On This Page
- About the CHI Conference
- Quick Links
- Glimpse of the Future
- Social Media of the Future
- Wisdom of Crowds
- Touch Interaction
- Technology in Education
- Privacy and Security
- Technology in Education
- Health Technology
- Visual Aids
- Technology in Education
- Gaming
- Designing for Children
- Designing for An Aging Population
- The Environment
- Technology in Developing Regions
- Keynote Speakers
- Courses
- Professional Networking / Tue Night Job Fair
- Interactivity Demonstrations & Performances
- Invited Talks
- Key Contributor Recognition Awards
- Conference Sponsors
- About ACM
- About SIGCHI
Related Links
CHI 2012 Conference Preview
With technology use so prevalent in our daily lives, computer-human interaction professionals have the opportunity and responsibility to design and implement elegant, useful and usable interactive environments that enhance the quality of life. This year's ACM conference on Computer-Human Interactiofutn (CHI 2012), scheduled 5-10 May 2012 at the Austin Convention Center in Austin, Texas, offers a rich program of emerging interaction technologies. "It's the experience that sets one technology apart from another, and that is what we present at the CHI 2012 conference," explained Dr. Joseph Konstan, CHI 2012 General Conference Chair, Distinguished Professor and Associate Department Head of Computer Science and Engineering at the University of Minnesota. Join us at CHI 2012 and catch a glimpse of innovative ideas in research and practice that boldly predict and influence the future.
About the CHI Conference
Originally a small conference for psychologists interested in user interface design, the annual CHI conference has grown to include a very diverse participant group (such as interaction designers, computer scientists, engineering psychologists, developers, performing artists and more). It has also grown to deal with larger problems such as the organizational integration of technology and the use of technology in the home rather than only office settings. This year's conference marks 30 years of research, innovation and development in the field of Human-Computer Interaction and is expected to draw more than 2500 professionals from over 40 countries. The experience at CHI 2012 offers innovative opportunities for interacting with future technologies. The following areas represent a small portion of the total conference. For complete information about this year’s conference, consult the Advance Program.
Featuring over 900 works, the CHI conference is the premier worldwide forum for the exchange of information on all aspects of human-computer interaction. Typically the works presented address the concerns of design, engineering, management and user experience professionals. This year's conference also features works that focus on: Digital Arts, Games and Entertainment, Human-Computer Interaction for Kids, Health and Sustainability. Works are presented in several different venues. After two days of intimate pre-conference workshops, the main conference includes panel discussions, courses that provide leading-edge HCI knowledge, paper sessions, case studies, works-in-progress, student competitions (involving design, research and games), interactive demonstrations, special interest groups, and a Tuesday evening video night (popcorn included).
Quick Links
- Glimpse of the Future
- Social Media of the Future
- Wisdom of Crowds
- Touch Interaction
- Technology in Education
- Privacy and Security
- Health Technology
- Visual Aids
- Gaming
- Designing for Children
- Designing for An Aging Population
- The Environment
- Technology in Developing Regions
Glimpse of the Future
- Touché: Enhancing Touch Interaction on Humans, Screens, Liquids, and Everyday Objects - Interactivity
- Humantenna: Using the Body as an Antenna for Real-Time Whole-Body Interaction (Paper)
- Your Phone or Mine? Fusing Body, Touch and Device Sensing for Multi-User Device-Display Interaction (Note)
- TeleAdvisor: A Versatile Augmented Reality Tool for Remote Assistance (Note)
- "A Pace Not Dictated by Electrons": An Empirical Study of Work Without Email (Paper)
- Designing Experimental Prototypes for the Future Workplace (Case Study)
- Using Rhythmic Patterns as an Inout Method (Paper)
- Going Beyond the Surface: Studying Multi-Layer Interaction Above the Tabletop (Paper)
- A Handle Bar Metaphor for Virtual Object Manipulation with Mid-Air Interaction (Paper)
- Unlocking the Expressivity of Point Lights (Paper)
- SoundWave: Using the Doppler Effect to Sense Gestures (Note)
- IllumiShare: Sharing Any Surface (Paper)
- ZeroTouch: An Optical Multi-Touch and Free-Air Interaction Architecture (Paper)
- Brainput: Enhancing Interactive Systems with Streaming fNIRS Brain Input (Paper)
Social Media of the Future
- Interactive Machine Learning for On-Demand Creation of Social Networks (Paper)
- "I can't get no sleep": Discussing #insomnia on Twitter (Paper)
- Twitter and the Development of an Audience: Those Who Stay on Topic Thrive! (Note)
