Silvia Gabrielli
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Publications by Silvia Gabrielli (bibliography)
» 2009 «
Jameson, Anthony, Gabrielli, Silvia and Oulasvirta, Antti (2009): Users' preferences regarding intelligent user interfaces: differences among users and changes over time. In: Proceedings of the 2009 International Conference on Intelligent User Interfaces 2009. pp. 497-498. Available online
The goal of this full-day workshop is to arrive at a synthesis of knowledge that will help people who work with intelligent user interfaces to predict and explain how users' attitudes and behavior toward aspects of such systems (a) differ from one user to the next and (b) change over time.
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» 2008 «
Gabrielli, Silvia, Bellutti, Sergio, Jameson, Anthony, Leonardi, Chiara and Zancanaro, Massimo (2008): A single-user tabletop card game system for older persons: General lessons learned from an in-situ study. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 85-88. Available online
Burigat, Stefano, Chittaro, Luca and Gabrielli, Silvia (2008): Navigation techniques for small-screen devices: An evaluation on maps and web pages. In International Journal of Human-Computer Studies, 20 (2) pp. 78-97
Several techniques have been proposed to support user navigation of large information spaces (e.g., maps or web pages) on small-screen devices such as PDAs and Smartphones. In this paper, we present the results of an evaluation that compared three of these techniques to determine how they might affect performance and satisfaction of users. Two of the techniques are quite common on mobile devices: the first one (DoubleScrollbar) is the standard combination of two scrollbars for separate horizontal and vertical scrolling with zoom buttons to change the scale of the information space, the second one (Grab&Drag) enables users to navigate the information space by directly dragging its currently displayed portion, while zooming is handled through a slider control. The last technique (Zoom-Enhanced Navigator or ZEN) is an extension and adaptation to mobile screens of Overview&Detail approaches, which are based on displaying an overview of the information space together with a detail view of a portion of that space. In these approaches, navigation is usually supported by (i) highlighting in the overview which portion of space is displayed in the detail view, and (ii) allowing users to move the highlight within the overview area to change the corresponding portion of space in the detail area. Our experimental evaluation concerned tasks involving maps as well as web page navigation. The paper analyzes in detail the obtained results in terms of task completion times, number and duration of user interface actions, accuracy of the gained spatial knowledge, and subjective preferences.
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» 2006 «
Burigat, Stefano, Chittaro, Luca and Gabrielli, Silvia (2006): Visualizing locations of off-screen objects on mobile devices: a comparative evaluation of three approaches. In: Proceedings of 8th conference on Human-computer interaction with mobile devices and services 2006. pp. 239-246. Available online
Browsing large information spaces such as maps on the limited screen of mobile devices often requires people to perform panning and zooming operations that move relevant display content off-screen. This makes it difficult to perform spatial tasks such as finding the location of Points Of Interest (POIs) in a city. Visualizing the location of off-screen objects can mitigate this problem: in this paper, we present a user study comparing the Halo [2] approach with two other techniques based on arrows. Halo surrounds off-screen objects with circles that reach the display window, so that users can derive the location and distance of objects by observing the visible portion of the corresponding circles. In the two arrow-based techniques, arrows point at objects and their size and body length, respectively, inform about the distance of objects. Our study involved four tasks requiring users to identify and compare off-screen objects locations, and also investigated the effectiveness of the three techniques with respect to the number of off-screen objects. Arrows allowed users to order off-screen objects faster and more accurately according to their distance, while Halo allowed users to better identify the correct location of off-screen objects. Implications of these results for mobile map-based applications are also discussed.
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Burigat, Stefano, Chittaro, Luca and Gabrielli, Silvia (2006): Visualizing locations of off-screen objects on mobile devices: a comparative evaluation of three approaches. In: Nieminen, Marko and Röykkee, Mika (eds.) Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2006 September 12-15, 2006, Helsinki, Finland. pp. 239-246. Available online
Bertini, Enrico, Gabrielli, Silvia and Kimani, Stephen (2006): Appropriating and assessing heuristics for mobile computing. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 119-126. Available online
» 2005 «
Gabrielli, Silvia, Mirabella, Valeria, Kimani, Stephen and Catarci, Tiziana (2005): Supporting cognitive walkthrough with video data: a mobile learning evaluation study. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 77-82. Available online
Although expert-based evaluation techniques such as heuristic evaluation and cognitive walkthrough are often inexpensive and quick to apply, they have not proved to be effective in capturing contextual factors that arise in real-world settings. It is no trivial issue to understand how such evaluation techniques could be modified or differently applied so as to better take into account context, without loosing the advantages inherent in those techniques. This paper explores a possible way of addressing the trade-off between application of cognitive walkthrough and low cost improvements of its contextual validity. In particular, we propose and investigate the benefits of supporting cognitive walkthrough with video data about user interaction with an eLearning course on mobile device. Initial results from this study indicated that video data provided evaluators with a more detailed understanding of user characteristics and interaction contexts, leading to an improvement of their assessments in terms of the total number of system's flaws detected. Video data was regarded by experts as both relevant and useful, especially for tuning the evaluation focus on types of difficulties they would normally not have experienced because of differences in terms of abilities, knowledge and background with those of the target user group.
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Gabrielli, Silvia, Mirabella, Valeria, Kimani, Stephen and Catarci, Tiziana (2005): Supporting cognitive walkthrough with video data: a mobile learning evaluation study. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 77-82. Available online
Bertini, Enrico, Calì, Andrea, Catarci, Tiziana, Gabrielli, Silvia and Kimani, Stephen (2005): Interaction-Based Adaptation for Small Screen Devices. In: Ardissono, Liliana, Brna, Paul and Mitrovic, Antonija (eds.) User Modeling 2005 - 10th International Conference - UM 2005 July 24-29, 2005, Edinburgh, Scotland, UK. pp. 277-281. Available online
» 2003 «
Gabrielli, Silvia and Zoels, Jan-Christoph (2003): Creating imaginable futures: using human-centered design strategies as a foresight tool. In: Proceedings of DUX03: Designing for User Experiences 2003. pp. 1-14. Available online
Corporations as well as private or public institutions all need to plan for the future, but the difficulty of anticipating the long-term effects of current decisions is well known. This paper explores how design research methods and strategic design can strengthen a foresight and innovation process by enhancing scenarios of the future with the visual, the spatial, and the experiential. The case study is based on two recent design foresight initiatives, Macrowave and Project F, that Whirlpool Europe, a leading manufacturer and marketer of major domestic appliances, carried out as a multidisciplinary effort to use design strategy and user experience research in shaping its business policy for the next ten years. Results from these projects show that by using design to create tangible representations of future product solutions, the company was able to stimulate interest, buy-in, and support internally, as well as to open up a more sustainable dialogue with all the stakeholders involved in its foresight strategy and decision-making.
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» 2002 «
Gabrielli, Silvia, Harris, Eric, Rogers, Yvonne, Scaife, Michael and Smith, Hilary (2002): A Conceptual Framework for Mixed Reality Environments: Designing Novel Learning Activities for Young Children. In Presence: Teleoperators and Virtual Environments, 11 (6) pp. 677-687
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Mar 14th, 2010
Changes to this page (author)
11 Feb 2010: Enabled abstracts to be shown on Silvia Gabrielli's author page.17 Jun 2009: Author was edited 05 Jun 2009: Author was edited
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