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OR A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A
Rikke Aarhus
Centre for Pervasive Healthcare Department of Computer Science Aarhus University
(1)
Papers/Notes : Caring for Ourselves --- 04/13/10 04:30:00 PM
Negotiating Boundaries: Managing Disease at Home
Abstract » To move treatment successfully from the hospital to that of technology assisted self-care at home, it is vital in the design of such technologies to understand the setting in which the health IT should be used. Based on qualitative studies we find that people engage in elaborate boundary work to maintain the order of the home when managing disease and adopting new healthcare technology. In our analysis we relate this boundary work to two continuums of visibility-invisibility and integration-segmentation in disease management. We explore five factors that affect the boundary work: objects, activities, places, character of disease, and collaboration. Furthermore, the processes are explored of how boundary objects move between social worlds pushing and shaping boundaries. From this we discuss design implications for future healthcare technologies for the home.
Gregory Abowd
Georgia Institute of Technology
(1)
alt.chi : Imagine all the People --- 04/14/10 02:30:00 PM
Connect 2 Congress: Visual Analytics for Civic Oversight
Abstract » Strong representative democracies rely on educated, informed, and active citizenry to provide oversight of the government. We present Connect 2 Congress (C2C), a novel, high temporal-resolution and interactive visualization of legislative behavior. We present the results of focus group and domain expert interviews that demonstrate how different stakeholders use C2C for a variety of investigative activities. The evaluation provided evidence that users are able to support or reject claims made by candidates and conduct free-form, low-cost, exploratory analysis into the legislative behavior of representatives across time periods.
Karthikeya Acharya
Nokia Research Center, Bangalore
(1) Best paper nominee
Papers/Notes : Death and Fear --- 04/14/10 02:30:00 PM
Fear and the City - Role of Mobile Services in Harnessing Safety and Security in Urban Use Contexts Best paper nominee
Abstract » This paper describes investigation of a mobile communication system that helps alleviate fear experienced in the urban context. In order to obtain empirically grounded insights for the concept design, urban females in their twenties and thirties and living in Bangalore, New Delhi and San Francisco, were studied. More than 200 females filled in an online survey. Extensive qualitative data for 13 participants were collected through week long diaries, semi-structured interviews, and situated participative enactment of scenarios [1]. Fear-related concerns were voiced both in India and the U.S., suggesting that reducing fear, particularly in a pedestrian context after the onset of darkness, could be a globally applicable need. User research findings into subjective experiences of fear, contexts in which they occur, and behavioral strategies were used to design a mobile service titled ComfortZones. This concept was developed to the level of a high fidelity prototype and tested in a field trial in India. The investigation highlights further opportunities for design, particularly the notion of emphasizing positive and socially successful qualities of cities to communities concerned with their safety and security.
Mark Ackerman
University of Michigan
(1)
Papers/Notes : Working with Medical Records --- 04/14/10 11:30:00 AM
Doctors and Psychosocial Information: Records and Reuse in Inpatient Care
Abstract » We conducted a field-based study at a large teaching hospital to examine doctors' use and documentation of patient care information, with a special focus on a patient's psychosocial information. We were particularly interested in the gaps between the medical work and any representations of the patient. The paper describes how doctors record this information for immediate and long-term use. We found that doctors documented a considerable amount of psychosocial information in their electronic health records (EHR) system. Yet, we also observed that such information was recorded selectively, and a medicalized view-point is a key contributing factor. Our study shows how missing or problematic representations of a patient affect work activities and patient care. We accordingly suggest that EHR systems could be made more usable and useful in the long run, by supporting both representations of medical processes and of patients.
Ferdi Adeputra
Brown University
(1) Best paper nominee
Papers/Notes : Software Understanding and Maintenance --- 04/15/10 11:30:00 AM
Code Bubbles: A Working Set-based Interface for Code Understanding and Maintenance Best paper nominee
Abstract » Developers spend significant time reading and navigating code fragments spread across multiple locations. The file-based nature of contemporary IDEs makes it prohibitively difficult to create and maintain a simultaneous view of such fragments. We propose a novel user interface metaphor for code understanding based on collections of lightweight, editable fragments called bubbles, which form concurrently visible working sets. We present the results of a qualitative usability evaluation, and the results of a quantitative study which indicates Code Bubbles significantly improved code understanding time, while reducing navigation interactions over a widely-used IDE, for two controlled tasks.
Bardia Aghabeigi
Simon Fraser University
(1)
Papers/Notes : Games and Players --- 04/12/10 02:30:00 PM
Understanding and Evaluating Cooperative Games
Abstract » Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of cooperative patterns within their games. Unfortunately, very little research investigated cooperative patterns or methods to evaluate them. In this paper, we present a set of cooperative patterns identified based on analysis of fourteen cooperative games. Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the use of these CPMs, we ran a study with a total of 60 participants, grouped in 2-3 participants per session. Participants were asked to play four cooperative games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of the play sessions were annotated using the CPMs, which were then mapped to cooperative patterns that caused them. Results, validated through inter-rater agreement, identify several effective cooperative patterns and lessons for future cooperative game designs.
Claas Ahlrichs
University of Bremen
(1)
Papers/Notes : Tactile Interaction --- 04/13/10 09:00:00 AM
Mobile Music Touch: Mobile Tactile Stimulation For Passive Learning
Abstract » Mobile Music Touch (MMT) helps teach users to play piano melodies while they perform other tasks. MMT is a lightweight, wireless haptic music instruction system consisting of fingerless gloves and a mobile Bluetooth enabled computing device, such as a mobile phone. Passages to be learned are loaded into the mobile phone and are played repeatedly while the user performs other tasks. As each note of the music plays, vibrators on each finger in the gloves activate, indicating which finger is used to play each note. We present two studies on the efficacy of MMT. The first measures 16 subjects' ability to play a passage after using MMT for 30 minutes while performing a reading comprehension test. The MMT system was significantly more effective than a control condition where the passage was played repeatedly but the subjects' fingers were not vibrated. The second study compares the amount of time required for 10 subjects to replay short, randomly generated passages using passive training versus active training. Participants with no piano experience could repeat the passages after passive training while subjects with piano experience often could not.
David Ahlström
Klagenfurt University
(1) Best paper nominee
Papers/Notes : Pointing and Selecting --- 04/13/10 09:00:00 AM
Why it's Quick to be Square: Modelling New and Existing Hierarchical Menu Designs Best paper nominee
Abstract » We consider different hierarchical menu and toolbar-like interface designs from a theoretical perspective and show how a model based on visual search time, pointing time, decision time and expertise development can assist in understanding and predicting interaction performance. Three hierarchical menus designs are modelled - a traditional pull-down menu, a pie menu and a novel Square Menu with its items arranged in a grid - and the predictions are validated in an empirical study. The model correctly predicts the relative performance of the designs - both the eventual dominance of Square Menus compared to traditional and pie designs and a performance crossover as users gain experience. Our work shows the value of modelling in HCI design, provides new insights about performance with different hierarchical menu designs, and demonstrates a new high-performance menu type.
Rafiq Ahmed
Motorola Mobile Devices
(1)
Papers/Notes : On the Phone --- 04/14/10 04:30:00 PM
Contacts 3.0: Bringing together research and design teams to reinvent the phonebook
Abstract » We present a narrative of the design of Contacts 3.0, a service and updated phonebook application on a mobile device that combines on-device communication with communication from online social networks to create a central hub for communication on the device. We discuss how research and design teams worked together to create design assets, technical architectures, and business cases around this concept.
Robert Ahonius
Nokia Research Center, Bangalore
(1) Best paper nominee
Papers/Notes : Death and Fear --- 04/14/10 02:30:00 PM
Fear and the City - Role of Mobile Services in Harnessing Safety and Security in Urban Use Contexts Best paper nominee
Abstract » This paper describes investigation of a mobile communication system that helps alleviate fear experienced in the urban context. In order to obtain empirically grounded insights for the concept design, urban females in their twenties and thirties and living in Bangalore, New Delhi and San Francisco, were studied. More than 200 females filled in an online survey. Extensive qualitative data for 13 participants were collected through week long diaries, semi-structured interviews, and situated participative enactment of scenarios [1]. Fear-related concerns were voiced both in India and the U.S., suggesting that reducing fear, particularly in a pedestrian context after the onset of darkness, could be a globally applicable need. User research findings into subjective experiences of fear, contexts in which they occur, and behavioral strategies were used to design a mobile service titled ComfortZones. This concept was developed to the level of a high fidelity prototype and tested in a field trial in India. The investigation highlights further opportunities for design, particularly the notion of emphasizing positive and socially successful qualities of cities to communities concerned with their safety and security.
Ergun Akleman
Visualization Sciences Program, Texas A&M University
(1)
Papers/Notes : Finding Your Mojo and Doing Some Good --- 04/15/10 11:30:00 AM
A Novel Way to Conduct Human Studies and Do Some Good
Abstract » In this paper the authors describe a novel way to conduct large-scale human studies achieving the maximum outreach and impact with the minimum cost. An iPhone health application, `Walk n’ Play’, was developed and released for free in the App Store. The application measures calories spent due to walking activities through the iPhone’s accelerometer. It is a real-time awareness tool that helps people to keep their sedentariness in check. Furthermore, it uses motivational mechanisms based on buddy support/competition and social networking to increase daily physical activity. The anonymous data gathered from thousands of users around the world, reveal patterns of human behavior at a resolution and scale not feasible before.
Ban Al-Ani
University of California, Irvine
(1) Best paper nominee
Papers/Notes : Crisis Informatics --- 04/13/10 02:30:00 PM
Blogging in a Region of Violent Conflict: Supporting Transition to Recovery Best paper nominee
Abstract » The blogosphere is changing how people experience war and conflict. We conducted an analysis of 125 blogs written by Iraqi citizens experiencing extreme disruption in their country. We used Hoffman's [ý8] stages of recovery model to understand how blogs support people in a region where conflict is occurring. We found that blogs create a safe virtual environment where people could interact, free of the violence in the physical environment and of the strict social norms of their changing society in wartime. Second, blogs enable a large network of global support through their interactive and personal nature. Third, blogs enable people experiencing a conflict to engage in dialogue with people outside their borders to discuss their situation. We discuss how blogs enable people to collaboratively interpret conflict through communities of interest and discussion with those who comment. We discuss how technology can better support blog use in a global environment.
Gazihan Alankus
Washington University in St. Louis
(1)
Papers/Notes : Therapy and Rehabilitation --- 04/14/10 04:30:00 PM
Towards Customizable Games for Stroke Rehabilitation
Abstract » Stroke is the leading cause of long term disability among adults in industrialized nations. The partial paralysis that stroke patients often experience can make independent living difficult or impossible. Research suggests that many of these patients could recover by performing hundreds of daily repetitions of motions with their affected limbs. Yet, only 31% of patients perform the exercises recommended by their therapists. Home-based stroke rehabilitation games may help motivate stroke patients to perform the necessary exercises to recover. In this paper, we describe a formative study in which we designed and user tested stroke rehabilitation games with both stroke patients and therapists. We describe the lessons we learned about what makes games useful from a therapeutic point of view.
Jason Alexander
University of Bristol
(1)
Papers/Notes : Everyday Gestures --- 04/15/10 09:00:00 AM
GesText: Accelerometer-Based Gestural Text-Entry Systems
Abstract » Accelerometers are common on many devices, including those required for text-entry. We investigate how to enter text with devices that are solely enabled with accelerometers. The challenge of text-entry with such devices can be overcome by the careful investigation of the human limitations in gestural movements with accelerometers. Preliminary studies provide insight into two potential text-entry designs that purely use accelerometers for gesture recognition. In two experiments, we evaluate the effectiveness of each of the text-entry designs. The first experiment involves novice users over a 45 minute period while the second in-vestigates the possible performance increases over a four day period. Our results reveal that a matrix-based text-entry system with a small set of simple gestures is the most efficient (5.4wpm) and subjectively preferred by participants.
Dzmitry Aliakseyeu
Philips Research Eindhoven
(1)
Papers/Notes : Gesturing and Drawing --- 04/13/10 11:30:00 AM
Insight into Goal-Directed Movement Strategies
Abstract » The current paper proposes a novel method of analyzing goal-directed movements by dividing them into distinct movement intervals. We demonstrate how the description of the first and second most prominent movement intervals in terms of duration and length can provide insight into the applied movement strategies under different conditions. This method, although demonstrated for goal-directed movements, has the potential to be generalized to other types of movements, such as steering movements.
Florian Alt
University of Duisburg-Essen
(1)
Papers/Notes : Sound and Speech --- 04/14/10 11:30:00 AM
Understanding the Impact of Abstracted Audio Preview of SMS
Abstract » Despite the availability of other mobile messaging applications, SMS has kept its position as a heavily used communication technology. However, there are many situations in which it is inconvenient or inappropriate to check a message's content immediately. In this paper, we introduce the concept of audio previews of SMS. Based on a real-time analysis of the content of a message, we provide auditory cues in addition to the notification tone upon receiving an SMS. We report on a field trial with 20 participants and show that the use of audio-enhanced SMS affects the reading and writing behavior of users. Our work is motivated by the results of an online survey among 347 SMS users of whose we analyzed 3400 text messages.
Saleema Amershi
University of Washington
(1)
Papers/Notes : Machine Learning and Web Interactions --- 04/13/10 04:30:00 PM
Examining Multiple Potential Models in End-User Interactive Concept Learning
Abstract » End-user interactive concept learning is a technique for interacting with large unstructured datasets, requiring insights from both human-computer interaction and machine learning. This note re-examines an assumption implicit in prior interactive machine learning research, that interaction should focus on the question “what class is this object?”. We broaden interaction to include examination of multiple potential models while training a machine learning system. We evaluate this approach and find that people naturally adopt revision in the interactive machine learning process and that this improves the quality of their resulting models for difficult concepts.
Ken Anderson
intel labs
(1)
alt.chi : Imagine all the People --- 04/14/10 02:30:00 PM
Cross Currents: Water Scarcity and Sustainable CHI
Abstract » Growing awareness of the threats posed by global freshwater shortages coupled with increased interest in environmental sustainability among CHI researchers make water management a ripe area for new CHI applications. This paper presents a qualitative study of practices and attitudes in a water-stressed region of the United States. We describe water conservation as a culturally-situated activity influenced by a variety of social factors, and show “sustainability” to be a complicated concept rife with competing, often incompatible interpretations and prescriptions. We discuss implications for designing interfaces that encourage personal conservation, and identify environmental policy making as an area ripe for new CHI activity. Finally, we suggest that sustainability has the potential to move from the periphery of CHI research and become a galvanizing force for the community at large.
Richard Anderson
Independent
(1)
Panel : Managing User Experience...Managing Change --- 04/14/10 09:00:00 AM
Managing User Experience... Managing Change
Andreas Andreou
University of Bristol
(1)
Papers/Notes : Everyday Gestures --- 04/15/10 09:00:00 AM
GesText: Accelerometer-Based Gestural Text-Entry Systems
Abstract » Accelerometers are common on many devices, including those required for text-entry. We investigate how to enter text with devices that are solely enabled with accelerometers. The challenge of text-entry with such devices can be overcome by the careful investigation of the human limitations in gestural movements with accelerometers. Preliminary studies provide insight into two potential text-entry designs that purely use accelerometers for gesture recognition. In two experiments, we evaluate the effectiveness of each of the text-entry designs. The first experiment involves novice users over a 45 minute period while the second in-vestigates the possible performance increases over a four day period. Our results reveal that a matrix-based text-entry system with a small set of simple gestures is the most efficient (5.4wpm) and subjectively preferred by participants.
Christopher Andrews
Virginia Polytechnic Institute and State University
(1) Best paper nominee
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Space to Think: Large, High-Resolution Displays for Sensemaking Best paper nominee
Abstract » Space supports human cognitive abilities in a myriad of ways. The note attached to the side of the monitor, the papers spread out on the desk, diagrams scrawled on a whiteboard, and even the keys left out on the counter are all examples of using space to recall, reveal relationships, and think. Technological advances have made it possible to construct large display environments in which space has real meaning. This paper examines how increased space affects the way displays are regarded and used within the context of the cognitively demanding task of sensemaking. A pair of studies were conducted demonstrating how the spatial environment supports sensemaking by becoming part of the distributed cognitive process, providing both external memory and a semantic layer.
Paul André
University of Southampton
(1)
alt.chi : alt.ernative Methods --- 04/13/10 02:30:00 PM
Experience in Social Affective Applications: Methodologies and Case Study
Abstract » New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. We discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. As these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application.
Paul M. Aoki
Intel Labs Berkeley
(1)
Papers/Notes : HCI and the Developing World --- 04/15/10 02:30:00 PM
Deliberate Interactions: Characterizing Technology Use in Nairobi, Kenya
Abstract » We present results from a qualitative study examining how professionals living and working in Nairobi, Kenya regularly use ICT in their everyday lives. There are two contributions of this work for the HCI community. First, we provide empirical evidence demonstrating constraints our participants encountered when using technology in an infrastructure-poor setting. These constraints are limited bandwidth, high costs, differing perceptions of responsiveness, and threats to physical and virtual security. Second, we use our findings to critically evaluate the “access, anytime and anywhere” construct shaping the design of future technologies. We present an alternative vision called deliberate interactions—a planned and purposeful interaction style that involves offline preparation—and discuss ways ICT can support this online usage behavior.
Caroline Appert
LRI - Université Paris-Sud et CNRS, INRIA
(1)
Papers/Notes : Interfaces and Visualization --- 04/12/10 02:30:00 PM
High-Precision Magnification Lenses
Abstract » Focus+context interfaces provide in-place magnification of a region of the display, smoothly integrating the focus of attention into its surroundings. Two representations of the data exist simultaneously at two different scales, providing an alternative to classical pan & zoom for navigating multi-scale interfaces. For many practical applications however, the magnification range of focus+context techniques is too limited. This paper addresses this limitation by exploring the quantization problem: the mismatch between visual and motor precision in the magnified region. We introduce three new interaction techniques that solve this problem by integrating fast navigation and high-precision interaction in the magnified region. Speed couples precision to navigation speed. Key and Ring use a discrete switch between precision levels, the former using a keyboard modifier, the latter by decoupling the cursor from the lens' center. We report on three experiments showing that our techniques make interacting with lenses easier while increasing the range of practical magnification factors, and that performance can be further improved by integrating speed-dependent visual behaviors.
Caroline Appert
Universite Paris-Sud, CNRS
(1)
Papers/Notes : Gesturing and Drawing --- 04/13/10 11:30:00 AM
Scale Detection for a priori Gesture Recognition
Abstract » Gesture-based interfaces provide expert users with an efficient form of interaction but they require a learning effort for novice users. To address this problem, some on-line guiding techniques display all available gestures in response to partial input. However, partial input recognition algorithms are scale dependent while most gesture recognizers support scale independence (i.e., the same shape at different scales actually invokes the same command). We propose an algorithm for estimating the scale of any partial input in the context of a gesture recognition system and illustrate how it can be used to improve users' experience with gesture-based systems.
Michael Arent
SAP Business Objects SAP Labs, LLC
(1)
Ahmed S. Arif
York University
(1)
Papers/Notes : EPIC #FAIL --- 04/12/10 11:30:00 AM
Predicting the Cost of Error Correction in Character-Based Text Entry Technologies
Abstract » Researchers have developed many models to predict and understand human performance in text entry. Most of the models are specific to a technology or fail to account for human factors and variations in system parameters, and the relationship between them. Moreover, the process of fixing errors and its effects on text entry performance has not been studied. Here, we first analyze real-life text entry error correction behaviors. We then use our findings to develop a new model to predict the cost of error correction for character-based text entry technologies. We validate our model against quantities derived from the literature, as well as with a user study. Our study shows that the predicted and observed cost of error correction correspond well. At the end, we discuss potential applications of our new model.
J.P. Arsenault
Carnegie Mellon University
(1)
Papers/Notes : At Home With Computing --- 04/13/10 09:00:00 AM
Access Control for Home Data Sharing: Attitudes, Needs and Practices
Abstract » As digital content becomes more prevalent in the home, non-technical users are increasingly interested in sharing that content with others and accessing it from multiple devices. Not much is known about how these users think about controlling access to this data. To better understand this, we conducted semi-structured, in-situ interviews with 33 users in 15 households. We found that users create ad-hoc access-control mechanisms that do not always work; that their ideal policies are complex and multi-dimensional; that a priori policy specification is often insufficient; and that people's mental models of access control and security are often misaligned with current systems. We detail these findings and present a set of associated guidelines for designing usable access-control systems for the home environment.
Daniel Ashbrook
Georgia Tech & Nokia Research Center Hollywood
(1)
Papers/Notes : Everyday Gestures --- 04/15/10 09:00:00 AM
MAGIC: A Motion Gesture Design Tool
Abstract » Devices capable of gestural interaction through motion sensing are increasingly becoming available to consumers; however, motion gesture control has yet to appear outside of game consoles. Interaction designers are frequently not expert in pattern recognition, which may be one reason for this lack of availability. Another issue is how to effectively test gestures to ensure that they are not unintentionally activated by a user's normal movements during everyday usage. We present MAGIC, a gesture design tool that addresses both of these issues, and detail the results of an evaluation.
Kathleen T. Ashenfelter
U.S. Census Bureau
(1)
Papers/Notes : 1001 Users --- 04/15/10 11:30:00 AM
Think-Aloud Protocols: A Comparison of Three Think Aloud Protocols for use in Testing Data Dissemination Web Sites for Usability
Abstract » We describe an empirical, between-subjects study on the use of think-aloud protocols in usability testing of a federal data-dissemination Web site. This double-blind study used three different types of think-aloud protocols: a traditional protocol, a speech-communication protocol, and a coaching protocol. A silent condition served as the control. Eighty participants were recruited and randomly pre-assigned to one of four conditions. Accuracy and efficiency measures were collected, and participants rated their subjective satisfaction with the site. Results show that accuracy is significantly higher in the coaching condition than in the other conditions. The traditional protocol and the speech-communication protocol are not statistically different from each other with regard to accuracy. Participants in the coaching condition are more satisfied with the Web site than participants in the traditional or speech-communication condition. In addition, there are no significant differences with respect to efficiency (time-on-task). This paper concludes with recommendations for usability practitioners.
