. the premote ('p' stands for personal) is an alternative input device based on digital pen technology, paper-based interface layouts and text recognition. compared to standard remote controls the concept allows the creation of personal interfaces by the user, the use of different templates during running an application and an alternative for text input by writing with a pen. in our work we developed a design study of the premote which was evaluated with eight users. the concept was appreciated by almost all of the participants. we exemplified the concept for controlling an already developed media application. the premote should establish a basis for further evaluations of different input designs.
socially respectful enjoyment tracking for tabletop games. this paper describes the current state of our ongoing work developing tools for tracking player enjoyment in traditional face-to-face tabletop gaming situations. the challenge presented is that of quantifying game enjoyment whilst minimising the effects of the measurement techniques on the validity of the study. this paper presents the development of a self-report tool for cellular phones that aims to gauge player enjoyment with minimal impact on the "magic circle" of play. its design for non-invasive and meaningful self-report data is described along with initial preliminary results from casual trials that indicate the potential value of the technique along with avenues for further study.
accenture technology labs: hci research. this paper describes the high level goals of accenture technology labs' research group, and concentrates specifically on the hci research domain. we discuss three representative projects in order to give the reader a sense of our research agenda, as well as the culture of the group itself.
they call it surfing for a reason: identifying mobile internet needs through pc internet deprivation. in this case study we describe the details of a pc internet deprivation study used to gather information on mobile internet needs. eight participants in our study used a mobile device as their only means of internet access for four days. the case study describes details of the research methodology as well as design insights and implications that resulted from the study.
bluereach: harnessing synchronous chat to support expertise sharing in a large organization. we present a case study of bluereach, an expertise sharing application that uses synchronous chat to connect question askers with subject-matter experts. we discuss how the solution evolved over time, and the generally high level of acceptance from users and volunteer experts. we include survey findings and usage data, which indicate that in spite of initial concerns that the experts would be overwhelmed by questions, usage has been fairly low and relatively flat. we examine this phenomenon and conclude with a discussion of lessons learned.
optimizing agile user-centred design. the goal of this workshop is to improve future agile user centred design (ucd) experiences for user experience (ux) practitioners (such as interaction designers, usability professionals, ui designers, etc.) by investigating best practices for agile ucd. to achieve this, senior ux practitioners with prior experience on an agile project will share their knowledge, collaborating in order to: identify success factors for agile ucd find and remove obstacles that block agile ucd find opportunities that agile projects give us identify best ux practices for agile ucd identify ux skills that agile projects need. the results of this investigation will be shared with the wider ux community (including those new to agile development practices).
"front-stage" and "back-stage" information. this paper presents an ongoing observational study to explore a "front-stage-back-stage" model of information processes during group discussions (multidiscipli-nary rounds) in the pediatric intensive care unit (picu) of an academic medical center. participants were observed to collaborate on "front-stage" processes of case presentation, discussion of issues, and treatment planning, while in parallel they performed "back-stage" in-formation activities. the front-stage and backstage information processes were interdependent to address the need for fluid, highly time-pressured discourse with potential life-and-death consequences. we believe the front-stage-back-stage model adds to our understanding of collaborative information exchange and holds implications for computer supported cooperative work (cscw) systems. for example, computing support may increase the efficiency and reliability of information transfer by enhancing the ability to "choreograph" front-stage and back-stage information processes during critical discourse such as medical rounds.
the effects of semantic grouping on visual search. this paper reports on work-in-progress to better understand how users visually interact with hierarchically organized semantic information. experimental reaction time and eye movement data are reported that give insight into strategies people employ while searching visual layouts containing words that are either grouped by category (i.e. semantically cohesive) or randomly grouped. additionally, sometimes the category labels of the cohesive groups are displayed as part of the group. preliminary results suggest that: (a) when groups are cohesive, people tend to search labeled and unlabeled layouts similarly. (b) people seem to trust the categorical information of labels more than non-labels. this work will be used to extend current computational models of visual search to better predict users visual interaction with interfaces.
