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11:30 - 12:50 | 14:30 - 15:50 | 16:30 - 17:50 | |
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Special EventsInvited lecture: Richard ShustermanRoom: Ballroom D | Special EventsLifetime Practice Achievement: Joy MountfordRoom: Ballroom D | PanelThe Arts, HCI, and Innovation Policy Discourse (Invited Panel)Room: Ballroom D![]() |
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Invited Talk: Somaesthetics and its Implications for CHI - Special Events Abstract » Somaesthetics is an interdisciplinary research product devoted to the critical study and meliorative cultivation of the experience and use of the living body (or soma) as site of sensory appreciation (aesthesis) and creative self-stylization. An ameliorative discipline of both theory and practice, somaesthetics seeks to enrich not only our discursive knowledge of the body but also our lived somatic experience and performance; it aims to improve the meaning, understanding, efficacy, and beauty of our movements and of the environments to which our actions contribute and from which they also derive their energies and significance. To pursue these aims, somaesthetics is concerned with a wide diversity of knowledge forms and discourses, social practices and institutions, cultural traditions, values, and bodily disciplines that structure (or could improve) such somatic understanding and cultivation. As an interdisciplinary project that is not confined to one dominant academic field, professional vocabulary, cultural ideology, or particular set of bodily disciplines, somaesthetics aims to provide an overarching theoretical structure and a set of basic and versatile conceptual tools to enable a more fruitful interaction and integration of the very diverse forms of somatic knowledge currently being practiced and pursued. My talk at CHI will present the fundamental principles of the somaesthetic, examine some of its interdisciplinary impact and then explore its possible applications to the field of interactive design. BIO: Richard Shusterman is the Dorothy F. Schmidt Eminent Scholar in the Humanities at Florida Atlantic University, where he is also Professor of Philosophy and Director of the Center for Body, Mind, and Culture: http://www.fau.edu/bodymindculture/. His primary research focus is the field of somaesthetics, which evolved in the late nineties from his work in pragmatist philosophy and aesthetics. Author of Body Consciousness: A Philosophy of Mindfulness and Somaesthetics (Cambridge University Press, 2008), Shusterman has also written Surface and Depth (2002); Performing Live (2000); Practicing Philosophy (1997); Sous l’interprétation (1994), Soma-esthétique et architecture: une alternative critique (2010), and Pragmatist Aesthetics (1992, 2000, and translated into fourteen languages). Formerly chair of the Philosophy Department of Temple University (Philadelphia), he has held academic appointments in France, Germany, Israel, Italy, and Japan, and has been awarded research grants from the NEH, Fulbright, ACLS, Humboldt Foundation, and UNESCO. In 2008 the French government awarded him the rank of Chevalier in the Order of Academic Palms for his cultural contributions. His exploratory research in somaesthetics is informed by his professional practice as a somatic educator and therapist in the Feldenkrais Method. Chair: Brad A. Myers, Carnegie Mellon University, USA Award Talk: Joy Mountford, Innovation: when is early too early? - Special Events Abstract » Every company wants and needs to innovate to produce competitive products. This is particularly critical now in the US. Many of these prototype product ideas are quite good, but never see the light of day. At different times and within alternate companies they later become excellent products. There are many factors that contribute to good ideas apparently 'failing' to be released. Rarely are there papers or discussions held to dissect what factors led to their apparent rejection. Companies often repeat innovation mistakes, without benefitting from the hindsight from others. I will illustrate many media based products I have been involved with and were left on the shelf, only to come to life later. Although innovative enough, I will share the insights that probably led them not to come to market. BIO: S. Joy Mountford is currently a consultant to eBay on the future of ecommerce. Through her long career in human-computer interaction she has been an internationally recognized leader in the field. She has designed and led teams designing a wide variety of systems. She has led teams designing and developing a wide variety of computer systems. She was a VP of User Experience Design at Yahoo!, a VP of Digital User Experience and Design at Barnes and Noble and an Osher Fellow at the Exploratorium in San Francisco, CA. She was a senior project lead at Interval Research, and continues to consult to a variety of companies and to present innovative talks world-wide. She headed the acclaimed Human Interface Group at Apple in the late '80s and '90s; beginning her career as a designer at Honeywell and a project leader in the Interface Research Group at Microelectronics Computer Consortium (MCC). Her impact continues through the International Design Expo, which she created over 20 years ago to challenge the next generation of interdisciplinary graduates. Chair: Jill Fantauzzacoffin, The Arts, HCI, and Innovation Policy Discourse (Invited Panel) - Panel ![]() Contribution & Benefit: This panel relates issues in HCI/arts to innovation policy discourse in order to bring a fresh perspective to the STEM/arts divide in HCI. Abstract » Although both HCI and innovation policy discourse have a STEM (science, technology, engineering, and mathematics) basis, both also include trends that incorporate the arts. The purpose of this panel is to show how HCI/arts discourse and innovation policy/arts discourse inform each other. We then discuss with the audience how innovation initiatives configure programs and roles for artists and HCI professionals working in HCI/arts. | |||
PaperCurves and Mirages: Gestures and Interaction with Nonplanar SurfacesRoom: Ballroom E![]() ![]() ![]() ![]() |
PaperBrain and BodyRoom: Ballroom E![]() ![]() ![]() ![]() |
PaperHot Moves: Shape-changing and Thermal InterfacesRoom: Ballroom E![]() ![]() ![]() ![]() |
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Chair: Per Ola Kristensson, University of St Andrews, UK LightGuide: Projected Visualizations for Hand Movement Guidance - Paper ![]() ![]() Contribution & Benefit: Describes a new approach to movement guidance, where visual hints are digitally projected on a user's hand. Can help users perform complex movements such as in exercise or playing an instrument. Abstract » LightGuide is a system that explores a new approach to gesture guidance where we project guidance hints directly on a user�s body. These projected hints guide the user in completing the desired motion with their body part which is particularly useful for performing movements that require accuracy and proper technique, such as during exercise or physical therapy. Our proof-of-concept implementation consists of a single low-cost depth camera and projector and we present four novel interaction techniques that are focused on guiding a user�s hand in mid-air. Our visualizations are designed to incorporate both feedback and feedforward cues to help guide users through a range of movements. We quantify the performance of LightGuide in a user study comparing each of our on-body visualizations to hand animation videos on a computer display in both time and accuracy. Exceeding our expectations, participants performed movements with an average error of 21.6mm, nearly 85% more accurately than when guided by video. ACMUnderstanding Flicking on Curved Surfaces - Paper Contribution & Benefit: This paper investigates flicking gestures on curved interactive surfaces. It provides a mathematical model to estimate the error users will make when flicking across a curve. Abstract » Flicking is a common interaction technique to move objects across large interactive surfaces, but little is known about its suitability for use on non-planar, curved surfaces.Flicking consists of two stages: First, visually determining the direction in which to flick the object, then planning and executing the corresponding gesture. Errors in both stages could influence flicking accuracy. We investigated flicking interactions on curved interactive surface to evaluate which type of error influences accuracy. Therefore, we carried out three user studies to analyze how each stage of flicking on a curved surface is influenced. Our main findings are: 1) Flicking gestures are more accurate if horizontal and vertical surface are joined by a continuous curve than if they are separated by an edge or gap. 2) Flicking gestures on curved surfaces are mostly influenced by the motor execution stage of the gesture rather than the visual perception stage. 3) Flicking accuracy decreases as the starting point of the gesture is moved closer to the curve. 4) We conclude with a first mathematical model to estimate the error users will make when flicking across a curve. ACMMirageTable: Freehand Interaction on a Projected Augmented Reality Tabletop - Paper ![]() ![]() Contribution & Benefit: MirageTable is a novel augmented reality system which enables instant digitization of physical objects, correct 3D perspective views, and interaction using bare hands without gloves or trackers. Abstract » Instrumented with a single depth camera, a stereoscopic projector, and a curved screen, MirageTable is an interactive system designed to merge real and virtual worlds into a single spatially registered experience on top of a table. Our depth camera tracks the user�s eyes and performs a real-time capture of both the shape and the appearance of any object placed in front of the camera (including user�s body and hands). This real-time capture enables perspective stereoscopic 3D visualizations to a single user that account for deformations caused by physical objects on the table. In addition, the user can interact with virtual objects through physically-realistic freehand actions without any gloves, trackers, or instruments. We illustrate these unique capabilities through three application examples: virtual 3D model creation, interactive gaming with real and virtual objects, and a 3D teleconferencing experience that not only presents a 3D view of a remote person, but also a seamless 3D shared task space. We also evaluated the user�s perception of projected 3D objects in our system, which confirmed that the users can correctly perceive such objects even when they are projected over different background colors and geometries (e.g., gaps, drops). ACMHow Screen Transitions Influence Touch and Pointer Interaction Across Angled Display Arrangements - Note Contribution & Benefit: User study investigating the effects of screen transitions on touch and pointer interaction across angled display arrangements. Can assist developers in understanding how to design novel interactive display arrangements. Abstract » Digital office environments often integrate multiple displays in a variety of arrangements. We investigated the combination of a horizontal and a directly connected vertical display, which together form a digital workspace. In particular, we were interested in the effect of the physical transition (bezel, edge or curve) on dragging. In a study participants performed dragging tasks across both display planes with direct touch as well as a pointing device. Contrary to our expectations, we found no significant effect on task completion time. Only regarding accuracy the curved transition performed better than edge and bezel. Interestingly, the subjective judgment did generally not match the objective results. These findings suggest that we need to rethink our understanding of display continuities in terms of usability as well as user satisfaction. ACMHow Small Can You Go? Analyzing the Effect of Visual Angle in Pointing Tasks - Note ![]() Contribution & Benefit: Presents results of a study on pointing performance for targets occupying small visual angles. Suggests a steep performance degradation for targets occupying a visual angle below 3 minutes of arc. Abstract » People are increasingly using wireless mice from across rooms as they use computers as entertainment centers. As a consequence, they often have to point at targets occupying small visual angles. In this note we present the results of a study on pointing performance for targets occupying small visual angles. Our results suggest there is a steep degradation of pointing performance in both accuracy and speed for targets occupying a visual angle below 3 minutes of arc. ACMChair: Eve Hoggan, University of Helsinki, Finland Touché: Enhancing Touch Interaction on Humans, Screens, Liquids, and Everyday Objects - Paper ![]() ![]() ![]() Contribution & Benefit: Touché uses a novel Swept Frequency Capacitive Sensing technique that can easily add rich touch and gesture sensitivity to a wide variety of objects, including the human body and water. Abstract » Touché proposes a novel Swept Frequency Capacitive Sensing technique that can not only detect a touch event, but also recognize complex configurations of the human hands and body. Such contextual information significantly enhances touch interaction in a broad range of applications, from conventional touchscreens to unique contexts and materials. For example, in our explorations we add touch and gesture sensitivity to the human body and liquids. We demonstrate the rich capabilities of Touché with five example setups from different application domains and conduct experimental studies that show gesture classification accuracies of 99% are achievable with our technology. ACMDetecting Error-Related Negativity for Interaction Design - Paper ![]() Contribution & Benefit: Demonstrate the capabilities of an off-the-shelf headset in detecting Error Related Negativity on a single trial basis. Show that the detection accuracies are sufficient for use in real-time interactive applications. Abstract » This paper examines the ability to detect a characteristic brain potential called the Error-Related Negativity (ERN) using off-the-shelf headsets and explores its applicability to HCI. ERN is triggered when a user either makes a mistake or the application behaves differently from their expectation. We first show that ERN can be seen on signals captured by EEG headsets like Emotiv� when doing a typical multiple choice reaction time (RT) task � Flanker task. We then present a single-trial online ERN algorithm that works by pre-computing the coefficient matrix of a logistic regression classifier using some data from a multiple choice reaction time task and uses it to classify incoming signals of that task on a single trial of data. We apply it to an interactive selection task that involved users selecting an object under time pressure. Furthermore the study was conducted in a typical office environment with ambient noise. Our results show that online single trial ERN detection is possible using off-the-shelf headsets during tasks that are typical of interactive applications. We then design a Superflick experiment with an integrated module mimicking an ERN detector to evaluate the accuracy of detecting ERN in the context of assisting users in interactive tasks. Based on these results we discuss and present several HCI scenarios for use of ERN. ACMImplanted User Interfaces - Paper ![]() Contribution & Benefit: We investigate the effect of skin on traditional components for sensing input, providing output, and for communicating, synchronizing and charging wirelessly. Abstract » We investigate implanted user interfaces that small devices provide when implanted underneath human skin. Such devices always stay with the user, making their implanted user interfaces available at all times. We discuss four core challenges of implanted user interfaces: how to sense input through the skin, how to produce output, how to communicate amongst one another and with external infrastructure, and how to remain powered. We investigate these four challenges in a technical evaluation where we surgically implant study devices into a specimen arm. We find that traditional interfaces do work through skin. We then demonstrate how to deploy a prototype device on participants, using artificial skin to simulate implantation. We close with a discussion of medical considerations of implanted user interfaces, risks and limitations, and project into the future. ACMEEG Analysis of Implicit Human Visual Perception - Note Contribution & Benefit: Explores use of EEG as an implicit measure of video quality. Can be used to derive a new perception-based quality metric for use in image-based rendering and optimization of IBR techniques Abstract » Image Based Rendering (IBR) allows interactive scene ACMexploration from images alone. However, despite considerable development in the area, one of the main obstacles to better quality and more realistic visualizations is the occurrence of visually disagreeable artifacts. In this paper we present a methodology to map out the perception of IBR-typical artifacts. This work presents an alternative to traditional image and video quality evaluation methods by using an EEG device to determine the implicit visual processes in the human brain. Our work demonstrates the distinct differences in the perception of different types of visual artifacts and the implications of these differences. Development and Evaluation of Interactive System for Synchronizing Electric Taste and Visual Content - Note ![]() Contribution & Benefit: Describes apparatuses to add electric taste to food or drink and the latencies for electric taste and visual stimuli to develop an interactive system synchronizing those contents. Abstract » Electric taste is a characteristic taste produced when the tongue is electrically stimulated. We have proposed apparatuses to add electric taste to food and drink. An interactive system could be developed to synchronize video contents using the reversibility and instantaneity of electric taste. However, to do so, the presentation time must be determined based on the different latency for the perception of each sense. We measured the latencies for electric taste and visual stimuli as a basic evaluation for a content presentation system in which electric taste and visual content are synchronized. ACMChair: Lars Erik Holmquist, Yahoo! "Baby It's Cold Outside": The Influence of Ambient Temperature and Humidity on Thermal Feedback - Paper Contribution & Benefit: We investigate the impact of ambient temperature and humidity on the use of thermal interfaces. The outcome of our evaluations are a set of design recommendations. Abstract » Thermal feedback is a new area of research in HCI and, as such, there has been very little investigation of the impact of environmental factors on its use for interaction. To address this shortcoming we conducted an experiment to investigate how ambient temperature and humidity could affect the usability of thermal feedback. If environmental conditions affect perception significantly, then it may not be suitable for mobile interactions. Evaluations were conducted outdoors in varying environmental conditions over a period of 5 months. Results showed that the ambient temperature has a significant impact on people's ability to detect stimuli and also their perception of these stimuli. Humidity has a negligible effect for most humidity values. Despite this, previous thermal feedback design recommendations still hold in varying temperatures and humidities showing that thermal feedback is a useful tool for mobile interaction. ACMPINOKY: A Ring That Animates Your Plush Toys - Paper ![]() ![]() Contribution & Benefit: PINOKY is a wireless ring-like device that can be externally attached to any plush toy as an accessory that animates the toy by moving its limbs. Abstract » PINOKY is a wireless ring-like device that can be externally attached to any plush toy as an accessory that animates the toy by moving its limbs. A user is thus able to instantly convert any plush toy into a soft robot. The user can control the toy remotely or input the movement desired by moving the plush toy and having the data recorded and played back. Unlike other methods for animating plush toys, PINOKY is non-intrusive, so alterations to the toy are not required. In a user study, 1) the roles of plush toys in the participants' daily lives were examined, 2) how participants played with plush toys without PINOKY was observed, 3) how they played with plush toys with PINOKY was observed, and their reactions to the device were surveyed. On the basis of the results, potential applications were conceptualized to illustrate the utility of PINOKY. ACMShape-Changing Interfaces: A Review of the Design Space and Open Research Questions - Paper ![]() Contribution & Benefit: Reviews work on physical interfaces that use shape change as input or output, so-called shape-changing interfaces. Provide an overview of the design space of such interfaces and identify open research questions. Abstract » Shape change is increasingly used in physical user interfaces, both as input and output. Yet, the progress made and the key research questions for shape-changing interfaces are rarely analyzed systematically. We review a sample of existing work on shape-changing interfaces to address these shortcomings. We identify eight types of shape that are transformed in various ways to serve both functional and hedonic design purposes. Interaction with shape-changing interfaces is simple and rarely merges input and output. Three questions are discussed based on the review: (a) which design purposes may shape-changing interfaces be used for, (b) which parts of the design space are not well understood, and (c) why studying user experience with shape-changing interfaces is important. ACMMimicTile: A Variable Stiffness Deformable User Interface for Mobile Devices - Note ![]() ![]() Contribution & Benefit: Describes a user interface that can recognize deformation-based gestures and provide haptic feedback. Presents engineers and researchers with the methods to control SMAs and to recognize gestures. Abstract » MimicTile is a novel variable stiffness deformable user interface for mobile devices that implements two key features. The first feature is an input interface that accepts a variety of deformation-based gestures, providing a user with several ways of interacting with a small mobile device. The other feature is the ability to provide information to the user through haptic feedback by varying the stiffness of the interface. The features are suitable for enhancing mobile applications. They were implemented using only shape memory alloy (SMA) wires as the actuator. SMA wire is extremely flexible, making it ideal for deformable user interfaces. In MimicTile, SMA wires act as both actuators and external input sensors. The actuator function works by altering stiffness based on user input. This study also discusses ideas for further development of deformable user interfaces. ACMAnimating Paper Using Shape Memory Alloys - Note ![]() ![]() Contribution & Benefit: Presents mechanisms and design guidelines for using shape memory alloys to actuate paper. We believe that blending paper with electronics is promising for engaging diverse audiences in building electronics. Abstract » Our aim is to make shape memory alloys (SMAs) accessi- ble and visible as creative crafting materials by combining them with paper. In this paper, we begin by presenting mech- anisms for actuating paper with SMAs along with a set of design guidelines for achieving dramatic movement. We then describe how we tested the usability and educational potential of one of these mechanisms in a workshop where participants, age 9 to 15, made actuated electronic origami cranes. We found that participants were able to successfully build con- structions integrating SMAs and paper, that they enjoyed do- ing so, and were able to learn skills like circuitry design and soldering over the course of the workshop. ACM | |||
PaperLeveraging the CrowdRoom: Ballroom F![]() ![]() |
PanelWomen in UX Leadership in BusinessRoom: Ballroom F | PanelInvited Panel: Creating Great User Experience: Facing the Challenges AheadRoom: Ballroom F | |
Chair: Andrea Forte, Drexel University, USA Human Computation Tasks with Global Constraints - Paper ![]() Contribution & Benefit: Describes a system for crowdsourcing itinerary planning called Mobi. Illustrates a novel crowdware concept for tackling complex tasks with global constraints by using a shared, collaborative workspace. Abstract » An important class of tasks that are underexplored in current ACMhuman computation systems are complex tasks with global constraints. One example of such a task is itinerary planning, where solutions consist of a sequence of activities that meet requirements specified by the requester. In this paper, we focus on the crowdsourcing of such plans as a case study of constraint-based human computation tasks and introduce a collaborative planning system called Mobi that illustrates a novel crowdware paradigm. Mobi presents a single interface that enables crowd participants to view the current solution context and make appropriate contributions based on current needs. We conduct experiments that explain how Mobi enables a crowd to effectively and collaboratively resolve global constraints, and discuss how the design principles behind Mobi can more generally facilitate a crowd to tackle problems involving global constraints. Strategies for Crowdsourcing Social Data Analysis - Paper ![]() Contribution & Benefit: Introduces a workflow in which data analysts enlist crowds to help explore data visualizations and generate hypotheses, and demonstrates seven strategies for eliciting high-quality explanations of data at scale. Abstract » Web-based social data analysis tools that rely on public discussion to produce hypotheses or explanations of the patterns and trends in data, rarely yield high-quality results in practice. Crowdsourcing offers an alternative approach in which an analyst pays workers to generate such explanations. Yet, asking workers with varying skills, backgrounds and motivations to simply "Explain why a chart is interesting" can result in irrelevant, unclear or speculative explanations of variable quality. To address these problems, we contribute seven strategies for improving the quality and diversity of worker-generated explanations. Our experiments show that using (S1) feature-oriented prompts, providing (S2) good examples, and including (S3) reference gathering, (S4) chart reading, and (S5) annotation subtasks increases the quality of responses by 28% for US workers and 196% for non-US workers. Feature-oriented prompts improve explanation quality by 69% to 236% depending on the prompt. We also show that (S6) pre-annotating charts can focus workers' attention on relevant details, and demonstrate that (S7) generating explanations iteratively increases explanation diversity without increasing worker attrition. We used our techniques to generate 910 explanations for 16 datasets, and found that 63% were of high quality. These results demonstrate that paid crowd workers can reliably generate diverse, high-quality explanations that support the analysis of specific datasets. ACMDirect Answers for Search Queries in the Long Tail - Paper ![]() Contribution & Benefit: We introduce Tail Answers: a large collection of crowdsourced search results that are unpopular individually but together address a large proportion of search traffic. Abstract » Web search engines now offer more than ranked results. Queries on topics like weather, definitions, and movies may return inline results called answers that can resolve a searcher's information need without any additional interaction. Despite the usefulness of answers, they are limited to popular needs because each answer type is manually authored. To extend the reach of answers to thousands of new information needs, we introduce Tail Answers: a large collection of direct answers that are unpopular individually, but together address a large proportion of search traffic. These answers cover long-tail needs such as the average body temperature for a dog, substitutes for molasses, and the keyboard shortcut for a right-click. We introduce a combination of search log mining and paid crowdsourcing techniques to create Tail Answers. A user study with 361 participants suggests that Tail Answers significantly improved users' subjective ratings of search quality and their ability to solve needs without clicking through to a result. Our findings suggest that search engines can be extended to directly respond to a large new class of queries. ACMDistributed Sensemaking: Improving Sensemaking by Leveraging the Efforts of Previous Users - Paper ![]() Contribution & Benefit: We show that 'distributed sensemaking' -sensemaking while leveraging the sensemaking efforts of previous users- enables schema transfer between users, leading to improved sensemaking quality and helpfulness. Abstract » We examine the possibility of distributed sensemaking: improving a user's sensemaking by leveraging previous users' work without those users directly collaborating or even knowing one another. We asked users to engage in sensemaking by organizing and annotating web search results into "knowledge maps," either with or without previous users' maps to work from. We also recorded gaze patterns as users examined others' knowledge maps. Our findings show the conditions under which distributed sensemaking can improve sensemaking quality; that a user's sensemaking process is readily apparent to a subsequent user via a knowledge map; and that the organization of content was more useful to subsequent users than the content itself, especially when those users had differing goals. We discuss the role distributed sensemaking can play in schema induction by helping users make a mental model of an information space and make recommendations for new tool and system development. ACMWomen in UX Leadership in Business - Panel Contribution & Benefit: The goal of this panel is to launch a dialog on women in UX leadership in business. Our panelists of women leaders will share their insights with the UX community. Abstract » The goal of this panel is to launch a dialog on women in UX leadership. Despite ongoing progress toward equality, women still haven’t reached significant representation in leadership positions in the high-tech industry. Is the field of User Experience an exception to this norm? Does the interdisciplinary nature of UX play a role in making it easier or more difficult for women in our field? Does a career in UX, regardless of gender place a glass ceiling on upward mobility into “C” level positions? Our accomplished panel of UX managers will share their professional journeys, their observations on advantages and disadvantages, and their advice for the next generation. Chair: #N/A, Invited Panel: Creating Great User Experience: Facing the Challenges Ahead - Panel Contribution & Benefit: This panel provides practicing user experience professionals a chance to ask questions to and hear from a diverse set of leading user experience consultants. Abstract » Creating products and systems that deliver exceptional user experience is a challenge faced by product managers, user experience specialists, and product designers. The challenge has grown keener as users expect to interact seamlessly across a variety of platforms, as computing completes its move from being about computers to being integrated into life activities, and as businesses continue to expand their reach and address diverse user populations with different cultural expectations and norms. This panel brings together three experienced consultants to share their thoughts and answer your questions. | |||
PaperGetting Around: Menus, Scrolling, and Advanced NavigationRoom: Ballroom G![]() ![]() ![]() |
Case Study & PaperEmpathy and Technology: Focus on the End UserRoom: Ballroom G![]() ![]() ![]() ![]() ![]() ![]() |
PaperIntimacy and ConnectionRoom: Ballroom G![]() ![]() ![]() |
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Chair: Emmanuel Pietriga, INRIA, France Improving Command Selection with CommandMaps - Paper ![]() ![]() Contribution & Benefit: Introduces CommandMap interfaces for mouse-based command invocation. Theoretically and empirically demonstrates that their defining properties - spatially stable command locations and a flat command hierarchy - improve user performance. Abstract » Designers of GUI applications typically arrange commands in hierarchical structures, such as menus, due to screen space limitations. However, hierarchical organisations are known to slow down expert users. This paper proposes the use of spatial memory in combination with hierarchy flattening as a means of improving GUI performance. We demonstrate these concepts through the design of a command selection interface, called CommandMaps, and analyse its theoretical performance characteristics. We then describe two studies evaluating CommandMaps against menus and Microsoft's Ribbon interface for both novice and experienced users. Results show that for novice users, there is no significant performance difference between CommandMaps and traditional interfaces -- but for experienced users, CommandMaps are significantly faster than both menus and the Ribbon. ACMImproving Scrolling Devices with Document Length Dependent Gain - Paper Contribution & Benefit: Describes a method for applying document-length-dependent gain to events reported by scrolling input devices such as scroll wheels. Empirically demonstrates the method's benefits. Abstract » We describe a method for applying gain to events reported by scrolling input devices such as scroll wheels. By treating document length as an input to our gain functions, the method allows rapid document traversal regardless of document length; it also allows slow and precise scroll control at shorter distances. An initial experiment characterises four diverse scrolling input devices -- a standard 'notched' scroll wheel, a high performance 'inertial' wheel, an isometric scrolling joystick, and a trackpad -- and the results are used to calibrate several gain function parameters. A second experiment validates the method, showing that it allows faster scrolling in long and short documents than current scrolling-device gain methods, and that subjective preferences favour it. ACMAural Browsing On-The-Go: Listening-based Back Navigation in Large Web Architectures - Paper ![]() Contribution & Benefit: Listening to a mobile site while on-the-go can be challenging. This paper introduces and evaluates topic- and list-based back, two strategies to enhance mobile navigation while aurally browsing the web. Abstract » Mobile web navigation requires highly-focused visual attention, which poses problems when it is inconvenient or distracting to continuously look at the screen (e.g., while walking). Aural interfaces support more eyes-free experiences, as users can primarily listen to the content and occasionally look at the device. Yet, designing aural information architectures remains a challenge. Specifically, back navigation is inefficient in the aural setting, as it forces users to listen to each previous page to retrieve the desired content. This paper introduces topic- and list-based back: two navigation strategies to enhance aural browsing. Both are manifest in Green-Savers Mobile (GSM), an aural mobile site. A study (N=29) compared both solutions to traditional back mechanisms. Our findings indicate that topic- and list-based back enable faster access to previous pages, improve the navigation experience and reduce perceived cognitive load. The proposed designs apply to a wide range of content-intensive, ubiquitous web systems. ACMPolyZoom: Multiscale and Multifocus Exploration in 2D Visual Spaces - Paper Contribution & Benefit: We present PolyZoom, a navigation technique for 2D-multiscale visual spaces that allows users to build a hierarchy of focus regions, thereby maintaining awareness of multiple scales at the same time. Abstract » The most common techniques for navigating in multiscale visual spaces are pan, zoom, and bird's eye views. However, these techniques are often tedious and cumbersome to use, especially when objects of interest are located far apart. We present the PolyZoom technique where users progressively build hierarchies of focus regions, stacked on each other such that each subsequent level shows a higher magnification. Correlation graphics show the relation between parent and child viewports in the hierarchy. To validate the new technique, we compare it to standard navigation techniques in two user studies, one on multiscale visual search and the other on multifocus interaction. Results show that PolyZoom performs better than current standard techniques. ACMChair: Jettie Hoonhout, Philips Research Europe, Netherlands Empathy, Participatory Design and People with Dementia - Paper ![]() ![]() ![]() Contribution & Benefit: We present a participatory design approach for people with dementia focusing on their experiences by developing an empathic relationship with them illustrated through the design of a safe walking aid. Abstract » We describe the development, application and evaluation of a design method tailored for working with people with mild to moderate dementia. Our experiences with the approach highlighted areas where designers and participants held radically different views. The tenet of our approach was that to overcome these differences we needed to create an empathic relationship between participants and designers. To achieve this we modified participatory design techniques to foster respectful engagement with participants in the development of a digital aid to facilitate �safe walking‟. The process begins with broad qualitative scoping and design work then moves to developing personally tailored, individual designs to further exploration of the experiential elements of the domain while reducing the need for the participants to engage in abstract thought. Reflection highlights a number of important areas that demand consideration when undertaking research in this area and, more generally, when performing design work with people with dementia. ACMFrom Death to Final Disposition: Roles of Technology in the Post-Mortem Interval - Paper ![]() Contribution & Benefit: Describes technology roles in collaborative processes, in the time from user death to final disposition. Provides insights into design for end of life and repurposing of data. Abstract » In this paper, we describe collaborative processes and stakeholders involved in the period from when a person dies until they are laid to rest: the funeral, final disposition of the body, and (in some circumstances) victim identification. The rich mixture of technologies currently deployed during this brief period are categorized and critically analyzed. We then reflect on the implications of our findings, both for the design of technology that takes the end of life into account, and for the wider HCI community. ACMOn Saliency, Affect and Focused Attention - Paper ![]() ![]() Contribution & Benefit: Study how saliency of relevant information impacts user engagement metrics, namely, focused attention and affect. Of interest to website owner, entertainment-oriented or other, interested in understanding user engagement. Abstract » We study how the visual catchiness (saliency) of relevant information impacts user engagement metrics such as focused attention and emotion (affect). Participants completed tasks in one of two conditions, where the task-relevant information either appeared salient or non-salient. Our analysis provides insights into relationships between saliency, focused attention, and affect. Participants reported more distraction in the non-salient condition, and non-salient information was slower to find than salient. Lack-of-saliency led to a negative impact on affect, while saliency maintained positive affect, suggesting its helpfulness. Participants reported that it was easier to focus in the salient condition, although there was no significant improvement in the focused attention scale rating. Finally, this study suggests user interest in the topic is a good predictor of focused attention, which in turn is a good predictor of positive affect. These results suggest that enhancing saliency of user-interested topics seems a good strategy for boosting user engagement. ACMThe Way I Talk to You: Sentiment Expression in an Organizational Context - Note ![]() ![]() Contribution & Benefit: Empirically identifies the relationships between sentiment expression and the four primary dimensions of social interactions in organizations: involvement, tie strength, network size, and performance. Abstract » Sentiment is a rich and important dimension of social interaction. However, its presence in computer-mediated communication in corporate settings is not well understood. This paper provides a preliminary study of people�s expression of sentiment in email conversations in an organizational context. The study reveals that sentiment levels evolve over time during the process of newcomers� socialization, that sentiment varies according to tie-strength with the recipient, and that sentiment patterns can be indicative of one�s position in the corporate social network as well as job performance. These findings shed light on the complex and dynamic nature of sentiment patterns, and would inspire further explorations and applications of sentiment analysis in organizations. ACMEustressed or Distressed? Combining Physiology with Observation in User Studies - Short Case Study ![]() ![]() Contribution & Benefit: Case study presents method that enables quantification and disambiguation of emotional arousal states. Emotional analysis in human-centered computing can benefit from this method that efficiently combines quantitative and qualitative information. Abstract » In this article the authors describe a novel way to conduct user studies via the combination of a physiological and an observational information channel. The method enables not only the quantification of arousing emotional states but also their disambiguation into positive or negative instances. The physiological channel targets sympathetic responses and is materialized as a perspiratory signal extracted from thermal imagery of the perinasal area. The observational channel is materialized via decoding of facial expressions. However, while such decoding is usually performed in the visible spectrum, the authors have developed an algorithm to carry this out in thermal imagery instead. Thus, thermal imaging is used for both physiological and observational analysis. The potential of this dual unobtrusive methodology is demonstrated with some examples from a stress study, where users (surgeons in this case) interact with laparoscopic training boxes. Chair: Mary Czerwinski, Microsoft Research, USA Intimacy in Long-Distance Relationships over Video Chat - Paper ![]() ![]() ![]() Contribution & Benefit: Describes an interview study of how couples in long distance relationships use video chat systems for shared living and intimacy over distance. Provides suggestions for future video chat system design. Abstract » Many couples live a portion of their lives in a long-distance relationship (LDR). This includes a large number of dating college students as well as couples who are geographically-separated because of situational demands such as work. We conducted interviews with individuals in LDRs to understand how they make use of video chat systems to maintain their relationships. In particular, we have investigated how couples use video to "hang out" together and engage in activities over extended periods of time. Our results show that regardless of the relationship situation, video chat affords a unique opportunity for couples to share presence over distance, which in turn provides intimacy. While beneficial, couples still face challenges in using video chat, including contextual (e.g., location of partners, time zones), technical (e.g., mobility, audio/video quality, networking), and personal (e.g., a lack of physicality needed by most for intimate sexual acts) challenges. ACMHow Do Couples Use CheekTouch over Phone Calls? - Note ![]() Contribution & Benefit: Describes how romantic couples use a novel audio-tactile communication technique called CheekTouch over phone calls. Shows a possibility of enriching emotions with touch over phone calls. Abstract » In this paper we introduce CheekTouch, an affective audio-tactile communication technique that transmits multi-finger touch gestures applied on a sender's mobile phone to a receiver's cheek in real time during a call. We made a pair of CheekTouch prototypes each with a multi-touch screen and vibrotactile display to enable bidirectional touch delivery. We observed four romantic couples in their twenties using our prototype system in a lab setting over five consecutive days, and analyzed how CheekTouch affected their non-verbal and emotional communication. The results of the user study showed that CheekTouch could effectively support audio-tactile communication in various ways - persuading, conveying status, delivering information, emphasizing emotion/words, calling for attention, and being playful. ACMThe Spread of Emotion via Facebook - Note ![]() Contribution & Benefit: Correlational study showing that emotions (defined as posts with emotional words) spread through Facebook. Also addresses two confounds in the Emotional Contagion literature. Abstract » In this paper we study large-scale emotional contagion through an examination of Facebook status updates. After a user makes a status update with emotional content, their friends are significantly more likely to make a valence-consistent post. This effect is significant even three days later, and even after controlling for prior emotion expressions by both users and their friends. This indicates not only that emotional contagion is possible via text-only communication and that emotions flow through social networks, but also that emotion spreads via indirect communications media. ACMIt's Complicated: How Romantic Partners Use Facebook - Paper ![]() Contribution & Benefit: A qualitative study exploring how romantic partners make Facebook-related decisions and how Facebook's affordances support them. Provides examples/ideas for thinking about designs and theorizing about ways people manage privacy and relationships. Abstract » Romantic partners face issues of relational development including managing information privacy, tension between individual and relational needs, and accountability to existing friends. Prior work suggests that affordances of social media might highlight and shape these tensions; to explore this, we asked 20 people to reflect daily for two weeks on feelings and decisions around their own and others' Facebook use related to their relationships. Most generally, we find that tensions arise when romantic partners must manage multiple relationships simultaneously because Facebook audiences are so present and so varied. People also engage in subtle negotiation around and appropriation of Facebook's features to accomplish both personal and relational goals. By capturing both why people make these decisions and how Facebook's affordances support them, we expect our findings to generalize to many other social media tools and to inform theorizing about how these tools affect relational development. ACMLost in Translation: Understanding the Possession of Digital Things in the Cloud - Paper ![]() Contribution & Benefit: Presents and interprets field evidence related to people's perceptions of personal digital things kept in Cloud Computing environments. Findings are interpreted to detail design and research opportunities. Abstract » People are amassing larger and more diverse collections of digital things. The emergence of Cloud computing has enabled people to move their personal files to online places, and create new digital things through online services. However, little is known about how this shift might shape people�s orientations toward their digital things. To investigate, we conducted in depth interviews with 13 people comparing and contrasting how they think about their possessions, moving from physical ones, to locally kept digital materials, to the online world. Findings are interpreted to detail design and research opportunities in this emerging space. ACM | |||
SIG MeetingCurrent Issues in Assessing and Improving Information Usability (Invited SIG of the UX Community)Room: 11B![]() |
SIG MeetingInvited: Child Computer Interaction SIG - Postcards and ConversationsRoom: 11B![]() |
SIG MeetingInvited SIG: Designing for the living room TV experienceRoom: 11A![]() ![]() |
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Current Issues in Assessing and Improving Information Usability (Invited SIG of the UX Community) - SIG Meeting ![]() Contribution & Benefit: This SIG will help UX practitioners and educators create and/or research more effectively a wide variety of information, including user assistance, blogs, menus, onscreen messaging, and website content. Abstract » The usability of information is vital to successful websites, products, and services. Managers and developers often recognize the role of information or content in overall product usability, but miss opportunities to improve information usability as part of the product-development effort. This meeting is an annual forum on human factors of information design, in which we discuss issues selected by the group from the facilitators’ list of topics, augmented by attendees’ suggestions. Invited: Child Computer Interaction SIG - Postcards and Conversations - SIG Meeting ![]() Contribution & Benefit: The networking event for the Child Computer Interaction community, especially designed to welcome new comers in the field, and to allow lots of informal and personal interaction. Abstract » This special interest group provides the forum for an unofficial gathering of the Child-Computer Interaction community for CHI 2012. Its aim is to provide a venue for structured discussions and networking. Particularly, it aims to support newcomers to this community and to CHI 2012, to acquire an overview of people, topics, and trends that are active in the area. Further, it aims to attract participants with an active interest in the topic of child computer interaction to engage in the various activities of this community, in and outside CHI 2012. Invited SIG: Designing for the living room TV experience - SIG Meeting ![]() ![]() Contribution & Benefit: This SIG brings together practitioners and academic user researchers and designers who are interested in or working on defining both the software and hardware aspects of the user experience for TV. Abstract » This SIG brings together practitioners and academic user researchers and designers who are interested in or working on defining both the software and hardware aspects of the user experience for TV. This SIG will be useful to people at all stages ranging from early research to released products. We especially welcome people from product labs. | |||
PaperAI & Machine-Learning & TranslationRoom: 12AB![]() |
alt.chialt.chi: Reflections and TransgressionsRoom: 12AB![]() |
SIG MeetingCHI2012 Games and Entertainment Community SIG: Shaping the FutureRoom: 11B![]() |
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Chair: Tessa Lau, IBM Almaden Research Center, USA Tell Me More? The Effects of Mental Model Soundness on Personalizing an Intelligent Agent - Paper ![]() Contribution & Benefit: A user study exploring the effects of mental model soundness on end users personalizing an intelligent agent. Can help designers understand the impact of providing structural information about intelligent agents. Abstract » What does a user need to know to productively work with an intelligent agent? Intelligent agents and recommender systems are gaining widespread use, potentially creating a need for end users to understand how these systems operate in order to fix their agent's personalized behavior. This paper explores the effects of mental model soundness on such personalization by providing structural knowledge of a music recommender system in an empirical study. Our findings show that participants were able to quickly build sound mental models of the recommender system's reasoning, and that participants who most improved their mental models during the study were significantly more likely to make the recommender operate to their satisfaction. These results suggest that by helping end users understand a system's reasoning, intelligent agents may elicit more and better feedback, thus more closely aligning their output with each user's intentions. ACMPay Attention! Designing Adaptive Agents that Monitor and Improve User Engagement - Paper Contribution & Benefit: Describes a novel technique to monitor and improve user attention in real-time using passive brain-computer interfaces and embodied agents. Will inform designers of adaptive interfaces, particularly for educational applications. Abstract » Embodied agents hold great promise as educational assistants, exercise coaches, and team members in collaborative work. These roles require agents to closely monitor the behavioral, emotional, and mental states of their users and provide appropriate, effective responses. Educational agents, for example, will have to monitor student attention and seek to improve it when student engagement decreases. In this paper, we draw on techniques from brain-computer interfaces (BCI) and knowledge from educational psychology to design adaptive agents that monitor student attention in real time using measurements from electroencephalography (EEG) and recapture diminishing attention levels using verbal and nonverbal cues. An experimental evaluation of our approach showed that an adaptive robotic agent employing behavioral techniques to regain attention during drops in engagement improved student recall abilities 43% over the baseline regardless of student gender and significantly improved female motivation and rapport. Our findings offer guidelines for developing effective adaptive agents, particularly for educational settings. ACMReGroup: Interactive Machine Learning for On-Demand Group Creation in Social Networks - Paper Contribution & Benefit: Presents ReGroup, a novel end-user interactive machine learning system for helping people create custom, on-demand groups in online social networks. Can facilitate in-context sharing, potentially encouraging better online privacy practices. Abstract » We present ReGroup, a novel end-user interactive machine learning system for helping people create custom, on demand groups in online social networks. As a person adds members to a group, ReGroup iteratively learns a probabilistic model of group membership specific to that group. ReGroup then uses its currently learned model to suggest additional members and group characteristics for filtering. Our evaluation shows that ReGroup is effective for helping people create large and varied groups, whereas traditional methods (searching by name or selecting from an alphabetical list) are better suited for small groups whose members can be easily recalled by name. By facilitating on demand group creation, ReGroup can enable in-context sharing and potentially encourage better online privacy practices. In addition, applying interactive machine learning to social network group creation introduces several challenges for designing effective end-user interaction with machine learning. We identify these challenges and discuss how we address them in ReGroup. ACMAn Automatically Generated Interlanguage Tailored to Speakers of Minority but Culturally Influenced Languages - Note Contribution & Benefit: Describes a technique to compensate for resource-scarce languages in machine translation. Can assist in developing UIs tailored to speakers of minority languages. Abstract » Automatic localization of cultural resources and UIs is crucial for the survival of minority languages, for which there are insufficient parallel corpora (or no corpus at all) to build machine translation systems. This paper proposes a new way to compensate for such resource-scarce languages, based on the fact that most languages share a common vocabulary. Concretely, our approach leverages a family of languages closely related to the speaker's native language to construct translations in a coherent mix of these languages. Experimental results indicate that these translations can be easily understood, being also a useful aid for users who are not proficient in foreign languages. Therefore this work significantly contributes to HCI in two ways: it establishes a language that can improve how applications communicate to their users, and it reports insights on the user acceptance towards the method. ACM"Then Click 'OK!'" Extracting References to Interface Elements in Online Documentation - Note Contribution & Benefit: This paper presents a recognizer for identifying references to user interface components in online documentation. We enumerate various challenges, and discuss how informal conventions in tutorial writing can be leveraged. Abstract » This paper presents a recognizer for identifying references to user interface components in online documentation. The recognizer first extracts phrases matching a list of known components, then employs a classifier to reject coincidental matches. We describe why this seemingly straightforward problem is challenging, then show how informal conventions in documentation writing can be leveraged to perform classification. Using the features identified in this paper, our approach achieves an average F1 score of 0.81, and can correctly distinguish between actual command references and coincidental matches in 93.7% of test cases. ACMChair: Daniela Rosner, UC Berkeley, USA UCD: Critique via Parody and a Sequel - alt.chi ![]() Contribution & Benefit: This alt.chi paper abandons technical writing conventions to parody user-centred design, and having predicted its imminent demise, more seriously derives a position (BIG design) on what could follow. Abstract » User-Centred Design (UCD) can’t and doesn’t design on its own. Parasitic on software design, and appropriating participatory design, UCD is legitimated by what other design traditions allegedly do not do, rather than what UCD actually does make happen. Much Human-Computer Interaction (HCI) research doesn’t design, proudly rejecting any need for implications for design. UCD is strong on problems, but weak on solutions. Such weaknesses have become masked by orthodoxy and disciplinary ideology. Direct challenges to UCD are not welcome within HCI research. As a step towards finding something new and better to believe in, this alt.chi paper parodies UCD as a basis for a critique of HCI values that identifies one possible way forward. Massively Distributed Authorship of Academic Papers - alt.chi Contribution & Benefit: This work provides the first empirical evidence of the experiential aspects of large-scale collaborative research and writing using online tools, and reveals opportunities and complexities of this process. Abstract » Wiki-like or crowdsourcing models of collaboration can provide a number of benefits to academic work. These techniques may engage expertise from different disciplines, and potentially increase productivity. This paper presents a model of massively distributed collaborative authorship of academic papers. This model, developed by a collective of thirty authors, identifies key tools and techniques that would be necessary or useful to the writing process. The process of collaboratively writing this paper was used to discover, negotiate, and document issues in massively authored scholarship. Our work provides the first extensive discussion of the experiential aspects of large-scale collaborative research. What is the Object of Design? - alt.chi ![]() Contribution & Benefit: Proposes design as accessing, aligning, and navigating “constituents” of the object of design. People interact with the object of design through its constituents, combining creativity, participation and experience in drawing-things-together. Abstract » In this paper we reflect upon design at a conceptual level, discussing how creativity can be coupled with participation and experience, dialoguing with philosophers and social theorists, and looking for the experiential grounds of our understanding of the very nature of design. Three words: ‘drawing’, ‘thing’ and ‘together’, are at the center of our discourse. We propose a view of design as accessing, aligning, and navigating among the “constituents” of the object of design. People interact with the object of design through its constituents. The object of design is to draw things together. Designing Collaborative Media: A Challenge for CHI? - alt.chi ![]() Contribution & Benefit: A retrospective on 10+ years of experimentation with designing collaborative media. Implications for the CHI community are significant, in terms of design process as well as designer roles. Abstract » Collaborative media refers to digital media where people outside the traditional media industries participate in production as well as infrastructural design. We argue that (1) people’s use of computers today increasingly comprise communicating in collaborative media, and that (2) designing collaborative media implies fundamental changes to design processes and designer roles, which in turn (3) forms a challenge to the proactive position of the CHI community in shaping future computer use. Ethics and Dilemmas of Online Ethnography - alt.chi Contribution & Benefit: Describes methodological issues related to online ethnography, particularly recruiting strategies and member checks. Abstract » Using the example of research conducted in the body modification community, this paper considers some of the methodological issues of researching online communities, especially when those communities are marginalized or non-dominant. Drawing on texts that address ethical ethnographies of subcultures, I focus on boundaries between insiders and outsiders issues of recruitment, and measures of validity. CHI2012 Games and Entertainment Community SIG: Shaping the Future - SIG Meeting ![]() Contribution & Benefit: The Games and Entertainment SIG will explore where to take this community in future at CHI, including identifying researchers and commercial practitioners interested in leadership of the group. Abstract » The community of games and entertainment includes researchers and practitioners focusing on player-centered development and evaluation of all forms of games and applications that focus on entertainment. Games and entertainment have been represented in all CHI venues including workshops, tutorials, papers, and notes. In 2011 Games and Entertainment was selected as a Special Community at CHI, a designation that continues this year and can be taken into future CHI conferences. This year’s Games and Entertainment SIG meeting will be a venue for exploring where to take this community in future at CHI, including identifying strong research and commercial talent in our community interested in playing leadership roles. | |||
SIG MeetingSpecial Interest Group for the CHI 2011 Management CommunityRoom: 13B![]() |
PaperText VisualizationRoom: 16AB![]() ![]() |
alt.chialt.chi: Physical LoveRoom: 12AB![]() ![]() ![]() |
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Special Interest Group for the CHI 2011 Management Community - SIG Meeting ![]() Contribution & Benefit: This SIG will serve two purposes: shaing the results from the two-day CHI workshop, and also as a forum for the management community to discuss topics of interest. Abstract » This SIG serves two purposes: sharing the results from the two-day CHI workshop, and also as a forum for the management community to discuss topics of interest. Chair: Jean-Daniel Fekete, INRIA, France Interpretation and Trust: Designing Model-Driven Visualizations for Text Analysis - Paper Contribution & Benefit: Proposed criteria (interpretation and trust) to guide the design of model-driven visualizations. Contributed strategies (align, verify, modify, progressive disclosure) to aid designers in achieving interpretability and trustworthiness in visual analysis tools. Abstract » Statistical topic models can help analysts discover patterns in large text corpora by identifying recurring sets of words and enabling exploration by topical concepts. However, understanding and validating the output of these models can itself be a challenging analysis task. In this paper, we offer two design considerations--interpretation and trust--for designing visualizations based on data-driven models. Interpretation refers to the facility with which an analyst makes inferences about the data through the lens of a model abstraction. Trust refers to the actual and perceived accuracy of an analyst's inferences. These considerations derive from our experiences developing the Stanford Dissertation Browser, a tool for exploring over 9,000 Ph.D. theses by topical similarity, and a subsequent review of existing literature. We contribute a novel similarity measure for text collections based on a notion of "word-borrowing" that arose from an iterative design process. Based on our experiences and a literature review, we distill a set of design recommendations and describe how they promote interpretable and trustworthy visual analysis tools. ACMV-Model: A New Innovative Model to Chronologically Visualize Narrative Clinical Texts - Paper ![]() ![]() Contribution & Benefit: Proposes and verifies an innovative timeline model for narrative clinical events. Solves natural language representation problems, provides information for temporal reasoning, and is intuitive for understanding patient histories. Abstract » Visualizing narrative medical events into a timeline can have positive effects on clinical environments. However, the characteristics of natural language and medical environments make this representation more difficult. This paper explains the obstacles and suggests a solution called the V-Model. The V-Model is a new innovative time model that was developed to represent chronological narrative events in a medical domain. Forty medical students participated in evaluating this model. The experimental results show the new model successfully solved the modeling requirements and had better usability compared to conventional timeline models. All the participants assessed the new timeline as very useful in effectively understanding a patient's history. ACMJigsawMap: Connecting the Past to the Future by Mapping Historical Textual Cadasters - Paper ![]() Contribution & Benefit: We present an interactive visualization tool for visualizing and mapping historical textual cadasters. It can help historians understand the social/economic background of changes in land uses or ownership. Abstract » In this paper, we present an interactive visualization tool, JigsawMap, for visualizing and mapping historical textual cadasters. A cadaster is an official register that records land properties (e.g., location, ownership, value and size) for land valuation and taxation. Such mapping of old and new cadasters can help historians understand the social/economic background of changes in land uses or ownership. With JigsawMap, historians can continue mapping older or newer cadasters. In this way, JigsawMap can connect the past land survey results to today and to the future. We conducted usability studies and long term case studies to evaluate JigsawMap, and received positive responses. As well as summarizing the evaluation results, we also present design guidelines for participatory design projects with historians. ACMSemantic Interaction for Visual Text Analytics - Paper Contribution & Benefit: Description of design space for user interaction for visual analytics called Semantic Interaction, coupling foraging and synthesis stages of sensemaking. The system, ForceSPIRE, supports users throughout sensemaking for text documents. Abstract » Visual analytics emphasizes sensemaking of large, complex datasets through interactively exploring visualizations generated by statistical models. For example, dimensionality reduction methods use various similarity metrics to visualize textual document collections in a spatial metaphor, where similarities between documents are approximately represented through their relative spatial distances to each other in a 2D layout. This metaphor is designed to mimic analysts� mental models of the document collection and support their analytic processes, such as clustering similar documents together. However, in current methods, users must interact with such visualizations using controls external to the visual metaphor, such as sliders, menus, or text fields, to directly control underlying model parameters that they do not understand and that do not relate to their analytic process occurring within the visual metaphor. In this paper, we present the opportunity for a new design space for visual analytic interaction, called semantic interaction, which seeks to enable analysts to spatially interact with such models directly within the visual metaphor using interactions that derive from their analytic process, such as searching, highlighting, annotating, and repositioning documents. Further, we demonstrate how semantic interactions can be implemented using machine learning techniques in a visual analytic tool, called ForceSPIRE, for interactive analysis of textual data within a spatial visualization. Analysts can express their expert domain knowledge about the documents by simply moving them, which guides the underlying model to improve the overall layout, taking the user�s feedback into account. ACMChair: Jofish Kaye, Nokia Research Center, USA I Just Made Love: The System and the Subject of Experience - alt.chi ![]() ![]() Contribution & Benefit: In this work, we propose a new paradigm to understand experience design by focusing on the subject of interaction as opposed to the existing paradigm which is the user. Abstract » Experience has become increasingly relevant to the field of HCI in recent decades and a number of approaches have been drawn from multiple disciplines to engage this rich and elusive topic. In this work, we provide a critical interpretative account of the experience of using a sexually oriented social media website called I Just Made Love. We do this by critically interpreting the traces of interaction, user data populating the site, to understand the role of the systemic structures that shape the subject of interaction and in turn the experience. We approach this experience from the perspective of the “subject of interaction” as opposed to the “user” and introduce some benefits of such a strategy. Through our insights and discussion, we explore how design choices at IJML contribute to certain types of sexual performances and intimate experiences. "It's in Love with You" - Communicating Status and Preference with Simple Product Movements - alt.chi ![]() Contribution & Benefit: A study where users perceive a product with adaptive movements as expressing agency and it becomes part of their social context. Can assist design and understanding of automated product interaction. Abstract » In some situations users perceive product movements as an indication of agency. This makes it relevant to gain an understanding of how and why movements communicate attributes related to agency and what impact it has on users. This paper describes an experiment in which users, alone or in pairs, interact with a TV designed to move in way that communicates the agency related attributes social status or likeability. Results show that the TV movements are perceived differently when one versus two users are present. While most single users evaluate the TV positively, most users in pairs find the differential treatment problematic. Black-boxing the User: Internet Protocol over Xylophone Players (IPoXP) - alt.chi ![]() Contribution & Benefit: Internet Protocol over Xylophone Players inverts the traditional mode of human-computer interaction and problematizes the user/interface distinction, raising a number of conceptual issues. Abstract » We introduce IP over Xylophone Players (IPoXP), a novel Internet protocol between two computers using xylophone-based Arduino interfaces. In our implementation, human operators are situated within the lowest layer of the network, transmitting data between computers by striking designated keys. We discuss how IPoXP inverts the traditional mode of human-computer interaction, with a computer using the human as an interface to communicate with another computer. Design for X?: Distribution Choices and Ethical Design - alt.chi ![]() Contribution & Benefit: Sex-oriented technologies at an adult trade show prompt the authors to reframe "values in design" as a question of the choice of distribution of agency among users and designers. Abstract » This paper investigates an especially value-laden product category: sex-oriented technologies. Reviewing four systems encountered through qualitative fieldwork at an adult entertainment trade show, we examine how designers make claims for distribution of agency in their systems, and the consequent technical choices. In the face of diverse configurations of systems, users, and designers, we suggest that designers treat their practice less as an expression of enduring or user-specific “values,” and more as a series of decisions about the ethical distribution of control and responsibility within systems. The Machine in the Ghost: Augmenting Broadcasting with Biodata - alt.chi Contribution & Benefit: Explores the explicit use of biodata as part of a narrative for television and film. Raises some key research challenges about “acting” biodata and the nature of accessible biodata visualisations. Abstract » This paper examines how ‘biodata’ – physiological information captured from the human body – might enhance television shows by giving viewers access to actors’ physiological data. We broach this challenge through a prototype-show called The Experiment Live, in which four ‘paranormal investigators’ were outfitted with sensors as they explored a ‘haunted’ basement. This experience has enabled us to probe the challenges of using biodata as part of broadcasting and formulate an agenda for future research that includes: exploring whether/how biodata can be acted and/or simulated; and developing techniques that treat biodata visualisations in similar ways to existing camera-based production processes. | |||
PaperTouch in ContextRoom: 16AB![]() ![]() ![]() ![]() ![]() |
PaperImmateriality as a Design FeatureRoom: 17AB![]() ![]() |
Case Study, Paper & ToCHIInteracting With Robots & AgentsRoom: 16AB![]() |
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Chair: Eric Paulos, Carnegie Mellon University, USA Keep in Touch: Channel, Expectation and Experience - Paper ![]() ![]() Contribution & Benefit: Describes a remote touch study, showing communicative touch accompanied by speech can significantly influence people's sense of connectedness. Identifies perception of communication intention as an important factor in touch communication design. Abstract » This paper investigates whether and how digitally mediated social touch (remote touch) may influence the sense of connectedness toward a speaker and the emotional experience of what is being communicated. We employ an `augmented' storytelling methodology where we manipulate the modality of an `emotive' channel that accompanies the speech, and the contextual expectation of the listener. Comparing a remote upper-arm touch against a similarly timed flashing light, we explore the importance of the touch modality in affect conveyance. Our second manipulation involves two cover stories where the listener is told that the touch or flashing light is triggered either by the storyteller expressively squeezing a touch input device while speaking, or by measured `high points' in the mental state of the storyteller. Our results show that the story accompanied by communicative touch resulted in a significant increase in the sense of connectedness with the storyteller over the speech-only condition, and a trend toward greater affective conveyance. ACMTAP & PLAY: An End-User Toolkit for Authoring Interactive Pen and Paper Language Activities - Paper ![]() Contribution & Benefit: This paper presents a toolkit for authoring interactive multimodal language activities using a digital pen. We describe the system's development and a field deployment with over 70 users. Abstract » Hybrid paper-digital interfaces are a promising approach for supporting language activities. The familiarity of pen and paper makes it a particularly attractive media for many user groups, including young children. Digital pens enhance interaction with traditional paper content by playing and recording audio and recognizing handwriting and gestures. Currently, generating custom interactive paper documents involves some programming, limiting its use by many user groups (e.g., educators and families) who might especially benefit from application of hybrid paper-digital interfaces in their practices. To address this need, we developed an end-user Toolkit for Authoring Pen and Paper Language Activities (TAP & PLAY). This paper describes the iterative development of the toolkit, its accessibility for novice non-technical users, and use in three different contexts for early language learning. We demonstrate and document the system's usability, generality, and utility for people who want to create and tailor their own custom interactive paper-based language activities. ACMAt Home With Surface Computing - Paper ![]() Contribution & Benefit: Presents findings from field study of novel tabletop system, including design guidelines. Abstract » This paper describes a field study of an interactive surface deployed in three family homes. The tabletop technology provides a central place where digital content, such as pho-tos, can be easily archived, managed and viewed. The tab-letop affords multi-touch input, allowing digital content to be sorted, triaged and interacted with using one or two-handed interactions. A physics-based simulation adds dy-namics to digital content, providing users with rich ways of interacting that borrows from the real-world. The field study is one of the first of a surface computer within a do-mestic environment. Our goal is to uncover people�s inter-actions, appropriations, perceptions and experiences with such technologies, exploring the potential barriers to use. Given these devices provide such a revolutionary shift in interaction, will people be able to engage with them in eve-ryday life in the ways we intend? In answering this ques-tion, we hope to deepen our understanding of the design of such systems for home and consumer domains. ACMStoryCrate: Tabletop Storyboarding for Live Film Production - Paper ![]() ![]() Contribution & Benefit: We describe a prototype tangible, tabletop interface deployed on a film shoot, which uses a storyboard as a shared data representation to drive team creativity. Abstract » Creating film content for broadcast is a high pressure and complex activity involving multiple experts and highly specialized equipment. Production teams are under continuous pressure to produce ever more creative and groundbreaking content while reducing the budgets and human resources required. While technologies are being developed for digitizing and streamlining sections of the production workflow, a gap remains between creative decisions made on location, and those made during digital editing and post-production. We describe a prototype tangible, tabletop interface to be deployed on a film shoot, which uses a storyboard as a shared data representation to drive team creativity. We define creativity in terms of team production, discuss our implementation and describe a deployment in which the prototype was used by a professional production team during a film shoot. Finally we describe a number of interesting interactions that were observed and consider the implications of our design decisions on the creative process of film making and the benefits of tangible, tabletop collaborative interactive displays in live film production. ACMChair: Joonhwan Lee, Seoul National University, Korea Investigating the Presence, Form and Behavior of Virtual Possessions in the Context of a Teen Bedroom - Paper ![]() Contribution & Benefit: Presents and interprets findings from user enactments with teenagers investigating 4 design concepts that advance the form and behavior of virtual possessions. Abstract » Over the past several years, people have acquired more and more virtual possessions. While virtual possessions have become ubiquitous, little work exists to inform designers on how these growing collections should be displayed and how they should behave. We generated four design concepts that changed the form and behavior of these digital things, making them more present within a teen bedroom. We then conducted speed dating sessions to investigate how these new forms and behaviors influence perceptions of value. Sessions revealed how new technologies might better support self-exploration and reflection, as well as how they could complicate identity construction processes. Findings are interpreted to detail opportunities and tensions that can guide future research and practice in this emerging space. ACMTechnology Heirlooms? Considerations for Passing Down and Inheriting Digital Materials - Paper ![]() Contribution & Benefit: Contributes new knowledge about the design of technologies to support (and potentially complicate) inheriting, living with and passing down treasured digital content among family members and across generations. Abstract » Material artifacts are passed down as a way of sustaining relationships and family history. However, new issues are emerging as families are increasingly left with the digital remains of their loved ones. We designed three devices to investigate how digital materials might be passed down, lived with and inherited in the future. We conducted in-home interviews with 8 families using the devices to provoke discussion about how technology might support (or complicate) their existing practices. Sessions revealed families desired to treat their archives in ways not fully supported by technology as well as potential tensions that could emerge. Findings are interpreted to detail design considerations for future work in this emerging space. ACMDigitality and Materiality of New Media: Online TV Watching in China - Paper ![]() Contribution & Benefit: Presenting an analysis of the use of traditional vs. new TV media in China, highlighting the interplay between digitality and materiality in shaping experiences. Contributes a better understanding of media phenomena. Abstract » This paper examines issues of digitality and materiality of new media, grounded in a study of online TV watching in China. Particularly, by looking at how people make choices and decisions regarding TV watching in everyday life, we highlight material and digital properties of new media TV, and how they support and condition actions and interactions around them. The study illustrates that materiality and digitality are complementary, instead of one substituting the other, and are highly intertwined in the hybrid media environment around which meaningful experiences are conditioned and produced. It also suggests that an analytic distinction between materiality and digitality is fruitful in unpacking the complex relations between media technologies and social experiences. ACMWriting the Experience of Information Retrieval: Digital Collection Design as a Form of Dialogue - Paper ![]() Contribution & Benefit: Describes a process in which designers "write" a resource collection as a form of rhetorical expression. Demonstrates the use of humanistic criticism as an element of collection design. Abstract » In the context of digital libraries and other online resource collections, the substance of interaction is generated to a large degree through the selection, description, organization, and arrangement of the aggregated items. Within information studies, researchers [such as 32, 6] have shown how individual events of selection and description inevitably form judgments about the collected materials. This paper describes a process in which designers purposefully use the elements of selection, description, organization, and arrangement to "write" a resource collection as a form of rhetorical expression. The design process was implemented in two classroom settings. In the more successful second implementation, the role of the audience in structuring a rhetorical interaction was emphasized, and collection design was conceptualized as designing a dialogue between author and audience. The formalized critique of existing collection designs was a key element in enabling this dialogic orientation. ACMChair: Antonello De Angeli, University of Trento, Italy The Role of Gender on Effectiveness and Efficiency of User-Robot Communication in Navigation Tasks - ToCHI Contribution & Benefit: Describes gender differences in spatial communication and navigation in Human-Robot Interaction. Presents a novel methodology and design recommendations for dialogue and navigating systems that equally support users of both genders. Abstract » Many studies have identified gender differences in communication related to spatial navigation in real and virtual worlds. Most of this research has focused on single-party communication (monologues), such as the way in which individuals either give or follow route instructions. However, very little work has been reported on spatial navigation dialogues and whether there are gender differences in the way that they are conducted. This paper will address the lack of research evidence by exploring the dialogues between partners of the same and of different gender in a simulated Human-Robot Interaction study. In the experiments discussed in this paper, pairs of participants communicated remotely; in each pair, one participant (the instructor) was under the impression that s/he was giving route instructions to a robot (the follower), avoiding any perception of gendered communication. To ensure the naturalness of the interaction, the followers were given no guidelines on what to say, however each had to control a robot based on the user’s instructions. While many monologue-based studies suggest male superiority in a multitude of spatial activities and domains, this study of dialogues highlights a more complex pattern of results. As anticipated, gender influences task performance and communication. However, the findings suggest that it is the interaction – the combination of gender and role (i.e., instructor or follower) – that has the most significant impact. In particular, pairs of female users/instructors and male ‘robots’/followers are associated with the fastest and most accurate completion of the navigation tasks. Moreover, dialogue-based analysis illustrates how pairs of male users/instructors and female ‘robots’/followers achieved successful communication through ‘alignment’ of spatial descriptions. In particular, males seem to adapt the content of their instructions when interacting with female ‘robots’/followers and employ more landmark references compared to female users/instructors or when addressing males (in male-male pairings). This study describes the differences in how males and females interact with the system, and proposes that any female ‘disadvantage’ in spatial communication can disappear through interactive mechanisms. Such insights are important for the design of navigation systems that are equally effective for users of either gender. Ripple Effects of an Embedded Social Agent: A Field Study of a Social Robot in the Workplace - Paper Contribution & Benefit: Describe a long-term field study of a social delivery robot in a workplace. Can assist the development of agents, avatars, and robots for individuals and organizations. Abstract » Prior research has investigated the effect of interactive social agents presented on computer screens or embodied in robots. Much of this research has been pursued in labs and brief field studies. Comparatively little is known about social agents embedded in the workplace, where employees have repeated interactions with the agent, alone and with others. We designed a social robot snack delivery service for a workplace, and evaluated the service over four months allowing each employee to use it for two months. We report on how employees responded to the robot and the service over repeated encounters. Employees attached different social roles to the robot beyond a delivery person as they incorporated the robot's visit into their workplace routines. Beyond one-on-one interaction, the robot created a ripple effect in the workplace, triggering new behaviors among employees, including politeness, protection of the robot, mimicry, social comparison, and even jealousy. We discuss the implications of these ripple effects for designing services incorporating social agents. ACMDesigning Effective Gaze Mechanisms for Virtual Agents - Paper Contribution & Benefit: A model for designing effective gaze mechanisms for virtual agents and its evaluation. The model will allow designers to create gaze behaviors that accomplish specific high-level outcomes. Abstract » Virtual agents hold great promise in human-computer interaction with their ability to afford embodied interaction using nonverbal human communicative cues. Gaze cues are particularly important to achieve significant high-level outcomes such as improved learning and feelings of rapport. Our goal is to explore how agents might achieve such outcomes through seemingly subtle changes in gaze behavior and what design variables for gaze might lead to such positive outcomes. Drawing on research in human physiology, we developed a model of gaze behavior to capture these key design variables. In a user study, we investigated how manipulations in these variables might improve affiliation with the agent and learning. The results showed that an agent using affiliative gaze elicited more positive feelings of connection, while an agent using referential gaze improved participants' learning. Our model and findings offer guidelines for the design of effective gaze behaviors for virtual agents. ACMHow Does Telenoid Affect the Communication between Children in Classroom Setting? - Long Case Study ![]() Contribution & Benefit: Describes the qualitative findings of a field study that revealed the effects of a tele-operated humanoid robot on facilitating schoolchildren’s cooperation. Can assist in designing effective tele-communication tools in education. Abstract » It needs to be investigated how humanoid robots may affect people in the real world when they are employed to express the presence, a feel of being there, in tele-communication. We brought Telenoid, a tele-operated humanoid robot, into a classroom at an elementary school to see how schoolchildren respond to it. Our study is exploratory and we focused on the social aspects that might facilitate communication between schoolchildren. We found that Telenoid affected the way children work as group. They participated in the group work more positively, became more spontaneous, and differentiated their roles. We observed that Telenoid's limited capability led them to change their attitudes so that they could work together. The result suggests that the limited functionality may facilitate cooperation among participants in classroom setting. | |||
