waashk/dblp huggingface dataset:
on context of content: a comparative methodology review of how hci and mass communication analyze blogs and social media. across contexts, researchers have most recently applied content analysis -an unobtrusive scientific method originated to draw social inferences from mass media contents-to studying weblogs and social media (wsm). in this paper, we look at the classic and contemporary definitions of content analysis and identify the methodology's key premises and uses. against these premises and uses, we present findings from individual methodology reviews of twelve wsm studies involving content analyses by two disciplines -mass communication and human-computer interaction (hci). we cross-tabulate the individual reviews by discipline, in terms of (1) what content-analysis premises and uses were involved and (2) what research inferences -from media contents to social contexts-were made. we conclude with a collective comparison of the mass communication and hci approaches to wsm and suggest one discipline complement the other in analyzing the contents as well as in drawing inferences on the user psychology and social behavior of wsm.
comparing two methods for gesture based short text input using chording. we report on the design and initial evaluation of two methods for short text input in wearable computing applications using hand gestures. a wireless data glove able to recognize 4 basic gestures is used together with the chording principle. we present two different concepts to map gestures to characters. a presentation of preliminary experiment results shows that simple free hand gestures in combination with different key maps are easier to learn and allow faster typing than distinct gestures assigned for each character.
the facial expression effect of an animated agent on the decisions taken in the negotiation game. this paper investigates the manner in which decision-making is influenced by the impressions given by life-like agents in negotiation situations. these impressions comprise an agent's facial expressions such as happy and sad, and the history of relationship with the agent. in this paper, we introduce a negotiation game as one of the basic interactions based on the soft game theory. the experimental results reveal that expressions and history significantly influence the receiver's impressions and decision-making. the findings of this study can be beneficial for designing the nonverbal expressions of an animated agent who can negotiate and make a deal with users.
security user studies: methodologies and best practices. interest in usable security -- the research, development, and study of systems that are both usable and secure -- has been growing both in the chi and information security communities in the past several years. despite this interest, however, the process of designing and conducting security-related user studies remains extremely difficult. users deal with security infrequently and irregularly, and most do not notice or care about security until it is missing or broken. security is rarely a primary goal or task of users, making many traditional hci evaluation techniques difficult or even impossible to use. this workshop will bring together researchers and practitioners from the hci and information security communities to explore methodological challenges and best practices for conducting security-related user studies.
culture and collaborative technologies. this workshop will explore interactions among culture, features of collaborative technologies, and group processes and outcomes. the workshop will address several key challenges to this area of research, including identifying important dimensions of cultural variability, specifying how these dimensions interact with features of technology to impact group processes and outcomes, developing design specifications for multi-cultural and cross cultural collaborative tools, and addressing methodological issues that arise in cross cultural research. workshop goals include identifying key areas for future research, specifying initial design recommendations, fostering new collaborations among researchers interested in culture and computer mediated collaboration, and, if there is sufficient interest among participants, creating an edited volume on this topic.
exertion interfaces. exertion as an interface for computing technology has generated increased attention recently due to the belief that it can address health issues such as obesity, contribute to social benefits, and open new markets for entertainment industries. we are proposing a workshop on this topic to bring researchers and industry participants from related areas together to strengthen the scientific influence on this field and promote a multidisciplinary agenda. the workshop will support the development of future collaborative efforts in this rapidly growing area.
emotional instant messaging with kim. this paper describes a kinetic typography instant messaging client called kim. kim aims to improve the instant messaging experience by allowing the conveyance of more expressive content than is normally found in text-based communication. kim also demonstrates a unique approach to applying animation to text by using keyword matching against a list of emotional words. this paper then describes the implementation and challenges faced when developing kim, concluding with feedback obtained from user testing.
supporting selective information sharing with people-tagging. we explore the idea of tagging people for selective information sharing in the context of a social-personal information management (spim) system. each new tag applied to a person has a distinctly specifiable visibility, and people tagged with the same key word form a relationship group that can be used as an access control option for each piece of information. we introduce the idea and motivation behind people-tagging, describe a research implementation we have created to experiment with the concept, and provide a preliminary discussion of potential usage and directions for future work.