Yannick Assogba
MIT Media Lab
(1)
Papers/Notes : Sharing Content and Searches --- 04/13/10 11:30:00 AM
Share: A programming environment for loosely bound cooperation
Abstract » We introduce a programming environment entitled Share that is designed to encourage loosely bound cooperation between individuals within communities of practice through the sharing of code. Loosely bound cooperation refers to the opportunity community members have to assist and share resources with one another while maintaining their autonomy and independent practice. We contrast this model with forms of collaboration that enable large numbers of distributed individuals to collaborate on large scale works where they are guided by a shared vision of what they are collectively trying to achieve. We hypothesize that providing fine-grained, publicly visible attribution of code sharing activity within a community can provide socially motivated encouragement for code sharing. We present an overview of the design of our tool and the objectives that guided its design and a discussion of a small-scale deployment of our prototype among members of a particular community of practice.
Zeina Atrash
Northwestern University
(1)
Papers/Notes : Cooking, Classrooms, and Craft --- 04/15/10 11:30:00 AM
Toque: Designing a Cooking-Based Programming Language For and With Children
Abstract » An intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real-world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design.
Irene Au
Google
(1)
Panel : Managing User Experience...Managing Change --- 04/14/10 09:00:00 AM
Managing User Experience... Managing Change
Anne Aula
Google
(1) Best paper winner best paper winner
Papers/Notes : Exploratory Search --- 04/12/10 11:30:00 AM
How does search behavior change as search becomes more difficult? Best paper winner best paper winner
Abstract » Search engines make it easy to check facts online, but finding some specific kinds of information sometimes proves to be difficult. We studied the behavioral signals that suggest that a user is having trouble in a search task. First, we ran a lab study with 23 users to gain a preliminary understanding on how users' behavior changes when they struggle finding the information they're looking for. The observations were then tested with 179 participants who all completed an average of 22.3 tasks from a pool of 100 tasks. The large-scale study provided quantitative support for our qualitative observations from the lab study. When having difficulty in finding information, users start to formulate more diverse queries, they use advanced operators more, and they spend a longer time on the search result page as compared to the successful tasks. The results complement the existing body of research focusing on successful search strategies.
Yossi Avnon
Microsoft
(1)
Papers/Notes : Software Understanding and Maintenance --- 04/15/10 11:30:00 AM
“Fit and Finish” Using a Bug Tracking System – Challenges and Recommendations
Abstract » This article shares practical lessons for using a bug management tool to manage user interface fit and finish process for a software product. It describes common challenges and provides recommendations for processes that will lead to enhanced product quality.
Lesley Axelrod
University of Sussex
(1)
Papers/Notes : Medical Exploration --- 04/13/10 11:30:00 AM
Rehabilitation Centred Design
Abstract » Stroke is a significant cause of disability, and is predicted to become a greater burden as population demographics shift. Research suggests that the completion of rehabilitation exercises can considerably improve function in damaged limbs, yet these exercises can be both boring and frustrating for patients to complete at home. New technologies create possibilities to support rehabilitation in motivating and entertaining ways, and, in this paper, we present a case study that illustrates the work of designing such technologies for a single user. Participation in this case study has highlighted some interesting tensions between designing for rehabilitation and designing for the user.
B
Paula M. Bach
Graduate School of Library and Information Science, University of Illinois
(1)
Papers/Notes : Remember and Reflect --- 04/14/10 04:30:00 PM
Involving Reflective Users in Design
Abstract » We draw on the idea of the reflective practitioner to consider how end users can directly contribute to user experience design discussions in open source projects. People with expertise in their own use context but without programming or user experience analysis and design skills can provide reflections on personal experiences.
Maribeth Back
FXPAL
(1)
Papers/Notes : User Characteristics and Large-Scale Tracking --- 04/13/10 09:00:00 AM
Exploring the Workplace Communication Ecology
Abstract » The modern workplace is inherently collaborative, and this collaboration relies on effective communication among co-workers. Many communication tools - email, blogs, wikis, Twitter, etc. - have become increasingly available and accepted in workplace communications. In this paper, we report on a study of communications technologies used over a one year period in a small US corporation. We found that participants used a large number of communication tools for different purposes, and that the introduction of new tools did not impact significantly the use of previously-adopted technologies. Further, we identified distinct classes of users based on patterns of tool use. This work has implications for the design of technology in the evolving ecology of communication tools.
Seok-Hyung Bae
University of Toronto
(1)
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Effects of Interior Bezels of Tiled-Monitor Large Displays on Visual Search, Tunnel Steering, and Target Selection
Abstract » Tiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how interior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them.
Ronald M. Baecker
University of Toronto
(1) Best paper nominee
Papers/Notes : Death and Fear --- 04/14/10 02:30:00 PM
A Death in the Family: Opportunities for Designing Technologies for the Bereaved Best paper nominee
Abstract » Following the death of a loved one, bereaved family members use technology in several ways to respond to their loss. However, very little is known about how technology intersects with the lives of the bereaved. We present a survey and interview study which examines how the bereaved inherit personal digital devices, use technology to remember the deceased, and reflect on their own digital estates. The study provides one of the first characterizations of technology use by the bereaved, and presents a set of empirically-grounded design opportunities and challenges.
Nilufar Baghaei
CSIRO
(1)
Papers/Notes : Games and Players --- 04/12/10 02:30:00 PM
Physical Activity Motivating Games: Virtual Rewards for Real Activity
Abstract » Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. We present a novel approach aimed at combating this problem in the context of computer games. Rather than explicitly changing the amount of physical and sedentary activity a person sets out to perform, we propose a new game design that leverages user engagement to generate out of game motivation to perform physical activity while playing. In our design, players gain virtual game rewards in return for real physical activity performed. Here we present and evaluate an application of our design to the game Neverball. We adapted Neverball by reducing the time allocated to accomplish the game tasks and motivated players to perform physical activity by offering time based rewards. An empirical evaluation involving 180 participants shows that the participants performed more physical activity, decreased the amount of sedentary playing time, and did not report a decrease in perceived enjoyment of playing the activity motivating version of Neverball.
Brian Bailey
Department of Computer Science, University of Illinois and Microsoft Research
(1) Best paper nominee
Papers/Notes : Sharing in Specific Communities --- 04/14/10 04:30:00 PM
What's Your Idea? A Case Study of a Grassroots Innovation Pipeline within a Large Software Company Best paper nominee
Abstract » Establishing a grassroots innovation pipeline has come to the fore as strategy for nurturing innovation within large organizations. A key element of such pipelines is the use of an idea management system that enables and encourages community ideation on defined business problems. The value of these systems can be highly sensitive to design choices, as different designs may influence participation. We report the results of a case study examining the use of one particular idea management system and pipeline. We analyzed the content, interaction, and participation from three creativity challenges organized via the pipeline and conducted interviews with users to uncover motivations for participating and perceptions of the outcomes. Additional interviews were conducted with senior managers to learn about the objectives, successes, and unique nature of the pipeline. From the results, we formulate recommendations for improving the design of idea management systems and execution of the pipelines within organizations.
Gilles Bailly
Telecom ParisTech
(1)
Papers/Notes : Speech and Touch --- 04/12/10 04:30:00 PM
Finger-Count & Radial-Stroke Shortcuts: 2 Techniques for Augmenting Linear Menus on Multi-Touch Surfaces
Abstract » We propose Radial-Stroke and Finger-Count Shortcuts, two techniques aimed at augmenting the menubar on multi-touch surfaces. We designed these multi-finger two-handed interaction techniques in an attempt to overcome the limitations of direct pointing on interactive surfaces, while maintaining compatibility with traditional interaction techniques. While Radial-Stroke Shortcuts exploit the well-known advantages of Radial Strokes, Finger-Count Shortcuts exploit multi-touch by simply counting the number of fingers of each hand in contact with the surface. We report the results of an experimental evaluation of our technique, focusing on expert-mode performance. Finger-Count Shortcuts outperformed Radial-Stroke Shortcuts in terms of both easiness of learning and performance speed.
Madeline Balaam
University of Sussex
(2) Best paper nominee
Papers/Notes : Classroom Technologies --- 04/14/10 11:30:00 AM
Exploring Affective Technologies for the Classroom with the Subtle Stone Best paper nominee
Abstract » Constructive emotional experiences are strongly related to effective learning. Yet, it is challenging for teachers, researchers and students alike to understand the emotions experienced in the classroom setting. Advances in wireless and sensor technologies open up possibilities for better supporting emotions. However, little work has explored how affective technologies in the classroom might operate. This paper describes a study where 15 high school students used the Subtle Stone: a tangible technology designed to support students' active emotional communication in the classroom. We report on how the students used and experienced this technology, and the values they demonstrated through this use: flexibility, privacy, agency, voice and reflection. We conclude by examining future possibilities for affective technologies in the classroom.
Papers/Notes : Medical Exploration --- 04/13/10 11:30:00 AM
Rehabilitation Centred Design
Abstract » Stroke is a significant cause of disability, and is predicted to become a greater burden as population demographics shift. Research suggests that the completion of rehabilitation exercises can considerably improve function in damaged limbs, yet these exercises can be both boring and frustrating for patients to complete at home. New technologies create possibilities to support rehabilitation in motivating and entertaining ways, and, in this paper, we present a case study that illustrates the work of designing such technologies for a single user. Participation in this case study has highlighted some interesting tensions between designing for rehabilitation and designing for the user.
Ravin Balakrishnan
University of Toronto
(3) Best paper winner best paper winner
Papers/Notes : Browsing --- 04/13/10 09:00:00 AM
A Study of Tabbed Browsing Among Mozilla Firefox Users
Abstract » We present a study which investigated how and why users of Mozilla Firefox use multiple tabs and windows during web browsing. The detailed web browsing usage of 21 participants was logged over a period of 13 to 21 days each, and was supplemented by qualitative data from diary entries and interviews. Through an examination of several measures of their tab usage, we show that our participants had a strong preference for the use of tabs rather than multiple windows. We report the reasons they cited for using tabs, and the advantages over multiple windows. We identify several common tab usage patterns which browsers could explicitly support. Finally, we look at how tab usage affects web page revisitation. Most of our participants switched tabs more often than they used the back button, making tab switching the second most important navigation mechanism in the browser, after link clicking.
Papers/Notes : Interfaces and Visualization --- 04/12/10 02:30:00 PM
Occlusion-Aware Interfaces Best paper winner best paper winner
Abstract » We define occlusion-aware interfaces as interaction techniques which know what area of the display is currently occluded, and use this knowledge to counteract potential problems and/or utilize the hidden area. As a case study, we describe the Occlusion-Aware Viewer, which identifies important regions hidden beneath the hand and displays them in a non-occluded area using a bubble-like callout. To determine what is important, we use an application agnostic image processing layer. For the occluded area, we use a user configurable, real-time version of Vogel et al.'s [21] geometric model. In an evaluation with a simultaneous monitoring task, we find the technique can successfully mitigate the effects of occlusion, although issues with ambiguity and stability suggest further refinements. Finally, we present designs for three other occlusion-aware techniques for pop-ups, dragging, and a hidden widget.
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Effects of Interior Bezels of Tiled-Monitor Large Displays on Visual Search, Tunnel Steering, and Target Selection
Abstract » Tiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how interior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them.
Aruna Balakrishnan
Carnegie Mellon University
(1) Best paper nominee
Papers/Notes : Sharing in Social Media --- 04/13/10 09:00:00 AM
Fitting an Activity-Centric System into an Ecology of Workplace Tools Best paper nominee
Abstract » Knowledge workers expend considerable effort managing fragmentation, characterized by constant switching among digital artifacts, when executing work activities. Activity-centric computing (ACC) systems attempt to address this problem by organizing activity-related artifacts together. But are ACC systems effective at reducing fragmentation? In this paper, we present a two-part study of workers using Lotus Activities, an ACC system deployed for over two years in a large company. First, we surveyed workers to understand the ecology of workplace tools they use for various tasks. Second, we interviewed 22 Lotus Activities users to investigate how this ACC tool fits amongst their ecology of existing collaboration tools and affects work fragmentation. Our results indicate that Lotus Activities works in concert with certain other tools to successfully ease fragmentation for a specific type of activity. We identify design characteristics that contribute to this result.
Rafael "Tico" Ballagas
Nokia Research Center
(1)
Papers/Notes : Storytelling --- 04/14/10 09:00:00 AM
Family Story Play: Reading with Young Children (and Elmo) Over a Distance
Abstract » We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.
Stinne Aaløkke Ballegaard
Centre for Pervasive Healthcare Department of Information and Media Studies Aarhus University
(1)
Papers/Notes : Caring for Ourselves --- 04/13/10 04:30:00 PM
Negotiating Boundaries: Managing Disease at Home
Abstract » To move treatment successfully from the hospital to that of technology assisted self-care at home, it is vital in the design of such technologies to understand the setting in which the health IT should be used. Based on qualitative studies we find that people engage in elaborate boundary work to maintain the order of the home when managing disease and adopting new healthcare technology. In our analysis we relate this boundary work to two continuums of visibility-invisibility and integration-segmentation in disease management. We explore five factors that affect the boundary work: objects, activities, places, character of disease, and collaboration. Furthermore, the processes are explored of how boundary objects move between social worlds pushing and shaping boundaries. From this we discuss design implications for future healthcare technologies for the home.
Arosha K. Bandara
Dept of Computing, The Open University
(1)
Papers/Notes : Privacy Awareness and Attitudes --- 04/12/10 11:30:00 AM
ContraVision: Exploring Users' Reactions to FuturisticTechnology
Abstract » How can we best explore the range of users' reactions when developing future technologies that maybe controversial, such as personal healthcare systems? Our approach -Contravision - uses futuristic videos, or other narrative forms, that convey either negative or positive aspects of the proposed technology for the same scenarios. We conducted a users study to investigate what range of responses the different versions elicited. Our findings show that the use of two systematically comparable representations of the same technology can elicit a wider spectrum of reactions than a single representation can. We discuss why this is so and the value of obtaining breadth in user feedback for potentially controversial technologies.
Richard Banks
Microsoft Research Cambridge
(2) Best paper nominee
Papers/Notes : At Home With Computing --- 04/13/10 09:00:00 AM
Who's Hogging the Bandwidth: The Consequences of Revealing the Invisible in the Home
Abstract » As more technologies enter the home, householders are burdened with the task of digital housekeeping—managing and sharing digital resources like bandwidth. In response to this, we created and evaluated a domestic tool for bandwidth management called Home Watcher. Our field trial showed that when resource contention amongst different household members is made visible, people's understanding of bandwidth changes and household politics are revealed. In this paper, we describe the consequences of showing real time resource usage in a home, and how this varies depending on the social make up of the household.
Papers/Notes : Death and Fear --- 04/14/10 02:30:00 PM
Passing On & Putting To Rest: Understanding Bereavement in the Context of Interactive Technologies Best paper nominee
Abstract » While it can be a delicate and emotionally-laden topic, new technological trends compel us to confront a range of problems and issues about death and bereavement. This area presents complex challenges and the associated literature is extensive. In this paper we offer a way of slicing through several perspectives in the social sciences to see clearly a set of salient issues related to bereavement. Following this, we present a theoretical lens to provide a way of conceptualizing how the HCI community could begin to approach such issues. We then report field evidence from 11 in-depth interviews conducted with bereaved participants and apply the proposed lens to unpack key emergent problems and tensions. We conclude with a discussion on how the HCI design space might be sensitized to better support the social processes that unfold when bereavement occurs.
Patti Bao
Northwestern University
(1)
Papers/Notes : Communicating --- 04/13/10 04:30:00 PM
Momentum: Getting and Staying on Topic Before the Brainstorm
Abstract » Despite the prevalent use of group brainstorming for problem solving and decision-making within organizations, brainstorming sessions often lack focus and fail to produce quality ideas. We describe Momentum, a tool that elicits topic-oriented responses prior to a group brainstorm. In an exploratory study of established groups, we found qualitative differences in task focus, quality and rate of ideation, and efficiency of storytelling between those who did and those who did not use the tool.
Eric Barboni
IHCS-IRIT, Université Paul Sabatier - Toulouse 3
(1)
ToCHI : User Interface Description Languages for Next Generation User Interfaces --- 04/13/10 02:30:00 PM
ICOs: a Model-Based User Interface Description Technique for Interactive Systems Engineering
Abstract » The design of interactive systems calls for advanced software engineering models, methods and tools in order to go beyond usability and meet reliability requirements. Conventional empirical or semi-formal techniques, although very fruitful, do not provide sufficient insight on the reliability of the human-system cooperation. The aim of this paper is to present a user interface description language for the engineering and development of usable and reliable user interfaces for various types of applications. The CASE tool supporting the ICOs notation (called Petshop) is a Petri nets based tool for the design, specification, prototyping and validation of interactive software.
Jakob Bardram
IT University of Copenhagen
(1)
ToCHI : Activities, Access Control & Networking --- 04/14/10 04:30:00 PM
Activity-Based Computing for Medical Work in Hospitals
Abstract » The visions of the future ubiquitous computing are to have users transparently use a wide range of heterogeneous computing devices and services in their daily work and life. To meet this goal there is a need for moving the level of computational support from the level of files and applications to support human activities. In this paper we present the concept of Activity-Based Computing (ABC). ABC covers a set of design principles for an ubiquitous computing environment that helps users to arrange and adapt computational resource into support for carrying out parallel, alternating, cooperative activities while moving around in this computing environment. The paper presents our current Java-based implementation of such an activity-based ubiquitous computing environments, called the ABC Framework. The ABC Framework has, among other things, special support for Activity Roaming, enabling users to work nomadically while preserving computational support for their activities, and support for Activity Sharing, enabling users to seamlessly cooperate around an activity. The paper presents how the ABC Framework was evaluated by creating an ‘ABC-aware’ electronic patient record (EPR) on top of the framework, and how this ABC EPR was evaluated during 15+ evaluation and design workshops. The paper discusses the outcome of these evaluation session, both concerning the usability of the ABC Framework as well as on a more conceptual level.
Shaowen Bardzell
Indiana University
(2) Best paper winner best paper winner
Papers/Notes : Games and Players --- 04/12/10 02:30:00 PM
The Rogue in the Lovely Black Dress: Intimacy in World of Warcraft
Abstract » In this paper we present a critical analysis of player accounts of intimacy and intimate experiences in the massively multiplayer online role-playing game World of Warcraft (WoW). Our analysis explores four characteristics that players articulated about their virtual intimate experiences: the permeability of intimacy across virtual and real worlds, the mundane as the origin of intimacy, the significance of reciprocity and exchange, and the formative role of temporality in shaping understandings and recollections of intimate experiences. We also consider the manifest ways that WoW's software features support and encourage these characteristics.
Papers/Notes : HCI For All --- 04/13/10 04:30:00 PM
Feminist HCI: Taking Stock and Outlining an Agenda for Design Best paper winner best paper winner
Shaowen Bardzell Indiana University
Abstract » Feminism is a natural ally to interaction design, due to its central commitments to issues such as agency, fulfillment, identity, equity, empowerment, and social justice. In this paper, I summarize the state of the art of feminism in HCI and propose ways to build on existing successes to more robustly integrate feminism into interaction design research and practice. I explore the productive role of feminism in analogous fields, such as industrial design, architecture, and game design. I introduce examples of feminist interaction design already in the field. Finally, I propose a set of femi-nist interaction design qualities intended to support design and evaluation processes directly as they unfold.
Jeffrey Bardzell
Indiana University
(1)
Papers/Notes : Games and Players --- 04/12/10 02:30:00 PM
The Rogue in the Lovely Black Dress: Intimacy in World of Warcraft
Abstract » In this paper we present a critical analysis of player accounts of intimacy and intimate experiences in the massively multiplayer online role-playing game World of Warcraft (WoW). Our analysis explores four characteristics that players articulated about their virtual intimate experiences: the permeability of intimacy across virtual and real worlds, the mundane as the origin of intimacy, the significance of reciprocity and exchange, and the formative role of temporality in shaping understandings and recollections of intimate experiences. We also consider the manifest ways that WoW's software features support and encourage these characteristics.
Louise Barkhuus
University of California San Diego
(1)
ToCHI : Studying and Prototyping --- 04/12/10 04:30:00 PM
Unpacking the television: User practices around a changing technology
Abstract » This paper investigates the changing television watching practices amongst early adopters of PVRs and Internet downloading of video. Through in-depth interviews with 21 video enthusiasts, we describe how television watching change when decoupled from broadcast TV schedules. TV watching becomes more active as programs are gathered from schedules, played from a stored collection and fast forwarded. Download users exploit the internet to view shows and movies not broadcast, yet this watching is not fundamentally different from recording shows using a PVR, since both involve selection of shows from a limited range and a wait before the shows can be watched.
Louise Barkhuus
University of California, San Diego
(1)
Papers/Notes : Organizations and Communities --- 04/12/10 11:30:00 AM
Student Socialization in the Age of Facebook
Abstract » Most research regarding online social networks such as Facebook, MySpace, Linked-In and Friendster has looked at these networks in terms of activity within the online network, such as profile management and friending behavior. In this paper we are instead focusing on offline socializing structures around an online social network (exemplified by Facebook) and how this can facilitate in-person social life for students. Because students lead nomadic lives, they find Facebook a particularly useful tool for initiating and managing social gatherings, and as they adopt mobile technologies that can access online social networks, their ad-hoc social life is further enabled. We conclude that online social networks are a powerful tool for encouraging peripheral friendships, important in particular to students. We emphasize that the use of online social networks must be viewed from a perspective of use that involves both mobile and stationary platforms and that it is important to relate online and offline social practices.
Jeremy T. Barksdale
Virginia Tech
(1)
Papers/Notes : Usability Methods and New Domains --- 04/15/10 09:00:00 AM
Concept Mapping in Agile Usability: A Case Study
Abstract » In this paper we report on the experience of using our concept mapping approach on an agile software project to assess its fitness. Participants used our novel concept mapping approach over a four week period during the development of a software tool for a local nonprofit agency. Results indicate that our concept mapping approach has value as a visual tool in agile usability environments.