tips and tricks for avoiding common problems in usability test facilitation. in this sig experienced usability test practitioners and hci researchers will discuss common errors in usability test facilitation. usability test facilitation is the actual encounter between a test participant and a facilitator from the moment the test participant arrives at the test location to the moment the test participant leaves the test location. the purpose of this sig is to identify common approaches to usability test facilitation that work and do not work, and to come up with realistic suggestions for how to prevent typical problems.
age differences in online social networking. this study presents an analysis of age-related differences of user behavior in the social network site myspace.com. we focus on two age groups: older people (60+ years of age) and teenagers (between 13 and 19 years of age). we used locally developed web crawlers to collect large sets of data from myspace's user profile pages. we used different analytic techniques to quantify any differences that exist in the networks of friends of older people and teenagers. content analysis was applied to investigate age-related differences concerning the way users represent themselves on their profile pages. our findings show that teenagers tend to have much larger networks of friends compared to older users. also, we found that the majority of teenage users' friends are in their own age range (age +/- 2 years), whilst older people's friends tend to have a more diverse age distribution.
interaction criticism: a proposal and framework for a new discipline of hci. though interaction designers critique interfaces as a regular part of their research and practice, the field of hci lacks a proper discipline of interaction criticism. by interaction criticism we mean rigorous, evidence-based interpretive analysis that explicates relationships among elements of an interface and the meanings, affects, moods, and intuitions they produce in the people that interact with them; the immediate goal of this analysis is the generation of innovative design insights. we summarize existing work offering promising directions in interaction criticism to build a case for a proper discipline. we then propose a framework for the discipline, relating each of its parts to recent hci research.
requirements gathering with diverse user groups and stakeholders. an interactive theatre piece has been designed to facilitate requirements gathering with a diverse range of user groups and stakeholders within the conceptual stage of telecare equipment for the home environment. the piece has been devised and produced by theatre professionals in consultation with computer engineers as part of a major research programme developing computer systems to support older and disabled people. by the interaction of a researcher, two actors and some video-clips, this piece demonstrates: a) the vital importance of all stakeholders being properly consulted and for them to inter-communicate well, and b) the role of theatre as a tool in this process. the rationale and methodology of this technique is discussed in an interactive session with the audience.
achieving accessibility with self-interested designers: a strategic knowledge-acquisition approach. we introduce a new approach towards a more accessible web by means of more accessible knowledge acquisition mechanisms. our strategy is to detect the web designer's needs for knowledge that can be collected from minorities of web users, and subsequently to design mechanisms that allow the proper elicitation of such knowledge from web users. we discuss how this scenario places marginal web users in a privileged position that appeals for their inclusion. additionally, we illustrate how this approach might help build a more accessible web, to the benefit of visually-impaired knowledge contributors.
experience-scapes. experience-scapes systems enable scripted sequences of media events (acoustic, visual, and haptic) to be triggered based on time and/or sensed activity. these systems use event-based schedulers and sensors in physical environments to detect and respond to individual and group activity. they are designed to motivate, sustain, and augment a wide variety of human behaviors. ongoing user testing is geared toward understanding how these systems can be used to better understand, encourage, and organize personal and group activities. a primary goal of experience-scapes research is to leverage increasingly available ubiquitous and physical computing platforms to enhance personal and group self-awareness and self-efficacy. through user testing and refinement, experience-scape systems are becoming readily deployable, interactive, smart environments that empower people to reflect on their everyday activities.
comparing access methods and quality of 3g mobile video streaming services. in this paper we examine the access methods and the quality of experience of current unicast video streaming services in 3g mobile networks. a packet-switched mobile video client, a packet-switched video portal and two variants of circuit-switched streaming (standard vs. short code access) are evaluated in a user study. we found that the particular access method is an influential factor in the overall acceptance of a mobile video service. this makes circuit-switched streaming video with short code access a viable alternative to the currently predominant packet-switched video services.
