Once the product's task is known, design the interface first; then implement to the interface design..... As far as the customer is concerned, the interface is the the product.
-- Jef Raskin, Cited by Malcolm McCullough in Digital Ground, 2004
Authoritative overview of End-User Development (EUD) including 4 HD video interviews filmed in Rome, Italy. EUD is really all about democratization of computing.
The following articles are from "Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems":
Articles
p. 1-10
Zheng, Xianjun Sam, Chakraborty, Ishani, Lin, James Jeng-Weei and Rauschenberger, Robert (2009): Correlating low-level image statistics with users -- rapid aesthetic and affective judgments of web pages. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1-10. Available online
In this paper, we report a study that examines the relationship between image-based computational analyses of web pages and users' aesthetic judgments about the same image material. Web pages were iteratively decomposed into quadrants of minimum entropy (quadtree decomposition) based on low-level image statistics, to permit a characterization of these pages in terms of their respective organizational symmetry, balance and equilibrium. These attributes were then evaluated for their correlation with human participants' subjective ratings of the same web pages on four aesthetic and affective dimensions. Several of these correlations were quite large and revealed interesting patterns in the relationship between low-level (i.e., pixel-level) image statistics and design-relevant dimensions.
Bi, Xiaojun and Balakrishnan, Ravin (2009): Comparing usage of a large high-resolution display to single or dual desktop displays for daily work. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1005-1014. Available online
With the ever increasing amount of digital information, users desire more screen real estate to process their daily computing work, and might well benefit from using a wall-size large high-resolution display instead of a desktop one. Unfortunately, we know very little about users' behaviors when using such a display for daily computing. We present a week-long study that investigates large display use in a personal desktop computing context by comparing it with single and dual desktop monitor use. Results show users' unanimous preference for using a large display: it facilitates multi-window and rich information tasks, enhances users' awareness of peripheral applications, and offers a more immersive experience. Further, the data reveals distinct usage patterns in partitioning screen real estate and managing windows on a large display. Detailed analysis of these results provides insights into designing interaction techniques and window management systems more suited to a large display.
Golovchinsky, Gene, Qvarfordt, Pernilla, Melle, Bill van, Carter, Scott and Dunnigan, Tony (2009): DICE: designing conference rooms for usability. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1015-1024. Available online
One of the core challenges now facing smart rooms is supporting realistic, everyday activities. While much research has been done to push forward the frontiers of novel interaction techniques, we argue that technology geared toward widespread adoption requires a design approach that emphasizes straightforward configuration and control, as well as flexibility. We examined the work practices of users of a large, multi-purpose conference room, and designed DICE, a system to help them use the room's capabilities. We describe the design process, and report findings about the system's usability and about people's use of a multi-purpose conference room.
Maeda, Atsuhiko, Inagaki, Hirohito and Abe, Masanobu (2009): Arrow tag: a direction-key-based technique for rapidly selecting hyperlinks while gazing at a screen. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1025-1028. Available online
Television sets and video game consoles equipped with a web browser have appeared, and we are now able to browse web pages on television screens. However, existing navigation techniques are too difficult in this situation. In this paper, we propose Arrow Tag, a new link selection technique for web browsers on TV. In this technique, sequences of arrow signs called Arrow Tags are assigned to the links of the web pages, so users can select the links by pushing the four direction keys a few times, while keeping her/his gaze fixed on the television screen. User studies show that Arrow Tag significantly outperforms the conventional techniques of Focus Move and Number Tag. Moreover, most participants preferred Arrow Tag over either Focus Move or Number Tag.
Bao, Patti and Gergle, Darren (2009): What's "this" you say?: the use of local references on distant displays. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1029-1032. Available online
This study explores how the design of visual display configurations relates to linguistic expressions. Twenty-five participants performed a series of object identification and narrative Description tasks on either a large wall-sized or small desktop display. Results revealed that during the Description tasks, large display users produced significantly greater rates of local deictic references than small display users, but in the identification tasks, the rates were similar for both large and small display users. Implications for the design of interactive technologies are discussed.