Will Barley
Northwestern University
(1)
Papers/Notes : Driving, Interrupted --- 04/13/10 04:30:00 PM
Where Should I Turn? Moving from Individual to Collaborative Navigation Strategies to Inform the Interaction Design of Future Navigation Systems
Abstract » The design of in-vehicle navigation systems fails to take into account the social nature of driving and automobile navigation. In this paper, we consider navigation as a social activity among drivers and navigators to improve design of such systems. We explore the implications of moving from a map-centered, individually-focused design paradigm to one based upon collaborative human interaction during the navigation task. We conducted a qualitative interaction design study of navigation among three types of teams: parents and their teenage children, couples, and unacquainted individuals. We found that collaboration varied among these different teams, and was influenced by social role, as well as the task role of driver or navigator. We also found that patterns of prompts, maneuvers, and confirmations varied among the three teams. We identify overarching practices that differ greatly from the literature on individual navigation. From these discoveries, we present design implications that can be used to inform future navigation systems.
Carol M. Barnum
Southern Polytechnic State University
(1)
Papers/Notes : Finding Your Mojo and Doing Some Good --- 04/15/10 11:30:00 AM
More than a Feeling: Understanding the Desirability Factor in User Experience
Abstract » Interest in understanding the “desirability” factor in user experience continues to grow while the use of post-test questionnaires to measure desirability continues to be problematic. Microsoft created a toolkit to address desirability in studies, and their use of the product reaction cards from that kit was presented at conferences in 2002 and 2004. Since then, however, little has been published about how others have used the cards to measure desirability. We began using the product reaction cards in 2006, and we report on the results in case studies from the past several years. We find that the cards prompt users to tell a rich and revealing story of their experience. Triangulating these findings with post-test questionnaire data and direct observation strengthens the understanding of the desirability factor.
Christoph Bartneck
Eindhoven University of Technology
(1) Best paper nominee
Papers/Notes : Classroom Technologies --- 04/14/10 11:30:00 AM
Expressive robots in education Best paper nominee
Abstract » Teaching is inherently a social interaction between teacher and student. Despite this knowledge, many educational tools, such as vocabulary training programs, still model the interaction in a tutoring scenario as unidirectional knowledge transfer rather than a social dialog. Therefore, ongoing research aims to develop virtual agents as more appropriate media in education. Virtual agents can induce the perception of a life-like social interaction partner that communicates through natural modalities such as speech, gestures and emotional expressions. This effect can be additionally enhanced with a physical robotic embodiment. This paper presents the development of social supportive behaviors for a robotic tutor to be used in a language learning application. The effect of these behaviors on the learning performance of students was evaluated. The results support that employing social supportive behavior increases learning efficiency of students.
Scott Bateman
University of Saskatchewan
(1) Best paper winner best paper winner
Papers/Notes : Graphs --- 04/15/10 02:30:00 PM
Useful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of Charts Best paper winner best paper winner
Abstract » Guidelines for designing information charts (such as bar charts) often state that the presentation should reduce or remove ‘chart junk' - visual embellishments that are not essential to understanding the data. In contrast, some popular chart designers wrap the presented data in detailed and elaborate imagery, raising the questions of whether this imagery is really as detrimental to understanding as has been proposed, and whether the visual embellishment may have other benefits. To investigate these issues, we conducted an experiment that compared embellished charts with plain ones, and measured both interpretation accuracy and long-term recall. We found that people's accuracy in describing the embellished charts was no worse than for plain charts, and that their recall after a two-to-three-week gap was significantly better. Although we are cautious about recommending that all charts be produced in this style, our results question some of the premises of the minimalist approach to chart design.
Olivier Bau
Universite Paris-Sud, INRIA
(1)
Papers/Notes : Gesturing and Drawing --- 04/13/10 11:30:00 AM
Scale Detection for a priori Gesture Recognition
Abstract » Gesture-based interfaces provide expert users with an efficient form of interaction but they require a learning effort for novice users. To address this problem, some on-line guiding techniques display all available gestures in response to partial input. However, partial input recognition algorithms are scale dependent while most gesture recognizers support scale independence (i.e., the same shape at different scales actually invokes the same command). We propose an algorithm for estimating the scale of any partial input in the context of a gesture recognition system and illustrate how it can be used to improve users' experience with gesture-based systems.
Patrick Baudisch
Hasso Plattner Institute
(3) Best paper winner best paper winner
Papers/Notes : Tangible UI --- 04/13/10 02:30:00 PM
Lumino: tangible blocks for tabletop computers based on glass fiber bundles Best paper winner best paper winner
Abstract » Tabletop computers based on diffuse illumination can track fiducial markers placed on the table's surface. In this paper, we demonstrate how to do the same with objects arranged in a three-dimensional structure without modifying the table. We present lumino, a system of building blocks. In addition to a marker, each block contains a glass fiber bundle. The bundle optically guides the light reflected off markers in the higher levels down to the table surface, where the table's built-in camera reads it. While guiding marker images down, the bundle optically scales and rearranges them. It thereby fits the images of an entire vertical arrangement of markers into the horizontal space usually occupied by a single 2D marker. We present three classes of blocks and matching marker designs, each of which is optimized for different requirements. We show three demo applications. One of them is a construction kit that logs and critiques constructions. The presented blocks are unpowered and maintenance-free, keeping larger numbers of blocks manageable.
Papers/Notes : Public Displays --- 04/15/10 09:00:00 AM
Touch Projector: Mobile Interaction through Video
Abstract » In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.
Papers/Notes : Speech and Touch --- 04/12/10 04:30:00 PM
The Generalized Perceived Input Point Model and How to Double Touch Accuracy by Extracting Fingerprints
Abstract » It is generally assumed that touch input cannot be accurate because of the fat finger problem, i.e., the softness of the fingertip combined with the occlusion of the target by the finger. In this paper, we show that this is not the case. We base our argument on a new model of touch inaccuracy. Our model is not based on the fat finger problem, but on the perceived input point model. In its published form, this model states that touch screens report touch location at an offset from the intended target. We generalize this model so that it represents offsets for individual finger postures and users. We thereby switch from the traditional 2D model of touch to a model that considers touch a phenomenon in 3-space. We report a user study, in which the generalized model explained 67% of the touch inaccuracy that was previously attributed to the fat finger problem. In the second half of this paper, we present two devices that exploit the new model in order to improve touch accuracy. Both model touch on per-posture and per-user basis in order to increase accuracy by applying respective offsets. Our RidgePad prototype extracts posture and user ID from the user's fingerprint during each touch interaction. In a user study, it achieved 1.8 times higher accuracy than a simulated capacitive baseline condition. A prototype based on optical tracking achieved even 3.3 times higher accuracy. The increase in accuracy can be used to make touch interfaces more reliable, to pack up to 3.3^2 > 10 times more controls into the same surface, or to bring touch input to very small mobile devices.
Lujo Bauer
Carnegie Mellon University
(1)
Papers/Notes : At Home With Computing --- 04/13/10 09:00:00 AM
Access Control for Home Data Sharing: Attitudes, Needs and Practices
Abstract » As digital content becomes more prevalent in the home, non-technical users are increasingly interested in sharing that content with others and accessing it from multiple devices. Not much is known about how these users think about controlling access to this data. To better understand this, we conducted semi-structured, in-situ interviews with 33 users in 15 households. We found that users create ad-hoc access-control mechanisms that do not always work; that their ideal policies are complex and multi-dimensional; that a priori policy specification is often insufficient; and that people's mental models of access control and security are often misaligned with current systems. We detail these findings and present a set of associated guidelines for designing usable access-control systems for the home environment.
Hannes Baumann
TZI, Universität Bremen
(1)
Papers/Notes : Interactions in the World --- 04/14/10 11:30:00 AM
An Empirical Task Analysis of Warehouse Order Picking Using Head-Mounted Displays
Abstract » Evaluations of task guidance systems often focus on evaluations of new technologies rather than comparing the nuances of interaction across the various systems. One common domain for task guidance systems is warehouse order picking. We present a method involving an easily reproducible ecologically motivated order picking environment for quantitative user studies designed to reveal differences in interactions. Using this environment, we perform a 12 participant within-subjects experiment demonstrating the advantages of a head-mounted display based picking chart over a traditional text-based pick list, a paper-based graphical pick chart, and a mobile pick-by-voice system. The test environment proved sufficiently sensitive, showing statistically significant results along several metrics with the head-mounted display system performing the best. We also provide a detailed analysis of the strategies adopted by our participants.
Eric P. S. Baumer
University of California, Irvine
(1)
Papers/Notes : Expressing and Understanding Opinions in Social Media --- 04/14/10 09:00:00 AM
'America Is Like Metamucil': Fostering Critical and Creative Thinking about Metaphor in Political Blogs
Abstract » Blogs are becoming an increasingly important medium—socially, academically, and politically. Much research has involved analyzing blogs, but less work has considered how such analytic techniques might be incorporated into tools for blog readers. A new tool, metaViz, analyzes political blogs for potential conceptual metaphors and presents them to blog readers. This paper presents a study exploring the types of critical and creative thinking fostered by metaViz as evidenced by user comments and discussion on the system. These results indicate the effectiveness of various system features at fostering critical thinking and creativity, specifically in terms of deep, structural reasoning about metaphors and creatively extending existing metaphors. Furthermore, the results carry broader implications beyond blogs and politics about exploring alternate configurations between computation and human thought.
Dominikus Baur
University of Munich
(1)
Papers/Notes : Public Displays --- 04/15/10 09:00:00 AM
Touch Projector: Mobile Interaction through Video
Abstract » In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.
Bobby Beaton
Virginia Tech
(1)
Papers/Notes : Bang a Table --- 04/14/10 09:00:00 AM
Digital Drumming: A Study of Co-located, Highly Coordinated, Dyadic Collaboration
Abstract » Collaborative drumming is a creative human activity that requires a high degree of coordination among the participants. In this study, inexperienced drummer and experienced drummer participants were paired with a computer or experienced human drummer counterpart and given the task of producing musical rhythms on the fly. We found differing patterns of music production across the computer and human conditions. Participants intentionally and unintentionally assumed leadership roles depending on the dyad dynamic. Also noted were differences in the needs of inexperienced and experienced participants for visual and verbal cues for coordination. In our study, participants did not treat computers as other humans, but seemed to engage a more complex evaluation of the situation. This study contributes to the growing body of knowledge on how people respond to and interact with technology to accomplish complex, collaborative tasks.
Torsten Becker
Hasso Plattner Institute
(1) Best paper winner best paper winner
Papers/Notes : Tangible UI --- 04/13/10 02:30:00 PM
Lumino: tangible blocks for tabletop computers based on glass fiber bundles Best paper winner best paper winner
Abstract » Tabletop computers based on diffuse illumination can track fiducial markers placed on the table's surface. In this paper, we demonstrate how to do the same with objects arranged in a three-dimensional structure without modifying the table. We present lumino, a system of building blocks. In addition to a marker, each block contains a glass fiber bundle. The bundle optically guides the light reflected off markers in the higher levels down to the table surface, where the table's built-in camera reads it. While guiding marker images down, the bundle optically scales and rearranges them. It thereby fits the images of an entire vertical arrangement of markers into the horizontal space usually occupied by a single 2D marker. We present three classes of blocks and matching marker designs, each of which is optimized for different requirements. We show three demo applications. One of them is a construction kit that logs and critiques constructions. The presented blocks are unpowered and maintenance-free, keeping larger numbers of blocks manageable.
Richard Beckwith
intel labs
(1)
Panel : Making Food, Producing Sustainability --- 04/14/10 11:30:00 AM
Making Food, Producing Sustainability
Abstract » Many contemporary approaches to environmental sustainability focus on the end-consumer. In this panel, we explore lessons from small food producers for future development of HCI as an agency of sustainable ways of being. We argue that attention to the relationship small producers have to the environment and their experiences of interrelations between environmental, economic, and social sustainability suggest new foundational issues for sustainable HCI research.
Bo Begole
Palo Alto Research Center (PARC)
(1)
Papers/Notes : Going to the Mall: Shopping and Product Design --- 04/15/10 02:30:00 PM
Countertop Responsive Mirror: Supporting Physical Retail Shopping for Sellers, Buyers and Companions
Abstract » We examine opportunities for ubiquitous technologies in retail shopping, jewelry shopping in this case, to supplement the unique information needs inherent to physical trials of tactile products. We describe an iterative design approach to develop a mirror system that records and matches images across jewelry trials called the Countertop Responsive Mirror. The key technological distinction of our system from prior technologies is the use of “matched access,” which automatically retrieves images that match a scene shown in separately accessed images. This not only helps shoppers compare jewelry but also promotes interactions among all parties during shopping. We report qualitative findings from multiple field trials of the system. This paper contributes to a body of research on the design and introduction of new technologies into retail shopping that provide value to all users without disruption to their normative practices and behaviors.
Rachel Bellamy
IBM Research
(1)
Papers/Notes : Exploratory Search --- 04/12/10 11:30:00 AM
Reactive Information Foraging for Evolving Goals
Abstract » Information foraging models have predicted the navigation paths of people browsing the web and (more recently) of programmers while debugging, but these models do not explicitly model users' goals evolving over time. We present a new information foraging model called PFIS2 that does model information seeking with potentially evolving goals. We then evaluated variants of this model in a field study that analyzed programmers' daily navigations over a seven-month period. Our results were that PFIS2 predicted users' navigation remarkably well, even though the goals of navigation, and even the information landscape itself, were changing markedly during the pursuit of information.
Saraswathi Bellur
Penn State University
(1)
Papers/Notes : Perspectives on Design --- 04/15/10 09:00:00 AM
Designing Interactivity in Media Interfaces: A Communications Perspective
Abstract » Interactivity has become ubiquitous in the digital media landscape. Numerous interactive tools are designed, tested, deployed and evaluated. Yet, we do not have generalizable knowledge about the larger concept of interactivity and its psychological impact on user experience. As a first step toward a theory of interface interactivity, this paper identifies three species of interactivity corresponding to three central elements of communication - source, medium, and message. Interactivity situated in any of these three loci of communication can provide cues and affordances that operate either individually or together to capture users' attention and determine the nature and depth of their processing of online content as well as contribute to their perceptions, attitudes and behavioral intentions. This paper discusses psychological mechanisms by which the three classes of interactivity tools affect users, with the specific purpose of drawing out design implications and outlining UI challenges for strategic development of interactive interfaces.
Steve Benford
University of Nottingham
(2)
ToCHI : Activities, Access Control & Networking --- 04/14/10 04:30:00 PM
The Ins and Outs of Home Networking: The Case for Useful and Usable Domestic Networking
Abstract » Home networks are increasingly being adopted as a solution to technical complexity in the home: multiple computers, devices, and users are driving the demand. Current network solutions are derived from the world of work and provide poor support for the needs of the home. We present the key findings to emerge from qualitative studies of home networks in the UK and US. The studies reveal two key kinds of work that effective home networking relies upon: one, the technical work of setting up and maintaining the home network, and the other, the collaborative and socially organized work of the home in which the network is embedded and supports. The two are thoroughly intertwined and rely upon one another for their realization, yet neither is adequately supported by current networking technologies and applications. Explication of the ‘work to make the home network work’ opens up the design space for the continued integration of the home network in domestic life and elaboration of future support. Key issues for development include the development of networking facilities that do not require advanced networking knowledge, that are flexible and support the local social order of the home and the evolution of its routines, and which ultimately make the home network visible and accountable to household members.
Papers/Notes : Performance, Stagecraft, and Magic --- 04/12/10 04:30:00 PM
Deception and Magic in Collaborative Interaction
Abstract » We explore the ways in which interfaces can be designed to deceive users so as to create the illusion of magic. We present a study of an experimental performance in which a magician used a computer vision system to conduct a series of illusions based on the well-known ‘three cups' magic trick. We explain our findings in terms of the two broad strategies of misdirecting attention and setting false expectations, articulating specific tactics that were employed in each case. We draw on existing theories of collaborative and spectator interfaces, ambiguity and interpretation, and trajectories through experiences to explain our findings in broader HCI terms. We also extend and integrate current theory to provide refined sensitising concepts for analysing deceptive interactions.
Hrvoje Benko
Microsoft Research
(1)
alt.chi : I Need Your Input --- 04/14/10 11:30:00 AM
Manual Deskterity : An Exploration of Simultaneous Pen + Touch Direct Input
Abstract » Manual Deskterity is a prototype digital drafting table that supports both pen and touch input. We explore a division of labor between pen and touch that flows from natural human skill and differentiation of roles of the hands. We also explore the simultaneous use of pen and touch to support novel compound gestures. We advocate a division of labor between pen and touch: the pen writes, touch manipulates, and the combination of pen+touch yields new tools. This articulates how our system interprets unimodal pen, unimodal touch, and multimodal pen + touch inputs, respectively. We contribute novel pen + touch gestures, while also raising, by way of examples, design questions that probe how the roles of pen and touch should be differentiated (or not) in UI design.
Frank Bentley
Motorola Applied Research
(1)
Papers/Notes : On the Phone --- 04/14/10 04:30:00 PM
Contacts 3.0: Bringing together research and design teams to reinvent the phonebook
Abstract » We present a narrative of the design of Contacts 3.0, a service and updated phonebook application on a mobile device that combines on-device communication with communication from online social networks to create a central hub for communication on the device. We discuss how research and design teams worked together to create design assets, technical architectures, and business cases around this concept.
Joanna Bergstrom-Lehtovirta
Helsinki Institute for Information Technology HIIT
(1)
Papers/Notes : Humans and Sociability --- 04/14/10 09:00:00 AM
A Simple Index for Multimodal Flexibility
Abstract » Most interactive tasks engage more than one of the user's exteroceptive senses and are therefore multimodal. In real world situations with multitasking and distractions, the key aspect of multimodality is not which modalities can be allocated to the interactive task but which are free to be allocated to something else. We present the multimodal flexibility index (MFI), calculated from changes in users' performance induced by blocking of sensory modalities. A high score indicates that the highest level of performance is achievable regardless of the modalities available and, conversely, a low score that performance will be severely hampered unless all modalities are allocated to the task. Various derivatives describe unimodal and bimodal effects. Results from a case study (mobile text entry) illustrate how an interface that is superior to others in absolute terms is the worst from the multimodal flexibility perspective. We discuss the suitability of MFI for evaluation of interactive prototypes.
Shlomo Berkovsky
CSIRO
(1)
Papers/Notes : Games and Players --- 04/12/10 02:30:00 PM
Physical Activity Motivating Games: Virtual Rewards for Real Activity
Abstract » Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. We present a novel approach aimed at combating this problem in the context of computer games. Rather than explicitly changing the amount of physical and sedentary activity a person sets out to perform, we propose a new game design that leverages user engagement to generate out of game motivation to perform physical activity while playing. In our design, players gain virtual game rewards in return for real physical activity performed. Here we present and evaluate an application of our design to the game Neverball. We adapted Neverball by reducing the time allocated to accomplish the game tasks and motivated players to perform physical activity by offering time based rewards. An empirical evaluation involving 180 participants shows that the participants performed more physical activity, decreased the amount of sedentary playing time, and did not report a decrease in perceived enjoyment of playing the activity motivating version of Neverball.
Michael S. Bernstein
MIT CSAIL
(1)
Papers/Notes : Sharing Content and Searches --- 04/13/10 11:30:00 AM
Enhancing Directed Content Sharing on the Web
Abstract » To find interesting, personally relevant web content, people rely on friends and colleagues to pass links along as they encounter them. In this paper, we study and augment link-sharing via e-mail, the most popular means of sharing web content today. Armed with survey data indicating that active sharers of novel web content are often those that actively seek it out, we developed FeedMe, a plug-in for Google Reader that makes directed sharing of content a more salient part of the user experience. FeedMe recommends friends who may be interested in seeing content that the user is viewing, provides information on what the recipient has seen and how many emails they have received recently, and gives recipients the opportunity to provide lightweight feedback when they appreciate shared content. FeedMe introduces a novel design space within mixed-initiative social recommenders: friends who know the user voluntarily vet the material on the user's behalf. We performed a two-week field experiment (N=60) and found that FeedMe made it easier and more enjoyable to share content that recipients appreciated and would not have found otherwise.
Michael Bernstein
Massachusetts Institute of Technology
(1)
Papers/Notes : Understanding Comments --- 04/13/10 02:30:00 PM
Short and Tweet: Experiments on Recommending Content from Information Streams
Abstract » More and more web users keep up with newest information through information streams such as the popular micro-blogging website Twitter. In this paper we studied content recommendation on Twitter to better direct user attention. In a modular approach, we explored three separate dimensions in designing such a recommender: content sources, topic interest models for users, and social voting. We implemented 12 recommendation engines in the design space we formulated, and deployed them to a recommender service on the web to gather feedback from real Twitter users. The best performing algorithm improved the percentage of interesting content to 72% from a baseline of 33%. We conclude this work by discussing the implications of our recommender design and how our design can generalize to other information streams.
Andrew Besmer
University of North Carolina at Charlotte
(1) Best paper nominee
Papers/Notes : Privacy --- 04/14/10 09:00:00 AM
Moving Beyond Untagging: Photo Privacy in a Tagged World Best paper nominee
Abstract » Photo tagging is a popular feature of many social network sites that allows users to annotate uploaded images with those who are in them, explicitly linking the photo to each person's profile. In this paper, we examine privacy concerns and mechanisms surrounding these tagged images. Using a focus group, we explored the needs and concerns of users, resulting in a set of design considerations for tagged photo privacy. We then designed a privacy enhancing mechanism based on our findings, and validated it using a mixed methods approach. Our results identify the social tensions that tagging generates, and the needs of privacy tools to address the social implications of photo privacy management.
