Wendy Ju

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Publications by Wendy Ju (bibliography)

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» 2008 «

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Ju, Wendy, Lee, Brian A. and Klemmer, Scott R. (2008): Range: exploring implicit interaction through electronic whiteboard design. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 17-26. Available online

An important challenge in designing ubiquitous computing experiences is negotiating transitions between explicit and implicit interaction, such as how and when to provide users with notifications. While the paradigm of implicit interaction has important benefits, it is also susceptible to difficulties with hidden modes, unexpected action, and misunderstood intent. To address these issues, this work presents a framework for implicit interaction and applies it to the design of an interactive whiteboard application called Range. Range is a public interactive whiteboard designed to support co-located, ad-hoc meetings. It employs proximity sensing capability to proactively transition between display and authoring modes, to clear space for writing, and to cluster ink strokes. We show how the implicit interaction techniques of user reflection (how systems indicate to users what they perceive or infer), system demonstration (how systems indicate what they are doing), and override (how users can interrupt or stop a proactive system action) can prevent, mitigate, and correct errors in the whiteboard's proactive behaviors. These techniques can be generalized to improve the designs of a wide array of ubiquitous computing experiences.

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Takayama, Leila, Ju, Wendy and Nass, Clifford (2008): Beyond dirty, dangerous and dull: what everyday people think robots should do. In: Proceedings of the 3rd ACM/IEEE International Conference on Human Robot Interaction 2008. pp. 25-32. Available online

We present a study of people's attitudes toward robot workers, identifying the characteristics of occupations for which people believe robots are qualified and desired. We deployed a web-based public-opinion survey that asked respondents (n=250) about their attitudes regarding robots' suitability for a variety of jobs (n=812) from the U.S. Department of Labor's O*NET occupational information database. We found that public opinion favors robots for jobs that require memorization, keen perceptual abilities, and service-orientation. People are preferred for occupations that require artistry, evaluation, judgment and diplomacy. In addition, we found that people will feel more positively toward robots doing jobs with people rather than in place of people.

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» 2005 «

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Ju, Wendy, Nickell, Seth, Eng, Katherine and Nass, Clifford (2005): Influence of colearner agent gehavior on learner performance and attitudes. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1509-1512. Available online

This study examines the effect of colearner agent performance and social behavior on learner performance and subjective satisfaction in an interactive learning environment. In this 2 (high- or low-performing colearner) by 2 (socially supportive or competitive colearner) experiment (N=44), participants learned Morse Code alongside an agent colearner. Participants with high-scoring colearner agents performed significantly better than participants with low-scoring colearners. Participants liked and felt liked by socially supportive agents more than they did socially competitive agent participants. Implications for developing educational software are discussed.

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Klemmer, Scott R., Verplank, Bill and Ju, Wendy (2005): Teaching embodied interaction design practice. In: Proceedings of the Conference on Designing for User Experiences DUX05 2005. p. 26. Available online

Increasingly, user experiences are addressing our interactions in the world -- the physical, the social, and the situated. This sketch presents our experiences introducing embodied interaction themes to a project-based Interaction Design studio course. We present and discuss examples of student-created designs, illustrating the relationship between these design methods, domains, and artifacts created. These in-the-world domains and methods appealed to budding interaction designers because it encouraged them to transcend the computer screen and design for the world at large. However, the challenge of effectively evaluating in-the-world interactions inhibited iteration. Balancing observation, craft, and evaluation was critical to project success, and we are exploring how to help students navigate these process tradeoffs.

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» 2004 «

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Ju, Wendy, Ionescu, Arna, Neeley, Lawrence and Winograd, Terry (2004): Where the wild things work: capturing shared physical design workspaces. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 533-541. Available online

We have built and tested WorkspaceNavigator, which supports knowledge capture and reuse for teams engaged in unstructured, dispersed, and prolonged collaborative design activity in a dedicated physical workspace. It provides a coherent unified interface for post-facto retrieval of multiple streams of data from the work environment, including overview snapshots of the workspace, screenshots of in-space computers, whiteboard images, and digital photos of physical objects. This paper describes the design of WorkspaceNavigator and identifies key considerations for knowledge capture tools for design workspaces, which differ from those of more structured meeting or classroom environments. Iterative field tests in workspace environments for student teams in two graduate Mechanical Engineering design courses helped to identify features that augment the work of both course participants and design researchers.

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» 2002 «

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Ju, Wendy, Bonanni, Leonardo, Fletcher, Richard, Hurwitz, Rebecca, Judd, Tilke, Post, Rehmi, Reynolds, Matthew and Yoon, Jennifer (2002): Origami Desk: integrating technological innovation and human-centric design. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 399-405. Available online

In this paper, we present a case study of an interaction design exhibit, Origami Desk. This system integrates multi-modal interaction technologies and techniques in new ways to instruct users in folding origami paper into boxes and cranes. Origami Desk uses projected video clips to show users how folds should be made, projected animations to directly map instructions onto the users' paper, electric field sensing to detect touch inputs on the desk surface, and swept-frequency sensors to detect the papers folds. More importantly, the Origami Desk project incorporated numerous aspects of design -- hardware design, installation design, interface design, graphic design, sensor design, software design, content design -- into an interactive experience aimed at making the user forget about the technology altogether. This foray into teaching users physical and spatial activities led us to rethink the physical layout of the computer, and to invent inputs that were more spatial and implicitly, rather than verbal or graphical and explicit. The multidisciplinary process, human-centric design considerations and technical implementation details described in this case study may greatly inform future interactive environment applications where physical and digital worlds must be integrated to assist users in creative spatial tasks. In addition, the experience of deploying the exhibit into actual public spaces led us to examine issues of design for assembly and on-going maintenance in the context of interactive environments.

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Changes to this page (author)

16 Feb 2010: Enabled abstracts to be shown on Wendy Ju's author page.
09 Jul 2009: Author was edited
07 Apr 2009: Author was edited
12 May 2008: Author was edited
29 Jun 2007: Author was edited
22 Jun 2007: Author was edited
22 Jun 2007: Author was edited
22 Jun 2007: Author was added to the bibliography

Publication statistics

Publication period:2002-2008
Publication count:6
Number of co-authors:17



Productive colleagues

Wendy Ju's 3 most productive colleagues in number of publications:

Terry Winograd:56
Clifford Nass:54
Scott R. Klemmer:26


Collaboration count

Number of publications with 3 favourite co-authors:

Scott R. Klemmer:2
Clifford Nass:2
Seth Nickell:1

 

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Mar 20

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

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