Chetty, Marshini, Brush, A. J. Bernheim, Meyers, Brian R. and Johns, Paul (2009): It's not easy being green: understanding home computer power management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1033-1042. Available online
Although domestic computer use is increasing, most efforts to reduce energy use through improved power management have focused on computers in the workplace. We studied 20 households to understand how people use power management strategies on their home computers. We saw computers in the home, particularly desktop computers, are left on much more than they are actively used suggesting opportunities for economic and energy savings. However, for most of our participants, the economic incentives were too minor to motivate them to turn off devices when not in use, especially given other frustrations such as long boot up times. We suggest research directions for home computer power management that could help users be more green without having to dramatically change their home computing habits.
Froehlich, Jon, Dillahunt, Tawanna, Klasnja, Predrag, Mankoff, Jennifer, Consolvo, Sunny, Harrison, Beverly and Landay, James A. (2009): UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1043-1052. Available online
The greatest contributor of CO2 emissions in the average American household is personal transportation. Because transportation is inherently a mobile activity, mobile devices are well suited to sense and provide feedback about these activities. In this paper, we explore the use of personal ambient displays on mobile phones to give users feedback about sensed and self-reported transportation behaviors. We first present results from a set of formative studies exploring our respondents' existing transportation routines, willingness to engage in and maintain green transportation behavior, and reactions to early mobile phone "green" application design concepts. We then describe the results of a 3-week field study (N=13) of the UbiGreen Transportation Display prototype, a mobile phone application that semi-automatically senses and reveals information about transportation behavior. Our contributions include a working system for semi-automatically tracking transit activity, a visual design capable of engaging users in the goal of increasing green transportation, and the results of our studies, which have implications for the design of future green applications.
Lim, Youn-kyung, Lee, Sang-Su and Lee, Kwang-young (2009): Interactivity attributes: a new way of thinking and describing interactivity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 105-108. Available online
We propose a new perspective, seeing interactivity that is the immaterial part of an interactive artifact as something concretely describable and perceivable as we do with physical materials. In order to examine the validity of this proposal, we extracted a set of interactivity attributes to be used as a design language for thinking and describing interactivity in a new way, and conducted an online survey with 14 Flash prototypes representing pairs of values of 7 interactivity attributes we extracted. The result showed that all the interactivity attributes were significant, and participants experienced distinctive and meaningful emotional effects for different interactivity attributes.
Odom, William, Pierce, James, Stolterman, Erik A. and Blevis, Eli (2009): Understanding why we preserve some things and discard others in the context of interaction design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1053-1062. Available online
This paper takes up the problem of understanding why we preserve some things passionately and discard others without thought. We briefly report on the theoretical literature relating to this question, both in terms of existing literature in HCI, as well as in terms of related literatures that can advance the understanding for the HCI community. We use this reading to refine our frameworks for understanding durability in digital artifice as an issue of sustainable interaction design in HCI. Next, we report in detail on our ongoing work in collecting personal inventories of digital artifice in the home context. We relate our prior and most current personal inventories collections to the framework that owes to our reading of the theoretical literature. Finally, we summarize the theoretical implications and findings of our personal inventories work in terms of implications for the design of digital artifice in a manner that is more durable.
Wang, Feng and Ren, Xiangshi (2009): Empirical evaluation for finger input properties in multi-touch interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1063-1072. Available online
Current multi-touch interaction techniques typically only use the x-y coordinates of the human finger's contact with the screen. However, when fingers contact a touch-sensitive surface, they usually approach at an angle and cover a relatively large 2D area instead of a precise single point. In this paper, a Frustrated Total Internal Reflection (FTIR) based multi-touch device is used to collect the finger imprint data. We designed a series of experiments to explore human finger input properties and identified several useful properties such as contact area, contact shape and contact orientation which can be exploited to improve the performance of multi-touch selecting and pointing tasks. Based on the experimental results, we discuss some implications for the design of human finger input interfaces and propose several design prototypes which incorporate these implications. A set of raw data and several concrete recommendations which are useful for the research community are also presented.