Michael L. Best
Sam Nunn School of International Affairs and School of Interactive Computing, Georgia Institute of Technology
(1) Best paper nominee
Papers/Notes : Crisis Informatics --- 04/13/10 02:30:00 PM
MOSES: Exploring New Ground in Media and Post-Conflict Reconciliation Best paper nominee
Abstract » While the history of traditional media in post-conflict peace building efforts is rich and well studied, the potential for interactive new media technologies in this area has gone unexplored. In cooperation with the Truth and Reconciliation Commission of Liberia, we have constructed a novel interactive kiosk system, called MOSES, for use in that country's post-conflict reconciliation effort. The system allows the sharing of video messages between Liberians throughout the country, despite the presence of little or no communications infrastructure. In this paper, we describe the MOSES system, including several innovative design elements. We also present a novel design methodology we employed to manage the various distances between our design team and the intended user group in Liberia. Finally, we report on a qualitative study of the system with 27 participants from throughout Liberia. The study found that participants saw MOSES as giving them a voice and connecting them to other Liberians throughout the country; that the system was broadly usable by low-literate, novice users without human assistance; that the embodied conversational agent used in our design shows considerable promise; that users generally ascribed foreign involvement to the system; and that the system encouraged heavily group-oriented usage.
Anastasia Bezerianos
MAS Laboratory Ecole Centrale
(1)
alt.chi : alt.ernative Methods --- 04/13/10 02:30:00 PM
Hard-To-Use Interfaces Considered Beneficial (Some of the Time)
Abstract » Researchers in HCI share a common understanding that ‘easy-to-use’, ‘easy-to-learn’ and ‘intuitive’ interfaces are beneficial to users. Designing such interfaces raises challenges and often requires multiple iterations. While we are generally prompt to discard more hard-to-use interfaces and smooth out usability issues, we want to raise here the issue of their potential benefits. We de-scribe two cases in which we observed potential bene-fits from introducing barriers for collaborating and communicating with others. We attempt to shed a new light on interfaces with usability “problems” and how these problems may benefit system efficiency and user experience. We end with a discussion of the pros and cons of making systems harder for people to use, and how to integrate this perspective in the design process.
Anastasia Bezerianos
Ecole Centrale Paris
(1)
Papers/Notes : Browsing --- 04/13/10 09:00:00 AM
Using Text Animated Transitions to Support Navigation in Document Histories
Abstract » This article examines the benefits of using text animated transitions for navigating in the revision history of textual documents. We propose an animation technique for smoothly transitioning between different text revisions, then present the Diffamation system. Diffamation supports rapid exploration of revision histories by combining text animated transitions with simple navigation and visualization tools. We finally describe a user study showing that smooth text animation allows users to track changes in the evolution of textual documents more effectively than flipping pages.
Dipak Bhandari
CSIRO
(1)
Papers/Notes : Games and Players --- 04/12/10 02:30:00 PM
Physical Activity Motivating Games: Virtual Rewards for Real Activity
Abstract » Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. We present a novel approach aimed at combating this problem in the context of computer games. Rather than explicitly changing the amount of physical and sedentary activity a person sets out to perform, we propose a new game design that leverages user engagement to generate out of game motivation to perform physical activity while playing. In our design, players gain virtual game rewards in return for real physical activity performed. Here we present and evaluate an application of our design to the game Neverball. We adapted Neverball by reducing the time allocated to accomplish the game tasks and motivated players to perform physical activity by offering time based rewards. An empirical evaluation involving 180 participants shows that the participants performed more physical activity, decreased the amount of sedentary playing time, and did not report a decrease in perceived enjoyment of playing the activity motivating version of Neverball.
Nina Bhatti
Hewlett Packard Laboratories
(1)
Papers/Notes : Going to the Mall: Shopping and Product Design --- 04/15/10 02:30:00 PM
Snap and Match: A Case Study of Virtual Cosmetics Color Consultation
Abstract » In this paper we describe an imaging based virtual color consultation system that automatically recommends cosmetics appropriate for users’ skin tone based on user’s photograph. This system is intended for commercial use to address the problem of color selection of cosmetic foundation. Based on surveys and semi-structured interviews we have verified that visual selection of color foundation cosmetics by consumers is error prone, and the results of our study indicate that both mobile and kiosk touch points are essential to cover the entire target population (women of all ages) since we identified technical vs. social comfort, accuracy vs. convenience and social vs. individual parameters that play a huge role in the usage and adoption of such personal services for women.
Xiaojun Bi
University of Toronto IBM Research - Almaden
(1)
Papers/Notes : Interfaces and Visualization --- 04/12/10 02:30:00 PM
Quasi-Qwerty Soft Keyboard Optimization
Abstract » It has been well understood that optimized soft keyboard layouts improve motor movement efficiency over the standard Qwerty layouts, but have the drawback of long initial visual search time for novice users. To ease the initial searching time on optimized soft keyboards, we explored “Quasi-Qwerty optimization” so that the resulting layouts are close to Qwerty. Our results show that a middle ground between the optimized but new, and the familiar but inefficient (Qwerty) does exist. We show that by allowing letters to move at most one step (key) away from their original positions on Qwerty in an optimization process, one can achieve about half of what free optimization could gain in movement efficiency. An experiment shows that due to users' familiarity with Qwerty, a layout with quasi Qwerty optimization could significantly reduce novice users' visual search time to between those of Qwerty and a freely optimized layout. The results in this work provide designers with a new quantitative understanding of the soft keyboard design space.
Xiaojun Bi
University of Toronto
(1)
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Effects of Interior Bezels of Tiled-Monitor Large Displays on Visual Search, Tunnel Steering, and Target Selection
Abstract » Tiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how interior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them.
Eric Sheng Bi
The Information School, University of Washington
(1)
alt.chi : I Need Your Input --- 04/14/10 11:30:00 AM
Planz to put our digital information in its place
Abstract » Planz provides a single, integrative document-like overlay to a folder hierarchy through a dynamic, on-demand assembly of XML fragments. This overlay provides a context in which to create or reference not only files but also email messages and web pages. This paper describes an evaluation of Planz over a period of several days during which participants compared their experiences on two projects – one involving “status quo” methods, a second project involving Planz.
Andrea Bianchi
Korean Advanced Institute of Science and Technology
(1)
Papers/Notes : Input, Security, and Privacy Policies --- 04/13/10 02:30:00 PM
The Secure Haptic Keypad: A Tactile Password System
Abstract » Authentication in public spaces poses significant security risks. Most significantly, passwords can be stolen, potentially leading to fraud. A common method to steal a PIN is through an observation attack, either using a camera or through direct observation (e.g. shoulder-surfing). This paper addresses this problem by presenting the design and implementation of a novel input keypad which uses tactile cues as means to compose a password. In this system, passwords are encoded as a sequence of randomized vibration patterns, making it visually impossible for an observer to detect which items are selected. An evaluation of this system shows it outperforms previous interfaces which have used tactile feedback to obfuscate passwords.
Robert Biddle
Carleton University
(1)
Papers/Notes : Input, Security, and Privacy Policies --- 04/13/10 02:30:00 PM
Shoulder-Surfing Resistance with Eye-Gaze Entry in Click-Based Graphical Passwords
Abstract » We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help users remember multiple distinct passwords. Our 45-participant lab study is the first evaluation of gaze-based password entry via user-selected points on images. CGP's usability is potentially acceptable, warranting further refinement and study.
Nicola J Bidwell
UCT Centre in ICT4D & James Cook University
(1)
Papers/Notes : Storytelling --- 04/14/10 09:00:00 AM
Designing with Mobile Digital Storytelling in Rural Africa
Abstract » We reflect on activities to design a mobile application to enable rural people in South Africa's Eastern Cape to record and share their stories, which have implications for ‘cross-cultural design,' and the wider use of stories in design. We based our initial concept for generating stories with audio and photos on cell-phones on a scenario informed by abstracting from digital storytelling projects globally and our personal experience. But insights from ethnography, and technology experiments involving storytelling, in a rural village led us to query our grounding assumptions and usability criteria. So, we implemented a method using cell-phones to localise storytelling, involve rural users and probe ways to incorporate visual and audio media. Products from this method helped us to generate design ideas for our current prototype which offers great flexibility. Thus we present a new way to depict stories digitally and a process for improving such software.
Jacob Biehl
FX Palo Alto Laboratory, Inc.
(1)
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Let's go from the whiteboard: Supporting transitions in work through whiteboard capture and reuse
Abstract » The use of whiteboards is pervasive across a wide range of work domains. But some of the qualities that make them successful—an intuitive interface, physical working space, and easy erasure—inherently make them poor tools for archival and reuse. If whiteboard content could be made available in times and spaces beyond those supported by the whiteboard alone, how might it be appropriated? We explore this question via ReBoard, a system that automatically captures whiteboard images and makes them accessible through a novel set of user-centered access tools. Through the lens of a seven week workplace field study, we found that by enabling new workflows, ReBoard increased the value of whiteboard content for collaboration.
Jake T. Biehl
FXPAL
(1)
Papers/Notes : User Characteristics and Large-Scale Tracking --- 04/13/10 09:00:00 AM
Exploring the Workplace Communication Ecology
Abstract » The modern workplace is inherently collaborative, and this collaboration relies on effective communication among co-workers. Many communication tools - email, blogs, wikis, Twitter, etc. - have become increasingly available and accepted in workplace communications. In this paper, we report on a study of communications technologies used over a one year period in a small US corporation. We found that participants used a large number of communication tools for different purposes, and that the introduction of new tools did not impact significantly the use of previously-adopted technologies. Further, we identified distinct classes of users based on patterns of tool use. This work has implications for the design of technology in the evolving ecology of communication tools.
Jeffrey P. Bigham
University of Rochester
(1)
Papers/Notes : Sharing in Specific Communities --- 04/14/10 04:30:00 PM
ASL-STEM Forum: Enabling Sign Language to Grow Through Online Collaboration
Abstract » American Sign Language (ASL) currently lacks agreed-upon signs for complex terms in scientific fields, causing deaf students to miss or misunderstand course material. Furthermore, the same term or concept may have multiple signs, resulting in inconsistent standards and strained collaboration. The ASL-STEM Forum is an online, collaborative, video forum for sharing ASL signs and discussing them. An initial user study of the Forum has shown its viability and revealed lessons in accommodating varying user types, from lurkers to advanced contributors, until critical mass is achieved.
Matt Billings
University of Bath
(1)
Papers/Notes : Expressing and Understanding Opinions in Social Media --- 04/14/10 09:00:00 AM
Understanding Dispute Resolution Online: Using Text to Reflect Personal and Substantive Issues in Conflict
Abstract » Conflict is a natural part of human communication with implications for the work and well-being of a community. It can cause projects to stall or fail. Alternatively new insights can be produced that are valuable to the community, and membership can be strengthened. We describe how Wikipedia mediators create and maintain a ‘safe space'. They help conflicting parties to express, recognize and respond positively to their personal and substantive differences. We show how the ‘mutability' of wiki text can be used productively by mediators: to legitimize and restructure the personal and substantive issues under dispute; to actively and visibly differentiate personal from substantive elements in the dispute, and to maintain asynchronous engagement by adjusting expectations of timeliness. We argue that online conflicts could be effectively conciliated in other text-based web communities, provided power differences can be controlled, by policies and technical measures for maintaining special ‘safe' conflict resolution spaces.
Dorrit Billman
NASA Ames Research Center San Jose State University
(1)
Papers/Notes : Software and Methods --- 04/13/10 02:30:00 PM
Needs Analysis: The Case of Flexible Constraints and Mutable Boundaries
Abstract » Needs analysis is a prerequisite to effective design, but typically is difficult and time consuming. We applied and extended our methods and tools for needs analysis in a case study helping a mission control group for the International Space Station. This domain illustrates the challenges of information-system domains that lack rigid, immutable, physical constraints and boundaries. We report on the successes & challenges of our approach and characterize the types of situations where it should prove useful.
Jeremy Birnholtz
Cornell University, University of Toronto
(1)
Papers/Notes : Privacy Awareness and Attitudes --- 04/12/10 11:30:00 AM
Independence and Interaction: Understanding Seniors' Privacy and Awareness Needs For Aging in Place
Abstract » As America's baby boom population gets older, aging in place — the idea that seniors can remain independent in a comfortable home environment while being monitored and receiving care from family and caregivers living elsewhere — has received significant attention. Fostering a sense of independence while simultaneously enabling monitoring and frequent interaction can seem paradoxical, however. This raises questions of how we can design technologies that help seniors retain their independence and a sense of comfort, while still interacting with and being monitored regularly by others. We present results from an interview study of 30 seniors, caregivers and relatives in which we sought to understand how they managed their interactions, availability, privacy and independence. Results suggest that they rely on attributes of the physical environment, temporal structures such as routine conversations and activities, and technological mediation.
Ephrat Bitton
University of California, Berkeley
(1)
Papers/Notes : Understanding Comments --- 04/13/10 02:30:00 PM
Opinion Space: A Scalable Tool for Browsing Online Comments
Abstract » Internet users are increasingly inclined to contribute comments to online news articles, videos, product reviews, and blogs. The most common interface for comments is a list, sorted by time of entry or by binary ratings. It is widely recognized that such lists do not scale well and can lead to “cyberpolarization,” which serves to reinforce extreme opinions. We present Opinion Space: a new online interface incorporating ideas from deliberative polling, dimensionality reduction, and collaborative filtering that allows participants to visualize and navigate through a diversity of comments. This self-organizing system automatically highlights the comments found most insightful by users from a range of perspectives. We report results of a controlled user study. When Opinion Space was compared with a chronological List interface, participants read a similar diversity of comments. However, they were significantly more engaged with the system, and they had significantly higher agreement with and respect for the comments they read.
Eli Blevis
Indiana University–Bloomington
(1)
Panel : Making Food, Producing Sustainability --- 04/14/10 11:30:00 AM
Making Food, Producing Sustainability
Abstract » Many contemporary approaches to environmental sustainability focus on the end-consumer. In this panel, we explore lessons from small food producers for future development of HCI as an agency of sustainable ways of being. We argue that attention to the relationship small producers have to the environment and their experiences of interrelations between environmental, economic, and social sustainability suggest new foundational issues for sustainable HCI research.
Florian Block
Lancaster University, Computing Department
(1)
Papers/Notes : Tangible UI --- 04/13/10 02:30:00 PM
Touch-Display Keyboards: Transforming Keyboards into Interactive Surfaces
Abstract » In spite of many advances in GUI workstations, the keyboard has remained limited to text entry and basic command invocation. In this work, we introduce the Touch-Display Keyboard (TDK), a novel keyboard that combines the physical-ergonomic qualities of the conventional keyboard with dynamic display and touch-sensing embedded in each key. The TDK effectively transforms the keyboard into an interactive surface that is seamlessly integrated with the interaction space of GUIs, extending graphical output, mouse interaction and three-state input to the keyboard. This gives rise to an entirely new design space of interaction across keyboard, mouse and screen, for which we provide a first systematic analysis in this paper. We illustrate the emerging design opportunities with a host of novel interaction concepts and techniques, and show how these contribute to expressiveness of GUIs, exploration and learning of keyboard interfaces, and interface customization across graphics display and physical keyboard.
Jan Blom
Nokia Research Center, Lausanne
(1) Best paper nominee
Papers/Notes : Death and Fear --- 04/14/10 02:30:00 PM
Fear and the City - Role of Mobile Services in Harnessing Safety and Security in Urban Use Contexts Best paper nominee
Abstract » This paper describes investigation of a mobile communication system that helps alleviate fear experienced in the urban context. In order to obtain empirically grounded insights for the concept design, urban females in their twenties and thirties and living in Bangalore, New Delhi and San Francisco, were studied. More than 200 females filled in an online survey. Extensive qualitative data for 13 participants were collected through week long diaries, semi-structured interviews, and situated participative enactment of scenarios [1]. Fear-related concerns were voiced both in India and the U.S., suggesting that reducing fear, particularly in a pedestrian context after the onset of darkness, could be a globally applicable need. User research findings into subjective experiences of fear, contexts in which they occur, and behavioral strategies were used to design a mobile service titled ComfortZones. This concept was developed to the level of a high fidelity prototype and tested in a field trial in India. The investigation highlights further opportunities for design, particularly the notion of emphasizing positive and socially successful qualities of cities to communities concerned with their safety and security.
Sara Bly
Sara Bly Consulting
(1)
Papers/Notes : Avatars and Virtual Environments --- 04/13/10 02:30:00 PM
Embodied Social Proxy: Mediating Interpersonal Connection in Hub-and-Satellite Teams
Abstract » Current business conditions have given rise to distributed teams that are mostly collocated except for one remote member. These “hub-and-satellite” teams face the challenge of the satellite colleague being out-of-sight and out-of-mind. We developed a telepresence device, called an Embodied Social Proxy (ESP), which represents the satellite coworker 24x7. Beyond using ESPs in our own group, we deployed an ESP in four product teams within our company for six weeks. We studied how ESP was used through ethnographic observations, surveys, and usage log data. ESP not only increased the satellite worker's ability to fully participate in meetings, it also increased the hub's attention and affinity towards the satellite. The continuous physical presence of ESP in each team improved the interpersonal social connections between hub and satellite colleagues.
Mark Blythe
University of York
(1) Best paper nominee
Papers/Notes : Sharing in Specific Communities --- 04/14/10 04:30:00 PM
The Prayer Companion: Openness and Specificity, Materiality and Spirituality Best paper nominee
Abstract » In this paper we describe the Prayer Companion, a device we developed as a resource for the spiritual activity of a group of cloistered nuns. The device displays a stream of information sourced from RSS news feeds and social networking sites to suggest possible topics for prayers. The nuns have engaged with the device enthusiastically over the first ten months of an ongoing deployment, and, notwithstanding some initial irritation with the balance of content, report that it plays a significant and continuing role in their prayer life. We discuss how we balanced specificity in the design with a degree of openness for interpretation to create a resource that the nuns could both understand and appropriate, describe the importance of materiality to the device's successful adoption, consider its implications as a design for older people, and reflect on the example it provides of how computation may serve spirituality.
Kenneth Bodin
Umeå University
(1)
Papers/Notes : Brains and Brawn --- 04/13/10 11:30:00 AM
Effects of Interactivity and 3D-motion on Mental Rotation Brain Activity in an Immersive Virtual Environment
Abstract » The combination of virtual reality (VR) and brain measurements is a promising development of HCI, but the maturation of this paradigm requires more knowledge about how brain activity is influenced by parameters of VR applications. To this end we investigate the influence of two prominent VR parameters, 3d-motion and interactivity, while brain activity is measured for a mental rotation task, using functional MRI (fMRI). A mental rotation network of brain areas is identified, matching previous results. The addition of interactivity increases the activation in core areas of this network, with more profound effects in frontal and preparatory motor areas. The increases from 3d-motion are restricted to primarily visual areas. We relate these effects to emerging theories of cognition and potential applications for brain-computer interfaces (BCIs). Our results demonstrate one way to provoke increased activity in task-relevant areas, making it easier to detect and use for adaptation and development of HCI.
Rainer Boehme
International Computer Science Institute Berkeley
(1)
Papers/Notes : 1001 Users --- 04/15/10 11:30:00 AM
Trained to Accept? A Field Experiment on Consent Dialogs
Abstract » A typical consent dialog was shown in 2 x 2 x 3 experimental variations to 80,000 users of an online privacy tool. We find that polite requests and button texts pointing to a voluntary decision decrease the probability of consent---in contrast to findings in social psychology. Our data suggests that subtle positive effects of polite requests indeed exist, but stronger negative effects of heuristic processing dominate the aggregated results. Participants seem to be habituated to coercive interception dialogs---presumably due to ubiquitous EULAs---and blindly accept terms the more their presentation resembles a EULA. Response latency and consultation of online help were taken as indicators to distinguish more systematic from heuristic responses.
Christopher Bogart
Oregon State University
(1)
Papers/Notes : Exploratory Search --- 04/12/10 11:30:00 AM
Reactive Information Foraging for Evolving Goals
Abstract » Information foraging models have predicted the navigation paths of people browsing the web and (more recently) of programmers while debugging, but these models do not explicitly model users' goals evolving over time. We present a new information foraging model called PFIS2 that does model information seeking with potentially evolving goals. We then evaluated variants of this model in a field study that analyzed programmers' daily navigations over a seven-month period. Our results were that PFIS2 predicted users' navigation remarkably well, even though the goals of navigation, and even the information landscape itself, were changing markedly during the pursuit of information.
Scott L. Boggan
Microsoft
(1)
Papers/Notes : Software Understanding and Maintenance --- 04/15/10 11:30:00 AM
“Fit and Finish” Using a Bug Tracking System – Challenges and Recommendations
Yossi Avnon Microsoft,
Scott L. Boggan Microsoft
Abstract » This article shares practical lessons for using a bug management tool to manage user interface fit and finish process for a software product. It describes common challenges and provides recommendations for processes that will lead to enhanced product quality.
Peter Bogunovich
Drexel University
(1)
Papers/Notes : Multitasking --- 04/12/10 11:30:00 AM
Multitasking and Monotasking: The Effects of Mental Workload on Deferred Task Interruptions
Abstract » Recent research has found that forced interruptions at points of higher mental workload are more disruptive than at points of lower workload. This paper investigates a complementary idea: when users experience deferrable interruptions at points of higher workload, they may tend to defer processing of the interruption until times of lower workload. In an experiment, users performed a mail-browser primary task while being occasionally interrupted by a secondary chat task, evenly distributed between points of higher and lower workload. Analysis showed that 94% of the time, users switched to the interrupting task during periods of lower workload, versus only 6% during periods of higher workload. The results suggest that when interruptions can be deferred, users have a strong tendency to “monotask” until primary-task mental workload has been minimized.
Morten Bohøj
UNIVERSITY OF AARHUS and Alexandra Institute
(1)
Papers/Notes : Organizing and Organizations --- 04/12/10 04:30:00 PM
Timeline Collaboration
Abstract » This paper explores timelines as a web-based tool for collaboration between citizens and municipal caseworkers. The paper takes its outset in a case study of planning and control of parental leave; a process that may involve surprisingly many actors. As part of the case study, a web-based timeline, CaseLine, was designed. This design crosses the boundaries between leisure and work, in ways that are different from what is often seen in current HCI. The timeline has several roles on these boundaries: It is a shared planning and visualization tool that may be used by parents and caseworkers alone or together, it serves as a contract and a sandbox, as a record and a plan, as inspiration for planning and an authoritative road, as a common information space and a fragmented exchange. Serving all these roles does not happen smoothly, and the paper discusses the challenges of such timeline interaction in, and beyond this case.