- Hunting for Fail Whales: Lessons from Deviance and Failure in Social Computing (Panel)
- PULSE: The Design and Evaluation of an Auditory Display to Provide a Social Vibe (Paper)
- Talking in Circles: Selective Sharing in Google+ (Paper)
- Finding and Assessing Social Media Information Sources in the Context of Journalism (Paper)
- "We've Bin Watching You" - Designing for Reflection and Social Persuasion to Promote Sustainable Lifestyles (Paper)
- Designing Social Translucence Over Social Networks (Paper)
- Longitudinal Study of Facebook, LinkedIn and Twitter Use (Paper)
- Homeless Young People on Social Network Sites (Paper)
- Exploring Mischief and Mayhem in Social Computing or: How we Learned to Stop Worrying and Love the Trolls (alt.chi)
- Intimacy in Long-Distance Relationships over Video Chat (Paper)
- How Do Couples Use CheekTouch over Phone Calls? (Note)
- How Romantic Partners Use Facebook (paper)
Wisdom of Crowds
- Human Computation Tasks with Global Constraints (Paper)
- Strategies for Crowdsourcing Social Data Analysis (Paper)
- Distributed Sensemaking: Improving Sensemaking by Leveraging the Efforts of Previous Users (Paper)
- Communitysourcing: Engaging Local Crowds to Perform Expert Work Via Physical (Paper)
- LemonAid: Selection-Based Crowdsourced Contextual Help for Web Applications (Paper)
- Is This What You Meant? Promoting Listening on the Web with Reflect (Paper)
- #EpicPlay: Selecting Video Highlights for Sporting Events using Twitter (Paper)
- mClerk: Enabling Mobile Crowdsourcing in Developing Regions (Paper)
- Bootstrapping Personal Gesture Shortcuts with the Wisdom of the Crowd and Handwriting Recognition (Paper)
- Crowdsourcing an Emotional Wardrobe (alt.chi)
- Evaluating Compliance-Without-Pressure Techniques for Increasing Participation in Online Communities (Paper)
Touch Interaction
- Keeping in Touch: Channel, Expectation and Experience (Paper)
- At Home with Surface Computing (Paper)
- StoryCrate: Tabletop Storyboarding for Live Film Production (Paper)
- Touch me once and I know it's you! Implicit Authentication based on Touch Screen Patterns (Paper)
- Biometric-Rich Gestures: A Novel Approach to Authentication on Multi-touch Devices (Paper)
- Bootstrapper: Recognizing Tabletop Users by their Shoes (Note)
- Designing Virtual Instruments with Touch-Enabled Interface (Case Study)
- Paper on BiTouch and BiPad: Designing Bimanual Interaction for Hand-held Tablets
- Observational and Experimental Investigation of Typing Behaviour using Virtual Keyboards for Mobile Devices (Paper)
- Multidimensional Pareto Optimization of Touchscreen Keyboards for Speed, Familiarity and Improved Spell Checking (Paper)
- Beyond QWERTY: Augmenting Touch Screen Keyboards with Multi-Touch Gestures for Non-Alphanumeric Input (Note)
- WalkType: Using Accelerometer Data to Accomodate Situational Impairments in Mobile Touch Screen Text Entry (Paper)
Technology in Education
- Social Interaction, Elaboration and Learning with Teachable Agents (Paper)
- Teaching Artifacts using Tablet PC (Case Study)
- Employing Virtual Worlds for HCI EducationL A Problem-Based Learning Approach (Case Study)
- Changing the Game in the Classroom from Participatory to Contributory Simulations (Paper)
- panavi: Recipe Medium with a Sensors-Embedded Pan for Domestic Users to Master Professional Culinary Techniques (Paper)
- Collaboration in Cognitive Tutor Use in Latin America: Field Study and Design Recommendations (Paper)
- Building a Case for M-learning in Africa: African Youth Perspectives on Education (Case Study)
- Omnipedia: Bridging the Wikipedia Language Gab (Paper)
- Improving Literacy in Developing Countries Using Speech Recognition-Supported Games on Mobile Devices (Paper)
- Interactive Visualization for Low Literacy Users: From Lessons Learnt To Design (Paper)
- Signing on the Tactile Line: A Multimodal System for Teaching Handwriting to Blind Children (ToCHI)
- Of BATs and APEs: An Interactive Tabletop Game for Natural History Museums (Paper)
- Game Design for Promoting Counterfactual Thinking (Note)
Privacy and Security
- Why Johnny Can't Opt Out: A Usability Evaluation of Tools to Limit Online Behavioral Advertising (Paper)
- Curation, Provocation and Digital Identity: Risks and Motivations for Sharing Provocative Images Online (Note)
- The Implications of Offering More Disclosure Choices for Social Location Sharing (Note)
- Using Contextual Integrity to Reconsider Privacy in HCI (Paper)
- Using Tags for Access Control in Photo Sharing (Paper)
Health Technology
- ShutEye: Encouraging Awareness of Healthy Sleep Recommendations with a Mobile, Peripheral Display (Paper)
- Using Mobile Phones to Present Medical Information to Hospital Patients (Paper)
- Health Promotion as Activism: Building Community Capacity to Effect Social Change (Paper)
- Augmented Perception of Satiety: Controlling Food Consumption by Changing Apparent Size of Food with Augmented Reality (Paper)
- Laying the Table for HCI: Uncovering Ecologies for Domestic Food Consumption (Paper)