Matejka, Justin, Grossman, Tovi, Lo, Jessica and Fitzmaurice, George W. (2009): The design and evaluation of multi-finger mouse emulation techniques. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1073-1082. Available online
We explore the use of multi-finger input to emulate full mouse functionality, such as the tracking state, three buttons, and chording. We first present the design space for such techniques, which serves as a guide for the systematic investigation of possible solutions. We then perform a series of pilot studies to come up with recommendations for the various aspects of the design space. These pilot studies allow us to arrive at a recommended technique, the SDMouse. In a formal study, the SDMouse was shown to significantly improve performance in comparison to previously developed mouse emulation techniques.
Wobbrock, Jacob O., Morris, Meredith Ringel and Wilson, Andrew D. (2009): User-defined gestures for surface computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1083-1092. Available online
Many surface computing prototypes have employed gestures created by system designers. Although such gestures are appropriate for early investigations, they are not necessarily reflective of user behavior. We present an approach to designing tabletop gestures that relies on eliciting gestures from non-technical users by first portraying the effect of a gesture, and then asking users to perform its cause. In all, 1080 gestures from 20 participants were logged, analyzed, and paired with think-aloud data for 27 commands performed with 1 and 2 hands. Our findings indicate that users rarely care about the number of fingers they employ, that one hand is preferred to two, that desktop idioms strongly influence users' mental models, and that some commands elicit little gestural agreement, suggesting the need for on-screen widgets. We also present a complete user-defined gesture set, quantitative agreement scores, implications for surface technology, and a taxonomy of surface gestures. Our results will help designers create better gesture sets informed by user behavior.
Xiao, Jun and Fan, Jian (2009): PrintMarmoset: redesigning the print button for sustainability. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 109-112. Available online
In this paper, we discuss some unique challenges of sustainable interaction design (SID) and present our work that aims to reduce paper waste from web printing. We conducted a two-month field study of current behaviors and attitudes around printing, and the results confirmed the affordances of paper, but also revealed many problems associated with printing web content. We then designed and implemented a browser extension, PrintMarmoset, that targets these problems while simultaneously addressing user needs and environmental responsibility. It allows users to effortless select or remove web content for printing. We have also incorporated a data sharing mechanism into our solution to assist in the adoption of the tool and created visualizations to encourage user reflection and exploration.
Forlines, Clifton and Balakrishnan, Ravin (2009): Improving visual search with image segmentation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1093-1102. Available online
People's ability to accurately locate target objects in images is severely affected by the prevalence of the sought objects. This negative effect greatly impacts critical real world tasks, such as baggage screening and cell slide pathology, in which target objects are rare. We present three novel image presentation techniques that are designed to improve visual search. Our techniques rely on the images being broken into image segments, which are then recombined or displayed in novel ways. The techniques and their underlying design reasoning are described in detail, and three experiments are presented that provide initial evidence that these techniques lead to better search performance in a simulated cell slide pathology task.
Chin, George, Kuchar, Olga A. and Wolf, Katherine E. (2009): Exploring the analytical processes of intelligence analysts. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 11-20. Available online
We present an observational case study in which we investigate and analyze the analytical processes of intelligence analysts. Participating analysts in the study carry out two scenarios where they organize and triage information, conduct intelligence analysis, report results, and collaborate with one another. Through a combination of scenario-based analysis, artifact analysis, role-playing, interviews, and participant observations, we explore the space and boundaries in which intelligence analysts work and operate. We also assess the implications of our findings on the use and application of key information technologies.