Susanne Boll
University of Oldenburg
(1)
Papers/Notes : Interactions in the World --- 04/14/10 11:30:00 AM
Where is my Team? Supporting Collaboration and Situation Awareness with Tactile Displays
Abstract » A group of friends visiting a crowded and noisy music festival is an example of a situation where knowing the location of other people is important, but where external factors, such as darkness or noise, can limit the ability to keep track of the others. By combining theories about situation awareness and cognitive processing we inferred that communicating information via the sense of touch is a promising approach in such situations. We therefore investigated how to present the location of several people using a tactile torso display. In particular we focused on encoding spatial distances in the tactile signals. We experimentally compared encoding spatial distances in the rhythm, duration, and intensity of a tactile signal. Our findings show that all parameters are suited to encode distances. None of it was clearly outperformed. We then embedded our tactile location encoding into a fast-paced 3D multiplayer game. In this game, team play and the awareness of the team members' locations are crucial for the success in the game. The results provides evidence that the locations of the team members could be processed effectively despite the game's high cognitive demands. In addition, the team equipped with the tactile display showed a better team play and a higher situation awareness.
Leonardo Bonanni
MIT Media Laboratory
(1)
Papers/Notes : Sense and Sustainability --- 04/13/10 11:30:00 AM
Small Business Applications of Sourcemap: A Web Tool for Sustainable Design and Supply Chain Transparency
Abstract » This paper introduces sustainable design applications for small businesses through the Life Cycle Assessment and supply chain publishing platform Sourcemap.org. This web-based tool was developed through a year-long participatory design process with five small businesses in Scotland and in New England. Sourcemap was used as a diagnostic tool for carbon accounting, design and supply chain management. It offers a number of ways to market sustainable practices through embedded and printed visualizations. Our experiences confirm the potential of web sustainability tools and social media to expand the discourse and to negotiate the diverse goals inherent in social and environmental sustainability.
Beth Bonsignore
Human-Computer Interaction Lab, University of Maryland
(1)
Papers/Notes : Communicating --- 04/13/10 04:30:00 PM
Layered Elaboration: A New Technique for Co-Design with Children
Abstract » As technology for children becomes more mobile, social, and distributed, our design methods and techniques must evolve to better explore these new directions. This paper reports on “Layered Elaboration,” a co-design technique created to support these evolving needs. .Layered Elaboration allows design teams to generate ideas through an iterative process in which each version leaves prior ideas intact while extending concepts. Layered Elaboration is a useful technique as it enables co-design to take place asynchronously and does not require much space or many resources. Our intergenerational team, including adults and children ages 7 - 11 years old, used the technique to design both a game about history and a prototype of an instructional game about energy conservation.
Elizabeth M. Bonsignore
University of Maryland
(1)
Papers/Notes : Cooking, Classrooms, and Craft --- 04/15/10 11:30:00 AM
Toque: Designing a Cooking-Based Programming Language For and With Children
Abstract » An intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real-world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design.
Nikolaj Gandrup Borchorst
UNIVERSITY OF AARHUS
(1)
Papers/Notes : Organizing and Organizations --- 04/12/10 04:30:00 PM
Timeline Collaboration
Abstract » This paper explores timelines as a web-based tool for collaboration between citizens and municipal caseworkers. The paper takes its outset in a case study of planning and control of parental leave; a process that may involve surprisingly many actors. As part of the case study, a web-based timeline, CaseLine, was designed. This design crosses the boundaries between leisure and work, in ways that are different from what is often seen in current HCI. The timeline has several roles on these boundaries: It is a shared planning and visualization tool that may be used by parents and caseworkers alone or together, it serves as a contract and a sandbox, as a record and a plan, as inspiration for planning and an authoritative road, as a common information space and a fragmented exchange. Serving all these roles does not happen smoothly, and the paper discusses the challenges of such timeline interaction in, and beyond this case.
Sebastian Boring
University of Munich
(1)
Papers/Notes : Public Displays --- 04/15/10 09:00:00 AM
Touch Projector: Mobile Interaction through Video
Abstract » In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.
Alan Borning
University of Washington
(2)
Papers/Notes : Medical Exploration --- 04/13/10 11:30:00 AM
Patients, Pacemakers, and Implantable Defibrillators: Human Values and Security for Wireless Implantable Medical Devices
Abstract » Implantable medical devices (IMDs) improve patients' quality of life and help sustain their lives. In this study, we explore patient views and values regarding their devices to inform the design of computer security for wireless IMDs. We interviewed 13 individuals with implanted cardiac devices. Key questions concerned the evaluation of 8 mockups of IMD security systems. Our results suggest that some systems that are technically viable are nonetheless undesirable to patients. Patients called out a number of values that affected their attitudes towards the systems, including perceived security, safety, freedom from unwanted cultural and historical associations, and self-image. In our analysis, we extend the Value Sensitive Design value dams and flows technique in order to suggest multiple, complementary systems; in our discussion, we highlight some of the usability, regulatory, and economic complexities that arise from offering multiple options. We conclude by offering design guidelines for future security systems for IMDs.
Papers/Notes : Bikes and Buses --- 04/14/10 02:30:00 PM
OneBusAway: Results from Providing Real-Time Arrival Information for Public Transit
Abstract » Public transit systems play an important role in combating traffic congestion, reducing carbon emissions, and promoting compact, sustainable urban communities. The usability of public transit can be significantly enhanced by providing good traveler information systems. We describe OneBusAway, a set of transit tools focused on providing real-time arrival information for Seattle-area bus riders. We then present results from a survey of OneBusAway users that show a set of important positive outcomes: strongly increased overall satisfaction with public transit, decreased waiting time, increased transit trips per week, increased feelings of safety, and even a health benefit in terms of increased distance walked when using transit. Finally, we discuss the design and policy implications of these results and plans for future research in this area.
Michael Bostock
Stanford University
(1) Best paper nominee
Papers/Notes : Visualization --- 04/12/10 11:30:00 AM
Crowdsourcing Graphical Perception: Using Mechanical Turk to Assess Visualization Design Best paper nominee
Abstract » Understanding perception is critical to effective visualization design. With its low cost and scalability, crowdsourcing presents an attractive option for evaluating the large design space of visualizations; however, it first requires validation. In this paper, we assess the viability of Amazon's Mechanical Turk as a platform for graphical perception experiments. We replicate previous studies of spatial encoding and luminance contrast and compare our results. We also conduct new experiments on rectangular area perception (as in treemaps or cartograms) and on chart size and gridline spacing. Our results demonstrate that crowdsourced perception experiments are viable and contribute new insights for visualization design. Lastly, we report cost and performance data from our experiments and distill recommendations for the design of crowdsourced studies.
Andy Boucher
Goldsmiths, University of London
(1) Best paper nominee
Papers/Notes : Sharing in Specific Communities --- 04/14/10 04:30:00 PM
The Prayer Companion: Openness and Specificity, Materiality and Spirituality Best paper nominee
Abstract » In this paper we describe the Prayer Companion, a device we developed as a resource for the spiritual activity of a group of cloistered nuns. The device displays a stream of information sourced from RSS news feeds and social networking sites to suggest possible topics for prayers. The nuns have engaged with the device enthusiastically over the first ten months of an ongoing deployment, and, notwithstanding some initial irritation with the balance of content, report that it plays a significant and continuing role in their prayer life. We discuss how we balanced specificity in the design with a degree of openness for interpretation to create a resource that the nuns could both understand and appropriate, describe the importance of materiality to the device's successful adoption, consider its implications as a design for older people, and reflect on the example it provides of how computation may serve spirituality.
Niels Olof Bouvin
UNIVERSITY OF AARHUS
(1)
Papers/Notes : Organizing and Organizations --- 04/12/10 04:30:00 PM
Timeline Collaboration
Abstract » This paper explores timelines as a web-based tool for collaboration between citizens and municipal caseworkers. The paper takes its outset in a case study of planning and control of parental leave; a process that may involve surprisingly many actors. As part of the case study, a web-based timeline, CaseLine, was designed. This design crosses the boundaries between leisure and work, in ways that are different from what is often seen in current HCI. The timeline has several roles on these boundaries: It is a shared planning and visualization tool that may be used by parents and caseworkers alone or together, it serves as a contract and a sandbox, as a record and a plan, as inspiration for planning and an authoritative road, as a common information space and a fragmented exchange. Serving all these roles does not happen smoothly, and the paper discusses the challenges of such timeline interaction in, and beyond this case.
John Bowers
Goldsmiths, University of London
(1) Best paper nominee
Papers/Notes : Sharing in Specific Communities --- 04/14/10 04:30:00 PM
The Prayer Companion: Openness and Specificity, Materiality and Spirituality Best paper nominee
Abstract » In this paper we describe the Prayer Companion, a device we developed as a resource for the spiritual activity of a group of cloistered nuns. The device displays a stream of information sourced from RSS news feeds and social networking sites to suggest possible topics for prayers. The nuns have engaged with the device enthusiastically over the first ten months of an ongoing deployment, and, notwithstanding some initial irritation with the balance of content, report that it plays a significant and continuing role in their prayer life. We discuss how we balanced specificity in the design with a degree of openness for interpretation to create a resource that the nuns could both understand and appropriate, describe the importance of materiality to the device's successful adoption, consider its implications as a design for older people, and reflect on the example it provides of how computation may serve spirituality.
Doug A. Bowman
Virginia Tech
(1)
ToCHI : User Interface Description Languages for Next Generation User Interfaces --- 04/13/10 02:30:00 PM
A Natural, Tiered and Executable UIDL for 3D User Interfaces Based On Concept-Oriented Design
Abstract » 3D user interface (3DUI) design and development requires practitioners (designers and developers) to represent their ideas in representations designed for machine execution rather than natural representations, hampering development of effective 3DUIs. As such, Concept-Oriented Design (COD) was created as a theory of software development for both natural and executable design and development. Instantiated in the toolkit Chasm, Chasm is a natural, tiered, executable User Interface Description Language (UIDL) for 3DUIs resulting in improved understandability, reduced complexity and reuse. Chasm’s utility is shown through evaluations by domain experts, case studies of long-term use and an analysis of spaces.
Lou Anne Boyd
Orange County Department of Education
(1)
Papers/Notes : Classroom Technologies --- 04/14/10 11:30:00 AM
vSked: Evaluation of a System to Support Classroom Activities for Children with Autism
Abstract » Visual schedules—the use of symbols to represent a series of activities or steps—have been successfully used by caregivers to help children with autism to understand, structure, and predict activities in their daily lives. Building from in-depth fieldwork and participatory design sessions, we developed vSked, an interactive and collaborative visual scheduling system designed for elementary school classrooms. We evaluated vSked in situ in one autism-specific classroom over three weeks. In this paper, we present the design principles, technical solution, and results from this successful deployment. Use of vSked resulted in reductions in staff effort required to use visual supports. vSked also resulted in improvements in the perceived quality and quantity of communication and social interactions in the classroom.
Ronen Brafman
Stanford University
(1)
Papers/Notes : Perspectives on Design --- 04/15/10 09:00:00 AM
Designing with Interactive Example Galleries
Abstract » Designers often use examples for inspiration; examples offer contextualized instances of how form and content integrate. Can interactive example galleries bring this practice to everyday users doing design work, and does working with examples help the designs they create? This paper explores whether people can realize significant value from explicit mechanisms for designing by example modification. We present the results of three studies, finding that independent raters prefer designs created with the aid of examples, that users prefer adaptively selected examples to random ones, and that users make use of multiple examples when creating new designs. To enable these studies and demonstrate how software tools can facilitate designing with examples, we introduce interface techniques for browsing and borrowing from a corpus of examples, manifest in the Adaptive Ideas Web design tool. Adaptive Ideas leverages a faceted metadata interface for viewing and navigating example galleries.
Andrew Bragdon
Brown University
(1) Best paper nominee
Papers/Notes : Software Understanding and Maintenance --- 04/15/10 11:30:00 AM
Code Bubbles: A Working Set-based Interface for Code Understanding and Maintenance Best paper nominee
Abstract » Developers spend significant time reading and navigating code fragments spread across multiple locations. The file-based nature of contemporary IDEs makes it prohibitively difficult to create and maintain a simultaneous view of such fragments. We propose a novel user interface metaphor for code understanding based on collections of lightweight, editable fragments called bubbles, which form concurrently visible working sets. We present the results of a qualitative usability evaluation, and the results of a quantitative study which indicates Code Bubbles significantly improved code understanding time, while reducing navigation interactions over a widely-used IDE, for two controlled tasks.
Peter Brandl
Upper Austria University of Applied Sciences
(1)
Papers/Notes : Writing in the Real World --- 04/12/10 04:30:00 PM
The NiCE Discussion Room: Integrating Paper and Digital Media to Support Co-Located Group Meetings
Abstract » Current technological solutions that enable content creation and sharing during group discussion meetings are often cumbersome to use, and are commonly abandoned for traditional paper-based tools, which provide flexibility in supporting a wide range of working styles and task activities that may occur in a given meeting. Paper-based tools, however, have their own drawbacks; paper-based content is difficult to modify or replicate. We introduce a novel digital meeting room design, the NiCE Discussion Room, which integrates digital and paper tools into a cohesive system with an intuitive pen-based interface. The combination of digital and paper media provides groups with a flexible design solution that enables them to create, access, and share information and media from a variety of sources to facilitate group discussions. This paper describes the design solution, along with results from a user study conducted to evaluate the usability and utility of the system.
Peter Brandl
Media Interaction Lab, Upper Austria University of Applied Sciences
(1)
Papers/Notes : Writing in the Real World --- 04/12/10 04:30:00 PM
NiCEBook - Supporting Natural Note Taking
Abstract » In this paper, we present NiCEBook, a paper notebook that supports taking, structuring and reusing notes. Through a study of note-taking habits, we observed that different strategies are used to organize and share notes. Based on these observations, we developed a design for a notebook that combines different approaches to better support these activities. The details of our design were informed by an additional online survey. We emphasize the need to examine the characteristics of taking notes with paper notebooks in order to develop a digital system that resembles the quality of traditional writing. With NiCEBook, we present a solution that combines the flexibility and simplicity of taking notes on paper with the benefits of a digital representation. We demonstrate the capabilities of our system through customized views, searching and sharing functionality.
Joel Brandt
Stanford University Adobe Systems
(1) Best paper nominee
Papers/Notes : End-User Programming I --- 04/12/10 04:30:00 PM
Example-Centric Programming: Integrating Web Search into the Development Environment Best paper nominee
Abstract » The ready availability of online source-code examples has fundamentally changed programming practices. However, current search tools are not designed to assist with programming tasks and are wholly separate from editing tools. This paper proposes that embedding a task-specific search engine in the development environment can significantly reduce the cost of finding information and thus enable programmers to write better code more easily. This paper describes the design, implementation, and evaluation of Blueprint, a Web search interface integrated into the Adobe Flex Builder development environment that helps users locate example code. Blueprint automatically augments queries with code context, presents a code-centric view of search results, embeds the search experience into the editor, and retains a link between copied code and its source. A comparative laboratory study found that Blueprint enables participants to write significantly better code and find example code significantly faster than with a standard Web browser. Analysis of three months of usage logs with 2,024 users suggests that task-specific search interfaces can significantly change how and when people search the Web.
Joel Brandt
Stanford University
(1) Best paper nominee
Papers/Notes : Understanding and Supporting Programming --- 04/13/10 11:30:00 AM
What Would Other Programmers Do? Suggesting Solutions to Error Messages Best paper nominee
Abstract » Interpreting compiler errors and exception messages is challenging for novice programmers. Presenting examples of how other programmers have corrected similar errors may help novices understand and correct such errors. This paper introduces HelpMeOut, a social recommender system that aids the debugging of error messages by suggesting solutions that peers have applied in the past. HelpMeOut comprises IDE instrumentation to collect examples of code changes that fix errors; a central database that stores fix reports from many users; and a suggestion interface that, given an error, queries the database for a list of relevant fixes and presents these to the programmer. We report on implementations of this architecture for two programming languages. An evaluation with novice programmers found that the technique can suggest useful fixes for 47% of errors after 39 person-hours of programming in an instrumented environment.
Stacy Branham
Virginia Tech
(1)
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Let's go from the whiteboard: Supporting transitions in work through whiteboard capture and reuse
Abstract » The use of whiteboards is pervasive across a wide range of work domains. But some of the qualities that make them successful—an intuitive interface, physical working space, and easy erasure—inherently make them poor tools for archival and reuse. If whiteboard content could be made available in times and spaces beyond those supported by the whiteboard alone, how might it be appropriated? We explore this question via ReBoard, a system that automatically captures whiteboard images and makes them accessible through a novel set of user-centered access tools. Through the lens of a seven week workplace field study, we found that by enabling new workflows, ReBoard increased the value of whiteboard content for collaboration.
Joanna Bresee
Carnegie Mellon University
(1)
Papers/Notes : At Home With Computing --- 04/13/10 09:00:00 AM
Access Control for Home Data Sharing: Attitudes, Needs and Practices
Abstract » As digital content becomes more prevalent in the home, non-technical users are increasingly interested in sharing that content with others and accessing it from multiple devices. Not much is known about how these users think about controlling access to this data. To better understand this, we conducted semi-structured, in-situ interviews with 33 users in 15 households. We found that users create ad-hoc access-control mechanisms that do not always work; that their ideal policies are complex and multi-dimensional; that a priori policy specification is often insufficient; and that people's mental models of access control and security are often misaligned with current systems. We detail these findings and present a set of associated guidelines for designing usable access-control systems for the home environment.
Joanna Bresee
Carnegie Mellon University
(1)
Papers/Notes : Privacy --- 04/14/10 09:00:00 AM
Standardizing Privacy Notices: An Online Study of the Nutrition Label Approach
Abstract » Earlier work has shown that consumers cannot effectively find information in privacy policies and that they do not enjoy using them. In our previous research we developed a standardized-table format for privacy policies. We compared this standardized format, and two short variants (one tabular, one text) with the current status quo: full-text natural-language policies and layered policies. We conducted an online user study of 764 participants to test if these three more-intentionally designed, standardized privacy policy formats, assisted by consumer education, can benefit consumers. Our results show that standardized privacy policy presentations can have significant positive effects on accuracy and speed of information finding and on reader enjoyment of privacy policies.
Stephen Brewster
University of Glasgow
(1) Best paper nominee
Papers/Notes : Sound and Speech --- 04/14/10 11:30:00 AM
Clutching at Straws: Using Tangible Interaction to Provide Non-Visual Access to Graphs Best paper nominee
Abstract » We present a tangible user interface (TUI) called Tangible Graph Builder, that has been designed to allow visually impaired users to access graph and chart-based data. We describe the current paper-based materials used to allow independent graph construction and browsing, before discussing how researchers have applied virtual haptic and non-speech audio techniques to provide more flexible access. We discuss why, although these technologies overcome many of the problems of non-visual graph access, they also introduce new issues and why the application of TUIs is important. An evaluation of Tangible Graph Builder with 12 participants (8 sight deprived, 4 blind) revealed key design requirements for non-visual TUIs, including phicon design and handling marker detection failure. We finish by presenting future work and improvements to our system.
Stephen Brewster
University of Glasgow
(3) Best paper nominee
Papers/Notes : Mobile Device Interaction --- 04/12/10 02:30:00 PM
CrossTrainer: Testing the Use of Multimodal Interfaces in Situ Best paper nominee
Abstract » We report the results of an exploratory 8-day field study of CrossTrainer: a mobile game with crossmodal audio and tactile feedback. Our research focuses on the longitudinal effects on performance with audio and tactile feedback, the impact of context such as location and situation on per-formance and personal modality preference. The results of this study indicate that crossmodal feedback can aid users in entering answers quickly and accurately using a variety of different widgets. Our study shows that there are times when audio is more appropriate than tactile and vice versa and for this reason devices should support both tactile and audio feedback to cover the widest range of environments, user preference, locations and tasks.
Papers/Notes : Gesturing and Drawing --- 04/13/10 11:30:00 AM
Usable Gestures for Mobile Interfaces: Evaluating Social Acceptability
Abstract » Gesture-based mobile interfaces require users to change the way they use technology in public settings. Since mobile phones are part of our public appearance, designers must integrate gestures that users perceive as acceptable for public use. This topic has received little attention in the literature so far. The studies described in this paper begin to look at the social acceptability of a set of gestures with respect to location and audience in order to investigate possible ways of measuring social acceptability. The results of the initial survey showed that location and audience had a significant impact on a user's willingness to perform gestures. These results were further examined through a user study where participants were asked to perform gestures in different settings (including a busy street) over repeated trials. The results of this work provide gesture design recommendations as well as social acceptability evaluation guidelines.
Papers/Notes : Humans and Sociability --- 04/14/10 09:00:00 AM
Social Gravity: A Virtual Elastic Tether for Casual, Privacy-Preserving Pedestrian Rendezvous
Abstract » We describe a virtual “tether” for mobile devices that allows groups to have quick, simple and privacy-preserving meetups. Our design provides cues which allow dynamic coordination of rendezvous without revealing user's positions. Using accelerometers and magnetometers, combined with GPS positioning and non-visual feedback, users can probe and sense a dynamic virtual object representing the nearest meeting point. The Social Gravity system makes social bonds tangible in a virtual world which is geographically grounded, using haptic feedback to help users rendezvous. We show dynamic navigation using this physical model-based system to be efficient and robust in significant field trials, even in the presence of low-quality positioning. The use of simulators to build models of mobile geolocated systems for pre-validation purposes is discussed, and results compared with those from our trials. Our results show interesting behaviours in the social coordination task, which lead to guidelines for geosocial interaction design. The Social Gravity system proved to be very successful in allowing groups to rendezvous efficiently and simply and can be implemented using only commercially available hardware.