- A Transformational Product to Improve Self-Control Strength: the Chocolate Machine (Note)
- "I can't get no sleep": Discussing #insomnia on Twitter (Paper)
- Supporting visual assessment of food and nutrient intake in a clinical care setting (Note)
- Interaction Proxemics and Image Use in Neurosurgery (Paper)
- Tackling Dilemmas in Supporting 'The Whole Person' in Online Patient Communities (Note)
- Problems of Data Mobility and Reuse in the Provision of Computer-based Training for Screening Mammography (Paper)
- Findings of e-ESAS: A Mobile Based Symptom Monitoring System for Breast Cancer Patients in Rural Bangladesh (Paper)
- Improving Literacy in Developing Countries Using Speech Recognition-Supported Games on Mobile Devices (Paper)
- Balancing Exertion Experiences (Paper)
- Reducing Compensatory Motions in Video Games for Stroke Rehabilitation (Paper)
Visual Aids
- CrossingGuard: Exploring Information Content in Navigation Aids for the Visually Impaired (Paper)
- SpaceSense: Representing Geographical Information to Visually Impaired People Using Spatial Tactile Feedback (Paper)
- Signing on the Tactile Line: A Multimodal System for Teaching Handwriting to Blind Children (ToCHI)
- The SoundsRight CAPTCHA: An Improved Approach to Audio Human Interaction Proofs for Blind Users (Paper)
Gaming
- Not Doing But Thinking: The Role of Challenge In Immersive Videogames (Paper)
- Understanding User Experience in Sterioscopic 3D Games (Paper)
- Tales from the Front Lines of a Large-Scale Serious Game Project (Paper)
- The Impact of Tutorials on Games of Varying Complexity (Paper)
- Knowing, Not Doing: Modalities of Gameplay Expertise in World of Warcraft Addons (alt.chi)
- Interaction Design Patterns for Multi-touch Tabletop Collaborative Games (alt.chi)
Designing for Children
- Child Computer Interaction - Postcards and Conversations (Special Interest Group)
- Plushbot: an Introduction to Computer Science (Video)
- Tangible Interfaces for Children: Cognitive, Social, & Physical Benefits and Challenges (Panel)
- Best Intentions: Health Monitoring Technology and Children (Paper)
- KidCAD: Digitally Remixing Toys Through Tangible Tools (Paper)
- Activity-Based Interaction: Designing with Child Life Specialists in a Children's Hospital (Paper)
Designing for An Aging Population
- Questionable Concepts: Critique as Resource for Designing with Eighty Somethings (Paper)
- Senior Designers: Empowering Seniors to Design Enjoyable Falls Rehabilitation Tools (Paper)
- Cheque Mates: Participatory Design of Digital Payments with Eighty Somethings (Paper)
- Engaging Older People through Participatory Design (Paper)
- Full-Body Motion-Based Interaction for Older Adults (Paper)
- Wii as Entertainment and Socialisation Aids for Mental and Social Health of the Elderly (Case Study)
- StoryPlace.me: The Path From Studying Elder Communication to a Public Location-Based Video Service (Case Study)
- Enabling Self, Intimacy and a Sense of Home in Dementia: An Enquiry into Design in a Hospital Setting (Paper)
- ICT-Development in Residential Care Settings: Sensitizing Design to the Life Circumstances of the Residents of a Care Home (Paper)
The Environment
- Beyond Energy Monitors: Interaction, Energy and Emerging Energy Systems (Paper)
- The Dubuque Water Portal: Evaluation of the Uptake, Use and Impact of Residential Water Consumption and Feedback (Paper)
- Embedded interaction in a Water Fountain for Motivating Behavior Change in Public Space (Note)
- "We've Bin Watching You" - Designing for Reflection and Social Persuasion to Promote Sustainable Lifestyles (Paper)
- The Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data (Paper)
Technology in Developing Regions
- Appreciating plei-plei around mobiles: Playfulness in Rah Island (Paper)
- Understanding Negotiation in Airtime Sharing in Low-income Microenterprises (Paper)
- Taking Micro-Enterprise Online: The Case of Kenyan Businesses (Case Study)
- Experiences with Bulk SMS for Health Financing in Uganda (Case Study)
- Design Re-thinking for the Bottom of the Pyramid: Designing Business Software for SMEs in India (Case Study)
- Collaboration in Cognitive Tutor Use in Latin America: Field Study and Design Recommendations (Paper)
- Building a Case for M-learning in Africa: African Youth Perspectives on Education (Case Study)
- Findings of e-ESAS: A Mobile Based Symptom Monitoring System for Breast Cancer Patients in Rural Bangladesh (Paper)
- In Dialogue: Methodological Insights on Doing HCI Research in Rwanda (Case Study)
- mClerk: Enabling Mobile Crowdsourcing in Developing Regions (Paper)
- Using NFC Phones to Track Water Purification in Haiti (Case Study)
Keynote Speakers
Opening the conference, Margaret Gould Stewart, past Director of User Experience at YouTube, presents the keynote, Connecting the World Through Video. Stewart notes, "From my talk, you can expect to learn about the YouTube experience from both filmmakers and viewers, stories behind the videos, and design principles that apply to your work".