Case Study & PaperTeaching with New InterfacesRoom: 17AB![]() ![]() ![]() ![]() |
PaperPrivacy + Self DisclosureRoom: 18AB![]() |
PaperUses of Media & Creation of Web ExperiencesRoom: 17AB![]() ![]() ![]() |
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Chair: Leila Takayama, Willow Garage, USA Oh Dear Stacy! Social Interaction, Elaboration, and Learning with Teachable Agents - Paper ![]() ![]() Contribution & Benefit: Results from a think-aloud study provide insight into interaction between student rapport and learning gains with a teachable agent. Contributions include theoretical perspectives and practical recommendations for implementing rapport-building agents. Abstract » Understanding how children perceive and interact with teachable agents (systems where children learn through teaching a synthetic character embedded in an intelligent tutoring system) can provide insight into the effects of so-cial interaction on learning with intelligent tutoring systems. We describe results from a think-aloud study where children were instructed to narrate their experience teaching Stacy, an agent who can learn to solve linear equations with the student�s help. We found treating her as a partner, primarily through aligning oneself with Stacy using pronouns like you or we rather than she or it significantly correlates with student learning, as do playful face-threatening comments such as teasing, while elaborate explanations of Stacy�s behavior in the third-person and formal tutoring statements reduce learning gains. Additionally, we found that the agent�s mistakes were a significant predictor for students shifting away from alignment with the agent. ACMObservational Study on Teaching Artifacts Created using Tablet PC - Long Case Study ![]() ![]() Contribution & Benefit: This is an observational study conducted on professors using tablet PC. We attempt to find a common structure in teaching contents by finding a general behavior pattern across three professors. Abstract » Teaching typically involves communication of knowledge in multiple modalities. The ubiquity of pen-enabled technologies in teaching has made the accurate capture of user ink data possible, alongside technologies to recognize voice data. When annotating on a white board or other presentation surface, teachers often have a specific style of structuring contents taught in a lecture. The availability of sketch data and voice data can enable researchers to analyze trends followed by teachers in writing and annotating notes. Using ethnographic methods, we have observed the structure that teachers use while presenting lectures on mathematics. We have observed the practices followed by teachers in writing and speaking the lecture content, and have derived models that would help computer scientists identify the structure of the content. This observational study motivates the idea that we can use speech and color change events to distinguish between strokes meant for drawing versus those meant for attention marks. Employing Virtual Worlds for HCI Education: A Problem-Based Learning Approach - Long Case Study ![]() Contribution & Benefit: This case study documents experiences from teaching an HCI course by employing 3D virtual worlds. Problem-based learning activities and interactive tools are presented along with key findings and educational implications. Abstract » In this paper we describe our experience focused on teaching an introductory course in HCI by employing a 3D virtual world. Our main pedagogical philosophy is presented which claims that problem-based learning activities are necessary for HCI education. To this end, appropriate new interactive media such as virtual worlds that can support these activities must be embedded in the educational procedure. The learning activities and the interactive tools that were used are presented. Key findings and educational implications are discussed. From Participatory to Contributory Simulations: Changing the Game in the Classroom - Paper ![]() ![]() Contribution & Benefit: Describes the design and evaluation of a flexible multi-player simulation game for classroom use. Can guide the design of co-located large-group learning applications. Abstract » There is much potential for supporting collaborative learning with interactive computer simulations in formal education and professional training. A number have been developed for single user and remote interaction. In contrast, our research is concerned with how such learning activities can be designed to fit into co-located large group settings, such as whole classrooms. This paper reports on the iterative design process and two in-the-wild evaluations of the 4Decades game, which was developed for a whole classroom of students to engage with a climate simulation. The system allows students to play and change the rules of the simulation, thereby enabling them to be actively engaged at different levels. The notion of Contributory Simulations is proposed as an instructional model that empowers groups to make informed, critical changes to the underlying scientific model. We discuss how large-group collaboration was supported through constraining an ecology of shared devices and public displays. ACMChair: Manfred Tscheligi, University of Salzburg, Austria The Mismeasurement of Privacy: Using Contextual Integrity to Reconsider Privacy in HCI - Paper ![]() Contribution & Benefit: The paper criticizes the ways in which privacy issues have been studied within HCI and ubicomp. It provides an analysis of privacy on the basis of contextual integrity. Abstract » Privacy is a widely studied concept in relation to social computing and sensor-based technologies; scores of research papers have investigated people's "privacy preferences" and apparent reluctance to share personal data. In this paper we explore how Ubicomp and HCI studies have approached the notion of privacy, often as a quantifiable concept. Leaning on several theoretical frameworks, but in particular Nissenbaum's notion of contextual integrity, we question the viability of obtaining universal answers in terms of people's "general" privacy practices and apply elements of Nissenbaum's theory to our own data in order to illustrate its relevance. We then suggest restructuring inquiries into information sharing in studies of state-of-the-art technologies and analyze contextually grounded issues using a different, more specific vocabulary. Finally, we provide the first building blocks to such vocabulary. ACMTag, You Can See It! Using Tags for Access Control in Photo Sharing - Paper Contribution & Benefit: Lab study exploring whether intuitive access-control policies can be made from photo tags created for organizational and access-control purposes. Can increase understanding of user engagement with tag-based access control systems. Abstract » Users often have rich and complex photo-sharing preferences, but properly configuring access control can be difficult and time-consuming. In an 18-participant laboratory study, we explore whether the keywords and captions with which users tag their photos can be used to help users more intuitively create and maintain access-control policies. We find that (a) tags created for organizational purposes can be repurposed to create efficient and reasonably accurate access-control rules; (b) users tagging with access control in mind develop coherent strategies that lead to significantly more accurate rules than those associated with organizational tags alone; and (c) participants can understand and actively engage with the concept of tag-based access control. ACMCuration, Provocation, and Digital Identity: Risks and Motivations for Sharing Provocative Images Online - Note Contribution & Benefit: Investigates the phenomena of posting personal, revealing, and controversial images online. Provides recommendations for the development of systems that support these activities and directions for future work. Abstract » Among the billions of photos that have been contributed to online photo-sharing sites, there are many that are provocative, controversial, and deeply personal. Previous research has examined motivations for sharing images online and has identified several key motivations for doing so: expression, curation of identity, maintaining social connections, and recording experiences. However, few studies have focused on the perceived risks of posting photos online and even fewer have examined the risks associated with provocative, controversial, or deeply personal images. In our work, we used photo-elicitation interviews to explore the motivations for posting these types of images and the perceived risks of doing so. In this paper, we describe our findings from those interviews. ACMThe Implications of Offering More Disclosure Choices for Social Location Sharing - Note ![]() Contribution & Benefit: Presents findings from a study that looks at how different types of disclosure options can influence users' privacy preferences for location sharing. Can help in building better privacy configuration UIs. Abstract » We compared two privacy configuration styles for specifying rules for social sharing one's past locations. Our findings suggest that location-sharing applications (LSAs) which support varying levels of location granularities are associated with sharing rules that are less convoluted, are less likely to be negatively phrased, and can lead to more open sharing; users are also more comfortable with these rules. These findings can help inform LSA privacy designs. ACMInteractivity as Self-Expression: A Field Experiment with Customization and Blogging - Paper ![]() Contribution & Benefit: Describes an experiment with a portal site varying in functional customization, cosmetic customization and active vs. filter blogging. Provides user-centered guidelines for designing interactive tools that afford self-expression. Abstract » A paradigmatic quality of interactive interfaces is that they allow users to express themselves, thereby converting message receivers into communication sources. We define this quality as Source Interactivity [26, 29], and test its effects on user experience with a field experiment (N=141) of a portal site featuring cosmetic customization, functional customization and blogging (active versus filter). In demonstrating the psychological influence of source-based interactivity on such outcomes as user engagement, sense of agency, sense of community, intrinsic motivation and attitudes toward the interface, we discuss how designers can use them for creating interactive tools for self-expression. ACMChair: Jan Gulliksen, Uppsala University, Sweden Too Close for Comfort: A Study of the Effectiveness and Acceptability of Rich-Media Personalized Advertising - Paper ![]() ![]() Contribution & Benefit: Describes first study investigating how personalized rich media ads are perceived by users. Findings can help design noticeable, interesting ads that are also comfortable for the user. Abstract » Online display advertising is predicted to make $29.53 billion this year. Advertisers believe targeted and personalized ads to be more effective, but many users are concerned about their privacy. We conducted a study where 30 participants completed a simulated holiday booking task; each page showing ads with different degrees of personalization. Participants fixated twice as long when ads contained their photo. Participants reported being more likely to notice ads with their photo, holiday destination, and name, but also increasing levels of discomfort with increasing personalization. We conclude that greater personalization in ad content may achieve higher levels of attention, but that the most personalized ads are also the least acceptable. The noticeability benefit in using someone's photo to make them look at an ad may be offset by the privacy cost. As more personal data becomes available to advertisers, it becomes important that these trade-offs are considered. ACMWhy Johnny Can't Opt Out: A Usability Evaluation of Tools to Limit Online Behavioral Advertising - Paper ![]() Contribution & Benefit: Describes usability problems identified through a laboratory study to evaluate tools to limit OBA. Designers will be aware of these problems and could use our methodology to evaluate their tools. Abstract » We present results of a 45-participant laboratory study investigating the usability of nine tools to limit online behavioral advertising (OBA). We interviewed participants about OBA and recorded their behavior and attitudes as they configured and used a privacy tool, such as a browser plugin that blocks requests to specific URLs, a tool that sets browser cookies indicating a user's preference to opt out of OBA, or the privacy settings built into a web browser. ACMWe found serious usability flaws in all tools we tested. Participants found many tools difficult to configure, and tools' default settings were often minimally protective. Ineffective communication, confusing interfaces, and a lack of feedback led many participants to conclude that a tool was blocking OBA when they had not properly configured it to do so. Without being familiar with many advertising companies and tracking technologies, it was difficult for participants to use the tools effectively. <Insert Image>: Helping the Legal Use of Creative Commons Images - Paper ![]() Contribution & Benefit: We present an Open Media Retrieval model for searching and using Creative Commons content. The design will reduce accidental copyright infringements and the time needed for searching open content. Abstract » Media creation applications cater poorly to one very common usage: Situations in which the users need media that they do not own and for which they are unwilling to pay. Finding and using externally produced media is currently a cumbersome process. Often, users locate the content using a search engine, copy it into their work, cross their fingers, and hope they do not infringe on any copyrights. While the authors have shared hundreds of millions of images with permissive licenses, the license terms are too complicated for other users to follow. In our studies, we found that even the well-intentioned users still fail to respect copyrights in simple image reuse situations. We therefore introduce an Open Media Retrieval (OMR) model to remedy this problem and supplement it with prototypes that access various legal image sources directly within the creative work flow and provide automatic credits to the original authors. ACMFighting for My Space: Coping Mechanisms for SNS Boundary Regulation - Paper Contribution & Benefit: This paper presents results from a qualitative interview-based study to identify "coping mechanisms" that Social Networking Site users devise outside explicit boundary-regulation interface features in order to manage interpersonal boundaries. Abstract » Sharing information online via social network sites (SNSs) is at an all-time high, yet research shows that users often exhibit a marked dissatisfaction in using such sites. A compelling explanation for this dichotomy is that users are struggling against their SNS environment in an effort to achieve their preferred levels of privacy for regulating social interactions. Our research investigates users' SNS boundary regulation behavior. This paper presents results from a qualitative interview-based study to identify "coping mechanisms" that users devise outside explicit boundary-regulation interface features in order to manage interpersonal boundaries. Our categorization of such mechanisms provides insight into interaction design issues and opportunities for new SNS features. ACM | |||
PaperGame ExperiencesRoom: 18AB![]() ![]() ![]() ![]() |
PaperSupporting Visually Impaired UsersRoom: 18CD![]() ![]() |
PaperTools for Video + ImagesRoom: 18AB![]() ![]() ![]() |
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Chair: Katherine Isbister, NYU-Poly, USA The Impact of Tutorials on Games of Varying Complexity - Paper ![]() ![]() ![]() Contribution & Benefit: Describes a multivariate study of tutorials in three video games with 45,000 players. Shows that tutorials may only have value for games with mechanics that cannot be discovered through experimentation. Abstract » One of the key challenges of video game design is teaching new players how to play. Although game developers frequently use tutorials to teach game mechanics, little is known about how tutorials affect game learnability and player engagement. Seeking to estimate this value, we implemented eight tutorial designs in three video games of varying complexity and evaluated their effects on player engagement and retention. The results of our multivariate study of over 45,000 players show that the usefulness of tutorials depends greatly on game complexity. Although tutorials increased play time by as much as 29% in the most complex game, they did not significantly improve player engagement in the two simpler games. Our results suggest that investment in tutorials may not be justified for games with mechanics that can be discovered through experimentation. ACMTales from the Front Lines of a Large-Scale Serious Game Project - Paper ![]() ![]() Contribution & Benefit: Case study of an ongoing, large-scale interdisciplinary serious game project. Presents perspectives explaining the dynamics of serious game projects, highlighting under examined issues present in serious game design. Abstract » Serious games have received much positive attention; correspondingly, many researchers have taken up the challenge of establishing how to best design them. However, the current literature often focuses on best practice design strategies and frameworks. Fine-grained details, contextual descriptions, and organisational factors that are invaluable in helping us to learn from and reflect on project experiences are often overlooked. In this paper, we present five distinct and sometimes competing perspectives that are critical in understanding factors that influence serious game projects: project organisation, technology, domain knowledge, user research, and game design. We explain these perspectives by providing insights from the design and development process of an EU-funded serious game about conflict resolution developed by an interdisciplinary consortium of researchers and industry-based developers. We also point out a set of underlying forces that become evident from viewing the process from different perspectives, to underscore that problems exist in serious game projects and that we should open the conversation about them. ACMNot Doing But Thinking: The Role Of Challenge In Immersive Videogames - Paper ![]() ![]() ![]() Contribution & Benefit: Three experiments manipulate challenge of a video game. Demonstrate that the challenge experienced is an interaction between level of expertise of the gamer and cognitive challenge encompassed within the game. Abstract » Previous research into the experience of videogames has shown the importance of the role of challenge in producing a good experience. However, defining exactly which challenges are important and which aspects of gaming experience are affected is largely under-explored. In this paper, we investigate if altering the level of challenge in a videogame influences people's experience of immersion. Our first study demonstrates that simply increasing the physical demands of the game by requiring gamers to interact more with the game does not result in increased immersion. In a further two studies, we use time pressure to make games more physically and cognitively challenging. We find that the addition of time pressure increases immersion as predicted. We argue that the level of challenge experienced is an interaction between the level of expertise of the gamer and the cognitive challenge encompassed within the game. ACMUnderstanding User Experience in Stereoscopic 3D Games - Paper ![]() ![]() Contribution & Benefit: Evaluates the impact of stereoscopic vision on user experience with digital games. Helps game designers to understand how different games and target groups can potentially benefit from stereoscopic vision. Abstract » Recent advances in digital game technology are making stereoscopic games more popular. Stereoscopic 3D graphics promise a better gaming experience but this potential has not yet been proven empirically. In this paper, we present a comprehensive study that evaluates player experience of three stereoscopic games in comparison with their monoscopic counterparts. We examined 60 participants, each playing one of the three games, using three self-reporting questionnaires and one psychophysiological instrument. Our main results are (1) stereoscopy in games increased experienced immersion, spatial presence, and simulator sickness; (2) the effects strongly differed across the three games and for both genders, indicating more affect on male users and with games involving depth animations; (3) results related to attention and cognitive involvement indicate more direct and less thoughtful interactions with stereoscopic games, pointing towards a more natural experience through stereoscopy. ACMChair: Vicki Hanson, University of Dundee, UK CrossingGuard: Exploring Information Content in Navigation Aids for the Visually Impaired - Paper ![]() Contribution & Benefit: User study to investigate the information needs of visually impaired pedestrians at intersections. We also present a system to gather the necessary information using Google's Street View and Amazon's Mechanical Turk. Abstract » Visually impaired pedestrians experience unique challenges when navigating an urban environment because many cues about orientation and traffic patterns are difficult to ascertain without the use of vision. Technological aids such as customized GPS navigation tools offer the chance to augment visually impaired pedestrians� sensory information with a richer depiction of an environment, but care must be taken to balance the need for more information with other demands on the senses. In this paper, we focus on the information needs of visually impaired pedestrians at intersections, which present a specific cause of stress when navigating in unfamiliar locations. We present a navigation application prototype called CrossingGuard that provides rich information to a user such as details about intersection geometry that are not available to visually impaired pedestrians today. A user study comparing content-rich information to a baseline condition shows that content-rich information raises the level of comfort that visually impaired pedestrians feel at unfamiliar intersections. In addition, we discuss the categories of information that are most useful. Finally, we introduce a micro-task approach to gather intersection data via Street View annotations that achieves 85.5% accuracy over the 9 categories of information used by CrossingGuard. ACMSpaceSense: Representing Geographical Information to Visually Impaired People Using Spatial Tactile Feedback - Paper ![]() ![]() Contribution & Benefit: Investigates a mobile interface that helps people with visual impairments learn directions to a location and its spatial relationships with other locations on a map through spatial tactile feedback. Abstract » Learning an environment can be challenging for people with visual impairments. Braille maps allow their users to understand the spatial relationship between a set of places. However, physical Braille maps are often costly, may not always cover an area of interest with sufficient detail, and might not present up-to-date information. We built a handheld system for representing geographical information called SpaceSense, which includes custom spatial tactile feedback hardware�multiple vibration motors attached to different locations on a mobile touch-screen device. It offers high-level information about the distance and direction towards a destination and bookmarked places through vibrotactile feedback to help the user maintain the spatial relationships between these points. SpaceSense also adapts a summarization technique for online user reviews of public and commercial venues. Our user study shows that participants could build and maintain the spatial relationships between places on a map more accurately with SpaceSense compared to a system without spatial tactile feedback. They pointed specifically to having spatial tactile feedback as the contributing factor in successfully building and maintaining their mental map. ACMThe User as a Sensor: Navigating Users with Visual Impairments in Indoor Spaces using Tactile Landmarks - Paper ![]() Contribution & Benefit: Describes an indoor navigation system that appropriates the user to be a sensor. The system can improve mobility for users with visual impairments and can be installed at low cost. Abstract » Indoor navigation systems for users who are visually impaired typically rely upon expensive physical augmentation of the environment or expensive sensing equipment; consequently few systems have been implemented. We present an indoor navigation system called Navatar that allows for localization and navigation by exploiting the physical characteristics of indoor environments, taking advantage of the unique sensing abilities of users with visual impairments, and minimalistic sensing achievable with low cost accelerometers available in smartphones. Particle filters are used to estimate the user's location based on the accelerometer data as well as the user confirming the presence of anticipated tactile landmarks along the provided path. Navatar has a high possibility of large-scale deployment, as it only requires an annotated virtual representation of an indoor environment. A user study with six blind users determines the accuracy of the approach, collects qualitative experiences and identifies areas for improvement. ACMGuidelines are Only Half of the Story: Accessibility Problems Encountered by Blind Users on the Web - Paper ![]() Contribution & Benefit: An empirical study of 1383 problems encountered on 16 websites by 32 blind users. These problems were analysed for whether they were covered by the Web Content Accessibility Guidelines version 2.0 Abstract » This paper describes an empirical study of the problems encountered by 32 blind users on the Web. Task-based user evaluations were undertaken on 16 websites, yielding 1383 instances of user problems. The results showed that only 50.4% of the problems encountered by users were covered by Success Criteria in the Web Content Accessibility Guidelines 2.0 (WCAG 2.0). For user problems that were covered by WCAG 2.0, 16.7% of websites implemented techniques recommended in WCAG 2.0 but the techniques did not solve the problems. These results show that few developers are implementing the current version of WCAG, and even when the guidelines are implemented on websites there is little indication that people with disabilities will encounter fewer problems. The paper closes by discussing the implications of this study for future research and practice. In particular, it discusses the need to move away from a problem-based approach towards a design principle approach for web accessibility. ACMChair: Michael Rohs, University of Munich, Germany TeleAdvisor: A Versatile Augmented Reality Tool for Remote Assistance - Note ![]() ![]() ![]() Contribution & Benefit: Describes a hands-free transportable augmented reality system, consisting of a camera and a pico projector mounted on a tele-operated robotic arm. Can support remote assistance tasks around physical objects. Abstract » TeleAdvisor is a novel solution designed to support remote assistance tasks in many real-world scenarios. It consists of a video camera and a small projector mounted at the end of a tele-operated robotic arm. This enables a remote helper to view and interact with the workers� workspace, while controlling the point of view. It also provides the worker with a hands-free transportable device to be placed anywhere in his or her environment. Active tracking of the projection space is used in order to reliably correlate between the camera�s view and the projector space. ACMDragLocks: Handling Temporal Ambiguities in Direct Manipulation Video Navigation - Note ![]() Contribution & Benefit: Discusses possible interaction breakdowns in direct manipulation video navigation systems in the presence of objects pausing in the video. Presents and evaluates two solutions that modify the trajectory geometry. Abstract » Direct manipulation video navigation (DMVN) systems allow to navigate inside video scenes by spatially manipulating objects in the video. Problems arise when dealing with temporal ambiguities where a time span is projected onto a single point in image space, e.g., when objects stop moving. Existing DMVN systems deal with these cases by either disabling navigation on the paused object or by allowing jumps in the timeline. Both of these workarounds are undesirable as they introduce inconsistency or provoke loss of context. We analyze current practices regarding temporal ambiguities and introduce two new methods to visualize and navigate object pauses. User tests show that the new approaches are better suited for navigation in scenes containing temporal ambiguities and are rated higher in terms of user satisfaction. ACMCamBlend: An Object Focused Collaboration Tool - Paper Contribution & Benefit: New panoramic focus+context video collaboration system designed to facilitate the interaction with and around objects. Exploratory study showed several successful new uses & existing problems in fractured spaces. Abstract » CamBlend is a new focus-in-context panoramic video collaboration system designed to facilitate the interaction with and around objects in a lightweight, flexible package. As well as the ability to view very high resolution local and remote video that covers a full 180° field of view, the system contains a number of tools which facilitate bi- directional pointing between two remote spaces. In the first quasi-naturalistic exploratory study on a focus-in-context video system, we show a number of unique object referencing behaviours, including un-intentional or 'implicit' pointing and a number of scenarios where this was advantageous. Additionally the study highlighted some of the problems inherent in aligning between screen-based and real-world perspectives. ACMSwift: Reducing the Effects of Latency in Online Video Scrubbing - Paper Contribution & Benefit: Describes two experiments to test the effects of latency on video navigation tasks and the Swift technique which is designed to mitigate these effects. Abstract » We first conduct a study using abstracted video content to measure the effects of latency on video scrubbing performance and find that even very small amounts of latency can significantly degrade navigation performance. Based on these results, we present Swift, a technique that supports real-time scrubbing of online videos by overlaying a small, low resolution copy of the video during video scrubbing, and snapping back to the high resolution video when the scrubbing is completed or paused. A second study compares the Swift technique to traditional online video players on a collection of realistic live motion videos and content-specific search tasks which finds the Swift technique reducing completion times by as much as 72% even with a relatively low latency of 500ms. Lastly, we demonstrate that the Swift technique can be easily implemented using modern HTML5 web standards. ACMVideo Summagator: An Interface for Video Summarization and Navigation - Note Contribution & Benefit: Describes a 3D video visualization-based interface for video summarization and navigation. Allows a user to quickly look into the video cube, understand the video, and navigate to the content of interest. Abstract » This paper presents Video Summagator (VS), a volume-based interface for video summarization and navigation. VS models a video as a space-time cube and visualizes the video cube using real-time volume rendering techniques. VS empowers a user to interactively manipulate the video cube. We show that VS can quickly summarize both the static and dynamic video content by visualizing the space-time information in 3D. We demonstrate that VS enables a user to quickly look into the video cube, understand the content, and navigate to the content of interest. ACMVideo as memorabilia: User needs for collaborative automatic mobile video production - Note ![]() Contribution & Benefit: Presents guidelines for designers of collaborative video production tools based on a field study of automatic remixing of audience captured video. Can assist in considering memorabilia, control and acknowledgement issues. Abstract » Digital memorabilia, such as video remixes, can increase the value of attending music events. Remixes can be made using video clips recorded by attendees during the event; however, producing them is a laborious task. In this paper we study the prospects of an automatic video remixing and present the results of a study on users' perceptions and attitudes towards collaborative automatic mobile video production. The three findings are as follows: People assess automatic video remix memorabilia as fairly equal to amateur-made manual ones, even if the manually-created video remixes are better in overall quality; as a remixing actor, a computer can be perceived to be more trustworthy than a human remixer; and, the quality of the video remix and the publication forum of the remix outcome plays a significant role when people are deciding whether or not they need public acknowledgement for their contribution. We conclude by discussing the design implications for collaborative automatic mobile video production. ACM | |||
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Case Study & PaperWorkplaceRoom: 19AB![]() ![]() ![]() ![]() |
PaperSustainability and Behavior ChangeRoom: 18CD![]() ![]() ![]() ![]() ![]() |
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Chair: Wendy Ju, California College of the Arts, USA Health Promotion as Activism: Building Community Capacity to Effect Social Change - Paper ![]() ![]() Contribution & Benefit: Presents the design and evaluation of a tool that supports community-based health advocacy. Provides recommendations for HCI research focused on health inequalities and the ecological influences on behaviors and attitudes. Abstract » As HCI researchers have designed tools to promote wellness, disease has often been approached as a general problem. In contrast, public health research argues for an activist approach focused on how certain groups disproportionately experience disease and eliminating these disparities. Taking this activist stance, we examine how technology can reduce health inequalities by disrupting power relationships and helping communities pursue social change. We discuss our tool, Community Mosaic (CM), which allows individuals to share their healthy eating ideas with one another as a means of advocating behavior change. Our results characterize how CM helped facilitate activism (i.e., collective efforts to counter local challenges to healthy living) and shift users� attitudes regarding their role as advocates for health. We contribute to the field of HCI by using our findings to present a set of recommendations for future research focused on designing and evaluating health promotion tools using an activist lens. ACMAugmented Perception of Satiety: Controlling Food Consumption by Changing Apparent Size of Food with Augmented Reality - Paper ![]() ![]() ![]() Contribution & Benefit: The main contribution of this paper is to realize a method for modifying perception of satiety and controlling nutritional intake by changing the apparent size of food with augmented reality. Abstract » The main contribution of this paper is to realize a method for modifying perception of satiety and controlling nutritional intake by changing the apparent size of food with augmented reality. As a possible method for decreasing rates of obesity, we focused on controlling food intake implicitly without any effort. ACMWe hypothesized that ambiguous perception of satiety can be applied to control our food intake. Recent psychological studies have revealed that the amount of food consumed is influenced by both its actual volume and external factors during eating. Based on this knowledge, we sought to control perception of satiety gained from the same amount of food by changing its apparent size. We also proposed a method for food-volume augmentation using real-time shape deformation. Our results suggest that this augmentation can control the perception of satiety and food intake. Laying the Table for HCI: Uncovering Ecologies of Domestic Food Consumption - Paper ![]() Contribution & Benefit: Study of family eating practices in the home and the artefacts and spaces involved. Provides a set of sensitizing concepts for interaction designers and technologists seeking to augment domestic eating. Abstract » Food contributes fundamentally to our well-being: physically, mentally, and socially. Unsurprisingly then, the importance of food to our lives has long been recognized in the social sciences, and more recently, in Human-Computer Interaction. Yet, despite ongoing trends towards the digital augmentation of domestic environments, little consideration has been given to the impact of the material aspects of food consumption in the home. This paper takes an ecological approach to uncovering the role spaces, tabletops, and artefacts play in the social organization of domestic eating practices. Based on our findings of interviews with seven households in England, we discuss implications for those seeking to digitally augment domestic dining. ACMpanavi: Recipe Medium with a Sensors-Embedded Pan for Domestic Users to Master Professional Culinary Arts - Paper ![]() Contribution & Benefit: "panavi,'' a recipe medium utilizing a sensors-embedded frying pan, supports cooking experience for domestic users to master professional culinary arts by managing temperature and pan movement properly. Abstract » "panavi," a recipe medium, supports cooking experience for domestic users to master professional culinary arts in their kitchens by managing temperature and pan movement properly. Utilizing a sensors-embedded fry-ing pan—providing projected images, LED indications, and vibration—wirelessly connected with a computer system that shows text messages with sounds, the panavi system analyzes sensors' data, recognizes users' conditions, and provides the users with situated instructions. Describing our vision, design process, implementation, and user study that outlines experience of challenging professional cooking, this paper introduces a design framework model of this recipe medium for domestic usage. Throughout revealing the design process—from ideation to the finished research artifact as a whole cook-ing support system—this research suggests how to design interactive systems responding to human situated actions, for use as daily commodities enriching domestic user experience. ACMChair: Volkmar Pipek, University of Siegen, Germany "A Pace Not Dictated by Electrons": An Empirical Study of Work Without Email - Paper ![]() Contribution & Benefit: Empirical study shows that when information workers' email was cut off, they multitasked less and had lower stress. Results suggest how organizations can alleviate the burden of email on employees. Abstract » We report on an empirical study where we cut off email usage for five workdays for 13 information workers in an organization. We employed both quantitative measures such as computer log data and ethnographic methods to compare a baseline condition (normal email usage) with our experimental manipulation (email cutoff). Our results show that without email, people multitasked less and had a longer task focus, as measured by a lower frequency of shifting between windows and a longer duration of time spent working in each computer window. Further, we directly measured stress using wearable heart rate monitors and found that stress, as measured by heart rate variability, was lower without email. Interview data were consistent with our quantitative measures, as participants reported being able to focus more on their tasks. We discuss the implications for managing email better in organizations. ACMDesigning Experiential Prototypes for the Future Workplace - Short Case Study ![]() ![]() Contribution & Benefit: Case study describes a successful Xerox-sponsored open innovation project that generated innovative designs and prototypes for the future of the workplace with Rochester Institute of Technology (RIT). Abstract » In this paper, we describe a successful Xerox-sponsored open innovation project that generated innovative designs and prototypes for the future of the workplace by the future workers of tomorrow - 42 undergraduate students with a unique combination of skills in creative media design and interactive development at Rochester Institute of Technology (RIT). During the course of 20 weeks, through close collaborations between the Xerox research team and RIT faculty and students, we developed an experience-centric methodology for designing and developing rapid experiential prototypes. As a result, seven interactive and futuristic prototypes were created, demonstrated and also well-received at both Xerox and community events. You've got video: Increasing clickthrough when sharing enterprise video with email - Note ![]() Contribution & Benefit: We summarize our research on increasing the information scent of video recordings that are shared via email in a corporate setting. We report on the results of two user studies. Abstract » In this Note we summarize our research on increasing the information scent of video recordings that are shared via email in a corporate setting. We compare two types of email messages for sharing recordings: the first containing basic information (e.g. title, speaker, abstract) with a link to the video; the second with the same information plus a set of video thumbnails (hyperlinked to the segments they represent), which are automatically created by video summarization technology. We report on the results of two user studies. The first one compares the quality of the set of thumbnails selected by the technology to sets selected by 31 humans. The second study examines the clickthrough rates for both email formats (with and without hyperlinked thumbnails) as well as gathering subjective feedback via survey. Results indicate that the email messages with the thumbnails drove significantly higher clickthrough rates than the messages without, even though people clicked on the main video link more frequently than the thumbnails. Survey responses show that users found the email with the thumbnail set significantly more appealing and novel. ACMDoes the iPad add Value to Business Environments? - Long Case Study ![]() ![]() Contribution & Benefit: Case study describing benefits and drawbacks of iPad usage in a business environment. Can assist companies in understanding how they can benefit from the use of mobile tablets. Abstract » Mobile tablets like the iPad recently had a huge success in the consumer market. This generates the demand to use them productively in business environments. The underlying case study evaluates the introduction of iPads at an applied research company. The study gives evidence that the iPad adds value to this particular business environment especially in terms of productivity and joy of use. A detailed composition of benefits and drawbacks shows major factors that have to be considered when thinking about introducing and integrating iPads to a business environment. Impression Formation in Corporate People Tagging - Paper Contribution & Benefit: People tagging offers unique insight about self-presentation and concurrently the perception by others based on explicit data in the form of tags in an organizational environment. Findings suggest design implications. Abstract » This research explores the relationship between self-presentation and perception by others as manifested explicitly through the use of tags in a people tagging system. The study provides insights relevant for the organizational context since it is based on a system implemented within IBM. We developed a detailed codebook and used it to categorize 9,506 tags assigned to a sample of taggers. Our analysis examines the use of self tags versus social tags (assigned by others) across different categories and sub-categories. While overlap exists, self tags tend to be more factual describing technology expertise, social tags augment the individual tags by adding a personal dimension. ACMChair: A.J. Brush, Microsoft Research, USA Collapse Informatics: Augmenting the Sustainability & ICT4D Discourse in HCI - Paper ![]() ![]() ![]() Contribution & Benefit: Augments the discourse on sustainable HCI and ICT4D to include notions of preparation for and adaptation to potential societal collapse, suggesting exemplars for interactivity design in response to such scenarios. Abstract » Research in many fields argues that contemporary global industrial civilization will not persist indefinitely in its current form, and may, like many past human societies, eventually collapse. Arguments in environmental studies, anthropology, and other fields indicate that this transformation could begin within the next half-century. While imminent collapse is far from certain, it is prudent to consider now how to develop sociotechnical systems for use in these scenarios. We introduce the notion of collapse informatics - the study, design, and development of sociotechnical systems in the abundant present for use in a future of scarcity - as a complement to ICT4D and mitigation-oriented sustainable HCI. We draw on a variety of literatures to offer a set of relevant concepts and articulate the relationships among them to orient and evaluate collapse informatics work. Observing that collapse informatics poses a unique class of cross-cultural design problems, we sketch the design space of collapse informatics and provide a variety of example projects. We explore points of connection and distinction between collapse informatics and sustainable HCI, ICT4D, and crisis informatics. Finally, we discuss next steps and comment on the potential value of collapse informatics work even in the event that collapse never occurs. ACMBeyond Energy Monitors: Interaction, Energy, and Emerging Energy Systems - Paper ![]() ![]() Contribution & Benefit: Reviews energy-related literature from within and outside of HCI. Characterizes a dominant cluster of work related to "energy consumption feedback", and points to design and research opportunities with emerging energy systems. Abstract » Motivated by a recent surge of research related to energy and sustainability, this paper presents a review of energy-related work within HCI as well as from literature outside of HCI. Our review of energy-related HCI research identifies a central cluster of work focused on electricity consumption feedback (ECF). Our review of literature outside of HCI highlights a number of emerging energy systems trends of strong relevance to HCI and interaction design, including smart grid, demand response, and distributed generation technologies. We conclude by outlining a range of opportunities for HCI to engage with the experiential, behavioral, social, and cultural aspects of these emerging systems, including highlighting new areas for ECF research that move beyond our field�s current focus on energy feedback displays to increase awareness and motivate individual conservation behavior. ACMThe Dubuque Water Portal: Evaluation of the Uptake, Use and Impact of Residential Water Consumption Feedback - Paper ![]() ![]() Contribution & Benefit: Evaluation of a water portal deployed to 303 homes that used feedback and social techniques to produce a 6.6% decrease in water consumption. Can assist designers of residential feedback systems. Abstract » The Dubuque Water Portal is a system aimed at supporting voluntary reductions of water consumption that is intended to be deployed city-wide. It provides each household with fine-grained, near real time feedback on their water consumption, as well as using techniques like social comparison, weekly games, and news and chat to encourage water conservation. This study used logs, a survey and interviews to evaluate a 15-week pilot with 303 households. It describes the Portal's design, and discusses its adoption, use and impacts. The system resulted in a 6.6% decrease in water consumption, and the paper employs qualitative methods to look at the ways in which the Portal was (or wasn't) effective in supporting its users and enabling them to reduce their consumption. The paper concludes with a discussion of design implications for residential feedback systems, and possible engagement models. ACMEmbedded interaction in a Water Fountain for Motivating Behavior Change in Public Space - Note ![]() ![]() ![]() Contribution & Benefit: Presents an augmented water fountain with audiovisual feedback aimed at improving and motivating the water-drinking experience. Shows an inspiring way of conducting long-term in-the-wild studies that affect users and public space. Abstract » This paper presents an interactive installation for a public space aimed at motivating new behaviors by augmenting the space with subtle and playful audiovisual interaction aesthetically integrated in a shared environment. Designed to complement an existing water fountain with projected light and sound, the embedded installation encouraged people to take a drink, increasing the proportion of people who used the water fountain by 42% to 57% approximately for nine months. Sensors evaluated the impact of multiple interaction modalities on actual water usage. We found that subtle interaction can improve the experience of a space, in particular for those that use it frequently, and lead to sustained behavior change, especially when its modalities are responsive to the level of activity in the space. ACMA Transformational Product to Improve Self-Control Strength: the Chocolate Machine - Note ![]() Contribution & Benefit: The Chocolate Machine is an exploratory interactive product to train self-control strength. Self-control is at the heart of many desirable behaviours, but often neglected by Persuasive Technologies. Abstract » Lack of self-control is at the heart of many undesirable behaviors, such as overeating, overspending, and even overworking. While the field of Persuasive Technologies searches for ways to change attitudes and behaviors, it often neglects the science of self-control. We present the Chocolate Machine, an exploratory interactive product to train self-control strength based upon Ego Depletion theory. A field study showed the machine to increase perceived self-control over time, while providing a sustained positive experience. This makes the machine transformational, aiming at facilitating behaviors people find worthwhile, but hard to implement. ACM | |||
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Case Study & PaperHCI4D: BusinessRoom: 19AB![]() ![]() ![]() ![]() ![]() |
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Chair: Barry Brown, University of California San Diego, USA Looking Glass: A Field Study on Noticing Interactivity of Shop Windows - Paper ![]() ![]() ![]() Contribution & Benefit: Presents a field study on how passers-by notice whether a public display is interactive. Can be useful to design public displays and shop windows that more effectively communicate interactivity to passers-by. Abstract » In this paper we present our findings from a lab and a field study investigating how passers-by notice the interactivity of public displays. We designed an interactive installation that uses visual feedback to the incidental movements of passers-by to communicate its interactivity. The lab study reveals: (1) Mirrored user silhouettes and images are more effective than avatar-like representations. (2) It takes time to notice the interactivity (approx. 1.2s). In the field study, three displays were installed during three weeks in shop windows, and data about 502 interaction sessions were collected. Our observations show: (1) Significantly more passers-by interact when immediately showing the mirrored user image (+90%) or silhouette (+47%) compared to a traditional attract sequence with call-to-action. (2) Passers-by often notice interactivity late and have to walk back to interact (the landing effect). (3) If somebody is already interacting, others begin interaction behind the ones already interacting, forming multiple rows. Our findings can be used to design public display applications and shop windows that more effectively communicate interactivity to passers-by. ACMUrban HCI: Spatial Aspects in the Design of Shared Encounters for Media Facades - Paper ![]() ![]() Contribution & Benefit: We propose a terminology and a model for large-scale screens in urban environments. This model can help future designs for Media Facades to become more balanced and of greater social value. Abstract » Designing interactive applications for Media Facades is a challenging task. Architectural sized largescale screens can result in unbalanced installations, and meaningful interaction is easily overshadowed by the drastic size of the display. In this paper we reflect on urban technology interventions by analyzing their spatial configuration in relation to the structuring of interaction. We outline basic categories and offer a new terminology to describe these interactive situations designed for the built environment. ACMChained Displays: Configurations of Public Displays can be used to influence Actor-, Audience-, and Passer-By Behavior - Paper ![]() ![]() Contribution & Benefit: Describes a design space and a field study on interactive non-flat public displays. Examines how non-flat displays impact actor-, audience- and passer-by behavior. Abstract » Most interactive public displays currently rely on flat screens. This form factor impacts how users (1) notice the public display (2) develop motivation and (3) (socially) interact with the public display. In this paper, we present Chained Displays, a combination of several screens to create different form factors for interactive public displays. We also present a design space based on two complementary concepts, Focus and Nimbus, to describe and compare chained display configurations. Finally, we performed a field study comparing three chained displays: Flat, Concave, and Hexagonal. Results show that Flat triggers the strongest honeypot effect, Hexagonal causes low social learning, and Concave triggers the smallest amount of simultaneously interacting users among other findings. ACMCreating the Spectacle: Designing Interactional Trajectories Through Spectator Interfaces - ToCHI ![]() Contribution & Benefit: Ethnographic study reveals how artists designed and participants experienced a tabletop interface, shedding light on the design of tabletop and tangible interfaces, spectator interfaces, and trajectories through display ecologies Abstract » An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worked with a multi-scale notion of interactional trajectory that combined trajectories through individual displays, trajectories through a local ecology of displays, and trajectories through an entire experience. Our findings shed light on discussions within HCI concerning interaction with tangible and tabletop displays, spectator interfaces, ecologies of displays, and trajectories through cultural experiences. Chair: Batya Friedman, University of Washington, USA Understanding Negotiation in Airtime Sharing in Low-income Microenterprises - Paper ![]() ![]() Contribution & Benefit: Paper presents a study of airtime sharing among low income, microenterprises in India. Findings and design thoughts point to lessons for bandwidth sharing in HCI and HCI4D. Abstract » Shared access to airtime is a prominent mode of connectivity access in the developing world. We seek to understand airtime sharing among low-income microenterprises in India (small, low-capital businesses, such as flower sellers and milkmen), that constitute 90% of the total enterprises in India. We introduce social negotiation as the foundation of airtime sharing. We highlight negotiation mechanisms in the microenterprise, showing how shared resources are used towards personal interests amidst tensions and value conflicts, by adapting, modifying, subverting, and repurposing airtime. We then explore the design space of airtime and bandwidth sharing in low-income communities, including designing for negotiation and improving readability of airtime. ACMTaking Micro-Enterprise Online: The Case of Kenyan Businesses - Long Case Study ![]() Contribution & Benefit: This paper presents findings, of Kenyan micro-entrepreneurs' need for websites. It highlights need for technology to work with existing practices rather than enforce its own form of usage onto users. Abstract » In this paper we describe the findings of a research study recently carried out amongst micro-entrepreneurs and freelance web developers in Kenya. The objective was to understand the level of need for website creation by such entrepreneurs for their businesses and further, the challenges associated with website design and maintenance. The study was inspired by the phenomenal uptake of Internet use in the country coupled with a need to explore how micro-entrepreneurs are faring in this space, what potential exists, and how it could be realized. The findings of the study show that the Internet can be the new frontier for many micro-entrepreneurs who want to take their businesses to the next level. The study also provides critical insights into the realities of micro-enterprise, and hence relevant issues to take into consideration in seeking to take micro-enterprise online. The insights therein cover such issues as affordability of solutions, quick return on investment, convergence of current business methods and practices with those presented by an online environment for greater impact, and need for very simple, intuitive web design tools and platforms. Innovation may be required so as to come up with more website options that are better suited to the needs of micro-entrepreneurs and that are cost-effective. Alternatively other internet-based tools or platforms could be developed to help micro-entrepreneurs conduct business online. This is because the typical websites of today are not necessarily suitable for their needs. Experiences with Bulk SMS for Health Financing in Uganda - Long Case Study ![]() ![]() Contribution & Benefit: Analyzes the deployment and use of a Bulk SMS system for a health financing project in Uganda over 6 months. Can assist designers in understanding organizational use of SMS platforms. Abstract » Short message service (SMS, aka text messaging) is a low-cost and effective means of communication for organizations attempting to maintain contact with many people. In this paper we look at the deployment and of a bulk mobile text-messaging platform (Bulk SMS), conceived and commissioned by a health non-governmental organization (NGO) for use in communicating with the 100+ private health facilities. We show how the platform emerged from existing practices, the features and expectations of the system, and the ways in which it was used. Common failure points include infrastructural limitations, human error, and unexpected use cases. We find that 1) the use of SMS as a media enables new types of communication, and 2) SMS alone is not sufficient for maintaining relationships within the NGO program. Design Re-thinking for the Bottom of the Pyramid: A Case Study Based on Designing Business Software for SMEs in India - Long Case Study ![]() ![]() ![]() Contribution & Benefit: Case study highlighting design factors considered while adapting enterprise software for Indian consumers. Can be useful for those building technology solutions for developing markets. Abstract » Breaking out of the traditional notion that affordability and mass consumption are the most important pre-requisites for entering a large and developing market like India, we elicit alternate and equally critical factors to design products that can provide instant and long-term value to Indian consumers. These factors from a design thinking perspective are: a) sustainability cost for business viability, b) micro-localization needs for human desirability and c) infrastructure considerations for technical feasibility. Our research insights are based on experiences from designing business analytics software for small and midsized enterprises in India. However, our findings are broadly applicable to design thinkers, researchers and designers creating technology solutions for any developing market. |
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Special EventsTown Hall meeting on Peer Reviewing at CHIRoom: Ballroom D | VideosVideoRoom: Ballroom D![]() ![]() ![]() ![]() |
Student Game CompetitionStudent Game CompetitionRoom: Ballroom D | |
Chair: Joseph "Jofish" Kaye, Nokia Research Town Hall meeting on Peer Reviewing at CHI - Special Events Contribution & Benefit: In this Town Hall on Peer Review, we discuss how to improve and change our reviewing practices to meet the challenge of both ongoing growth and increasing interdisciplinary participation. Abstract » The CHI community is vibrant, growing, and interdisciplinary, and peer review is at the heart of what it means to be a community of researchers. In this Special Town Hall on Peer Review, we discuss the question of how to grow and change our reviewing practices to meet the challenge of both ongoing growth and increasing interdisciplinary participation. Our community has seen a wide variety of explorations of the best way to change and improve our practices: alt.chi’s open reviewing, CSCW’s revise & resubmit process and UIST’s removal of page limits are all ways to address the changing nature of this research. This Town Hall will provide an opportunity to discuss and address this ongoing question. Communication Technologies for the Zombie Apocalypse: New Educational Initiatives - Videos ![]() Contribution & Benefit: The zombie apocalypse will present a unique challenge as communication technologies fail. This video describes STEM initiatives that will prepare children to communicate when the undead hordes are upon us. Abstract » The threat of the zombie apocalypse has finally begun to reach a level of popular concern, both in the media and in government organizations like the U.S. Centers for Disease Control and Prevention. The zombie apocalypse and subsequent destruction of modern communication technologies will present a unique challenge to future generations. This video describes new STEM initiatives that will enable today's children to maintain vital information links once the undead hordes are upon us. Pet Video Chat: Monitoring and Interacting with Dogs over Distance - Videos Contribution & Benefit: We designed a pet video chat system that augments a Skype audio-video connection with remote interaction features and evaluated it with pet owners to understand its usage. Abstract » Companies are now making video-communication systems that allow pet owners to see, and, in some cases, even interact with their pets when they are separated by distance. Such ‘doggie cams’ show promise, yet it is not clear how pet video chat systems should be designed (if at all) in order to meet the real needs of pet owners. To investigate the potential of interactive dog cams, we then designed our own pet video chat system that augments a Skype audio-video connection with remote interaction features and evaluated it with pet owners to understand its usage. Our results show promise for pet video chat systems that allow owners to see and interact with their pets while away. Designing Visualizations to Facilitate Multisyllabic Speech with Children with Autism and Speech Delays - Videos ![]() Contribution & Benefit: VocSyl is a real-time voice visualization system to help teach multisyllabic speech to children with autism and speech delays. Abstract » The ability of children to combine syllables represents an important developmental milestone. This ability is often delayed or impaired in a variety of clinical groups including children with autism spectrum disorders (ASD) and speech delays (SPD). This video illustrates some of the features of VocSyl, a real-time voice visualization system to shape multisyllabic speech. VocSyl was designed using the Task Centered User Interface Design methodology from the beginning to the end of the design process. Children with Autism and Speech Delays, targeted users of the software, were directly involved in the development process, thus allowing us to focus on what these children demonstrate they require. TimeBlocks: “Mom, can I have another block of time?” - Videos Contribution & Benefit: Time is a difficult concept for parents to communicate with young children. We developed TimeBlocks, a novel tangible, playful object to facilitate communication about concepts of time with young children. Abstract » Time is a difficult concept for parents to communicate with young children. We developed TimeBlocks, a novel tangible, playful object to facilitate communication about concepts of time with young children. TimeBlocks consists of a set of cubic blocks that function as a physical progress bar. Parents and children can physically manipulate the blocks to represent the concept of time. We evaluated TimeBlocks through a field study in which six families tried TimeBlocks for four days at their homes. The results indicate that TimeBlocks played a useful role in facilitating the often challenging task of time-related communication between parents and children. We also report on a range of observed insightful novel uses of TimeBlocks in our study. ACMAn Augmented Multi-touch System Using Hand and Finger Identification - Videos Contribution & Benefit: We introduce a multitouch system capable of identifying the finger and hand corresponding to each touch, and show how we use it in a multitouch 3D authoring tool. Abstract » With the advent of devices such as smart phones and tablet computers, multi-touch applications are rapidly becoming commonplace. However, existing multi-touch sensors are not able to report which finger, or which hand, is responsible for each of the touches. To overcome this deficiency we introduce a multi-touch system that is capable of identifying the finger and hand corresponding to each touch. The system consists of a commercially available capacitive multi-touch display augmented with an infrared depth camera mounted above the surface of the display. We performed a user study to measure the accuracy of the system and found that our algorithm was correct on 92.7% of the trials. TEROOS: A Wearable Avatar to Enhance Joint Activities (Video Preview) - Videos Contribution & Benefit: The video shows what communication style a wearable robot avatar offers to daily life situations. Two users can communicate by sharing their vision via the robot avatar. Abstract » This video shows a wearable avatar named TEROOS, which is mounted on the shoulder of a person. TEROOS allows the users who wear it and control it to remotely share a vision. Moreover, the avatar has an anthropomorphic face that enables the user who controls it to communicate with people that are physically around the user who wears it. We have conducted a eld test by using TEROOS and observed that the wearable avatar innovatively assisted the users to communicate during their joint activities such as route navigating, and buying goods at a shop. In addition, both users could easily identify objects that they discussed. Moreover, shop's stafs members communicated with the user controlling TEROOS and they exhibited a typical social behavior. ACMThe Design Evolution of LuminAR: A Compact and Kinetic Projected Augmented Reality Interface - Videos ![]() Contribution & Benefit: LuminAR is kinetic projected augmented reality interface, in everyday objects, namely a light bulb and a task light. This video presents the design evolution iterations of the various LuminAR prototypes. Abstract » LuminAR is a new form factor for a compact and kinetic projected augmented reality interface. This video presents the design evolution iterations of the LuminAR prototypes. In this video we document LuminAR’s design process, hardware and software implementation and demonstrate new kinetic interaction techniques. The work presented is motivated through a set of applications that explore scenarios for interactive and kinetic projected augmented reality interfaces. It also opens the door for further explorations of kinetic interaction and promotes the adoption of projected augmented reality as a commonplace user interface modality. EyeRing: An Eye on a Finger - Videos Contribution & Benefit: EYERING: a finger-worn personal assistant with visual analysis capabilities, that aid visually impaired people as well as the sighted. Abstract » Finger-worn devices are a greatly underutilized form of interaction with the surrounding world. By putting a camera on a finger we show that many visual analysis applications, for visually impaired people as well as the sighted, prove seamless and easy. We present EyeRing, a ring mounted camera, to enable applications such as identifying currency and navigating, as well as helping sighted people to tour an unknown city or intuitively translate signage. The ring apparatus is autonomous, however our system also includes a mobile phone or computation device to which it connects wirelessly, and an earpiece for information retrieval. Finally, we will discuss how different finger worn sensors may be extended and applied to other domains. Which Book Should I Pick? - Videos Contribution & Benefit: This research suggests three possible textual visualizations of a book, which may help users to find a desirable book, with the use of intuitive information out of large book data. Abstract » This video proposes readability visualization, genre visualization, and combined visualization to provide unconventional information for book selection. Data visualization was initiated for the practical purpose of delivering information, as it efficiently links visual perception and data so that readers are able to instantly recognize patterns in overcrowded data. In this interdisciplinary research we used the strength of data visualization, and this paper suggests three possible textual visualizations of a book, which may help users to find a desirable book, with the use of intuitive information out of a large volume of book data. Video Mediated Recruitment for Online Studies - Videos Contribution & Benefit: We illustrate that videos can support online research by driving the recruitment process. They can also help build an online community which in turn can provide many long term benefits. Abstract » More than ever, researchers are turning to the internet as a means to conduct HCI studies. Despite the promise of a worldwide audience, recruiting participants can still be a difficult task. In this video we discuss and illustrate that videos - through their sharable and entertaining nature - can greatly assist the recruitment process. Videos can also be a crucial part in developing an online presence, which may yield a community of followers and interested individuals. This community in turn can provide many long term benefits to the research, beyond just the recruitment phase. PINOKY: A Ring-like Device that Gives Movement to Any Plush Toy - Videos Contribution & Benefit: PINOKY is a wireless ring-like device that can be externally attached to any plush toy as an accessory that animates the toy by moving its limbs. Abstract » Everyone has owned or have been in contact with plush toys in their life, and plush toys play an integral part in many areas, for example in a child's growing up process, in the medical field, and as a form of communication media. In order to enhance the interaction experience with plush toys, we created the PINOKY. PINOKY is a wireless, ring-like device that can be externally attached to any plush toy as an accessory that animates the toy by moving its limbs. It is a non-intrusive device, and users can instantly convert their personal plush toys into soft robots. Currently, there are several interactions, such as letting the user control the toy remotely, or inputting the desired movement by moving the toy, and having the data recorded and played back. Experience "panavi," Challenge to Master Professional Culinary Arts! - Videos ![]() Contribution & Benefit: This video introduces the user experience of "panavi" that supports cooking for domestic users to master professional culinary arts in their kitchens by managing temperature and pan movement properly. Abstract » This video introduces the user experience of "panavi" that supports cooking for domestic users to master professional culinary arts in their kitchens by managing temperature and pan movement properly. Utilizing a sensors-embedded frying pan wirelessly connected computer system, it analyzes sensors' data, recognizes users’ conditions, and provides the users situated navigation messages. In the video, a young lady tries to cook spaghetti Carbonara using panavi, and masters this "difficult" menu by enjoying cooking process. The full paper of this work is also published in CHI '12 conference proceedings. Ferro Tale: Electromagnetic Animation Interface - Videos ![]() Contribution & Benefit: Inspired by the expressiveness of sand drawing, we explore ways to use an electromagnetic array, camera feedback, computer vision, and ferromagnetic particles to produce animations. Abstract » In this video we demonstrate the idea and the prototype of an electromagnetic animation interface, ferro tale. Ferromagnetic particles, such as iron filings, have very fascinating characteristics. Therefore they are widely used in art, education and as toys. Besides their potential to enable visual and tactile feedback and to be used as a medium for high resolution tangible input, peoples natural desire to engage and explore the behavior of this material makes them interesting for HCI. Inspired by the expressiveness of sand drawing, we want to explore ways to use an electromagnetic array, camera feedback, computer vision, and ferromagnetic particles to produce animations. The currently used magnetic actuation device consists of a 3 by 3 coil array. Even with such a small number of actuators, we are able demonstrate several animation examples. Supporting children with autism to participate throughout a design process - Videos ![]() ![]() Contribution & Benefit: This short film portrays a representative participatory design session involving children with autism collaborating to generate ideas for user interface characters or personas, as active participants within a design team. Abstract » A deficit in social communication is one of a number of core features of autism that can result in the exclusion of individuals with autism from the design process. Individuals with autism can be highly motivated by new technology, and the design of technologies for individuals with autism could potentially benefit from their direct input. We structured participatory design sessions using Cooperative Inquiry specifically to support the needs of individuals with autism. This video highlights how, when appropriately supported, the challenges of the social communication deficits associated with autism can be overcome and individuals with autism can take a full and active role within the design process. Towards a Wearable Music System for Nomadic Musicians - Videos ![]() ![]() Contribution & Benefit: This concept video shows the design of a wearable system for musicians to record their ideas while being away from their instruments, using an interactive shirt and belt. Abstract » This concept video shows the design of a wearable system for musicians to record their ideas while being away from their instruments, using an interactive shirt and belt. Tongueduino: Hackable, High-bandwidth Sensory Augmentation - Videos Contribution & Benefit: The tongue has an extremely dense sensing resolution and extraordinary degree of neuroplasticity. Tongueduino is an electro-tactile tongue display that uses those characteristics to interface the user's body to electronic sensors. Abstract » The tongue is known to have an extremely dense sensing resolution, as well as an extraordinary degree of neuroplasticity, the ability to adapt to and internalize new input. Research has shown that electro-tactile tongue displays paired with cameras can be used as vision prosthetics for the blind or visually impaired; users quickly learn to read and navigate through natural environments, and many describe the signals as an innate sense. However, existing displays are expensive and difficult to adapt. Tongueduino is an inexpensive, vinyl-cut tongue display designed to interface with many types of sensors besides cameras. Connected to a magnetometer, for example, the system provides a user with an internal sense of direction, like a migratory bird. Piezo whiskers allow a user to sense orientation, wind, and the lightest touch. Through tongueduino, we hope to bring electro-tactile sensory substitution beyond the discourse of vision replacement, towards open-ended sensory augmentation that anyone can access. Pen-in-Hand Command: NUI for Real-Time Strategy eSports - Videos Contribution & Benefit: We investigate the design of embodied interaction in the context of real-time strategy eSports. Specifically, we look at pen + multi-touch interaction using a Wacom Cintiq augmented with a ZeroTouch sensor. Abstract » Electronic Sports (eSports) is the professional play and spectating of digital games. Real-time strategy games are a form of eSport that require particularly high- performance and precise interaction. Prior eSports HCI has been keyboard and mouse based. We investigate the real-time strategy eSports context to design novel interactions with embodied modalities, because of its rigorous needs and requirements, and the centrality of the human-computer interface as the medium of game mechanics. To sense pen + multi-touch interaction, we augment a Wacom Cintiq with a ZeroTouch multi-finger sensor. We used this modality to design new pen + touch interaction for play in real-time strategy eSports. Plushbot: an Introduction to Computer Science - Videos ![]() Contribution & Benefit: Plushbot is a system that allows children to create their own interactive plush toys with computational elements and ideas embedded. Abstract » We present the Plushbot project that focuses on providing a more motivating introduction of computer science to middle school students, employing tangible programming of plush toys as its central activity. About sixty students, ages 12-14, participated in a 7.5-week study in which they created and programmed their own plush toys. In order to achieve these, they learned and used several tools, including LilyPad Arduino, Modkit and a web-based application called Plushbot, which permits the user to integrate circuitry design with a pattern of plush toy pieces. Once a design is complete, the user can print the pattern and use it as a template for creating a plush toy. Plushbot is a system that allows children to create their own interactive plush toys with computational elements and ideas embedded. Fast and Frugal Shopping Challenge - Videos Contribution & Benefit: A fast and frugal shopping challenge looks at the pros and cons of using various devices to help make purchase decisions in a grocery store. Abstract » There are a number of mobile shopping aids and recommender systems available, but none can be easily used for a weekly shop at a local supermarket. We present a minimal, mobile and fully functional lambent display that clips onto any shopping trolley handle, intended to nudge people when choosing what to buy. It provides salient information about the food miles for various scanned food items represented by varying lengths of lit LEDs on the handle and a changing emoticon comparing the average miles of all the products in the trolley against a social norm. A fast and frugal shopping challenge is presented, in the style of a humorous reality TV show, where the pros and cons of using various devices to help make purchase decisions are demonstrated by shoppers in a grocery store. Anyone Can Sketch Vignettes! - Videos ![]() ![]() Contribution & Benefit: Presents a sketch-based application for interactive pen-and-ink illustration. The novel interaction and workflow enables to create a wide range of paintings easily and quickly, along with preserving personal artistic style. Abstract » Vignette is an interactive system that facilitates texture creation in pen-and-ink illustrations. Unlike existing systems, Vignette preserves illustrators’ workflow and style: users draw a fraction of a texture and use gestures to automatically fill regions with the texture. Our exploration of natural work-flow and gesture-based interaction was inspired by traditional way of creating illustrations. We currently support both 1D and 2D synthesis with stitching. Our system also has interactive refinement and editing capabilities to provide a higher level texture control, which helps artists achieve their desired vision. Vignette makes the process of illustration more enjoyable and that first time users can create rich textures from scratch within minutes. SIGCHI SPrAyCE: A Space Spray Input for Fast Shape Drawing. - Videos Contribution & Benefit: SPrAyce is a spray-based device allowing people to design in space. It's a new way of designing objects and shapes. Abstract » Current technological solutions that enable sharing some shape-based ideas are often time demanding and painful to use. The goal of this project is to create a new device, a new way of drawing in an intuitive way. A spray-based input is created to allow natural gestures to draw 3D objects and manipulate the drawing. Looking Glass: A Field Study on Noticing Interactivity of a Shop Window - Videos ![]() ![]() Contribution & Benefit: This video shows how passers-by interact with the Looking Glass, an interactive shop window. Abstract » In this paper we present our findings from a lab and a field study investigating how passers-by notice the interactivity of public displays. We designed an interactive installation that uses visual feedback to the incidental movements of passers-by to communicate its interactivity. In the field study, three displays were installed during three weeks in shop windows, and data about 502 interaction sessions were collected. Our observations show: (1) Significantly more passers-by interact when immediately showing the mirrored user image (+90%) or silhouette (+47%) compared to a traditional attract sequence with call-to-action. (2) Passers-by often notice inter- activity late and have to walk back to interact (the landing effect). (3) If somebody is already interacting, others begin interaction behind the ones already interacting, forming multiple rows (the honeypot effect). ACMWatchIt: Simple gestures for interacting with a watchstrap - Videos ![]() Contribution & Benefit: WatchIt is a new way to interact with interactive wristwatch. The watchband bracelet becomes interactive, thus avoiding the fat finger problem and occlusion. Abstract » We present WatchIt, a new interaction technique for wristwatch computers, a category of devices that badly suffers from a scarcity of input surface area. WatchIt considerably increases this surface by extending it from the touch screen to the wristband. The video shows a mockup of how simple gestures on the external and/or internal bands may allow the user to scroll a list (one-finger slide), to select an item (tap), and to set a continuous parameter like the volume of music playing (two-finger slide), avoiding the drawback of screen occlusion by the finger. Also shown is the prototype we are currently using to investigate the usability of our new interaction technique. The Interactive Punching Bag - Videos ![]() Contribution & Benefit: The ‘interactive punching bag’ is a programmable device that adds sensors, sound, lights, and a display to a conventional punching bag. Abstract » The ‘interactive punching bag’ transforms a conventional punching bag into a programmable ‘smart device’ enhanced to provide various forms of stimulus and feedback (sound, lights, and displayed images). The physical characteristics of each punch are captured using impact sensors and accelerometers, and LEDs, speakers and an associated display can be used to provide different prompts and responses. Interactions are logged over time for analysis. The bag was devised as a means of investigating how to design interactions in the context of a fun, physical, familiar object. Preliminary studies suggest that users are surprised and engaged, and that first-time users spend more time in their first encounter if the bag is running an ‘unexpected’ program (e.g., giggling on impact rather than grunting). However, some users are sensitive about the nature of images and sounds associated with the bag, particularly where there is a conflict with social expectations or values. So far, the interactions that hold users’ attention are those, like the musical ‘punching bag keyboard’, that combine moderate physical activity with a creative element or an intellectual challenge. Haptic Lotus - A Theatre Experience for Blind and Sighted Audiences - Videos ![]() Contribution & Benefit: Can technologies facilitate comparable cultural experiences for both blind and sighted audiences? The Haptic Lotus is a device that changes its form as people walk through a dark immersive installation. Abstract » How can new technologies be designed to facilitate comparable cultural experiences that are accessible by both blind and sighted audiences? An immersive theatre experience was designed to raise awareness and question perceptions of ‘blindness’, through enabling both sighted and blind members to experience a similar reality. We designed the Haptic Lotus, a novel device that changes its form in response to the audience’s journey through the dark. The device was deliberately designed to be suggestive rather than directive to encourage enactive exploration for both sighted and blind people. During a week of public performances in Battersea Arts Centre in London 150 sighted and blind people took part. People were seen actively probing the dark space around them and for many the Haptic Lotus provided a strong sense of reassurance in the dark. During a week of public performances in Battersea Arts Centre in London 150 sighted and blind people took part. People were seen actively probing the dark space around them and for many the Haptic Lotus provided a strong sense of reassurance in the dark. MAWL: Mobile Assisted Word-Learning - Videos Contribution & Benefit: Word-learning is one of the basic steps in language learning. This video demonstrates Mobile Assisted Word-Learning (MAWL): An augmented reality based collaborative interface for learning new words using a smartphone. Abstract » Word-learning is one of the basic steps in language learning. A general traditional approach for learning new words is to keep a dictionary and use it whenever one encounters a new word. This video demonstrates Mobile Assisted Word-Learning (MAWL)[1]: an augmented reality based collaborative social-networking interface for learning new words using a smartphone. MAWL keeps track and saves all textual contexts during reading process along with providing augmented reality-based assistance such as images, translation into native language, synonyms, antonyms, sentence usage etc. Hit It! - An Apparatus for Upscaling Mobile HCI Studies - Student Game Competition Contribution & Benefit: We developed a game for mobile HCI research. The game got installed over 400,000 times and served as an apparatus to conduct six successful large-scale mobile HCI studies. Abstract » Mobile HCI studies are often conducted in a highly controlled environment and with a small convenient sample. Such common studies can have a high internal validity but often lack external validity. The findings cannot always be generalized to the behaviour of real users in real contexts. In contrast, researchers recently started to use apps as an apparatus for mobile HCI research. Publishing apps in mobile application stores enables to study large samples in their 'natural habitat'. We present the game Hit It! that has been installed 427,255 times and, more importantly, served as a tool to conduct a number of HCI studies. The amount of collected data enabled us to study users' touch behaviour, approaches to ask for consent, the best time to deploy games, and approaches for providing tactile feedback. We discuss advantages of the approach and argue that Hit It! enabled findings that would be impossible to obtain using traditional studies. Motion Chain: A Webcam Game for Crowdsourcing Gesture Collection - Student Game Competition Contribution & Benefit: A game with a purpose that attempts to build a corpus of useful and original videos of human motion Abstract » This paper describes the development and preliminary design of a game with a purpose that attempts to build a corpus of useful and original videos of human motion. This content is intended for use in applications of machine learning and computer vision. The game, Motion Chain, encourages users to respond to text and video prompts by recording videos with a web camera. The game seeks to entertain not through an explicit achievement or point system but through the fun of performance and the discovery inherent in observing other players. This paper describes two specific forms of the game, Chains and Charades, and proposes future possibilities. The paper describes the phases of game design as well as implementation details then discusses an approach for evaluating the game’s effectiveness. Herding Nerds on your Table: NerdHerder, a Mobile Augmented Reality Game - Student Game Competition Contribution & Benefit: Presents a casual mobile game NerdHerder that involves motion-based puzzle solving. Augmented reality interfaces are integrated to support physical and spatial aspects of gameplay. Abstract » In this paper, we introduce NerdHerder, a mobile game with an augmented reality interface. The game’s premise is that you are hired as an IT manager, and your job is to use “management skills” to get the nerd employees back to work in their cubicles. The core game mechanic relies on the physical position and movement of the handheld device in relation to the physical-digital game world. NerdHerder creatively integrates puzzle-solving and motion-based action with a mobile Augmented Reality interface. This paper introduces the system implementation, design process and design rationales of the game. Power Defense: A Serious Game for Improving Diabetes Numeracy - Student Game Competition Abstract » Adolescents with T1D often have poor control of their disease. With the knowledge that the current generation appreciates and learns more from interactive approaches to teaching, we have developed Power Defense, a highly interactive video game aimed at improving one particular skill associated with managing diabetes – numeracy. Diabetes-related numeracy encompasses the ability to understand and interpret results and then appropriately apply the results to the management of diabetes. Power Defense employs the principals of experiential learning and includes both implicit and explicit methods for teaching the player the necessary diabetes numeracy skills. BombPlus- Use NFC and Orientation Sensor to Enhance User Experience - Student Game Competition Contribution & Benefit: BombPlus is a multi-player, multi-device game that uses two novel technologies, TouchConnect and RealSense, to enhance social gaming experience for co-located players. Abstract » We present BombPlus, a multi-player, multi-device game that uses two novel technologies to enhance social gaming experience for co-located players. First, TouchConnect uses Near Field Communication (NFC) to enable users to simply touch two mobile phones to connect and join a game. Second, RealSense uses orientation sensing to enable directional gestures to provide spatial interaction among players during the game. Combiform: Beyond Co-attentive Play, a Combinable Social Gaming Platform - Student Game Competition Contribution & Benefit: Combiform is a gaming console that enables players to combine their controllers, opening up a new level of collaborative and competitive experiences where body-to-body and body-to-screen interactions happen in parallel. Abstract » Combiform is a novel digital gaming console featuring four combinable handheld controllers. It is a new and unique tangible gaming interface that stresses the importance of co-located, co-attentive social interactions among players. In particular, multiple players may freely combine and lock together their handheld game controllers, thereby creating a very flexible collective and transformable tangible interface. Combiform emphasizes social interaction through controller-to-controller contact. The platform and its 10 games introduce novel, tangible and physical co-attentive experiences that are not found in traditional co-located gaming platforms using ‘embodied’ controllers (e.g. Nintendo Wii and Microsoft Kinect). Based on observations, this new interactive technique has successfully transformed typical co-located social play experiences into a multisensory physical activity. | |||