Pam Briggs
Northumbria University
(1)
Papers/Notes : Input, Security, and Privacy Policies --- 04/13/10 02:30:00 PM
Multi-Touch Authentication on Tabletops
Abstract » The introduction of tabletop interfaces has given rise to the need for the development of secure and usable authentication techniques that are appropriate for the co-located collaborative settings for which they have been designed. Most commonly, user authentication is based on something you know, but this is a particular problem for tabletop interfaces, as they are particularly vulnerable to shoulder surfing given their remit to foster co-located collaboration. In other words, tabletop users would typically authenticate in full view of a number of observers. In this paper, we introduce and evaluate a number of novel tabletop authentication schemes that exploit the features of multi-touch interaction in order to inhibit shoulder surfing. In our pilot work with users, and in our formal user-evaluation, one authentication scheme - Pressure-Grid - stood out, significantly enhancing shoulder surfing resistance when participants used it to enter both PINs and graphical passwords.
Christopher Brooks
University of Saskatchewan
(1) Best paper winner best paper winner
Papers/Notes : Graphs --- 04/15/10 02:30:00 PM
Useful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of Charts Best paper winner best paper winner
Abstract » Guidelines for designing information charts (such as bar charts) often state that the presentation should reduce or remove ‘chart junk' - visual embellishments that are not essential to understanding the data. In contrast, some popular chart designers wrap the presented data in detailed and elaborate imagery, raising the questions of whether this imagery is really as detrimental to understanding as has been proposed, and whether the visual embellishment may have other benefits. To investigate these issues, we conducted an experiment that compared embellished charts with plain ones, and measured both interpretation accuracy and long-term recall. We found that people's accuracy in describing the embellished charts was no worse than for plain charts, and that their recall after a two-to-three-week gap was significantly better. Although we are cautious about recommending that all charts be produced in this style, our results question some of the premises of the minimalist approach to chart design.
Mathias Broth
Linköping University
(1)
Papers/Notes : Looking with Video --- 04/14/10 09:00:00 AM
Temporal hybridity: Mixing live video footage with instant replay in real time
Abstract » In this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in the light of recent developments in computing technology and we present some design implications to support amateur video production.
Barry Brown
University of California San Diego
(1)
ToCHI : Studying and Prototyping --- 04/12/10 04:30:00 PM
Unpacking the television: User practices around a changing technology
Abstract » This paper investigates the changing television watching practices amongst early adopters of PVRs and Internet downloading of video. Through in-depth interviews with 21 video enthusiasts, we describe how television watching change when decoupled from broadcast TV schedules. TV watching becomes more active as programs are gathered from schedules, played from a stored collection and fast forwarded. Download users exploit the internet to view shows and movies not broadcast, yet this watching is not fundamentally different from recording shows using a PVR, since both involve selection of shows from a limited range and a wait before the shows can be watched.
Jonathan L. Brown
Washington State University
(1)
ToCHI : Input and Direct Manipulation --- 04/13/10 04:30:00 PM
Can Direct Manipulation Lower the Barriers to Computer Programming and Promote Transfer of Training?
Abstract » By constraining syntax and providing concrete visual representations on which to operate, direct manipulation programming environments can potentially ease computer programming tasks. Can direct manipulation programming environments also facilitate positive transfer to textual programming? To address this question, we designed a new direct manipulation programming interface and conducted an experimental study. Our direct manipulation interface promoted significantly better initial programming outcomes, positive transfer to the textual interface, and significant differences in programming processes, suggesting that direct manipulation interfaces can provide novices with a "way in" to textual programming.
Amy Bruckman
Georgia Institute of Technology
(1)
alt.chi : Imagine all the People --- 04/14/10 02:30:00 PM
Edits & Credits: Exploring Integration and Attribution in Online Creative Collaboration
Abstract » Attribution allows online reputations to be formed and motivates many contributions to online creative collaboration. Yet, we know little about attribution practices in online creative collaboration and the technologies that shape them. This paper describes a study of online collaborative animation projects, focused on the practices surrounding integration and attribution. We found that both tasks are closely related and often completed by a single person, a process we call “cr-editing." We also identify frustrations with existing practices and systems and propose design considerations for alleviating them. Our findings offer insights into the growing space of online remixing, mashups, and creativity.
AJ Brush
Microsoft Research
(1)
ToCHI : Studying and Prototyping --- 04/12/10 04:30:00 PM
The Calendar is Crucial': Coordination and Awareness through the Family Calendar
Abstract » Everyday family life involves a myriad of mundane activities that need to be planned and coordinated. We describe findings from studies of 44 different families' calendaring routines to understand how to best design technology to support them. We outline how a typology of calendars containing family activities is used by three different types of families-Monocentric, Pericentric, and Polycentric-which vary in the level of family involvement in the calendaring process. We describe these family types, the content of family calendars, the ways in which they are extended through annotations and augmentations, and the implications from these findings for design.
A.J. Brush
Microsoft Research
(2)
Papers/Notes : Mobile Device Interaction --- 04/12/10 02:30:00 PM
Newport: Enabling Sharing During Mobile Calls
Abstract » Newport is a collaborative application for sharing context (e.g. location) and content (e.g. photos and notes) during mobile phone calls. People can share during a phone call and sharing ends when the call ends. Newport also supports using a computer during a call to make it easier to share content from the phone or launch screen sharing if the caller is also at a computer. We describe Newport's system design and a formative evaluation with 12 participants to study their experience using Newport to share location, receive directions, share photos, and perform desktop sharing. Participants preferred using Newport to current methods for these tasks. They also preferred limiting sharing location to phone calls compared with publishing it continuously. Tying sharing to a phone call gives individuals a social sense of security, providing a mechanism for exchanging information with unknown people.
Papers/Notes : Communicating --- 04/13/10 04:30:00 PM
Video Playdate: Toward Free Play across Distance
Abstract » We present an empirical investigation of video-mediated free play between 13 pairs of friends (ages 7 and 8). The pairs spent 10 minutes playing with each of four different prototypes we developed to support free play over videoconferencing. We coded each interaction for the types of play and the amount of social play observed. The children in our study were largely successful in playing together across videoconferencing, though challenges in managing visibility, attention, and intersubjectivity made it more difficult than face-to-face play. We also found that our prototypes supported some types of play to varying degrees. Our contribution lies in identifying these design tradeoffs and providing directions for future design of video-mediated communication systems for children.
Jose Brustoloni
University of Pittsburgh
(1)
Papers/Notes : Privacy Behaviors --- 04/12/10 02:30:00 PM
Using Reinforcement to Strengthen Users' Secure Behaviors
Abstract » Users have a strong tendency toward dismissing security dialogs unthinkingly. Prior research has shown that users' responses to security dialogs become significantly more thoughtful when dialogs are polymorphic, and that further improvements can be obtained when dialogs are also audited and auditors penalize users who give unreasonable responses. We contribute an Operant Conditioning model that fits these observations, and, inspired by the model, propose Security Reinforcing Applications (SRAs). SRAs seek to reward users' secure behavior, instead of penalizing insecure behavior. User studies show that SRAs improve users' secure behaviors and that behaviors strengthened in this way do not extinguish after a period of several weeks in which users do not interact with SRAs. Moreover, inspired by Social Learning theory, we propose Vicarious Security Reinforcement (VSR). A user study shows that VSR accelerates SRA benefits.
Hrönn Brynjarsdóttir
Cornell University
(1) Best paper winner best paper winner
Paper + Panel : Mapping the Landscape of Sustainable HCI --- 04/14/10 02:30:00 PM
Mapping the Landscape of Sustainable HCI Best paper winner best paper winner
Abstract » With the recent growth in sustainable HCI, now is a good time to map out the approaches being taken and the intellectual commitments that underlie the area, to allow for community discussion about where the field should go. Here, we provide an empirical analysis of how sustainable HCI is defining itself as a research field. Based on a corpus of published works, we identify (1) established genres in the area, (2) key unrecognized intellectual differences, and (3) emerging issues, including urgent avenues for further exploration, opportunities for interdisciplinary engagement, and key topics for debate.
Pradeep Buddharaju
Dept. of Computer Science, University of Houston
(1)
Papers/Notes : Finding Your Mojo and Doing Some Good --- 04/15/10 11:30:00 AM
A Novel Way to Conduct Human Studies and Do Some Good
Abstract » In this paper the authors describe a novel way to conduct large-scale human studies achieving the maximum outreach and impact with the minimum cost. An iPhone health application, `Walk n’ Play’, was developed and released for free in the App Store. The application measures calories spent due to walking activities through the iPhone’s accelerometer. It is a real-time awareness tool that helps people to keep their sedentariness in check. Furthermore, it uses motivational mechanisms based on buddy support/competition and social networking to increase daily physical activity. The anonymous data gathered from thousands of users around the world, reveal patterns of human behavior at a resolution and scale not feasible before.
Ross Buffington
University Of Houston
(1)
Papers/Notes : Finding Your Mojo and Doing Some Good --- 04/15/10 11:30:00 AM
O Job Can You Return My Mojo?: Improving Human Engagement and Enjoyment in Routine Activities
Abstract » Unlike machines, we humans are prone to boredom when we perform routine activities for long periods of time. Workers' mental engagement in boring tasks diminishes, which eventually, compromises their performance. The result is a double-whammy because the workers do not get job satisfaction and their employers do not receive optimal return on investment. This paper proposes a novel way for improving workers' mental engagement and hence, enjoyment, in routine activities. Specifically, we propose to blend in routine tasks mild mental/physical challenges. To test our hypothesis, we chose to experiment on a monitoring task typical of security guard operations. We combined this routine task with an iPhone-based game to make it more enjoyable. The results from 10 participants show that their mental engagement and enjoyment were significantly higher during the combined task.
Elizabeth Buie
Luminanze Consulting
(1)
Moira Burke
Carnegie Mellon University
(1) Best paper winner best paper winner
Papers/Notes : Social Media Users --- 04/14/10 02:30:00 PM
Social Network Activity and Social Well-Being Best paper winner best paper winner
Abstract » Previous research has shown a relationship between use of social networking sites and feelings of social capital. However, most studies have relied on self-reports by college students. The goals of the current study are to (1) validate the common self-report scale using empirical data from Facebook, (2) test whether previous findings generalize to older and international populations, and (3) delve into the specific activities linked to feelings of social capital and loneliness. In particular, we investigate the role of directed interaction between pairs—such as wall posts, comments, and “likes”—and consumption of friends' content, including status updates, photos, and friends' conversations with other friends. We find that directed communication is associated with greater feelings of bonding social capital and lower loneliness, but has only a modest relationship with bridging social capital, which is primarily related to overall friend network size. Surprisingly, users who consume greater levels of content report reduced bridging and bonding social capital and increased loneliness. Implications for designs to support well-being are discussed.
Margaret Burnett
Oregon State University
(3) Best paper nominee
Papers/Notes : Exploratory Search --- 04/12/10 11:30:00 AM
Reactive Information Foraging for Evolving Goals
Abstract » Information foraging models have predicted the navigation paths of people browsing the web and (more recently) of programmers while debugging, but these models do not explicitly model users' goals evolving over time. We present a new information foraging model called PFIS2 that does model information seeking with potentially evolving goals. We then evaluated variants of this model in a field study that analyzed programmers' daily navigations over a seven-month period. Our results were that PFIS2 predicted users' navigation remarkably well, even though the goals of navigation, and even the information landscape itself, were changing markedly during the pursuit of information.
Papers/Notes : Understanding and Supporting Programming --- 04/13/10 11:30:00 AM
End-User Mashup Programming: Through the Design Lens Best paper nominee
Abstract » Programming has recently become more common among ordinary end users of computer systems. We believe that these end-user programmers are not just coders but also designers, in that they interlace making design decisions with coding rather than treating them as two separate phases. To better understand and provide support for the programming and design needs of end users, we propose a design theory-based approach to look at end-user programming. Toward this end, we conducted a think-aloud study with ten end users creating a web mashup. By analyzing users verbal and behavioral data using Schöns reflection-in-action design model and the notion of ideations from creativity literature, we discovered insights into end-user programmers problem-solving attempts, successes, and obstacles, with accompanying implications for the design of end-user programming environments for mashups. The contribution of our work is three-fold: 1) the methodology of using a design lens to view programming, 2) evidence, through insights gained, of the usefulness of this approach, and 3) the implications themselves.
Margaret M. Burnett
Oregon State University
(1)
Papers/Notes : End-User Programming II --- 04/13/10 09:00:00 AM
A Strategy-Centric Approach to the Design of End-User Debugging Tools
Abstract » End-user programmers' code is notoriously buggy. This problem is amplified by the increasing complexity of end users' programs. To help end users catch errors early and reliably, we employ a novel approach for the design of end-user debugging tools: a focus on supporting end users' effective debugging strategies. This paper makes two contributions. We first demonstrate the potential of a strategy-centric approach to tool design by presenting StratCel, an add-in for Excel. Second, we show the benefits of this design approach: participants using StratCel found twice as many bugs as participants using standard Excel, they fixed four times as many bugs, and all this in only a small fraction of the time. Other contributions included: a boost in novices' debugging performance near experienced participants' improved levels, validated design guidelines, a discussion of the generalizability of this approach, and several opportunities for future research.
Keith Butler
University of Washington
(1)
Papers/Notes : Call Centers --- 04/12/10 02:30:00 PM
Ontology Models for Interaction Design: Case Study of Online Support
Keith Butler
CHI 2010 Engineering Community Chair, University of Washington
(1)
SIG : CHI 2010 Engineering Community SIG: the role of engineering work in CHI --- 04/13/10 02:30:00 PM
CHI 2010 Engineering Community SIG: the role of engineering work in CHI
Andreas Butz
University of Munich
(1)
Papers/Notes : Public Displays --- 04/15/10 09:00:00 AM
Touch Projector: Mobile Interaction through Video
Abstract » In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.
Bill Buxton
Microsoft Research
(1)
Panel : What Makes a Good Design Critic? Food Design vs. Product Design Criticism --- 04/12/10 04:30:00 PM
What Makes a Good Design Critic? Food Design vs. Product Design Criticism
Abstract » This panel will bring together leading food design and product design critics. The panelists will include: a leading Atlanta-based food critic and writer, a food stylist, a restaurant architect & designer, and a well-known product design critic familiar with the field of user experience. Together, the panel will compare and contrast how design experts from these two disciplines provide design criticism, and whether there are any novel learning points from each perspective.
Bill Buxton
Microsoft Research
(1)
alt.chi : I Need Your Input --- 04/14/10 11:30:00 AM
Manual Deskterity : An Exploration of Simultaneous Pen + Touch Direct Input
Abstract » Manual Deskterity is a prototype digital drafting table that supports both pen and touch input. We explore a division of labor between pen and touch that flows from natural human skill and differentiation of roles of the hands. We also explore the simultaneous use of pen and touch to support novel compound gestures. We advocate a division of labor between pen and touch: the pen writes, touch manipulates, and the combination of pen+touch yields new tools. This articulates how our system interprets unimodal pen, unimodal touch, and multimodal pen + touch inputs, respectively. We contribute novel pen + touch gestures, while also raising, by way of examples, design questions that probe how the roles of pen and touch should be differentiated (or not) in UI design.
Susanne Bødker
UNIVERSITY OF AARHUS
(1)
Papers/Notes : Organizing and Organizations --- 04/12/10 04:30:00 PM
Timeline Collaboration
Abstract » This paper explores timelines as a web-based tool for collaboration between citizens and municipal caseworkers. The paper takes its outset in a case study of planning and control of parental leave; a process that may involve surprisingly many actors. As part of the case study, a web-based timeline, CaseLine, was designed. This design crosses the boundaries between leisure and work, in ways that are different from what is often seen in current HCI. The timeline has several roles on these boundaries: It is a shared planning and visualization tool that may be used by parents and caseworkers alone or together, it serves as a contract and a sandbox, as a record and a plan, as inspiration for planning and an authoritative road, as a common information space and a fragmented exchange. Serving all these roles does not happen smoothly, and the paper discusses the challenges of such timeline interaction in, and beyond this case.
C
Luis E. Cabrera
Microsoft
(1)
alt.chi : Monsters Attack! --- 04/13/10 11:30:00 AM
Augmented Reality - Surface Syle
Paul Hoover Microsoft,
Luis E. Cabrera Microsoft
Abstract » Most displays can show information only on a planar surface. In some cases it is advantageous to extend the display into the third dimension or inside objects on the surface. For instance, a person on one side of an interactive table might want to read a message displayed privately to themselves. This paper describes a novel use of fiber optics to take the light from a planar surface and extend it to display into the third dimension, both vertically and in any direction that the fiber optic is bent.
Ross Campbell
University of California, San Diego
(1)
Papers/Notes : Medical Exploration --- 04/13/10 11:30:00 AM
Exploring the Accessibility and Appeal of Surface Computing for Older Adult Health Care Support
Abstract » This paper examines accessibility issues of surface computing with older adults and explores the appeal of surface computing for health care support. We present results from a study involving 20 older adults (age 60 to 88) performing gesture-based interactions on a multitouch surface. Older adults were able to successfully perform all actions on the surface computer, but some gestures that required two fingers (resize) and fine motor movement (rotate) were problematic. Ratings for ease of use and ease of performing each action as well as time required to figure out an action were similar to that of younger adults. Older adults reported that the surface computer was less intimidating, less frustrating, and less overwhelming than a traditional computer. The idea of using a surface computer for health care support was well-received by participants. We conclude with a discussion of design issues involving surface computing for older adults and use of this technology for health care.
John Canny
University of California at Berkeley
(1) Best paper nominee
Papers/Notes : EPIC #FAIL --- 04/12/10 11:30:00 AM
SHRIMP - Solving Collision and Out of Vocabulary Problems in Mobile Predictive Input with Motion Gesture Best paper nominee
Abstract » Dictionary-based disambiguation (DBD) is a very popular solution for text entry on mobile phone keypads but suffers from two problems: 1. the resolution of encoding collision (two or more words sharing the same numeric key sequence) and 2. entering out-of-vocabulary (OOV) words. In this paper, we present SHRIMP, a system and method that addresses these two problems by integrating DBD with camera based motion sensing that enables the user to express preference through a tilting or movement gesture. SHRIMP (Small Handheld Rapid Input with Motion and Prediction) runs on camera phones equipped with a standard 12-key keypad. SHRIMP maintains the speed advantage of DBD driven predictive text input while enabling the user to overcome DBD collision and OOV problems seamlessly without even a mode switch. An initial empirical study demonstrates that SHRIMP can be learned very quickly, performed immediately faster than MultiTap and handled OOV words more efficiently than DBD.
John Canny
University of California, Berkeley
(1)
Papers/Notes : Storytelling --- 04/14/10 09:00:00 AM
Let's Play Chinese Characters - Mobile Learning Approaches via Culturally Inspired Group Games
Abstract » In many developing countries such as India and China, low educational levels often hinder economic empowerment. In this paper, we argue that mobile learning games can play an important role in the Chinese literacy acquisition process. We report on the unique challenges in the learning Chinese language, especially its logographic writing system. Based on an analysis of 25 traditional Chinese games currently played by children in China, we present the design and implementation of two culturally inspired mobile group learning games, Multimedia Word and Drumming Strokes. These two mobile games are designed to match Chinese children's understanding of everyday games. An informal evaluation reveals that these two games have the potential to enhance the intuitiveness and engagement of traditional games, and children may improve their knowledge of Chinese characters through group learning activities such as controversy, judgments and self-correction during the game play.
John Canny
University of California, Berkeley
(2) Best paper nominee Best paper winner best paper winner
Papers/Notes : HCI and India --- 04/13/10 09:00:00 AM
An Exploratory Study of Unsupervised Mobile Learning in Rural India Best paper nominee
Abstract » Cellphones have the potential to improve education for the millions of underprivileged users in the developing world. However, mobile learning in developing countries remains under-studied. In this paper, we argue that cellphones are a perfect vehicle for making educational opportunities accessible to rural children in places and times that are more convenient than formal schooling. We carried out participant observations to identify the opportunities in their everyday lives for mobile learning. We next conducted a 26-week study to investigate the extent to which rural children will voluntarily make use of cellphones to access educational content. Our results show a reasonable level of academic learning and motivation. We also report on the social context around these results. Our goal is to examine the feasibility of mobile learning in out-of-school settings in rural, underdeveloped areas, and to help more researchers learn how to undertake similarly difficult studies around mobile computing in the developing world.
Papers/Notes : Medical Data --- 04/14/10 02:30:00 PM
Mobile-izing Health Workers in Rural India Best paper winner best paper winner
Abstract » Researchers have long been interested in the potential of ICTs to enable positive change in developing regions communities. In these environments, ICT interventions often fail because political, social and cultural forces work against the changes ICTs entail. We argue that familiar uses of ICTs for information services in these contexts are less potent than their use for persuasion and motivation in order to facilitate change. We focus on India's rural maternal health system where health workers are employed in villages to persuade pregnant women to utilize health services. Health workers face challenges due to resistance to change in the village, and because of their limited education, training and status. These factors appear to reduce the motivation of health workers and impair their performance. For two months, we deployed short videos on mobile phones designed to persuade village women and motivate health workers. We also asked health workers to record their own videos. While our results are preliminary, they show evidence that the creation and use of videos did help (1) engage village women in dialogue, (2) show positive effects toward health worker motivation and learning, and (3) motivate key community influencers to participate in promoting the health workers.
Jill Cao
Oregon State University
(2) Best paper nominee
Papers/Notes : Sharing in Social Media --- 04/13/10 09:00:00 AM
The Life and Times of Files and Information: A Study of Desktop Provenance
Abstract » In the field of Human-Computer Interaction, provenance refers to the history and genealogy of a document or file. Provenance helps us to understand the evolution and relationships of files; how and when different versions of a document were created, or how different documents in a collection build on each other through copy-paste events. Though methods for tracking provenance and the subsequent use of this meta-data have been proposed and developed into tools, there have been no studies documenting the types and frequency of provenance events in typical computer use. This is knowledge essential for the design of efficient query methods and information displays. We conducted a longitudinal study of knowledge workers at Intel Corporation tracking provenance events in their computer use. We also interviewed knowledge workers to determine the effectiveness of provenance cues for document recall. Our data shows that provenance relationships are common, and provenance cues aid recall.