Hugh M. Herr, of MIT Media Lab, will close the conference with his keynote presentation, Designing Intelligent Orthotics and Prosthetics. Dr Herr explains, "My primary research objective is to apply principals of biomechanics and neural control to guide the designs of wearable robotic systems for human rehabilitation and physical augmentation. When well designed and properly customized to the individual, these devices not only traverse physical limitations, but also become very much a part of the wearer's physical self".
Courses
In addition to the technical presentations, CHI 2012 offers a diverse series of 38 courses. These courses range from basic classes, such as Human-Computer Interaction: Introduction and Overview to narrowly focused advanced topics, such as Designing with and for Children in the 21st Century: Techniques and Practices. Other examples of the wide range of offerings include Inspiring Mobile Interaction Design, User Experience Evaluation in Entertainment and Games and Innovating from Field Data: Driving the Voice of the Customer into Solutions that Transform Lives.
Professional Networking / Tuesday Night Job Fair
Valued equally with the technical sessions and courses are the informal conversations that help form a community of Human-Computer Interaction (HCI) professionals. Many attendees return each year because the relationships formed with other members of the community are as important as technical sessions. Conference attendees can spend their days encountering unexpected new ideas and taking advantage of formal and informal networking opportunities to discuss them. Of special interest is the Tuesday night Job Fair, a scheduled time for interested participants to explore employment opportunities. Many of CHI's exhibitors are active recruiters, in addition to demonstrating prototypes or fully developed products.
Interactivity (Interactive Demonstrations and Performances)
Interactivity is a highly interactive (Don't just sit there!) program that features 66 hands-on demonstrations and performances. Interactivity is an opportunity to fully engage at a personal level by touching, squeezing, hearing or even smelling interactive visions for the future: they come as prototypes, demos, artworks, design experiences as well as inspirational technologies. Interactivity promotes and provokes discussion about the role of technology by actively engaging attendees one by one. There are two types of interactivity exhibits this year, explorations and research. Interactivity Explorations present cultural applications and explorations of future technologies. Interactivity Research presents an exciting collection of hands-on research demonstrations and prototypes. These exhibits, developed by leading researchers and designers, will be on display in the Exhibition Hall.
Invited Talks
Richard Shusterman presents Somaesthetics and its Implications for CHI.
Stu Card, one of the founders of Human-Computer Interaction, presents Interaction Science in the Age of Makers and Instructables.
Key Contributor Recognition Awards
S. Joy Mountford will be recognized with the SIGCHI Lifetime Practice Award
Batya Friedman will be recognized with the SIGCHI Social Impact Award
Dan Olsen, Jr. will be recognized with a SIGCHI Lifetime Research Award
Conference Sponsors
Organizations contributing to the financial support of the conference include Champion Sponsors, Autodesk; Bloomberg; eBay; Google, Inc.; Microsoft Corp.; the National Science Foundation (NSF) and SAP. Contributing Sponsors include Facebook and Nokia. Friends of CHI include Adobe Systems, Inc.; Disney Research; Samsung UX Center America and University of Michigan School of Information. See a complete list of the conference sponsors.
About ACM
ACM, the Association for Computing Machinery, is the world's largest educational and scientific computing society, uniting computing educators, researchers and professionals to inspire dialogue, share resources and address the field's challenges. ACM strengthens the computing profession's collective voice through strong leadership, promotion of the highest standards, and recognition of technical excellence. ACM supports the professional growth of its members by providing opportunities for life-long learning, career development, and professional networking.
About SIGCHI
CHI 2012 is sponsored by ACM's Special Interest Group on Computer-Human Interaction (ACM SIGCHI). The scope of SIGCHI consists of the study of the human-computer interaction processes and includes research, design, development, and evaluation efforts for interactive computer systems. The focus of SIGCHI is on how people communicate and interact with a broadly-defined range of computer systems. SIGCHI serves as a forum for the exchange of ideas among computer scientists, human factors scientists, psychologists, social scientists, designers, educators, and practitioners involved in the design, implementation, and evaluation of interactive computing systems. Over 5,000 professional members of the SIGCHI community work together toward common goals and objectives.