Paper & ToCHII Am How I Touch: Authenticating UsersRoom: Ballroom E | Paper & ToCHIKick it! Interfaces for Feet and WalkingRoom: Ballroom E![]() ![]() |
PaperUnderstanding Online CommunicationRoom: Ballroom E![]() ![]() ![]() |
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Chair: Xiang Cao, Microsoft Research Asia, China Homogenous Physio-Behavioral Visual and Mouse Based Biometric - ToCHI Contribution & Benefit: Describes a new biometric technique that uses cognitive features and mouse dynamics without the introduction of new hardware. This technique opens doors for advanced biometrics used for static authentication. Abstract » In this research, we propose a novel biometric system for static user authentication that homogeneously combines mouse dynamics, visual search capability and short-term memory effect. The proposed system introduces the visual search capability, and short-term memory effect to the biometric-based security world for the first time. The use of a computer mouse for its dynamics, and as an input sensor for the other two biometrics, means no additional hardware is required than the standard mouse. Experimental evaluation showed the system effectiveness using variable or one-time passwords. All of these attributes qualify the proposed system to be effectively deployed as a static authentication mechanism. Extensive experimentation was done using 2740 sessions collected from 274 users. To measure the performance, a computational statistics model was specially designed and used; a statistical classifier based on Weighted-Sum produced an Equal Error Rate (EER) of 2.11%. Biometric-Rich Gestures: A Novel Approach to Authentication on Multi-touch Devices - Paper Contribution & Benefit: Describes a new approach to login/authentication on multi-touch devices, using behavior-based biometrics gleaned from five-finger gestures. This approach better aligns usability with security, than is the case for text-based passwords. Abstract » In this paper, we present a novel multi-touch gesture-based authentication technique. We take advantage of the multi- touch surface to combine biometric techniques with gestural input. We defined a comprehensive set of five-finger touch gestures, based upon classifying movement characteristics of the center of the palm and fingertips, and tested them in a user study combining biometric data collection with usability questions. Using pattern recognition techniques, we built a classifier to recognize unique biometric gesture characteristics of an individual. We achieved a 90% accuracy rate with single gestures, and saw significant improvement when multiple gestures were performed in sequence. We found user ratings of a gestures desirable characteristics (ease, pleasure, excitement) correlated with a gestures actual biometric recognition ratethat is to say, user ratings aligned well with gestural security, in contrast to typical text-based passwords. Based on these results, we conclude that multi-touch gestures show great promise as an authentication mechanism. ACMTouch me once and I know it's you! Implicit Authentication based on Touch Screen Patterns - Paper Contribution & Benefit: Presents two user studies of an implicit authentication approach for touch screen phones. Proofs that it is possible to distinguish users by the way they perform the authentication. Abstract » Password patterns, as used on current Android phones, and other shape-based authentication schemes are highly usable and memorable. In terms of security, they are rather weak since the shapes are easy to steal and reproduce. In this work, we introduce an implicit authentication approach that enhances password patterns with an additional security layer, transparent to the user. In short, users are not only authenticated by the shape they input but also by the way they perform the input. We conducted two consecutive studies, a lab and a long-term study, using Android applications to collect and log data from user input on a touch screen of standard commercial smartphones. Analyses using dynamic time warping (DTW) provided first proof that it is actually possible to distinguish different users and use this information to increase security of the input while keeping the convenience for the user high. ACMWebTicket: Account Management Using Printable Tokens - Paper Contribution & Benefit: Describes development and evaluations of WebTicket that manages web accounts using paper-based or mobile-phone-based tickets. Demonstrates that WebTicket provides reliable and phishing-resilient user authentication. Abstract » Passwords are the most common authentication scheme today. However, it is difficult for people to memorize strong passwords, such as random sequences of characters. Additionally, passwords do not provide protection against phishing attacks. This paper introduces WebTicket, a low cost, easy-to-use and reliable web account management system that uses "tickets", which are tokens that contain a two-dimensional barcode that can be printed or stored on smartphones. Users can log into accounts by presenting the barcodes to webcams connected to computers. Through two lab studies and one field study consisting of 59 participants in total, we found that WebTicket can provide reliable authentication and phishing resilience. ACMChair: Yang Li, Google Research, USA Walking improves your cognitive map in environments that are large-scale and large in extent - ToCHI ![]() Contribution & Benefit: No previous studies have used an omni-directional treadmill to investigate navigation. Contrary to previous studies using small-scale spaces, we show that physical locomotion is critical for rapid cognitive map development. Abstract » This study investigated the effect of body-based information (proprioception, etc.) when participants navigated large-scale virtual marketplaces that were either small (Experiment 1) or large in extent (Experiment 2). Extent refers to the size of an environment, whereas scale refers to whether people have to travel through an environment to see the detail necessary for navigation. Each participant was provided with full body-based information (walking through the virtual marketplaces in a large tracking hall or on an omni-directional treadmill), just the translational component of body-based information (walking on a linear treadmill, but turning with a joystick), just the rotational component (physically turning but using a joystick to translate) or no body-based information (joysticks to translate and rotate). In large and small environments translational body-based information significantly improved the accuracy of participants’ cognitive maps, measured using estimates of direction and relative straight line distance but, on its own, rotational body-based information had no effect. In environments of small extent, full body-based information also improved participants’ navigational performance. The experiments show that locomotion devices such as linear treadmills would bring substantial benefits to virtual environment applications where large spaces are navigated, and theories of human navigation need to reconsider the contribution made by body-based information, and distinguish between environmental scale and extent. Putting Your Best Foot Forward: Investigating Real-World Mappings for Foot-based Gestures - Paper Contribution & Benefit: This paper investigates real-world mappings of foot-based gestures to virtual workspaces. It conducts a series of studies exploring: user-defined mappings, gesture detection and continuous interaction parameters. Abstract » Foot-based gestures have recently received attention as an alternative interaction mechanism in situations where the hands are pre-occupied or unavailable. This paper investigates suitable real-world mappings of foot gestures to invoke commands and interact with virtual workspaces. Our first study identified user preferences for mapping common mobile-device commands to gestures. We distinguish these gestures in terms of discrete and continuous command input. While discrete foot-based input has relatively few parameters to control, continuous input requires careful design considerations on how the user's input can be mapped to a control parameter (e.g. the volume knob of the media player). We investigate this issue further through three user-studies. Our results show that rate-based techniques are significantly faster, more accurate and result if far fewer target crossings compared to displacement-based interaction. We discuss these findings and identify design recommendations. ACMShoeSense: A New Perspective on Gestural Interaction and Wearable Applications - Paper Contribution & Benefit: Describes a novel wearable device consisting of a shoe-mounted sensor and offering a novel and unique perspective for eyes-free gestural interaction. Presents and Evaluates three novel gesture sets. Abstract » When the user is engaged with a real-world task it can be inappropriate or difficult to use a smartphone. To address this concern, we developed ShoeSense, a wearable system consisting in part of a shoe-mounted depth sensor pointing upward at the wearer. ShoeSense recognizes relaxed and discreet as well as large and demonstrative hand gestures. In particular, we designed three gesture sets (Triangle, Radial, and Finger-Count) for this setup, which can be performed without visual attention. The advantages of ShoeSense are illustrated in five scenarios: (1) quickly performing frequent operations without reaching for the phone, (2) discreetly performing operations without disturbing others, (3) enhancing operations on mobile devices, (4) supporting accessibility, and (5) artistic performances. We present a proof-of-concept, wearable implementation based on a depth camera and report on a lab study comparing social acceptability, physical and mental demand, and user preference. A second study demonstrates a 94-99% recognition rate of our recognizers. ACMBootstrapper: Recognizing Tabletop Users by their Shoes - Note ![]() Contribution & Benefit: Reformulating the user recognition problem as a shoe recognition problem and present a prototype that recognizes tabletop users. Abstract » In order to enable personalized functionality, such as to log tabletop activity by user, tabletop systems need to recognize users. DiamondTouch does so reliably, but requires users to stay in assigned seats and cannot recognize users across sessions. We propose a different approach based on distinguishing users� shoes. While users are interacting with the table, our system Bootstrapper observes their shoes using one or more depth cameras mounted to the edge of the table. It then identifies users by matching camera images with a database of known shoe images. When multiple users interact, Bootstrapper associates touches with shoes based on hand orientation. The approach can be implemented using consumer depth cameras because (1) shoes offer large distinct features such as color, (2) shoes naturally align themselves with the ground, giving the system a well-defined perspective and thus reduced ambiguity. We report two simple studies in which Bootstrapper recognized participants from a database of 18 users with 95.8% accuracy. ACMChair: David Ayman Shamma, Yahoo! Research, USA Profanity Use in Online Communities - Paper ![]() Contribution & Benefit: Exposes poor performance of list-based profanity detection systems through evaluation of systems and failures. Analysis of community differences regarding creation/tolerance of profanity on social news site suggests new approach. Abstract » As user-generated Web content increases, the amount of inappropriate and/or objectionable content also grows. Several scholarly communities are addressing how to detect and manage such content: research in computer vision focuses on detection of inappropriate images, natural language processing technology has advanced to recognize insults. However, profanity detection systems remain flawed. Current list-based profanity detection systems have two limitations. First, they are easy to circumvent and easily become stale–that is, they cannot adapt to misspellings, abbreviations, and the fast pace of profane slang evolution. Secondly, they offer a one-size fits all solution; they typically do not accommodate domain, community and context specific needs. However, social settings have their own normative behaviors–what is deemed acceptable in one community may not be in another. In this paper, through analysis of comments from a social news site, we provide evidence that current systems are performing poorly and evaluate the cases on which they fail. We then address community differences regarding creation/tolerance of profanity and suggest a shift to more contextually nuanced profanity detection systems. ACMConsensus Building in Open Source User Interface Design Discussions - Paper ![]() Contribution & Benefit: Reports on a study of consensus building in user interface design discussions in open source software. Provides design implications for promoting consensus in distributed discussions of user interface design issues. Abstract » We report results of a study which examines consensus ACMbuilding in user interface design discussions in open source software communities. Our methodology consisted of conducting interviews with designers and developers from the Drupal and Ubuntu communities (N=17) and analyzing a large corpus of interaction data collected from Drupal. The interviews captured user perspectives on the challenges of reaching consensus, techniques employed for building consensus, and the consequences of not reaching consensus. We analyzed the interaction data to determine how different elements of the content, process, and user relationships in the design discussions affect consensus. Our main result shows that design discussions engaging participants with more experience and prior interaction history are more likely to reach consensus. Based on all of our results, we formulated design implications for promoting consensus in distributed discussions of user interface design issues. "I can't get no sleep": Discussing #insomnia on Twitter - Paper ![]() Contribution & Benefit: Examines the disclosure of insomnia over twitter, recognising two themes: description of experience, and coping mechanisms. Design implications for social media based mental health interventions are inferred. Abstract » Emerging research has shown that social media services are being used as tools to disclose a range of personal health information. To explore the role of social media in the discussion of mental health issues, and with particular reference to insomnia and sleep disorders, a corpus of 18,901 messages - or Tweets - posted to the microblogging social media service Twitter were analysed using a mixed methods approach. We present a content analysis which revealed that Tweets that contained the word �insomnia� contained significantly more negative health information than a random sample, strongly suggesting that individuals were making disclosures about their sleep disorder. A subsequent thematic analysis then revealed two themes: coping with insomnia, and describing the experience of insomnia. We discuss these themes as well as the implications of our research for those in the interaction design community interested in integrating online social media systems in health interventions. ACMIntroducing the Ambivalent Socialiser - Note ![]() ![]() Contribution & Benefit: Describes four approaches to introduce sociality to people who are simultaneously keen but also reluctant to participate in social media. Can assist designers of persuasive technology to utilise social influence. Abstract » Social interaction can be a powerful strategy for persuasive technology interventions, yet many users are reluctant to engage with others online because they fear pressure, failure and shame. We introduce the �ambivalent socialiser�, a person who is simultaneously keen but also reluctant to engage with others via social media. Our contribution is to identify four approaches to introducing sociality to ambivalent socialisers: structured socialising, incidental socialising, eavesdropping and trace sensing. We discuss the rationale for these approaches and show how they address recent critiques of persuasive technology. Furthermore, we provide actionable insights for designers of persuasive technology by showing how these approaches can be implemented in a social media application. ACMTwitter and the Development of an Audience: Those Who Stay on Topic Thrive! - Note Contribution & Benefit: Describes a longitudinal study examining how initial topical focus influences communities' ability to attract a critical mass. Can assist in understanding the development of online social networking structures. Abstract » Although economists have long recognized the importance of a critical mass in growing a community, we know little about how it is achieved. This paper examines how initial topical focus influences communities' ability to attract a critical mass. When starting an online community, organizers need to define its initial scope. Topically narrow communities will probably attract a homogeneous group of interested in its content and compatible with each other. However, they are likely to attract fewer members than a diverse one because they offer only a subset of the topics. This paper reports an empirical analysis of longitudinal data collected from Twitter, where each new Twitter poster is considered the seed of a potential social collection. Users who focus the topics of their early tweets more narrowly ultimately attract more followers with more ties among them. Our results shed light on the development of online social networking structures. ACM | |||
PanelMusic Interaction Research - Let's Get the Band Back TogetherRoom: Ballroom F | PanelTangible Interfaces for Children: Cognitive, Social, & Physical Benefits and ChallengesRoom: Ballroom F | PanelHunting for Fail Whales: Lessons from Deviance and Failure in Social ComputingRoom: Ballroom F | |
Music Interaction Research - Let's Get the Band Back Together - Panel Contribution & Benefit: This panel discusses music interaction as a part of digital media research. We consider why music interaction research has become marginal in HCI and how to revive it. Abstract » The ubiquity of music consumption is overarching. Statistics for digital music sales, streaming video videos, computer games, and illegal sharing all speak of a huge interest. At the same, an incredible amount of data about every day interactions (sales and use) with music is accumulating through new cloud services. However, there is an amazing lack of public knowledge about everyday music interaction. This panel discusses the state of music interaction as a part of digital media research. We consider why music interaction research has become so marginal in HCI and discuss how to revive it. Our two discussion themes are: orientation towards design vs. research in music related R&D, and the question if and how private, big data on music interactions could enlighten our understanding of ubiquitous media culture. Tangible Interfaces for Children: Cognitive, Social, & Physical Benefits and Challenges - Panel Contribution & Benefit: Presentation and discussion of children using a variety of tangible interfaces, the challenges and benefits they encountered, and the importance of looking at the connection between psychological factors and design. Abstract » With the rise of prevalence of tangible interfaces of all kinds for children, this panel will present diverse perspectives on the benefits and challenges of these interfaces. These will include: exergames, mobile applications, and using digitally enhanced feedback for non-digital environments Hunting for Fail Whales: Lessons from Deviance and Failure in Social Computing - Panel Contribution & Benefit: This panel discusses how social behaviors like theft, anonymity, deviance, and polarization contribute to both the failure and success in diverse online communities. Abstract » Social computing technologies are pervasive in our work, relationships, and culture. Despite their promise for transforming the structure of communication and human interaction, the complex social dimensions of these technological systems often reproduce offline social ills or create entirely novel forms of conflict and deviance. This panel brings together scholars who study deviance and failure in diverse social computing systems to examine four design-related themes that contribute to and support these problematic uses: theft, anonymity, deviance, and polarization. | |||
PaperVisionary Models + ToolsRoom: Ballroom G![]() ![]() |
Case Study, Paper & ToCHIMusic Across CHIRoom: Ballroom G![]() ![]() ![]() ![]() ![]() |
Paper & ToCHIPerformative Emergency SimulationRoom: Ballroom G![]() ![]() ![]() ![]() |
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Chair: Duncan Brumby, University College London, UK Color Naming Models for Color Selection, Image Editing and Palette Design - Paper ![]() Contribution & Benefit: Contributes methods for constructing probabilistic models of color naming from unconstrained color-name judgments. These models enable new ways for users to express colors and evaluate their designs. Abstract » Our ability to reliably name colors provides a link between visual perception and symbolic cognition. In this paper, we investigate how a statistical model of color naming can enable user interfaces to meaningfully mimic this link and support novel interactions. We present a method for constructing a probabilistic model of color naming from a large, unconstrained set of human color name judgments. We describe how the model can be used to map between colors and names and define metrics for color saliency (how reliably a color is named) and color name distance (the similarity between colors based on naming patterns). We then present a series of applications that demonstrate how color naming models can enhance graphical interfaces: a color dictionary & thesaurus, name-based pixel selection methods for image editing, and evaluation aids for color palette design. ACMThe Untapped Promise of Digital Mind Maps - Paper ![]() Contribution & Benefit: Existing mind mapping software applications have been evaluated, ethnographic research performed, and a framework of principles has been developed to inform the design of future tools for collaborative knowledge management. Abstract » Digital mind mapping tools present a fertile area for research on human-computer interaction. We evaluated numerous existing mind mapping software applications, performed ethnographic research with a variety of users, and developed a framework of principles to inform the design of future tools for collaborative knowledge management. Our findings suggest an opportunity to advance digital mind mapping beyond the existing state-of-the-art, particularly in the areas of improving workflow, facilitating collaboration, and supporting information storage and retrieval. We conclude with suggestions for how to improve digital mind mapping systems, specifically with regard to real-time collaborative thinking. ACMDelta: A Tool For Representing and Comparing Workflows - Paper Contribution & Benefit: Describes a system that aids users in comparing workflows, specifically those used in image-editing tasks. Can assist designers in developing tools for comparing workflows in various domains. Abstract » Tutorials and sample workflows for complicated, feature-rich software packages are widely available online. As a result users must differentiate between workflows to choose the most suitable one for their task. We present Delta, an interactive workflow visualization and comparison tool that helps users identify the tradeoffs between workflows. We conducted an initial study to identify the set of attributes users attend to when comparing workflows, finding that they consider result quality, their knowledge of commands, and the efficiency of the workflow. We then designed Delta to surface these attributes at three granularities: a high-level, clustered view; an intermediate-level list view that contains workflow summaries; and a low-level detail view that allows users to compare two individual workflows. Finally, we conducted an evaluation of Delta on a small corpus of 30 workflows and found that the intermediate list view provided the best information density. We conclude with thoughts on how such a workflow comparison system could be scaled up to larger corpora in the future. ACMQuickDraw : Improving Drawing Experience for Geometric Diagrams - Paper ![]() ![]() Contribution & Benefit: QuickDraw is a pen-based prototype diagramming that uses constraint inference and a novel beautification algorithm to enable the drawing of precise geometric diagrams Abstract » We present QuickDraw, a prototype sketch-based drawing ACMtool, that facilitates drawing of precise geometry diagrams that are often drawn by students and academics in several scientific disciplines. Quickdraw can recognize sketched dia- grams containing components such as line segments and cir- cles, infer geometric constraints relating recognized compo- nents, and use this information to beautify the sketched dia- gram. Beautification is based on a novel algorithm that iter- atively computes various sub-components of the components using an extensible set of deductive rules. We conducted a user study comparing QuickDraw with four state-of-the-art diagramming tools: Microsoft PowerPoint, Cabri II Plus, Ge- ometry Expressions and Geometer�s SketchPad. Our study demonstrates a strong interest among participants for the use of sketch-based software for drawing geometric diagrams. We also found that QuickDraw enables users to draw precise diagrams faster than the majority of existing tools in some cases, while having them make fewer corrections. Chair: Rebecca Fiebrink, Princeton University, USA Using Rhythmic Patterns as an Input Method - Paper ![]() Contribution & Benefit: Describes the use of Rhythmic Patterns for Interaction. Reports the results of two experiments showing that users can reliably reproduce and memorize rhythmic patterns. Abstract » While interaction techniques that use the temporal dimension have been used for a long time, such as multiple clicks or spring-loaded widgets, more advanced uses of rhythmic patterns have received little attention in HCI. Using such temporal structures to convey information can be particularly useful in situations where the visual channel is overloaded or even not available. In this paper we introduce Rhythmic Interaction as the use of rhythms for input. We report the results of two experiments that show that (i) rhythmic patterns can be efficiently reproduced by novice users and recognized by computer algorithms, and (ii) rhythmic patterns can be memorized as efficiently as traditional shortcuts when associating them with visual commands. Overall, these results demonstrate the potential of Rhythmic Interaction and open the way to a richer repertoire of interaction techniques. ACMPULSE: The Design and Evaluation of an Auditory Display to Provide a Social Vibe - Paper ![]() Contribution & Benefit: Investigates the use of ambient audio to present collocated geo-social media as a user moves through the environment. Provides guidance on re-integrating geo-social media into physical environment. Abstract » We present PULSE, a mobile application designed to allow users to gain a `vibe', an intrinsic understanding of the people, places and activities around their current location, derived from messages on the Twitter social networking site. We compared two auditory presentations of the vibe. One presented message metadata implicitly through modification of spoken message attributes. The other presented the same metadata, but through additional auditory cues. We compared both techniques in a lab and real world study. Additional auditory cues were found to allow for smaller changes in metadata to be more accurately detected, but were least preferred when PULSE was used in context. Results also showed that PULSE enhanced and shaped user understanding, with audio presentation allowing a closer coupling of digital data to the physical world. ACMExperiencing coincidence during digital music listening - ToCHI Contribution & Benefit: Describes technology-mediated experiences of coincidences during digital music listening and the elements involved. Demonstrates the use of McCarthy and Wright's experience framework to an empirical investigation of user experience. Abstract » People have reported encountering coincidences when using particular technologies to interact with personal digital content. However, to date, there is a paucity of research to understand these experiences. This paper applies McCarthy and Wright’s experiential framework to analyze these kinds of technology-mediated coincidences. By focusing upon encounters of coincidence during people’s digital music listening, we identified the elements at play, elucidated the properties of the individual elements, their inter-relationships, and an understanding of how coincidences can arise. We also reveal how under particular conditions, such elements provide people with opportunities to encounter coincidence. This understanding of coincidence demonstrates how McCarthy and Wright’s framework can be usefully applied to an empirical investigation of user experience. Designing Virtual Instruments with Touch-Enabled Interface - Short Case Study ![]() ![]() Contribution & Benefit: Describes designing a virtual percussion instrument system on a multi-touch tabletop. Can be adopted by users collaboratively to emulate real-world percussive music playing and offer advantages of digital instruments. Abstract » We present and discuss the design of a virtual musical instrument system that can be used by a collaborative group of users to emulate playing percussive music. An optical multi-touch tabletop serves as the input device for multiple users, and an algorithmic pipeline interprets users' interactions with this touch-sensing table and provides control signals to activate the coupled physics-based sound simulation system. The musical tunes can be modulated by our numerical acoustic simulator to create believable acoustic effects generated due to cavity in instruments such as drums. It further allows the users to change the materials, shapes, and sizes of the instruments, thereby offering the capability for both rapid prototyping and active exploration of sound effects by altering various physical parameters. We discuss some of key design principles and what such a system can offer. Listening Factors: A Large-Scale Principal Components Analysis of Long-Term Music Listening Histories - Note ![]() ![]() Contribution & Benefit: Describes a principal component analysis of automatically collected music listening histories. Groups and derives the impact of 48 listening behavior variables based on this analysis. Abstract » There are about as many strategies for listening to music as there are music enthusiasts. This makes learning about overarching patterns and similarities difficult. In this paper, we present an empirical analysis of long-term music listening histories from the last.fm web service. It gives insight into the most distinguishing factors in music listening behavior. Our sample contains 310 histories with up to six years duration and 48 associated variables describing various user and music characteristics. Using a principal components analysis, we aggregated these variables into 13 components and found several correlations between them. The analysis especially showed the impact of seasons and a listener's interest in novelty on music choice. Using this information, a sample of a user's listening history or even just demographical data could be used to create personalized interfaces and novel recommendation strategies. We close with derived design considerations for future music interfaces. ACMChair: Olav W. Bertelsen, Aarhus University, Denmark The Team Coordination Game: Zero-Fidelity Simulation Abstracted from Emergency Response Practice - ToCHI ![]() Contribution & Benefit: Zero-fidelity simulation develops and invokes the principle of abstraction, focusing on human-information and human-human transfers of meaning, to derive design from work practice. Abstract » Crisis response engenders a high-stress environment in which teams gather, transform, and mutually share information. Prior educational approaches have not successfully addressed these critical skills. The assumption has been that the highest fidelity simulations result in the best learning. Deploying high-fidelity simulations is expensive and dangerous; they do not address team coordination. Low-fidelity approaches are ineffective because they are not stressful. Zero-fidelity simulation develops and invokes the principle of abstraction, focusing on human-information and human-human transfers of meaning, to derive design from work practice. Our principal hypothesis is that crisis responders will experience zero-fidelity simulation as effective simulation of team coordination. We synthesize the sustained iterative design and evaluation of the Team Coordination Game. We develop and apply new experimental methods to show that participants learn to cooperate and communicate, applying what they learn in practice. Design implications address how to employ the abstraction principle to develop zero-fidelity simulations. “Act Natural”: Instructions, Compliance and Accountability in Ambulatory Experiences - Paper ![]() ![]() Contribution & Benefit: This paper presents an ethnographic study of instruction compliance in an ambulatory experience. Four levels of compliance are uncovered of broad relevance to instruction design. Abstract » This paper uses a detailed ethnographic study of an ambulatory experience, where participants were invited to explore the perspective of two notorious terrorists, in order to discuss the nature of instruction-giving and, most particularly, the methodical ways in which such instructions are complied with. Four distinct layers of compliance are identified, as are three different kinds of accountability, all of which stand potentially at odds with one another. The paper examines the tensions created by this, tensions that are further aggravated by instructions usually being delivered down a thin channel, with considerable surrounding contextual complexity and little opportunity for repair, and uncovers some core challenges for future design in relation to providing instructions for, and orchestrating a range of possible activities. ACMSupporting Improvisation Work in Inter-organizational Crisis Management - Paper ![]() Contribution & Benefit: We present an empirical study about the improvisation work during medium to large power outages in Germany. We examined the cooperation of firefighters, police, public administration, electricity providers and citizens. Abstract » Improvisation is necessary when planned decision-making ACMas the main managerial activity does not fit the conditions the practice provides. In these cases, information technology should not just automate planned and structured decisions, but support improvisational practice. In this contribution we present an empirical study about the improvisation work in scenarios of medium to large power outages in Germany. Our focus is on inter-organizational cooperation practices, thus we examined the cooperation of fire departments, police, public administration, electricity infrastructure operators and citizens. Our empirical material allows to describe reasons and conditions for improvisation. Our resulting recommendations address the support of aggregation and visualization of information, a necessary individualization of information compositions, options for collaborative situation assessment, requirements for informal and formal communication, and accessibility of information resources. Supporting Knowledge Sharing and Activity Awareness in Distributed Emergency Management Planning: A Design Research Project - ToCHI Contribution & Benefit: Design research project on knowledge sharing and activity awareness in distributed emergency management planning. Discusses how the designs enhanced aspects of distributed group performance, in some respects beyond face-to-face groups. Abstract » We present a design research project on knowledge sharing and activity awareness in distributed emergency management planning. In three experiments we studied groups using three different prototypes, respectively: a paper-prototype in a collocated work setting, a first software prototype in a distributed setting, and a second, enhanced software prototype in a distributed setting. In this series of studies we tried to better understand the processes of knowledge sharing and activity awareness in complex cooperative work by developing and investigating new tools that can support these processes. We explicate the design rationale behind each prototype and report the results of each experiment investigating it. We discuss how the results from each prototyping phase brought us closer to defining properties of a system that facilitate the sharing and awareness of both content and process knowledge. Our designs enhanced aspects of distributed group performance, in some respects beyond that of comparable face-to-face groups. | |||
Paper & ToCHIPen + TouchRoom: 12AB![]() ![]() |
SIG MeetingArticulating Lines of Research in Digital Arts, HCI, and Interaction (Invited SIG)Room: 11B![]() ![]() |
SIG MeetingCHI 2012 Sustainability Community Invited SIG: Inventory of Issues and OpportunitiesRoom: 11B![]() |
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Chair: Carman Neustaedter, Simon Fraser University, Canada Natural Use Profiles for the Pen: An Empirical Exploration of Pressure, Tilt, and Azimuth - Note ![]() Contribution & Benefit: This is the first study to investigate the natural profiles of pen pressure, tilt, and azimuth (PTA) and their inter-relationships, providing fundamental data for efficient natural UI design. Abstract » Inherent pen input modalities such as tip pressure, tilt and azimuth (PTA) have been extensively used as additional input channels in pen-based interactions. We conducted a study to investigate the natural use profiles of PTA, which describes the features of PTA in the course of normal pen use such as writing and drawing. First, the study reveals the ranges of PTA in normal pen use, which can distinguish pen events accidently occurring in normal drawing and writing from those used for mode switch. The natural use profiles also show that azimuth is least likely to cause false pen mode switching while tip pressure is most likely to cause false pen mode switching. Second, the study reveals correlations among various modalities, indicating that pressure plus azimuth is superior to other pairs for dual-modality control. ACMEvaluating and Understanding the Usability of a Pen-based Command System for Interactive Paper - ToCHI Contribution & Benefit: User studies on a pen-gesture-based interactive paper system for Active Reading. Can help understand how such a system is learned and used in typical scenarios and how researchers evaluate it. Abstract » To combine the affordance of paper and computers, prior research has proposed numerous interactive paper systems that link specific paper document content to digital operations such as multimedia playback and proofreading. Yet, it remains unclear to what degree these systems bridge the inherent gap between paper and computers when compared to existing paper-only and computer-only interfaces. In particular, given the special properties of paper, such as limited dynamic feedback, how well does an average novice user learn to master an interactive paper system? What factors affect the user performance? And how does the paper interface work in a typical use scenario? To answer these questions, we conducted two empirical experiments on a generic pen-gesture-based command system, called PapierCraft [Liao, et al., 2008], for paper-based interfaces. With PapierCraft, people can select sections of printed documents and issue commands such as copy and paste, linking and in-text search. The first experiment focused on the user performance of drawing pen gestures on paper. It proves that users can learn the command system in about 30 minutes and achieve a performance comparable to a Table PC-based interface supporting the same gestures. The second experiment examined the application of the command system in active reading tasks. The results show promise for seamless integration of paper and computers in active reading for their combined affordance. In addition, our study reveals some key design issues, such as the pen form factor and feedback of gestures. This paper contributes to better understanding on pros and cons of paper and computers, and sheds light on the design of future interfaces for document interaction. A-Coord Input: Coordinating Auxiliary Input Streams for Augmenting Contextual Pen-Based Interactions - Paper ![]() Contribution & Benefit: We explore a-coord input, a technique that involves coordinating two auxiliary pen channels in conjunction. Experiments demonstrate a-coord input's effectiveness for both discrete-item selection, and multi-parameter selection and manipulation tasks. Abstract » The human hand can naturally coordinate multiple finger joints, and simultaneously tilt, press and roll a pen to write or draw. For this reason, digital pens are now embedded with auxiliary input sensors to capture these actions. Prior research on auxiliary input channels has mainly investigated them in isolation of one another. In this work, we explore the coordinated use of two auxiliary channels, a class of interaction techniques we refer to as a-coord input. Through two separate experiments, we explore the design space of a-coord input. In the first study we identify if users can successfully coordinate two auxiliary channels. We found a strong degree of coordination between channels. In a second experiment, we evaluate the effectiveness of a-coord input in a task with multiple steps, such as multi-parameter selection and manipulation. We find that a-coord input facilitates coordination even with a complex, aforethought sequential task. Overall our results indicate that users can control at least two auxiliary input channels in conjunction which can facilitate a number of common tasks can on the pen. ACMPersonalized Input: Improving Ten-Finger Touchscreen Typing through Automatic Adaptation - Paper Contribution & Benefit: We introduce and evaluate two novel personalized keyboard interfaces. Results show that personalizing the underlying key-press classification model improves typing speed, but not when accompanied by visual adaptation. Abstract » Although typing on touchscreens is slower than typing on physical keyboards, touchscreens offer a critical potential advantage: they are software-based, and, as such, the keyboard layout and classification models used to interpret key presses can dynamically adapt to suit each user�s typing pattern. To explore this potential, we introduce and evaluate two novel personalized keyboard interfaces, both of which adapt their underlying key-press classification models. The first keyboard also visually adapts the location of keys while the second one always maintains a visually stable rectangular layout. A three-session user evaluation showed that the keyboard with the stable rectangular layout significantly improved typing speed compared to a control condition with no personalization. Although no similar benefit was found for the keyboard that also offered visual adaptation, overall subjective response to both new touchscreen keyboards was positive. As personalized keyboards are still an emerging area of research, we also outline a design space that includes dimensions of adaptation and key-press classification features. ACMBimanual Marking Menu for Near Surface Interactions - Note ![]() Contribution & Benefit: We describe a mouseless, near-surface version of the Bimanual Marking Menu system. The system offers a large number of accessible commands and does not interfere with multi-touch interactions. Abstract » We describe a mouseless, near-surface version of the Bimanual Marking Menu system. To activate the menu system, users create a pinch gesture with either their index or middle finger to initiate a left click or right click. Then they mark in the 3D space near the interactive area. We demonstrate how the system can be implemented using a commodity range camera such as the Microsoft Kinect, and report on several designs of the 3D marking system. ACMLike the multi-touch marking menu, our system offers a large number of accessible commands. Since it does not rely on contact points to operate, our system leaves the non-dominant hand available for other multi-touch interactions. Articulating Lines of Research in Digital Arts, HCI, and Interaction (Invited SIG) - SIG Meeting ![]() ![]() Contribution & Benefit: This SIG initiates an essential step in establishing the Digital Arts at CHI by working with the audience to articulate traditions of contribution. Abstract » The establishment of a Digital Arts Featured Community at CHI 2012 indicates the general acceptance of mutually beneficial synergies between digital arts and HCI. At this juncture, the Digital Arts Community has an opportunity to build upon this established community platform to begin articulating lines of research. This SIG initiates this essential step in establishing traditions of contribution. CHI 2012 Sustainability Community Invited SIG: Inventory of Issues and Opportunities - SIG Meeting ![]() Contribution & Benefit: This year’s CHI Sustainability Community’s SIG is designed to broaden participation and collect an inventory of issues and opportunities to broaden HCI’s role in securing a sustainable future. Abstract » This year’s CHI Sustainability Community’s SIG is designed to broaden participation and also designed to collect an inventory of issues and opportunities to broaden the reach and scope of HCI’s role in securing a sustainable future. | |||
PaperCritical Perspectives on DesignRoom: 16AB![]() ![]() ![]() ![]() |
Case Study & PaperTools and Stats in Evaluation StudiesRoom: 12AB![]() ![]() ![]() ![]() |
PaperThe Tools of the TradeRoom: 12AB![]() ![]() |
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Chair: Peter Wright, Newcastle University, UK What Should We Expect From Research Through Design? - Paper ![]() ![]() Contribution & Benefit: This essay characterises research through design theory as provisional and elaborative, and suggests annotated portfolios as a way forward. Will benefit those wishing to understand design's contribution to HCI. Abstract » In this essay, I explore several facets of research through design in order to contribute to discussions about how the approach should develop. The essay has three parts. In the first, I review two influential theories from the Philosophy of Science to help reflect on the nature of design theory, concluding that research through design is likely to produce theories that are provisional, contingent, and aspirational. In the second part, I discuss three possible interpretations for the diversity of approaches to research through design, and suggest that this variation need not be seen as a sign of inadequate standards or a lack of cumulative progress in the field, but may be natural for a generative endeavour. In the final section, I suggest that, rather than aiming to develop increasingly comprehensive theories of design, practice based research might better view theory as annotation of realised design examples, and particularly portfolios of related pieces. Overall, I suggest that the design research community should be wary of impulses towards convergence and standardisation, and instead take pride in its aptitude for exploring and speculating, particularising and diversifying, and - especially - its ability to manifest the results in the form of new, conceptually rich artefacts. ACMSustainably Unpersuaded: How Persuasion Narrows our Vision of Sustainability - Paper ![]() ![]() Contribution & Benefit: Critically analyzes persuasive technology as a modernist approach to solving social problems. Identifies structural limitations of persuasive technology as an approach to sustainability and offers alternatives. Abstract » In this paper we provide a critical analysis of persuasive sustainability research from 2009-2011. Drawing on critical sociological theory of modernism, we argue that persuasion is based on a limited framing of sustainability, human behavior, and their interrelation-ship. This makes supporting sustainability easier, but leads to characteristic patterns of breakdown. We then detail problems that emerge from this narrowing of vision, such as how the framing of sustainability as the optimization of a simple metrics places technologies incorrectly as objective arbiters over complex issues of sustainability. We conclude by suggesting alternative approaches to move beyond these problems. ACMUndesigning Technology: Considering the Negation of Design by Design - Paper ![]() ![]() Contribution & Benefit: Motivates and develops the question: To what extent and in what ways should the intentional negation of technology be an acknowledged and legitimate area of design research activity within HCI? Abstract » Motivated by substantive concerns with the limitations and negative effects of technology, this paper inquires into the negation of technology as an explicit and intentional aspect of design research within HCI. Building on theory from areas including philosophy and design theory, this paper articulates a theoretical framework for conceptualizing the intentional negation of technology (i.e., the undesign of technology), ranging from the inhibition of particular uses of technology to the total erasure or foreclosure of technology. The framework is then expanded upon to articulate additional areas of undesigning, including self-inhibition, exclusion, removal, replacement, restoration, and safeguarding. In conclusion a scheme is offered for addressing questions concerning the disciplinary scope of undesign in the context of HCI, along with suggestions for ways that undesigning may be more strongly incorporated within HCI research. ACMAffordances in HCI: Toward a Mediated Action Perspective - Paper ![]() ![]() Contribution & Benefit: Discusses analyses of affordances in HCI research and outlines a mediated action perspective on affordances as a relational property of a three-way interaction between the person, mediational means, and environment. Abstract » Interpretations of the concept of "affordances" in HCI are becoming increasingly diverse, extending well beyond the original Gibsonian meaning. We discuss some of the key analyses of affordances in HCI research and make three related claims. First, we argue that many current interpretations of the concept are essentially incompatible with Gibson. Second, we hold that the Gibsonian concept of affordances, conceptualized as interaction between animals and their environments, provides some important insights, but is, in the end, of limited relevance to HCI research. Third, we call for adopting a mediated action perspective on affordances as an alternative to Gibson's ecological psychology. We outline a view of technology affordances as possibilities for human action mediated by cultural means conceived as a relational property of a three-way interaction between the person, mediational means, and environment. We conclude with a discussion of prospects for future conceptual and empirical explorations of the meditational perspective in HCI research. ACMChair: Jeff Heer, Stanford University, USA Experiences with Collaborative, Distributed Predictive Human Performance Modeling - Long Case Study ![]() ![]() Contribution & Benefit: Case study using predictive human performance modeling in a real-world design project. Provides recommendations for avoiding pitfalls with existing modeling tools and design ideas for future collaborative modeling tools. Abstract » Although predictive human performance modeling has been researched for 30 years in HCI, to our knowledge modeling has been conducted as a solitary task of one modeler or, occasionally, two modelers working in tight face-to-face collaboration. In contrast, we used predictive human performance modeling in a collaborative, distributed mode and reflect on that experience. We discovered that our tool for modeling, CogTool, while sufficiently functional and expressive to perform the modeling task, did not support collaborative, distributed modeling as well as we would like. We suggest process improvements in model construction, the management of assumptions, consistency, and communication, and suggest design solutions for the future of CogTool or other modeling tools. We further speculate on the generalization of our experiences to other types of usability evaluation when conducted in a distributed, collaborative environment. Comparing Averages in Time Series Data - Paper ![]() Contribution & Benefit: This paper explores visualizations for efficient summarization through perceptually-motivated design and empirical assessment. Abstract » ABSTRACT ACMVisualizations often seek to aid viewers in assessing the big picture in the data, that is, to make judgments about aggregate properties of the data. In this paper, we present an empirical study of a representative aggregate judgment task: finding regions of maximum average in a series. We show how a theory of perceptual averaging suggests a visual design other than the typically-used line graph. We describe an experiment that assesses participants' ability to estimate averages and make judgments based on these averages. The experiment confirms that this color encoding significantly outperforms the standard practice. The experiment also provides evidence for a perceptual averaging theory. Rethinking Statistical Analysis Methods for CHI - Paper Contribution & Benefit: Identifies fundamental problems in the statistical methods commonly used in quantitative evaluations. Proposes solutions and recommendations for best practice. Abstract » CHI researchers typically use a significance testing approach to statistical analysis when testing hypotheses during usability evaluations. However, the appropriateness of this approach is under increasing criticism, with statisticians, economists, and psychologists arguing against the use of routine interpretation of results using "canned" p values. Three problems with current practice - the fallacy of the transposed conditional, a neglect of power, and the reluctance to interpret the size of effects - can lead us to build weak theories based on vaguely specified hypothesis, resulting in empirical studies which produce results that are of limited practical or scientific use. Using publicly available data presented at CHI 2010 [19] as an example we address each of the three concerns and promote consideration of the magnitude and actual importance of effects, as opposed to statistical significance, as the new criteria for evaluating CHI research. ACMA Spatiotemporal Visualization Approach for the Analysis of Gameplay Data - Paper ![]() Contribution & Benefit: Describes a visualization system for gameplay data which can be adapted to different kind of games and queries. It helps to analyze and better understand player behavior within a game. Abstract » Contemporary video games are highly complex systems with many interacting variables. To make sure that a game provides a satisfying experience, a meaningful analysis of gameplay data is crucial, particularly because the quality of a game directly relates to the experience a user gains from playing it. Automatic instrumentation techniques are increasingly used to record data during playtests. However, the evaluation of the data requires strong analytical skills and experience. The visualization of such gameplay data is essentially an information visualization problem, where a large number of variables have to be displayed in a comprehensible way in order to be able to make global judgments. This paper presents a visualization tool to assist the analytical process. It visualizes the game space as a set of nodes which players visit over the course of a game and is also suitable to observe time-dependent information, such as player distribution. Our tool is not tailored to a specific type of genre. To show the flexibility of our approach we use two different kinds of games as case studies. ACMChair: Jennifer Thom-Santelli, IBM Research, USA A Hybrid Mass Participation Approach to Mobile Software Trials - Paper ![]() Contribution & Benefit: Describes methodology for combining simultaneous 'app store' style mobile software trial with local deployment. Allows for explanation of observed behaviour, verification to prevent misleading findings and more solid ethical practice. Abstract » User trials of mobile applications have followed a steady march out of the lab, and progressively further ‘into the wild’, recently involving ‘app store’-style releases of software to the general public. Yet from our experiences on these mass participation systems and a survey of the literature, we identify a number of reported difficulties. We propose a hybrid methodology that aims to address these, by combining a global software release with a concurrent local trial. A phone–based game, created to explore the uptake and use of ad hoc peer-to-peer networking, was evaluated using this new hybrid trial method, combining a small-scale local trial (11 users) with a ‘mass participation’ trial (over 10,000 users). Our hybrid method offers many benefits, allowing locally observed findings to be verified, patterns in globally collected data to be explained and addresses ethical issues raised by the mass participation approach. We note trends in the local trial that did not appear in the larger scale deployment, and which would therefore have led to misleading results were the application trialled using ‘traditional’ methods alone. Based on this study and previous experience, we provide a set of guidelines to researchers working in this area. ACM"Yours is Better!" Participant Response Bias in HCI - Paper Contribution & Benefit: Interviewer demand characteristics can lead to serious experimental biases in HCI. Our study in Bangalore, India shows that researchers should expect significant response biases, especially when interacting with underprivileged populations. Abstract » Although HCI researchers and practitioners frequently work with groups of people that differ significantly from themselves, little attention has been paid to the effects these differences have on the evaluation of HCI systems. Via 450 interviews in Bangalore, India, we measure participant response bias due to interviewer demand characteristics and the role of social and demographic factors in influencing that bias. We find that respondents are about 2.5x more likely to prefer a technological artifact they believe to be developed by the interviewer, even when the alternative is identical. When the interviewer is a foreign researcher requiring a translator, the bias towards the interviewer's artifact increases to 5x. In fact, the interviewer's artifact is preferred even when it is degraded to be obviously inferior to the alternative. We conclude that participant response bias should receive more attention within the CHI community, especially when designing for underprivileged populations. ACMDigital Pen and Paper Practices in Observational Research - Paper ![]() Contribution & Benefit: We present digital pen and paper practices and their integration with ChronoViz, documenting the co-evolution of notetaking and system features as participants used the tool during an 18-month field deployment. Abstract » Researchers from many disciplines are taking advantage of increasingly inexpensive digital video to capture extensive records of human activity in real-world settings. The ability to record and share such data has created a critical moment in the practice and scope of behavioral research. While recent work is beginning to develop techniques for visualizing and interacting with integrated multimodal information collected during field research, navigating and analyzing these large datasets remains challenging and tools are especially needed to support the early stages of data exploration. ACMIn this paper we describe digital pen and paper practices in observational research and their integration with ChronoViz, a tool for annotating, visualizing, and analyzing multimodal data. The goal is to better support researchers both in the field, while collecting data, and later in the lab, during analysis. We document the co-evolution of notetaking practices and system features as 28 participants used the tool during an 18-month deployment. User See, User Point: Gaze and Cursor Alignment in Web Search - Paper ![]() Contribution & Benefit: Describes a lab study of alignment in eye-gaze and mouse cursor positions in Web search. Studies when gaze and cursor are aligned, and presents a model for predicting visual attention. Abstract » Past studies of user behavior in Web search have correlated eye-gaze and mouse cursor positions, and other lines of research have found cursor interactions to be useful in determining user intent and relevant parts of Web pages. However, cursor interactions are not all the same; different types of cursor behavior patterns exist, such as reading, hesitating, scrolling and clicking, each of which has a different meaning. We conduct a search study with 36 subjects and 32 search tasks to determine when gaze and cursor are aligned, and thus when the cursor position is a good proxy for gaze position. We study the effect of time, behavior patterns, user, and search task on the gaze-cursor alignment, findings which lead us to question the maxim that "gaze is well approximated by cursor." These lessons inform an experiment in which we predict the gaze position with better accuracy than simply using the cursor position, improving the state-of-the-art technique for approximating visual attention with the cursor. Our new technique can help make better use of large-scale cursor data in identifying how users examine Web search pages. ACM | |||
PaperAffective PresenceRoom: 17AB![]() ![]() ![]() ![]() |
Case Study & PaperPersonas and DesignRoom: 16AB![]() ![]() ![]() |
PaperNeedle in the HaystackRoom: 16AB![]() ![]() |
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Chair: Albrecht Schmidt, University of Stuttgart, Germany Group Hedonic Balance and Pair Programming Performance: Affective Interaction Dynamics as indicators of Performance - Paper Contribution & Benefit: Study examining the relationship between affective interaction dynamics and performance in pair-programming teams. Presents researchers with new methods and theory regarding the role of emotions in team interaction. Abstract » Inspired by research on the role of affect in marital interactions, the authors examined whether affective interaction dynamics occurring within a 5-minute slice can predict pair programming performance. In a laboratory experiment with professional programmers, Group Hedonic Balance, a measure of the balance between positive and negative expressed affect, accounted for up to 35% of the variance in not only subjective but also objective pair programming performance. Implications include a new set of methods to study pair programming interactions and recommendations to improve pair programming performance. ACMLearning How to Feel Again: Towards Affective Workplace Presence and Communication Technologies - Paper ![]() ![]() Contribution & Benefit: Describes a technique for estimating affective state and communication preferences. The technique uses non-invasive data from a presence state stream and provides more accurate predictions than humans who work together. Abstract » Affect influences workplace collaboration and thereby impacts a workplace's productivity. Participants in face-to-face interactions have many cues to each other's affect, but work is increasingly carried out via computer-mediated channels that lack many of these cues. Current presence systems enable users to estimate the availability of other users, but not their affective states or communication preferences. This work demonstrates the feasibility of estimating affective state and communication preferences from a stream of presence states that are already being shared in a deployed presence system. ACMAffectAura: An Intelligent System for Emotional Memory - Paper ![]() ![]() Contribution & Benefit: We present AffectAura, an emotional prosthetic, that combines a multi-modal sensor system for continuously predicting user affective states with an interface for user reflection. Abstract » We present AffectAura, an emotional prosthetic that allows users to reflect on their emotional states over long periods of time. We designed a multimodal sensor set-up for continuous logging of audio, visual, physiological and contextual data, a classification scheme for predicting user affective state and an interface for user reflection. The system continuously predicts a user's valence, arousal and engage-ment, and correlates this with information on events, communications and data interactions. We evaluate the interface through a user study consisting of six users and over 240 hours of data, and demonstrate the utility of such a reflection tool. We show that users could reason forward and backward in time about their emotional experiences using the interface, and found this useful. ACMUnderstanding Heart Rate Sharing: Towards Unpacking Physiosocial Space - Paper Contribution & Benefit: Explores how people make sense of interpersonal heart rate feedback in everyday social settings through a technology probe deployment. Identifies two categories of effects, with implications for supporting social connectedness. Abstract » Advances in biosensing make it possible to include heart rate monitoring in applications and several studies have suggested that heart rate communication has potential for improving social connectedness. However, it is not known how people understand heart rate feedback, or what issues need to be taken into account when designing technologies including heart rate feedback. To explore this, we created a heart rate communication probe that was used in two qualitative in-lab studies and a two-week field trial in participants' homes. Results show that heart rate feedback is a strong connectedness cue that affects the interaction in various ways, depending on a number of interrelated factors. In particular, we found two distinct categories of effects: heart rate as information and heart rate as connection. We propose two mechanisms that could explain these observations and draw out the implications they have for future use of heartbeat communication to support social connectedness or other aspects of social interaction. ACMChair: Shaowen Bardzell, Indiana University, USA Personas and Decision Making in the Design Process: An Ethnographic Case Study - Paper ![]() ![]() Contribution & Benefit: An ethnographic case study that investigates the ways personas are invoked in design decision-making sessions. The relative value of personas considering their limited use in active decision-making is explored. Abstract » Personas have become a well-lauded method to aid designers in keeping the needs of the intended user population at the forefront of the design process. However, few studies have ethnographically observed design teams that use personas, and fewer studies have looked specifically at how designers linguistically invoke personas in their decision-making sessions. This discourse analysis of the decision-making sessions of designers at a top tier design firm reveals that although the designers dedicate much time researching, developing, and refining personas, personas themselves make relatively few appearances in the designers� language during decision-making sessions. This study shows that, for persuasive ends, these designers, who are advocates of personas, routinely use other less precise and more designer-centric linguistic mechanisms in lieu of personas. Despite the scarcity of personas in the decision-making sessions, this ethnographic case study also explores the value of personas for this team even when the personas are not explicitly linguistically invoked. ACMHow Do Designers and User Experience Professionals Actually Perceive and Use Personas? - Paper Contribution & Benefit: Qualitative study of how experienced user-centered design practitioners perceive and use personas for industrial software design. This paper can benefit practitioners who would like to use personas for design. Abstract » Personas are a critical method for orienting design and development teams to user experience. Prior work has noted challenges in justifying them to developers. In contrast, it has been assumed that designers and user experience professionals--whose goal is to focus designs on targeted users--will readily exploit personas. This paper examines that assumption. We present the first study of how experienced user-centered design (UCD) practitioners with prior experience deploying personas, use and perceive personas in industrial software design. We identify limits to the persona approach in the context studied. Practitioners used personas almost exclusively for communication, but not for design. Participants identified four problems with personas, finding them abstract, impersonal, misleading and distracting. Our findings argue for a new approach to persona deployment and construction. Personas cannot replace immersion in actual user data. And rather than focusing on creating engaging personas, it is critical to avoid persona attributes that mislead or distract. ACMRevisiting Personas: The Making-of for Special User Groups - Long Case Study ![]() Contribution & Benefit: Describes a decision diagram for the creation of personas and its application. It aims at identifying the most appropriate approach taking into account different characteristics. Abstract » The diversity of special user groups, i.e. elderly from 50 to 90 years and children from 6 to 14 years, is huge. Assessing their requirements is challenging, as it requires sensitivity in terms of choosing an appropriate approach to collect data. Furthermore, the illustration of the data for the subsequent design process can be difficult, if different partners are involved in a project. In order to overcome these difficulties, we are exploring a decision diagram for the creation of personas. It aims at identifying the most appropriate approach (i.e. qualitative and/or quantitative data collection), taking into account the characteristics of the special user groups among other aspects. In this case study we present how we applied the decision diagram in three different projects to create personas for elderly and children. Incorporating UCD Into the Software Development Lifecycle: a Case Study - Long Case Study ![]() Contribution & Benefit: Case study describing the application of user centered design (UCD) for a project using multiple enterprise technologies. Identifies opportunities for successfully integrating UCD into the software development process. Abstract » This case study addresses how we applied user centered design (UCD) to the software development lifecycle for the new City of Austin Utilities Online Customer Care website. The case study focuses on the use of personas, prototypes, and user testing, discusses what worked well, and provides lessons learned. Chair: Mark Dunlop, University of Strathclyde, UK Representing “too small to see” as “too small to see” with Temporal Representation - Paper ![]() ![]() Contribution & Benefit: This study assessed how the interactions with a temporal representation with different supporting modalities can alter the way learners think about the sizes that are too small to see. Abstract » Teaching and learning the vast range of the sizes of the objects that are too small to see with human eyes (called imperceptible objects) has been a challenging issue in education. Because representation is the only medium that learners can use to make sense of imperceptible phenomena, learners encounter challenges when trying to understand the range of imperceptible sizes. However, the conventional visual representations that are incorporated in many learning technologies tend to direct learners to overestimate the sizes of imperceptible objects. To address this issue, we designed a multimodal representation called “temporal-aural-visual representation (or TAVR) to provide students with an alternative way of perceiving and conceptualizing imperceptible sizes. In prior studies it was noticed that learners constructed more refined mental models of the vast range of imperceptible sizes through the TAVR-enhanced learning activity. In this paper, we introduce a recent study that explored how to best augment the temporal experience of the range of imperceptible sizes with supporting modalities. ACMThe Case of the Missed Icon: Change Blindness on Mobile Devices - Paper Contribution & Benefit: Presents evidence that change blindness occurs on small displays and is affected by interface designs. Can assist mobile application developers in improving the delivery of information through visual changes. Abstract » Insights into human visual attention have benefited many areas of computing, but perhaps most significantly visualisation and UI design [3]. With the proliferation of mobile devices capable of supporting significantly complex applications on small screens, demands on mobile UI design and the user�s visual system are becoming greater. In this paper, we report results from an empirical study of human visual attention, specifically the Change Blindness phenomenon, on handheld mobile devices and its impact on mobile UI design. It is arguable that due to the small size of the screen - unlike a typical computer monitor - a greater visual coverage of the mobile device is possible, and that these phenomena may occur less frequently during the use of the device, or even that they may not occur at all. Our study shows otherwise. ACMWe tested for Change Blindness (CB) and Inattentional Blindness (IB) in a single-modal, mobile context and attempted to establish factors in the application interface design that induce and/or reduce their occurrences. The results show that both CB and IB can and do occur while using mobile devices. The results also suggest that the number of separate attendable items on-screen is directly proportional to rates of CB. Newly inserted objects were correctly identified more often than changes applied to existing on-screen objects. These results suggest that it is important for mobile UI designers to take these aspects of visual attention into account when designing mobile applications that attempt to deliver information through visual changes or notifications. The Bohemian Bookshelf: Supporting Serendipitous Book Discoveries through Information Visualization - Paper ![]() Contribution & Benefit: This paper explores information visualizations as a means to support serendipity based on the case study of the Bohemian Bookshelf, a visualization that was designed to support serendipitous book discoveries. Abstract » Serendipity, a trigger of exciting yet unexpected discoveries, is an important but comparatively neglected factor in information seeking, research, and ideation. We suggest that serendipity can be facilitated through visualization. To explore this, we introduce the Bohemian Bookshelf, which aims to support serendipitous discoveries in the context of digital book collections. The Bohemian Bookshelf consists of five interlinked visualizations each offering a unique overview of the collection. It aims at encouraging serendipity by (1) offering multiple visual access points to the collection, (2) highlighting adjacencies between books, (3) providing flexible visual pathways for exploring the collection, (4) enticing curiosity through abstract, metaphorical, and visually distinct representations of books, and (5) enabling a playful approach to information exploration. A deployment at a library revealed that visitors embraced this approach of utilizing visualization to support open-ended explorations and serendipitous discoveries. This encourages future explorations into promoting serendipity through information visualization. ACMReactive Information Foraging: An Empirical Investigation of Theory-Based Recommender Systems for Programmers - Paper Contribution & Benefit: Empirically investigates how programmers behave with different recommender systems based on Reactive Information Foraging Theory. Can assist tool builders in how to design recommender systems for programmers. Abstract » Information Foraging Theory (IFT) has established itself as an important theory to explain how people seek information, but most work has focused more on the theory itself than on how best to apply it. In this paper, we investigate how to apply a reactive variant of IFT (Reactive IFT) to design IFT-based tools, with a special focus on such tools for ill-structured problems. Toward this end, we designed and implemented a variety of recommender algorithms to empirically investigate how to help people with the ill-structured problem of finding where to look for information while debugging source code. We varied the algorithms based on scent type supported (words alone vs. words + code structure), and based on use of foraging momentum to estimate rapidity of foragers' goal changes. Our empirical results showed that (1) using both words and code structure significantly improved the ability of the algorithms to recommend where software developers should look for information; (2) participants used recommendations to discover new places in the code and also as shortcuts to navigate to known places; and (3) low-momentum recommendations were significantly more useful than high-momentum recommendations, suggesting rapid and numerous goal changes in this type of setting. Overall, our contributions include two new recommendation algorithms, empirical evidence about when and why participants found IFT-based recommendations useful, and implications for the design of tools based on Reactive IFT. ACM | |||