gaze beats mouse: hands-free selection by combining gaze and emg. facial emg for selection is fast, easy and, combined with gaze pointing, it can provide completely hands-free interaction. in this pilot study, 5 participants performed a simple point-and-select task using mouse or gaze for pointing and a mouse button or a facial-emg switch for selection. gaze pointing was faster than mouse pointing, while maintaining a similar error rate. emg and mouse-button selection had a comparable performance. from analyses of completion time, throughput and error rates, we concluded that the combination of gaze and facial emg holds potential for outperforming the mouse.
interface metaphor design and instant messaging for older adults. instant messaging is currently not widely adopted among older computer users. an investigation has therefore been conducted into the use of instant messaging by older computer novices, with particular emphasis on the use of an alternative metaphor in the user interface to try to produce a more usable and acceptable solution for older adults. two messenger interfaces (a traditional one and an experimental alternative) were designed for the study and compared in use by older computer novices, through measurement and participant interview. results showed that the alternative metaphor interface performed better overall and that the majority of the participants preferred it for future use.
wellness applications -- ui design to support long-term usage motivation. due to the high penetration rate of mobile phones today, they have the potential to provide accessible and easy-to-use applications that help people manage their health and be physically more active. this paper describes the aim and progress of the author's phd studies on the user interaction, usability and motivational issues related to mobile wellness applications.
early olpc experiences in a rural uruguayan school. in this paper, we discuss children's and teachers' experiences in a small rural town in uruguay where every child in elementary school has received a laptop from the olpc foundation. in conducting activities in classrooms, observing children, and speaking with their teachers we found that the laptops have had a positive impact so far, with children accessing information resources that were previously unavailable, creating content for the world to see, collaborating and learning from each other, and increasing their interest in reading and writing. we also noted several challenges that need to be addressed, some directly related to human-computer interaction including problems with input devices, basic interactions, and the conceptual design and localization of user interfaces.
re-thinking fashion trade shows: creating conversations through mobile tagging. in this paper we discuss our explorations encouraging discussion and information exchange in high-bandwidth, real-time settings such as trade shows, fairs and conferences. we detail the iterative construction and planned testing of the "pittimobi" system, a mobile phone system designed to augment face to face communication between buyers, sellers and the press at a series of fashion trade shows. a platform for the creation of viral digital conversations that link people at physical gatherings is envisioned and discussed as a tool for further study.
the science of fun: one-to-many moderated game research. native environments are of particular importance in game research, where findings depend even more than usual on the user's mood and comfort level. using remote voice chat to moderate game research sessions enables researchers to remove the distracting and discomforting physical presence of the moderator, providing a more convincing native environment. this paper describes the benefits and addresses the methodological pitfalls of this approach.
end user software engineering: chi'2008 special interest group meeting. end users create software whenever they write, for instance, educational simulations, spreadsheets, or dynamic e-business web applications. researchers are working to bring the benefits of rigorous software engineering methodologies to these end users to try to make their software more reliable. unfortunately, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. this special interest group meeting has two purposes: to incorporate attendees' and feedback into an emerging survey of the state of this interesting new sub-area, and generally to bring together the community of researchers who are addressing this topic, with the companies that are creating end-user programming tools.
redesigning video analysis: an interactive ink annotation tool. video recording and analysis is an important tool for user experience researchers. this project aimed to learn more about how an interactive video annotation method might affect video analysis. ink annotations on video were used as the annotation method, and an early prototype was demonstrated to professional user experience researchers. feedback on the interactive video analysis method was positive. a new tool was designed and is being implemented that emphasized the insights gained from analysis of the initial research, including: collaborative timeline visualization, refined interaction with ink annotation tools, a refined general annotation toolset, and a toolset for reporting findings. further lessons from implementation are noted, including: video manipulation, space limitations for tool navigation, and reporting tool development.
spontaneous scenarios: an approach to user engagement. in this paper we present work on a scenario and persona based approach to exploring social software solutions for a globally distributed network of researchers, designers and artists. we discuss issues identified with scenario based approaches and a potential participatory solution adopted in this project.