Papers/Notes : Understanding and Supporting Programming --- 04/13/10 11:30:00 AM
End-User Mashup Programming: Through the Design Lens Best paper nominee
Abstract » Programming has recently become more common among ordinary end users of computer systems. We believe that these end-user programmers are not just coders but also designers, in that they interlace making design decisions with coding rather than treating them as two separate phases. To better understand and provide support for the programming and design needs of end users, we propose a design theory-based approach to look at end-user programming. Toward this end, we conducted a think-aloud study with ten end users creating a web mashup. By analyzing users verbal and behavioral data using Schöns reflection-in-action design model and the notion of ideations from creativity literature, we discovered insights into end-user programmers problem-solving attempts, successes, and obstacles, with accompanying implications for the design of end-user programming environments for mashups. The contribution of our work is three-fold: 1) the methodology of using a design lens to view programming, 2) evidence, through insights gained, of the usefulness of this approach, and 3) the implications themselves.
Xiang Cao
Microsoft Research Cambridge
(2) Best paper nominee
Papers/Notes : Displays Where You Least Expect Them --- 04/15/10 11:30:00 AM
LensMouse: Augmenting the Mouse with an Interactive Touch Display Best paper nominee
Abstract » We introduce LensMouse, a novel device that embeds a touch-screen display - or tangible ‘lens' - onto a mouse. Users interact with the display of the mouse using direct touch, whilst also performing regular cursor-based mouse interactions. We demonstrate some of the unique capabilities of such a device, in particular for interacting with auxiliary windows, such as toolbars, palettes, pop-ups and dialog-boxes. By migrating these windows onto LensMouse, challenges such as screen real-estate use and window management can be alleviated. In a controlled experiment, we evaluate the effectiveness of LensMouse in reducing cursor movements for interacting with auxiliary windows. We also consider the concerns involving the view separation that results from introducing such a display-based device. Our results reveal that overall users are more effective with LenseMouse than with auxiliary application windows that are managed either in single or dual-monitor setups. We conclude by presenting other application scenarios that LensMouse could support.
Papers/Notes : End-User Programming I --- 04/12/10 04:30:00 PM
FrameWire: A Tool for Automatically Extracting Interaction Logic from Paper Prototyping Tests
Abstract » Paper prototyping offers unique affordances for interface design. However, due to its spontaneous nature and the limitations of paper, it is difficult to distill and communicate a paper prototype design and its user test findings to a wide audience. To address these issues, we created FrameWire, a computer vision-based system that automatically extracts interaction flows from the video recording of paper prototype user tests. Based on the extracted logic, FrameWire offers two distinct benefits for designers: a structural view of the video recording that allows a designer or a stakeholder to easily distill and understand the design concept and user interaction behaviors, and automatic generation of interactive HTML-based prototypes that can be easily tested with a larger group of users as well as “walked through” by other stakeholders. The extraction is achieved by automatically aggregating video frame sequences into an interaction flow graph based on frame similarities and a designer-guided clustering process. The results of evaluating FrameWire with realistic paper prototyping tests show that our extraction approach is feasible and FrameWire is a promising tool for enhancing existing prototyping practice.
Xiang Cao
Microsoft Research Cambridge
(1)
Papers/Notes : Devising Input --- 04/14/10 11:30:00 AM
Comparing User Performance with Single-Finger, Whole-Hand, and Hybrid Pointing Devices
Abstract » Researchers have explored pointing devices operated by a single finger, but their advantage was not clear compared to conventional mice controlled by the whole hand. To incorporate the benefits of both, we prototyped hybrid pointing devices that combined both finger and hand movement to control the cursor, and experimentally compared their performance with single-finger and whole-hand devices. Results showed that such hybrid devices have the potential to improve pointing performance in terms of time, error, and bandwidth, especially for precise pointing.
Robert Capra
University of North Carolina
(1)
Papers/Notes : Sharing Content and Searches --- 04/13/10 11:30:00 AM
Tools-at-Hand and Learning in Multi-Session, Collaborative Search
Abstract » Improving search interfaces and algorithms are major foci of HCI and information retrieval (IR) research respectively. However, less attention has been given to understanding how users collect, manage, organize, and share the results they find from conducting searches on the Web and designing tools to support their needs. In this paper, we present results from a study in which we interviewed 30 people in three cohorts (academic researchers, corporate workers, and people looking for medical information) about their current practices conducting, managing, and sharing information from on-going, exploratory searches. We report results on users' current practices, tool use, areas of difficulties and associated coping strategies with emphasis on how information seekers use a variety of “tools-at-hand” beyond search engines and web browsers as they search, process, and share results, and on the learning processes that occur as they seek and use information over time.
Timothy Cardenas
Stanford University
(1)
Papers/Notes : End-User Programming I --- 04/12/10 04:30:00 PM
d.note: Revising User Interfaces Through Change Tracking, Annotations, and Alternatives
Abstract » Interaction designers typically revise user interface prototypes by adding unstructured notes to storyboards and screen printouts. How might computational tools increase the efficacy of UI revision? This paper introduces d.note, a revision tool for user interfaces expressed as control flow diagrams. d.note introduces a command set for modifying and annotating both appearance and behavior of user interfaces; it also defines execution semantics so proposed changes can be tested immediately. The paper reports two studies that compare production and interpretation of revisions in d.note to freeform sketching on static images (the status quo). The revision production study showed that testing of ideas during the revision process led to more concrete revisions, but that the tool also affected the type and number of suggested changes. The revision interpretation study showed that d.note revisions required fewer clarifications, and that additional techniques for expressing revision intent could be beneficial.
Jennifer Lee Carlson
Tec-Ed, Inc.
(1)
Papers/Notes : Call Centers --- 04/12/10 02:30:00 PM
Using "Rapid Experimentation" to Inform Customer Service Experience Design
Abstract » This case study describes how Cisco followed a “Rapid Experimentation” methodology in conducting iterative, high velocity pilot studies to inform a large global customer service experience design project. The research findings described in this case study informed the design of a better mechanism for customers to select their expected outcomes, so Cisco can provide a personalized service experience. This improved accuracy moves us closer to our goal of eliminating at least 5% of all re-routing of service requests. In addition, customer satisfaction improves as we approach our target of reducing average Time-To- Resolution by at least 5%, which also saves on the Cost-Per-Call for Cisco. The case study explains how these studies improved the direction of the design concept and narrowed the research focus to answer more specific design questions. It summarizes how this approach was successfully applied in the customer service experience design situation to achieve the same experience design goal in 8 weeks, 4 weeks ahead of the 12-week schedule. We also describe lessons learned in applying the “Rapid Experimentation” methodology.
Sheelagh Carpendale
University of Calgary
(1)
Papers/Notes : Therapy and Rehabilitation --- 04/14/10 04:30:00 PM
Supporting Sandtray Therapy on an Interactive Tabletop
Abstract » We present the iterative design of a virtual sandtray application for a tabletop display. The purpose of our prototype is to support sandtray therapy, a form of art therapy typically used for younger clients. A significant aspect of this therapy is the insight gained by the therapist as they observe the client interact with the figurines they use to create a scene in the sandtray. In this manner, the therapist can gain increased understanding of the client's psyche. We worked with three sandtray therapists throughout the evolution of our prototype. We describe the details of the three phases of this design process: initial face-to-face meetings, iterative design and development via distance collaboration, and a final face-to-face feedback session. This process revealed that our prototype was sufficient for therapists to gain insight about a person's psyche through their interactions with the virtual sandtray.
Scott Carter
FX Palo Alto Laboratory, Inc.
(1)
Papers/Notes : Making Meaning in Large Displays --- 04/12/10 11:30:00 AM
Let's go from the whiteboard: Supporting transitions in work through whiteboard capture and reuse
Abstract » The use of whiteboards is pervasive across a wide range of work domains. But some of the qualities that make them successful—an intuitive interface, physical working space, and easy erasure—inherently make them poor tools for archival and reuse. If whiteboard content could be made available in times and spaces beyond those supported by the whiteboard alone, how might it be appropriated? We explore this question via ReBoard, a system that automatically captures whiteboard images and makes them accessible through a novel set of user-centered access tools. Through the lens of a seven week workplace field study, we found that by enabling new workflows, ReBoard increased the value of whiteboard content for collaboration.
Annamaria Carusi
Oxford e-Research Centre, University of Oxford
(1) Best paper nominee
Papers/Notes : Dance, Dust, and Drama: Designing Design --- 04/12/10 04:30:00 PM
The case of the disappearing ox: seeing through digital images to an analysis of ancient texts Best paper nominee
Abstract » There are numerous settings where people examine, scrutinize and discuss the details of images in the course of their work. In most medical domains, scans and x-rays are used in the diagnosis of cases; in most areas of science, methods of visualization have been adopted to assist in the analysis of data; and images of different kinds are critical for many research fields in the social sciences and humanities. It is not surprising that recently technologies have been proposed to assist with the analysis and examination of images. In this paper, we consider requirements for technologies in a rather distinctive domain of research, the classics. Drawing upon an analysis of the detailed ways in which classicists work with digital images, we discuss the requirements for systems to support researchers in this domain, and also provide further considerations on the general development of image processing technologies and visualization techniques.
Géry Casiez
LIFL & INRIA Lille University of Lille, France
(1)
Papers/Notes : Interaction Techniques --- 04/13/10 04:30:00 PM
Push-and-Pull Switching: Window Switching based on Window Overlapping
Abstract » We propose Push-and-Pull Switching, a window switching technique using window overlapping to implicitly define groups. Push-and-Pull Switching enables switching between groups and restacking the focused window to any position to change its group membership. The technique was evaluated in an experiment which found that Push-and-Pull Switching improves switching performance by more than 50% compared to other switching techniques in different scenarios. A longitudinal user study indicates that participants invoked this switching technique 15% of the time on single monitor displays and that they found it easy to understand and use.
Anna C. Cavender
University of Washington
(1)
Papers/Notes : Sharing in Specific Communities --- 04/14/10 04:30:00 PM
ASL-STEM Forum: Enabling Sign Language to Grow Through Online Collaboration
Abstract » American Sign Language (ASL) currently lacks agreed-upon signs for complex terms in scientific fields, causing deaf students to miss or misunderstand course material. Furthermore, the same term or concept may have multiple signs, resulting in inconsistent standards and strained collaboration. The ASL-STEM Forum is an online, collaborative, video forum for sharing ASL signs and discussing them. An initial user study of the Forum has shown its viability and revealed lessons in accommodating varying user types, from lurkers to advanced contributors, until critical mass is achieved.
Christian Cenizal
University of California Los Angeles
(1)
Papers/Notes : Bikes and Buses --- 04/14/10 02:30:00 PM
Biketastic: Sensing and Mapping for Better Biking
Abstract » Bicycling is an affordable, environmentally friendly alternative transportation mode to motorized travel. A common task performed by bikers is to find good routes in an area, where the quality of a route is based on safety, efficiency, and enjoyment. Finding routes involves trial and error as well as exchanging information between members of a bike community. Biketastic is a platform that enriches this experimentation and route sharing process making it both easier and more effective. Using a mobile phone application and online map visualization, bikers are able to document and share routes, ride statistics, sensed information to infer route roughness and noisiness, and media that documents ride experience. Biketastic was designed to ensure the link between information gathering, visualization, and bicycling practices. In this paper, we present architecture and algorithms for route data inferences and visualization. We evaluate the system based on feedback from bicyclists provided during a two-week pilot.
Ruy Cervantes Fregoso
UC Irvine
(1)
Papers/Notes : Avatars and Virtual Environments --- 04/13/10 02:30:00 PM
Embodied Social Proxy: Mediating Interpersonal Connection in Hub-and-Satellite Teams
Abstract » Current business conditions have given rise to distributed teams that are mostly collocated except for one remote member. These “hub-and-satellite” teams face the challenge of the satellite colleague being out-of-sight and out-of-mind. We developed a telepresence device, called an Embodied Social Proxy (ESP), which represents the satellite coworker 24x7. Beyond using ESPs in our own group, we deployed an ESP in four product teams within our company for six weeks. We studied how ESP was used through ethnographic observations, surveys, and usage log data. ESP not only increased the satellite worker's ability to fully participate in meetings, it also increased the hub's attention and affinity towards the satellite. The continuous physical presence of ESP in each team improved the interpersonal social connections between hub and satellite colleagues.
Lucian Cesca
Carnegie Mellon University
(1)
Papers/Notes : Privacy --- 04/14/10 09:00:00 AM
Standardizing Privacy Notices: An Online Study of the Nutrition Label Approach
Abstract » Earlier work has shown that consumers cannot effectively find information in privacy policies and that they do not enjoy using them. In our previous research we developed a standardized-table format for privacy policies. We compared this standardized format, and two short variants (one tabular, one text) with the current status quo: full-text natural-language policies and layered policies. We conducted an online user study of 764 participants to test if these three more-intentionally designed, standardized privacy policy formats, assisted by consumer education, can benefit consumers. Our results show that standardized privacy policy presentations can have significant positive effects on accuracy and speed of information finding and on reader enjoyment of privacy policies.
Matthew Chalmers
University of Glasgow
(1)
Papers/Notes : Caring for Ourselves --- 04/13/10 04:30:00 PM
Self-Monitoring, Self-Awareness, and Self-Determination in Cardiac Rehabilitation
Abstract » The application of self-monitoring technologies to the problem of promoting health-related behavioural change has been an active area of research for many years. This paper reports on our investigations into health-related behavioural change within the context of a cardiac rehabilitation programme, and considers the role that self-monitoring currently plays and may play in the future. We carried out semi-structured interviews with nineteen cardiac rehabilitation participants. Our main findings relate to distinctions between implicit and conscious change, tensions between cardiac rehabilitation and everyday life, the importance of self-awareness and self-determination, and an overall reluctance towards unnecessary self-monitoring. In view of these findings, we then offer suggestions as to how self-monitoring technologies can be designed to suit this particular context of use.
Li-Wei Chan
National Taiwan University
(1)
Papers/Notes : No Touch --- 04/15/10 02:30:00 PM
Touching the Void: Direct-Touch Interaction for Intangible Displays
Abstract » In this paper, we explore the challenges in applying and investigate methodologies to improve direct-touch interaction on intangible displays. Direct-touch interaction simplifies object manipulation, because it combines the input and display into a single integrated interface. While traditional tangible display-based direct-touch technology is commonplace, similar direct-touch interaction within an intangible display paradigm presents many challenges. Given the lack of tactile feedback, direct-touch interaction on an intangible display may show poor performance even on the simplest of target acquisition tasks. In order to study this problem, we have created a prototype of an intangible display. In the initial study, we collected user discrepancy data corresponding to the interpretation of 3D location of targets shown on our intangible display. The result showed that participants performed poorly in determining the z-coordinate of the targets and were imprecise in their execution of screen touches within the system. Thirty percent of positioning operations showed errors larger than 30mm from the actual surface. This finding triggered our interest to design a second study, in which we quantified task time in the presence of visual and audio feedback. The pseudo-shadow visual feedback was shown to be helpful both in improving user performance and satisfaction.
Stephen C.F. Chan
Hong Kong Polytechnic University
(1) Best paper nominee
Papers/Notes : Computing on the Body --- 04/12/10 04:30:00 PM
i*CATch: A Scalable, Plug-n-Play Wearable Computing Framework for Novices and Children Best paper nominee
Abstract » There has been much recent work in wearable computing that is directed at democratization of the field, to make it more accessible to the general public and more easily used by the hobbyist user. As the field becomes more diversified, there has also been a shift away from the highly specialized functionality of earlier applications towards aesthetics, creativity, design and self-expression, as well as a push towards using wearable computing as an outreach tool to broaden interest and exposure in engineering and computing. This paper presents the design and development of the i*CATch wearable computing framework, which was developed specifically for children and novices to the field. The i*CATch framework is based upon a bus-based architecture, and is more scalable than the current alternatives. It consists of a set of plug-and-play components, a construction platform with a standardized interface, and an easy-to-use hybrid text-graphical integrated development environment. We will also present results of the evaluation of the i*CATch framework in real teaching environments.
Li-Wei Chan
National Taiwan University, Graduate Institute of Networking and Multimedia
(1)
alt.chi : Imagine all the People --- 04/14/10 02:30:00 PM
Public Issues on Projected User Interface
Abstract » What will happen when pocket projectors become mainstream personal display channels? What will be affected when numerous projections intrude our living space without proper control? Todays technology in projection has promised a big screen viewing experience from mobile devices, pushing us toward a truly ubiquitous display environment. But, is our society prepared for the next projection-generation? We argue that the Projected user interface (PUI) will introduce new problems both in environmental and social aspects which are seldom been explored. This paper explores our rights to project and be projected in public space. Can we project on human body without asking for permission? Can we refuse to be projected? Can projection pollute the environment and influence the people therein? This paper proposes several issues about peoples rights on projection, and provide discussions on possible solutions.
Tsung-Hsiang Chang
MIT CSAIL
(1)
Papers/Notes : Pixels and Perception --- 04/14/10 09:00:00 AM
GUI Testing Using Computer Vision
Abstract » Testing a GUI's visual behavior typically requires human testers to interact with the GUI and to observe whether the expected results of interaction are presented. This paper presents a new approach to GUI testing using computer vision for testers to automate their tasks. Testers can write a visual test script that uses images to specify which GUI components to interact with and what visual feedback to be observed. Testers can also generate visual test scripts by demonstration. By recording both input events and screen images, it is possible to extract the images of components interacted with and the visual feedback seen by the demonstrator, and generate a visual test script automatically. We show that a variety of GUI behavior can be tested using this approach. Also, we show how this approach can facilitate good testing practices such as unit testing, regression testing, and test-driven development.
Huiyou Chang
Sun Yat-Sen University
(1) Best paper nominee
Papers/Notes : Multitasking --- 04/12/10 11:30:00 AM
Multitasking Bar: Prototype and Evaluation of Introducing the Task Concept into a Browser Best paper nominee
Abstract » This paper clarifies two common patterns of multitasking on the Web, namely Multiple Tasks (MT) and Multiple Session Task (MST). To support both of these, the task concept needs to be introduced into a browser. An online pilot survey has revealed which attributes of the task concept are most significant to Web users and as a result a simple prototype, the Multitasking Bar (MB), is proposed based on these findings. The MB copes with the multitasking needs of both MT and MST in the browser by providing functions for task related Web page management and task schedule management. A two-session controlled experiment has been conducted to evaluate the MB and to compare user performance and experience when multitasking on the Web with and without support for MT and MST. Results show that support for both MST and MT significantly improves user task performance efficiency and greatly enhances the user experience when multitasking on the Web.
Olivier Chapuis
LRI - Université Paris-Sud et CNRS, INRIA
(1)
Papers/Notes : Interfaces and Visualization --- 04/12/10 02:30:00 PM
High-Precision Magnification Lenses
Abstract » Focus+context interfaces provide in-place magnification of a region of the display, smoothly integrating the focus of attention into its surroundings. Two representations of the data exist simultaneously at two different scales, providing an alternative to classical pan & zoom for navigating multi-scale interfaces. For many practical applications however, the magnification range of focus+context techniques is too limited. This paper addresses this limitation by exploring the quantization problem: the mismatch between visual and motor precision in the magnified region. We introduce three new interaction techniques that solve this problem by integrating fast navigation and high-precision interaction in the magnified region. Speed couples precision to navigation speed. Key and Ring use a discrete switch between precision levels, the former using a keyboard modifier, the latter by decoupling the cursor from the lens' center. We report on three experiments showing that our techniques make interacting with lenses easier while increasing the range of practical magnification factors, and that performance can be further improved by integrating speed-dependent visual behaviors.
Jilin Chen
University of Minnesota
(2)
Papers/Notes : User Characteristics and Large-Scale Tracking --- 04/13/10 09:00:00 AM
The Effects of Diversity on Group Productivity and Member Withdrawal in Online Volunteer Groups
Abstract » The “wisdom of crowds” argument emphasizes the importance of diversity in online collaborations, such as open source projects and Wikipedia. However, decades of research on diversity in offline work groups have painted an inconclusive picture. On the one hand, the broader range of insights from a diverse group can lead to improved outcomes. On the other hand, individual differences can lead to conflict and diminished performance. In this paper, we examine the effects of group diversity on the amount of work accomplished and on member withdrawal behaviors in the context of WikiProjects. We find that increased diversity in experience with Wikipedia increases group productivity and decreases member withdrawal - up to a point. Beyond that point, group productivity remains high, but members are more likely to withdraw. Strikingly, no such diminishing returns were observed for differences in member interest, which increases productivity and decreases member withdrawal in a linear fashion. Our results suggest that the low visibility of individual differences in online groups may allow them to harvest more of the benefits of diversity while bearing less of the cost. We discuss how our findings can inform further research of online collaboration.
Papers/Notes : Understanding Comments --- 04/13/10 02:30:00 PM
Short and Tweet: Experiments on Recommending Content from Information Streams
Abstract » More and more web users keep up with newest information through information streams such as the popular micro-blogging website Twitter. In this paper we studied content recommendation on Twitter to better direct user attention. In a modular approach, we explored three separate dimensions in designing such a recommender: content sources, topic interest models for users, and social voting. We implemented 12 recommendation engines in the design space we formulated, and deployed them to a recommender service on the web to gather feedback from real Twitter users. The best performing algorithm improved the percentage of interesting content to 72% from a baseline of 33%. We conclude this work by discussing the implications of our recommender design and how our design can generalize to other information streams.