Case Study & PaperGames: Community + CommunicationRoom: 18AB![]() ![]() ![]() ![]() |
Case Study, Paper & ToCHIValues in Research PracticeRoom: 17AB![]() ![]() ![]() ![]() |
Paper & ToCHIPublics and Civic VirtuesRoom: 17AB![]() ![]() |
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Chair: Steve Feiner, Columbia University, USA Martian Boneyards: Can a Community of Players be a Community of Practice? - Long Case Study ![]() Contribution & Benefit: Case study of Martian Boneyards, an MMO-based science-mystery game designed to foster collaborative inquiry. Demonstrates how designers can shape an evolving game narrative, responding to players’ activities and accumulating knowledge. Abstract » Martian Boneyards is a prototype game run in a massively-multiplayer online environment designed to entice gamers to partake in collaborative scientific inquiry. This case study examines the steps designers took to foster a community of inquiry within the game. Designers played characters in the game, allowing them to be responsive to players’ activities and accumulating knowledge. Players were drawn to the narrative and close relationships they developed with the designers’ characters and other players. An informal and communal reward system was used to further nurture collaboration among the community. Findings suggest games like this one show promise for fostering science identity and scientific inquiry. Athletes and Street Acrobats: Designing for play as a Community Value in Parkour - Paper ![]() ![]() ![]() Contribution & Benefit: We developed a mobile community service for the Parkour community. We discuss how the successful design relied understanding the culture as a 'fun community', valuing play over achievement and competition. Abstract » Participatory design methods face challenges when designing for a widespread youth community. In such projects, it is not enough to design in collaboration with a few selected individuals; one must also strive to understand the community at a deeper level and incorporate its values and practices into the design solution. ACMWe report on our process of designing with, and for, an identified youth group: the Parkour and Freerunning community. We show how the successful design relied not only on employing methods of participatory observation and participatory design, but also on acquiring an understanding of the practice as a "fun community", valuing play over achievement and competition. Communication and Commitment in an Online Game Team - Paper ![]() Contribution & Benefit: Describes an experiment on inducing communication in online game groups. Examines the influence of communication topic and communicator role on group commitment. Extends our understanding of commitment in online groups. Abstract » Theories about commitment in online settings and empirical evidence from offline environments suggest that greater communication in online groups should lead members to become more committed and participate longer. However, experimental evidence is sparse, in part because of difficulties inducing communication online. Moreover, previous work has not identified the route by which communication leads to increased commitment. In this paper, we investigated whether task versus social communication modeled by a leader versus a peer influenced the amount that group members talked and their willingness to continue participating in the group. We conducted an experiment within ad hoc groups in the online game World of Warcraft. Results suggest that communication early in a group�s history causes members to talk more later on and that the early communication increases their commitment through its influence on group atmosphere rather than through increased member participation. Social communication by a peer is especially valuable in increasing commitment. ACMTwiage: A Game for Finding Good Advice on Twitter - Paper ![]() ![]() Contribution & Benefit: Examines the feasibility of crowdsourcing the identification of "useful advice" on Twitter through a Game with a Purpose (GWAP) called Twiage. Abstract » Millions of recommendations, opinions and experiences are shared across popular microblogging platforms and services each day. Yet much of this content becomes quickly lost in the stream shortly after being posted. This paper looks at the feasibility of identifying useful content in microblog streams so that it might be archived to facilitate wider access and reference. Towards this goal, we present an experiment with a game-with-a-purpose called ACM\\emph{Twiage} that we designed to determine how well the deluge of content in �raw� microblog streams could be turned into filtered and ranked collections using ratings from players. Experiments with Twiage validate the feasibility of applying human-computation to this problem, finding strong agreement about what constitutes the ``most useful'' content in our test dataset. Second, we compare the effectiveness of various methods of eliciting such ratings, finding that a �choose-best� interface and Elo rating ranking scheme yield the greatest agreement in the fewest rounds. External validation of resulting top-rated twitter content with a domain expert found that while the top Twiage-ranked �tweets� were among the best of the set, there was a tendency for players to also select what we term �weak spam� -- e.g., promotional content disguised as articles or reviews, indicating a need for more stringent content filtering. Chair: Christian Holz, University of Potsdam, Germany Next Steps for Value Sensitive Design - Paper ![]() ![]() ![]() ![]() Contribution & Benefit: An essay presenting four suggestions for next steps for the evolution of Value Sensitive Design. Addresses issues that we argue have inhibited the more widespread adoption and appropriation of VSD. Abstract » Questions of human values often arise in HCI research and practice. Such questions can be difficult to address well, and a principled approach can clarify issues of both theory and practice. One such approach is Value Sensitive Design (VSD), an established theory and method for addressing issues of values in a systematic and principled fashion in the design of information technology. In this essay, we suggest however that the theory and at times the presentation of VSD overclaims in a number of key respects, with the result of inhibiting its more widespread adoption and appropriation. We address these issues by suggesting four topics for next steps in the evolution of VSD: (1) tempering VSD�s position on universal values; (2) contextualizing existing and future lists of values that are presented as heuristics for consideration; (3) strengthening the voice of the participants in publications describing VSD investigations; and (4) making clearer the voice of the researchers. We propose new or altered approaches for VSD that address these issues of theory, voice, and reportage. ACMThe Relationship of Action Research to Human-Computer Interaction - ToCHI Contribution & Benefit: Describes historical, theoretical, and pragmatic aspects of conducting Action Research and its application to HCI. Abstract » Alongside the growing interest within HCI, and arguably computing more generally, in conducting research that has substantial societal benefits, there is a need for new ways to think about and to articulate the challenges of these engaged research projects as well as their results. Action Research (AR) is a class of methods and approaches for conducting democratic and collaborative research with community partners. AR has evolved over the last several decades and offers HCI researchers theoretical lenses, methodological approaches, and pragmatic guidance for conducting socially relevant, collaborative, and engaged research. In this article, I describe the historical context and origins of AR, the scientifically rigorous practice of conducting and evaluating AR projects, and the ways in which AR might meaningfully be applied to HCI research. Being in the Thick of In-the-wild Studies: The Challenges and Insights of Researcher Participation - Paper Contribution & Benefit: Applies a participant-observation methodology to two in-the-wild user studies. Shows how researcher participation can help build rapport, enhance contextual understanding, encourage empathy and stimulate reflexivity. Abstract » We describe the insights and challenges offered by researcher participation in in-the-wild studies through the comparison of two prototype evaluations with varying levels of researcher participation. By reflecting on these studies we expose different facets of the researcher's role when interacting with participants in in-the-wild studies. We also demonstrate the value of researcher participation in contributing to the way a researcher understands participant responses: aiding rapport, promoting empathy and stimulating the researcher to reflect on their own assumptions. ACMThe Envisioning Cards: A Toolkit for Catalyzing Humanistic and Technical Imaginations - Note ![]() ![]() Contribution & Benefit: We introduce the Envisioning Cards - an innovative toolkit for scaffolding value sensitive design processes in research and design activities. Early reports on their use include ideation, co-design, and heuristic critique. Abstract » We introduce the Envisioning Cards - a versatile toolkit for attending to human values during design processes - and discuss their early use. Drawing on almost twenty years of work in value sensitive design, the Envisioning Cards are built upon a set of four envisioning criteria: stakeholders, time, values, and pervasiveness. Each card contains on one side a title and an evocative image related to the card theme; on the flip side, the card shows the envisioning criterion, elaborates on the theme, and provides a focused design activity. Reports from the field demonstrate use in a range of research and design activities including ideation, co-design, heuristic critique, and more. ACMDesigning an Improved HCI Laboratory: A Massive Synthesis of Likes & Wishes - Short Case Study ![]() ![]() Contribution & Benefit: Case study describing a simple design exercise called “I like, I wish.” Findings from this exercise relevant to the design of more human-centered HCI research environments are discussed. Abstract » We have performed a simple human-centered design exercise called “I like, I wish” with all of the graduate students and some faculty in the Human-Computer Interaction Institute at Carnegie Mellon University. Over 300 likes and wishes were gathered and synthesized in an all-day session by a volunteer team of students. Here we report on preliminary findings from this exercise and its implications for the design of more human-centered HCI research environments. Chair: Ann Light, Northumbria University, UK Participation and Publics: Supporting Community Engagement - Paper ![]() ![]() Contribution & Benefit: In the findings reported here, I continue to develop the framing of Deweyan publics as a way to scaffold an environmental approach to technology design in contexts with diverse stakeholders. Abstract » CHI researchers are beginning a shift from studying technology use in uncommon or exotic communities to designing and deploying technology interventions into those same settings. This paper picks up on these recent developments and further examines the impact and implication of using a bespoke technology platform within the context of providing shelter and basic social services to homeless mothers and their children. I build on findings from a previous system deployment by describing targeted changes made to the technology, the design impetus for making those changes, and the resulting impact those changes had on the relationship between shelter staff, residents, and the information they shared via the system. By way of the findings reported here, I continue to develop the framing of Deweyan publics as a way to scaffold an environmental approach to technology design in contexts with multiple and diverse stakeholders. ACMTowards a Framework of Publics: Re-encountering Media Sharing and its User - ToCHI Contribution & Benefit: This paper proposes “publics” from media theory to stimulate reflection on prevailing interpretations of participation. Implications concern the role of digital media for collective practice and expression of values. Abstract » Design and evaluation of user-generated media production and sharing in Human-Computer Interaction (HCI) often focus on formal and informal media sharing, such as communication within social networks, automatic notifications of activities, and the exchange of digital artifacts. However, conceptual tools for understanding how people relate to the audiences they reach through these systems are limited. The increasing interest in user-generated content in HCI demands the infusion of new methods and theories that explicitly engage the construction and use of media within and among large groups of individuals and systems. In this paper, we suggest that the notion of “publics,” drawn from media theory, provides useful insights into user-driven, social, and cultural forms of technology use and digital content creation. We illustrate this by employing the notion of publics to the findings from a two-month deployment of a mobile photo sharing platform in a youth housing community. The results of this empirical work coupled with a theoretical examination of publics stimulate reflection on prevailing interpretations of user-designer-reader roles. The paper provides an outlook for potentially new and productive ways of understanding interdependencies within those activities. Implications that can be drawn from this work concern the role of digital media creation and sharing for the formation of collectives and how people position themselves collectively in relation to larger social groups and societal norms. The analysis suggests fruitful crossovers among HCI, Media Theory and New Media Research by approaching the user as both consumer and producer of digital content. Viewpoint: Empowering Communities with Situated Voting Devices - Paper ![]() Contribution & Benefit: Describes a public voting device designed to help empower communities and inform decision making. Experiences from deploying this device are presented as guidelines for community voting technologies. Abstract » Viewpoint is a public voting device developed to allow residents in a disadvantaged community to make their voices heard through a simple, lightweight interaction. This was intended to open a new channel of communication within the community and increase community members' perception of their own efficacy. Local elected officials and community groups were able to post questions on devices located in public spaces, where residents could vote for one of two responses. Question authors were subsequently required to post a response indicating any actions to be taken. Following a two-month trial, we present our experiences and contribute guidelines for the design of public democracy tools and dimensions impacting their effectiveness, including credibility, efficacy and format. ACMExamining Technology that Supports Community Policing - Paper Contribution & Benefit: This paper investigates how citizens use technology to support community policing efforts. Our results suggest that technologies intended for crime prevention should be designed to support communication amongst citizens. Abstract » This paper investigates how citizens use technology to support community policing efforts. To explore the types of conversations that are shared on the community web forum, we conducted a qualitative study. We analyzed 865 forum posts from a community crime web forum from April 2004 to June 2011. We found that residents use the forum to: 1) build relationships by strengthening social ties, 2) discuss ways to take collective action, 3) share information and advice, and 4) regulate the social norms of the neighborhood and the web forum. Results suggest that technologies intended for crime prevention should be designed to support communication and problem-solving discussions amongst residents, as opposed to simply providing information to citizens. ACM | |||
PaperHealthcare + Technology: Putting Patients FirstRoom: 18CD![]() ![]() ![]() ![]() |
Case Study & PaperLiteracy on the MarginRoom: 18AB![]() ![]() ![]() |
Case Study, Paper & ToCHIPromoting Educational OpportunityRoom: 18AB![]() ![]() ![]() |
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Chair: Katie Siek, University of Colorado at Boulder, USA Findings of e-ESAS: A Mobile Based Symptom Monitoring System for Breast Cancer Patients in Rural Bangladesh - Paper ![]() ![]() ![]() Contribution & Benefit: We present the findings of our 31-week long field study and deployment of e-ESAS - the first mobile-based remote symptom monitoring system developed for rural BC patients. Abstract » Breast cancer (BC) patients need traditional treatment as well as long term monitoring through an adaptive feedback-oriented treatment mechanism. Here, we present the findings of our 31-week long field study and deployment of e-ESAS � the first mobile-based remote symptom monitoring system (RSMS) developed for rural BC patients where patients are the prime users rather than just the source of data collection at some point of time. We have also shown how �motivation� and �automation� have been integrated in e-ESAS and creating a unique motivation-persuasion-motivation cycle where the motivated patients become proactive change agents by persuading others. Though in its early deployment stages (2 months), e-ESAS demonstrates the potential to positively impact the cancer care by (1) helping the doctors with graphical charts of long symptom history (automation), (2) facilitating timely interventions through alert generation (automation) and (3) improving three way communications (doctor-patient-attendant) for a better decision making process (motivation) and thereby improving the quality of life of BC patients. ACMProblems of Data Mobility and Reuse in the Provision of Computer-based Training for Screening Mammography - Paper ![]() Contribution & Benefit: Describes the problems encountered reusing clinical data to deliver training in breast cancer screening. Details how data curation processes and tools can be better designed to improve data reuse. Abstract » This paper explores some of the problems encountered in using a data archive to build tools for training radiologists to interpret breast screening images. We detail our experiences of taking images and case notes created as part of the work of breast cancer screening and using them as resources for training. Four instances of the use of the archive in training are described in detail and the problems they reveal are discussed. We formulate some general lessons for the mobility and re-use of rich ensembles of data and artefacts drawn from complex professional settings. We argue for a richer representation of the context from which the data was taken than can be achieved through making selected relations explicit in metadata. We also conclude that facilities for correcting and elaborating data should be available at the point of use, and not separated out as distinct activities. ACMSupporting visual assessment of food and nutrient intake in a clinical care setting - Note ![]() ![]() Contribution & Benefit: Presents the mappmal application to support visual assessment of food consumption in a clinical setting. The application provides a reliable but conservative measure of nutritional intake from partially consumed meals. Abstract » Monitoring nutritional intake is an important aspect of the care of older people, particularly for those at risk of malnutrition. Current practice for monitoring food intake relies on hand written food charts that have several inadequacies. We describe the design and validation of a tool for computer-assisted visual assessment of patient food and nutrient intake. To estimate food consumption, the application compares the pixels the user rubbed out against predefined graphical masks. Weight of food consumed is calculated as a percentage of pixels rubbed out against pixels in the mask. Results suggest that the application may be a useful tool for the conservative assessment of nutritional intake in hospitals. ACMTackling Dilemmas in Supporting 'The Whole Person' in Online Patient Communities - Note ![]() ![]() Contribution & Benefit: We discuss ways to better support patients' personal as well as medical information needs in online patient community settings. Abstract » Online health communities that engage the patient as a whole person attend to personal and medical needs in a holistic manner. Whether current communities structure interaction between health professionals and patients to address the whole person is an open question. To gain insights into this question, we examined a sample of online patient communities to understand health professionals' involvement in bringing in medical advice into peer-patient conversations. We found the communities fall short in supporting the whole person, because (1) patient expertise and clinical expertise generated by health professionals are shared separately, and (2) patients' quantified data are separate from narrative experiences. Such separation in the design of these systems can lead to limitations in addressing patients' interwoven medical and personal concerns. We discuss dilemmas and design implications for supporting the whole person in online patient communities. ACMInteraction Proxemics and Image Use in Neurosurgery - Paper ![]() Contribution & Benefit: Articulates the spatial organization of collaborative work practices in neurosurgery theatres by drawing on interaction proxemics and F-formations. Discusses opportunities and difficulties relating to touchless interaction in surgical settings. Abstract » Within medical settings there is a growing interest in exploring touchless interaction technologies. The primary motivation here is to avoid contact during interaction with data so as to maintain asepsis. However, there is another important property of touchless interaction that has significant implications for their use within such settings � namely that interaction behaviour is spatially distal from the device being interacted with. To further understand these implications we present fieldwork observations of work practice in neurosurgery theatres. Drawing on the notion of interaction proxemics and the theory of F-formations, our analysis articulates the spatial organization of collaborative work practices and interaction in these settings. From this understanding of spatial practices, we discuss opportunities and difficulties relating to the design of touchless interaction technologies for in surgical settings. ACMChair: Juan Pablo Hourcade, University of Iowa, USA Improving Literacy in Developing Countries Using Speech Recognition-Supported Games on Mobile Devices - Paper Contribution & Benefit: Field study discussing the extent to which productive training - enabled by speech-recognition-supported games - is superior to receptive vocabulary training for reading skills. Benefits development of speech-user interfaces for literacy. Abstract » Learning to read in a second language is challenging, but highly rewarding. For low-income children in developing countries, this task can be significantly more challenging because of lack of access to high-quality schooling, but can potentially improve economic prospects at the same time. A synthesis of research findings suggests that practicing recalling and vocalizing words for expressing an intended meaning could improve word reading skills – including reading in a second language – more than silent recognition of what the given words mean. Unfortunately, many language learning software do not support this instructional approach, owing to the technical challenges of incorporating speech recognition support to check that the learner is vocalizing the correct word. In this paper, we present results from a usability test and two subsequent experiments that explore the use of two speech recognition-enabled mobile games to help rural children in India read words with understanding. Through a working speech recognition prototype, we discuss two major contributions of this work: first, we give empirical evidence that shows the extent to which productive training (i.e. vocalizing words) is superior to receptive vocabulary training, and discuss the use of scaffolding hints to “unpack” factors in the learner’s linguistic knowledge that may impact reading. Second, we discuss what our results suggest for future research in HCI. ACMInteractive Visualization for Low Literacy Users: From Lessons Learnt To Design - Paper ![]() Contribution & Benefit: This paper summarizes the problems that low literacy user's face when searching for information online, and establishes a set of design principles for interfaces suitable for low literacy users. Abstract » This paper aims to address the problems low literacy (LL) users face when searching for information online. The first part of this paper summarizes the problems that LL user's face, and establishes a set of design principles for interfaces suitable for LL users. This is followed by a description of how these design principles are mapped to a novel interface for interactive data retrieval. The interface was realized into a working system and evaluated against a traditional web interface for both high literacy (HL) and LL users. The suitability of the designs was analyzed using performance data, subjective feedback and an observational analysis. The findings from the study suggest that LL users perform better and prefer the proposed designs over a traditional web interface. ACMTale of Two Studies: Challenges in Field Research with Low-literacy Adult Learners in a Developed Country - Long Case Study ![]() Contribution & Benefit: Report on challenges and lessons learnt from the design of a mobile application to support adult literacy and its evaluation with a marginalized, functionally illiterate, group in a developed country. Abstract » Efforts to address the problems of literacy are often focused on developing countries. However, functional illiteracy is a challenge encountered by up to 50% of adults in developed countries. In this paper we reflect on the challenges we faced in trying to design and study the use of a mobile application to support adult literacy with two user groups: adults enrolled in literacy classes and carpenters without a high school education enrolled in an essential skills program. We also elaborate on aspects of the evaluations that are specific to a marginalized, functionally illiterate, group in a developed country – aspects that are less frequently present in similar studies of mobile literacy support technologies in developing countries. We conclude with presenting the lessons learnt from our evaluations and the impact of the studies' specific challenges on the outcome and uptake of such mobile assistive technologies in providing practical support to low-literacy adults in conjunction with literacy and essential skills training. Textual Tinkerability: Encouraging Storytelling Behaviors to Foster Emergent Literacy - Long Case Study ![]() Contribution & Benefit: Case study of a storytelling prompt for fostering positive emergent literacy behaviors using: Detailed report of performative reading behaviors in emergent literacy. Video coding rubric for analyzing shared reading interactions. Abstract » This paper presents textual tinkerability, a new concept for fostering early literacy skills during parent-child reading. Textual tinkerability maps storytelling gestures to changes in animation and text to assist reading exploration and demonstration of the link between text, spoken word, and concept. TinkRBooks are flexible tablet-based storybooks that allow readers to actively explore concepts in text using textual tinkerability. When reading TinkRBooks, both parents and children can alter text (character attributes and parts of speech) by manipulating story elements (props and characters) as they read. We demonstrate how textual tinkerability encourages more dialog, print referencing and dialogic questioning between parent-child dyads in shared reading as compared to paper books. In addition, our study reports observations of storytelling performance behaviors that foster playful and socially intimate shared reading behaviors that are closely mapped to the teaching and learning of emergent literacy skills. Chair: Anthony Hornof, University of Oregon, USA Signing on the Tactile Line: A Multimodal System for Teaching Handwriting to Blind Children - ToCHI Contribution & Benefit: McSig is a multimodal system for teaching blind children to write and draw. Similar combinations of tactile, haptic, sound and stylus interaction could be useful for other non-visual interaction situations. Abstract » We present McSig, a multimodal system for teaching blind children cursive handwriting so that they can create a personal signature. For blind people handwriting is very difficult to learn as it is a near-zero feedback activity that is needed only occasionally, yet in important situations; for example to make an attractive and repeatable signature for legal contracts. McSig aids the teaching of signatures by translating digital ink from the teacher’s stylus gestures into three non-visual forms: (1) audio pan and pitch represents the x and y movement of the stylus; (2) kinaesthetic information is provided to the student through a force-feedback haptic pen which mimics the teacher’s stylus movement; (3) a physical tactile line on the writing sheet is created by the haptic pen. McSig has been developed over two major iterations of design, usability testing and evaluation. The final step of the first iteration was a short evaluation with eight visually impaired children. The results suggested that McSig had the highest potential benefit for congenitally and totally blind children and also indicated some areas where McSig could be enhanced. The second prototype incorporated significant modifications to the system, improving the audio, tactile and force-feedback. We then ran a detailed, longitudinal evaluation over 14 weeks with three of the congenitally blind children to assess McSig’s effectiveness in teaching the creation of signatures. Results demonstrated the effectiveness of McSig – they all made considerable progress in learning to create a recognizable signature. By the end of ten lessons two of the children could form a complete, repeatable signature unaided, the third could do so with a little verbal prompting. Furthermore, during this project we have learnt valuable lessons about providing consistent feedback between different communications channels (by manual interactions, haptic device, pen correction) that will be of interest to others developing multimodal systems. Collaboration in Cognitive Tutor Use in Latin America: Field Study and Design Recommendations - Paper ![]() ![]() Contribution & Benefit: Describes observations from a field study of children in three developing regions using adaptive educational technology. Presents guidelines for future development of technology that accounts for a collaborative use context. Abstract » Technology has the promise to transform educational prac-tices worldwide. In particular, cognitive tutoring systems are an example of educational technology that has been ex-tremely effective at improving mathematics learning over traditional classroom instruction. However, studies on the effectiveness of tutor software have been conducted mainly in the United States, Canada, and Western Europe, and little is known about how these systems might be used in other contexts with differing classroom practices and values. To understand this question, we studied the usage of mathematics tutoring software for middle school at sites in three Latin American countries: Brazil, Mexico, and Costa Rica. While cognitive tutors were designed for individual use, we found that students in these classrooms worked collaboratively, engaging in interdependently paced work and conducting work away from their own computer. In this paper we present design recommendations for how cognitive tutors might be incorporated into different classroom practices, and better adapted for student needs in these environments. ACMBuilding a Case for M-learning in Africa: African Youth Perspectives on Education - Long Case Study ![]() Contribution & Benefit: The paper provides valuable insights into African youth in terms of education challenges and opportunities hence inspiring and informing research and development of technologies for Africa particularly for m-learning. Abstract » This paper is based on a case study of six African countries. It takes a look at education challenges faced by African youth and the gaps that exist in the education systems. African youth have the potential to be frontrunners in socio-economic transformation in the continent. They need to be empowered to be able to play their part. The huge gaps between education policy and practice, and other problems in this sector leave many African youth out of the system. Information and communication technology (ICT) is being integrated in education in many African countries. The emphasis has been on equipping schools with computers and literacy of the same. However the progress and impact is minimal due to inadequate resources, infrastructural challenges and lack of capacity. Mobile phone penetration in the continent has increased phenomenally unlike ownership of personal computers. This paper therefore proposes m-learning using mobile phones as a logical and viable channel of delivering education to African youth. Evaluating the Implicit Acquisition of Second Language Vocabulary Using a Live Wallpaper - Paper Contribution & Benefit: Using a novel language learning interfaces (called Vocabulary Wallpaper) we explore if second language vocabulary can be implicitly acquired through a user’s explicit interactions with her mobile phone. Abstract » An essential aspect of learning a second language is the acquisition of vocabulary. However, acquiring vocabulary is often a protracted process that requires repeated and spaced exposure; which can be difficult to accommodate given the busyness of daily living. In this paper, we explore if a learner can implicitly acquire second language vocabulary through her explicit interactions with her mobile phone (e.g., navigating multiple home screens) using an interface we developed called Vocabulary Wallpaper. In addition, we examine if the type of vocabulary this technique exposes to the learner, whether it is contextually relevant or contextually-independent will influence the learner’s rate of vocabulary acquisition. The results of our study show participants were able to use Vocabulary Wallpaper to increase the number of second language vocabulary that they can recognize and recall and their rate of vocabulary acquisition was significantly greater when presented with a contextually relevant vocabulary than a contextually-independent vocabulary. ACM | |||
Case Study & PaperIt's a Big Web!Room: 19AB![]() |
PaperParticipatory Design with Older PeopleRoom: 18CD![]() ![]() ![]() |
PaperInterfaces for Health & Well BeingRoom: 18CD![]() ![]() ![]() |
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Chair: Wayne Lutters, UMBC, USA Talking in Circles: Selective Sharing in Google+ - Paper ![]() Contribution & Benefit: This paper describes a mixed-methods analysis of selective sharing behavior in social networks through study of Google+. It also offers a glimpse into early behavior in a new social system. Abstract » Online social networks have become indispensable tools for information sharing, but existing �all-or-nothing� models for sharing have made it difficult for users to target information to specific parts of their networks. In this paper, we study Google+, which enables users to selectively share content with specific �Circles� of people. Through a combination of log analysis with surveys and interviews, we investigate how active users organize and select audiences for shared content. We find that these users frequently engaged in selective sharing, creating circles to manage content across particular life facets, ties of varying strength, and interest-based groups. Motivations to share spanned personal and informational reasons, and users frequently weighed �limiting� factors (e.g. privacy, relevance, and social norms) against the desire to reach a large audience. Our work identifies implications for the design of selective sharing mechanisms in social networks. ACMOmnipedia: Bridging the Wikipedia Language Gap - Paper Contribution & Benefit: We present Omnipedia, a system that allows users to gain insight from 25 Wikipedia language editions simultaneously. We discuss the system, its multilingual data mining algorithms, and a 27-user study. Abstract » We present Omnipedia, a system that allows Wikipedia readers to gain insight from up to 25 language editions of Wikipedia simultaneously. Omnipedia highlights the similarities and differences that exist among Wikipedia language editions, and makes salient information that is unique to each language as well as that which is shared more widely. We detail solutions to numerous front-end and algorithmic challenges inherent to providing users with a multilingual Wikipedia experience. These include visualizing content in a language-neutral way and aligning data in the face of diverse information organization strategies. We present a study of Omnipedia that characterizes how people interact with information using a multilingual lens. We found that users actively sought information exclusive to unfamiliar language editions and strategically compared how language editions defined concepts. Finally, we briefly discuss how Omnipedia generalizes to other domains facing language barriers. ACMSocial Annotations in Web Search - Paper ![]() Contribution & Benefit: Surprisingly, using eyetracking and interviews, we found social annotations in web search to be neither universally useful nor noticeable. However, further experimentations show possible improvements to annotation design. Abstract » We ask how to best present social annotations on search results, and attempt to find an answer through mixed-method eye-tracking and interview experiments. Current practice is anchored on the assumption that faces and names draw attention; the same presentation format is used independently of the social connection strength and the search query topic. The key findings of our experiments indicate room for improvement. First, only certain social contacts are useful sources of information, depending on the search topic. Second, faces lose their well-documented power to draw attention when rendered small as part of a social search result annotation. Third, and perhaps most surprisingly, social annotations go largely unnoticed by users in general due to selective, structured visual parsing behaviors specific to search result pages. We conclude by recommending improvements to the design and content of social annotations to make them more noticeable and useful. ACMDesigning for a Billion Users: A Case Study of Facebook - Long Case Study ![]() Contribution & Benefit: A case study of what it is like to design for a billion users at Facebook. Highlights the perspectives of designers, engineers, UX researchers, and other product stakeholders. Abstract » Facebook is the world’s largest social network, connecting over 800 million users worldwide. The type of phenomenal growth experienced by Facebook in a short time is rare for any technology company. As the Facebook user base approaches the 1 billion mark, a number of exciting opportunities await the world of social networking and the future of the web. We present a case study of what it is like to design for a billion users at Facebook from the perspective of designers, engineers, managers, user experience researchers, and other stakeholders at the company. Our case study illustrates various complexities and tradeoffs in design through a Human-Computer Interaction (HCI) lens and highlights implications for tackling the challenges through research and practice. Chair: Steven Dow, Carnegie Mellon University, USA Questionable Concepts: Critique as Resource for Designing with Eighty Somethings - Paper ![]() Contribution & Benefit: Describes an exploration of critique as a participatory design method with groups of people aged over 80. Explains how critique is useful for identifying problems and iterating new ideas. Abstract » This paper reports findings from a series of participatory design workshops with ten people over eighty years old. The focus of the workshops was new banking technologies for the older old. Participants were asked to discuss their current experiences of banking and given packs of concept cards which contained design sketches and brief outlines of concepts for new financial services. The designs on the cards were deliberately provocative and aimed to encourage criticism and debate. Participants wrote and drew on the cards and the workshops were recorded and transcribed. The participants were extremely critical of current banking practices and most of the new concepts we presented to them. Their questions and comments led to a number of insights and further iterations. The paper argues that critique is an essential resource for design, both in terms of identifying problems and iterating ideas. ACMSenior Designers: Empowering Seniors to Design Enjoyable Falls Rehabilitation Tools - Paper ![]() ![]() ![]() Contribution & Benefit: Our findings suggest that seniors are an integral part of the design process and should be directly involved from the concept stages of the design of tools for their rehabilitation. Abstract » Studies have shown that functional strength and balance exercises can reduce the risk of falling in older people if they are done on a regular basis. However, the repetitive nature of these exercises; as well as the use of instructional booklets and videos for rehabilitation may discourage seniors to exercise in the home, thereby rendering such an intervention ineffective. Our work proposed that the use of multimodal games � co-designed with seniors � could be a way of making falls rehabilitation more enjoyable; thereby improving adherence to home exercise programmes. In this paper, we first explain the process by which we identified barriers to the users� effective interaction with current home rehabilitation tools. We then go on to describe how we actively involved seniors in the initial design, and improvement of useful, enjoyable games for falls rehabilitation. Our findings suggest that seniors are an integral part of the design process and should be directly involved from the concept stages of the design of tools for their rehabilitation. ACMCheque Mates: Participatory Design of Digital Payments with Eighty Somethings - Paper ![]() Contribution & Benefit: Describes the participatory design of two paper-based digital payment systems with groups of people aged over 80. Provides guidance for researchers and practitioners collaborating with extraordinary user groups. Abstract » This paper describes a project exploring the design of digital payment services in collaboration with 16 people aged over 80. Many older people find cheques valuable as a means of payment but the UK Payments Council recently proposed their abolition. We describe two designs that simultaneously aimed to preserve and augment the paper cheque as a means of making electronic payments. These were devised during participatory design workshops through critical dialogues with our eighty something participants. Workshop discussions resulted in the creation of a real world cheque system where we issued pre-paid cheques without the involvement of banks. This work informed the development of a digital cheque book based on Anoto digital pen technology. The work illustrates the value of participatory design with �extraordinary� users, such as the eighty somethings, in HCI. ACMEngaging Older People through Participatory Design - Paper ![]() ![]() Contribution & Benefit: We present a participatory approach to design work with older people, an examination of the issues that arose applying it and reflections on issues that we encountered advocating the approach. Abstract » The use of digital technologies is increasingly proposed in health and social care to address the aging population phenomenon but, in practice, the designers of these technologies are ill equipped to design for older people. We suggest participatory design as an approach to improving the quality of design for older people but, based on previous work and our own experiences, identify four central issues that participatory design approaches need to address. We describe an approach to early engagement in design with older people that address each of these issues and some of our experiences applying the approach in a variety of different design projects. We conclude by discussing some of the issues that have been highlighted when attempting apply this approach in different design contexts and the issues that have been raised when working with partners who are less committed to the idea of engaging with older adults in participatory design. ACMChair: Ian Li, Carnegie Mellon University, USA ShutEye: Encouraging Awareness of Healthy Sleep Recommendations with a Mobile, Peripheral Display - Paper ![]() Contribution & Benefit: Describes a field study of an application for mobile phones that uses a peripheral display to promote healthy sleep habits. Can help designers of mobile applications for behavioral awareness. Abstract » Sleep is a basic physiological process essential for good health. However, 40 million people in the U.S. are diagnosed with sleep disorders, with many more undiagnosed. To help address this problem, we developed an application, ShutEye, which provides a peripheral display on the wall-paper of the user's mobile phone to promote awareness about recommended activities that promote good sleep quality. Based on preferences about the user's desired bed-time and activities' for example, consuming caffeine or performing vigorous exercise. ShutEye displays guidance about when engaging in those activities is likely to affect sleep without requiring any explicit interaction from the user. In this paper, we describe ShutEye and results from a four-week field study with 12 participants. Results indicate that a simple, recommendation-based peripheral display can be a very low-effort but still effective method for improving awareness of healthy sleep habits. We also provide recommendations about designing peripheral displays and extend insights for designing health-based mobile applications. ACMUsing Mobile Phones to Present Medical Information to Hospital Patients - Paper ![]() ![]() Contribution & Benefit: We provided 25 emergency department patients with a mobile phone interface to near-real-time data about their care. Our study indicates that this is a promising approach to improving patient awareness. Abstract » The awareness that hospital patients have of the people and events surrounding their care has a dramatic impact on satisfaction and clinical outcomes. However, patients are often under-informed about even basic aspects of their care. In this work, we hypothesize that mobile devices - which are increasingly available to patients - can be used as real-time information conduits to improve patient awareness and consequently improve patient care. To better understand the unique affordances that mobile devices offer in the hospital setting, we provided twenty-five patients with mobile phones that presented a dynamic, interactive report on their progress, care plan, and care team throughout their emergency department stay. Through interviews with these patients, their visitors, and hospital staff, we explore the benefits and challenges of using the mobile phone as an information display, finding overall that this is a promising approach to improving patient awareness. Furthermore, we demonstrate that only a small number of technology challenges remain before such a system could be deployed without researcher intervention. ACMEngagement with Online Mental Health Interventions: An Exploratory Clinical Study of a Treatment for Depression - Paper ![]() Contribution & Benefit: A clinical study of an online intervention for depression designed to maximise client engagement using a range of strategies. Yielded high user engagement and clinically significant improvements in depression scores. Abstract » Online mental health interventions can benefit people experiencing a range of psychological difficulties, but attrition is a major problem in real-world deployments. We discuss strategies to reduce attrition, and present SilverCloud, a platform designed to provide more engaging online experiences. The paper presents the results of a practice-based clinical study in which 45 clients and 6 therapists used an online Cognitive Behavioural Therapy programme for depression. Pre and post-treatment assessments, using the Beck Depression Inventory, indicate a statistically significant improvement in depressive symptoms, with a large effect size, for the moderate-to-severe clinical sub-sample receiving standalone online treatment (n=18). This group was the primary target for the intervention. A high level of engagement was also observed compared to a prior online intervention used within the same service. We discuss strategies for design in this area and consider how the quantitative and qualitative results contribute towards our understanding of engagement. ACMBest Intentions: Health Monitoring Technology and Children - Paper ![]() ![]() Contribution & Benefit: Presents suggestions for development of health monitoring technology intended to enhance self-care in children without creating parent-child conflict. Provides designers an understanding of the impact of emotional response to technology. Abstract » In this paper we describe findings from two studies aimed at understanding how health monitoring technology affects the parent-child relationship, examining emotional response and barriers to using this type of technology. We present suggestions for the design of health monitoring technology intended to enhance self-care in children without creating parent-child conflict. Our recommendations integrate the study findings, developmental stage specific concerns, and prior HCI research aimed at children's health. ACM | |||
PaperSpace: The Interaction FrontierRoom: 19AB![]() |
PaperCrowdsourcing and Peer Production IRoom: 19AB![]() ![]() ![]() |
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Chair: Chris Harrison, Carnegie Mellon University, USA Going Beyond the Surface: Studying Multi-Layer Interaction Above the Tabletop - Paper Contribution & Benefit: Presents guidelines for designers of Tangible Magic Lens systems that are targeted for a tabletop environment. Can assist in developing effective multi-layer based interaction styles. Abstract » Lightweight spatially aware displays (Tangible Magic Lenses) are an effective approach for exploring complex information spaces within a tabletop environment. One way of using the 3D space above a horizontal surface is to divide it into discrete parallel layers stacked upon each other. Horizontal and vertical lens movements are essential tasks for the style of multi-layer interaction associated with it. We conducted a comprehensive user study with 18 participants investigating fundamental issues such as optimal number of layers and their thickness, movement and holding accuracies, and physical boundaries of the interaction volume. Findings include a rather limited overall interaction height (44 cm), a different minimal layer thickness for vertical and horizontal search tasks (1 cm/4 cm), a reasonable maximum number of layers depending on the primary task, and a convenience zone in the middle for horizontal search. Derived from that, design guidelines are also presented. ACMA Comparative Evaluation of Finger and Pen Stroke Gestures - Paper ![]() Contribution & Benefit: First study investigating the differences and similarities between finger and pen gestures. Can assist UI designers of finger-based gesture design in applying the principles, methods and findings in our study. Abstract » This paper reports an empirical investigation in which participants produced a set of stroke gestures with varying degrees of complexity and in different target sizes using both the finger and the pen. The recorded gestures were then analyzed according to multiple measures characterizing many aspects of stroke gestures. Our findings were as follows: (1) Finger drawn gestures were quite different to pen drawn gestures in basic measures including size ratio and average speed. Finger drawn gestures tended to be larger and faster than pen drawn gestures. They also differed in shape geometry as measured by, for example, aperture of closed gestures, corner shape distance and intersecting points deviation; (2) Pen drawn gestures and finger drawn gestures were similar in several measures including articulation time, indicative angle difference, axial symmetry and proportional shape distance; (3) There were interaction effects between gesture implement (finger vs. pen) and target gesture size and gesture complexity. Our findings show that half of the features we tested were performed well enough by the finger. This finding suggests that "finger friendly" systems should exploit these features when designing finger interfaces and avoid using the other features in which the finger does not perform as well as the pen. ACMA Handle Bar Metaphor for Virtual Object Manipulation with Mid-Air Interaction - Paper Contribution & Benefit: A novel handle bar metaphor is proposed to realise a suite of intuitive and highly-controllable mid-air interaction for manipulating single/multiple virtual 3D objects with low-resolution depth sensors like Kinect Abstract » Commercial 3D scene acquisition systems such as the Microsoft Kinect sensor can reduce the cost barrier of realizing mid-air interaction. However, since it can only sense hand position but not hand orientation robustly, current mid-air interaction methods for 3D virtual object manipulation often require contextual and mode switching to perform translation, rotation, and scaling, thus preventing natural continuous gestural interactions. A novel handle bar metaphor is proposed as an effective visual control metaphor between the user's hand gestures and the corresponding virtual object manipulation operations. It mimics a familiar situation of handling objects that are skewered with a bimanual handle bar. The use of relative 3D motion of the two hands to design the mid-air interaction allows us to provide precise controllability despite the Kinect sensor's low image resolution. A comprehensive repertoire of 3D manipulation operations is proposed to manipulate single objects, perform fast constrained rotation, and pack/align multiple objects along a line. Three user studies were devised to demonstrate the efficacy and intuitiveness of the proposed interaction techniques on different virtual manipulation scenarios. ACMFly: Studying Recall, Macrostructure Understanding, and User Experience of Canvas Presentations - Paper ![]() Contribution & Benefit: Presents a user study to investigate the effect of the canvas presentation format on recall, macrostructure understanding, and user experience. Abstract » Most presentation software uses the slide deck metaphor to create visual presentation support. Recently, canvas presentation tools such as Fly or Prezi have begun to use a zoomable free-form canvas to arrange information instead. While their effect on authoring presentations has been evaluated previously, we studied how they impact the audience. In a quantitative study, we compared audience retention and macrostructure understanding of slide deck vs. canvas presentations. We found both approaches to be equally capable of communicating information to the audience. Canvas presentations, however, were rated by participants to better aid them in staying oriented during a talk. This makes canvas presentation tools a promising slideware alternative. ACMChair: Mira Dontcheva, Adobe Advanced Technology Labs, USA Communitysourcing: Engaging Local Crowds to Perform Expert Work Via Physical Kiosks - Paper ![]() ![]() Contribution & Benefit: Introduces communitysourcing: the use of physical kiosks to target existing crowds of expert workers with specific large-volume microtasks. Demonstrates through a deployment that communitysourcing can successfully elicit high-quality expert work. Abstract » Online labor markets, such as Amazon's Mechanical Turk, have been used to crowdsource simple, short tasks like image labeling and transcription. However, expert knowledge is often lacking in such markets, making it impossible to complete certain classes of tasks. In this work we introduce an alternative mechanism for crowdsourcing tasks that require specialized knowledge or skill: communitysourcing --- the use of physical kiosks to elicit work from specific populations. We investigate the potential of communitysourcing by designing, implementing and evaluating Umati: the communitysourcing vending machine. Umati allows users to earn credits by performing tasks using a touchscreen attached to the machine. Physical rewards (in this case, snacks) are dispensed through traditional vending mechanics. We evaluated whether communitysourcing can accomplish expert work by using Umati to grade Computer Science exams. We placed Umati in a university Computer Science building, targeting students with grading tasks for snacks. Over one week, 328 unique users (302 of whom were students) completed 7771 tasks (7240 by students). 80% of users had never participated in a crowdsourcing market before. We found that Umati was able to grade exams with 2% higher accuracy (at the same price) or at 33% lower cost (at equivalent accuracy) than traditional single-expert grading. Mechanical Turk workers had no success grading the same exams. These results indicate that communitysourcing can successfully elicit high-quality expert work from specific communities. ACMLemonAid: Selection-Based Crowdsourced Contextual Help for Web Applications - Paper ![]() Contribution & Benefit: We present LemonAid, a new approach to help that allows users to find previously asked questions and answers by selecting a label, widget, or image within the user interface. Abstract » Web-based technical support such as discussion forums and social networking sites have been successful at ensuring that most technical support questions eventually receive helpful answers. Unfortunately, finding these answers is still quite difficult, since users� textual queries are often incomplete, imprecise, or use different vocabularies to describe the same problem. We present LemonAid, a new approach to help that allows users to find help by instead selecting a label, widget, link, image or other user interface (UI) element that they believe is relevant to their problem. LemonAid uses this selection to retrieve previously asked questions and their corresponding answers. The key insight that makes LemonAid work is that users tend to make similar selections in the interface for similar help needs and different selections for different help needs. Our initial evaluation shows that across a corpus of dozens of tasks and thousands of requests, LemonAid retrieved a result for 90% of help requests based on UI selections and, of those, over half had relevant matches in the top 2 results. ACMIs This What You Meant? Promoting Listening on the Web with Reflect - Paper Contribution & Benefit: Observes that listening is under-supported in web interfaces, explores the consequences, and contributes a novel design illustrating listening support. Field deployment on Slashdot establishes potential of this design direction. Abstract » A lack of support for active listening undermines discussion and deliberation on the web. We contribute a design frame identifying potential improvements to web discussion were listening more explicitly encouraged in interfaces. We explore these concepts through a novel interface, Reflect, that creates a space next to every comment where others can summarize the points they hear the commenter making. Deployments on Slashdot, Wikimedia's Strategic Planning Initiative, and a local civic effort suggest that interfaces for listening may have traction for general use on the web. ACM#EpicPlay: Selecting Video Highlights for Sporting Events using Twitter - Paper Contribution & Benefit: Explores differences between crowd-sourced (through Twitter) video highlights of broadcast sports compared to nightly sportscast highlight reels. Illustrates utility of separating home and away tweets. Abstract » During a live sports event, many sports fans use social me-dia as a part of their viewing experience, reporting on their thoughts on the event as it unfolds. In this work, we use this information stream to semantically annotate live broadcast sports games, using these annotations to select video high-lights from the game. We demonstrate that this approach can be used to select highlights specific for fans of each team, and that these clips reflect the emotions of a fan dur-ing a game. Further, we describe how these clips differ from those seen on nightly sportscasts. |
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Student Research CompetitionStudent Research CompetitionRoom: Ballroom D | Special EventsSocial Impact Award: Batya FriedmanRoom: Ballroom D | Student Design CompetitionStudent Design CompetitionRoom: Ballroom D | PanelInvited Panel: Managing UX Teams: Insights from Executive LeadersRoom: Ballroom D | |
PartoPen: Enhancing the Partograph with Digital Pen Technology - Student Research Competition Contribution & Benefit: PartoPen is an interactive digital pen-based system that reinforces birth-attendant training, records labor progress, validates form data, and overall, aims to improve maternal outcomes in developing countries. Abstract » Existing paper-based systems for monitoring maternal labor have been shown to reduce life-threatening complications in low-resource environments; however, significant barriers exist to their use in developing countries. In this paper I describe a system that enhances a common labor-monitoring form, the partograph, using a digital pen. The digital partograph system provides real-time data feedback and reinforces birth attendant training, while retaining the paper-and-pen interface currently used by most healthcare workers. The system is currently being evaluated in Kenya. SocialProof: Using Crowdsourcing for Correcting Errors to Improve Speech Based Dictation Experiences - Student Research Competition Contribution & Benefit: SocialProof, a crowdsourcing powered automatic speech recognition (ASR) enhancement to reduce error correction efforts, is proposed to provide a powerful, accurate and cost-effective ASR dictation system. Abstract » Though various Automatic Speech Recognition (ASR) based text correction techniques have been proposed, it is still difficult to correct dictation errors using speech based commands. Inspired by the successful use of crowdsourcing to solve computation tasks, we propose SocialProof, a crowdsourcing powered ASR dictation enhancement, to provide a powerful and accurate but fairly cheap ASR dictation system. SocialProof begins with the output produced by ASR engines and enhances this output using the power of crowd intelligence via MTurk service. Our system splits one ASR dictation scenario into several smaller tasks, allowing multiple people to work on different pieces of the task at the same time. Data merging strategies are used to combine multiple responses from MTurk workers to provide improved results. An evaluation of SocialProof strongly supports the effectiveness of this approach. A Framework for Interactive Paper-craft System - Student Research Competition Contribution & Benefit: In this paper I present three main characteristics for paper-computing system, as an initial framework for designing paper-computing interaction, with two supportive technologies: natural-feature-based origami recognition and selective inductive power transferring. Abstract » Paper, as a tradition medium for art and communication, shows great potential as a good candidate for organic user interface (OUI), with its intrinsic deformability and flexibility. In this paper I present the analysis of the user behaviors while playing paper-craft, such as writing, drawing, folding, cutting, gluing, etc. Then I derive three main characteristics for paper-computing system, as an initial framework for designing paper-computing interaction. Furthermore, two supportive technologies were developed: natural-feature-based origami recognition and selective inductive power transferring. With these two technologies, users could easily design and implement paper-computing systems which fullfill the three characteristics in the proposed framework. Finally, an interactive system for physical origami sharing through internet is developed by using these two technologies and the presented framework. ScreenMatch: Providing Context to Software Translators by Displaying Screenshots - Student Research Competition Contribution & Benefit: ScreenMatch provides software translators with visual context for each translatable message, by matching each message with a corresponding screenshot of the application. Abstract » Translators often encounter ambiguous messages while translating software. To resolve ambiguity, the translator needs to understand the context in which the message appears. Currently, context is provided via textual descriptions, or not at all. This paper describes ScreenMatch, a system which provides translators with visual context for each translatable message. It does so by matching each message with a corresponding screenshot of the application. ScreenMatch consists of a tool to gather screenshots, an algorithm to match messages to screenshots, and an interface that presents translators with screenshots alongside messages. We evaluated the system by gathering screenshots for 3 applications, using the algorithm to match messages to screenshots, and comparing results to manual matches. We found that hard-to-reproduce error messages make it difficult to gather all the screenshots. The algorithm correctly matched messages to screenshots 80% of the time when a corresponding screenshot had been gathered. Mobile Continuous Reading - Student Research Competition Contribution & Benefit: This research focuses on mobile continuous reading under frequent context switching while reading web pages. This paper presents the results of a user study with 10 users. Abstract » This research focuses on mobile continuous reading under frequent context switching while reading web pages. This paper presents the results of a user study with 10 users. Four conditions were investigated in the study: visual-reading, audio-listening, manual-switching between visual and audio, and auto-switching between them. The results showed that auto-switching not only provides the easiest reading experience, but it also results in significantly fewer missteps while walking, compared with visual-reading. Symbolic Documentation: Toward Fashion-related Sustainable Design - Student Research Competition Contribution & Benefit: This work focuses on exploring and identifying the role of fashion in digital consumption, and how fashion and sustainability could and might interplay in the IT industry. Abstract » In this paper, I present ongoing research on fashion-related sustainable interaction design. This work focuses on exploring and identifying the role of fashion in people’s acquisition of objects, especially digital and electronic devices, and how fashion and sustainability could and might interplay in the IT industry. In what follows, I first describe the background and related research apropos of sustainability and fashion within HCI literature. Then, I present the early findings from an ongoing empirical study, which involves a method of symbolic documentation and collection of digital objects. I conclude by articulating several design implications that can serve as a catalyst to embed the notion of fashion in sustainable interaction design. Impact of Platform Design on Cross-language Information Exchange - Student Research Competition Contribution & Benefit: Design affects the sharing of information between human languages on international platforms with user-generated content. This study compares off-site link sharing on Wikipedia and Twitter following the 2011 Japanese earthquake. Abstract » This paper describes two case studies examining the impact of platform design on cross-language communications. The sharing of off-site hyperlinks between language editions of Wikipedia and between users on Twitter with different languages in their user descriptions are analyzed and compared in the context of the 2011 Tohoku earthquake and tsunami in Japan. The paper finds that a greater number of links are shared across languages on Twitter, while a higher percentage of links are shared between Wikipedia articles. The higher percentage of links being shared on Wikipedia is attributed to the persistence of links and the ability for users to link articles on the same topic together across languages. Personal Task Management: My Tools Fall Apart When I’m Very busy! - Student Research Competition Contribution & Benefit: The material highlights three important points: factors that influence personal task management behavior; main challenges facing busy people; the adequacy of existing tools and design recommendations for improving them. Abstract » Existing applications tend to highlight tasks that people should be doing at any given time based on the parameters of urgency (e.g. deadline), assigned priority and reminders. Our field studies demonstrate that people consider existing applications as inadequate to flexibly adapt to current changes in other essential factors, including, task size, complexity and interdependency and the unexpected situations that people face over time. Another key challenge facing busy people is that there is no mechanism that can monitor their work habits and match their tasks with their time constraints. Grounded in our data, we propose important requirements for tools that support users in managing tasks and assessing their schedules. Third-Party Applications’ Data Practices on Facebook - Student Research Competition Abstract » The objective of this study is to better understand the information exchange created between social networking sites and third-party applications. Toward this end, I have collected data from the 29,020 most popular social applications on Facebook. I have analyzed the general distribution patterns of applications in terms of what types of interfaces they will present to users when users wish to add them to their profile as well as the scope of information that applications can potentially collect from users of Facebook. To further explore the ways in which third-party applications collect users’ information, I am currently conducting data analysis to identify permissions that tend to bundle together, permission collecting patterns that exist in different categories of applications, and the information collecting patterns of large developers versus smaller developers. A Multi-user Collaborative Space for Architectural Design Reviews - Student Research Competition Contribution & Benefit: Describes an interaction modality using depth sensors for collaboration and communication of designs. Can help architects to better interact with each other with the building design as the central theme. Abstract » I present a multi-touch multi-user collaborative design review space for architectural practice. With the advent of 3D visual programming systems, abstract graphical representations of the algorithmic processes that generate the geometry of a building have become a subject of discussion. These discussions require collaboration among many professions. The system presented in this paper provides an interactive interface for navigation and editing of a Grasshopper visual programming “canvas” for the Rhinoceros 3D modeling program. It uses a tabletop display of the Grasshopper canvas and touch-based input for navigation and manipulation of algorithmic components. A wall-projected display provides synchronized real-time visualization of the 3D model. The aim of the interface is to facilitate dynamic decision-making, increase team understanding and provide an integrated environment for collaborative interaction with parametrically driven designs. Chair: Loren Terveen, University of Minnesota, USA Award Talk: Batya Friedman, Something of Value - Special Events Abstract » Tools and technology do not stand apart from human values. Moreover, our tools, interactions, and infrastructures are tied intimately to human flourishing. In this SIGCHI Social Impact Award talk, I seek to inspire the CHI community to engage with socially significant issues. This talk will be a combination of personal reflections on building theory and method over a 20-year period, and a synthesis of core framings in value sensitive design. Along the way, I will dwell on method, examining roughly a dozen value sensitive design methods that taken as a whole can help researchers and designers account for human values in their technical endeavors. In so doing, I will expand the HCI design space beyond technical devices to infrastructure, policy, and social norms. Key to my discussion will be attention to the challenges of scale – across time, geography, cultures, and stakeholders. From method, I will make the turn to multi-lifespan information system design and concentrate my talk on the first project under that program – the Voices from the Rwanda Tribunal which supports peace-building and reconciliation in the aftermath of widespread violence. I will close this talk with openings: open questions in value sensitive and multi-lifespan information system design; and, more broadly, open challenges for the HCI community as we imagine the tools, interactions, and infrastructures that will underlie the futures of societies. We set our sights on progress, not perfection. Biography Batya Friedman is a Professor in the Information School, Adjunct Professor in the Department of Computer Science, and Adjunct Professor in the Department of Human-Centered Design and Engineering at the University of Washington where she directs the Value Sensitive Design Research Lab. Batya pioneered value sensitive design (VSD), an approach to account for human values in the design of information systems. First developed in human-computer interaction, VSD has since been used in information management, human-robotic interaction, computer security, civil engineering, applied philosophy, and land use and transportation. Her work has focused on a wide range of values, some include privacy in public, trust, freedom from bias, moral agency, sustainability, safety, calmness, freedom of expression, and human dignity; along with a range of technologies such as web browsers, urban simulation, robotics, open source tools, mobile computing, implantable medical devices, computer security, ubiquitous computing and computing infrastructure. She is currently working on multi-lifespan information system design and on methods for envisioning – new ideas for leveraging information systems to shape our futures. Voices from the Rwanda Tribunal is an early project in this multi-lifespan information system design program. Batya received both her B.A. and Ph.D. from the University of California at Berkeley. Shoji: Communicating Privacy - Student Design Competition Contribution & Benefit: A shared living space entails certain privacy issues, making communication between roommates a prime factor of the domestic experience. Our interactive door breaks these barriers, sharing information concerning privacy needs. Abstract » People sharing a living space in Québec City chose to do so to take advantage of various practical advantages However, this way of life is far from perfect. Indeed, the lodger’s need for privacy is an aspect of shared accommodation that can be very hard to reconcile with the needs of the other roommates. Based on our user research, we were able to determine that this aspect of the domestic experience is an important issue with regard to sharing accommodation. Roommates can be encouraged to communicate delicate emotions differently through Shoji, an interactive door that acts as an ice-breaker and helps to avoid awkward situations, thus improving the quality of life and the domestic experience for everyone. fridgeTop: Bringing home-like experience back to kitchen space - Student Design Competition Contribution & Benefit: fridgeTop is a touch-based fridge surface application, which aims to help re-create home-like collaborative and communicative aspects of a kitchen in a shared living space. Abstract » Owing to cultural and time zone differences, international students studying far away from their homes struggle to re-create home-like experiences. Living in a shared accommodation with new people further adds to this struggle, since common spaces become non-conducive to home-like activities. We study kitchen space in this context, and offer a solution called fridgeTop, which seeks to reduce the threshold of a kitchen’s perceived public space in a shared accommodation by fostering familiar family interactions on a smart fridge surface. weRemember: letting AD patients to enjoy their home and their families - Student Design Competition Abstract » weRemember was designed to provide elderly people suffering from Alzheimer’s disease (AD) a relative independence at home and a new way to communicate and interact with their family. Our solution offers support for AD patients helping them to longer deal with the disease while living at home with their family instead of moving into a nursing home. Following an iterative design approach, a number of prototypes were evaluated with potential users and their feedback was used to enhance the family experience. During the prototype evaluation we found that the system could have a positive impact both on the relationship between the patient and the caregivers as well as on the patient home experience. Moodcasting: Home as Shared Emotional Space - Student Design Competition Abstract » The home experience revolves around an intangible yet pervasive dynamic: shared emotional space, in which members of the home are influenced by each other’s expressions of mood as well as the associated values, activities, people and spaces that influence mood. The Moodcasting system is a set of pervasive and ambient technologies designed to interactively enhance mood awareness and understanding in a home by representing mood and the supporting contexts in easy-to-understand and actionable representations. Feelybean: Communicating Touch Over Distance. - Student Design Competition Contribution & Benefit: After looking into existing methods for augmenting communication in Long Distance Relationships, we introduce “feelybean”; our proposed solution to the problem, using tactile feedback to communicate touch. Abstract » Increasingly, due to work or study reasons, many couples find themselves living apart, in different cities or even countries, experiencing the challenges of a long distance relationship. Much research has been conducted into helping couples overcome the problems associated with long distance relationships (LDRs) and many steps have been made towards solving it through enabling them to keep in contact via video, audio, or visual artifacts. Our approach supplements these traditional communication mediums by exploiting “touch” – a sensation that is dominant in almost every relationship. We designed, built and tested a prototype touch device, with the intention of bringing couples closer together during a regular Skype conversation, by allowing each to feel the other’s touch. Our study showed that participants found touching each other in this way was intriguing, enabling them to feel the other person’s hand touching theirs at a distance, and in doing so bridging the distance between them. Habitag: Virtually Home - Student Design Competition Contribution & Benefit: Habitag is a prototype design trying to solve a problem newlyweds may face when planning for their lives together. Abstract » In Singapore, many young adults do not move out of their family home even after marriage. We conducted several interviews and identified that moving into the marital home is a problem for many newlyweds. Using data from surveys, interviews and a cultural probe, we designed Habitag – a private smartphone application that targets newly married couples in Singapore, helping them to plan for and adjust to their new home in a collaborative and playful manner. Testing results indicate that Habitag may help to reduce the amount of frustration and difficulties that newlyweds face during these critical processes. Finally, we discuss Habitag’s potential transferability to other Asian countries. MeCasa: A Family Virtual Space - Student Design Competition Contribution & Benefit: MeCasa: a tool for connecting family members who have been geographically separated. Abstract » We present MeCasa, a tool for connecting family members who have been geographically separated. MeCasa was designed with the intent to accomplish three objectives: 1. Increase the emotional connection between displaced family members, 2. Mimic the privacy provided by an actual home, 3. Make the interaction fun and interesting to use. A mid-fidelity prototype was built and tested to meet these objectives. Our results showed that MeCasa successfully bridged the emotional disconnect created when families physically drifted apart. Anchor: Connecting Sailors to Home - Student Design Competition Contribution & Benefit: Anchor is a tablet application that links sailors to home no matter where service takes them. It uses asynchronous media to synthesize synchronous messages with or without actual data transfer. Abstract » Maintaining a connection to home is difficult for deployed sailors in the US Navy. At sea, data transfer and personal privacy are limited, the consequences of which are detrimental to the romantic relationships of sailors with stateside partners. We propose Anchor, a tablet application that uses asynchronous messages to synthesize synchronous communication when there is no data transfer. Anchor helps sailors and their romantic partners communicate using media-rich messages, and it creates a connection to home no matter where service takes them. SharryBot: A Mobile Agent for Facilitating Communication in a Neighborhood - Student Design Competition Contribution & Benefit: A concept of a mobile agent ``SharryBot'' which can distribute gifts among the neighborhood and thereby connecting people in an effective way. Abstract » In this work we present a possible solution to problems related to interaction between neighbors. To explore the problem space we conducted interviews in the canton of Zurich in Switzerland. Although our interviews showed that the participants are generally happy with their neighborhoods, there are still some barriers to overcome in personal communication between neighbors. These are mostly time related or because of overacted cautiousness. The interviews further showed that gift-giving often improves relationships and enables communication. These findings led to a couple of design ideas of which we chose the most promising to investigate further. Our final solution was a concept of a mobile agent ``SharryBot'' which can distribute gifts among the neighborhood and thereby connecting people in an effective way. The robot should not only make the neighbors known to each other but it should also improve face-to-face communication when neighbors communicate later. StoryCubes: Connecting elders in independent living through storytelling - Student Design Competition Contribution & Benefit: StoryCubes is a system that helps residents of independent living communities make connections through sharing stories, and express their identity in terms of their unique background, interests, and values. Abstract » One's home is often a place that reflects and affirms one's identity, but when an elderly person moves to a group living environment, they must re-assert themselves and make new social connections in a place that may inadvertently frame them in terms of their disabilities. We present StoryCubes, a system that helps residents of independent living communities make connections through sharing stories, and express their identity in terms of their unique background, interests, and values. StoryCubes centers around the creation and sharing of tangible paper objects which display and contain the stories of residents using QR code technology. StoryCubes can be displayed together, where residents and visitors can listen to stories within any cube that piques their interest. By giving residents a way to discover and share stories, they are able to gain a greater understanding of their fellow residents, helping them to better appreciate and become more comfortable in their shared living experience. Home2Home: A “Lightweight” Gift-Giving Portal Between Homes - Student Design Competition Contribution & Benefit: Home2Home is a lightweight, smartboard device that supports family communication between family members in different locations. We focus on the familiarity of notepads, “care packages,” and the emotive qualities of handwriting. Abstract » As families become more dispersed within countries and around the world, the ability to maintain frequent and personalized communication becomes more challenging. Home2Home is a lightweight, smartboard device with ambient display that supports family communication practices with particular attention to the novice technology user. By leveraging the ease of a whiteboard and instant sharing, the familiarity of notepads and “care packages,” and the emotive qualities of handwriting and voice, Home2Home is an easy-to-learn technology that affords the major communication capacities of other software and devices, together in one place. In this paper, we describe the system and the user-centered design process employed to create it. Silka: A Domestic Technology to Mediate the Threshold between Connection and Solitude - Student Design Competition Contribution & Benefit: Despite multiple communication technologies, communicating emotions can still be difficult. We present a device that supports long-distance communication by sending “smiles” and communicating presence to the loved ones. Abstract » Families living apart – with relatives and loved ones in different cities or countries – is not unusual. However, even though multiple communication technologies exist, communicating emotions can still be difficult. In this paper we present Silka: a device that supports long-distance communication by sending “smiles” and communicating presence in between traditional modes of communication, with the goal of enhancing bonds between two individuals or households. Silkaʼs design is based on findings from an online survey, interviews and observations conducted to better understand how people communicate with loved ones and how they feel before and after communication. It aims to address worry and anxiety, which we found characterise the period between regular weekly, fortnightly or monthly calls. Bzzzt - When Mobile Phones Feel At Home - Student Design Competition Contribution & Benefit: Good vibrations! Use mobile phones' existing capabilities to let the phone sense its surrounding. Within an explorative study, we investigate different approaches on a technical basis. Abstract » ”I long, as does every human being, to feel at home wherever I find myself.” - Maya Angelou. We present Bzzzt, the sketching process for an application which enables your smart phone to sense its surroundings to distinguish between familiar and unknown vibes. The phone will vibrate and record the echoes with its accelerometer or microphone, analyze those echoes and distinguish if it has felt the vibrations of this particular surface before, or not. From this it could potentially recognize some kind of feeling of being at home or hominess. Basically, this paper presents a material exploration for how we potentially could come to use the accelerometer and the microphone nowadays embedded in almost all mobile phones. KidArt: Displaying Children's Art in the Home - Student Design Competition Contribution & Benefit: We present a device to display children’s art in the home that captures the experience families have when their children create art and when they reflect on that art together. Abstract » In this paper we present a device to display children’s art in the home. Our primary goal was to create a device that can enhance the display of art, capturing the experience families have both when the child creates the art and when they reflect on that art together. The display device removes the burden of organizing and displaying the art children create so that families can enjoy the art in their homes instead. No Place Like Home: Pet-to-Family Reunification After Disaster - Student Design Competition Contribution & Benefit: We introduce No Place Like Home, a socially networked web and mobile platform that facilitates reunification of non-human with human family members following disaster events. Abstract » Pets are important household members, and their welfare and safety are imperative to the emotional welfare of the family. Displacement of pets after disaster events is a serious matter to families and for public safety at large. People are not willing to evacuate without their non-human family members; many will break through evacuation zones to recover animals left behind. In the 2005 Hurricane Katrina event, over 200,000 pets were displaced, and 95% of them were never reunited with their families. The US Department of Agriculture confirms that the problem of reuniting displaced pets and their guardians at this scale is unfortunately common in disaster events. We introduce No Place Like Home, a socially networked web and mobile platform that facilitates reunification of non-human with human family members following disaster events. No Place Like Home is an effort that supports the formation of small cadres of micro-tasking “digital volunteers” that converge after disasters to do photo- and description-matching; employs a reputation and reward system to encourage use; and uses match-based machine learning techniques to accelerate the manual matching tasks performed by digital volunteers. Invited Panel: Managing UX Teams: Insights from Executive Leaders - Panel Contribution & Benefit: Lively interviews of well-known executive leaders in User Experience, discussing their experiences with building and managing teams, their advice on best practices, and their vision for the future. Abstract » A number of well-known corporations were earlier adopters of creating and building User Experience departments, which has resulted in a small set of executive leaders in User Experience who have decades of corporate User Experience management experience. This session is an interview of some of these executive leaders to learn how the field has changed over the decades, their recommendations for best practices, lessons learned, and their vision for the future. The panel will be of interest to managers, practitioners and those who work closely with these teams, including developers, project managers, market researchers, test managers, and executives. | ||||