design and evaluation of korean text entry methods for mobile phones. this paper presents a new keypad layout for korean mobile phones and provides a preliminary evaluation of the feasibility of the design. at present the keypad layout for korean mobile phones has not been standardized and different manufacturers produce phones with different layouts. the proposed layout is inspired by the structure of the korean script and is designed to promote faster learning curve and ease of use.
lifesampler: enabling conversational video documentary. today's multidisciplinary, fast-paced and innovative workplaces present new challenges in facilitating effective communication between diverse team members and ensuring successful transfer of knowledge within a flexible workforce. in this paper, we present conversational documentary, a model for supporting constructive audiovisual dialog between workplace colleagues that also aims to archive and interpret the work practices and approaches of a creative community. we discuss the development and initial evaluation of the lifesampler, a prototype audiovisual system designed to support and test our model, and propose directions for future development based on our preliminary results.
agile user centered design: enter the design studio - a case study. in this paper we describe the merger of user centered design into agile (team) development practice as manifest in a one day design studio. benefits and challenges to a design studio approach are discussed, and the evolution of one design using the design studio process is presented.
twend: twisting and bending as new interaction gesture in mobile devices. in this work we present a hardware prototype that uses bending gestures as input for a mobile device and experimental setups that compare possible gestures with other, more traditional input methods in mobile computing. these will eventually result in guidelines for researchers and designers how to build bendable devices and show new interaction metaphors for computer user interfaces.
give me a reason: hedonic product choice and justification. recently, researchers and practitioners of human-computer interaction started to distinguish instrumen-tal, task-related, pragmatic quality aspects (i.e., use-fulness, usability) of interactive products from non-instrumental, self-referential, hedonic quality aspects (e.g., beauty, novelty). although both qualities are ap-preciated while using a product, hedonic quality tends to be downplayed in the moment of product choice. we suggest and test the idea that this is the consequence of an increased experienced pressure to justify hedonic choices and according expenditures.
distributed participatory design. over the years a consensus has developed that involving users directly in the software development process can lead to more useful and usable systems. this has found its clearest expression in the participatory design (pd) movement. however, a limitation of pd is that it has primarily focused on project stakeholders being co-located, whereas in recent years we are starting to see software development projects involve more distributed collaborations. this workshop is aimed at researchers and practitioners with an interest to overcome the challenges of performing pd in distributed design teams. several critical issues need examination in order to understand the usefulness and constraints of distributed participatory design (dpd).
human-in-the-loop: rethinking security in mobile and pervasive systems. in this paper we argue that pervasive systems introduce human-driven security vulnerabilities that traditional usability design cannot address. we claim that there is a need to understand better the appropriate role of humans in the context of pervasive systems security, and to develop quantifiable and measurable concepts that describe humans and their relationship with our systems. here, we highlight mobility and sociability as two new sources of security vulnerabilities for pervasive systems, and describe our method for developing quantifiable metrics for these concepts.
predicting user interface preferences of culturally ambiguous users. to date, localized user interfaces are still being adapted to one nation, not taking into account cultural ambiguities of people within this nation. we have developed an approach to cultural user modeling, which allows to personalize user interfaces to an individual's cultural background. the study presented in this paper shows how we use this approach to predict user interface preferences. results show that we are able to reduce the absolute error on this prediction to 1.079 on a rating scale of 5. these findings suggest that it is possible to automate the process of localization and, thus, to automatically personalizing user interfaces for users of different cultural backgrounds.
supporting long-distance parent-child interaction in divorced families. children in divorced families benefit from meaningful contact with both parents. currently, there are few technologies that effectively support distributed contact between parents and children. this work presents the results of interviews with 10 parents and 5 children from divorced families to better understand the challenges and needs of this group.
generative ui design in sapi project. in this paper we provide an overview of the sapi project, an initiative of poste italiane in collaboration with rcost-university of sannio, itslab and criai, supported by miur, italian ministry of university and research. the project is aimed at developing a software platform, that implementing a novel approach to the user interface generation centered on search based techniques, will provide automatic and semi-automatic adaptation of user interface to vision impaired people.