Wu, Fuqu and Tory, Melanie (2009): PhotoScope: visualizing spatiotemporal coverage of photos for construction management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1103-1112. Available online
PhotoScope visualizes the spatiotemporal coverage of photos in a photo collection. It extends the standard photo browsing paradigm in two main ways: visualizing spatial coverage of photos, and indexing photos by a combination of spatial coverage, time, and content specifications. This approach enables users to browse and search space- and time-indexed photos more effectively. We designed PhotoScope specifically to address challenges in the construction management industry, where large photo collections are amassed to document project progress. These ideas may also apply to any photo collection that is spatially constrained and must be searched using spatial, temporal, and content criteria. We describe the design choices made when developing PhotoScope and the results of user evaluation.
Stewart, Robin and schraefel, m.c. (2009): Graph sketcher: extending illustration to quantitative graphs. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1113-1116. Available online
Scientists, engineers, and educators commonly need to make graphs that quickly illustrate quantitative ideas yet are not based on specific data sets. We call these graphs quantitative concept diagrams (QCDs). Existing charting and illustration programs make it possible to produce such graphs, but they are so time-consuming that users tend to sketch the graphs by hand instead. To reduce the cost of creating QCDs, we developed Graph Sketcher, a quantitative graphing tool that deeply integrates the data plotting capabilities of charting programs with the direct manipulation techniques of illustration programs. We show that our integrated interface substantially reduces the time needed to create QCDs, and we further show that real Graph Sketcher users both enjoy and take advantage of the interface improvements to create QCDs in a wide range of fields.
White, Sean and Feiner, Steven K. (2009): SiteLens: situated visualization techniques for urban site visits. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1117-1120. Available online
Urban designers and urban planners often conduct site visits prior to a design activity to search for patterns or better understand existing conditions. We introduce SiteLens, an experimental system and set of techniques for supporting site visits by visualizing relevant virtual data directly in the context of the physical site, which we call situated visualization. We address alternative visualization representations and techniques for data collection, curation, discovery, comparison, manipulation, and provenance. A real use scenario is presented and two iterations of evaluation with faculty and students from the Columbia University Graduate School of Architecture, Planning and Preservation provide directions and insight for further investigation.
Haynes, Steven R., Carroll, John M., Kannampallil, Thomas G., Xiao, Lu and Bach, Paula M. (2009): Design research as explanation: perceptions in the field. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1121-1130. Available online
We report results from interviews with HCI design researchers on their perceptions of how their research relates to the more traditional scientific goal of providing explanations. Theories of explanation are prominent in the physical and natural sciences, psychology, the social sciences, and engineering. Little work though has so-far addressed the special case of how results from reflective design of interactive systems can help provide explanations. We found conceptions of explanation in design research to be broader and more inclusive than those commonly found in the philosophy of science. We synthesized concepts from the interviews into a framework which may help researchers understand how their contributions relate to both classical and emergent conceptions of explanation.
Rukzio, Enrico, Müller, Michael and Hardy, Robert (2009): Design, implementation and evaluation of a novel public display for pedestrian navigation: the rotating compass. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 113-122. Available online
Important drawbacks of map-based navigation applications for mobile phones are their small screen size and that users have to associate the information provided by the mobile phone with the real word. Therefore, we designed, implemented and evaluated the Rotating Compass -- a novel public display for pedestrian navigation. Here, a floor display continuously shows different directions (in a clockwise order) and the mobile phone informs the user when their desired direction is indicated. To inform the user, the mobile phone vibrates in synchronization with the indicated direction. We report an outdoor study that compares a conventional paper map, a navigation application running on a mobile device, navigation information provided by a public display, and the Rotating Compass. The results provide clear evidence of the advantages of the new interaction technique when considering task completion time, context switches, disorientation events, usability satisfaction, workload and multi-user support.
Ylirisku, Salu, Halttunen, Virtu, Nuojua, Johanna and Juustila, Antti (2009): Framing design in the third paradigm. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1131-1140. Available online
This paper develops vocabulary to discuss the phenomena related to the new design paradigm, which considers designing as a situated and constructive activity of meaning making rather than as problem solving. The paper studies how design projects proceed from the fuzzy early phases towards the issues of central relevance to designing. A central concept is framing, and it is elaborated with examples from two case studies. Several aspects of framing are explicated, exploratory, anticipatory and social framing, and related concepts of 'focusing', 'priming', and 'grounding' are explained. The paper concludes that understanding designing as a situated and constructive making of meaning has bearings on how designing needs to be supported.