Case Study & PaperOutside the BoxRoom: Ballroom E![]() ![]() ![]() ![]() ![]() ![]() |
PaperSensory Interaction ModalitiesRoom: Ballroom E![]() ![]() ![]() |
PaperDimensions of Sensory InteractionRoom: Ballroom E![]() ![]() ![]() |
PaperMorphing & Tracking & Stacking: 3D InteractionRoom: Ballroom E![]() ![]() ![]() ![]() ![]() |
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Chair: Shahram Izadi, Microsoft Research, USA Unlocking the Expressivity of Point Lights - Paper ![]() Contribution & Benefit: Small lights (e.g., LEDs) are used as indicators in a wide variety of devices. Although exceedingly simple in their output, varying light intensity over time, their design space can be rich. Abstract » Small point lights (e.g., LEDs) are used as indicators in a wide variety of devices today, from digital watches and toasters, to washing machines and desktop computers. Although exceedingly simple in their output - varying light intensity over time - their design space can be rich. Unfortunately, a survey of contemporary uses revealed that the vocabulary of lighting expression in popular use today is small, fairly unimaginative, and generally ambiguous in meaning. In this paper, we work through a structured design process that points the way towards a much richer set of expressive forms and more effective communication for this very simple medium. In this process, we make use of five different data gathering and evaluation components to leverage the knowledge, opinions and expertise of people outside our team. Our work starts by considering what information is typically conveyed in this medium. We go on to consider potential expressive forms - how information might be conveyed. We iteratively refine and expand these sets, concluding with ideas gathered from a panel of designers. Our final step was to make use of thousands of human judgments, gathered in a crowd-sourced fashion (265 participants), to measure the suitability of different expressive forms for conveying different information content. This results in a set of recommended light behaviors that mobile devices, such as smartphones, could readily employ. ACMVirtual Projection: Exploring Optical Projection as a Metaphor for Multi-Device Interaction - Paper ![]() ![]() Contribution & Benefit: Describes the concept of virtualizing optical projections as a metaphor for interacting between handhelds and stationary displays. We present characteristics, implementation and evaluation of such virtual projections. Abstract » Handheld optical projectors provide a simple way to over-come the limited screen real-estate on mobile devices. We present virtual projection (VP), an interaction metaphor inspired by how we intuitively control the position, size, and orientation of a handheld optical projector�s image. VP is based on tracking a handheld device without an optical projector and allows selecting a target display on which to position, scale, and orient an item in a single gesture. By relaxing the optical projection metaphor, we can deviate from modeling perspective projection, for example, to con-strain scale or orientation, create multiple copies, or offset the image. VP also supports dynamic filtering based on the projection frustum, creating overview and detail applications, and selecting portions of a larger display for zooming and panning. We show exemplary use cases implemented using our optical feature-tracking framework and present the results of a user study demonstrating the effectiveness of VP in complex interactions with large displays. ACMCreating and Using Interactive Narratives: Reading and Writing Branching Comics - Paper ![]() ![]() Contribution & Benefit: Describes the design and development of a novel form of interactive, multi-touch comics, which can facilitate the authoring of, and engagement with, interactive narratives. Abstract » In this paper we describe the design and development of a multi-touch surface and software that challenges current approaches to the production and consumption of comics. Authorship of the comics involves drawing the 'top level' of the story directly onto paper and projecting lower-level narrative elements, such as objects, characters, dialogue, descriptions and/or events onto the paper via a multi-touch interface. In terms of the impact this has upon the experience of reading and writing, the implementation of paper is intended to facilitate the creation of high-level overviews of stories, while the touch surface allows users to generate branches through the addition of artifacts in accordance with certain theories about interactive narratives. This provides the opportunity to participate in the reading and authoring of both traditional, paper-based texts and interactive, digital scenarios. Prototype comics are used to demonstrate this approach to reading and writing top-level and low-level narratives. ACMTimeBlocks: "Mom, can I have another block of time?" - Note ![]() ![]() Contribution & Benefit: Presents the design, development, and evaluation of TimeBlocks. TimeBlocks is a novel tangible, playful object to facilitate communication about time between young children and adults. Abstract » Time is a difficult concept for parents to communicate with young children. We developed TimeBlocks, a novel tangible, playful object to facilitate communication about concepts of time with young children. TimeBlocks consists of a set of cubic blocks that function as a physical progress bar. Parents and children can physically manipulate the blocks to represent the concept of time. We evaluated TimeBlocks through a field study in which six families tried TimeBlocks for four days at their homes. The results indicate that TimeBlocks played a useful role in facilitating the often challenging task of time-related communication between parents and children. We also report on a range of observed insightful novel uses of TimeBlocks in our study. ACMCanvas Presentations in the Wild - Short Case Study ![]() Contribution & Benefit: Examines evolving layout strategies in publicly available canvas presentations. Finds that the benefits of this format previously demonstrated in the lab setting can also be observed in real-life presentations. Abstract » Most presentation software uses the slide deck metaphor to create visual presentation support. Recently, canvas presentation tools such as Fly or Prezi have instead begun to use a zoomable free-form canvas to arrange information. The effect of this change in format on the authoring process of presentations has been investigated previously in a formal lab study. We have now examined the evolving patterns of usage in publicly available canvas presentations and found that the benefits of this format that have been demonstrated in the lab setting also can be observed in real life presentations. This confirms the potential of canvas based tools to help authors improve the quality of their presentation visuals. Chair: Daniel M. Russell, Google, USA Humantenna: Using the Body as an Antenna for Real-Time Whole-Body Interaction - Paper ![]() ![]() Contribution & Benefit: Extends approach of using the human body as an antenna for sensing whole-body gestures. Demonstrates robust real-time gesture recognition and promising results for robust location classification within a building. Abstract » Computer vision and inertial measurement have made it possible for people to interact with computers using whole-body gestures. Although there has been rapid growth in the uses and applications of these systems, their ubiquity has been limited by the high cost of heavily instrumenting either the environment or the user. In this paper, we use the human body as an antenna for sensing whole-body gestures. Such an approach requires no instrumentation to the environment, and only minimal instrumentation to the user, and thus enables truly mobile applications. We show robust gesture recognition with an average accuracy of 93% across 12 whole-body gestures, and promising results for robust location classification within a building. In addition, we demonstrate a real-time interactive system which allows a user to interact with a computer using whole-body gestures ACMSoundWave: Using the Doppler Effect to Sense Gestures - Note ![]() Contribution & Benefit: Describes SoundWave, which leverages the speaker and microphone already embedded in commodity devices to sense in-air gestures around the device. This allows interaction with devices in novel and rich ways. Abstract » Gesture is becoming an increasingly popular means of interacting with computers. However, it is still relatively costly to deploy robust gesture recognition sensors in existing mobile platforms. We present SoundWave, a technique that leverages the speaker and microphone already embedded in most commodity devices to sense in-air gestures around the device. To do this, we generate an inaudible tone, which gets frequency-shifted when it reflects off moving objects like the hand. We measure this shift with the microphone to infer various gestures. In this note, we describe the phenomena and detection algorithm, demonstrate a variety of gestures, and present an informal evaluation on the robustness of this approach across different devices and people. ACMYour Phone or Mine? Fusing Body, Touch and Device Sensing for Multi-User Device-Display Interaction - Note Contribution & Benefit: Describes a technique for associating multi-touch interactions to individual users and their accelerometer-equipped mobile devices. Allows for more seamless device-display multi-user interactions including personalization, access control, and score-keeping. Abstract » Determining who is interacting with a multi-user interactive touch display is challenging. We describe a technique for associating multi-touch interactions to individual users and their accelerometer-equipped mobile devices. Real-time device accelerometer data and depth camera-based body tracking are compared to associate each phone with a particular user, while body tracking and touch contacts positions are compared to associate a touch contact with a specific user. It is then possible to associate touch contacts with devices, allowing for more seamless device-display multi-user interactions. We detail the technique and present a user study to validate and demonstrate a content exchange application using this approach. ACMIllumiShare: Sharing Any Surface - Paper Contribution & Benefit: A camera-projector device called IllumiShare that shares arbitrary objects and surfaces without visual echo is presented. Study of children’s remote play shows IllumiShare provides natural and seamless interactions over distance. Abstract » Task and reference spaces are important communication channels for remote collaboration. However, all existing systems for sharing these spaces have an inherent weakness: they cannot share arbitrary physical and digital objects on arbitrary surfaces. We present IllumiShare, a new cost-effective, light-weight device that solves this issue. It both shares physical and digital objects on arbitrary surfaces and provides rich referential awareness. To evaluate IllumiShare, we studied pairs of children playing remotely. They used IllumiShare to share the task-reference space and Skype Video to share the person space. The study results show that IllumiShare shared the play space in a natural and seamless way. We also found that children preferred having both spaces compared to having only one. Moreover, we found that removing the task-reference space caused stronger negative disruptions to the play task and engagement level than removing the person space. Similarly, we found that adding the task-reference space resulted in stronger positive disruptions. ACMRock-Paper-Fibers: Bringing Physical Affordance to Mobile Touch Devices - Note ![]() Contribution & Benefit: bringing physical affordance to mobile touch devices by making the touch device deformable. Abstract » We explore how to bring physical affordance to mobile touch devices. We present Rock-Paper-Fibers, a device that is functionally equivalent to a touchpad, yet that users can reshape so as to best match the interaction at hand. For efficiency, users interact bimanually: one hand reshapes the device and the other hand operates the resulting widget. ACMWe present a prototype that achieves deformability using a bundle of optical fibers, demonstrate an audio player and a simple video game each featuring multiple widgets. We demonstrate how to support applications that require responsiveness by adding mechanical wedges and clamps. Shake'n'Sense: Reducing Interference for Overlapping Structured Light Depth Cameras - Note ![]() ![]() Contribution & Benefit: New method for reducing interference when two structured light cameras overlap by only mechanical augmentation. Abstract » We present a novel yet simple technique that mitigates the interference caused when multiple structured light depth cam-eras point at the same part of a scene. The technique is particularly useful for Kinect, where the structured light source is not modulated. Our technique requires only mechanical augmentation of the Kinect, without any need to modify the internal electronics, firmware or associated host software. It is therefore simple to replicate. We show qualitative and quantitative results highlighting the improvements made to interfering Kinect depth signals. The camera frame rate is not compromised, which is a problem in approaches that modulate the structured light source. Our technique is non-destructive and does not impact depth values or geometry. We discuss uses for our technique, in particular within instrumented rooms that require simultaneous use of multiple overlapping fixed Kinect cameras to support whole room interactions. ACMChair: Shwetak Patel, University of Washington, USA ZeroTouch: An Optical Multi-Touch and Free-Air Interaction Architecture - Paper ![]() ![]() Contribution & Benefit: ZeroTouch is a unique optical sensing technique and architecture that allows precision sensing of hands, fingers, and objects within a 2-dimensional plane. We describes the architecture and technology in great detail. Abstract » ZeroTouch (ZT) is a unique optical sensing technique and architecture that allows precision sensing of hands, fingers, and other objects within a constrained 2-dimensional plane. ZeroTouch provides tracking at 80 Hz, and up to 30 concurrent touch points. Integration with LCDs is trivial. While designed for multi-touch sensing, ZT enables other new modalities, such as pen+touch and free-air interaction. In this paper, we contextualize ZT innovations with a review of other flat-panel sensing technologies. We present the modular sensing architecture behind ZT, and examine early diverse uses of ZT sensing. ACMEnabling Concurrent Dual Views on Common LCD Screens - Paper ![]() Contribution & Benefit: A pure software solution that enables two independent views to be seen concurrently from different viewing angles on a common LCD screen without any hardware modification or augmentation. Abstract » Researchers have explored a variety of technologies that enable a single display to simultaneously present different content when viewed from different angles or by different people. These displays provide new functionalities such as personalized views for multiple users, privacy protection, and stereoscopic 3D displays. However, current multi-view displays rely on special hardware, thus significantly limiting their availability to consumers and adoption in everyday scenarios. In this paper, we present a pure software solution (i.e. with no hardware modification) that allows us to present two independent views concurrently on the most widely used and affordable type of LCD screen, namely Twisted Nematic (TN). We achieve this by exploiting a technical limitation of the technology which causes these LCDs to show varying brightness and color depending on the viewing angle. We describe our technical solution as well as demonstrate example applications in everyday scenarios. ACMUltra-Tangibles: Creating Movable Tangible Objects on Interactive Tables - Note Contribution & Benefit: Presents a system that uses ultrasound-based air pressure waves to move multiple tangible objects, independently, around an interactive surface. Allows the creation of new actuated tangible interfaces for interactive surfaces. Abstract » Tangible objects placed on interactive surfaces allow users to employ a physical object to manipulate digital content. However, creating the reverse effect�having digital content manipulate a tangible object placed on the surface�is a more challenging task. We present a new approach to this problem, using ultrasound-based air pressure waves to move multiple tangible objects, independently, around an interactive surface. We describe the technical background, design, implementation, and test cases for such a system. We conclude by discussing practical uses of our system, Ultra-Tangibles, in the creation of new tangible user interfaces. ACMCapStones and ZebraWidgets: Sensing Stacks of Building Blocks, Dials and Sliders on Capacitive Touch Screens - Note ![]() Contribution & Benefit: Demonstrates how to create stackable tangibles that can be tracked on capacitive touch screens. Abstract » Recent research proposes augmenting capacitive touch pads with tangible objects, enabling a new generation of mobile applications enhanced with tangible objects, such as game pieces and tangible controllers. In this paper, we extend the concept to capacitive tangibles consisting of multiple parts, such as stackable gaming pieces and tangible widgets with moving parts. We achieve this using a system of wires and connectors inside each block that causes the capacitance of the bottom-most block to reflect the entire assembly. We demonstrate three types of tangibles, called CapStones, Zebra Dials and Zebra Sliders that work with current consumer hardware and investigate what designs may become possible as touchscreen hardware evolves. ACMBrainput: Enhancing Interactive Systems with Streaming fNIRS Brain Input - Paper ![]() ![]() Contribution & Benefit: Describes a working system that uses brain activity as a passive, implicit input channel to an interactive system. Shows improved performance and experience with little additional effort from the user. Abstract » This paper describes the Brainput system, which learns to identify brain activity patterns occurring during multitasking. It provides a continuous, supplemental input stream to an interactive human-robot system, which uses this information to modify its behavior to better support multitasking. This paper demonstrates that we can use non-invasive methods to detect signals coming from the brain that users naturally and effortlessly generate while using a computer system. If used with care, this additional information can lead to systems that respond appropriately to changes in the user's state. Our experimental study shows that Brainput significantly improves several performance metrics, as well as the subjective NASA-Task Load Index scores in a dual-task human-robot activity. ACMChair: Celine Latulipe, University of North Carolina at Charlotte, USA KidCAD: Digitally Remixing Toys Through Tangible Tools - Paper ![]() ![]() ![]() Contribution & Benefit: We bring physical interaction to digital modeling, allowing children to use existing physical objects as tangible building blocks for new designs. We introduce KidCAD a digital clay interface for remixing toys. Abstract » Children have great facility in the physical world, and can skillfully model in clay and draw expressive illustrations. Traditional digital modeling tools have focused on mouse, keyboard and stylus input. These tools may be complicated and difficult for young users to easily and quickly create exciting designs. We seek to bring physical interaction to digital modeling, to allow users to use existing physical objects as tangible building blocks for new designs. We introduce KidCAD a digital clay interface for children to remix toys. KidCAD allows children to imprint 2.5D shapes from physical objects into their digital models by deforming a malleable gel input device, deForm. Users can mashup existing objects, edit and sculpt or draw new designs on a 2.5D canvas using physical objects, hands and tools as well as 2D touch gestures. We report on a preliminary user study with 13 children, ages 7 to 10, which provides feedback for our design and helps guide future work in tangible modeling for children. ACMClayVision: The (Elastic) Image of the City - Paper ![]() ![]() ![]() Contribution & Benefit: Describes an augmented reality city guide that communicates through real-time 3D transformations of buildings. Can spearhead critical reassessments and revisions of design metaphors for augmented reality applications. Abstract » In this paper we describe ClayVision, a new quasi-immersive urban navigation system that rethinks the design conventions of existing Augmented Reality (AR) applications, by aggressively incorporating knowledge from non-Computer Science fields---namely Information Design and Urban Planning. Instead of the prevailing approach of pasting ``information bubbles'' onto the existing urban scenery, ClayVision communicates through real-time 3D transformations of city elements. In other words, the system dynamically probes and reassembles the city into a better-designed copy of the original, that is both easier to navigate and tailored to suit the user's needs and preferences. We provide extensive discussions that cover the technical details of the system, the types of city-morphing operations that can be effectively applied, and what people's experiences will be in the newly ``elastic'' city. ACMHoloDesk: Direct 3D Interactions with a Situated See-Through Display - Paper ![]() Contribution & Benefit: HoloDesk is an interactive system combining an optical see-through display and Kinect; enabling direct manipulation of 3D content. A new technique to model input from raw Kinect data is introduced. Abstract » HoloDesk is an interactive system combining an optical see through display and Kinect camera to create the illusion that users are directly interacting with 3D graphics. A virtual image of a 3D scene is rendered through a half silvered mirror and spatially aligned with the real-world for the viewer. Users easily reach into an interaction volume displaying the virtual image. This allows the user to literally get their hands into the virtual display and to directly interact with an spatially aligned 3D virtual world, without the need for any specialized head-worn hardware or input device. We introduce a new technique for interpreting raw Kinect data to approximate and track rigid (e.g., books, cups) and non-rigid (e.g., hands, paper) physical objects and support a variety of physics-inspired interactions between virtual and real. In particular the algorithm models natural human grasping of virtual objects with more fidelity than previously demonstrated. A qualitative study highlights rich emergent 3D interactions, using hands and real-world objects. The implementation of HoloDesk is described in full, and example application scenarios explored. Finally, HoloDesk is quantitatively evaluated in a 3D target acquisition task, comparing the system with indirect and glasses-based variants. ACMDisplayStacks: Interaction Techniques for Stacks of Flexible Thin-Film Displays - Paper Contribution & Benefit: Presents DisplayStacks, a paper computer that allows physical stacking of digital documents via piles of thin-film flexible E Ink displays, with associated interaction techniques. Abstract » Stacking physical documents is one of the main forms of spatio-temporal organization of information. We present DisplayStacks, a system that enables physical stacking of digital documents via piles of flexible E Ink displays. With a conductive dot pattern sensor attached to the flexible display, we dynamically track the position and orientation of these displays in relation to one another. We introduce mechanisms for interacting with these physical stacks for access and manipulation of information using asymmetric bi-manual interactions, such as providing contextual overviews. Initial user experiences indicate a preference for linear overlaps as a stacking configuration. ACM | ||||
PanelIndy R&D: Doing HCI Research off the Beaten PathRoom: Ballroom F | PanelThe Humanities and/in HCIRoom: Ballroom F![]() |
PanelOccupy CHI! Engaging U.S. PolicymakersRoom: Ballroom F | Case Study & PaperSocial Computing: Business & BeyondRoom: Ballroom F![]() ![]() ![]() ![]() |
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Indy R&D: Doing HCI Research off the Beaten Path - Panel Contribution & Benefit: Indy R&D is an accelerating practice combining real-world concerns with academic curiosity. We provide practical tips to help decide if it's right for you, and help you get started. Abstract » This panel discusses independent research and development in HCI. We focus on possible models for Indy R&D operations, supporting infrastructures, practical methods, and taking advantage of academic skills in the transition. Panel participants have experience in several different models of funding, conducting, and disseminating results from independent research. We will provide the audience with practical tips to help them decide if Indy R&D is right for them, and if so, help them do it. The Humanities and/in HCI - Panel ![]() Contribution & Benefit: In this panel, we explore the state of the art of humanist scholarship in HCI and consider its future trajectories. Abstract » In the past two decades, as technology has moved from the workplace to nearly all aspects of our everyday lives, HCI has also increased the breadth and depth of its research agenda. The breadth increase can be seen in the increasingly broad understanding of stakeholders and long-term socio-cultural-environmental consequences of interactive technologies. The depth increase can be seen in the seriousness with which HCI takes complex, subjective dimensions of interaction, such as affect, identity, experience, aesthetics. Humanistic forms of scholarship, including theories, methodologies, and scholarly forms, have increasingly been used to address many of these breadth and depth issues. In this panel, we explore the state of the art of humanist scholarship in HCI and consider its future trajectories. Occupy CHI! Engaging U.S. Policymakers - Panel Contribution & Benefit: Updated May 1: Panelists Lorrie Cranor, Ben Bederson, and Whitney Quesenbery share compelling stories and lessons about how HCI has (or has not) influenced U.S. public policy. Get inspired, take action! Abstract » This panel will be a call for HCI professionals to become involved in U.S. public policy. Panelists representing a range of commitments to public policy work will share compelling stories and lessons from concrete situations where insights from HCI have (or have not) influenced U.S. public policy. Chair: Henriette Cramer, Mobile Life @ SICS, Sweden Corporate Career Presences on Social Network Sites: An Analysis of Hedonic and Utilitarian Value - Paper ![]() Contribution & Benefit: Presents a structural equation model which describes what benefits job seekers derive from corporate career presences on social network sites. Abstract » Due to the shortage of skilled workforce and the increasing usage of social network sites, companies increasingly apply social network sites to attract potential applicants. This paper explores how corporate career presences on network sites should be realized in order to attract potential applicants. Therefore, we tested the impact of seven individual characteristics (namely Appointments, Daily Working Routine, Jobs, Corporate News, Entertainment, Media Format, and Features) of these corporate career presences that we extracted by a comprehensive pre-study on users' perceived hedonic and utilitarian value of these presences on social network sites. Based on an online survey with 470 participants, the results reveal a highly significant impact of five characteristics that corporate career presences provide both a hedonic as well as a utilitarian value to the user. ACMFinding and Assessing Social Media Information Sources in the Context of Journalism - Paper ![]() Contribution & Benefit: Design and evaluation of a system for journalists to filter and assess the verity of sources found through social media, including eyewitness, user-archetype classifiers, and network and location cues. Abstract » Social media is already a fixture for reporting for many journalists, especially around breaking news events where non-professionals may already be on the scene to share an eyewitness report, photo, or video of the event. At the same time, the huge amount of content posted in conjunction with such events serves as a challenge to finding interesting and trustworthy sources in the din of the stream. In this paper we develop and investigate new methods for filtering and assessing the verity of sources found through social media by journalists. We take a human centered design approach to developing a system, SRSR ("Seriously Rapid Source Review"), informed by journalistic practices and knowledge of information production in events. We then used the system, together with a realistic reporting scenario, to evaluate the filtering and visual cue features that we developed. Our evaluation offers insights into social media information sourcing practices and challenges, and highlights the role technology can play in the solution. ACMEvaluation of the Uses and Benefits of a Social Business Platform - Long Case Study ![]() Contribution & Benefit: This case study evaluates how knowledge workers within a corporation use and benefit from using a social business platform and how different patterns of staff activities impact their experienced benefits. Abstract » We evaluated an integrated social software platform, called Handshake, to determine individuals’ usage patterns and characterize Handshake’s business value. Our multi-step investigation included conducting 63 in-depth interviews, analyzing log data from 4600+ users, and administering an online survey. We found that both the level and type of participation affects whether users experience value. Active participants, for example, say that Handshake supports collaboration, strengthens social connections, fosters awareness of connections’ activities, and facilitates knowledge management. This case study captures an early snapshot of behavior that we anticipate will change and grow over time. Sustainability of a College Social Network Site: Role of Autonomy, Engagement, and Relatedness - Short Case Study ![]() ![]() ![]() Contribution & Benefit: Case study describing successful factors of 10-year old college social network site. Suggestions to designers and administrators who want to create a sustainable online community. Abstract » Increasingly, universities are trying, with limited success, to use social network sites (SNSs) as a way of retaining students. This study presents the case of Ewhaian.com, a 10-year old SNS for a large university in South Korea. Success factors are explained from the perspective of self-determination theory. Understanding Experts' and Novices' Expertise Judgment of Twitter Users - Note ![]() Contribution & Benefit: Presents an empirical study to understand the differences between experts and novices in judging expertise of Twitter authors. Provides design guidelines for micro-blogger recommendation system. Abstract » Judging topical expertise of micro-blogger is one of the key challenges for information seekers when deciding which information sources to follow. However, it is unclear how useful different types of information are for people to make expertise judgments and to what extent their background knowledge influences their judgments. This study explored differences between experts and novices in inferring expertise of Twitter users. In three conditions, participants rated the level of expertise of users after seeing (1) only the tweets, (2) only the contextual information including short biographical and user list information, and (3) both tweets and contextual information. Results indicated that, in general, contextual information provides more useful information for making expertise judgment of Twitter users than tweets. While the addition of tweets seems to make little difference, or even add nuances to novices� expertise judgment, experts� judgments were improved when both content and contextual information were presented. ACM | ||||
PaperSensing + Sensible InteractionRoom: Ballroom G![]() ![]() ![]() ![]() |
Paper & ToCHIOld Mouse, New Tricks: Desktop InterfacesRoom: Ballroom G | PaperPhone Fun: Extending Mobile InteractionRoom: Ballroom G![]() ![]() ![]() ![]() |
Case Study & PaperProgramming, Performance, and Sense MakingRoom: Ballroom G![]() ![]() ![]() ![]() |
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Chair: Michael Haller, Media Interaction Lab, Austria Rewarding the original: Explorations in joint user-sensor motion spaces - Paper ![]() ![]() Contribution & Benefit: Describes a general technique to identify a set of communicative motions for a given input system by rewarding users for performing novel behaviours. Provides a systematic tool for designing gestures. Abstract » This paper presents a systematic and general technique for ACMestablishing a set of motions suitable for use with sensor systems, by drawing performable and measurable motions directly from users. It uses reinforcement which rewards originality to induce users to explore the space of motions they can perform. A decomposition of movements into motion primitives is constructed, among which a meaningful originality metric can be defined. Because the originality measure is defined in terms of the sensed input, the resulting space contains only movements which can both be performed and sensed. We show how this can be used to evaluate the relative performance of different joint user-sensor systems, providing objective analyses of gesture lexicons with regard to the technical limitations of sensors and humans. In particular, we show how the space of motions varies across the arm for a body-mounted inertial sensor. Vignette: Interactive Texture Design and Manipulation with Freeform Gestures for Pen-and-Ink Illustration - Paper ![]() ![]() Contribution & Benefit: Presents a sketch-based application for interactive pen-and-ink illustration. The novel interaction and workflow enables to create a wide range of paintings easily and quickly, along with preserving personal artistic style. Abstract » Vignette is an interactive system that facilitates texture creation in pen-and-ink illustrations. Unlike existing systems, Vignette preserves illustrators� workflow and style: users draw a fraction of a texture and use gestures to automatically fill regions with the texture. We currently support both 1D and 2D synthesis with stitching. Our system also has interactive refinement and editing capabilities to provide a higher level texture control, which helps artists achieve their desired vision. A user study with professional artists shows that Vignette makes the process of illustration more enjoyable and that first time users can create rich textures from scratch within minutes. ACMInstructing People for Training Gestural Interactive Systems - Paper ![]() Contribution & Benefit: Findings regarding the affect of kinematic instruction modality on training gestural interactive systems. Guideline for developers to collect training data for gesture recognition systems that achieve correctness and coverage. Abstract » Entertainment and gaming systems such as the Wii and XBox Kinect have brought touchless, body-movement based interfaces to the masses. Systems like these enable the estimation of movements of various body parts from raw inertial motion or depth sensor data. However, the interface developer is still left with the challenging task of creating a system that recognizes these movements as embodying meaning. The machine learning approach for tackling this problem requires the collection of data sets that contain the relevant body movements and their associated semantic labels. These data sets directly impact the accuracy and performance of the gesture recognition system and should ideally contain all natural variations of the movements associated with a gesture. This paper addresses the problem of collecting such gesture datasets. In particular, we investigate the question of what is the most appropriate semiotic modality of instructions for conveying to human subjects the movements the system developer needs them to perform. The results of our qualitative and quantitative analysis indicate that the choice of modality has a significant impact on the performance of the learnt gesture recognition system; particularly in terms of correctness and coverage. ACMMaking Gestural Input from Arm-Worn Inertial Sensors More Practical - Note ![]() Contribution & Benefit: Gesture recognition requires complex computation and tedious user-training. We present an efficient recognition method that achieves accurate recognition with only a single calibration gesture from each user. Abstract » Gestural input can greatly improve computing experiences away from the desktop, and has the potential to provide always-available access to computing. Specifically, accelerometers and gyroscopes worn on the arm (e.g., in a wristwatch) can sense arm gestures, enabling natural input in untethered scenarios. Two core components of any gesture recognition system are detecting when a gesture is occurring and classifying which gesture a person has performed. In previous work, accurate detection has required significant computation, and high-accuracy classification has come at the cost of training the system on a per-user basis. In this note, we present a gesture detection method whose computational complexity does not depend on the duration of the gesture, and describe a novel method for recognizing gestures with only a single example from a new user. ACMClipoid: An Augmentable Short-Distance Wireless Toolkit for 'Accidentally Smart Home' Environments - Note ![]() Contribution & Benefit: Our study is to understand how users utilize an augmentable wireless technology toolkit to upgrade their home environment. It provides a new way of enabling an 'accidentally smart home' environment. Abstract » Unlike lab environments, the existing environment is not built for smart applications, but rather should be 'upgraded' to support new technologies. The result of this process is called the 'accidentally smart home'. We developed Clipoid, an augmentable wireless technology toolkit for supporting the development of an 'accidentally smart home' environment. We observed the real user context (static, moving) with Clipoid. We present a guideline for developing an augmentation toolkit, and identify human needs of close proximity physical interaction and multiple users-public platforms. ACMChair: Krzysztof Gajos, Harvard University, United States Augmenting the Scope of Interactions with Implicit and Explicit Graphical Structures - Paper Contribution & Benefit: Discusses graphical interaction with structures, and with multiple objects through structures. Introduces two novel and consistent interactive tools: ManySpector, an enhanced inspector, and user-provided dependency links. Abstract » When using interactive graphical tools, users often have to manage a structure, i.e. the arrangement of and relations between the parts or elements of the content. However, interaction with structures may be complex and not well integrated with interaction with the content. Based on contextual inquiries and past work, we have identified a number of requirements for the interaction with graphical structures. We have designed and explored two interactive tools that rely on implicit and explicit structures: ManySpector, an inspector for multiple objects that help visualize and interact with used values; and links that users can draw between object properties to provide a dependency. The interactions with the tools augment the scope of interactions to multiple objects. A study showed that users understood the interactions and could use them to perform complex graphical tasks. ACMTaming Wild Behavior: The Input Observer for Text Entry and Mouse Pointing Measures from Everyday Computer Use - Paper Contribution & Benefit: Presents a tool that can measure text entry and mouse pointing performance from everyday computer use. Device makers, researchers, and assistive technology specialists may benefit from measures of everyday use. Abstract » We present the Input Observer, a tool that can run quietly in the background of users� computers and measure their text entry and mouse pointing performance from everyday use. In lab studies, participants are presented with prescribed tasks, enabling easy identification of speeds and errors. In everyday use, no such prescriptions exist. We devised novel algorithms to segment text entry and mouse pointing input streams into �trials.� We are the first to measure errors for unprescribed text entry and mouse pointing. To measure errors, we utilize web search engines, adaptive offline dictionaries, an Automation API, and crowdsourcing. Capturing errors allows us to employ Crossman�s (1957) speed-accuracy normalization when calculating Fitts� law throughputs. To validate the Input Observer, we compared its measures from 12 participants over a week of computer use to the same participants� results from a lab study. Overall, in the lab and field, average text entry speeds were 74.47 WPM and 80.59 WPM, respectively. Average uncorrected error rates were near zero, at 0.12% and 0.28%. For mouse pointing, average movement times were 971 ms and 870 ms. Average pointing error rates were 4.42% and 4.66%. Average throughputs were 3.48 bits/s and 3.45 bits/s. Device makers, researchers, and assistive technology specialists may benefit from measures of everyday use. ACMDwell-and-Spring: Undo for Direct Manipulation - Paper Contribution & Benefit: Presents Dwell-and-Spring a technique that uses the metaphor of springs to enable users to undo direct manipulations. Evaluation shows that users quickly adopt it as soon as discovered. Abstract » In graphical user interfaces, direct manipulation consists in incremental actions that should be reversible. Typical examples include manipulating geometrical shapes in a vector graphics editor, navigating a document using a scrollbar, or moving and resizing windows on the desktop. ACMAs in many such cases, there will not be any mechanism to undo them, requiring users to manually revert to the previous state using a similar sequence of direct manipulation actions. The associated motor and cognitive costs can be high. We argue that proper and consistent mechanisms to support undo in this context are lacking, and present Dwell-and-Spring, an interaction technique that uses the metaphor of springs to enable users to undo direct manipulations. A spring widget pops up whenever the user dwells during a press-drag-release interaction, giving her the opportunity to either cancel the current manipulation or undo the last one. The technique is generic and can easily be implemented on top of existing applications to complement the traditional undo command. Empirical evaluation shows that users quickly adopt it as soon as they discover it. WindowScape: Lessons Learned from a Task Centric Window Manager - ToCHI Contribution & Benefit: Deployment study of a scaling window manager that supports organization and grouping. Also discusses design process, particularly including alternatives and tradeoffs. Abstract » People frequently experience difficulty switching between computer-mediated tasks. To help address this, we created WindowScape, a zooming window manager that uses implicit grouping to help users sort windows according to task. WindowScape was intended to provide a more flexible and intuitive grouping model than prior systems. We report on the design process leading up to the system, and alternative designs we explored. We describe a series of formative evaluations that resulted in significant modifications to our initial prototype, as well as a deployment study of the final version, where users lived with WindowScape on a day-to-day basis. Our results from this study reveal how users react to novel aspects of our system, including its particular uses of miniaturization and its approach to grouping. We also discuss the impact of a task-oriented approach to window management on other aspects of user behavior, and the implications of this for future system design. Chair: Ken Hinckley, Microsoft Research, USA iRotate: Automatic Screen Rotation based on Face Orientation - Paper ![]() ![]() Contribution & Benefit: Our paper makes two contributions: 1) a new approach to automatic screen rotation based on users' face orientation instead of device orientation, 2) quantified the feasibility of using front-camera based approach. Abstract » We present iRotate, an approach to automatically rotate screens on mobile devices to match users' face orientation. Current approaches to automatic screen rotation are based on gravity and device orientation. Our survey of 513 users shows that 42% currently experience auto-rotation that leads to incorrect viewing orientation several times a week or more, and 24% find the problem to be very serious to extremely serious. iRotate augments gravity-based approach, and uses front cameras on mobile devices to detect users' faces and rotates screens accordingly. It requires no explicit user input and supports different user postures and device orientations. We have implemented a iRotate that works in real-time on iPhone and iPad, and we assess the accuracy and limitations of iRotate through a 20- participant feasibility study. ACMLooking At You: Fused Gyro and Face Tracking for Viewing Large Imagery on Mobile Devices - Paper Contribution & Benefit: Describes a touch-free interface for viewing large imagery on mobile devices, using a sensor fusion methodology that combines face tracking with gyroscope data. Abstract » We present a touch-free interface for viewing large imagery ACMon mobile devices. In particular, we focus on viewing paradigms for 360 degree panoramas, parallax image sequences, and long multi-perspective panoramas. We describe a sensor fusion methodology that combines face tracking using a frontfacing camera with gyroscope data to produce a robust signal that defines the viewer's 3D position relative to the display. The gyroscopic data provides both low-latency feedback and allows extrapolation of the face position beyond the the fieldof- view of the front-facing camera. We also demonstrate a hybrid position and rate control that uses the viewer�s 3D position to drive exploration of very large image spaces. We report on the efficacy of the hybrid control vs. position only control through a user study. User Learning and Performance with Bezel Menus - Paper Contribution & Benefit: Describes the performance of different bezel menu layouts. Using the results, presents a bezel-based text entry technique for eyes-free interaction with the phone. Concludes with design implications for bezel menus. Abstract » Touchscreen phones tend to require constant visual attention, thus not allowing eyes-free interaction. For users with visual impairment, or when occupied with another task that requires a user's visual attention, these phones can be difficult to use. Recently, marks initiating from the bezel, the physical touch-insensitive frame surrounding a touchscreen display, have been proposed as a method for eyes-free interaction. Due to the physical form factor of the mobile device, it is possible to access different parts of the bezel eyes-free. In this paper, we first studied the performance of different bezel menu layouts. Based on the results, we designed a bezel-based text entry application to gain insights into how bezel menus perform in a real-world application. From a longitudinal study, we found that the participants achieved 9.2 words per minute in situations requiring minimal visual attention to the screen. After only one hour of practice, the participants transitioned from novice to expert users. This shows that bezel menus can be adopted for realistic applications. ACMDetermining the Orientation of Proximate Mobile Devices using their Back Facing Camera - Note Contribution & Benefit: Novel method to determine the relative orientation or proximate mobile device using only their backside camera. We implemented this method as a service to provide orientation information to mobile applications. Abstract » Proximate mobile devices that are aware of their orientation relative to one another can support novel and natural forms of interaction. In this paper, we present a method to determine the relative orientation of proximate mobile devices using only the backside camera. We implemented this method as a service called Orienteer, which provides mobile device with the orientation of other proximate mobile devices. We demonstrate that orientation information can be used to enable novel and natural interactions by developing two applications that allow the user to push content in the direction of another device to share it and point the device toward another to filter content based on the device’s owner. An informal evaluation revealed that interactions built upon orientation information can be natural and compelling to users, but developers and designers need to carefully consider how orientation should be applied effectively. ACMPhone as a Pixel: Enabling Ad-Hoc, Large-Scale Displays Using Mobile Devices - Note ![]() ![]() Contribution & Benefit: We present system for creating large displays from a collection of smaller devices, opening opportunities for creating large displays using individuals mobile phones at events such as conferences and concerts. Abstract » We present Phone as a Pixel: a scalable, synchronization-free, platform-independent system for creating large, ad-hoc displays from a collection of smaller devices. In contrast to most tiled-display systems, the only requirement for participation is for devices to have an internet connection and a web browser. Thus, most smartphones, tablets, laptops and similar devices can be used. Phone as a Pixel uses a color-transition encoding scheme to identify and locate displays. This approach has several advantages: devices can be arbitrarily arranged (i.e., not in a grid) and infrastructure consists of a single conventional camera. Further, additional devices can join at any time without re-calibration. These are desirable properties to enable collective displays in contexts like sporting events, concerts and political rallies. In this paper we describe our system, show results from proof-of-concept setups, and quantify the performance of our approach on hundreds of displays. ACMChair: John Thomas, IBM Research, USA Modeling Task Performance for a Crowd of Users from Interaction Histories - Note ![]() Contribution & Benefit: Describes a system for human performance modeling that utilizes interaction histories from a crowd of end users. Can assist UI designers in quantitatively evaluating interfaces. Abstract » We present Tome, a novel framework that helps developers quantitatively evaluate user interfaces and design iterations by using histories from crowds of end users. Tome collects user-interaction histories via an interface instrumentation library as end users complete tasks; these histories are compiled using the Keystroke-Level Model (KLM) into task completion-time predictions using CogTool. With many histories, Tome can model prevailing strategies for tasks without needing an HCI specialist to describe users' interaction steps. An unimplemented design change can be evaluated by perturbing a Tome task model in CogTool to reflect the change, giving a new performance prediction. We found that predictions for quick (5-60s) query tasks in an instrumented brain-map interface averaged within 10% of measured expert times. Finally, we modified a Tome model to predict closely the speed-up yielded by a proposed interaction before implementing it. ACMApplying Design Strategies in Publication Networks – A Case Study - Short Case Study ![]() ![]() Contribution & Benefit: A comparative case study that investigates the influence of design strategies on the user behavior. Can provide a guidance in choosing a design strategy in sensemaking tools. Abstract » This case study shows how following two different designs strategies (Overview first, zoom and filter, then details on demand [8] and Start from what you know, then grow [5]) influences the sensemaking behavior [6] of users in the context of science2.0 [9]. To this end, we have designed, developed and evaluated two multi touch applications that provide interactive visualizations of authorship networks. Overview first steers people towards structural insight and overview sensemaking, while Start from what you know invites users to use topical information to explore the data. Designing a Debugging Interaction Language for Cognitive Modelers: An Initial Case Study in Natural Programming Plus - Paper Contribution & Benefit: Investigates how a debugging environment should support cognitive modelers. Suggests design implications as well as validation opportunities for interactive programming tools and languages. Abstract » In this paper, we investigate how a debugging environment should support a population doing work at the core of HCI research: cognitive modelers. In conducting this investigation, we extended the Natural Programming methodology (a user-centered design method for HCI researchers of programming environments), to add an explicit method for mapping the outcomes of NP's empirical investigations to a language design. This provided us with a concrete way to make the design leap from empirical assessment of users' needs to a language. The contributions of our work are therefore: (1) empirical evidence about the content and sequence of cognitive modelers' information needs when debugging, (2) a new, empirically derived, design specification for a debugging interaction language for cognitive modelers, and (3) an initial case study of our "Natural Programming Plus" methodology. ACMCogTool-Explorer: A Model of Goal-Directed User Exploration that Considers Information Layout - Paper ![]() Contribution & Benefit: Describes a tool for predicting novice exploration behavior, including errors, that accounts for 63-82% of the variance in three usability metrics. Includes examples using the predictions to direct design effort. Abstract » CogTool-Explorer 1.2 (CTE1.2) predicts novice exploration behavior and how it varies with different user-interface (UI) layouts. CTE1.2 improves upon previous models of information foraging by adding a model of hierarchical visual search to guide foraging behavior. Built within CogTool so it is easy to represent UI layouts, run the model, and present results, CTE1.2's vision is to assess many design ideas at the storyboard stage before implementation and without the cost of running human participants. This paper evaluates CTE1.2 predictions against observed human behavior on 108 tasks (36 tasks on 3 distinct website layouts). CTE1.2's predictions accounted for 63-82% of the variance in the percentage of participants succeeding on each task, the number of clicks to success, and the percentage of participants succeeding without error. We demonstrate how these predictions can be used to identify areas of the UI in need of redesign. ACMEasing the Generation of Predictive Human Performance Models from Legacy Systems - Paper ![]() Contribution & Benefit: Describes a tool that leverages GUI testing technology from Software Engineering in the creation of human performance models for evaluating existing systems. Many steps are automated, easing the modeler's job. Abstract » With the rise of tools for predictive human performance ACMmodeling in HCI comes a need to model legacy applications. Models of legacy systems are used to compare products to competitors, or new proposed design ideas to the existing version of an application. We present CogTool-Helper, an exemplar of a tool that results from joining this HCI need to research in automatic GUI testing from the Software Engineering testing community. CogTool-Helper uses automatic UI-model extraction and test case generation to automatically create CogTool storyboards and models and infer methods to accomplish tasks beyond what the UI designer has specified. A design walkthrough with experienced CogTool users reveal that CogTool-Helper resonates with a "pain point" of real-world modeling and provide suggestions for future work. | ||||
SIG MeetingRepliCHI SIG – from a panel to a new submission venue for replicationRoom: 11B | SIG MeetingMultitasking and Interruptions: A SIG on bridging the gap between research on the micro and macro worldsRoom: 11B | SIG MeetingSIG: End-User ProgrammingRoom: 11A![]() |
SIG MeetingHCI RESEARCH AND EDUCATION IN ARABIC UNIVERSITIESRoom: 11A | |
RepliCHI SIG – from a panel to a new submission venue for replication - SIG Meeting Contribution & Benefit: For CHI2013, we're proposing a new venue that focuses on replicating, confirming, and challenging published HCI findings. This SIG will discuss the aims and format of repliCHI-2013. Abstract » At CHI2011 we ran a panel on how the CHI community handles the replicability of research and the reproducibility of findings. Careful scientific scholarship should build on firm foundations, which includes re-examining old evidences in the face of new findings. Yet, as a community that strives for novelty, we have very little motivation to look back and reconsider the validity of previous work. Thus, for CHI2013 we are planning a new venue, where replicated studies can be submitted, presented, and discussed. For CHI2012, we propose a SIG to discuss the preparations for how RepliCHI will work in its first year. We invite participation from those interested in setting an agenda for facilitating replication in HCI, including those who have begun using replication as a teaching method since RepliCHI at CHI2011. Multitasking and Interruptions: A SIG on bridging the gap between research on the micro and macro worlds - SIG Meeting Contribution & Benefit: Research in interruptions/multitasking has considered the micro-world of perception and cognition; and the macro-world of organisations, systems and long-term planning. Can the two kinds of research be considered together? Abstract » Within the CHI community there has been sustained interest in interruptions and multitasking behaviour. Research in the area falls into two broad categories: the micro world of perception and cognition; and the macro world of organisations, systems and long-term planning. Although both kinds of research have generated insights into behaviour, the data generated by the two kinds of research have been effectively incommensurable. Designing safer and more efficient interactions in interrupted and multitasking environments requires that researchers in the area attempt to bridge the gap between these worlds. This SIG aims to stimulate discussion of the tools and methods we need as a community in order to further our understanding of interruptions and multitasking. SIG: End-User Programming - SIG Meeting ![]() Contribution & Benefit: This special interest group meeting will bring together the community of researchers and companies focused on creating end-user programming tools, thereby facilitating technology transfer and future collaboration. Abstract » As users continue to grow in number and diversity, end-user programming is playing an increasingly central role in shaping software to meet the broad, varied, rapidly changing needs of the world. Numerous companies have therefore begun to sell tools enabling end users to create programs. In parallel, ongoing academic research is aimed at helping end-user programmers create and adapt new kinds of programs in new ways. This special interest group meeting will bring together the community of researchers and companies focused on creating end-user programming tools, thereby facilitating technology transfer and future collaboration. HCI RESEARCH AND EDUCATION IN ARABIC UNIVERSITIES - SIG Meeting Contribution & Benefit: “HCI Research and Education in Arabic Universities” SIG objective is to identify the century challenges for Arabic universities to improve the HCI research and promote the international presence in cooperation projects. Abstract » The main topic of this SIG is to discuss how the Human-Computer Interaction subject is present in the universities degrees and research groups from the Arabic countries. The SIG will contribute to disseminate the teaching and research activities from several Arabic universities of reference, and also will allow participants to exchange experiences and research opportunities. | ||||
Case Study & PaperPasts + FuturesRoom: 12AB![]() ![]() ![]() ![]() ![]() |
Case Study & PaperSearch InterfacesRoom: 12AB![]() ![]() |
SIG MeetingReject Me: Peer Review and SIGCHIRoom: 11B | SIG MeetingInvited Engineering Community SIG: the Role of Engineering Work in CHIRoom: 11B![]() |
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Chair: Siân Lindley, Microsoft Research Cambridge, UK Envisioning Ubiquitous Computing - Paper ![]() ![]() Contribution & Benefit: Examines technological visions of the future and the role of 'envisioning' within ubicomp and HCI communities. Critiques these envisionings and recommends changes in ways we read, interpret and use them. Abstract » Visions of the future are a common feature of discourse within ubiquitous computing and, more broadly, HCI. 'Envisioning', a characteristic future-oriented technique for design thinking, often features as significant part of our research processes in the field. This paper compares, contrasts and critiques the varied ways in which envisionings have been used within ubiquitous computing and traces their relationships to other, different envisionings, such as those of virtual reality. In unpacking envisioning, it argues primarily that envisioning should be foregrounded as a significant concern and interest within HCI. Foregrounding envisioning's frequent mix of fiction, forecasting and extrapolation, the paper recommends changes in the way we read, interpret and use envisionings through taking into account issues such as context and intended audience. ACMSteampunk as Design Fiction - Paper ![]() ![]() ![]() ![]() Contribution & Benefit: A critical look at Steampunk through the lenses of design fiction, DIY, and appropriation. Provides a new perspective on design strategies for HCI rooted in questions of ethics, values, and identity. Abstract » In this paper we look at the Steampunk movement and consider its relevance as a design strategy for HCI and interaction design. Based on a study of online practices of Steampunk, we consider how, as a design fiction, Steampunk provides an explicit model for how to physically realize an ideological and imagined world through design practice. We contend that the practices of DIY and appropriation that are evident in Steampunk design provide a useful set of design strategies and implications for HCI. ACMRevisiting the Jacquard Loom: Threads of History and Current Patterns in HCI - Paper ![]() ![]() ![]() Contribution & Benefit: We describe and reflect on the workings of the Jacquard loom from the perspective of contemporary HCI: materiality, graspability, full body interaction, sustainability and age. Abstract » In the recent developments of human computer interaction, one central challenge has been to find and to explore alternatives to the legacy of the desktop computer paradigm for interaction design. To investigate this issue further we have conducted an analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day computer, the Jacquard loom. In analysing the Jacquard loom we look at qualities in design and interaction from some different perspectives: how historical tools, crafts, and practices can inform interaction design, the role of physicality, materiality, and full-body interaction in order to rethink some current conceptions of interaction and design of computational devices. ACMLost and Found: Lessons Learned from a Design Retrospective - Long Case Study ![]() Contribution & Benefit: Case study reflecting on the long-term design of an information management system for students. Can help designers understand the impact of multiple influences on the overall transformation of a system. Abstract » Reflection is critical for understanding how designs evolve and the factors that impact that evolution. This is especially meaningful for projects that have taken place over a long period of time and with consistent overall direction. In this case study, we reflect back over the design of an information gathering and management system built for students in higher education. We demonstrate how users can be involved in various ways over a development period that spans many years; we show that designs of different fidelities can effectively garner user feedback; and we illustrate the impact of multiple influences, including users, research team members, and resource limitations on the overall transformation of the system. We conclude with a series of lessons learned that we hope will help future researchers plan and execute their own design-implement-evaluate lifecycles. Chair: Remco Chang, Tufts University, USA Best Faces Forward: A Large-scale Study of People Search in the Enterprise - Paper ![]() Contribution & Benefit: We present Faces, an application built to allow effective large-scale people search in the enterprise, and its usage analysis within IBM along a time period of over 140 days. Abstract » This paper presents Faces, an application built to enable effective people search in the enterprise. We take advantage of the popularity Faces has gained within a globally distributed enterprise to provide an extensive analysis of how and why people search is used within the organization. Our study is primarily based on an analysis of the Faces query log over a period of more than four months, with over a million queries and tens of thousands of users. The analysis results are presented across four dimensions: queries, users, clicks, and actions, and lay the foundation for further advancement and research on the topic. ACMThe Search Dashboard: How Reflection and Comparison Impact Search Behavior - Paper Contribution & Benefit: Describes the design of a reflective interface for search. A 5-week study showed that after brief contact, users adopted new behavior. Provides clear next steps for improving the search experience. Abstract » Most searchers do not know how to use Web search engines as effectively as possible. This is due, in part, to search engines not providing feedback about how search behavior can be improved. Because feedback is an essential part of learning, we created the Search Dashboard, which provides an interface for reflection on personal search behavior. The Dashboard aggregates and presents an individual's search history and provides comparisons with that of archetypal expert profiles. Via a five-week study of 90 Search Dash-board users, we find that users are able to change aspects of their behavior to be more in line with that of the presented expert searchers. We also find that reflection can be beneficial, even without comparison, by changing participants' views about their own search skills, what is possible with search, and what aspects of their behavior may influence search success. Our findings demonstrate a new way for search engines to help users modify their search behavior for positive outcomes. ACMBuilding the Trail Best Traveled: Effects of Domain Knowledge on Web Search Trailblazing - Paper ![]() Contribution & Benefit: User study on the impact of domain knowledge on Web search trailblazing (creating URL sequences to help searchers). Can assist search engine designers understand the benefit from employing domain-expert trailblazers. Abstract » Web users can help guide others through complex tasks in unfamiliar domains by creating ordered sequences of queries and Web pages, an activity we call trailblazing. The trails generated from this process can be surfaced by search engines to help users engaged in these tasks. However, if search engines are going to have people generate trails they need to understand whether there is value in using domain experts for trailblazing (or whether novices are sufficient). In this paper, we describe the findings of a user study of trailblazing in the medical domain, comparing domain novices and experts. We observed differences in how people in each of the groups blazed trails and the value of the trails they generated; experts were more efficient and generated better-quality trails. Although there has been significant research on contrasting novice and expert search behaviors, to our knowledge there is no work (at least in the search domain) on establishing whether artifacts created by domain experts (trails in our case) are more valuable than those created by novices. The answer to this question is important for system designers who want to learn whether investing in domain expertise is worthwhile. ACMA Survey on Web Use: How People Access, Consume, Keep, and Organize Web Content - Long Case Study ![]() ![]() Contribution & Benefit: This survey contributes to the design of cloud content repository by exploring the relationship between content characteristics (contacted by passive delivery vs. active discovery) and behavior (access, consume, keep, organize). Abstract » We present the results from a preliminary survey concerning the relationship between web content type (contacted by passive delivery or active discovery) and behavior (access, consume, keep, and organize). From the results of the survey, we highlight content specific design suggestion for Tangible Web (TW), our cloud content repository system that enables users to clip, save, format, and organize web content. Reject Me: Peer Review and SIGCHI - SIG Meeting Contribution & Benefit: Discussion about review process at CHI focusing on 1) ways to improve reviewing, 2) alternative peer review models, and 3) educational materials for new reviewers. Abstract » The HCI research community grows bigger each year, refining and expanding its boundaries in new ways. The ability to effectively review submissions is critical to the growth of CHI and related conferences. The review process is designed to produce a consistent supply of fair, high-quality reviews without overloading individual reviewers; yet, after each cycle, concerns are raised about limitations of the process. Every year, participants are left wondering why their papers were not accepted (or why they were). This SIG will explore reviewing through a critical and constructive lens, discussing current successes and future opportunities in the CHI review process. Goals will include actionable conclusions about ways to improve the system, potential alternative peer models, and the creation of materials to educate newcomer reviewers. Invited Engineering Community SIG: the Role of Engineering Work in CHI - SIG Meeting ![]() Contribution & Benefit: This SIG is the forum where to discuss the state of the engineering community and how to strengthen its role in CHI Abstract » The Engineering Community faces a number of serious challenges around its role in the larger CHI community and its contribution to SIGCHI-sponsored conferences. This SIG is its forum to report progress on key issues for 2012, identify objectives for 2013, and develop plans to address them. | ||||
Case Study & PaperVisualization + Visual AnalysisRoom: 16AB![]() ![]() ![]() |
Case Study & PaperBeyond PaperRoom: 16AB![]() ![]() |
Case Study, Paper & ToCHICulture, Playfulness, and CreativityRoom: 12AB![]() ![]() ![]() ![]() ![]() |
PaperSee Hear Speak: Redesigning I/O for EffectivenessRoom: 12AB![]() ![]() |