buddywall: a tangible user interface for wireless remote communication. buddywall is a system comprised of a wall-mounted panel with mobile wireless objects that represent remote friends on a virtual network. it uses established software and hardware for communication among a networked set of objects. the purpose of this interface is to allow for communication among remotely located friends and to display an awareness of group presence and others' availability through an ambient wall display. this project illustrates the transparency of a physical interface that provides aesthetically pleasing and emotionally engaging access to digital information for anyone. this paper describes the design of the system and interaction techniques developed in the context of this work. the aesthetics of physical objects can also enrich the digital experience and make it emotionally evocative.
the usability perspective framework. the usability perspective framework is a tool under development supporting various stakeholders in contributing to software systems usability. this paper describes the work conducted so far and argues how the framework is expected to contribute to both academia and practitioners in industry. the framework's fit to software development systems is discussed and we argue why the framework might succeed where current usability work often fails. finally the plans and ideas for future work are described.
content visualization and management of geo-located image databases. in the last years, several algorithms and platforms for photo sharing have been developed. usually, in order to index huge quantities of images for a fast and intuitive retrieval, additional textual tags attached to the pictures are considered. in this paper, we present a set of solutions for an effective management of geo-located images, i.e. pictures equipped with tags indicating the geographical coordinates of acquisition. this brings towards an intuitive content visualization and management of large geo-located image databases.
brightshadow: shadow sensing with synchronous illuminations for robust gesture recognition. we introduce a new sensor architecture for robust gesture recognition that uses a combination of a high-speed camera and synchronous led illumination. this sensor looks at shadows cast by a user's hand for recognizing position. the position of the hand can be robustly recognized by independently tracking multiple shadows and by using multiple light sources with time-synchronous modulation with the camera. we also developed a multi-finger tracking system that uses similar modulated illumination from multiple light positions. we expect that these sensing configurations can be naturally integrated into our daily environments as led lighting becomes more commonplace.
touch proxy interaction. the purpose of this research is to build and evaluate collaborative touch devices that influence behavior change over individuals in small group situations. this paper presents touch proxy objects for collocated collaboration and communication. touch proxy objects afford and represent touch in order to allow the sense of touch to be shared between people. this paper presents preliminary observations from studies performed on existing touch communication objects.
simulating hci for all. computers offer valuable assistance to people with physical disabilities. however designing human-computer interfaces for these users is complicated. the range of abilities is more diverse than for able-bodied users, which makes analytical modelling harder. practical user trials are also difficult and time consuming. i am developing a simulator to help with the evaluation of assistive interfaces. it can predict the likely interaction patterns when undertaking a task using a variety of input devices, and estimate the time to complete the task in the presence of different disabilities and for different levels of skills.
revisiting usability's three key principles. the foundations of much hci research and practice were elaborated over 20 years ago as three key principles by gould and lewis [7]: early focus on users and tasks; empirical measurement; and iterative design. close reading of this seminal paper and subsequent versions indicates that these principles evolved, and that success in establishing them within software development involved a heady mix of power and destiny. as hci's fourth decade approaches, we re-examine the origins and status of gould and lewis' principles, and argue that is time to move on, not least because the role of the principles in reported case studies is unconvincing. few, if any, examples of successful application of the first or second principles are offered, and examples of the third tell us little about the nature of successful iteration. more credible, better grounded and more appropriate principles are needed. we need not so much to start again, but to start for the first time, and argue from first principles for apt principles for designing.
first steps in role playing. this paper presents and evaluates examples from our work with role playing in design education. rationales for role playing in design are: communication within the design process, the increase of technological complexity, the experience and empathy of designers, the tangibility of interaction, and attentiveness to social change. these rationales inform our inclusion of role playing techniques in design education. our aim is that the students can and do incorporate the techniques into their own design activity. here, we focus on three questions: : 1. whether the techniques helped the students understand and question interaction, 2. whether the techniques helped students in ideation, and 3. whether the role playing exercises inspired students to use the techniques in own work. we identify several ways in which the techniques are effective for the students in their design work.
beyond the hype: sustainability & hci. in this panel we explore: (1) the burgeoning discourse on sustainability concerns within hci, (2) the material and behavioral challenges of sustainability in relation to interaction design, (3) the benefits and risks involved in labeling a project or product as environmentally sustainable, and (4) implications of taking on (or ignoring) sustainability as a research, design, and teaching topic for hci.