Yu-Chung Chen
University of Illinois at Chicago
(1)
Papers/Notes : Interactions in the World --- 04/14/10 11:30:00 AM
Case Study - Designing An Advanced Visualization System for Geological Core Drilling Expeditions
Abstract » We present the design and process of an interactive high-resolution visualization system for diverse and distributed real-world geological core drilling expeditions. The high domain knowledge barrier makes it difficult for a person who is outside this field to imagine the user experience, and the globally distributed core drilling community imposes more design constraints in space and time. In addition to activities proposed in prior literatures, we used the “immersive empathic design” approach of having a computer scientist trained as a junior core technician. Through in-situ observation and interview evaluations from on-going expeditions, we present the system and the lesson learned in the process. It makes the best use of precious co-located opportunities. It allows the developer to build up domain knowledge efficiently. It establishes a trust relationship between the developer and scientists. The system designed through this approach formed a sustainable foundation that was adapted in the following design iterations. This process allows the software developer to experience authentic user activities. The designed system is innovative and helps scientists solving real-world problems. This approach can be a useful example to HCI practitioners who work with potential users or communities that share similar properties.
Yunan Chen
University of California Irvine
(1)
Papers/Notes : Working with Medical Records --- 04/14/10 11:30:00 AM
Documenting Transitional Information in EMR
Abstract » An observational study was conducted to examine EMR-based documentation in an Emergency Department (ED), with an emphasis on computerized documentation activities in the complex flow of clinical processes. This study revealed a gap between the formal EMR documentation and the actual clinical workflow, which leads ED staff to rely on intermediate - transitional artifacts to facilitate their work. The analysis of these transitional artifacts in four different clinical workflows shows that the EMR system's inability to document procedural information, capture key information, and present information according to the actual clinical workflow are accountable for leading to the use of transitional artifacts. The findings of this study call for designing EMR system not only for keeping patients' formal records, but also for documenting transitional information in the chart-writing process.
Yen-Yang Chen
National Taiwan University
(1)
Papers/Notes : No Touch --- 04/15/10 02:30:00 PM
Touching the Void: Direct-Touch Interaction for Intangible Displays
Abstract » In this paper, we explore the challenges in applying and investigate methodologies to improve direct-touch interaction on intangible displays. Direct-touch interaction simplifies object manipulation, because it combines the input and display into a single integrated interface. While traditional tangible display-based direct-touch technology is commonplace, similar direct-touch interaction within an intangible display paradigm presents many challenges. Given the lack of tactile feedback, direct-touch interaction on an intangible display may show poor performance even on the simplest of target acquisition tasks. In order to study this problem, we have created a prototype of an intangible display. In the initial study, we collected user discrepancy data corresponding to the interpretation of 3D location of targets shown on our intangible display. The result showed that participants performed poorly in determining the z-coordinate of the targets and were imprecise in their execution of screen touches within the system. Thirty percent of positioning operations showed errors larger than 30mm from the actual surface. This finding triggered our interest to design a second study, in which we quantified task time in the presence of visual and audio feedback. The pseudo-shadow visual feedback was shown to be helpful both in improving user performance and satisfaction.
Yan Chen
University of Michigan
(1)
Papers/Notes : Market Models for Q&A Services --- 04/12/10 02:30:00 PM
Re-examining Price as a Predictor of Answer Quality in an Online Q&A Site
Abstract » Online question-answering services provide mechanisms for knowledge exchange by allowing users to ask and answer questions on a wide range of topics. A key question for designing such services is whether charging a price has an effect on answer quality. Two field experiments using one such service, Google Answers, offer conflicting answers to this question. To resolve this inconsistency, we re-analyze data from Harper et al. [5] and Chen et al. [2] to study the price effect in greater depth. Decomposing the price effect into two different levels yields results that reconcile those of the two field experiments. Specifically, we find that: (1) a higher price significantly increases the likelihood that a question receives an answer and (2) for questions that receive an answer, there is no significant price effect on answer quality. Additionally, we find that the rater background makes a difference in evaluating answer quality.
Bing-Yu Chen
National Taiwan University
(1)
Papers/Notes : Tangible UI --- 04/13/10 02:30:00 PM
iCon: Utilizing Everyday Objects as Additional, Auxiliary and Instant Tabletop Controllers
Abstract » This work describes a novel approach to utilizing everyday objects of users as additional, auxiliary, and instant tabletop controllers. Based on this approach, a prototype platform, called iCon, is developed to explore the possible design. Field studies and user studies reveal that utilizing everyday objects such as auxiliary input devices might be appropriate under a multi-task scenario. User studies further demonstrate that daily objects can generally be applied in low precision circumstances, low engagement with selected objects, and medium-to-high frequency of use. The proposed approach allows users to interact with computers while not altering their original work environments.
Kai-Yin Cheng
National Taiwan University
(1)
Papers/Notes : Tangible UI --- 04/13/10 02:30:00 PM
iCon: Utilizing Everyday Objects as Additional, Auxiliary and Instant Tabletop Controllers
Abstract » This work describes a novel approach to utilizing everyday objects of users as additional, auxiliary, and instant tabletop controllers. Based on this approach, a prototype platform, called iCon, is developed to explore the possible design. Field studies and user studies reveal that utilizing everyday objects such as auxiliary input devices might be appropriate under a multi-task scenario. User studies further demonstrate that daily objects can generally be applied in low precision circumstances, low engagement with selected objects, and medium-to-high frequency of use. The proposed approach allows users to interact with computers while not altering their original work environments.
Mauro Cherubini
Telefónica Research
(1) Best paper nominee
Papers/Notes : Tagging --- 04/13/10 11:30:00 AM
Social Tagging Revamped: Supporting the Users' Need of Self-promotion through Social Filtering Best paper nominee
Abstract » People share pictures online to increase their social presence. However, recent studies have shown that most of the content shared in social networks is not looked at by peers. Proper metadata can be generated and used to improve the retrieval of this content. In spite of this, we still lack solutions for collecting valid descriptors of content that can be used effectively in the context of social information navigation. In this paper, we propose a mechanism based on persuasive techniques to support peers in providing metadata for multimedia content that can be used for a person's self-promotion. Through an iterative design and experimentation process, we demonstrate how this methodology can be used effectively to increase one's social presence thus building more enjoyable, rich, and creative content that is shared in the social network. In addition, we highlight implications that inform the design of social games with a purpose.
Marshini Chetty
Georgia Institute of Technology
(3)
Papers/Notes : At Home With Computing --- 04/13/10 09:00:00 AM
Who's Hogging the Bandwidth: The Consequences of Revealing the Invisible in the Home
Abstract » As more technologies enter the home, householders are burdened with the task of digital housekeeping—managing and sharing digital resources like bandwidth. In response to this, we created and evaluated a domestic tool for bandwidth management called Home Watcher. Our field trial showed that when resource contention amongst different household members is made visible, people's understanding of bandwidth changes and household politics are revealed. In this paper, we describe the consequences of showing real time resource usage in a home, and how this varies depending on the social make up of the household.
ToCHI : Activities, Access Control & Networking --- 04/14/10 04:30:00 PM
The Ins and Outs of Home Networking: The Case for Useful and Usable Domestic Networking
Abstract » Home networks are increasingly being adopted as a solution to technical complexity in the home: multiple computers, devices, and users are driving the demand. Current network solutions are derived from the world of work and provide poor support for the needs of the home. We present the key findings to emerge from qualitative studies of home networks in the UK and US. The studies reveal two key kinds of work that effective home networking relies upon: one, the technical work of setting up and maintaining the home network, and the other, the collaborative and socially organized work of the home in which the network is embedded and supports. The two are thoroughly intertwined and rely upon one another for their realization, yet neither is adequately supported by current networking technologies and applications. Explication of the ‘work to make the home network work’ opens up the design space for the continued integration of the home network in domestic life and elaboration of future support. Key issues for development include the development of networking facilities that do not require advanced networking knowledge, that are flexible and support the local social order of the home and the evolution of its routines, and which ultimately make the home network visible and accountable to household members.
Papers/Notes : HCI and the Developing World --- 04/15/10 02:30:00 PM
Deliberate Interactions: Characterizing Technology Use in Nairobi, Kenya
Abstract » We present results from a qualitative study examining how professionals living and working in Nairobi, Kenya regularly use ICT in their everyday lives. There are two contributions of this work for the HCI community. First, we provide empirical evidence demonstrating constraints our participants encountered when using technology in an infrastructure-poor setting. These constraints are limited bandwidth, high costs, differing perceptions of responsiveness, and threats to physical and virtual security. Second, we use our findings to critically evaluate the “access, anytime and anywhere” construct shaping the design of future technologies. We present an alternative vision called deliberate interactions—a planned and purposeful interaction style that involves offline preparation—and discuss ways ICT can support this online usage behavior.
Joey C.Y. Cheung
Hong Kong Polytechnic University
(1) Best paper nominee
Papers/Notes : Computing on the Body --- 04/12/10 04:30:00 PM
i*CATch: A Scalable, Plug-n-Play Wearable Computing Framework for Novices and Children Best paper nominee
Abstract » There has been much recent work in wearable computing that is directed at democratization of the field, to make it more accessible to the general public and more easily used by the hobbyist user. As the field becomes more diversified, there has also been a shift away from the highly specialized functionality of earlier applications towards aesthetics, creativity, design and self-expression, as well as a push towards using wearable computing as an outreach tool to broaden interest and exposure in engineering and computing. This paper presents the design and development of the i*CATch wearable computing framework, which was developed specifically for children and novices to the field. The i*CATch framework is based upon a bus-based architecture, and is more scalable than the current alternatives. It consists of a set of plug-and-play components, a construction platform with a standardized interface, and an easy-to-use hybrid text-graphical integrated development environment. We will also present results of the evaluation of the i*CATch framework in real teaching environments.
William Cheung
Brown University
(1) Best paper nominee
Papers/Notes : Software Understanding and Maintenance --- 04/15/10 11:30:00 AM
Code Bubbles: A Working Set-based Interface for Code Understanding and Maintenance Best paper nominee
Abstract » Developers spend significant time reading and navigating code fragments spread across multiple locations. The file-based nature of contemporary IDEs makes it prohibitively difficult to create and maintain a simultaneous view of such fragments. We propose a novel user interface metaphor for code understanding based on collections of lightweight, editable fragments called bubbles, which form concurrently visible working sets. We present the results of a qualitative usability evaluation, and the results of a quantitative study which indicates Code Bubbles significantly improved code understanding time, while reducing navigation interactions over a widely-used IDE, for two controlled tasks.
Fanny Chevalier
Microsoft-INRIA joint center
(1)
Papers/Notes : Browsing --- 04/13/10 09:00:00 AM
Using Text Animated Transitions to Support Navigation in Document Histories
Abstract » This article examines the benefits of using text animated transitions for navigating in the revision history of textual documents. We propose an animation technique for smoothly transitioning between different text revisions, then present the Diffamation system. Diffamation supports rapid exploration of revision histories by combining text animated transitions with simple navigation and visualization tools. We finally describe a user study showing that smooth text animation allows users to track changes in the evolution of textual documents more effectively than flipping pages.
Changyan Chi
IBM Research - China
(1)
Papers/Notes : Understanding Comments --- 04/13/10 02:30:00 PM
Dandelion: Supporting Coordinated Collaborative Authoring in Wikis
Abstract » Dandelion is a tool that extends wikis to support coordinated, collaborative authoring using a tag-based approach. Specifically, users can insert tags in a wiki page to specify various co-authoring tasks. These tags can then be executed to help drive and manage the collaboration workflow, and provide content-centric collaboration awareness for all the co-authors. Four successful pilot deployments and positive user feedback show the practical value of Dandelion, especially its value in supporting a structured, collaborative authoring process often seen in business settings.
Ed Chi
Palo Alto Research Center
(1)
Papers/Notes : Understanding Comments --- 04/13/10 02:30:00 PM
Short and Tweet: Experiments on Recommending Content from Information Streams
Abstract » More and more web users keep up with newest information through information streams such as the popular micro-blogging website Twitter. In this paper we studied content recommendation on Twitter to better direct user attention. In a modular approach, we explored three separate dimensions in designing such a recommender: content sources, topic interest models for users, and social voting. We implemented 12 recommendation engines in the design space we formulated, and deployed them to a recommender service on the web to gather feedback from real Twitter users. The best performing algorithm improved the percentage of interesting content to 72% from a baseline of 33%. We conclude this work by discussing the implications of our recommender design and how our design can generalize to other information streams.
Ed H. Chi
Palo Alto Research Center (PARC)
(1)
Papers/Notes : Sense and Sustainability --- 04/13/10 11:30:00 AM
FeedWinnower: Layering Structures Over Collections of Information Streams
Abstract » Information overload is a growing threat to the productivity of today's knowledge workers, who need to keep track of multiple streams of information from various sources. RSS feed readers are a popular choice for syndicating information streams, but current tools tend to contribute to the overload problem instead of solving it. We introduce FeedWinnower, an enhanced feed aggregator that helps readers to filter feed items by four facets (topic, people, source, and time), thus facilitating feed triage. The combination of the four facets provides a powerful way for users to slice and dice their personal feeds. In addition, we present a formative evaluation of the prototype conducted with 15 knowledge workers in two different organizations
Sonia Chiasson
Carleton University
(1)
Papers/Notes : Input, Security, and Privacy Policies --- 04/13/10 02:30:00 PM
Shoulder-Surfing Resistance with Eye-Gaze Entry in Click-Based Graphical Passwords
Abstract » We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help users remember multiple distinct passwords. Our 45-participant lab study is the first evaluation of gaze-based password entry via user-selected points on images. CGP's usability is potentially acceptable, warranting further refinement and study.
Parmit K. Chilana
University of Washington
(1) Best paper nominee
Papers/Notes : Expertise --- 04/14/10 11:30:00 AM
How Power Users Help and Hinder Open Bug Reporting Best paper nominee
Abstract » Many power users that contribute to open source projects have no intention of becoming regular contributors; they just want a bug fixed or a feature implemented. How often do these users participate in open source projects and what do they contribute? To investigate these questions, we analyzed the reports of Mozilla contributors who reported problems but were never assigned problems to fix. These analyses revealed that over 11 years and millions of reports, most of these 150,000 users reported non-issues that devolved into technical support, redundant reports with little new information, or narrow, expert feature requests. Reports that did lead to changes were reported by a comparably small group of experienced, frequent reporters, mostly before the release of Firefox 1. These results suggest that the primary value of open bug reporting is in recruiting talented reporters, and not in deriving value from the masses.
Parmit K. Chilana
University of Washington (UW)
(1)
Papers/Notes : Usability Methods and New Domains --- 04/15/10 09:00:00 AM
Understanding Usability Practices in Complex Domains
Abstract » Although usability methods are widely used for evaluating conventional graphical user interfaces and websites, there is a growing concern that current approaches are inadequate for evaluating complex, domain-specific tools. We interviewed 21 experienced usability professionals, including in-house experts, external consultants, and managers working in a variety of complex domains, and uncovered the challenges commonly posed by domain complexity and how practitioners work around them. We found that despite the best efforts by usability professionals to get familiar with complex domains on their own, the lack of formal domain expertise can be a significant hurdle for carrying out effective usability evaluations. Partnerships with domain experts lead to effective results as long as domain experts are willing to be an integral part of the usability team. These findings suggest that for achieving usability in complex domains, some fundamental educational changes may be needed in the training of usability professionals.
Jessie Chin
University of Illinois at Urbana Champaign, UIUC
(1)
Papers/Notes : The Age of Searching --- 04/12/10 02:30:00 PM
Interactive Effects of Age and Interface Differences on Search Strategies and Performance
Abstract » We present results from an experiment that studied the information search behavior of younger and older adults in a medical decision-making task. To study how different combination of tasks and interfaces influenced search strategies and decision-making outcomes, we varied information structures of two interfaces and presented different task descriptions to participants. We found that younger adults tended to use different search strategies in different combination of tasks and interfaces, and older adults tended to use the same top-down strategies across conditions. We concluded that older adults were able to perform mental transformation of medical terms more effectively than younger adults. Thus older adults did not require changing strategies to maintain the same level of performance.
Deepti Chittamuru
UC Berkeley School of Information
(1) Best paper winner best paper winner
Papers/Notes : HCI and India --- 04/13/10 09:00:00 AM
Avaaj Otalo — A Field Study of an Interactive Voice Forum for Small Farmers in Rural India Best paper winner best paper winner
Abstract » In this paper we present the results of a eld study of Avaaj Otalo (literally, voice stoop"), an interactive voice application for small-scale farmers in Gujarat, In- dia. Through usage data and interviews, we describe how 51 farmers used the system over a seven month pilot deployment. The most popular feature of Avaaj Otalo was a forum for asking questions and browsing others' questions and responses on a range of agricul- tural topics. The forum developed into a lively social space with the emergence of norms, persistent modera- tion, and a desire for both structured interaction with institutionally sanctioned authorities and open discus- sion with peers. For all 51 users this was the rst ex- perience participating in an online community of any sort. In terms of usability, simple menu-based naviga- tion was readily learned, with users preferring numeric input over speech. We conclude by discussing implica- tions of our ndings for designing voice-based social me- dia serving rural communities in India and elsewhere.
Deepti Chittamuru
University of California, Berkeley
(1) Best paper nominee
Papers/Notes : HCI and India --- 04/13/10 09:00:00 AM
An Exploratory Study of Unsupervised Mobile Learning in Rural India Best paper nominee
Abstract » Cellphones have the potential to improve education for the millions of underprivileged users in the developing world. However, mobile learning in developing countries remains under-studied. In this paper, we argue that cellphones are a perfect vehicle for making educational opportunities accessible to rural children in places and times that are more convenient than formal schooling. We carried out participant observations to identify the opportunities in their everyday lives for mobile learning. We next conducted a 26-week study to investigate the extent to which rural children will voluntarily make use of cellphones to access educational content. Our results show a reasonable level of academic learning and motivation. We also report on the social context around these results. Our goal is to examine the feasibility of mobile learning in out-of-school settings in rural, underdeveloped areas, and to help more researchers learn how to undertake similarly difficult studies around mobile computing in the developing world.
Myoungsu Cho
Seoul National University
(1)
Papers/Notes : Browsing --- 04/13/10 09:00:00 AM
Dynamic Query Interface for Spatial Proximity Query with Degree-of-Interest Varied by Distance to Query Point
Abstract » In this paper we present an interactive query interface called “TrapezoidBox” to support spatial proximity queries where users' degree of interest varies depending upon the degree of separation from the point of interest. Spatial proximity queries are commonly built in information seeking tasks especially on online maps. If not impossible, it is hard to formulate spatial proximity queries using existing dynamic query widgets such as range sliders. TrapezoidBox allows users to easily build spatial proximity queries by interactively adjusting a trapezoidal function. Our controlled user study results show that TrapezoidBox has several advantages over a baseline interface with range sliders.
Eunji Choi
KAIST
(1)
Papers/Notes : Devising Input --- 04/14/10 11:30:00 AM
How Users Manipulate Deformable Displays as Input Devices
Abstract » This study is aimed at understanding deformation-based user gestures by observing users interacting with artificial deformable displays with various levels of flexibility. We gained user-defined gestures that would help with the design and implementation of deformation-based interface, without considering current technical limitations. We found that when a display material gave more freedom from deformation, the level of consensus of gestures among the users as well as the intuitiveness and preferences were all enhanced. This study offers implications for deformation-based interaction which will be helpful for both designers and engineers who are trying to set the direction for future interface and technology development.
Sam S.S. Choy
Hong Kong Polytechnic University
(1) Best paper nominee
Papers/Notes : Computing on the Body --- 04/12/10 04:30:00 PM
i*CATch: A Scalable, Plug-n-Play Wearable Computing Framework for Novices and Children Best paper nominee
Abstract » There has been much recent work in wearable computing that is directed at democratization of the field, to make it more accessible to the general public and more easily used by the hobbyist user. As the field becomes more diversified, there has also been a shift away from the highly specialized functionality of earlier applications towards aesthetics, creativity, design and self-expression, as well as a push towards using wearable computing as an outreach tool to broaden interest and exposure in engineering and computing. This paper presents the design and development of the i*CATch wearable computing framework, which was developed specifically for children and novices to the field. The i*CATch framework is based upon a bus-based architecture, and is more scalable than the current alternatives. It consists of a set of plug-and-play components, a construction platform with a standardized interface, and an easy-to-use hybrid text-graphical integrated development environment. We will also present results of the evaluation of the i*CATch framework in real teaching environments.
Maurice Chu
Palo Alto Research Center (PARC)
(1)
Papers/Notes : Going to the Mall: Shopping and Product Design --- 04/15/10 02:30:00 PM
Countertop Responsive Mirror: Supporting Physical Retail Shopping for Sellers, Buyers and Companions
Abstract » We examine opportunities for ubiquitous technologies in retail shopping, jewelry shopping in this case, to supplement the unique information needs inherent to physical trials of tactile products. We describe an iterative design approach to develop a mirror system that records and matches images across jewelry trials called the Countertop Responsive Mirror. The key technological distinction of our system from prior technologies is the use of “matched access,” which automatically retrieves images that match a scene shown in separately accessed images. This not only helps shoppers compare jewelry but also promotes interactions among all parties during shopping. We report qualitative findings from multiple field trials of the system. This paper contributes to a body of research on the design and introduction of new technologies into retail shopping that provide value to all users without disruption to their normative practices and behaviors.
Sharon Lynn Chu Yew Yee
National University of Singapore
(1) Best paper nominee
Papers/Notes : At Home With Computing --- 04/13/10 09:00:00 AM
Investigating Narrative Structure in Mobile Games for Seniors Best paper nominee
Abstract » Narratives are an intimate part of our lives. Based on beha-vioral research suggesting that older adults tend to process text better at discourse level, this study investigates the im-pact of narrative structure on the enjoyment level of older game players. Two variations of a casual memory mobile game were built, one with a narrative and the other one without. Nineteen senior citizens, differentiated according to their play orientation, play-tested the games. Results show that embedding narratives in mobile games enhances the play experience of older adults, irrespective of their play style. This may have implications both for game developers and for seniors' acceptance of casual games.
Elizabeth Churchill
Yahoo! Research
(1)
Panel : Addressing Challenges in Doing International Field Research --- 04/12/10 11:30:00 AM
Addressing Challenges in Doing International Field Research
Abstract » This panel will discuss some of the key challenges in doing international field research including issues with planning, conducting, interpreting, and reporting on such research. Panelists will also share potential solutions and approaches they have used to try to deal with these challenges, and will discuss with the audience add