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Chair: Luciano Gamberini, University of Padova, Italy Analysis Within and Between Graphs: Observed User Strategies in Immunobiology Visualization - Note ![]() Contribution & Benefit: Focused task analysis of a real-world scientific visualization process in the immunology domain. Suggests a classification of strategies in this domain and how this classification can be used to guide design. Abstract » We present an analysis of two user strategies in interactive data analysis, based on an observational study of four researchers in the immunology domain. Screen captures, video records, interviews, and verbal protocols are used to analyze common procedures in this type of visual data analysis, as well as how these procedures differ among these users. Our findings present a case where skilled users can approach a similar problem with diverging analysis strategies. In the group we observed, strategies fell within two broad categories: within-graph analysis, in which a user generates a few graph layouts and interacts heavily within them, and between-graph analysis, in which a user generates a series of graphs and switches between them in sequence. Differences in strategies lead to distinct interaction patterns, and are likely to be best supported by different interface designs. We characterize these observed strategies and discuss their implications for scientific visualization design and evaluation. ACMUnderstanding the Verbal Language and Structure of End-User Descriptions of Data Visualizations - Note Contribution & Benefit: Exploratory study of the verbal language employed by end users in describing data visualizations. Can assist designers of interfaces (languages, APIs, GUIs) for data visualization. Abstract » Tools exist for people to create visualizations with their data; however, they are often designed for programmers or they restrict less technical people to pre-defined templates. This can make creating novel, custom visualizations difficult for the average person. For example, existing tools typically do not support syntax or interaction techniques that are natural to end users. To explore how to support a more natural production of data visualizations by end users, we conducted an exploratory study to illuminate the structure and content of the language employed by end users when describing data visualizations. We present our findings from the study and discuss their design implications for future visualization languages and toolkits. ACMGraphTrail: Analyzing Large Multivariate, Heterogeneous Networks while Supporting Exploration History - Paper Contribution & Benefit: Visualization design for exploring large multivariate, heterogeneous networks using attribute aggregation while integrating users' exploration history directly in the workspace. This improves exploration recall and sharing of analyses with others. Abstract » Exploring large network datasets, such as scientific collaboration networks, is challenging because they often contain a large number of nodes and edges in several types and with multiple attributes. Analyses of such networks are often long and complex, and may require several sessions by multiple users. Therefore, it is often difficult for users to recall their own exploration history or share it with others. We introduce GraphTrail, an interactive visualization for analyzing networks through exploration of node and edge aggregates that captures users' interactions and integrates this history directly in the exploration workspace. To facilitate large network analysis, GraphTrail integrates aggregation with familiar charts, drag-and-drop interaction on a canvas, and a novel pivoting mechanism for transitioning between aggregates. Through a three-month field study with a team of archeologists and a qualitative lab study with ten users, we demonstrate the effectiveness of our design and the benefits of integrated exploration history, including analysis comprehension, insight discovery, and exploration recall. ACMTrust Me, I'm Partially Right: Incremental Visualization Lets Analysts Explore Large Datasets Faster - Paper ![]() Contribution & Benefit: We contribute a methodology for simulating aggregate queries against large data back-ends for researchers to explore interactions; and observations of expert analysts interacting with approximate queries. Abstract » Queries over large scale (petabyte) data bases often mean waiting overnight for a result to come back. Scale costs time. Such time also means that potential avenues of exploration are ignored because the costs are perceived to be too high to run or even propose them. With sampleAction we have explored whether interaction techniques to present query results running over only incremental samples can be presented as sufficiently trustworthy for analysts both to make closer to real time decisions about their queries and to be more exploratory in their questions of the data. Our work with three teams of analysts suggests that we can indeed accelerate and open up the query process with such incremental visualizations. ACMInteractive Exploration of Geospatial Network Visualization - Long Case Study ![]() ![]() Contribution & Benefit: Case study describing the design of a geospatial network visualization of scientific collaboration for a multitouch tabletop. Can help designers adapting prototypes by opportunistically demonstrating in live settings. Abstract » This paper presents a tabletop visualization of relations between geo-positioned locations. We developed an interactive visualization, which enables users to visually explore a geospatial network of actors. The multitouch tabletop, and the large size of the interactive surface invite users to explore the visualization in semi-public spaces. For a case study on scientific collaborations between institutions, we applied and improved several existing techniques for a walk-up-and-use system aimed at scientists for a social setting at a conference. We describe our iterative design approach, our two implemented prototypes, and the lessons learnt from their creation. We conducted user evaluation studies at the two on-location demonstrations, which provide evidence of the prototype usability and usefulness, and its support for understanding the distribution and connectivity in a geospatial network. Chair: Mikael B. Skov, Aalborg University, Denmark Successful Classroom Deployment of a Social Document Annotation System - Paper Contribution & Benefit: NB supports collaborative student annotation of online lecture notes. Our study of NB use shows its efficacy and demonstrates that the time for annotation systems has finally arrived. Abstract » NB is an in-place collaborative document annotation website targeting students reading lecture notes and draft textbooks. Serving as a discussion forum in the document margins, NB lets users ask and answer questions about their reading material as they are reading. NB users can read and annotate documents using their web browsers, without any special plug-ins. We describe the NB system and its evaluation in real class environment, where students used it to submit their reading assignments, ask questions and get or provide feedback. ACMWe show that this tool can be and has been successfully incorporated into a number of different classes at different institutions. To understand how and why, we focus on a particularly successful class deployment where the instructor adapted his teaching style to take students' comment into account. We analyze the annotation practices that were observed---including the way geographic locality was exploited in ways unavailable in traditional forums---and discuss general design implications for online annotation tools in academia. Focusing Our Vision - The Process of Redesigning Adobe Acrobat - Long Case Study ![]() ![]() Contribution & Benefit: Presents a design process of redesigning a legacy software with millions of users. Provides an insight into how user interface design and user testing are executed in the real world. Abstract » In this paper we describe the rationale, strategy, and approach of redesigning Adobe Acrobat and Reader from 2008 to 2010. User research techniques, methodologies, and a series of lessons learned during the two-and-a-half-year development cycle are also summarized. Informal Information Gathering Techniques for Active Reading - Note Contribution & Benefit: Contributes informal information gathering techniques-- that embrace both content consumption and content creation within the same workflow-- for active reading with a prototype e-reader employing both multi-touch and pen input. Abstract » GatherReader is a prototype e-reader with both pen and multi-touch input that illustrates several interesting design trade-offs to fluidly interleave content consumption behaviors (reading and flipping through pages) with information gathering and informal organization activities geared to active reading tasks. These choices include (1) relaxed precision for casual specification of scope; (2) multiple object collection via a visual clipboard; (3) flexible workflow via deferred action; and (4) complementary use of pen+touch. Our design affords active reading by limiting the transaction costs for secondary subtasks, while keeping users in the flow of the primary task of reading itself. ACMA Print Magazine on Any Screen: The Wired App Story - Short Case Study ![]() Contribution & Benefit: Reports on the design process behind the the digital reading experience developed by Adobe Systems for Wired Magazine. Abstract » Magazines are a cultural artifact. In the USA alone, there are 189 million individuals who read magazines, and 88% of adults between 18-34 are active magazine readers. Through the portrail of their editors' views, magazines provide a lens into what society is thinking. These views are expressed not only through the words of articles but also through the careful design and layout of each issue. So what would it mean to take this important physical media into the digital world? This case study reports on the design process behind the the digital reading experience developed by Adobe Systems for Wired Magazine. Toward a Theory of Interaction in Mobile Paper-Digital Ensembles - Note ![]() Contribution & Benefit: Empirically grounded theory of interaction in mobile paper-digital ensembles (pen, paper and mobile device). Can inform interaction design for this setting by explaining its specific characteristics. Abstract » Although smartphones and tablets become increasingly popular, ACMpen and paper continues to play an important role in mobile practices, such as note taking or creative discussions. Applications designed to combine the benefits of both worlds in a mobile paper-digital ensemble require a theoretical understanding of interaction, to inform the design of adequate interaction techniques. To fill this void, we propose a theory based on the results of a stimulus driven exploratory study. Chair: Lucian Leahu, Cornell University, USA Uncomfortable Interactions - Paper ![]() ![]() ![]() Contribution & Benefit: Discomfort can enhance the entertainment, enlightenment and sociality of cultural experiences. We explore how four kinds of discomfort - visceral, cultural, control and intimacy - can be ethically embedded into experiences. Abstract » We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable interactions under the general headings of entertainment, enlightenment and sociality. We then review artworks and performances that have employed discomfort, including two complementary examples from the worlds of entertainment and performance. From this, we articulate a suite of tactics for designing four primary forms of discomfort referred to as visceral, cultural, control and intimate. We discuss how moments of discomfort need to be embedded into an overall experience which requires a further consideration of the dramatic acts of exposition, rising action, climax, falling action, and d�nouement. Finally, we discuss an ethical framework for uncomfortable interactions which leads us to revisit key issues of consent, withdrawal, privacy and risk. ACMAppreciating plei-plei around mobiles: Playfulness in Rah Island - Paper ![]() ![]() Contribution & Benefit: Describes field work in Vanuatu around first time mobile phone adoption in an isolated community. Can assist designers and researchers involve playfulness in the design process of limited, inexpensive technologies. Abstract » We set out to explore and understand the ways in which mobiles made their way into an environment—Rah Island in Vanuatu—for the first time. We were struck by their playful use, especially given the very limited infrastructure and inexpensive devices that were available. Based on our findings, we discuss tensions between playfulness and utility, in particular relating to socio-economic benefits, and conclude that playfulness in these settings needs to be taken as seriously as in any other setting. Additionally, we formulated three challenges when designing for play in similar settings: (1) engage intimately with the materials of inexpensive ICT; (2) revisit design recommendations for playfulness to ensure that they can travel/translate into other cultures; and (3) alleviate existing tensions. ACMImproving Performance, Perceived Usability, and Aesthetics with Culturally Adaptive User Interfaces - ToCHI Contribution & Benefit: Beautiful? Usable? Not in my culture! We demonstrate how culturally adaptive interfaces can result in a significant improvement of performance and user experience for multicultural users. Abstract » When we investigate the usability and aesthetics of user interfaces, we rarely take into account that what users perceive as beautiful and usable strongly depends on their cultural background. In this paper, we argue that it is not feasible to design one interface that appeals to all users of an increasingly global audience. Instead, we propose to design culturally adaptive systems, which automatically generate personalized interfaces that correspond to cultural preferences. In an evaluation of one such system, we demonstrate that a majority of international participants preferred their personalized versions over a non-adapted interface of the same web site. Results show that users were 22% faster using the culturally adapted interface, needed less clicks, and made fewer errors, in line with subjective results demonstrating that they found the adapted version significantly easier to use. Our findings show that interfaces that adapt to cultural preferences can immensely increase the user experience. Digital Art and Interaction: Lessons in Collaboration - Long Case Study ![]() Contribution & Benefit: We present the evolution of Digital Art and HCI collaborations via three case studies. Such collaborations need early, ongoing engagement and HCI techniques need to evolve to support future collaborations. Abstract » This paper builds on the recent CHI2011 SIG on Digital Arts and the work of the author to examine the nature of collaboration between HCI researchers and new media (or digital) artists. We look at three particular collaborative projects spread over a number of years. We examine the lessons for future collaboration so that productive CHI Arts collaborations can flourish to sustain the community. The chief lessons are that such partnerships need; to early and ongoing collaboration between the parties in order to develop mutually agreeable goals, and that practices and techniques on both sides need to develop to support further understanding. Chair: Eytan Adar, University of Michigan, USA The SoundsRight CAPTCHA: An Improved Approach to Audio Human Interaction Proofs for Blind Users - Paper Contribution & Benefit: Blind users cannot use visual CAPTCHAs, and audio CAPTCHAs have below 50% task success. Blind users had over 90% task success rate on our new real-time audio CAPTCHA. Abstract » In this paper we describe the development of a new audio CAPTCHA called the SoundsRight CAPTCHA, and the evaluation of the CAPTCHA with 20 blind users. Blind users cannot use visual CAPTCHAs, and it has been documented in the research literature that the existing audio CAPTCHAs have task success rates below 50% for blind users. The SoundsRight audio CAPTCHA presents a real-time audio-based challenge in which the user is asked to identify a specific sound (for example the sound of a bell or a piano) each time it occurs in a series of 10 sounds that are played through the computer�s audio system. Evaluation results from three rounds of usability testing document that the task success rate was higher than 90% for blind users. Discussion, limitations, and suggestions for future research are also presented. ACMVoice Typing: A New Speech Interaction Model for Dictation on Touchscreen Devices - Paper ![]() Contribution & Benefit: Describes Voice Typing, a new speech interaction technique, where utterances are transcribed as produced to enable real-time error identification. Reduces user corrections and cognitive demand for text input via speech. Abstract » Dictation using speech recognition could potentially serve as an efficient input method for touchscreen devices. However, dictation systems today follow a mentally disruptive speech interaction model: users must first formulate utterances and then produce them, as they would with a voice recorder. Because utterances do not get transcribed until users have finished speaking, the entire output appears and users must break their train of thought to verify and correct it. In this paper, we introduce Voice Typing, a new speech interaction model where users’ utterances are transcribed as they produce them to enable real-time error identification. For fast correction, users leverage a marking menu using touch gestures. Voice Typing aspires to create an experience akin to having a secretary type for you, while you monitor and correct the text. In a user study where participants composed emails using both Voice Typing and traditional dictation, they not only reported lower cognitive demand for Voice Typing but also exhibited 29% relative reduction of user corrections. Overall, they also preferred Voice Typing. ACMLegible, are you sure ? An Experimentation-based Typographical Design in Safety-Critical Context - Paper ![]() Contribution & Benefit: Presents a study involving the design of typeface suited for the cockpit. More widely than for Safety-critical contexts, Experimentation-based design process helps designers validate usability of text display. Abstract » Designing Safety-critical interfaces entails proving the safety and operational usability of each component. Largely taken for granted in everyday interface design, the typographical component, through its legibility and aesthetics, weighs heavily on the ubiquitous reading task at the heart of most visualizations and interactions. In this paper, we present a research project whose goal is the creation of a new typeface to display textual information on future aircraft interfaces. After an initial task analysis leading to the definition of specific needs, requirements and design principles, the design constantly evolves from an iterative cycle of design and experimentation. We present three experiments (laboratory and cockpit) used mainly to validate initial choices and fine-tune font properties. Results confirm the importance of rigorously testing the typographical component as a part of text output evaluation in interactive systems. ACMSSMRecolor: Improving Recoloring Tools with Situation-Specific Models of Color Differentiation - Paper Contribution & Benefit: Describes a recoloring tool that improves color differentiability by modeling user color perception abilities. Compared to existing recoloring tools, we improve accuracy by 20% and reduce selection time by two seconds. Abstract » Color is commonly used to convey information in digital environments, but colors can be difficult to distinguish for many users � either because of a congenital color vision deficiency (CVD), or because of situation-induced CVDs such as wearing colored glasses or working in sunlight. Tools intended to improve color differentiability (recoloring tools) exist, but these all use abstract models of only a few types of congenital CVD; if the user�s color problems have a different cause, existing recolorers can perform poorly. We have developed a recoloring tool (SSMRecolor) based on the idea of situation-specific modeling � in which we build a performance-based model of a particular user in their specific environment, and use that model to drive the recoloring process. SSMRecolor covers a much wider range of CVDs, including acquired and situational deficiencies. We evaluated SSMRecolor and two existing tools in a controlled study of people�s color-matching performance in several environmental conditions. The study included participants with and without congenital CVD. Our results show both accuracy and response time in color-matching tasks were significantly better with SSMRecolor. This work demonstrates the value of a situation-specific approach to recoloring, and shows that this technique can substantially improve the usability of color displays for users of all types. ACM | ||||
Case Study & PaperMobile Computing and InteractionRoom: 17AB![]() ![]() |
Case Study & PaperMusicRoom: 17AB![]() ![]() ![]() ![]() |
PaperUsability MethodsRoom: 16AB![]() ![]() |
alt.chialt.chi: Making SenseRoom: 16AB![]() |
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Chair: Daniel Fallman, Umea University, Sweden Drawing the City: Differing Perceptions of the Urban Environment - Note Contribution & Benefit: We provide an updated study of the Milgram Mental Maps experiment, also considering demographic and tech-use attributes. Useful to those working on mobile LBS and Urban Computing services. Abstract » In building location-based services, it is important to present information in ways that fit with how individuals view and navigate the city. We conducted an adaptation of the 1970s Mental Maps study by Stanley Milgram in order to better understand differences in people's views of the city based on their backgrounds and technology use. We correlated data from a demographic questionnaire with the map data from our participants to perform a first-of-its-kind statistical analysis on differences in hand-drawn city maps. We describe our study, findings, and design implications for location-based services. ACMCharacterizing Local Interests and Local Knowledge - Note Contribution & Benefit: Characterizes the search-related interests of locals and non-locals, and given shared interests, analyzes the venues that they visit. Can inform the use of local knowledge for search support, including personalization. Abstract » When searching for destinations and activities, the interests and knowledge of locals and non-locals may vary. In this paper, we compare and contrast the search-related interests of these two groups, and when they share a common inter-est (in our case, for restaurants), we analyze the quality of the venues they intend to visit. We find differences in interests depending on local knowledge, and that locals generally select higher-quality venues than non-locals. These findings have implications for search and recommendation systems that can personalize results based on local knowledge and leverage that knowledge to benefit non-locals. ACMMobile Service Distribution From the End-User Perspective - The Survey Study on Recommendation Practices - Long Case Study ![]() Contribution & Benefit: A presentation on findings from a study focused on recommendation practices of users of mobile services, including motivations, means, context and types of services recommended to others. Abstract » Vast amounts of mobile services and applications are being offered to end users via app stores and service providers' web sites. In addition, users take part in the distribution of services by recommending services to each other, i.e. through various word-of-mouth practices. To understand the current patterns of user-initiated service distribution, we conducted an exploratory survey study (N=203) to investigate the recommendation practices and motivations of mobile service users in situations where they recommend to other(s) and other(s) recommend to them. We found that the dominating way to recommend mobile services to others is to tell about the service in face-to-face situations, despite available support for electronic sharing in mobile situations. Social media was also used, but clearly less frequently. Based on the findings of this study, we present design ideas for supporting users in their recommendation practices. Augmenting Spatial Skills with Mobile Devices - Paper Contribution & Benefit: Shows efficiency of mental rotation over touch or tilt techniques on smartphones and tablet PCs. Describes implications for designing mobile applications to enhance spatial skills. Abstract » Mobile devices are increasingly providing novel ways for users to engage with the spaces around them. However, there are few systematic studies of enhancing spatial ability with mobile devices, and applications such as turn-by-turn navigation systems have even been associated with a decline in spatial skills. In this paper we present a study based on the 1971 Shepard-Metzler mental rotation test but performed on a mobile-phone handset and a tablet PC. Our study extends the original experiment with the incorporation of touch and tilt interaction techniques, in order to determine if these affect the use and acquisition of spatial skills. Results suggest that the task is performed faster, and with no significant difference in accuracy, when participants rely on mental abilities rather than interaction techniques to perform 3D rotations. We also find significant differences between tablet and phone handset platforms under interactive conditions. We conclude that applications on mobile devices could be designed to enhance rather than erode spatial skills, by supporting the use of imagination to align real and virtual content. ACMThe Normal Natural Troubles of Driving with GPS - Paper ![]() Contribution & Benefit: Presents a video analysis study of driving using GPS navigation systems in natural settings. The paper argues for a driving with GPS as an active process and not as 'docile driving'. Abstract » In-car GPS based satellite navigation systems are now a common part of driving, providing turn-by-turn navigation instructions on smartphones, portable units or in-car dashboard navigation systems. This paper uses interactional analysis of video data from fifteen naturalistically recorded journeys with GPS to understand the navigational practices deployed by drivers and passengers. The paper documents five types of 'trouble' where GPS systems cause issues and confusion for drivers around: destinations, routes, maps & sensors, timing and relevance and legality. The paper argues that to design GPS systems better we need to move beyond the notion of a docile driver who follows GPS command blindly, to a better understanding of how drivers, passengers and GPS systems work together. We develop this in discussing how technology might better support 'instructed action'. ACMChair: Karyn Moffatt, McGill University, Canada Digging in the Crates: An Ethnographic Study of DJs' Work - Paper ![]() Contribution & Benefit: Presents an analysis of how DJs collect, prepare, perform and promote music. Raises implications for technologies to support DJs and for studies of music consumption and sharing in other settings. Abstract » An ethnographic study uncovers the work of nightclub DJs, which extends far beyond the act of mixing tracks to also encompass collecting music, preparing for performances, and promotion and networking. We reveal how DJs value vinyl and digital formats in different ways, acquire music through 'crate digging', prepare physical and digital crates of music before gigs, and how these underpin improvised selections during their performances. We document how DJs interact with promoters, venues, dancers and other DJs, revealing an etiquette that governs how they select and share music, and manage an ongoing tension between revealing and hiding metadata so as to maintain a competitive edge. We raise implications for technologies to support DJs, while also shedding light on previous studies of music consumption and sharing in other settings. ACMBecoming-Sound: Affect and Assemblage in Improvisational Digital Music Making - Paper ![]() ![]() Contribution & Benefit: Affect and assemblage can help us understand the interaction between users and artefacts in interactive systems. This paper provides some theoretical background and shows its application in understanding collaborative creativity. Abstract » The concepts of affect and assemblage proposed by thinkers such as ACMGilles Deleuze and Brian Massumi can help us to understand the interaction between users and artefacts in interactive systems, particularly in the context of computer-supported improvisation and creativity. In this paper I provide an introduction to affect and assemblage theory for HCI practitioners. I then use a case study of Viscotheque, an iOS-based interface for group musical collaboration, to demonstrate the application of affective analysis in making sense of improvisational group music making. Interactive Paper Substrates to Support Musical Creation - Note ![]() ![]() Contribution & Benefit: Explores the design of typed paper components for manipulating musical data. Support layers and modules of data rearranged in time and space through tangible interactions with pen and paper. Abstract » We present paper substrates, interactive paper components that support the creation and manipulation of complex musical data. Substrates take different forms, from whole pages to movable strips, and contain or control typed data representations. We conducted participatory design sessions with five professional musicians with extensive experience with music creation tools. All generated innovative uses of paper substrates, manipulating their data, linking multiple representation layers and creating modular, reusable paper elements. The substrates reflect the structure of their computer-based data, but in a much more flexible and adaptable form. We use their prototypes to provide concrete examples of substrates, identify their roles, properties and functions. Finally, we explore their physical and interaction design with an interactive prototype. ACMDiskPlay: In-Track Navigation on Turntables - Note ![]() ![]() Contribution & Benefit: Design and initial evaluation of an augmented reality system for DJs. It shows how AR can be used to recreate individual features of a medium on a generic controller. Abstract » Although digital media playback and storage have several advantages, many DJs still prefer using vinyl records on turntables due to their direct manipulation and haptic qualities. ACMThe physical structure of a traditional vinyl record provides important cues for in-track navigation, such as track length or location of loud and soft passages. Digital vinyl systems use a timecode record to combine the advantages of digital playback with the handling DJs are used to. These records contain a special audio signal that is processed by a computer and mapped to information such as playback speed, direction, and absolute position in a track. However, due to their generic nature, timecode records cannot provide visual information to navigate inside individual tracks. Using top-projection, DiskPlay augments a white timecode record with individual visual cues of the medium, such as cue points or track start and end. In our observational study with four professional DJs, participants valued the co-location of visual feedback with the control vinyl on the turntable. Vintage Radio Interface: Analog Control for Digital Collections - Long Case Study ![]() ![]() ![]() Contribution & Benefit: Development and evaluation of an interface for navigating digital music collections based on a one-dimensional analog control and a data visualization inspired by old analog radios. Abstract » We present an interface for navigating digital collections based on a one-dimensional analog control and a data visualization based on old analog radios. Our system takes advantage of inertial control to browse a large data collection in a compelling way, reducing the complexity of similar interfaces present in both desktop-based and portable media players. This vintage radio interface has been used to navigate a digital music collection. We have compared the proposed interface with the current most popular hardware, the iPod. The results of user tests with 24 participants are presented and discussed. The insights gained are encouraging enough to continue the development of one-dimensional analog controls for content discovery and retrieval. Chair: Effie Law, University of Leicester, UK What Do Users Really Care About? A Comparison of Usability Problems Found by Users and Experts on Highly Interactive Websites - Paper Contribution & Benefit: A new set of heuristics to assist in the development and evaluation of highly interactive websites, based on analysis of 935 problems encountered by users on websites. Abstract » Expert evaluation methods, such as heuristic evaluation, are still popular in spite of numerous criticisms of their effectiveness. This paper investigates the usability problems found in the evaluation of six highly interactive websites by 30 users in a task-based evaluation and 14 experts using three different expert evaluation methods. A grounded theory approach was taken to categorize 935 usability problems from the evaluation. Four major categories emerged: Physical presentation, Content, Information Architecture and Interactivity. Each major category had between 5 and 16 sub-categories. The categories and sub-categories were then analysed for whether they were found by users only, experts only or both users and experts. This allowed us to develop an evidence-based set of 21 heuristics to assist in the development and evaluation of interactive websites. ACMThe Effect of Task Assignments and Instruction Types on Remote Asynchronous Usability Testing - Paper ![]() Contribution & Benefit: This paper presents a study of the effect of task assignments and instruction types on the number and variability of identified usability problems in a remote asynchronous usability test Abstract » Remote asynchronous usability testing involves users directly in reporting usability problems. Most studies of this approach employ predefined tasks to ensure that users experience specific aspects of the system, whereas other studies use no task assignments. Yet the effect of using predefined tasks is still to be uncovered. There is also limited research on instructions for users in identifying usability problems. This paper reports from a comparative study of the effect of task assignments and instruction types on the problems identified in remote asynchronous usability testing of a website for information retrieval, involving 53 prospective users. The results show that users solving predefined tasks identified significantly more usability problems with a significantly higher level of agreement than those working on their own authentic tasks. Moreover, users that were instructed by means of examples of usability problems identified significantly more usability problems than those who received a conceptual definition of usability problems. ACMAnalysis in Practical Usability Evaluation: A Survey Study - Paper ![]() Contribution & Benefit: A survey of 155 usability practitioners is presented, providing insight in current usability evaluation analysis practices and recommendations on how to align future research with practitioner needs for analysis support. Abstract » Analysis is a key part of conducting usability evaluations, yet rarely systematically studied. Thus, we lack direction on how to do research on supporting practitioners' analysis and lose an opportunity for practitioners to learn from each other. We have surveyed 155 usability practitioners on the analysis in their latest usability evaluation. Analysis is typically flexible and light-weight. At the same time, practitioners see a need to strengthen reliability in evaluation. Redesign is closely integrated with analysis; more than half of the respondents provide visual redesign suggestions in their evaluation deliverables. Analysis support from academic research, including tools, forms and structured formats, does not seem to have direct impact on analysis practice. We provide six recommendations for future research to better support analysis. ACMEvaluating the Collaborative Critique Method - Paper Contribution & Benefit: We introduce a new usability walkthrough method called Collaborative Critique, inspired by the human-computer collaboration paradigm of system-user interaction, and present the results of its evaluation with usability professionals. Abstract » We introduce a new usability walkthrough method called Collaborative Critique (CC), which is inspired by the human-computer collaboration paradigm of system-user interaction. This method applies a ``collaboration lens" to assessing the system's behavior and its impact on the user's efforts in the context of the task being performed. We present findings from a laboratory evaluation of the CC method with usability practitioners, in which the results of the CC walkthrough were compared to a benchmark set of problems collected via user testing with two experimental Enterprise Resource Planning (ERP) system tasks. The development of this new usability evaluation method was driven by the need for an approach that assesses the adequacy of the system's support for reducing the user's cognitive and physical effort in the context of the interaction. ACMChair: Amanda Williams, Concordia University, Canada Representing Our Information Structures for Research and for Everyday Use - alt.chi Contribution & Benefit: To realize a scientific inquiry of personal information management (PIM), researchers need methods for representing and measuring information structure. These methods, with small extension, have direct application to end users. Abstract » We argue for a methodology and supporting infrastructure that promotes a cross-study investigation of information structure to advance the science of personal information management. Moreover, we observe that the infrastructure to support a methodology of scientific inquiry may have direct application to users as they struggle to manage their information. Research on information structure reaches towards a new age in information management wherein organizing information structures grow and change over time based on the internal needs of their owners and not the external demands of tools. User-Driven Collaborative Intelligence – Social Networks as Crowdsourcing Ecosystems - alt.chi Contribution & Benefit: Proposes Collaborative Intelligence as a subdiscipline of CHI to evolve platforms for problem-solving by harnessing next generation hybrids of crowd-sourcing and social networks to develop Vernor Vinge’s landmark “singularity” concepts Abstract » Vernor Vinge proposed, “In network and interface research there is something as profound (and potentially wild) as Artificial Intelligence.” How, in this 2012 Centenary of Alan Turing, can we explore that wild CHI opportunity to create futures of intelligence? User experience data can co-evolve synergies across computer data processing and human capacity for pattern recognition, developing collaborative intelligence applications that engage distributed creativity, processing crowd-sourced analytics to plan and track projects, so that data gathered, bottom-up, can improve decision-making. Thin Slices of Interaction: Predicting Usersʼ Task Difficulty within 60 sec. - alt.chi Contribution & Benefit: This study shows that the users’ experienced task difficulty while interacting with a photocopier can be predicted from the automatic video coding of Activity and Emphasis of movement. Abstract » We report on an exploratory study where the first 60 seconds of the video recording of a user interaction are used to predict the user’s experienced task difficulty. This approach builds on previous work on “thin slices” of human-human behavior, and applies it to human-computer interaction. In the scenario of interacting with a photocopy machine, automated video coding showed that the Activity and Emphasis predicted 46.6% of the variance of task difficulty. This result closely follows reported results on predicting negotiation outcomes from conversational dynamics using similar variables on the speech signal. Citeology: Visualizing Paper Genealogy - alt.chi Contribution & Benefit: Presents Citeology, a interactive system to explore the relationships between papers through their use of citations. The full CHI and UIST paper database is used as an example corpus. Abstract » Citeology is an interactive visualization that looks at the relationships between research publications through their use of citations. The sample corpus uses all 3,502 papers published at ACM CHI and UIST between 1982 and 2010, and the 11,699 citations between them. A connection is drawn between each paper and all papers which it referenced from the collection. For an individual paper, the resulting visualization represents a “family tree” of sorts, showing multiple generations of referenced papers which the target paper built upon, and all descendant generations of future papers. Mining Whining in Support Forums with Frictionary - alt.chi ![]() Contribution & Benefit: Describes a technique for extracting standardized problem statements from support forums on the web. Mozilla designers and support staff believe it could be useful for prioritizing design decisions. Abstract » Millions of people request help with software in support forums, creating a massive repository of user experiences ripe for mining. We present Frictionary, a tool for automatically extracting, aggregating, and organizing problem described in support forums, enabling timely problem frequency and prevalence metrics. We applied it to 89,760 Firefox support requests from 4 sources gathered over 10 months. Interviews with the Firefox principal designer and support lead suggest that Frictionary could be a useful tool for prioritizing engineering efforts, but that the extraction would need to be more precise to be useful. | ||||
Case Study & PaperFuture DesignRoom: 18AB![]() ![]() ![]() ![]() |
Case Study & PaperICT4DRoom: 18AB![]() ![]() ![]() ![]() |
Case Study, Paper & ToCHII Did That! Being in ControlRoom: 17AB![]() ![]() |
Paper & ToCHITriple T: Touch, Tables, TabletsRoom: 17AB![]() ![]() |
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Chair: Orit Shaer, Wellesley College, USA Researching the User Experience for Connected TV - A Case Study - Long Case Study ![]() ![]() ![]() Contribution & Benefit: Case study presenting a variety of projects that highlight UX challenges and opportunities around internet-connected television. Can inspire developers to exploit this emerging platform to create novel experiences. Abstract » This paper presents a Case Study of the BBC’s recent research and development work into the user experience of Internet-Connected Television. User expectations and aspirations around their TV experiences are changing radically as the platform increasingly supplements broadcast network connectivity with IP connectivity. Despite the relative youth of the platform, it is clear that Connected TV and its users support and seek user experiences which are quite distinctive from web browsing on personal computers, or earlier forms of interactive TV platforms. We describe a number of the BBC’s recent research projects developing knowledge and tools to support future user experiences for TV, ranging from typography to alternative input interfaces. In each case, we describe the motivation, the development approach and the empirical assessment of impact of the technology and experiences embodied by our prototypes. Implicit Imitation in Social Tagging: Familiarity and Semantic Reconstruction - Paper Contribution & Benefit: Presents a multinomial model and experiment formalizing cognitive processes in social imitation in tagging. Allows researchers to differentiate implicit and explicit imitation and to assess the impact of different design choices. Abstract » Social Tagging is a recent widespread phenomenon on the Web where people assign labels (tags) to Web resources. It has been hypothesized to support collaborative sensemaking. In this paper, we examine some of the cognitive mechanisms assumed to underlie sensemaking, namely social imitation processes. We present a multinomial model that is applied to the generation of tags. In line with the semantic imitation model of Fu and colleagues, we assume that implicit processing can be understood as a semantic reconstruction of gist. Our model contrasts this process with a recall of tags from an explicit verbatim memory trace. We tested this model in an experimental study in which after the search task students had to generate tags themselves. We exposed their answers to a multinomial model derived from Fuzzy Trace Theory to obtain independent parameter estimates for the processes of explicit recall, semantic gist reconstruction and familiarity-based recall. As it turns out, a model that assumes all processes are at play explains the data well. Similar to results of our previous study, we find an influence of search intentions on the two processes. Our results have implications for interface and interaction design of social tagging systems, as well as for tag recommendation in these environments. ACMAnnotating BI Visualization Dashboards: Needs & Challenges - Paper Contribution & Benefit: Presents the user-centered design of a visualization dashboard, which supports context aware and multi-chart annotations applied across visualizations and data dimension levels. Discusses challenges in annotating dynamic and hierarchical data. Abstract » Annotations have been identified as an important aid in ACManalysis record-keeping and recently data discovery. In this paper we discuss the use of annotations on visualization dashboards, with a special focus on business intelligence (BI) analysis. In-depth interviews with experts lead to new annotation needs for multi-chart visualization systems, on which we based the design of a dashboard prototype that supports data and context aware annotations. We focus particularly on novel annotation aspects, such as multi-target annotations, annotation transparency across charts and data dimension levels, as well as annotation properties such as lifetime and validity. Moreover, our prototype is built on a data layer shared among different data-sources and BI applications, allowing cross application annotations. We discuss challenges in supporting context aware annotations in dashboards and other visualizations, such as dealing with changing annotated data, and provide design solutions. Finally we report reactions and recommendations from a different set of expert users. Choosing to Interleave: Human Error and Information Access Cost - Note ![]() Contribution & Benefit: Empirical study demonstrating that the cost of accessing information can impact on multitasking performance. Choosing to interleave the programming of medical devices can result in more omission errors. Abstract » People are prone to making more errors when multitasking. Thus in safety-critical environments, it is often considered safer to perform tasks sequentially. Here we explore how the cost of accessing information affects the way people choose to interleave. An empirical study based on a medical scenario was conducted. Participants had to program infusion pump devices using information from a prescription form. The physical and mental effort involved in accessing information was manipulated. This was achieved by varying the physical distance between the prescription form and the devices. We demonstrate that by increasing information access cost, individuals are less likely to omit a required task step. This is because they adopt a more memory-intensive strategy, which encourages interleaving at natural boundaries, i.e., after completing the programming of one of the pumps. Interleaving during programming can result in task steps being forgotten. ACMChair: Brygg Ullmer, Louisiana State University, USA In Dialogue: Methodological Insights on Doing HCI Research in Rwanda - Long Case Study ![]() ![]() Contribution & Benefit: Case study of research on memorialisation in post-genocide Rwanda, focussing on methodological challenges of working in a "transnational" context. Findings develop methodological insights with relevance to wider HCI audiences. Abstract » This paper presents a case study of our recent empirical research on memorialisation in post-genocide Rwanda. It focuses on the pragmatic methodological challenges of working in a �transnational� and specifically Rwandan context. We first outline our qualitative empirical engagement with representatives from the Kigali Genocide Memorial (KGM) and neighbouring institutions. We then describe our application of Charles L. Briggs� analytic communication framework to our data. In appropriating this framework, we reflect critically on its efficacy in use, for addressing the practical working constraints of our case, and through our findings develop methodological insights with relevance to wider HCI audiences. Claim Mobile: When to Fail a Technology - Paper ![]() ![]() Contribution & Benefit: Details the motivations and context for 'failing' Claim Mobile, a mobile application developed for a health-financing program in Uganda. Encourages long-term evaluation of HCI4D projects, and learning from failure. Abstract » This paper looks back at the deployment of Claim Mobile, a smartphone-based data collection application developed for a non-governmental organization (NGO) in Southwest Uganda. This NGO subsidizes health facilities by paying for medical services on the basis of claims submitted after the patient consultation, targeting treatment of 99,000 clients between 2006-2011. I successfully tested Claim Mobile in Summer 2008, processing 35 claims over two weeks, and then discontinued it six months later, when it became apparent that integration and scale-up of the technology would be problematic for the NGO. In addition, many issues we hoped to address through technology had been addressed through program management changes instead. I find that a) the context motivating the technology changed over time, b) simpler solutions can be as effective as new technologies, and c) prioritizing the needs of the NGO required abandoning the deployment of Claim Mobile. Thus this paper presents the value of learning from failure in the process of designing for users in developing regions. ACMmClerk: Enabling Mobile Crowdsourcing in Developing Regions - Paper Contribution & Benefit: Describes a new platform for crowdsourcing graphical tasks via SMS messages and studies its deployment in semi-urban India. Demonstrates that paid crowdsourcing can be feasible and viral in developing regions. Abstract » Global crowdsourcing platforms could offer new employment opportunities to low-income workers in developing countries. However, the impact to date has been limited because poor communities usually lack access to computers and the Internet. ACMThis paper presents mClerk, a new platform for mobile crowdsourcing in developing regions. mClerk sends and receives tasks via SMS, making it accessible to anyone with a low-end mobile phone. However, mClerk is not limited to text: it leverages a little-known protocol to send small images via ordinary SMS, enabling novel distribution of graphical tasks. Via a 5-week deployment in semi-urban India, we demonstrate that mClerk is effective for digitizing local-language documents. Usage of mClerk spread virally from 10 users to 239 users, who digitized over 25,000 words during the study. We discuss the social ecosystem surrounding this usage, and evaluate the potential of mobile crowdsourcing to both deliver and derive value from users in developing regions. Using NFC Phones to Track Water Purification in Haiti - Long Case Study ![]() ![]() ![]() Contribution & Benefit: This case study describes the decision-making process, the opportunities, and the difficulties of designing and rolling out a NFC-based system to help provide clean water in Haiti. Abstract » In this paper we describe a system that uses near-field communication (NFC) tags to augment an existing socio-technical system for providing clean water to households throughout Haiti. In the pilot version, we programmed forty NFC phones for use by Haitian water technicians to track chlorine usage in two thousand households, identified by NFC tags on the drinking water buckets in homes. We are in the process of scaling this pilot up to 40,000 households- approximately a quarter of a million people - using 100 or more additional phones. The project involves collaboration between an industrial research lab (Nokia Research Center, Palo Alto), the Public Health School of a university (UC Berkeley), and an existing non-profit organization in Haiti (Deep Springs International (DSI)). Chair: Mary Beth Rosson, Penn State, USA I did that! Measuring Users' Experience of Agency in their own Actions - Paper ![]() Contribution & Benefit: We draw on theoretical perspectives in cognitive neuroscience and describes two implicit methods through which personal agency can be empirically investigated. We report two experiments applying these methods to HCI problems. Abstract » Cognitive neuroscience defines the sense of agency as the experience of controlling one's own actions and, through this control, affecting the external world. We believe that the sense of personal agency is a key factor in how people experience interactions with technology. This paper draws on theoretical perspectives in cognitive neuroscience and describes two implicit methods through which personal agency can be empirically investigated. We report two experiments applying these methods to HCI problems. One shows that a new input modality - skin-based interaction - can substantially increase users' sense of agency. The second demonstrates that variations in the parameters of assistance techniques such as predictive mouse acceleration can have a significant impact on users' sense of agency. The methods presented provide designers with new ways of evaluating and refining empowering interaction techniques and interfaces, in which users experience an instinctive sense of control and ownership over their actions. ACMThe Design Space of Opinion Measurement Interfaces: Exploring Recall Support for Rating and Ranking - Paper ![]() Contribution & Benefit: Characterizes and explores through user studies the design space of opinion measurement interfaces. Presents key directions for future research, and informs the design of future rating and ranking interfaces. Abstract » Rating interfaces are widely used on the Internet to elicit people's opinions. Little is known, however, about the effectiveness of these interfaces and their design space is relatively unexplored. We provide a taxonomy for the design space by identifying two axes: Measurement Scale for absolute rating vs. relative ranking, and Recall Support for the amount of information provided about previously recorded opinions. We present an exploration of the design space through iterative prototyping of three alternative interfaces and their evaluation. Among many findings, the study showed that users do take advantage of recall support in interfaces, preferring those that provide it. Moreover, we found that designing ranking systems is challenging; there may be a mismatch between a ranking interface that forces people to specify a total ordering for a set of items, and their mental model that some items are not directly comparable to each other. ACMConceptualizing and advancing research networking systems - ToCHI Contribution & Benefit: Comprehensive research agenda for Research Networking Systems, a new type of application designed to help scientists find collaborators. Presents research challenges for system foundations, presentation, architecture and evaluation. Abstract » Science in general, and biomedical research in particular, is becoming more collaborative. As a result, collaboration with the right individuals, teams and institutions is increasingly crucial for scientific progress. We propose “research networking systems” (RNS) as a new type of system designed to help scientists identify and choose collaborators, and suggest a corresponding research agenda. The research agenda covers four areas: Foundations, Presentation, Architecture and Evaluation. Foundations includes project-, institution- and discipline-specific motivational factors; the role of social networks; and impression formation based on information beyond expertise and interests. Presentation addresses representing expertise in a comprehensive and up-to-date manner; the role of controlled vocabularies and folksonomies; the tension between seekers’ need for comprehensive information and potential collaborators’ desire to control how they are seen by others; and the need to support serendipitous discovery of collaborative opportunities. Architecture considers aggregation and synthesis of information from multiple sources, social system interoperability, and integration with the user’s primary work context. Lastly, Evaluation focuses on assessment of collaboration decisions, measurement of user-specific costs and benefits, and how the large-scale impact of RNS could be evaluated with longitudinal and naturalistic methods. We hope that this paper stimulates the human-computer interaction, computer-supported cooperative work and related communities to pursue a broad and comprehensive agenda for developing research networking systems Assessing the Vulnerability of Magnetic Gestural Authentication to Video-Based Shoulder Surfing Attacks - Note Contribution & Benefit: The vulnerability of magnetic gestural authentication to video-based shoulder surfing attacks is assessed through a realistic scenario by videotaping the authentication interaction from four different angles and providing them to adversaries Abstract » Secure user authentication on mobile phones is crucial, as they store highly sensitive information. Common approaches to authenticate a user on a mobile phone are based either on entering a PIN, a password, or drawing a pattern. However, these authentication methods are vulnerable to the shoulder surfing attack. The risk of this attack has increased since means for recording high-resolution videos are cheaply and widely accessible. If the attacker can videotape the authentication process, PINs, passwords, and patterns do not even provide the most basic level of security. In this project, we assessed the vulnerability of a magnetic gestural authentication method to the video-based shoulder surfing attack. We chose a scenario that is favourable to the attack-er. In a real world environment, we videotaped the interactions of four users performing magnetic signatures on a phone, in the presence of HD cameras from four different angles. We then recruited 22 participants and asked them to watch the videos and try to forge the signatures. The results revealed that with a certain threshold, i.e, th=1.67, none of the forging attacks was successful, whereas at this level all eligible login attempts were successfully recognized. The qualitative feedback also indicated that users found the magnetic gestural signature authentication method to be more secure than PIN-based and 2D signature methods. ACMA Room with a View: Understanding Users' Stages in Picking a Hotel Online - Short Case Study ![]() Contribution & Benefit: Case study describing how a framework derived from lab usability study and literature guided development of Google Hotel Finder. Shows how even small research efforts can help guide product development. Abstract » We describe how we built a model for user decision-making during local search tasks, specifically hotels. We differentiate between affective and functional needs and identify the following stages and related information needs: 0. Lay of the land; 1. Generating options; 2. Scanning for attractors and detractors; 3. Due diligence. We contrast this framework with existing consumer decision-making models. We close by describing how this model influenced the development of the recently launched experiment, Google Hotel Finder. Chair: Bjoern Hartmann, University of California Berkeley, USA Hand Occlusion on a Multi-Touch Tabletop - Paper ![]() Contribution & Benefit: Presents experimental results, templates, and geometric models for the shape of hand occlusion on a multi-touch table. Can assist designers when justifying interface layouts and forms groundwork for real-time models. Abstract » We examine the shape of hand and forearm occlusion on a multi-touch table for different touch contact types and tasks. Individuals have characteristic occlusion shapes, but with commonalities across tasks, postures, and handedness. Based on this, we create templates for designers to justify occlusion-related decisions and we propose geometric models capturing the shape of occlusion. A model using diffused illumination captures performed well when augmented with a forearm rectangle, as did a modified circle and rectangle model with ellipse "fingers" suitable when only X-Y contact positions are available. Finally, we describe the corpus of detailed multi-touch input data we generated which is available to the community. ACMBiTouch and BiPad: Designing Bimanual Interaction for Hand-held Tablets - Paper ![]() Contribution & Benefit: BiPad enables bimanual interaction with the support hand on multitouch tablets. With the BiTouch design space, we discuss the device-support function as an extension to Guiard's kinematic chain theory. Abstract » Despite the demonstrated benefits of bimanual interaction, most tablets use just one hand for interaction, to free the other for support. In a preliminary study, we identified five holds that permit simultaneous support and interaction, and noted that users frequently change position to combat fatigue. We then designed the BiTouch design space, which introduces a support function in the kinematic chain model for interacting with hand-held tablets, and developed BiPad, a toolkit for creating bimanual tablet interaction with the thumb or the fingers of the supporting hand. We ran a controlled experiment to explore how tablet orientation and hand position affect three novel techniques: bimanual taps, gestures and chords. Bimanual taps outperformed our one-handed control condition in both landscape and portrait orientations; bimanual chords and gestures in portrait mode only; and thumbs outperformed fingers, but were more tiring and less stable. Together, BiTouch and BiPad offer new opportunities for designing bimanual interaction on hand-held tablets. ACMSee Me, See You: A Lightweight Method for Discriminating User Touches on Tabletop Displays - Paper Contribution & Benefit: See Me, See You is a lightweight method that uses finger orientation for distinguishing touches from multiple users on digital tabletops. Our detection method is accurate under complex conditions. Abstract » Tabletop systems provide a versatile space for collaboration, yet, in many cases, are limited by the inability to differentiate the interactions of simultaneous users. We present See Me, See You, a lightweight approach for discriminating user touches on a vision-based tabletop. We contribute a valuable characterization of finger orientation distributions of tabletop users. We exploit this biometric trait with a machine learning approach to allow the system to predict the correct position of users as they touch the surface. We achieve accuracies as high as 98% in simple situations and above 92% in more challenging conditions, such as two-handed tasks. We show high acceptance from users, who can self-correct prediction errors without significant costs. See Me, See You is a viable solution for providing simple yet effective support for multi-user application features on tabletops. ACMTwo-Handed Marking Menus for Multitouch Devices - ToCHI Contribution & Benefit: Describes two-handed marking menu techniques. One variant reduces menu selection times over the one-handed technique and another variant doubles the number of menu items. Abstract » We investigate multistroke marking menus for multitouch devices and we show that using two hands can improve performance. We present two new two-handed multistroke marking menu variants in which users either draw strokes with both hands simultaneously or alternate strokes between hands. In a pair of studies we find that using two hands simultaneously is faster than using a single, dominant-handed marking menu by 10-15%. Alternating strokes between hands doubles the number of accessible menu items for the same number of strokes, and is similar in performance to using a one-handed marking menu. We also examine how stroke direction affects performance. When using thumbs on an iPod Touch, drawing strokes upwards and inwards is faster than other directions. For two-handed simultaneous menus, stroke pairs that are bilaterally symmetric or share the same direction are fastest. We conclude with design guidelines and sample applications to aid multitouch application developers interested in using one- and two-handed marking menus. | ||||
alt.chialt.chi: Games and PlayRoom: 18CD![]() ![]() ![]() |
Case Study & PaperMovement-Based GameplayRoom: 18CD![]() ![]() ![]() ![]() |
PaperTeaching with GamesRoom: 18AB![]() ![]() ![]() ![]() ![]() ![]() ![]() |
PaperDefying Environmental Behavior ChangesRoom: 18AB![]() ![]() ![]() |
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Chair: Floyd Mueller, RMIT University, Australia Knowing, Not Doing: Modalities of Gameplay Expertise in World of Warcraft Addons - alt.chi ![]() Contribution & Benefit: We present a categorization of WoW addons using a multifaceted expertise framework, proposing a theoretically-grounded and empirically-driven model for conceptualizing the ways that addons extend different expressions of game-based ability. Abstract » In this paper, we consider the impacts of game addons on conventional notions of game-based expertise in World of Warcraft, through the analysis of 37 travelogues - a data collection tool designed for use in MMOG research. We adopt a multi-faceted definition of gaming expertise as described by Taylor, Jenson, De Castell and Humphrey [33] and we apply their categorization of expertise modalities to the addons named by our study participants. We find that the most commonly understood expressions of expertise in games (time investment and skill) are less represented in the addons reported by our participants. hipDisk: Understanding the Value of Ungainly, Embodied, Performative, Fun - alt.chi ![]() ![]() Contribution & Benefit: hipDisk is an ungainly musical body extension that prompts awkward engagement to facilitate embodied learning. The research champions process-driven, performative research methodologies, epistemologically different to qualitative and quantitative approaches. Abstract » hipDisk is a wearable interface that extends the hips and torso horizontally to give the moving body musical capabilities. The device prompts wearers to move in strange ways, bypassing norms of self-constraint, to actuate sound. As the wearer bends and twists their torso, causing the disks to touch, a single tone may be triggered through the integrated speakers. The result is sonically and physically ungainly, yet strangely compelling, and often prompts spontaneous laughter. hipDisk emerged from an embodied, performative research approach. It began as a single user device, and evolved to support social interaction and co-creation, as well as creatively engaged, embodied discovery and learning. The focus in this paper is on the third, participatory, phase of the project, and the value of emergent, performative research. Exploring Mischief and Mayhem in Social Computing or: How we Learned to Stop Worrying and Love the Trolls - alt.chi Contribution & Benefit: Explores the role of mischief in creating humour and novel experiences in social computing systems. Framing mischief as appropriation, we argue for the value in borderline social acceptibility. Abstract » In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos. Virtual Postcards: Multimodal Stories of Online Play - alt.chi ![]() Contribution & Benefit: This paper documents a multimodal data collection tool developed for research on online videogames. The ‘virtual travelogue’ breaks new methodological ground by letting players share visual archives of their gaming. Abstract » This paper documents the use of a multimodal data collection tool developed for research on Massively Multiplayer Online Games (MMOGs). Addressing a central problem of qualitative research on MMOGs - how to document the activities of players’ domestic, everyday/everynight play practices - we describe how the virtual ‘travelogue’ allows participants to share, and annotate, screenshots of their MMOG play. Based on our preliminary analysis of 69 travelogues, we explore how these texts function similar to travel postcards, as generic images of in-game events and environments that are personalized and narrativized through players’ annotations. We also discuss two themes across the travelogues, (in)authenticity and individualization, that illuminate the ways players negotiate the standardizing effect of many MMOG play experiences. Interaction Design Patterns for Multi-touch Tabletop Collaborative Games - alt.chi ![]() Contribution & Benefit: Describes interaction design patterns on multi-touch tabletops that are observed to be effective in facilitating positive social interaction among children during collaborative game play. Abstract » Characteristics of multi-touch tabletops, such as a large interactive surface and simultaneous multiple user inputs can be exploited in the design of interactions that facilitate positive social interaction among children during collaborative activities. Designs that facilitate behaviors like positive interdependence, group processing and social skills such as turn taking are discussed. We report qualitative observations regarding the effectiveness of the proposed interaction designs in trials involving two groups of children with contrasting psychological safety levels and formulated several generalizable design patterns that were observed to be effective in soliciting collaborative play on interactive tabletops. Chair: Shaun Kane, University of Maryland Baltimore County, USA Balancing Exertion Experiences - Paper ![]() ![]() ![]() ![]() Contribution & Benefit: Presents guidelines from "Jogging over a Distance", a mobile system used by jogging partners with different fitness levels between Europe and Australia. Aids designers of exertion games and sports apps. Abstract » Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity can be too strenuous for one and not challenging enough for the other, compromising engagement and health benefits. Our system, Jogging over a Distance, uses heart rate data and spatialized sound to create an equitable, balanced experience between joggers of different fitness levels who are geographically distributed. We extend this prior work by analyzing the experience of 32 joggers to detail how specific design features facilitated, and hindered, an engaging and balanced exertion experience. With this knowledge, we derive four dimensions that describe a design space for balancing exertion experiences: Measurement, Adjustment, Presentation and Control. We also present six design tactics for creating balanced exertion experiences described by these dimensions. By aiding designers in supporting participants of different physical abilities, we hope to increase participation and engagement with physical activity and facilitate the many benefits it brings about. ACMThe Acute Cognitive Benefits of Casual Exergame Play - Paper ![]() ![]() Contribution & Benefit: We designed a casual exergame, which when played for 10min yields exertion levels comparable to treadmill exercise and produces measurable cognitive improvements (concentration) over a sedentary version of the game. Abstract » Acute cognitive benefits, such as temporary improvements in concentration, can result from as few as ten minutes of exercise; however, most people do not take exercise breaks throughout the day. To motivate people to receive the cognitive benefits of exercising in short bursts multiple times per day, we designed an engaging casual exergame. To determine whether there are cognitive benefits after playing our game, we conducted two studies to compare playing ten minutes of our casual exergame to a sedentary version of the game or exercise on a treadmill. We found acute cognitive benefits of the casual exergame over the sedentary version (but not treadmill exercise), demonstrated by significantly improved performance on two cognitive tests that require focus and concentration. Significant improvements were also found in participants� affective states after playing the casual exergame. Finally, our casual exergame produces similar exertion levels to treadmill exercise, but is perceived as more fun. ACMFull-Body Motion-Based Game Interaction for Older Adults - Paper ![]() ![]() Contribution & Benefit: Case study describing the design of full-body motion-based games for older adults. Provides guidelines to inform work of designers and support the creation of accessible interaction paradigms for older adults. Abstract » Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. ACMWii as Entertainment and Socialisation Aids for Mental and Social Health of the Elderly - Long Case Study ![]() ![]() Contribution & Benefit: This study examines and discusses the effects of the Nintendo Wii games, examples of co-located games, as entertainment and socialization aids between the elderly and the youths. Abstract » As the world population ages rapidly, it is likely that more elderly risks being detached from society. The possible isolation of many more elderly could lead to societal and mental health problems that could weigh down on public healthcare systems. Using surveys, focus groups, interviews and video analysis, our pilot study examines the effects of the Nintendo Wii games, examples of co-located games, between two generations (old and young), and the factors that could affect the adoption and enjoyment of computer-mediated games as entertainment and socialization aids between the elderly and the youths. This pilot study with 14 pairs of elderly-teenager participants shows that general attitude towards the other age group improves after a period of playing. The paper concludes with a discussion on design recommendations for computer-mediated games in general that can support inter-generational gameplay between the elderly and the youths, and as entertainment and socialisation aids to promote positive mental and social health of the elderly. Chair: Andreas Butz, University of Munich, Germany Reducing Compensatory Motions in Video Games for Stroke Rehabilitation - Paper ![]() ![]() ![]() Contribution & Benefit: Series of studies about creating video games that use operant conditioning to correct therapeutic exercises for stroke rehabilitation. Can assist video game designers in modifying unconscious behavior through games. Abstract » Stroke is the leading cause of long-term disability among adults in industrialized nations; approximately 80% of people who survive a stroke experience motor disabilities. Recovery requires hundreds of daily repetitions of therapeutic exercises, often without therapist supervision. When performing therapy alone, people with limited motion often compensate for the lack of motion in one joint by moving another one. This compensation can impede the recovery progress and create new health problems. In this work we contribute (1) a methodology to reliably sense compensatory torso motion in the context of shoulder exercises done by persons with stroke and (2) the design and experimental evaluation of operant-conditioning-based strategies for games that aim to reduce compensatory torso motion. Our results show that these strategies significantly reduce compensatory motions compared to alternatives. ACMOf BATs and APEs: An Interactive Tabletop Game for Natural History Museums - Paper ![]() ![]() Contribution & Benefit: Describes user experiences with a tabletop game on evolution at a natural history museum. Can help designers approach evaluation of interactive surfaces in museums. Presents qualitative results on visitor engagement. Abstract » In this paper we describe visitor interaction with an interactive tabletop exhibit on evolution that we designed for use in natural history museums. We video recorded 30 families using the exhibit at the Harvard Museum of Natural History. We also observed an additional 50 social groups interacting with the exhibit without video recording. The goal of this research is to explore ways to develop "successful" interactive tabletop exhibits for museums. To determine criteria for success in this context, we borrow the concept of Active Prolonged Engagement (APE) from the science museum literature. Research on APE sets a high standard for visitor engagement and learning, and it offers a number of useful concepts and measures for research on interactive surfaces in the wild. In this paper we adapt and expand on these measures and apply them to our tabletop exhibit. Our results show that visitor groups collaborated effectively and engaged in focused, on-topic discussion for prolonged periods of time. To understand these results, we analyze visitor conversation at the exhibit. Our analysis suggests that social practices of game play contributed substantially to visitor collaboration and engagement with the exhibit. ACMPlayable Character: Extending Digital Games into the Real World - Paper ![]() ![]() ![]() Contribution & Benefit: This paper describes a series of research probe games developed to investigate how real-world activity could be incorporated into digital game systems. Abstract » This paper describes a series of research probe games developed to investigate how real-world activity could be incorporated into digital game systems. These culminated in the design of our final game, Forest, which was conceived for the San Francisco non-profit Friends of the Urban Forest (FUF), who have been planting and caring for the city's street trees for 30 years. By incorporating real-world actions and behaviors into digital games, we can create experiences that both enhance our understanding of the world around us and provide incentive structures towards our personal, community, or societal goals. ACMGame Design for Promoting Counterfactual Thinking - Note ![]() ![]() ![]() Contribution & Benefit: Presents a formative typology of counterfactual design patterns that can help designers, educators, and players locate interesting fault lines in reality that facilitate the expansion of ARG mythologies. Abstract » We describe the first iteration of an Alternate Reality Game (ARG) designed to lead players into a newly enfranchised relationship with history and engage them in scientific thinking and information literacy practices. We found that the points at which the game's mythology blurred the lines between fact and fiction prompted middle school students to move beyond rote memorization of content. Instead, they began to question, analyze, and make hypotheses about the data presented. However, striking a meaningful balance between "true" history and imagined events poses new design challenges. We present a formative typology of counterfactual design patterns that can help designers, educators, and players locate interesting fault lines in reality that facilitate the expansion of ARG mythologies. ACMDiscovery-based Games for Learning Software - Note ![]() Contribution & Benefit: Describes a discovery-based learning game that teaches people how to use complex software such as Adobe Photoshop using the Jigsaw metaphor. Can scaffold and motivate learning new tools and techniques. Abstract » We propose using discovery-based learning games to teach people how to use complex software. Specifically, we developed Jigsaw, a learning game that asks players to solve virtual jigsaw puzzles using tools in Adobe Photoshop. We conducted an eleven-person lab study of the prototype, and found the game to be an effective learning medium that can complement demonstration-based tutorials. Not only did the participants learn about new tools and techniques while actively solving the puzzles in Jigsaw, but they also recalled techniques that they had learned previously but had forgotten. ACMChair: Alan Borning, University of Washington, USA "We've Bin Watching You" - Designing for Reflection and Social Persuasion to Promote Sustainable Lifestyles - Paper ![]() ![]() Contribution & Benefit: Presents the design and study of BinCam, a social persuasive system to motivate waste-related behavioral change. Suggestions for employing social media and enabling social influence to promote change are provided. Abstract » BinCam is a social persuasive system to motivate reflection and behavioral change in the food waste and recycling habits of young adults. The system replaces an existing kitchen refuse bin and automatically logs disposed of items through digital images captured by a smart phone installed on the underside of the bin lid. Captured images are uploaded to a BinCam application on Facebook where they can be explored by all users of the BinCam system. Engagement with BinCam is designed to fit into the existing structure of users' everyday life, with the intention that reflection on waste and recycling becomes a playful and shared group activity. Results of a user study reveal an increase in both users' awareness of, and reflection about, their waste management and their motivation to improve their waste-related skills. With BinCam, we also explore informational and normative social influences as a source of change (e.g., socially evoked feelings of 'guilt' for non-recycling or food disposal), which has to date been underexplored in persuasive HCI. Design implications for reflection and social persuasion are proposed. ACMUsing Mobile Phones to Support Sustainability: A Field Study of Residential Electricity Consumption - Paper ![]() Contribution & Benefit: We explore the use of a mobile system promoting electricity conservation in the home. Findings provide insight into peoples awareness of consumption and how this may be influenced through design. Abstract » Recent focus on sustainability has made consumers more aware of our joint responsibility for conserving energy resources such as electricity. However, reducing electricity use can be difficult with only a meter and a monthly or annual electricity bill. With the emergence of new power meters units, information on electricity consumption is now available digitally and wirelessly. This enables the design and deployment of a new class of persuasive systems giving consumers insight into their use of energy resources and means for reducing it. In this paper, we explore the design and use of one such system, Power Advisor, promoting electricity conservation through tailored information on a mobile phone or tablet. The use of the system in 10 households was studied over 7 weeks. Findings provide insight into peoples awareness of electricity consumption in their home and how this may be influenced through design. ACM'Watts in it for me?': Design Implications for Implementing Effective Energy Interventions in Organisations - Paper ![]() Contribution & Benefit: Describes a Grounded Theory analysis of a series of organisational energy workshops focused on employee perceptions and use of energy in the workplace. Presents design insights for technology-enabled energy interventions. Abstract » The design of technological interventions to motivate behaviour-based reductions in end-user energy consumption has recently been identified as a priority for the HCI community. Previous interventions have produced promising results, but have typically focused on domestic energy consumption. By contrast, this paper focuses on the workplace context, which presents very different opportunities and challenges. For instance, financial consequences, which have proved successful as motivations in the domestic environment, are not present in the workplace in the context of employees. We describe the outcome of a sequence of workshops that focussed on understanding employee perceptions of energy use in the workplace, with the locus of activity on energy intervention design. Using a grounded theory analysis, we produced a framework of key themes detailing user perceptions and energy intervention design considerations. Our findings provide a framework of considerations for the design of successful workplace energy interventions. ACMThe Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data - Paper ![]() ![]() Contribution & Benefit: Inspired by emerging water sensing systems that provide disaggregated usage data, we explore a range of water-based feedback visualizations and examine issues of accountability, competition, and integration into domestic space. Abstract » Few means currently exist for home occupants to learn about their water consumption: e.g., where water use occurs, whether such use is excessive and what steps can be taken to conserve. Emerging water sensing systems, however, can provide detailed usage data at the level of individual water fixtures (i.e., disaggregated usage data). In this paper, we perform formative evaluations of two sets of novel eco-feedback displays that take advantage of this disaggregated data. The first display set isolates and examines specific elements of an eco-feedback design space such as data and time granularity. Displays in the second set act as design probes to elicit reactions about competition, privacy, and integration into domestic space. The displays were evaluated via an online survey of 651 North American respondents and in-home, semi-structured interviews with 10 families (20 adults). Our findings are relevant not only to the design of future water eco-feedback systems but also for other types of consumption (e.g., electricity and gas). ACM | ||||
Case Study, Paper & ToCHITime + Task: Managing Work LifeRoom: 19AB![]() ![]() ![]() |
PaperSocial Support and CollaborationRoom: 19AB![]() ![]() ![]() ![]() |
Case Study, Paper & ToCHIHealth + DesignRoom: 18CD![]() ![]() ![]() ![]() |
Case Study & PaperLearning with ChildrenRoom: 18CD![]() ![]() ![]() ![]() |