the mobile forum: real-time information exchange in mobile sms communities. in this paper we propose a definition for a mobile community based on the value of knowledge exchange among locally dispersed community members. against this conceptual background, we propose a low-tech mobile community setting using sms messaging and customary mobile phones. the feasibility of this approach is tested in a field study. results show that successful information exchange is established with high user traffic and that participants judge the communication to be helpful. user requirements hint to the need for a better structuring of sms messages, alternative input/output devices and location-based services. implications for the future support of mobile communities are discussed.
towards a shared definition of user experience. user experience (ux) is still an elusive notion with many different definitions, despite some recent attempts to develop a unified view on ux. the lack of a shared definition of ux not only confuses or even misleads customers of a product/service but also undermines the effectiveness of researching, managing and teaching ux. diverse ideas have been generated in scientific activities that aim to develop a common understanding about the meaning and scope of ux. it is plausible, with sound methodologies, to converge these divergences, driving the ux community closer to a common definition and integrated views of ux. this sig tackles this challenge by systematically assembling a set of existing definitions and viewpoints of ux and collecting opinions on them from known ux experts/researchers and general chi'08 attendees.
remote impact: shadowboxing over a distance. exertion games - games that require physical effort from the user - have been attributed with many social, mental and in particular physical health benefits. however, research has shown that most current implementations support only light or moderate exercise. we are presenting "remote impact - shadowboxing over a distance", in which players punch and kick a life-size shadow of a remote participant in order to win the game. the game includes a novel multi-touch large-scale interaction surface that is soft (so no-one gets hurt), but can detect the location as well as the intensity of the players' even most extreme impacts. remote impact shows that computer-augmented games can support extreme exertion while supporting novel experiences, such as a reduced risk of injury and supporting distant players, offering a new way of thinking in which areas human-computer interaction research can contribute to our lives.
what is a chi portfolio? chi participants are increasingly creating work in multiple formats and media. much of this work is well suited to the kind of efficient and effective graphic and text presentation found in what has traditionally been called within design communities as a portfolio. building on the theme of this year's conference we would like to provide an opportunity to engage the "dots" in art.science.balance. we propose a portfolio development session designed to present the notion of 'portfolio' as it relates to all fields within chi.
quantifying adaptation parameters for information support of trauma teams. trauma centers are stressful, noisy and dynamic environments, with many people performing complex tasks, and with little in the way of information support. information must be prioritized and filtered to avoid overload or loss. this work quantifies the information-selection parameters that will guide adaptive user interfaces for trauma teams.
letterscroll: text entry using a wheel for visually impaired users. four text entry techniques for visually impaired users are presented. letterscroll uses a mouse wheel to maneuver a cursor across a sequence of characters, and a button for character selection. keystrokes per character (kspc) vary from 6.97 to 2.68. after extensive analyses and pilot testing, two variations were chosen for initial evaluation. method 1 (m1) uses the mouse alone to enter text. method 4 (m4) also uses the keyboard to access vowels. in a study with seven blindfolded participants, entry rates averaged 2.9 wpm for m1 and 4.4 wpm for m4. error rates for both methods were about 3.4%.
designing and evaluating mobile phone-based interaction with public displays. this paper outlines the rationale for the workshop topic and offers an overview of its objectives.
collocated social practices surrounding photos. recent developments in technology mean that it is becoming increasingly possible to support collaboration around digital photos. this makes an exploration of the existing collocated social practices that are associated with photos both timely and relevant. this workshop will explore social practices in the areas of photowork, photo sharing and photo displays, with the aim of drawing together current research and considering how the findings might inform technology innovation.
a resource kit for participatory socio-technical design in rural kenya. we describe our approach and initial results in the participatory design of technology relevant to local rural livelihoods. our approach to design and usability proceeds from research in theory and practice of cross-cultural implementations, but the novelty is in beginning not with particular technologies but from community needs, and structuring technology in terms of activities. we describe our project aims and initial data collected, which show that while villagers have no clear mental models for using computers or the internet, they show a desire to have and use them. we then describe our approach to interaction design, our expectations and next steps as the technology and activities are first introduced to the villages.