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Chair: Laura Dabbish, Carnegie Mellon University, USA "I'd never get out of this !?$%# office" Redesigning Time Management for the Enterprise - Paper ![]() ![]() Contribution & Benefit: We propose improving enterprise time management by providing users interactive visualizations of their time. Through an interview study we determine the data and value of specific visualizations, and design implications. Abstract » In this paper, we propose to improve time management in the enterprise by providing users interactive visualizations of how they are spending their time. Through an interview study (n=21) in a multi-national corporation, we were able to determine the data available for visualizations and the value of a number of general visualizations of employees' calendar data. We develop implications for design in improving personal time management. ACMA Look into Some Practices behind Microsoft UX Management - Long Case Study ![]() Contribution & Benefit: This study aimed to acquire insights about UX management practices at Microsoft. These practices could serve as inspiration helping managers to run their teams and propagate UX values within organization. Abstract » This study aimed to acquire an excerpt of insights about UX management practices at Microsoft research and development departments. Related work points out at a two-fold role of UX managers. They are responsible for fostering their team to become independent and self-manageable. Furthermore, their job concerns raising awareness about the value of the user-centered design approach within their organization. This article describes a number of strategies applied at Microsoft Redmond to achieve these two objectives. The described management practices could serve as a guideline helping other UX managers to run their teams and propagate UX values within their organizations. Do You See That I See? Effects of Perceived Visibility on Awareness Checking Behavior - Paper ![]() Contribution & Benefit: Experimental study exploring effects of available time and notifying observed parties on gathering awareness information. Provides a framework for understanding these behaviors, and results suggesting urgency and notification reduce gathering. Abstract » Informal interactions are a key element of group work, and many theoretical frameworks and systems have been developed to understand and support these conversations in distributed workgroups. In particular, systems used in several recent experiments provided information about others' current activities so that their availability for conversation could be assessed, and interruptions could be timed strategically. One issue with these experimental systems, though, is that many do not notify the observed party that these observations are taking place. There is reason to believe that such notification could be valuable to users, and that it could alter observers' behavior. Moreover, factors such as the perceived urgency of the interruption could affect willingness to violate social norms in gathering information. We report on an experiment assessing the impact of perceived visibility and task urgency on awareness checking behavior. Results suggest that people check more often when they believe their partners do not know they are checking, and more often when the task is time-constrained than when it is not. ACMMEASURING MULTITASKING BEHAVIOR WITH ACTIVITY-BASED METRICS - ToCHI Contribution & Benefit: Proposed multitasking metrics to establish a conceptual foundation for future multitasking studies. Understanding the extent to which multitasking occurs can assist designers in improving applications that are used simultaneously. Abstract » Multitasking is the result of time allocation decisions made by individuals faced with multiple tasks. Multitasking research is important in order to improve the design of systems and applications. Since people typically use computers to perform multiple tasks at the same time, insights into this type of behavior can help develop better systems and ideal types of computer environments for modern multitasking users. In this paper, we define multitasking based on the principles of task independence and performance concurrency and develop a set of metrics for computer-based multitasking. The theoretical foundation of this metric development effort stems from an application of key principles of Activity Theory and a systematic analysis of computer usage from the perspective of the user, the task and the technology. The proposed metrics, which range from a lean dichotomous variable to a richer measure based on switches, were validated with data from a sample of users who self-reported their activities during a computer usage session. This set of metrics can be used to establish a conceptual and methodological foundation for future multitasking studies. Chair: Meredith Ringel Morris, Microsoft Research, USA Bridging Between Organizations and the Public: Volunteer Coordinators' Uneasy Relationship with Social Computing - Paper ![]() Contribution & Benefit: Describes a study of the social computing use of volunteer coordinators. Identifies challenges and opportunities for designing social computing technologies to bridge more effectively between the public and nonprofit sector. Abstract » We present the results of a qualitative study of the use of social computing technologies by volunteer coordinators at nonprofit organizations. The work of volunteer coordinators is bridge-building work-bringing together numerous public constituencies as well as constituencies within their organizations. One might expect this class of work to be well supported by social software, some of which has been found to enable bridging social capital. However, we find that, in many ways, this class of technology fails to adequately support volunteer coordinators' bridge-building work. We discuss a number of strategies for bridge-building via social computing technologies, numerous challenges faced by volunteer coordinators in their use of these technologies, and opportunities for designing social software to better support bridge-building between organizations and the public. ACMThe Labor Practices of Service Mediation: A Study of the Work Practices of Food Assistance Outreach - Paper Contribution & Benefit: Extends the construct of mediation to service systems through a study of e-government outreach work. Can help researchers understand how to enable access and use of services for low-resource populations. Abstract » In this paper, we present the results of a study of the work practices of food assistance outreach workers. We introduce the construct of service mediation, which includes the technical, social, and knowledge labor practices involved in enabling access to and use of an e-government service. We explore the service mediation activities of outreach, technological assistance, providing knowledge, and ongoing engagement. These activities bring to light how successful service relationships involve fostering a process, bridging relationships, and providing broader scaffolding. The results of our research highlight the role service mediation plays in the use of services and service technologies in information-rich organizations. This research extends previous conceptualizations of mediation by documenting how mediators support broader service processes for their clients, transform potential beneficiaries into clients, and engage in long term assistance. Therefore, this work moves beyond prior conceptualizations of mediation that concentrate solely on enabling access and use of specific technologies. ACMSocially Computed Scripts to Support Social Problem Solving Skills - Paper ![]() Contribution & Benefit: We describe an approach to using crowdsourcing to create models of complex social scenarios, and confirm that they may help an author create instructional modules for an individual with autism. Abstract » The social world that most of us navigate effortlessly can prove to be a perplexing and disconcerting place for individuals with autism. Interactive tools to teach social skills that are personalized to the individual's needs show promise, but it is challenging to author them. We describe the design, development, and preliminary evaluation of an approach to using human computation that enables the creation of models of complex and interesting social scenarios, possible obstacles that may arise in those scenarios, and potential solutions to those obstacles. Our preliminary evaluation of the models confirms that these models have the potential to help an author create a social skills instructional module. ACMComparing Collaboration and Individual Personas for the Design and Evaluation of Collaboration Software - Note ![]() Contribution & Benefit: Comparative study of individual vs. collaboration personas for a collaborative tool design and evaluation task. First step toward validating a new method for those designing and evaluating CSCW tools. Abstract » Collaboration personas are a tool that can be used to design for groups. Prior work posits that collaboration personas can improve tool adoption by helping designers create collaboration tools that are better targeted to the goals, needs, and interactions between members of collaborative groups. We present a comparative study of design and user experience practitioners who used both collaboration personas and individual personas. Participants conducted a cognitive walkthrough and provided redesign suggestions for a collaboration tool. Our results show that the focus of the cognitive walkthrough and redesign task differed, with collaboration personas showing more group focus. Collaboration personas led to a more complete discussion, as indicated by a greater amount of time spent on the task compared to individual personas. Despite prior experience and training with individual personas, collaboration personas were preferred and better supported the task, since they focused on groups of people and their interactions. ACMTEROOS: A Wearable Avatar to Enhance Joint Activities - Note ![]() ![]() Contribution & Benefit: The note describes what communication style a wearable robot avatar offers to daily life situations. Two users can communicate by sharing their vision via the robot avatar. Abstract » This paper proposes a wearable avatar named TEROOS, which ACMis mounted on a person's shoulder. TEROOS allows the users who wear it and control it to share a vision remotely. Moreover, the avatar has an anthropomorphic face that enables the user who controls it to communicate with people co-located with the user who wears it. We have a field test by using TEROOS and observed that the wearable avatar innovatively assisted the users to communicate during their joint activities such as route navigating and buying goods at a shop. The user controlling TEROOS could give the user wearing it appropriate route instructions on the basis of the situation around TEROOS. In addition, both users could easily identify objects that they discussed. Moreover, shop staff members communicated with the user controlling TEROOS and behaved as they normally would when the user asked questions about the goods. Chair: Jodi Forlizzi, Carnegie Mellon University, USA Activity-Based Interaction: Designing with Child Life Specialists in a Children's Hospital - Paper ![]() ![]() ![]() Contribution & Benefit: Describes a framework for analyzing mediating activities, especially between children and adults. Can assist understanding of relationship between technical system characteristics, actors and observed collaborative versus co-present interactions. Abstract » Child Life Specialists (CLS's) are medical professionals who use activities to educate, comfort, entertain and distract children in hospitals. Adapting to a shifting cast of children, context and mediating activities requires CLS's to be experts at a kind of articulation work. This expertise means CLS's are well equipped to help technologists introduce child-facing interventions to the hospital. We conducted participatory design activities with 9 CLS's to develop two mobile systems to explore how CLS-child interactions are shaped by activities. We observed 18 child-CLS pairs using these systems in a hospital setting. By analyzing these encounters, we describe a continuum for classifying activities as either Co-Present or Collaborative. We then introduce a framework, Activity-Based Interaction, to describe structural components of activities that impact their position on this continuum. These concepts suggest new approaches to designing mediating technologies for adults and children. ACMUsing Context to Reveal Factors that Affect Physical Activity - ToCHI ![]() ![]() Contribution & Benefit: Describes three explorations of using contextual information to support reflection on factors that affect physical activity. Informs the design of physical activity awareness systems and, generally, personal informatics systems. Abstract » There are many physical activity awareness systems available in today's market. These systems show physical activity information (e.g., step counts, energy expenditure, heart rate) which is sufficient for many self-knowledge needs, but information about the factors that affect physical activity may be needed for deeper self-reflection and increased self-knowledge. We explored the use of contextual information, such as events, places, and people, to support reflection on the factors that affect physical activity. We present three findings from our studies. First, users make associations between physical activity and contextual information that help them become aware of factors that affect their physical activity. Second, reflecting on physical activity and context can increase people’s awareness of opportunities for physical activity. Lastly, automated tracking of physical activity and contextual information benefits long-term reflection, but may have detrimental effects on immediate awareness. Adaptation as Design: Learning from an EMR Deployment Study - Paper ![]() ![]() Contribution & Benefit: An observational study in an Emergency Department to examine clinicians' adaptation process after deploying an Electronic Medical Records (EMR) system. Abstract » We conducted an observational study in an Emergency Department (ED) to examine the adaptation process after deploying an Electronic Medical Records (EMR) system. We investigated how EMR was adapted to the complex clinical work environment and how doctors and nurses engaged in the adaptation process. In this paper, we present three cases in which ED clinicians designed workarounds in order to adapt to the new work practice. Our findings reveal a rich picture of ED clinicians� active reinterpretation and modification of their work practice through their engagement with the system-in-use and its organizational and physical context. These findings call for the adaptation period in designing a socio-technical system in healthcare settings to be critically considered as an active end-user design process, a negotiating process, and a re-routinized process. ACMUser Centered Design in the OR - Short Case Study ![]() ![]() ![]() Contribution & Benefit: This case study illustrates how HCI techniques can be applied to the design of a User Experience for a computer-based surgical device. Video and photography from research will be shown. Abstract » This case study examines the application of User Centered Design techniques for the design of a mission-critical medical device for spinal surgery. It suggests that HCI practitioners need to extend their work beyond the computer in order to achieve usability in the operating room. Chair: Carl DiSalvo, Georgia Institute of Technology, USA Interpreting Input from Children: a Designerly Approach - Paper ![]() ![]() Contribution & Benefit: Describes a process to interpret input from participatory design work with children with and without Autism to develop a learning environment. Argues for designerly approaches and presents key practical lessons. Abstract » Involving children in the design process of interactive technology can greatly enhance its likelihood of successful adoption. However, children's input and ideas require careful interpretation to reach viable designs and technical specifications, which poses a significant challenge to an adult design research team. In this paper we discuss our approach to managing the complexity of combining concepts and ideas that were generated through participatory design work with the practical, technical, ethical and theoretical constraints of developing a technologically enhanced learning environment for children with and without Autism Spectrum Conditions. We found that the nature of this design problem did not lend itself to be rationally reduced to produce a single solution, but required an understanding of interpretive and speculative approaches for us to be able to cope with the complexity of requirements. We describe a workshop in which members of the design team used such approaches to develop a design brief that is faithful to the children's input. By making this process transparent, we aim to contribute to the methodology of using such designerly approaches in combination with participatory and human-centred methods to develop interactive technology. ACMAcquisition of Social Abilities through Musical Tangible User Interface: Children with Autism Spectrum Condition and the Reactable. - Long Case Study ![]() ![]() ![]() Contribution & Benefit: The Reactable, a musical tangible user interface, is used with nine children with autism spectrum condition. Results show an improvement in social competences during the sessions, even for non-verbal subjects. Abstract » This study assesses the potential of the Reactable, a musical tangible user interface, to help in the acquisition of social interaction abilities in children with Autistic Spectrum Condition (ASC). With this purpose, nine children with ASC participated in the research; the sample being its own control group, and a simple subject design was developed. The type of design was ABA (Basic Withdrawal). In addition to the statistical analysis, this study used qualitative methodological tools for analysis of outlier subjects and detection of atypical behavior for future research. The results show an increase in social interaction during the sessions, even for the non-verbal subjects. Video Kids: Augmenting Close Friendships with Asynchronous Video Conversations in VideoPal - Paper ![]() ![]() Contribution & Benefit: This work demonstrates the power of asynchronous video to support children's rich social interactions and augment existing face-to-face friendships. The results highlight important insights for children's use of video communication. Abstract » Consumer-based synchronous video communication is on the rise and is viewed as a valuable medium to support long distance relationships. We were interested in the potential of asynchronous video to augment children�s close friendships and what types of activities they would engage in using video. We explored both of these concepts through a 9-week field study with a group of six 9-10 year old girls. We see children as potential media trendsetters when it comes to video communication given their comfort with video and desire for rich social interactions. The results from this study were striking. Despite having frequent face-to-face interactions, the girls used our asynchronous video communication tool extensively to augment their existing relationships. Not only were they able to have rich conversations using asynchronous video, they also demonstrated a strong desire to share more than just a �talking head�. The results from this work point to the need for video mediated communication to move beyond conversations, to the sharing of rich experiences. ACMInterchangeability of Computer and Paper Based Questionnaires in Gathering Computer Experience Data from Young Children - Note ![]() Contribution & Benefit: This study asked whether paper and computer based questionnaires were interchangeable for young children answering questions about their computer experience. Abstract » The study compares self-reported computer experience (CE) obtained from children in computer-assisted and paper-and-pencil self-administered questionnaires. Twenty primary school children aged between 8 and 9 years completed a set of CE questions in both forms of administration in a Latin-square order. Findings show that young children can use both methods, and that they are able to answer a computer-based questionnaire just as consistently as a paper-based questionnaire. ACMDesigning for Child Resilience - Short Case Study ![]() ![]() Contribution & Benefit: Case study describing the development of a children's privacy centered online child protection device. Can assist in developing engaging value-centered technologies. Abstract » This short case study describes the design and initial feedback of a color-changing “mood lamp” that allows children to make informed decisions about risk-taking behavior on the internet. Such a device is a case study of an attempt to improve resilience amongst unsupervised children on the internet: an important goal in child protection studies. | ||||
Paper & ToCHICheck This Out: Recommender SystemsRoom: 19AB![]() ![]() ![]() ![]() |
Case Study & PaperDesign Theory & PracticeRoom: 19AB![]() ![]() |
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Chair: James Fogarty, University of Washington, USA AccessRank: Predicting What Users Will Do Next - Note ![]() ![]() Contribution & Benefit: Describes AccessRank, an algorithm that predicts user actions. Log analyses (web visits, window switches, and command use) demonstrate that it outperforms existing techniques (e.g. recency, frequency). Gives directions for deployment. Abstract » We introduce AccessRank, an algorithm that predicts revisitations and reuse in many contexts, such as file accesses, website visits, window switches, and command lines. AccessRank uses many sources of input to generate its predictions, including recency, frequency, temporal clustering, and time of day. Simulations based on log records of real user interaction across a diverse range of applications show that AccessRank more accurately predicts upcoming accesses than other algorithms. The prediction lists generated by AccessRank are also shown to be more stable than other algorithms that have good predictive capability, which can be important for usability when items are presented in lists as users can rely on their spatial memory for target location. Finally, we present examples of how real world applications might use AccessRank. ACMEffects of Behavior Monitoring and Perceived System Benefit in Online Recommender Systems - Note ![]() Contribution & Benefit: Experiment manipulating an online recommender system's behavior-monitoring functionality and its perceived consumer or corporate benefit. Offers guidance for theorists and designers of recommender systems. Abstract » Behavior monitoring is an important part of many recommender systems; however, its effects on users' perceptions of such systems are not well understood. We describe a 2x2 factorial experiment that manipulates a simulated recommender system's monitoring of user behavior (monitoring: present vs. absent) and whom the system is perceived to benefit (benefit: corporate vs. consumer). We find that attitudes toward being monitored are moderated by perceptions about system intentions. We propose an explanatory mechanism and highlight the value of understanding the subjective experience of interacting with recommender systems. ACMDesign and Evaluation of a Command Recommendation System for Software Applications - ToCHI Contribution & Benefit: Explores the design space of modern recommender systems in complex software applications for aiding command awareness. Performs a 6-week real-time within-application field study in user’s actual working environments. Abstract » We examine the use of modern recommender system technology to aid command awareness in complex software applications. We first describe our adaptation of traditional recommender system algorithms to meet the unique requirements presented by the domain of software commands. A user study showed that our item-based collaborative filtering algorithm generates 2.1 times as many good suggestions as existing techniques. Motivated by these positive results, we propose a design space framework and its associated algorithms to support both global and contextual recommendations. To evaluate the algorithms, we developed the CommunityCommands plug-in for AutoCAD. This plug-in enabled us to perform a 6-week user study of real-time, within-application command recommendations in actual working environments. We report and visualize command usage behaviors during the study, and discuss how the recommendations affected users behaviors. In particular, we found that the plug-in successfully exposed users to new commands, as unique commands issued significantly increased. Asking the Right Person: Supporting Expertise Selection in the Enterprise - Paper ![]() ![]() Contribution & Benefit: Lab study demonstrating that providing additional information about experts in expertise recommenders leads to better selections, and indicating which information is most useful. Offers design implications for expertise recommender creators Abstract » Expertise selection is the process of choosing an expert from a list of recommended people. This is an important and nuanced step in expertise location that has not received a great deal of attention. Through a lab-based, controlled investigation with 35 enterprise workers, we found that presenting additional information about each recommended person in a search result list led the participants to make quicker and better-informed selections. These results focus attention on a currently understudied aspect of expertise location--expertise selection--that could greatly improve the usefulness of supporting systems. We also asked participants to rate the type of information that might be most useful for expertise selection on a paper prototype containing 36 types of potentially helpful information. We identified sixteen types of this information that may be most useful for various expertise selection tasks. ACMTo Switch or Not To Switch: Understanding Social Influence in Online Choices - Paper Contribution & Benefit: Do online recommendations sway people's own opinions? The results of this paper show that this is indeed the case, with important consequences for consumer behavior research and marketing strategies. Abstract » We designed and ran an experiment to measure social influence in online recommender systems, specifically how often people's choices are changed by others' recommendations when facing different levels of confirmation and conformity pressures. In our experiment participants were first asked to provide their preferences between pairs of items. They were then asked to make second choices about the same pairs with knowledge of others' preferences. Our results show that others people's opinions significantly sway people's own choices. The influence is stronger when people are required to make their second decision sometime later (22.4%) than immediately (14.1%). Moreover, people seem to be most likely to reverse their choices when facing a moderate, as opposed to large, number of opposing opinions. Finally, the time people spend making the first decision significantly predicts whether they will reverse their decisions later on, while demographics such as age and gender do not. These results have implications for consumer behavior research as well as online marketing strategies. ACMChair: Jeffrey Bardzell, Indiana University, USA Understanding Agency in Interaction Design Materials - Paper ![]() Contribution & Benefit: The notion of agency is used to analyse materiality in interaction design. We illustrate the various levels at which agency emerge in the context of intensive short-time prototyping sessions. Abstract » We draw on the concept of agency in order to understand the process of how design materials 'talk back' to designers. In so doing, we illustrate the various levels at which agency can emerge in the context of intensive short-time prototyping sessions. In HCI, it is often assumed that the designer is the agent that acts intentionally in the design process. Contrary to this, recent notions of agency provide a way of analysing the performative role of design materials as intra-actions between components within a given phenomenon, rather than as meanings merely ascribed by actions of designers. The notion of agency puts focus on the emerging properties of materials and how they actively contribute to the way that design activity unfolds. The analyses showed how interaction design is to a large extent driven by emergent characteristics of available materials. The results have implications for understanding material interactions and materiality in interaction design. ACMTalking about Implications for Design in Pattern Language - Paper ![]() Contribution & Benefit: This paper presents our approach to capture and share knowledge from contextual analysis using pattern language. Our study shows that pattern language supports a reflective discussion of novel technology. Abstract » In this paper we present our approach to capture and share knowledge from field studies using pattern language and thereby inform the design of ubiquitous computing. In our case, we studied frontline firefighting by observing the existing practice, by developing empathy through participation and by introducing new technology as triggering artifacts. Applying grounded theory, we distilled our findings into pattern language describing core aspects of this practice and their interaction. In a workshop, we introduced the pattern language to developers who had no previous knowledge of this practice and, in follow-up interviews, confronted them with new technology proposals for firefighters. Our study shows that pattern language, while not to be confused with an immutable description of the status quo or a direct path from contextual analysis to design, supports a reflective discussion of novel technology and the fit with and potential impact on existing practice. ACMVOLLEY: Design Framework for Collaborative Animation - Short Case Study ![]() ![]() Contribution & Benefit: Case study describing design prototype for an online collaborative animation application. Can assist designers in understanding how to engage social communities and simplify animation interfaces, especially in formative design stages. Abstract » Users are increasingly empowered to produce visual content by a proliferation of online tools to create, publish and share within online communities and social networks. Despite advancements in web browser and image processing, the act of animation building is still considered a solitary activity. A design challenge: Can animation building become accessible to a general audience if it becomes a social activity? Volley is a concept design for a web application that enables users to collectively share, edit, and animate images. We created a design framework for an online community and animation tool that supports meaningful social collaborations and desirable, new animated works. The Relationship between Industrial Design and Interaction Design in Product Development Activities - Long Case Study ![]() Contribution & Benefit: Describes the relationship between industrial designers and interaction designers in product development activities. It can assist both design professions to collaborate with each other in fuzzy frond end pervasively. Abstract » This paper describes the relationship between industrial design and interaction design in product development activities based on a case study. The case study is grounded on a specific product's design and development activity. This study shows that the most intense collaboration takes place in early phases of the development activity such as concept generation and creation of design alternatives. This study also shows that there are differences in terms of methods, techniques and design languages in approaching the design problem, understanding users between industrial designers and interaction designers. Therefore conducting more case studies regarding this result might contribute to develop thriving techniques, design and representation languages. Your opinion counts! Leveraging social comments for analyzing aesthetic perception of photographs. - Note ![]() Contribution & Benefit: Presents a method to extract domain knowledge from user comments in online communities. A case study is demonstrated using this method to reveal the main factors influencing photography aesthetics. Abstract » This paper presents a novel method for estimating the main factors that influence aesthetic perception of photographs. This goal is achieved by automatically leveraging comments written by professional and knowledgeable photographers in specialized community websites. The statistical analysis of the resulting data shows the importance of multiple visual attributes in aesthetic perception, and their interaction effects with different photography categories. This technique can be applied in personalization and ranking of search results, and has the potential to reveal relevant factors in other domains. ACM |
09:30 - 10:50 | 11:30 - 12:50 | 14:30 - 15:50 | |
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Special EventsLifetime Achievement in Research Award: Dan OlsenRoom: Ballroom D | Special EventsInvited lecture: Stu CardRoom: Ballroom D | PaperUse the ForceRoom: Ballroom E![]() ![]() |
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Chair: Brad A. Myers, Carnegie Mellon University, USA Lifetime Achievement in Research Award: Dan Olsen, Creating the Digital Future: the Role of Interactive Systems - Special Events Abstract » The creation of a new interactive platform is the creation of a medium for expression. It empowers others to create and deliver value in ways that once were too difficult, too inconvenient or too expensive. The introduction of a new interactive platform changes what is feasible and possible. As we consider research into future interactive systems, what are the lessons we can learn from past success. How will we invent the next medium for interactive expression? BIO: Dan Olsen Jr. is a Professor of Computer Science at Brigham Young University and was the first director of the CMU Human-Computer Interaction Institute at CMU. He is one of the earliest and most influential researchers in the user interface software domain. His first contributions were in using formal language techniques (such as finite state machines and Backus-Naur Form) to specify the syntactic structure of a user interface. He has published three books on user interface software: “Building Interactive Systems: Principles for Human-Computer Interaction,” “Developing User Interfaces,” and “User Interface Management Systems: Models and Algorithms.” His 1988 MIKE system was an early and influential system for automatically generating a user interface from semantic specifications. Dan has continued to make important research contributions and novel systems in a wide variety of areas, from CSCW to Interactive Machine Learning, and developing Metrics and Principles for Human-Robot Interaction. Dan has also received CHI's Lifetime Service Award for his many years of service on behalf of the SIGCHI community. He was the founding editor of TOCHI, and played a key role in establishing the UIST conference and in making it one of the most successful SIGCHI conferences. Chair: Ed H. Chi, Invited Talk: Stu Card, Interaction Science in the Age of Makers and Instructables - Special Events Abstract » Human-Computer Interaction now is almost a different discipline than at the time of the first CHI conference. The field has moved from command-line interfaces for time-sharing to gesture interfaces for brain wave sleep monitors on your telephone. As Hal Varian has pointed out, we are in one of those unusual combinatorial periods in history where technology offers us a rich set of recombinable components that have been perfected but not yet incorporated into the fabric of society. Furthermore, significant innovations can now be done by smaller teams at more rapid rates and lower cost than before. In fact, the technology has allowed the rise of a digital culture of DIY hobbyists, exemplified by the Maker, Instructables, and Quantified Self Movements, who emphasize exploring the newly possible and just-in-time self-education, There are at least two interesting implications for HCI, I think. First is that we are in a new golden age for HCI, like the heady days when the GUI was being invented. New I/O devices are needed, new major interaction paradigms are possible, and CHI conferences should become more interesting. Second, the state of current technology and the spirit of the Maker Movement suggest a means for making progress on one of HCI’s oldest structural problems: how to ground the field, accelerate its progress, and make it cumulative by fashioning theories and incorporating them into practice. It is this latter point on which I wish to dwell. In this talk, I will attempt to sketch out, in the spirit of the times, what an interaction science for HCI could look like, how it might be incorporated into practice, and how it might be taught. BIO: Stuart Card works on the theory and design of human machine systems. Until his retirement, he was a Senior Research Fellow at the Xerox Palo Alto Research Center and head of its User Interface Research group. His study of input devices led to the Fitts's Law characterization of the mouse and was a major factor leading to the mouse's commercial introduction by Xerox. His group developed theoretical characterizations of human-machine interaction, including the Model Human Processor, the GOMS theory of user interaction, information foraging theory, theories of the sensemaking process of knowledge aggregation, developments in information visualization, and statistical characterizations of Internet use. The work of his group has resulted in a dozen Xerox products and contributed to the founding of three software companies, Card is a member of the National Academy of Engineering and the recipient of the 2007 Bower Award and Prize for Achievement in Science for fundamental contributions of the fields of human-computer interaction and information visualization. He is an ACM Fellow, the recipient of the ACM Computer-Human Interaction Lifetime Achievement Award, IEEE VGTC Visualization Career Award, and a member of the CHI-Academy. Card received an A.B. degree in physics from Oberlin College and a Ph.D. degree in psychology from Carnegie Mellon University. He holds 50 patents and has published 90 papers and three books. He is presently a Consulting Professor in the Computer Science Dept. at Stanford University. Chair: Mike Horn, Northwestern University, USA Evaluation of Human Tangential Force Input Performance - Paper ![]() Contribution & Benefit: Presents guidelines for UI design based on the tangential force applied by a user. Can assist in developing effective force-based interface. Abstract » While interacting with mobile devices, users may press against touch screens and also exert tangential force to the display in a sliding manner. We seek to guide UI design based on the tangential force applied by a user to the surface of a hand-held device. A prototype of an interface using tangential force input was implemented utilizing a force sensitive layer and an elastic layer and used for the user experiment. We investigated user controllability to reach and maintain target force levels and considered the effects of hand pose and direction of force input. Our results imply no significant difference in performance when applying force holding the device in one hand and in two hands. We also observed that users have more physical and perceived loads when applying tangential force in the left-right direction compared to the up-down direction. Based on the experimental results, we discuss considerations for user interface applications of tangential-force-based interface. ACMPocketNavigator: Studying Tactile Navigation Systems In-Situ - Paper Contribution & Benefit: Provides evidence from a study of a pedestrian navigation system published on the Android Market which shows that vibro-tactile navigation instructions can reduce the traveler's level of distraction. Abstract » In this paper, we report about a large-scale in-situ study of tactile feedback for pedestrian navigation systems. Recent advances in smartphone technology have enabled a number of interaction techniques for smartphone that use tactile feedback to deliver navigation information. The aim is to enable eyes-free usage and avoid distracting the user from the environment. Field studies where participants had to fulfill given navigation tasks, have found these techniques to be efficient and beneficial in terms of distraction. But it is not yet clear whether these findings will replicate in in-situ usage. We, therefore, developed a Google Maps-like navigation application that incorporates interaction techniques proposed in previous work. The application was published for free on the Android Market and so people were able to use it as a navigation system in their everyday life. The data collected through anonymous monitoring suggests that tactile feedback is successfully adopted in one third of all trips and has positive effects on the user's level of distraction. ACMFunneling and Saltation Effects for Tactile Interaction with Virtual Objects - Paper ![]() Contribution & Benefit: We have newly verified for the first time that funneling and saltation, the two main perceptual tactile illusions exist also on virtual objects without any physical medium. Abstract » Funneling and saltation are two major illusory feedback techniques for vibration-based tactile feedback. They are often put into practice e.g. to reduce the number of vibrators to be worn on the body and thereby build a less cumbersome feedback device. Recently, these techniques have been found to be applicable to eliciting "out of the body" experiences as well (e.g. through user-held external objects). This paper examines the possibility of applying this phenomenon to interacting with virtual objects. Two usability experiments were run to test the effects of funneling and saltation respectively for perceiving tactile sensation from a virtual object in an augmented reality setting. Experimental results have shown solid evidences for phantom sensations from virtual objects with funneling, but mixed results for saltation. ACMUsing Shear as a Supplemental Two-Dimensional Input Channel for Rich Touchscreen Interaction - Note Contribution & Benefit: In this note, we suggest using a largely unutilized touch input dimension: shear (force tangential to a screen's surface). This provides a supplemental analog 2D input channel. Abstract » Touch input is constrained, typically only providing finger X/Y coordinates. To access and switch between different functions, valuable screen real estate must be allocated to buttons and menus, or users must perform special actions, such as touch-and-hold, double tap, or multi-finger chords. Even still, this only adds a few bits of additional information, leaving touch interaction unwieldy for many tasks. In this work, we suggest using a largely unutilized touch input dimension: shear (force tangential to a screen's surface). Similar to pressure, shear can be used in concert with conventional finger positional input. However, unlike pressure, shear provides a rich, analog 2D input space, which has many powerful uses. We put forward five classes of advanced interaction that considerably expands the envelope of interaction possible on touchscreens. ACMGyroTab: A Handheld Device that Provides Reactive Torque Feedback - Note ![]() Contribution & Benefit: Presents GyroTab, a flat handheld system that utilizes the gyro effect to provide torque feedback on mobile devices. The feedback can be used to convey the feeling of weight or inertia. Abstract » Haptic devices that provide robust and realistic force feedback are generally grounded to counterweight the applied force, prohibiting their use in mobile devices. Many ungrounded force-feedback devices rely on the gyro effect to produce torques on the human body, but their active control systems render them extremely bulky for implementation in small mobile devices. We present GyroTab, a relatively flat handheld system that utilizes the gyro effect to provide torque feedback. GyroTab relies on the user to produce an input torque and provides feedback by opposing that torque, making its feedback reactive to the user�s motion. We describe the implementation of GyroTab, discuss the kinds of feedback it generates, and explore some of the psychophysical results we obtained from a study with the device. ACM | |||
PaperTouch Text EntryRoom: Ballroom E![]() ![]() ![]() |
Paper & ToCHIBigger is Better: Large and Multiple Display EnvironmentsRoom: Ballroom E![]() |
PanelHow-to-guide: Collaborating With Executives In A Pro-design World.Room: Ballroom F | |
Chair: Daniel Wigdor, University of Toronto, Canada Observational and Experimental Investigation of Typing Behaviour using Virtual Keyboards for Mobile Devices - Paper ![]() Contribution & Benefit: Observed the typing behaviour of a large number of smartphone users using a mobile game and conducted a large-scale experiment that shows how to improve users' typing performance without costs. Abstract » With the rise of current smartphones, virtual keyboards for touchscreens became the dominant mobile text entry technique. We developed a typing game that records how users touch on the standard Android keyboard to investigate users' typing behaviour. 47,770,625 keystrokes from 72,945 installations have been collected by publishing the game. By visualizing the touch distribution we identified a systematic skew and derived a function that compensates this skew by shifting touch events. By updating the game we conduct an experiment that investigates the effect of shifting touch events, changing the keys' labels, and visualizing the touched position. Results based on 6,603,659 keystrokes and 13,013 installations show that visualizing the touched positions using a simple dot decreases the error rate of the Android keyboard by 18.3% but also decreases the speed by 5.2% with no positive effect on learnability. The Android keyboard outperforms the control condition but the constructed shift function further improves the performance by 2.2% and decreases the error rate by 9.1%. We argue that the shift function can improve existing keyboards at no costs. ACMMultidimensional Pareto Optimization of Touchscreen Keyboards for Speed, Familiarity and Improved Spell Checking - Paper ![]() Contribution & Benefit: Describes a new approach to keyboard layout optimization for faster text entry with better spell correction on touchscreen phones, while retaining familiarity with Qwerty. Includes designs and user test results. Abstract » This paper presents a new optimization technique for keyboard layouts based on Pareto front optimization. We used this multifactorial technique to create two new touchscreen phone keyboard layouts based on three design metrics: minimizing finger travel distance in order to maximize text entry speed, a new metric to maximize the quality of spell correction by reducing tap ambiguity, and maximizing familiarity through a similarity function with the standard Qwerty layout. The paper describes the optimization process and resulting layouts for a standard trapezoid shaped keyboard and a more rectangular layout. Fitts' law modelling shows a predicted 11% improvement in entry speed without taking into account the significantly improved error correction potential and the subsequent effect on speed. In initial user tests typing speed dropped from approx. 21 wpm with Qwerty to 13 wpm (64%) on first use of our layout but recovered to 18 wpm (85%) within four short trial sessions, and was still improving. NASA TLX forms showed no significant difference on load between Qwerty and our new layout use in the fourth session. Together we believe this shows the new layouts are faster and can be quickly adopted by users. ACMBeyond QWERTY: Augmenting Touch Screen Keyboards with Multi-Touch Gestures for Non-Alphanumeric Input - Note ![]() Contribution & Benefit: We introduce a bimanual, multi-touch gestural approach for non-alphanumeric text input on touch-screen keyboards. This technique is designed to augment, not replace, existing solutions. Abstract » Although many techniques have been proposed to improve text input on touch screens, the vast majority of this research ignores non-alphanumeric input (i.e., punctuation, symbols, and modifiers). To support this input, widely adopted commercial touch-screen interfaces require mode switches to alternate keyboard layouts for most punctuation and symbols. Our approach is to augment existing ten-finger QWERTY keyboards with multi-touch gestural input that can exist as a complement to the moded-keyboard approach. To inform our design, we conducted a study to elicit user-defined gestures from 20 participants. The final gesture set includes both multi-touch and single-touch gestures for commonly used non-alphanumeric text input. We implemented and conducted a preliminary evaluation of a touch-screen keyboard augmented with this technique. Findings show that using gestures for non-alphanumeric input is no slower than using keys, and that users strongly prefer gestures to a moded-keyboard interface. ACMTouch Typing using Thumbs: Understanding the Effect of Mobility and Hand Posture - Note ![]() Contribution & Benefit: Presents a user study of touch typing whilst walking and the effect of different hand postures and target size. Can assist designers in developing new effective mobile keyboards. Abstract » Mobile touch devices have become increasingly popular, yet typing on virtual keyboards whilst walking is still an overwhelming task. In this paper we analyze; firstly, the negative effect of walking on text-input performance, particularly the users' main difficulties and error patterns. We focused our research on thumb typing, since this is a commonly used technique to interact with touch interfaces. Secondly, we analyze how these effects can be compensated by two-hand interaction and increasing target size. We asked 22 participants to input text under three mobility conditions (seated, slow walking, and normal walking) and three hand conditions (one-hand/portrait, two-hand/portrait, and two-hand/landscape). Results show that independently of hand condition, mobility significantly decreased input quality, leading to specific error patterns. Moreover, it was shown that target size can compensate the negative effect of walking, while two-hand interaction does not provide additional stability or input accuracy. We finish with implications for future designs. ACMWalkType: Using Accelerometer Data to Accomodate Situational Impairments in Mobile Touch Screen Text Entry - Paper ![]() Contribution & Benefit: Describes an adaptive text entry system that leverages the mobile device's accelerometer to compensate for extraneous movement while walking. This technique can significantly improve typing speed and accuracy. Abstract » The lack of tactile feedback on touch screens makes typing difficult, a challenge exacerbated when situational impairments like walking vibration and divided attention arise in mobile settings. We introduce WalkType, an adaptive text entry system that leverages the mobile device�s built-in tri-axis accelerometer to compensate for extraneous movement while walking. WalkType�s classification model uses the displacement and acceleration of the device, and inference about the user�s footsteps. Additionally, WalkType models finger-touch location and finger distance traveled on the screen, features that increase overall accuracy regardless of movement. The final model was built on typing data collected from 16 participants. In a study comparing WalkType to a control condition, WalkType reduced uncorrected errors by 45.2% and increased typing speed by 12.9% for walking participants. ACMChair: David Dearman, Nokia Research Center, USA XICE Windowing Toolkit: Seamless Display Annexation - ToCHI Contribution & Benefit: Presents a vision for safer, flexible, ubiquitous nomadic computing. Demonstrates a resource-efficient approach to annexing screens in the environment. The next level of mobile computing. Abstract » Users are increasingly nomadic, carrying computing power with them. To gain rich input and output, users could annex displays and input devices when available, but annexing via VGA cable is insufficient. This article introduces XICE, which uses wireless networks to connect portable devices to display servers. Network connections eliminate cables, allow multiple people to share a display, and ease input annexation. XICE mitigates potentially malicious input, and facilitates comfortable viewing on a variety of displays via view-independent coordinates. The XICE-distributed graphics model greatly reduces portable device CPU usage and extends portable device battery life. ReticularSpaces: Activity-Based Computing Support for Physically Distributed and Collaborative Smart Spaces - Paper Contribution & Benefit: ReticularSpaces extends smart spaces technology with Activity-Based Computing. It offers a unified user interface across multiple displays designed to support complex information management, collaboration and mobility. Abstract » Smart spaces research focuses on technology for multiple displays and devices for collocated participants. In most approaches, however, users have to cope with heterogeneous interfaces and information organization, as well as a lack of support for collaboration with mobile and remote users outside the smart space. In this paper, we present ReticularSpaces; a multi-display smart space system built on the principles of activity-based computing. The focus of ReticularSpaces is to support: (i) unified interaction with applications and documents through ReticularUI, a novel distributed user interfaces design; (ii) management of the complexity of tasks between users and displays; (iii) mobile users in a local, remote or `nomadic' settings; and (iv) collaboration among local and remote users. We describe the motivation, design, and architecture of ReticularSpaces, and report from a preliminary feasibility study. The study shows that participants found ReticularSpaces useful and effective, but at the same time reveals new areas for research on smart environments. ACMRegional Undo/Redo Techniques for Large Interactive Surfaces - Paper Contribution & Benefit: Explores the problem of undo/redo techniques on large interactive surfaces in co-located collaborative work. Provides interaction designers with design recommendations for regional undo/redo techniques. Abstract » When multiple users are simultaneously sharing a workspace, it is not always clear what should happen when a user invokes an undo action. In this paper we explore different user interfaces for undo/redo for co-located collaborative workspaces, such as large interactive whiteboards. A preliminary study revealed that users expect neither a global nor personal undo, but rather a regional undo. We propose and evaluate three automatic regional undo/redo techniques (clustering, workspace, field of view) designed for a large interactive whiteboard. The results of the evaluation showed that an undo technique based on users� field of view was most preferred, while the content-based clustering technique produced most errors. We conclude with potential improvements to the developed techniques, and propose a set of design recommendations for implementing regional undo/redo on large interactive surfaces. ACMTangible Remote Controllers for Wall-Size Displays - Paper ![]() Contribution & Benefit: Describes customizable tangible remote controllers to interact with wall-size displays. Results from a controlled user study support their eyes-free use for visual exploration tasks. Abstract » We explore the use of customizable tangible remote controllers for interacting with wall-size displays. Such controllers are especially suited to visual exploration tasks where users need to move to see details of complex visualizations. In addition, we conducted a controlled user study suggesting that tangibles make it easier for users to focus on the visual display while they interact. We explain how to build such controllers using off-the-shelf touch tablets and describe a sample application that supports multiple dynamic queries. ACMHow-to-guide: Collaborating With Executives In A Pro-design World. - Panel Contribution & Benefit: This panel includes designers, product managers, and executives from various industries. The discussion focuses on how designers can collaborate effectively with executives to create a design-driven strategy from concept to implementation. Abstract » This panel includes designers, product managers, and executives from various industries. The discussion focuses on how designers can collaborate effectively with executives to create a design-driven strategy from concept to implementation. | |||
PanelMaterial Interactions - From Atoms & Bits to Entangled PracticesRoom: Ballroom F | PanelSocial Sustainability: An HCI AgendaRoom: Ballroom F![]() |
PaperHuman Performance Gives Us Fitts'Room: Ballroom G![]() ![]() |
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Chair: Mikael Wiberg, Material Interactions - From Atoms & Bits to Entangled Practices - Panel Contribution & Benefit: This panel addresses some of the core aspects of the theme "It's the experience" for CHI2012 by focusing on the materials that constitute the foundation for interaction with computers. Abstract » This panel addresses some of the core aspects of the theme �It�s the experience� for the CHI2012 conference by focusing on the materials that constitute the foundation for interaction with computers. We take a series of questions as a joint point of departure to consider the nature and character of �material interactions� in HCI. Specifically, we consider theoretical, critical and practical approaches to material interactions and how they inform/become useful to HCI. The panel will include position statements from the panelists as well as high-level audience participation. We envision a fun and intellectually stimulating panel moderated by Prof. Mikael Wiberg consisting of a number of scholars with a well-developed view on digital materialities to fuel a discussion on material interactions - from atoms & bits to entangled practices. These scholars include: Prof. Hiroshi Ishii, Prof. Paul Dourish, Daniela Rosner, Petra Sundstr�m, Anna Vallg�rda and Tobie Kerridge. This panel also features Mark Rolston, Chief Creative Officer at Frog design, Inc. Social Sustainability: An HCI Agenda - Panel ![]() Contribution & Benefit: The panel will capture some of the breadth and depth of the current CHI discourse on Social Sustainability, and discuss a forward-looking research agenda. Abstract » The panel will capture some of the breadth and depth of the current CHI discourse on Social Sustainability, and discuss a forward-looking research agenda. Chair: Olivier Chapuis, Univ Paris-Sud, France Accurate Measurements of Pointing Performance from In Situ Observations - Paper Contribution & Benefit: Method for obtaining lab-quality measurements of pointing performance from unobtrusive observations of natural in situ interactions. Abstract » We present a method for obtaining lab-quality measurements of pointing performance from unobtrusive observations of natural in situ interactions. Specifically, we have developed a set of user-independent classifiers for discriminating between deliberate, targeted mouse pointer movements and those movements that were affected by any extraneous factors. To develop and validate these classifiers, we developed logging software to unobtrusively record pointer trajectories as participants naturally interacted with their computers over the course of several weeks. Each participant also performed a set of pointing tasks in a formal study set-up. For each movement, we computed a set of measures capturing nuances of the trajectory and the speed, acceleration, and jerk profiles. Treating the observations from the formal study as positive examples of deliberate, targeted movements and the in situ observations as unlabeled data with an unknown mix of deliberate and distracted interactions, we used a recent advance in machine learning to develop the classifiers. Our results show that, on four distinct metrics, the data collected in-situ and filtered with our classifiers closely matches the results obtained from the formal experiment. ACMA General-Purpose Target-Aware Pointing Enhancement Using Pixel-Level Analysis of Graphical Interfaces - Paper ![]() Contribution & Benefit: We present a general-purpose implementation of a target aware pointing technique, functional across an entire desktop. Abstract » We present a general-purpose implementation of a target aware pointing technique, functional across an entire desktop and independent of application implementations. Specifically, we implement Grossman and Balakrishnan�s Bubble Cursor, the fastest general pointing facilitation technique in the literature. Our implementation obtains the necessary knowledge of interface targets using a combination of pixel-level analysis and social annotation. We discuss the most novel aspects of our implementation, including methods for interactive creation and correction of pixel-level prototypes of interface elements and methods for interactive annotation of how the cursor should select identified elements. We also report on limitations of the Bubble Cursor unearthed by examining our implementation in the complexity of real-world interfaces. We therefore contribute important progress toward real-world deployment of an important family of techniques and shed light on the gap between understanding techniques in controlled settings versus behavior with real-world interfaces. ACMAssisting Hand Skill Transfer of Tracheal Intubation Using Outer-Covering Haptic Display - Note ![]() Contribution & Benefit: Proposes a novel haptic device. The device can effectively guide human hand motion with significantly lower detection threshold than conventional devices. Abstract » Various systems for hand tool skill training have been developed in the domain of haptic displays. These systems typically present force to a learner�s palm by directly actuating the tool. However, this approach is sometimes ineffective because learners have difficulty sensing the haptic feedback from the tool when they are holding it tightly. Thus, we propose a different approach (OCHD) that effectively guides the learner�s hand by presenting force to the back of his/her hand as if an instructor is holding it. A preliminary experiment showed that OCHD effectively guides users with less actuator drive force than cases where the tool is directly actuated. ACMAn Investigation of Fitts' Law in a Multiple-Display Environment - Note Contribution & Benefit: Experiment showing that Fitts' Law may underestimate difficulty of pointing tasks on multiple-monitor systems. Pertinent for designers trying applying Fitts' Law to interface design for multiple-display environments. Abstract » We describe the design and analysis of a Fitts' law experiment, conducted in a multiple-display environment (MDE), in which the physical gap between displays and the proximity of targets to the gap systematically varied. Participants achieved decreasing throughput values (a combined measure of movement time and accuracy in a target acquisition task) under increasing gap sizes. Participants likewise performed relatively poorly in tasks involving monitor crossing over all gap conditions, especially so when motion either originates or terminates very close to the gap. Both results could be considered surprising since in either case, the amount of mouse movement needed to successfully execute the task does not change based on physical gap size or a target's proximity to the edge. Fitts' law may underestimate the difficulty of movement tasks in MDEs. ACMExtending Fitts' Law to Account for the Effects of Movement Direction on 2D Pointing - Paper ![]() Contribution & Benefit: Improves understanding of modeling 2D pointing using Fitts' law, with an intuitive explanation for the new model. Provides practitioners and researchers with guidelines for UI and Fitts task experiment designs. Abstract » Fitts' law is the most widely applied model in the field of HCI. However, this model and its existing extensions are still limited for 2D pointing task especially when the effects of movement direction (θ) remain in the task. In this paper, we employ the concept of projection to account for the effects of target width (W) and height (H) on movement time so that we seamlessly integrate the four factors, i.e. θ, amplitude (A), W and H, into the new extension of Fitts' law, which can uncover not only the periodicity of the asymmetrical impacts of W and H with the variation of θ but also their interrelation. Carrying out two experiments, we verify that the vertical projection of W and the horizontal projection of H in the line of movement direction can be viewed as the determinants of movement time. Finally, we offer recommendations for 2D pointing experiments and discuss the implications for interface designs. ACM | |||
Paper & ToCHIProgramming and DebuggingRoom: Ballroom G![]() |
Case Study & PaperWhat a Lovely GestureRoom: Ballroom G![]() ![]() ![]() |
SIG MeetingDesigning Wellness Interventions and ApplicationsRoom: 11A![]() |
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Chair: Niklas Elmqvist, Purdue University, USA Codelets: Linking Interactive Documentation and Example Code in the Editor - Paper ![]() Contribution & Benefit: Presents Codelets, which link interactive documentation with example code in code editors. Codelets allow third parties to write rich in-editor documentation. Abstract » Programmers frequently use instructive code examples found on the Web to overcome cognitive barriers while programming. These examples couple the concrete functionality of code with rich contextual information about how the code works. However, using these examples necessitates understanding, configuring, and integrating the code, all of which typically take place after the example enters the user's code and has been removed from its original instructive context. In short, a user's interaction with an example continues well after the code is pasted. This paper investigates whether treating examples as "first-class" objects in the code editor - rather than simply as strings of text - will allow programmers to use examples more effectively. We explore this through the creation and evaluation of Codelets. A Codelet is presented inline with the user's code, and consists of a block of example code and an interactive helper widget that assists the user in understanding and integrating the example. The Codelet persists throughout the example's lifecycle, remaining accessible even after configuration and integration is done. A comparative laboratory study with 20 participants found that programmers were able to complete tasks involving examples an average of 43% faster when using Codelets than when using a standard Web browser. ACMEvaluating Interactive Support for Secure Programming - Paper Contribution & Benefit: We developed an interactive tool that aids programmers in developing secure code and evaluated it through two comparison-based user studies. Results demonstrate that interactive techniques can help reduce non-functional security errors. Abstract » Implementing secure code is an important and oft-overlooked non-functional requirement. Secure programming errors are a subset of program errors that result in many common privacy and security breaches in commercial software. We are seeking to provide interactive support for secure programming in the development environment. In this paper, we have evaluated our prototype tool, ASIDE, which provides real-time warnings and code generation to reduce secure programming errors introduced by programmers. We evaluate the potential use and effectiveness of ASIDE on both novice and professional developers in two comparison user studies. Our results demonstrate that the interactive support can help address this important non-functional requirement, and suggest guidelines for such tools to support programmers. ACMTriggering Triggers and Burying Barriers to Customizing Software - Paper Contribution & Benefit: Proposes a methodology for empirically studying software customization and the impact of customization factors. Shows that increasing exposure and awareness of customization features, and adding social influence affects customization behavior. Abstract » General-purpose software applications are usually not tailored for a specific user with specific tasks, strategies or preferences. In order to achieve optimal performance with such applications, users typically need to transition to an alternative efficient behavior. Often, features of such alternative behaviors are not initially accessible and first need to be customized. However, few research works formally study and empirically measure what drives a user to customize. In this paper, we describe the challenges involved in empirically studying customization behaviors, and propose a methodology for formally measuring the impact of potential customization factors. We then demonstrate this methodology by studying the impact of different customization factors on customization behaviors. Our results show that increasing exposure and awareness of customization features, and adding social influence can significantly affect the user's customization behavior. ACMEnd-User Debugging Strategies: A Sensemaking Perspective - ToCHI Contribution & Benefit: Contributes a sensemaking model for end-user debugging and new insights into debugging strategies and behaviors. Reveals implications for the design of spreadsheet tools to support end-user programmers’ sensemaking during debugging. Abstract » Despite decades of research into how professional programmers debug, only recently has work emerged about how end-user programmers attempt to debug programs. Without this knowledge, we cannot build tools to adequately support their needs. This paper reports the results of a detailed qualitative empirical study of end-user programmers’ sensemaking about a spreadsheet’s correctness. Using our study’s data, we derived a sensemaking model for end-user debugging and categorized participants’ activities and verbalizations according to this model, allowing us to investigate how participants went about debugging. Among the results are identification of the prevalence of information foraging during end-user debugging, two successful strategies for traversing the sensemaking model, potential ties to gender differences in the literature, sensemaking sequences leading to debugging progress, and sequences tied with troublesome points in the debugging process. The results also reveal new implications for the design of spreadsheet tools to support end-user programmers’ sensemaking during debugging. Chair: Hrvoje Benko, Microsoft Research, USA Gesture Coder: A Tool for Programming Multi-Touch Gestures by Demonstration - Paper ![]() Contribution & Benefit: We present Gesture Coder, a tool for programming multi-touch gestures by demonstration. It significantly lowers the threshold of programming multi-touch gestures. Abstract » Multi-touch gestures have become popular on a wide range of touchscreen devices, but the programming of these gestures remains an art. It is time-consuming and error-prone for a developer to handle the complicated touch state transitions that result from multiple fingers and their simultaneous movements. In this paper, we present Gesture Coder, which by learning from a few examples given by the developer automatically generates code that recognizes multi-touch gestures, tracks their state changes and invokes corresponding application actions. Developers can easily test the generated code in Gesture Coder, refine it by adding more examples, and once they are satisfied with its performance integrate the code into their applications. We evaluated our learning algorithm exhaustively with various conditions over a large set of noisy data. Our results show that it is sufficient for rapid prototyping and can be improved with higher quality and more training data. We also evaluated Gesture Coder's usability through a within-subject study in which we asked participants to implement a set of multi-touch interactions with and without Gesture Coder. The results show overwhelmingly that Gesture Coder significantly lowers the threshold of programming multi-touch gestures. ACMProton: Multitouch Gestures as Regular Expressions - Paper Contribution & Benefit: Describes a framework that allows developers to declaratively specify multitouch gestures as regular expressions. Supports static analysis of gesture conflicts and the creation of gestures via a graphical editor. Abstract » Current multitouch frameworks require application developers to write recognition code for custom gestures; this code is split across multiple event-handling callbacks. As the number of custom gestures grows it becomes increasingly difficult to 1) know if new gestures will conflict with existing gestures, and 2) know how to extend existing code to reliably recognize the complete gesture set. Proton is a novel framework that addresses both of these problems. Using Proton, the application developer declaratively specifies each gesture as a regular expression over a stream of touch events. Proton statically analyzes the set of gestures to report conflicts, and it automatically creates gesture recognizers for the entire set. To simplify the creation of complex multitouch gestures, Proton introduces gesture tablature, a graphical notation that concisely describes the sequencing of multiple interleaved touch actions over time. Proton contributes a graphical editor for authoring tablatures and automatically compiles tablatures into regular expressions. We present the architecture and implementation of Proton, along with three proof-of-concept applications. These applications demonstrate the expressiveness of the framework and show how Proton simplifies gesture definition and conflict resolution. ACMBootstrapping Personal Gesture Shortcuts with the Wisdom of the Crowd and Handwriting Recognition - Paper Contribution & Benefit: Presents a novel approach for bootstrapping personal gesture shortcuts, using a combination of crowdsourcing and handwriting recognition. Makes gesture-based interaction more scalable by alleviating the effort of defining gesture shortcuts beforehand. Abstract » Personal user-defined gesture shortcuts have shown great potential for accessing the ever-growing amount of data and computing power on touchscreen mobile devices. However, their lack of scalability is a major challenge for their wide adoption. In this paper, we present Gesture Marks, a novel approach to touch-gesture interaction that allows a user to access applications and websites using gestures without having to define them first. It offers two distinctive solutions to address the problem of scalability. First, it leverages the "wisdom of the crowd", a continually evolving library of gesture shortcuts that are collected from the user population, to infer the meaning of gestures that a user never defined himself. Second, it combines an extensible template-based gesture recognizer with a specialized handwriting recognizer to even better address handwriting-based gestures, which are a common form of gesture shortcut. These approaches effectively bootstrap a user's personal gesture library, alleviating the need to define most gestures manually. Our work was motivated and validated via a series of user studies, and the findings from these studies add to the body of knowledge on gesture-based interaction. ACMSelf-Revealing Gestures: Teaching New Touch Interactions in Windows 8 - Long Case Study ![]() ![]() Contribution & Benefit: Case study describing a design process for a teaching method for new touch gestures in Windows 8. Can assist designers in understanding how touch interactions can be taught during interaction. Abstract » The touch language we use to interact with computers and devices is still developing. How can we teach users of our systems new touch gestures without interfering with their user experience? A team of user experience designers and researchers went through an iterative process to design a teaching method for two new touch interactions. This case study describes the designs they created, their insight from user studies, and the final design that will be implemented in Windows 8. Designing Wellness Interventions and Applications - SIG Meeting ![]() Contribution & Benefit: This SIG is a forum to discuss an integrated approach to future wellness interventions and technologies with researchers and practitioners in academy and in business. Abstract » In recent years, we have seen a large explosion of wellness interventions and technology applications focused on human’s well-being with the intention of helping people avoid needing medical care. Given the increasing emergence of wellness applications, there is a need to integrate existing diverse research endeavors and discuss key challenges and opportunities for next generation wellness interventions and applications. In this SIG, we bring together researchers and practitioners in the wellness field to develop a shared understanding of existing approaches around the wellness interventions and applications and identify key synergies, opportunities, and challenges for future research that lead to successful wellbeing. | |||
SIG MeetingChanging requirements to HCI funding: A global perspectiveRoom: 11A![]() ![]() |
SIG MeetingInvited SIG - Participation and HCI: Why Involve People in Design?Room: 11A![]() |
SIG MeetingWork Life Balance in HCIRoom: 11B![]() |
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Changing requirements to HCI funding: A global perspective - SIG Meeting ![]() ![]() Contribution & Benefit: The requirements for funding for HCI research are changing globally. We review with panel members and high-level grant decision makers from different continents how requirements change and what that means. Abstract » The requirements for funding for HCI research are changing globally. In this SIG meeting, we will review with panel members and high-level grant decision makers from different continents and countries how the requirements are changing and discuss how this affects HCI research and its impact. Invited SIG - Participation and HCI: Why Involve People in Design? - SIG Meeting ![]() Contribution & Benefit: In this invited SIG we discuss the role of participation in HCI. Positions will be presented from four experts, provoking us to discuss why we include people in design processes. Abstract » Participation is of high relevance to the CHI Design community. Participatory work has been performed with very different intentions: to democratize the design process; to better inform the design of new systems; to engage the public in the construction of their own futures; or simply to appease funding commitments. Whilst this increased attention has lead to a large amount of methodological innovation, very little effort has been spent reflecting on why various participatory approaches should, or should not be, used and how we can assess their impacts on the design process and products. This invited SIG will bring together invited experts who have explored participation to different degrees within their past work to provoke group and plenary audience discussion. The aim of this SIG is to provide an opportunity for discussion and reflection on how and why participative methods are used in HCI research and practice. Work Life Balance in HCI - SIG Meeting ![]() Contribution & Benefit: This SIG explores possible solutions to the challenges that HCI researchers and practitioners face in their everyday lives in an attempt to maintain a work life balance. Abstract » With the pervasiveness of technology, it has not only permeated our workspaces but it has also become invasive in our private personal spaces. Whether on the sports field, in the home, in health or spiritual spaces, technology is ever present. With this persistent presence, it keeps us constantly connected to our work, extending work beyond the normal working hours that used to be sharply demarcated by physical distance between work and play. This SIG will discuss the challenges and possible interventions to maintain work life balance for HCI researchers and practitioners. | |||
SIG MeetingDigital Art: Evaluation, Appreciation, Critique (Invited SIG)Room: 11B![]() |
SIG MeetingGaze Interaction in the Post-WIMP WorldRoom: 11B | PaperUsability and User ResearchRoom: 12AB![]() ![]() |
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Digital Art: Evaluation, Appreciation, Critique (Invited SIG) - SIG Meeting ![]() Contribution & Benefit: We examine the evaluation of Digital Art and how ideas on evaluation can be exchanged between the arts and HCI. We start by a critique of standard approaches to evaluation. Abstract » This SIG examines the vexed question of evaluation of Digital Art and how lessons on evaluation can be exchanged between the arts and mainstream HCI. We start by looking at critiques of standard approaches to evaluation in HCI. We then look at approaches, which have been developed in Digital Art to merge qualitative and quantitative methods. These investigations set the agenda for the SIG with the aim of uncovering the audience’s knowledge and attempts at Digital Art evaluation, appreciation and critique. The chief outcome will be an exchange of experiences and proposals for ways forward for both the Digital Arts community and the broader CHI community. Gaze Interaction in the Post-WIMP World - SIG Meeting Contribution & Benefit: This SIG meeting invites researchers and practitioners to get an insight in and to discuss the potential of gaze interaction for diverse application areas, interaction tasks, and multimodal user interfaces. Abstract » With continuous progression away from desktop to post-WIMP applications, including multi-touch, gestural, or tangible interaction, there is high potential for eye gaze as a more natural human-computer interface in numerous contexts. Examples include attention-aware adaptations or the combination of gaze and hand gestures for interaction with distant displays. This SIG meeting provides a discussion venue for researchers and practitioners interested in gaze interaction in the post-WIMP era. We wish to draw attention to this emerging field and eventually formulate fundamental research questions. We will discuss the potential of gaze interaction for diverse application areas, interaction tasks, and multimodal user interface combinations. Our aims are to promote this research field, foster a larger research community, and establish the basis for a workshop at CHI 2013. Chair: Anna Cox, University College London, UK Identifying Usability Issues via Algorithmic Detection of Excessive Visual Search - Paper ![]() Contribution & Benefit: Presents an evaluation of algorithms for the automated detection of excessive visual search, a technique that can be utilized to aid in the identification of usability problems during usability testing. Abstract » Automated detection of excessive visual search (ES) experienced by a user during software use presents the potential for substantial improvement in the efficiency of supervised usability analysis. This paper presents an objective evaluation of several methods for the automated segmentation and classification of ES intervals from an eye movement recording, a technique that can be utilized to aid in the identification of usability problems during software usability testing. Techniques considered for automated segmentation of the eye movement recording into unique intervals include mouse/keyboard events and eye movement scanpaths. ES is identified by a number of eye movement metrics, including: fixation count, saccade amplitude, convex hull area, scanpath inflections, scanpath length, and scanpath duration. The ES intervals identified by each algorithm are compared to those produced by manual classification to verify the accuracy, precision, and performance of each algorithm. The results indicate that automated classification can be successfully employed to substantially reduce the amount of recorded data reviewed by HCI experts during usability testing, with relatively little loss in accuracy. ACMAn Evaluation of How Small User Interface Changes Can Improve Scientists' Analytic Strategies - Paper Contribution & Benefit: We presented results from a quantitative user study showing that controlled changes in the interface of an analysis system can be employed to correct deficiencies in users' analytic behavior Abstract » Subtle changes in analysis system interfaces can be used purposely to alter users' ACManalytic behaviors. In a controlled study subjects completed three analyses at one-week intervals using an analysis support system. Control subjects used one interface in all sessions. Test subjects used modified versions in the last two sessions: a first set of changes aimed at increasing subjects' use of the system and their consideration of alternative hypotheses; a second set of changes aimed at increasing the amount of evidence collected. Results show that in the second session test subjects used the interface $39\\%$ more and switched between hypotheses $19\\%$ more than in the first session. They then collected $26\\%$ more evidence in the third than in the second session. These increases differ significantly ($p<0.05$) from near constant control rates. We hypothesize that this approach can be used in many real applications to guide analysts unobtrusively towards improved analytic strategies. Mouse Tracking: Measuring and Predicting Users' Experience of Web-based Content - Paper Contribution & Benefit: Demonstrates that mouse-tracking offers valuable signals about user attention and experience on web pages, and can even help detect user frustration and reading struggles. Applications include evaluating content layout and noticeability. Abstract » Previous studies have used mouse tracking as a tool to measure usability of webpages, user attention and search relevance. In this paper, we go beyond measurement of user behavior to prediction of the resulting user experience from mouse patterns alone. Specifically, we identify mouse markers that can predict user frustration and reading struggles at reasonably high accuracy. We believe that mouse-based prediction of user experience is an important advance, and could potentially offer a scalable way to infer user experience on the web. In addition, we demonstrate that mouse tracking could be used for applications such as evaluating content layout and content noticeability; we apply this in particular to advertisements. More generally, it could be used to infer user attention in complex webpages containing images, text and varied content, including how attention patterns vary with page layout and user distraction. ACMEvaluating the Benefits of Real-time Feedback in Mobile Augmented Reality with Hand-held Devices - Note ![]() Contribution & Benefit: Adding real-time feedback to a mobile Augmented Reality system to reflect the status of the physical objects being manipulated improves performance by reducing the division of attention. Abstract » Augmented Reality (AR) has been proved useful to guide operational tasks in professional domains by reducing the shift of attention between instructions and physical objects. Modern smartphones make it possible to use such techniques in everyday tasks, but raise new challenges for the usability of AR in this context: small screen, occlusion, operation ``through a lens''. We address these problems by adding real-time feedback to the AR overlay. We conducted a controlled experiment comparing AR with and without feedback, and with standard textual and graphical instructions. Results show significant benefits for mobile AR with feedback and reveals some problems with the other techniques. ACMHow Do We Find Personal Files?: The Effect of OS, Presentation & Depth on File Navigation - Note Contribution & Benefit: A large scale study testing the effects of OS, interface presentation and folder depth on personal file navigation. Informs improved folder system design by increasing efficiency in finding files. Abstract » Folder navigation is the main way that computer users retrieve their personal files. However we know surprisingly little about navigation, particularly about how it is affected by the operating system used, the interface presentation and the folder structure. To investigate this, we asked 289 participants to retrieve 1,109 of their own active files. We analyzed the 4,948 resulting retrieval steps, i.e. moves through the hierarchical folder tree. Results show: (a) significant differences in overall retrieval time between PC and Mac that arise from different organizational strategies rather than interface design; (b) the default Windows presentation is suboptimal � if changed, retrieval time could be reduced substantially and (c) contrary to our expectations, folder depth did not affect step duration. We discuss possible reasons for these results and suggest directions for future research. ACM | |||
alt.chialt.chi: Home and NeighborhoodRoom: 12AB![]() |
Case Study & PaperTweet, Tweet, Tweet!Room: 12AB![]() ![]() ![]() ![]() ![]() |
SIG MeetingAnimal-Computer Interaction SIGRoom: 13A![]() |
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Chair: Josh Tanenbaum, Simon Fraser University, Canada "I had a dream and I built it" Power and self-staging in ubiquitous high-end homes - alt.chi ![]() Contribution & Benefit: Case study describing motivations for affluent people to live in smart home environments. In particular we describe how people use technologies for staging themselves and for exposing their power. Abstract » Research on smart homes and ubiquitous homes is often highly focused on the challenges and obstacles for establishing and living in smart homes. Few have studied peoples’ motivations for establishing smart homes as well as the real life experiences living in such homes. We have had the chance to study 27 homes of very wealthy people around the world, living in homes containing the smartness and intelligence money can buy today. We report on the passions and experiences motivating people to live in smart environments. In particular we describe how people use technologies for staging themselves and for exposing their power. Pet Video Chat: Monitoring and Interacting with Dogs over Distance - alt.chi ![]() Contribution & Benefit: To investigate the potential of interactive dog cams, we designed a pet video chat system with remote interaction features and evaluated it with pet owners to understand its usage. Abstract » Companies are now making video-communication systems that allow pet owners to see, and, in some cases, even interact with their pets when they are separated by distance. Such ‘doggie cams’ show promise, yet it is not clear how pet video chat systems should be designed (if at all) in order to meet the real needs of pet owners. To investigate the potential of interactive dog cams, we then designed our own pet video chat system that augments a Skype audio-video connection with remote interaction features and evaluated it with pet owners to understand its usage. Our results show promise for pet video chat systems that allow owners to see and interact with their pets while away. Vehicular Lifelogging: New Contexts and Methodologies for Human-Car Interaction - alt.chi Contribution & Benefit: Presents novel design for automotive lifelogging that engages drivers in ongoing discoveries about their vehicle. Offers innovative storytelling and theatrical strategies focusing on “character” and larger social context surrounding driving. Abstract » This paper presents an automotive lifelogging system that uses in-car sensors to engage drivers in ongoing discoveries about their vehicle, driving environment, and social context throughout the lifecycle of their car. A goal of the design is to extend the typical contexts of automotive user-interface design by (1) looking inward to the imagined “character” of the car and (2) looking outward to the larger social context that surrounds driving. We deploy storytelling and theatrical strategies as a way of moving our thinking outside the familiar constraints of automotive design. These methods help us to extend the concept of a lifelog to consider the “lives” of objects and the relationship between humans and non-humans as fruitful areas of design research. Crowdsourcing an Emotional Wardrobe - alt.chi Contribution & Benefit: Investigating the possibility of designing a multi-modal language to enable the crowdsourcing of tactile perceptions of garments and the values that such a process would bring to our society. Abstract » Selecting clothing online requires decision-making about sensorial experiences, but online environments provide only limited sensorial information. Inferences are therefore made on the basis of product pictures and their textual description. This is often unreliable as it is either based on the designer’s understanding of the product or deprived of perceptual content due to the difficulty of expressing such experiences. Using a purpose built website that combines and cross references multi-modal descriptive media, this study aims at investigating the possibility of using crowdsourcing mechanisms and multi-modal language to engage consumers in providing enriched descriptions of their tactile experiences of garments. TravelThrough: A Participatory-based Guidance System for Traveling through Disaster Areas - alt.chi Contribution & Benefit: We examine the potential of utilizing the affected population and prevalent mobile technology (with GPS) as distributed active sensors, sharing observations from the disaster areas, while guiding themselves to safety. Abstract » This paper focuses on decentralized individual self-help in the aftermath of a disaster, instead of the traditionally adopted model of centralized disaster response management. It presents the results of a controlled field experiment that compares a new disaster response model involving civilians participating with smartphones with the traditional centralized model. In the new system, the affected people lead themselves to safety, and at the same time serving as distributed active sensors that share observations of the disaster area. The results show that the proposed system is more effective, preferred, and reduces the workload in guiding affected people safely to their destinations. Chair: Sadat Shami, IBM Research, USA Designing Social Translucence Over Social Networks - Paper ![]() Contribution & Benefit: Social translucence is a landmark theory in social computing. However, we argue that it breaks down over modern social network sites and build a theory relating network structure to design. Abstract » Social translucence is a landmark theory in social computing. Modeled on physical life, it guides designers toward elegant social technologies. However, we argue that it breaks down over modern social network sites because social networks resist its physical metaphors. In this paper, we build theory relating social translucence to social network structure. To explore this idea, we built a tool called Link Different. Link Different addresses a structural awareness problem by letting users know how many of their Twitter followers already a saw link via someone else they follow. During two months on the web, nearly 150K people used the site a total of 1.3M times. Its widespread, viral use suggests that people want social translucence, but network structure gets in the way. We conclude the paper by illustrating new design problems that lie at the intersection of social translucence and other unexplored network structures. ACMA Longitudinal Study of Facebook, LinkedIn, & Twitter Use - Paper ![]() Contribution & Benefit: Our longitudinal study of attitudes and behaviors around popular social networking sites in an enterprise context will contribute to understanding and potentially to design in this dynamic technology area. Abstract » We conducted four annual comprehensive surveys of social networking at Microsoft between 2008 and 2011. We are interested in how employees use these tools and whether they consider then useful for organizational communication and information-gathering. Our study is longitudinal and based on random sampling. Between 2008 and 2011social networking went from being a niche activity to being very widely and heavily used. Growth in use and acceptance was not uniform, with differences based on gender, age and level (individual contributor vs. manager). Behaviors and concerns changed, with some showing signs of leveling off. ACMBreaking News on Twitter - Note Contribution & Benefit: Case study of how Twitter broke and spread the news of Osama Bin Laden's death. Contributes to our understanding of trust and information flow on Twitter. Abstract » After the news of Osama Bin Laden's death leaked through Twitter, many people wondered if Twitter would fundamentally change the way we produce, spread, and consume news. In this paper we provide an in-depth analysis of how the news broke and spread on Twitter. We confirm the claim that Twitter broke the news first, and find evidence that Twitter had convinced a large number of its audience before mainstream media confirmed the news. We also discover that attention on Twitter was highly concentrated on a small number of "opinion leaders" and identify three groups of opinion leaders who played key roles in spreading the news: individuals affiliated with media played a large part in breaking the news, mass media brought the news to a wider audience and provided eager Twitter users with content on external sites, and celebrities helped to spread the news and stimulate conversation. Our findings suggest Twitter has great potential as a news medium. ACMThe Twitter Mute Button: A Web Filtering Challenge - Note ![]() ![]() Contribution & Benefit: We describe the challenge of selectively filtering Twitter content and illustrate this through a pilot study on filtering spoilers posted about televised events. Abstract » The microblogging service Twitter has become an important, and sometimes primary, source of information for many users. As a forum for sharing news and discussing events, it can provide instant access to the latest updates, but this is not always welcome. In the case of television shows or live sporting events, for example, tweets about them may reveal spoilers to users in different time zones or who are delaying their viewing until later. More broadly, because Twitter is a broadcast medium, users may often want to temporarily or permanently hide content about a very specific given topic. ACMIn this paper, we describe the unique challenges to HCI, social computing, and computational linguistics posed by the task of building an interface that blocks all tweets about a specific event or topic. We illustrate some of the challenges through a pilot experiment run for three major television events: the 2009 NFC Championship football game, the 2010 mid-season finale of the show Glee, and the 2010 season premiere of the show 24. While simple techniques achieve very high recall (>98%), spoilers still make it through the filter and precision is extremely poor. We conclude with a description of challenges to the community in implementing this new and increasingly important feature. Nokia Internet Pulse: A Long Term Deployment and Iteration of a Twitter Visualization - Long Case Study ![]() Contribution & Benefit: This case study discusses the iterative design of a corporate system for visualizing tweets, showing sentiment and word frequency in an ambient display of current and recent public discussion. Abstract » Nokia Internet Pulse is a system for visualizing current discussion around a particular topic on Twitter. It consists of a time-series of stacked tag clouds consisting of the (interesting) words in tweets that match a topic. Words are sized proportional to frequency and colored according to the emotional content of the tweet: if several people tweet 'I love my Nokia N900', then 'N900' will show up colored bright green, because it's in the same tweet as the word 'love', which the system recognizes as positive. In addition to showing topics of corporate interest ('Nokia', 'N9', etc.), the system is also useful for understanding buzz around individuals ('Rihanna'), conferences ('#chi2012'), topics ('rumor OR rumors'), Twitter-specific phenomena ('RT') and more. Clicking on words shows a list of tweets that contain those words, allowing easy drill-down to view individual tweets. It is available at http://nip.nokia.com/ Animal-Computer Interaction SIG - SIG Meeting ![]() Contribution & Benefit: Beyond HCI: animals as technology users and co-participants in technological interactions, in the context of human-animal relationships and animal engagement with technology in different settings. Abstract » User-computer interaction research is demonstrating growing interest in the relation between animals and technology (e.g., computer-mediated interspecies interactions and animal-computer interfaces). However, as a research area, this topic is still underexplored and fragmented, and researchers lack opportunities to exchange ideas, identify resources, form collaborations and co-operatively develop a coherent research agenda. The Animal-Computer Interaction (ACI) SIG meeting aims to provide such an opportunity, promoting the development of ACI as a distinct area of research which is relevant to both animals and humans. | |||
Case Study & PaperComfortable AgingRoom: 16AB![]() ![]() ![]() ![]() ![]() |
Paper & ToCHIBetter TogetherRoom: 16AB![]() ![]() |
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Chair: Volker Wulf, University of Siegen, Germany StoryPlace.me: The Path From Studying Elder Communication to a Public Location-Based Video Service - Long Case Study ![]() ![]() Contribution & Benefit: We present the design path from studying communication across generations and distance to an open location-based media platform. Can help anyone involved in designing from field data. Abstract » We describe our research path that took us from studying communication needs across distance and generations, to a small-scale study of a person-to-person location-based video service, and finally to a public beta of StoryPlace.me which extends this service to support public video sharing and historical content. The process was not a clear, linear design path, but one of an unexpected change in focus that resulted in the current service which goes beyond the original vision of tools for inter-generational communication. We will describe our research methods as well as key findings from each step of our journey and conclude with implications for similar product concept generation activities. Enabling Self, Intimacy and a Sense of Home in Dementia: An Enquiry into Design in a Hospital Setting - Paper ![]() ![]() ![]() Contribution & Benefit: An interactive art piece to meaningfully engage people with severe dementia in a hospital setting. Highlights design spaces for aspects of personhood, intimacy, sense of self and home in dementia. Abstract » Design and digital technologies to support a sense of self and human relationships for people living with dementia are both urgently needed. We present an enquiry into design for dementia facilitated by a public art commission for an adult mental health unit in a hospital in the UK. The interactive art piece was informed by the notion of personhood in dementia that foregrounds the person's social being and interpersonal relationships as sites where self is maintained and constructed. How clients, clients' family members and staff used the piece is reported and insights related to the notions of home, intimacy, possessions and self are presented. The art piece served as window on both dementia and the institution leading to a number of insights and implications for design. ACMICT-Development in Residential Care Settings: Sensitizing Design to the Life Circumstances of the Residents of a Care Home - Paper ![]() Contribution & Benefit: The paper describes a case study in ICT use by and for elderly people in a care home. It rehearses methodological and analytic themes when working with this population. Abstract » In this paper we wish to contribute to the recent ICT-design for and reflection of the application field of residential care homes. In doing so, the contribution of the paper is twofold: we wish to highlight some aspects of the every-day life of institutionalized elderly people � trust, sociality, and memory � which not only provoke reflection on design ideas but also on the socio-technical nexus in which design for the elderly has to take place. This domain, we suggest, is one where the �parachuting in� of technology is unlikely to prove successful, for reasons we examine below. Further, we suggest that design for and with the elderly carries with it some specific problems. We illustrate our methodological reflections by means of an ongoing empirical research project which aims at the development of a large-screen display for a residential care home. ACMInvestigating Interruptions in the Context of Computerised Cognitive Testing for Older Adults - Paper ![]() Contribution & Benefit: Interruptions in the home pose a threat to the validity of self-administered computerised cognitive testing. Describes an experiment investigating the effects of interruption demand on older adults' test performance. Abstract » Interruptions in the home pose a threat to the validity of self-administered computerised cognitive testing. We report the findings of a laboratory experiment investigating the effects of increased interruption workload demand on older adults' computerised cognitive test performance. Related work has reported interruptions having a range of inhibitory and facilitatory effects on primary task performance. Cognitive ageing literature suggests that increased interruption workload demand should have greater detrimental effects on older adults' performance, when compared to younger adults. With 36 participants from 3 age groups (20-54, 55-69, 70+), we found divergent effects of increased interruption demand on two primary tasks. Results suggest that older and younger adults experience interruptions differently, but at no age is test performance compromised by demanding interruptions. This finding is reassuring with respect to the success of a self-administered computerised cognitive assessment test, and is likely to be useful for other applications used by older adults. ACMChair: Gary Hsieh, Michigan State University, USA Mechanisms for Collaboration: A Design and Evaluation Framework for Multi-User Interfaces - ToCHI Contribution & Benefit: Comprehensive conceptual framework for considering design and evaluation dimensions for how multi-user interfaces can best support collaboration in work and play across the range of users. Abstract » Multi-user interfaces are said to provide new opportunities for users to benefit from ‘natural’ interaction in supporting collaboration, compared to individual and non-colocated technologies. We identify three mechanisms potentially accounting for the success of such interfaces: high levels of awareness of others, high levels of control over interface and high levels of transparency of background information. We challenge the idea that interaction over such interfaces is necessarily ‘natural’ and argue that everyday interaction involves constraints on awareness, control and transparency. These constraints support smoother interaction. We present a framework characterizing the design of multi-user interfaces in terms of how constraints can be best used to promote collaboration, based on how these mechanisms support transparent and salient interactions. We use this framework first to explain successes and failures of existing designs, then apply it to three case studies, and finally derive criteria for use in designing multi-user interfaces for collaboration. Diversity among Enterprise Online Communities: Collaborating, Teaming, and Innovating through Social Media - Paper ![]() Contribution & Benefit: We describe different types of enterprise online communities, with implications for community success metrics, tools to support those communities, organizational design, and theories of online communities and virtual teams. Abstract » There is a growing body of research into the adoption and use of social software in enterprises. However, less is known about how groups, such as communities, use and appropriate these technologies, and the implications for community structures. In a study of 188 very active online enterprise communities, we found systematic differences in size, demographics and participation, aligned with differences in community types. Different types of communities differed in their appropriation of social software tools to create and use shared resources, and build relationships. We propose implications for design of community support features, services for potential community members, and organizations looking to derive value from online groups. ACMHomeless Young People on Social Network Sites - Paper ![]() Contribution & Benefit: Contributes to the HCI literatures on homelessness and social network sites. Provides implications for social intervention and technical design related to social network sites and homeless young people. Abstract » This paper reports on the use of social network sites (MySpace and Facebook) by homeless young people, an extraordinary user population, made so in part by its vulnerability. Twenty-three participants of diverse ethnicities, 11 women and 12 men (mean age, 21.7 years), were interviewed in same-sex discussion groups of four participants each. The interviews consisted of questions about the uses, benefits, and harms of social network sites and how people present themselves online. Qualitative analysis of the discussion group transcripts shows how young people explore their identities, cultivate and exploit social ties, experience interpersonal tensions, manage incompatible audiences, and respond to shifting affiliations and transitions. From this analysis, implications for social intervention and technical design are presented, focused on maintaining ties with pro-social family and friends and with maintaining separation between communication spheres of incompatible audiences. This work contributes to the growing literature on vital, deeply human experiences that have become associated with social network sites. ACMSupporting the Social Context of Technology Appropriation: On a Synthesis of Sharing Tools and Tool Knowledge - Paper ![]() Contribution & Benefit: We introduce a holistic appropriation support approach, using Eclipse as an example. We address especially the entanglement of social aspects (learning, trust) and technical aspects (tailoring, configuring, installing) of appropriation. Abstract » There is an increasing spread of flexible software applica-tions that can be modified by adding components (some-times called plug-ins or add-ons). A popular example in the software development domain is Eclipse, a flexible devel-opment environment that can be extended with literally thousands of different plug-ins. However, searching, in-stalling and configuring new plug-ins requires complex overhead work that is only weakly addressed by existing support mechanisms. Recent research has highlighted the related practices of learning about new plug-ins and tailor-ing software tools as being highly cooperative, situated, socially embedded, and often connected to particular work situations. Based on an empirical study in small software enterprises, we develop an understanding of appropriation as a social and collaborative activity. We then suggest de-sign principles for appropriation support that are grounded in the practices we have found in the field, and present a prototypical implementation of the concept that extends existing mechanisms of sharing tools and tool-knowledge. ACMChair: Eric Gilbert, Georgia Institute of Technology, USA The Impact of Communication Structure on New Product Development Outcomes - Paper ![]() Contribution & Benefit: Our study found that hierarchical communication patterns improve delivery performance but hinder quality outcomes in new product development projects. On the other hand, small-world communication structures exhibited opposite effects. Abstract » New product development teams face important challenges to their performance due to the novelty of the work and the need to rapidly develop shared knowledge and goals. However, little is known about the relationship between the structural properties of communication and performance in these teams. This study examined the effect of communication structure, specifically hierarchical and small-world structures on the delivery performance and quality outcomes of a large-scale new product development project. Our longitudinal analyses revealed that structuring communication patterns in a hierarchical manner significantly improves delivery performance. However, hierarchical communication has a detrimental effect on quality while small-world communication structures improved the quality outcomes of development teams. We discuss the implications of these results for collaborative tools that support communication tradeoffs ACMOne of the Gang: Supporting In-group Behavior for Embodied Mediated Communication - Paper ![]() ![]() Contribution & Benefit: Presents the results from an experiment, which examines how verbal and visual framing affect collaboration using mobile remote presence systems. Can inform the design of embodied remote collaboration systems. Abstract » As an emerging technology that enables geographically distributed work teams, mobile remote presence (MRP) systems present new opportunities for supporting effective team building and collaboration. MRP systems are physically embodied mobile videoconferencing systems that remote co-workers control. These systems allow remote users, pilots, to actively initiate conversations and to navigate throughout the local environment. To investigate ways of encouraging team-like behavior among local and remote co-workers, we conducted a 2 (visual framing: decoration vs. no decoration) x 2 (verbal framing: interdependent vs. independent performance scoring) between-participants study (n=40). We hypothesized that verbally framing the situation as interdependent and visually framing the MRP system to create a sense of self-extension would enhance group cohesion between the local and the pilot. We found that the interdependent framing was successful in producing more in-group oriented behaviors and, contrary to our predictions, visual framing of the MRP system weakened team cohesion. ACMCross-Cutting Faultlines of Location and Shared Identity in the Intergroup Cooperation of Partially Distributed Groups - Paper ![]() Contribution & Benefit: Presents results of a study examining the influence of location and shared identity in distributed work. Abstract » This paper reports the results of a study comparing the relative influence of location and shared identity in partially distributed work. Using an experimental task called Shape Factory, groups of eight participants were configured such that in the baseline �strangers� condition only the location-based faultline was present while in the experimental �intergroup� condition, participants from two different shared identity groups engaged in distributed collaboration, creating an additional, cross-cutting faultline. The results showed that participants in the intergroup condition, with both location-based and shared identity faultlines, performed at a higher level than participants in the strangers condition, with only the location-based faultline. In the intergroup condition, the performance effects of location and shared identity were roughly equal and did not affect each other differentially in combination. ACMTime Travel Proxy: Using Lightweight Video Recordings to Create Asynchronous, Interactive Meetings - Paper ![]() ![]() Contribution & Benefit: Time Travel Proxy enables interactive, asynchronous meetings through recorded videos. A field study in actual usage reflects on the design concepts and identifies opportunities for future refinement. Abstract » Time Travel Proxy (TTP) enables participating in meetings that you cannot attend in real time, either because of time conflicts or global time zone differences. TTP uses lightweight video recordings to pre-record your contributions to a meeting, which are played on a tablet that serves as a proxy for you during the meeting. Reactions and responses in the meeting are also captured in video to give you feedback of what happened at the meeting. A working prototype of TTP was deployed and studied within four developer teams in their daily stand-up meetings. The study found that the affordances of video helped integrate the time traveler into the social context of the meeting, although the current prototype was better at enabling the time traveler to contribute to the meeting than it was in conveying the meeting experience back to the time traveler. ACM | |||
PaperInteractions Beyond the DesktopRoom: 17AB![]() ![]() |
Case Study & PaperMe & My MobileRoom: 17AB![]() ![]() ![]() ![]() ![]() |
PaperDo You See What Eye SeeRoom: 17AB![]() ![]() |
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Chair: Kent Lyons, Intel Labs Santa Clara, USA Beyond Stereo: An Exploration of Unconventional Binocular Presentation for Novel Visual Experience - Note ![]() Contribution & Benefit: Several novel and intriguing binocular visualization effects were explored, which could find potential application in visual design, scientific visualization, and cinema and games industries. Abstract » Human stereo vision processes the two different images seen by the two eyes to generate depth sensation. While current stereoscopic display technologies look at how to faithfully simulate the stereo viewing experience, we took a look out of this scope, to explore how we may present binocular image pairs that differ in other ways to create novel visual experience. This paper presents several interesting techniques we explored, and discusses their potential applications according to an informal user study. ACM1€ Filter: A Simple Speed-based Low-pass Filter for Noisy Input in Interactive Systems - Note ![]() Contribution & Benefit: Presents a simple algorithm to filter noisy signals for high precision and responsiveness. The 1€ filter is easy to understand, implement, and tune for low jitter and lag. Abstract » The 1€ filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1€ filter has less lag using a reference amount of jitter reduction. ACMTeleHuman: Effects of 3D Perspective on Gaze and Pose Estimation with a Life-size Cylindrical Telepresence Pod - Paper Contribution & Benefit: Demonstrates a system for conveying 3D video conferencing using a cylindrical display. Provides user studies investigating effects of motion parallax and stereoscopy. Abstract » In this paper, we present TeleHuman, a cylindrical 3D display portal for life-size human telepresence. The TeleHuman 3D videoconferencing system supports 360 degree motion parallax as the viewer moves around the cylinder and optionally, stereoscopic 3D display of the remote person. We evaluated the effect of perspective cues on the conveyance of nonverbal cues in two experiments using a one-way telecommunication version of the system. The first experiment focused on how well the system preserves gaze and hand pointing cues. The second experiment evaluated how well the system conveys 3D body postural information. We compared 3 perspective conditions: a conventional 2D view, a 2D view with 360 degree motion parallax, and a stereoscopic view with 360 degree motion parallax. Results suggest the combined presence of motion parallax and stereoscopic cues significantly improved the accuracy with which participants were able to assess gaze and hand pointing cues, and to instruct others on 3D body poses. The inclusion of motion parallax and stereoscopic cues also led to significant increases in the sense of social presence and telepresence reported by participants. ACMMUSTARD: A Multi User See Through AR Display - Paper ![]() Contribution & Benefit: Presents a multiuser see-through display using LC panels. Discusses use of polarized light for content delivery and unpolarized light for see-through operation. Evaluates conflict functions to reduce crosstalk between views. Abstract » We present MUSTARD, a multi-user dynamic random hole see-through display, capable of delivering viewer dependent information for objects behind a glass cabinet. Multiple viewers are allowed to observe both the physical object(s) being augmented and their location dependent annotations at the same time. The system consists of two liquid-crystal (LC) panels within which physical objects can be placed. The back LC panel serves as a dynamic mask while the front panel serves as the data. We first describe the principle of MUSTARD and then examine various functions that can be used to minimize crosstalk between multiple viewer positions. We compare different conflict management strategies using PSNR and the quality mean opinion score of HDR-VDP2. Finally, through a user-study we show that users can clearly identify images and objects even when the images are shown with strong conflicting regions; demonstrating that our system works even in the most extreme of circumstances. ACMSphereAvatar: A Situated Display to Represent a Remote Collaborator - Paper Contribution & Benefit: Describes a spherical display system for representing remote users. Extends our understanding of human visual perceptual ability to discern head orientation of a remote collaborator presented on a situated display. Abstract » An emerging form of telecollaboration utilizes situated or mobile displays at a physical destination to virtually represent remote visitors. An example is a personal telepresence robot, which acts as a physical proxy for a remote visitor, and uses cameras and microphones to capture its surroundings, which are transmitted back to the visitor. We propose the use of spherical displays to represent telepresent visitors at a destination. We suggest that the use of such 360 degree displays in a telepresence system has two key advantages: it is possible to understand the identity of the visitor from any viewpoint; and with suitable graphical representation, it is possible to tell where the visitor is looking from any viewpoint. In this paper, we investigate how to optimally represent a visitor as an avatar on a spherical display by evaluating how varying representations are able to accurately convey head gaze. ACMChair: Lynne Baillie, Glasgow Caledonian University, UK `Timid Encounters': A Case Study in The Use of Proximity-Based Mobile Technologies - Paper ![]() ![]() ![]() Contribution & Benefit: User case study of proximity-sensitive mobile technologies (as exemplified by the mobile game Dragon Quest 9)in Japan and in France. It introduces the notion of "timid encounters". Abstract » We report a comparative ethnographic study of a proximity-based mobile "video game" (Dragon Quest 9) in Japan: the Nintendo DS game terminals may "recognize" one another and allow players to exchange game resources when they are close to one another. Because different communication infrastructures are available, situations of encounter are shown to be potentially seamful and to support multi-layered participation frames. Our observations show a variety of encounter formats, among whom "timid" encounters are the most characteristic of the kind of sociality which may develop in urban public places turned into proximity-sensitive "hybrid ecologies" The normative order which governs such encounters is marked by a tension between the minimality expected of encounters with strangers in urban spaces, and the concern for identification and focused interaction that derives from being engaged in proximal digital communication. These empirical observations and framework of analysis offer insights for the design and the understanding of proximity-based mobile technologies. ACMCharacterizing Web Use on Smartphones - Paper ![]() Contribution & Benefit: Establishes empirical patterns of behavior for web use on smartphones including visits to native applications, browser content and physical locations. Describes user differences and targeted design recommendations for smartphones. Abstract » The current paper establishes empirical patterns associated with mobile internet use on smartphones and explores user differences in these behaviors. We apply a naturalistic and longitudinal logs-based approach to collect real usage data from 24 iPhone users in the wild. These data are used to describe smartphone usage and analyze revisitation patterns of web browsers, native applications, and physical locations where phones are used. Among our findings are that web page revisitation through browsers occurred very infrequently (approximately 25% of URLs are revisited by each user), bookmarks were used sparingly, physical traversing patterns mirrored virtual (internet) traversing patterns and users systematically differed in their web use. We characterize these differences and suggest ways to support users with enhanced design of smartphone technologies and content. ACMNarratives of Satisfying and Unsatisfying Experiences of Current Mobile Augmented Reality Applications - Paper ![]() Contribution & Benefit: We present an online survey about user experience of mobile augmented reality applications currently available in the market. We highlight the most satisfying and unsatisfying experiences and discuss design implications. Abstract » Over the last few years, mobile applications demonstrating Augmented Reality (AR) – such as Layar, Junaio and Google Goggles – have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users’ narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, amazement and fascination from the novelty value, as well as some examples of immersion and social connectivity. The analysis indicates that the applications have not yet reached their potential in evoking a multifaceted user experience that is characteristic especially to AR. This work helps in understanding the experiential design potential in mobile AR and points out UX issues to further focus on in design. ACMExploring User Motivations for Eyes-free Interaction on Mobile Devices - Note Contribution & Benefit: User-centered exploration of user motivations in choosing eyes-free technologies for mobile interaction. Increase understanding of eyes-free interaction by systematically examining motivations and establish high level design implications for satisfying user motivations. Abstract » While there is increasing interest in creating eyes-free interaction technologies, a solid analysis of why users need or desire eyes-free interaction has yet to be presented. To gain a better understanding of such user motivations, we conducted an exploratory study with four focus groups, and suggest a classification of motivations for eyes-free interaction under four categories (environmental, social, device features, and personal). Exploring and analyzing these categories, we present early insights pointing to design implications for future eyes-free interactions. ACM123D Sculpt: Designing a Mobile 3D Modeling Application for Novice Users - Short Case Study ![]() ![]() Contribution & Benefit: Case study describing design and development of a touch-driven, 3D modeling application for a mobile device. Can assist designers in tailoring the user experience to accomodate novice and expert users. Abstract » In this case study, we describe the design approach taken in creating 123D Sculpt, a digital sculpting and painting application for the Apple iPad. This paper will focus on tailoring the user experience toward casual users, introducing 3D (three-dimensional) manipulation tools and concepts through the use of metaphors. Chair: Andrew Duchowski, Clemson University, USA Look & Touch: Gaze-supported Target Acquisition - Paper ![]() ![]() Contribution & Benefit: Describes and compares interaction techniques for combining gaze and touch input from a handheld for target selection. Can help improving the performance and usability for the interaction with distant displays. Abstract » While eye tracking has a high potential for fast selection tasks, it is often regarded as error-prone and unnatural, especially for gaze-only interaction. To improve on that, we propose gaze-supported interaction as a more natural and effective way combining a user's gaze with touch input from a handheld device. In particular, we contribute a set of novel and practical gaze-supported selection techniques for distant displays. Designed according to the principle gaze suggests, touch confirms they include an enhanced gaze-directed cursor, local zoom lenses and more elaborated techniques utilizing manual fine positioning of the cursor via touch. In a comprehensive user study with 24 participants, we investigated the potential of these techniques for different target sizes and distances. All novel techniques outperformed a simple gaze-directed cursor and showed individual advantages. In particular those techniques using touch for fine cursor adjustments (MAGIC touch) and for cycling through a list of possible close-to-gaze targets (MAGIC tab) demonstrated a high overall performance and usability. ACMGaze-Augmented Think-Aloud as an Aid to Learning - Paper ![]() Contribution & Benefit: The efficacy of Gaze-Augmented Think Aloud for teaching visual search strategy to learners is demonstrated empirically. An expert's gaze visualization indicates what to look for and what to avoid. Abstract » The use of recorded eye movements, or scanpaths, has been demonstrated as an effective visualization for feed-forward visual search training, instruction, and stimulated retrospective think-aloud usability testing. In this paper we show that creation of a scripted or recorded video of an expert's think-aloud session augmented by an animation of their scanpaths can result in an effective aid for learners of visual search. Because the creation of such a video is relatively easy, the benefits-to-cost ratio may potentially be substantial, especially in settings where learned visual scanning strategies are indicators of expertise. We suggest that two such examples are examinations of Chest X-Rays and histological slides. Results are presented where straightforward construction of an instruction video provides measurable benefit to novice as well as experienced learners in the latter context. ACMAn Exploratory Study of Eye Typing Fundamentals: Dwell Time, Text Entry Rate, Errors, and Workload - Paper Contribution & Benefit: Presents a study of experienced users of eye typing and a detailed comparison of various metrics for analyzing their performance. Suggests a new metric for estimating expert performance. Abstract » Although eye typing (typing on an on-screen keyboard via one's eyes as they are tracked by an eye tracker) has been studied for more than three decades now, we still know relatively little about it from the users' point of view. Standard metrics such as words per minute and keystrokes per character yield information only about the effectiveness of the technology and the interaction techniques developed for eye typing. We conducted an extensive study with almost five hours of eye typing per participant and report on extended qualitative and quantitative analysis of the relationship of dwell time, text entry rate, errors made, and workload experienced by the participants. The analysis method is comprehensive and stresses the need to consider different metrics in unison. The results highlight the importance of catering for individual differences and lead to suggestions for improvements in the interface. ACMIncreasing the Security of Gaze-Based Cued-Recall Graphical Passwords Using Saliency Masks - Paper Contribution & Benefit: Describes a gaze-based authentication scheme that uses saliency maps to mask image areas that most likely attract visual attention. Can significantly increase the security of gaze-based graphical passwords. Abstract » With computers being used ever more ubiquitously in situations where privacy is important, secure user authentication is a central requirement. Gaze-based graphical passwords are a particularly promising means for shoulder-surfing-resistant authentication, but selecting secure passwords remains challenging. In this paper, we present a novel gaze-based authentication scheme that makes use of cued-recall graphical passwords on a single image. In order to increase password security, our approach uses a computational model of visual attention to mask those areas of the image that are most likely to attract visual attention. We create a realistic threat model for attacks that may occur in public settings, such as filming the user's interaction while drawing money from an ATM. Based on a 12-participant user study, we show that our approach is significantly more secure than a standard image-based authentication and gaze-based 4-digit PIN entry. ACM | |||
Case Study & PaperRight Where I Am: UX in Complex EnvironmentsRoom: 18AB![]() ![]() ![]() |
Case Study & PaperUnderstanding GamersRoom: 18AB![]() ![]() |
Paper & ToCHIHome and FamilyRoom: 18AB![]() |
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Chair: Kari-Jouko Räihä, University of Tampere, Finland Trajectory-Aware Mobile Search - Note Contribution & Benefit: Describes a novel application of destination prediction to generate a trajectory-aware local search experience. The approach shows how predicting mobile users' destinations can help enhance user experience. Abstract » Most location-aware mobile applications only make use of the user's current location, but there is an opportunity for them to infer the user's future locations. We present Trajectory-Aware Search (TAS), a mobile local search application that predicts the user's destination in real-time based on location data from the current trip and shows search results near the predicted location. TAS demonstrates the feasibility of destination prediction in an interactive mobile application. Our user study of TAS shows using predicted destinations to help select search results positively augments the local search experience. ACM360° Panoramic Overviews for Location-Based Services - Note ![]() Contribution & Benefit: Investigates how visualizing 360° panoramas of the environment surrounding the user can help her locating objects in the environment. Helps designers understanding how to integrate panoramic overviews into location-based services. Abstract » We investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Bird's Eye; the last two shapes are chosen be-cause they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance. ACMOn the Use of Virtual Environments for the Evaluation of Location-Based Applications - Paper ![]() Contribution & Benefit: Case study describing two experiments which evaluate the intrusiveness (UX) of a location based advertising application using a novel CAVE-smartphone interface. Can help the evaluation and improvement of pervasive applications. Abstract » User experience (UX) research on pervasive technologies faces considerable challenges regarding today's mobile context-sensitive applications: evaluative field studies lack control, whereas lab studies miss the interaction with a dynamic context. This dilemma has inspired researchers to use virtual environments (VEs) to acquire control while offering the user a rich contextual experience. Although promising, these studies are mainly concerned with usability and the technical realization of their setup. Furthermore, previous setups leave room for improvement regarding the user's immersive experience. This paper contributes to this line of research by presenting a UX case study on mobile advertising with a novel CAVE-smartphone interface. We conducted two experiments in which we evaluated the intrusiveness of a mobile location-based advertising app in a virtual supermarket. The results confirm our hypothesis that context-congruent ads lessen the experienced intrusiveness thereby demonstrating that our setup is capable of generating preliminary meaningful results with regards to UX. Furthermore, we share insights in conducting these studies. ACMCase Study: Longitudinal Comparative Analysis for Analyzing User Behavior - Long Case Study ![]() Contribution & Benefit: Describes a four-step process for eliciting and analyzing user behavior with products over an extended period of time Abstract » In this case study we describe a four-step process for eliciting and analyzing user behavior with products over an extended period of time. We used this methodology for conducting a comparative study of two mobile applications over a period of seven months with 17 participants. To focus the discussion, we are concentrating on the methodology rather than the results of the study. The Impact of Three Interfaces for 360-Degree Video on Spatial Cognition - Paper ![]() Contribution & Benefit: Experiment compares three 2D displays of 360-degree video in terms of egocentric and exocentric spatial cognition. Results may assist designers of surveillance, teleoperation, or 3D gaming systems. Abstract » In this paper, we describe an experiment designed to evaluate the effectiveness of three interfaces for surveillance or remote control using live 360-degree video feeds from a person or vehicle in the field. Video feeds are simulated using a game engine. While locating targets within a 3D terrain using a 2D 360-degree interface, participants indicated perceived egocentric directions to targets and later placed targets on an overhead view of the terrain. Interfaces were compared based on target finding and map placement performance. Results suggest 1) non-seamless interfaces with visual boundaries facilitate spatial understanding, 2) correct perception of self-to-object relationships is not correlated with understanding object-to-object relationships within the environment, and 3) increased video game experience corresponds with better spatial understanding of an environment observed in 360-degrees. This work can assist researchers of panoramic video systems in evaluating the optimal interface for observation and teleoperation of remote systems. ACMChair: Peter Tolmie, University of Nottingham, UK Protecting Artificial Team-Mates: More Seems Like Less - Paper ![]() Contribution & Benefit: Describes game-based study that examines motivation and rational for cooperation with team-mates. Can assist developers in understanding cooperation with human and artificial team-mates. Abstract » Previous research on conversational, competitive, and cooperative systems suggests that people respond differently to humans and AI agents in terms of perception and evaluation of observed team-mate behavior. However, there has not been research examining the relationship between participants' protective behavior toward human/AI team-mates and their beliefs about their behavior. A study was conducted in which 32 participants played two sessions of a cooperative game, once with a "presumed" human and once with an AI team-mate; players could "draw fire" from a common enemy by "yelling" at it. Overwhelmingly, players claimed they "drew fire" on behalf of the presumed human more than for the AI team-mate; logged data indicates the opposite. The main contribution of this paper is to provide evidence of the mismatch in player beliefs about their actions and actual behavior with humans or agents and provides possible explanations for the differences. ACMThe Reality of Fantasy: Uncovering Information-Seeking Behaviors and Needs in Online Fantasy Sports - Long Case Study ![]() ![]() Contribution & Benefit: Presents a first study of information-seeking behaviors and needs for online fantasy sports players across different sports, and identifies tools they might want and need for better performances and experiences. Abstract » Online fantasy sports are rapidly growing in popularity. Fantasy sports players consume massive amounts of sports and player statistics in order to manage their teams, such as to determine who they want on their fantasy sports team and what changes they want to make during the season. With more people actively engaging in this activity and increasing investment in this industry, this case study performs the first detailed investigation into information-seeking behaviors and information needs of online fantasy sports players. Two online fantasy sports were studied: fantasy football and NASCAR. Common themes from one-on-one interviews with active fantasy sports players are discussed and areas for future research identified. Implications for system design include more targeted data provision throughout the sports seasons, better aggregation of online sports statistics and data, development of mobile applications, and innovation in fantasy sports gaming. Online Gaming Motivations Scale: Development and Validation - Note ![]() Contribution & Benefit: Cross-cultural factor validation and predictive validation of online gaming motivations scale. Provides important theoretical bridge in examining links between demographics, motivation, engagement, and behavioral outcomes in games and gamified applications. Abstract » Understanding gaming motivations is important given the growing trend of incorporating game-based mechanisms in non-gaming applications. In this paper, we describe the development and validation of an online gaming motivations scale based on a 3-factor model. Data from 2,071 US participants and 645 Hong Kong and Taiwan participants is used to provide a cross-cultural validation of the developed scale. Analysis of actual in-game behavioral metrics is also provided to demonstrate predictive validity of the scale. ACMExperimental Investigation of Human Adaptation to Change in Agent's Strategy through a Competitive Two-Player Game - Note Contribution & Benefit: Investigates how human adapt differently to a change in strategy of robot and human. Revealed adaptation is faster when a human is competing with robot than with another human. Abstract » We conducted an experimental investigation on human adaptation to change in an agent's strategy through a competitive two-player game. Modeling the process of human adaptation to agents is important for designing intelligent interface agents and adaptive user interfaces that learn a user's preferences and behavior strategy. However, few studies on human adaptation to such an agent have been done. We propose a human adaptation model for a two-player game. We prepared an on-line experimental system in which a participant and an agent play a repeated penny-matching game with a bonus round. We then conducted experiments in which different opponent agents (human or robot) change their strategy during the game. The experimental results indicated that, as expected, there is an adaptation phase when a human is confronted with a change in the opponent agent's strategy, and adaptation is faster when a human is competing with robot than with another human. ACMThrough the Azerothian Looking Glass: Mapping In-Game Preferences to Real World Demographics - Note ![]() Contribution & Benefit: Examines how in-game behaviors map onto real world demographic variables. Provides empirical data to prioritize or dynamically tailor game mechanisms given a target demographic audience. Abstract » Examining how in-game behavior preferences map onto real world demographics provides important empirically-derived insights into how to match game-based mechanisms to target demographic segments. Using behavioral and demographic data from 1,037 World of Warcraft players, we use multiple regressions to provide this mapping. Given current interest in "gamifying" applications, we believe these findings are relevant for both gaming and non-gaming research. ACMUser Testing of a Language Learning Game for Mandarin Chinese - Short Case Study ![]() Contribution & Benefit: Case study describing the user evaluation of a language learning game for Mandarin Chinese. Can assist designers in understanding user response to gaming environments for entertaining and educating adult learners. Abstract » Polyglot Cubed is an educational game to facilitate the learning of multiple languages. The game is an implementation of contemporary theories in motivation, education and entertainment. This document provides the results from a formal user evaluation of the game. This evaluation was designed to determine user defined difficulties in game experience and understand user interest in its solution. Preliminary results indicate favorable interest in the game as a tool for learning Mandarin Chinese and minor challenges in gameplay experience. Chair: Andrea Grimes Parker, Georgia Institute of Technology, USA The Organization of Home Media - ToCHI Contribution & Benefit: Qualitative study of media management strategies of users with large collections illustrates that management idiosyncrasies are more common than participants believed. Our results inform the design of media management software. Abstract » The growing volume of digital music, photos and video challenges media management software and organizing schemes alike. Through 20 in situ, two hour interviews we explored the when, why and how of our participants’ organizational schemes. We sought and studied significantly larger media collections than in previous studies. For these larger media collections some common assumptions like the distinction between popular and classical music collectors do not hold. Our analysis identifies organizing schemes commonly used on a day-to-day basis. We found that participants often rely on overrides or exceptions to their organizational schemes that they consider idiosyncrasies. However, our findings illustrate that those idiosyncratic behaviors are more common than participants believe. Our analysis reflects upon prior research and on the relationship between physical and digital artifacts, relating computer supported cooperative work systems to contemporary media management applications. Our findings can inform the design of media management and media player software. "You're Capped!" Understanding the Effects of Bandwidth Caps on Broadband Use in the Home - Paper Contribution & Benefit: Study of households living with bandwidth caps. Challenges assumptions about users having unlimited Internet connections and suggests design implications for those on capped bandwidth plans. Abstract » Bandwidth caps, a limit on the amount of data users can upload and download in a month, are common globally for both home and mobile Internet access. With caps, each bit of data consumed comes at a cost against a monthly quota or a running tab. Yet, relatively little work has considered the implications of this usage-based pricing model on the user experience. In this paper, we present results from a qualitative study of households living with bandwidth caps. Our findings suggest home users grapple with three uncertainties regarding their bandwidth usage: invisible balances, mysterious processes, and multiple users. We discuss how these uncertainties impact their usage and describe the potential for better tools to help monitor and manage data caps. We conclude that as a community we need to cater for users under Internet cost constraints. ACMAge Differences in Exploratory Learning from a Health Information Website - Paper ![]() Contribution & Benefit: An empirical study examined age differences in learning health information with recommended links having implications on designs of health information interfaces that facilitate search and learning for different age groups. Abstract » An empirical study was conducted to investigate how older and younger users learned by performing exploratory search of health information using an interface that recommended relevant links based on browsing histories. While older and younger users gained both factual and structural knowledge about the health topics, significant age differences were observed. Our results showed that processing of recommended and regular Web links imposed distinct demands on cognitive abilities, which at least partially explained the observed age differences in the search process. The use of recommended links was positively associated with general knowledge, while the use of regular Web links was positively associated with processing capacity. Results also showed that the recommended links benefited both younger and older adults by broadening the exploration of information, which led to better learning. Implications on designs of health information interfaces that facilitate exploratory search and learning for different age groups were discussed. ACMIncome, Race, and Class: Exploring Socioeconomic Differences in Family Technology Use - Paper Contribution & Benefit: Comparison of technology adoption and use among low socioeconomic status and high socioeconomic status families. Shows benefits of studying and designing for diverse users. Abstract » Minorities are the fastest growing demographic in the U.S. and the poverty level in the U.S. is the highest it has been in 50 years. We interviewed middle to upper class, suburban, white American parents and low-income, urban, African-American parents to understand how each group incorporates technology into their lives. Participants had teens in their homes and devices like computers and cell phones played a powerful and preeminent role in family life. Our results show that socioeconomic differences both reflect and reinforce technology use at home. Specifically, low socioeconomic status families share devices more often and low socioeconomic status teens have more responsibility and independence in their technology use. We argue that that as low socioeconomic status families become the majority demographic, the CHI community needs to better understand how to design for these groups. ACM | |||
PaperHealth and ChildrenRoom: 18CD![]() ![]() ![]() ![]() |
alt.chialt.chi: Design MattersRoom: 18CD![]() ![]() |
Case Study & PaperDesigning for Learners' Complex NeedsRoom: 18CD![]() ![]() ![]() |
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Chair: Julie Kientz, University of Washington, USA MOSOCO: A Mobile Assistive Tool to Support Children with Autism Practicing Social Skills in Real-Life Situations - Paper ![]() ![]() ![]() Contribution & Benefit: Usability and usefulness study of socially assistive technologies outside classrooms. A mobile assistive tool that could be useful in designing and evaluating mobile assistive technologies for use in real-life situations. Abstract » MOSOCO is a mobile assistive application that uses augmented reality and the visual supports of a validated curriculum, the Social Compass, to help children with autism practice social skills in real-life situations. In this paper, we present the results of a seven-week deployment study of MOSOCO in a public school in Southern California with both students with autism and neurotypical students. The results of our study demonstrate that MOSOCO facilitates practicing and learning social skills, increases both quantity and quality of social interactions, reduces social and behavioral missteps, and enables the integration of children with autism in social groups of neurotypical children. The findings from this study reveal emergent practices of the uses of mobile assistive technologies in real-life situations. ACMDeveloping IDEAS: Supporting Children with Autism within a Participatory Design Team - Paper ![]() ![]() Contribution & Benefit: Describes IDEAS, a design method for involving children with autism in the technology design process. Provides structured support for difficulties contributing to the design process within a collaborative design team. Abstract » IDEAS (Interface Design Experience for the Autistic Spectrum) is a method for involving children with Autism Spectrum Disorders (ASD) in the technology design process. This paper extends the IDEAS method to enable use with a design team, providing specific added support for communication and collaboration difficulties that may arise. A study to trial this extended method was conducted with two design teams, each involving three children with ASD, in a series of six, weekly design sessions focused on designing a math game. The findings from this study reveal that the children were able to successfully participate in the sessions and collaborate with other children. The findings also highlight the positive experience that involvement in such a process can offer this population. ACMSupporting Face-To-Face Communication Between Clinicians and Children with Chronic Headaches Through a Zoomable Multi-Touch App - Paper ![]() Contribution & Benefit: Provides evidence that zoomable multitouch app helps children with chronic headaches communicate more detailed descriptions of pain than paper-based alternatives. Abstract » Chronic headaches are one of the top five health problems for young children in the United States, negatively affecting their quality of life and learning opportunities. A clear understanding of children�s headache characteristics is crucial for delivering appropriate treatment. However, current data collection methods were designed for adults often resulting in insufficient information. In this paper we present a novel method to help children communicate with health care providers and researchers about their headaches. It augments an existing child-centric method called Draw-and-Tell Conversation, which has already been shown to provide more actionable information from children than standard data collection methods. It does so by enabling children to draw their symptoms on a zoomable drawing application, giving them the ability to provide more details and context than on paper. We present a study conducted with nineteen children aged 7 to 12 suggesting that children provided more information about their headaches when using the zoomable drawing application than when drawing on paper. This study provides a rare example of a mobile device used to enhance face-to-face interactions and contributes evidence of a specific benefit of zoomable user interfaces. ACMDesign of an Exergaming Station for Children with Cerebral Palsy - Paper ![]() ![]() ![]() Contribution & Benefit: Describes the design of an exergaming station for children with cerebral palsy. Results present the design challenges of the station and suggest several lessons for game designers. Abstract » We report on the design of a novel station supporting the play of exercise video games (exergames) by children with cerebral palsy (CP). The station combines a physical platform allowing children with CP to provide pedaling input into a game, a standard Xbox 360 controller, and algorithms for interpreting the cycling input to improve smoothness and accuracy of gameplay. The station was designed through an iterative and incremental participatory design process involving medical professionals, game designers, computer scientists, kinesiologists, physical therapists, and eight children with CP. It has been tested through observation of its use, through gathering opinions from the children, and through small experimental studies. With our initial design, only three of eight children were capable of playing a cycling-based game; with the final design, seven of eight could cycle effectively, and six reached energy expenditure levels recommended by the American College of Sports Medicine while pedaling unassisted. ACMChair: Jan Borchers, RWTH Aachen University, Germany Synthetic Space: Inhabiting Binaries - alt.chi ![]() Contribution & Benefit: Presents the concept of Synthetic Space—architectural space fused with the properties of digital bits. Provides a new research direction for HCI. Abstract » In this paper we propose the concept of Synthetic Space—architectural space fused with the properties of digital bits. Past efforts at integrating digital technology into architectural space have generally assumed architecture to be a stable, invariant background onto which layers of digital information/devices/services can be overlaid. In Synthetic Space, however, this stability is instead superseded by the capricious plasticity of digital data. For future inhabitants of Synthetic Space, transforming the makeup of the surrounding built environment will be a trivial, effortless task, equivalent to changing the wallpaper image on a modern-day PC or smartphone. I, the Device: Observing Human Aversion from an HCI Perspective - alt.chi Contribution & Benefit: We describe our experience in designing a system that would render a human operators obsolete and discuss how user aversion toward HCI developments helps practitioners understands users and improve design. Abstract » We describe our experience in designing a system that would render a human operators job obsolete. In the course of a three year research project, we devised a 3D interactive system for the automotive design industry. Currently, automotive designers demonstrate prototype designs with the help of a showroom operator. With the addition of a new input device, the operator is no longer required; thus, this device which generated concern and opposition from the operator. In this report, we discuss how an awareness of user aversion toward new HCI developments can benefit practitioners by helping them to understand users and thereby enable design improvements. When Mobile Phones Expand Into Handheld Tabletops - alt.chi Contribution & Benefit: Suggests a handheld version of tabletops, which users can establish by unrolling a flexible display on-the-go. Introduces a theoretical framework for such devices and presents a first implementation. Abstract » Future mobile devices that feature a rollout display will be able to act as a relatively large interactive surface on-the-go. This will allow for novel collaborative usages in mobile settings. In this paper, we explore several dimensions of the design space of such "handheld tabletop" devices. We will illustrate our thoughts by means of a first prototype. Early evaluation results indicate that it effectively supports mobile social encounters. A Candor in Reporting: Designing Dexterously for Fire Preparedness - alt.chi ![]() Contribution & Benefit: Study of improvisational practices illustrates weakness of design research accounts that stress reproducibility. Candid reflection encourages learning about why and what we design, as well as how. Abstract » This paper challenges the domination of repeatable methods in HCI discourse and, instead, offers a design case study that details ad-hoc, contextually-driven decisions as to how processes can unfold in a community-based project, taking on fire awareness in Australia. The paper draws out details which enable us to understand why and how methods were modified or abandoned to overcome obstacles, and what was made a priority in arriving at greater understanding of communicating risk. This reporting differs from an established research accounting, but offers complexity and richness in human-centered research as we seek to develop our epistemologies of design research practice. The Iron Man Phenomenon, Participatory Culture, & Future Augmented Reality Technologies - alt.chi ![]() ![]() Contribution & Benefit: Case study on how the Iron Man phenomenon causes audiences to discursively relate to Augmented Reality (AR) technology through fandom. Suggests unique ways to better analyze users’ expectations and desires. Abstract » The Iron Man media franchise glorifies futuristic interfaces and devices like holographic screens, powerful mobile devices, and heads-up displays. Consequently, a mainstream audience has come to know about and discursively relate to Augmented Reality (AR) technology through fan participation. This paper identifies how Iron Man fans reveal the belief that technology sensationalized in the films and comics may actually become real. Using humanities theories and methods, it argues for a new way to explore potential users’ expectations for augmented reality. HCI as a field needs to broaden its focus and attend to fans in terms of their future as consumers and users. Chair: Hilary Hutchinson, Google, USA The eLabBench in the Wild - Supporting Exploration in a Molecular Biology Lab - Paper Contribution & Benefit: Describes the long-term deployment of the eLabBench, a tabletop system for laboratories. We highlight its impact on biologists' practices in offices and labs and discuss implications for tabletop research. Abstract » In this paper we present a field trial of the eLabBench, a digital tabletop-based laboratory bench designed to support the exploratory practices of molecular biologists in the laboratory. The eLabBench supports the organization of personal information, capture of experimental work for later access, and the use of a variety of computational resources directly at the lab bench. We deployed the eLabBench in a biology laboratory for 16 weeks, and invited seven molecular biologists to run experiments on it. We report on how they used the bench and how it fitted within their larger experimental process. The main impact of the eLabBench lies in the changes it sparked off in preparing, running, and documenting lab experiments. By supporting computation at the bench and management of physical objects in the office, the eLabBench blurred the separation between office and laboratory work. Based on our observations, we discuss how interactive systems for laboratories such as the eLabBench can support a more exploratory or design-oriented way of "doing" science. ACMHow Students Find, Evaluate and Utilize Peer-Collected Annotated Multimedia Data in Science Inquiry with Zydeco - Paper ![]() ![]() Contribution & Benefit: Presents a study on how students (ages 11-13) search for, evaluate, and use annotated student-collected data. This can assist others developing inquiry systems or data-rich software for students. Abstract » Scientific inquiry can be more authentic and meaningful to students when using personal and peer-collected data. The challenges of organizing and evaluating a potentially large amount of data can be overcome through the use of annotations (title, tags, and audio notes). We created Zydeco, a multi-component system that students use to collect annotated multimedia data from a museum (using a smartphone app), and then create a scientific explanation with their personal and peers' data (using a tablet app). We ran a classroom study with 54 students (ages 11-13) investigating how students searched for, evaluated, and used annotated data to construct a scientific explanation. We found that tags supported data interpretation, while title searching and panning through the unfiltered data set supported finding and using data. ACMPhylo-Genie: Engaging Students in Collaborative 'Tree-Thinking' through Tabletop Techniques - Paper Contribution & Benefit: Describes the design and implementation of an interactive tabletop system, Phylo-Genie, which supports the learning of phylogeny. Study shows that Phylo-Genie promotes engagement, collaboration, and learning compared to traditional learning tools. Abstract » Phylogenetic trees are representations of evolutionary relationships amongst species. Interviews of instructors and students have revealed that novice biologists have difficulty understanding phylogenetics. Moreover, misinterpretations of phylogenetics are common among college-level students. In this paper we present Phylo-Genie, a tabletop interface for fostering collaborative learning of phylogenetics. We conducted an experimental study with 56 participants, comparing students' conceptual learning and engagement using Phylo-Genie as: 1) a multi-touch tabletop interface and 2) a pen and paper activity. Our findings show that the tabletop implementation fosters collaborative learning by engaging users in the activity. We also shed light on the way in which our design principles facilitated engagement and collaborative learning in a tabletop environment. ACMThe Student Activity Meter for Awareness and Self-reflection - Long Case Study ![]() ![]() Contribution & Benefit: Describes the iterative design and evaluation of visualizations to improve self-reflection and awareness for learners and teachers. The methodology can be valuable for other visualization tools, e.g. in personal informatics. Abstract » Visualization of user actions can be used in Technology Enhanced Learning to increase awareness for learners and teachers and to support self-reflection. In this paper, we present our Student Activity Meter that visualizes learner actions. We present four design iterations and results of both quantitative and qualitative evaluation studies in real-world settings that assess the usability, use and usefulness of different visualizations. Results indicate that our tool is useful for a variety of teacher and learner needs, including awareness of time spent and resource use. Tools like SAM can also be deployed in other settings that require awareness and self-reflection, e.g. in personal informatics and health monitoring, where motivated users will value the flexible mechanisms to analyze trending data. | |||
Case Study, Paper & ToCHIOrganizing the RecoveryRoom: 19AB![]() ![]() ![]() |
PaperCrowdsourcing and Peer Production IIRoom: 19AB![]() ![]() |
Case Study & PaperWith a Little Help from My FriendsRoom: 19AB![]() ![]() |
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Chair: Ron Wakkary, Simon Fraser University, Canada Repairing Infrastructure During Ongoing Crisis: Technology-Mediated Social Arrangements to Support Recovery - ToCHI Contribution & Benefit: Qualitative study describing how ICTs are used to continuously resolve breakdowns in infrastructure during ongoing disruption caused by violent conflict. Can assist in developing applications that aid in disaster relief. Abstract » This paper reports on an ethnographic study of the use of information technology by citizens experiencing ongoing disruption in a conflict zone. We conducted 86 interviews with Iraqi citizens who experienced the 2nd Gulf War beginning in March 2003. When societies experience disruption as caused by natural disasters, various official government agencies, relief organizations, and emergent citizen groups aid in the recovery effort—where normal societal function resumes. In war environments however, societal trust can be affected and people may develop distrust of the institutions and associated individuals that provide and repair infrastructure. We show how citizens used ICTs to repair infrastructure during ongoing disruption caused by conflict by creating new, reliable technology-mediated social arrangements that enabled people to maintain daily routines for travel, education and obtaining information. We then discuss new ways to think about infrastructure, as well as implications for the disaster relief effort. SOCIO-COGNITIVE ASPECTS OF INTEROPERABILITY: UNDERSTANDING COMMUNICATIONS AMONG DIFFERENT AGENCIES - ToCHI Contribution & Benefit: This research provides greater understanding of socio-cognitive aspects of interoperability in the context of public safety communications. The results directly benefit to elicit design requirements of new communication systems. Abstract » Emergency Communication Systems (ECS) are a key element in collaborations among different public safety organizations. The need for interoperability in emergency communication systems has hastened the development of interoperable communication technology that is an enabling technology to automatically identify environmental variables including appropriate radio frequencies and to connect different networks used by different organizations. Even though the technology has been researched from many perspectives and has shown the possibility to connect different organizations, there still remain many issues in terms of socio-cognitive aspects. Thus, this study examines the socio-cognitive dimensions of interoperability, which equal the technical dimensions of the problem in importance. The existential-phenomenological study reported here used semi-structured interviews to reconceptualize interoperability in the public safety communication domain. Based on 11 interviews with public safety workers, five important factors were identified that have a major impact on the effectiveness of interoperable groups: information sharedness, operational awareness, communication readiness, adaptiveness, and coupledness. Based on these main concepts, high-level suggestions are provided to guide the design of a new public safety communication system. The results can be directly applied to identify the requirements of communication systems and can be extended to design collaboration systems under stressful environments. Disaster Symbolism and Social Media - Long Case Study ![]() ![]() Contribution & Benefit: This paper addresses that symbols emerged in social media can be a valuable medium for people in crisis to find emotional support and to reconstruct value system and identity. Abstract » Research on the use of social media during disaster events has gained attention in recent years. Prior research paid attention to warnings, response activities and the dissemination of information through social media during times of crisis. This study focuses on the use of social media during crisis from different perspectives. In this paper, the implications of symbols that emerged in YouTube videos were examined. Social media can be a valuable medium immediately after disaster events for people in crisis and for others who are indirectly affected to seek spiritual and emotional support and to reconstruct their cultural value system and identity. This study also addresses that persistence and replay are crucial attributes in the design of social media tools for users to seek emotional support and to engage with others in larger space and time. A Study of Reconstruction Watcher in Disaster Area - Short Case Study ![]() Contribution & Benefit: we propose a Reconstruction Watcher which lets people share reconstruction progress visually to gain public understanding and to support the disaster area. Abstract » Tsunami caused serious damage to the Pacific coast in northeastern Japan. We suggest it is important to share the serious situation in the disaster area to gain public understanding and support. In this paper, we propose a Reconstruction Watcher which lets people share reconstruction progress visually to gain public understanding and to support the disaster area. To find practical issues and confirm the feasibility of the Reconstruction Watcher, we went to the disaster area and tried to show the serious situation to the public. This paper reports our challenges and findings. Brainstorming for Japan: Rapid Distributed Global Collaboration for Disaster Response - Note ![]() Contribution & Benefit: Describes development in human, intellectual, and social relations during an employee brainstorm to support Japan following 2011 disasters. This case shows new online community genre of remote disaster communities. Abstract » Tragic events struck northern Japan in March-April 2011. This note presents a case study of rapid distributed brainstorming for disaster response, involving 275 contributors from 23 countries within a three-day period, conducted among the staff in a multinational company. Factors that appear to have contributed to the success of this brainstorming include: Social media that could be easily appropriated; and employee familiarity with large-scale brainstorming. The formation of this �flash-community� joins other CHI reports to point toward a new genre of rapid large-scale responses to disasters through social media. ACMChair: Erika Poole, Penn State, USA Habit as an Explanation of Participation in an Online Peer-production Community - Paper ![]() Contribution & Benefit: We examine the construct of habit as a type of non-conscious behavior in online peer-production communities; and how motivations and habits explain people's use of specific features. Abstract » User activities in peer-production communities have mainly been examined under the assumption that individuals are rational individuals who are always cognizant of what they are doing and why. We argue that not all use is the same; while some behaviors are governed by conscious motivations, others may be a habitual response that is developed out of routine. We take a more granular approach to explaining what people are doing in online communities and how motivations and habits explain their use of specific features. In the context of the peer-production community Everything2 we employ both server log data and self-report, finding that habit is a non-conscious-driven behavior that is more associated with less cognitively-demanding tasks than content production. ACMEvaluating Compliance-Without-Pressure Techniques for Increasing Participation in Online Communities - Paper Contribution & Benefit: Field study and follow-up survey evaluating two compliance-without-pressure techniques in a working social production community. Can assist researchers and practitioners boost participation in online communities they manage. Abstract » Social psychology offers several theories of potential use for designing techniques to increase user contributions to online communities. Some of these techniques follow the "compliance without pressure" approach, where users are led to comply with a request without being subjected to any obvious external pressure. We evaluated two such techniques -- foot-in-the-door and low-ball -- in the context of Cyclopath, a geographic wiki. We found that while both techniques succeeded, low-ball elicited more work than foot-in-the-door. We discuss design and research implications of applying these (and other such techniques) in online communities. ACMSocial Desirability Bias and Self-Reports of Motivation: A Cross-Cultural Study of Amazon Mechanical Turk in the US and India - Paper Contribution & Benefit: Demonstrates that survey self-reports of motivation to participate in crowdsourcing can be inaccurate due to social desirability bias. Shows differential patterns of motivation and bias between US and India samples. Abstract » In this study we extend research on online collaboration ACMby examining motivation to do work on the crowdsoucing service Amazon Mechanical Turk (MTurk). We address a challenge to many existing studies of motivation in online contexts: they are based on survey self-reports, which are susceptible to effects such as social desirability bias. In addition we investigate a second challenge to the extant research on motivation in the context of MTurk: a failure to examine potential differences between MTurk workers (Turkers) from different parts of the world, especially those from the US and India, MTurk's two largest worker groups. Using a survey technique called the list experiment, we observe distinct profiles of motivation and patterns of social desirability effects among Turkers in the US and India. Among US Turkers, we find that social desirability encourages over-reporting of each of four motivating factors we examined. The over-reporting was particularly large in the case of money as a motivator. In contrast, among Turkers in India we find a more complex pattern of social desirability effects, with workers under-reporting ``killing time'' and ``fun'' as motivations, and drastically over-reporting ``sense of purpose.'' We conclude by discussing these results and proposing implications for future research and design. Deploying MonoTrans Widgets in the Wild - Note ![]() Contribution & Benefit: Our first attempt to deploy a crowd-sourced monolingual translation system to the wild finds interesting lesson dealing with crowds with different sizes simultaneously. Abstract » In this paper, we report our experience deploying the MonoTrans Widgets system in a public setting. Our work follows a line of crowd-sourced monolingual translation systems, and it is the first attempt to deploy such a system "in the wild". The results are promising, but we also found out that simultaneously drawing from multiple crowds with different expertise and sizes poses unique problems in the design of such crowd-sourcing systems. ACMA Quantitative Explanation of Governance in an Online Peer-Production Community - Note Contribution & Benefit: Decision making processes are an integral part of online community governance.Understanding the relationship between user feedback and editorial deletion decisions has broader implications for design, infrastructure, and sustainability for communities. Abstract » In this paper, we examine how user ratings of content produced for an online community are taken into account by administrators when they decide whether to delete content. Incorporating about 10 years of server data from the online peer-production community Everything2, we looked at how specific features of voting predicted deletion of posts. We found that not all types of voting are the same: negative voting of users was the strongest factor explaining deletion of a Write-up. Receiving a positive vote from a member with higher status decreases the chances of deletion, while receiving a positive vote from a user with neutral status has a very little effect on the deletion of content. ACMChair: Amy Hurst, Carnegie Mellon, USA Perceptions of Facebook's Value as an Information Source - Paper ![]() Contribution & Benefit: Shows the characteristics of users who see Facebook as a source for information seeking. Abstract » Facebook has become an increasingly important tool for people engaging in a range of communication behaviors, including requesting help from their social network to address information needs. Through a study of 614 staff members at a large university, we show how social capital, network characteristics, and use of Facebook are related to how useful individuals find Facebook to be for informational purposes and their propensity to seek different types of information on the site. We find that bridging social capital and engagement with one’s network through directed communication behaviors are important predictors of these dimensions of information seeking; furthermore, a number of demographic and usage behavior differences exist between those who choose to engage in information-seeking behaviors on Facebook and those who do not. Finally, when predicting information-seeking behaviors, we identify a significant interaction between users’ perceptions of Facebook as appropriate for purposes beyond the purely social and their engagement with their network. ACMWebCrystal: Understanding and Reusing Examples in Web Authoring - Paper ![]() Contribution & Benefit: Describes an example-based web design tool that automatically generates hierarchical questions and explanations about existing website styling information. Can help designers understand how to recreate desired appearances from examples. Abstract » Examples have been widely used in the area of web design to help web authors create web pages. However, without actually understanding how an example is constructed, people often have trouble extracting the elements they want and incorporating them into their own design. This paper introduces WebCrystal, a web development tool that helps users understand how a web page is built. WebCrystal con-tributes novel interaction techniques that let the user quickly access HTML and CSS information by selecting questions regarding how a selected element is designed. It pro-vides answers using a textual description and a customized code snippet that can be copied-and-pasted to recreate the desired properties. WebCrystal also supports combining the styles and structures from multiple elements into the generated code snippet, and provides visualizations on the web page itself to explain layout relationships. Our user study shows that WebCrystal helped both novice and experienced developers complete more tasks successfully using significantly less time. ACMUnderstanding Mobile Q&A Usage: An Exploratory Study - Paper Contribution & Benefit: This work provides the first large-scale analysis of mobile Q&A usage which is very different from traditional Q&A system usage, and identifies the key factors of mobile Q&A usage. Abstract » Recently questioning and answering (Q&A) communities that facilitate knowledge sharing among people have been introduced to the mobile environments such as Naver Mobile Q&A and ChaCha. These mobile Q&A services are very different from traditional Q&A sites in that questions/answers are short in length and are exchanged via mobile devices (e.g., SMS or mobile Internet). While traditional Q&A sites have been well investigated, so far little is known about the mobile Q&A usage. To understand mobile Q&A usage, we analyzed 2.4 million question/answer pairs spanning a 14 month period from Naver Mobile Q&A and performed a complementary survey study of 555 active mobile Q&A users. We find that mobile Q&A is deeply wired into users' everyday life activities--its usage is largely dependent on users' spatial, temporal, and social contexts; the key factors of mobile Q&A usage are accessibility/convenience of mobile Q&A, promptness of receiving answers, and users' satisficing behavior of information seeking (i.e., minimizing efforts and settling with good enough information). We also observe that users tend to seek more factual information attributed to everyday life activities than they do on traditional Q&A sites and that they exhibit unique interaction patterns such as repeating and refining questions as coping strategies in seeking information needs. Our main findings reported in the paper have significant implications on the design of mobile Q&A systems. ACMUsing Physical-Social Interactions to Support Information Re-finding - Long Case Study Contribution & Benefit: This case study presents a system that tracks when information is used during physical-social interactions and automatically tags information with people and groups of people (i.e., social orbits). Abstract » A dominant way in which we organize our world is through social interactions. Much research has made use of social context as a way to support information storage and re-finding. However, they tend to focus only on the virtual side of sociality, and downplay the role of physicality in social interaction. In our research, we investigate how a person's physical-social interactions, in the form of co-presence, can be employed to support digital information management. We designed and implemented a system based on this concept and evaluated it in three two-month long case studies. Our system associates digital information used in social situations with co-present individuals through the use of automatic or manual tagging. Our findings showed that although the three participants varied greatly in their information filing and information use strategies, they all accessed digital information using people or groups of people, thereby supporting our initial premise. However, we found that the need to use digital information during social interactions arises only when there is a shared focus in the form of, for example, a large display, or when there is a social purpose for the information, for instance to share it with other meeting members at a later time. Our observations suggest the need for further research and innovation in technology affordances for real-time information use in physical-social interactions. |