Dantec, Christopher A. Le, Poole, Erika Shehan and Wyche, Susan P. (2009): Values as lived experience: evolving value sensitive design in support of value discovery. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1141-1150. Available online
The Value Sensitive Design (VSD) methodology provides a comprehensive framework for advancing a value-centered research and design agenda. Although VSD provides helpful ways of thinking about and designing value-centered computational systems, we argue that the specific mechanics of VSD create thorny tensions with respect to value sensitivity. In particular, we examine limitations due to value classifications, inadequate guidance on empirical tools for design, and the ways in which the design process is ordered. In this paper, we propose ways of maturing the VSD methodology to overcome these limitations and present three empirical case studies that illustrate a family of methods to effectively engage local expressions of values. The findings from our case studies provide evidence of how we can mature the VSD methodology to mitigate the pitfalls of classification and engender a commitment to reflect on and respond to local contexts of design.
Ducheneaut, Nicolas, Wen, Ming-Hui, Yee, Nicholas and Wadley, Greg (2009): Body and mind: a study of avatar personalization in three virtual worlds. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1151-1160. Available online
An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.
Neustaedter, Carman and Fedorovskaya, Elena (2009): Capturing and sharing memories in a virtual world. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1161-1170. Available online
Virtual worlds (VWs) such as Second Life (SL) contain a rich social culture where people engage in a multitude of experiences much like real life. With this comes the need to capture and share memories with others. To understand what tools people use to accomplish this and what limitations they may face, we conducted interviews with participants in SL. Our results identify two clusters of users -- Casuals and Lifers -- who differed in the ways in which they captured and shared memories. Here we describe the use of photos, landmarks, friend lists, and conversation logs. We also show how a lack of real life physical and social constraints in the VW affects user routines, and, in some cases, how it does not. This suggests design directions for memory tools in the VW and also real life that break the bounds of current everyday practice.
Bedwell, Ben, Schnädelbach, Holger, Benford, Steve, Rodden, Tom and Koleva, Boriana (2009): In support of city exploration. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1171-1180. Available online
The novel experience Anywhere allowed participants to explore an urban area, tying together information not normally available, new points of views and interaction embedded into physical places. Guided by 'unseen', on-the-street performers in an ongoing conversation maintained over mobile phones, they gained access to locative media and staged performances. Our analysis demonstrates how Anywhere produced engaging and uniquely personalised paths through a complex landscape of content, negotiated by the performer-participant pair around various conflicting constraints. We reflect our analysis through the lens of the key characteristics exhibited by mechanisms that support city exploration, before focussing on possible extensions to the technological support of teams of professional and amateur guides.
Law, Edith and Ahn, Luis von (2009): Input-agreement: a new mechanism for collecting data using human computation games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1197-1206. Available online
Since its introduction at CHI 2004, the ESP Game has inspired many similar games that share the goal of gathering data from players. This paper introduces a new mechanism for collecting labeled data using "games with a purpose." In this mechanism, players are provided with either the same or a different object, and asked to describe that object to each other. Based on each other's descriptions, players must decide whether they have the same object or not. We explain why this new mechanism is superior for input data with certain characteristics, introduce an enjoyable new game called "TagATune" that collects tags for music clips via this mechanism, and present findings on the data that is collected by this game.
Hacker, Severin and Ahn, Luis von (2009): Matchin: eliciting user preferences with an online game. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1207-1216. Available online
Eliciting user preferences for large datasets and creating rankings based on these preferences has many practical applications in community-based sites. This paper gives a new method to elicit user preferences that does not ask users to tell what they prefer, but rather what a random person would prefer, and rewards them if their prediction is correct. We provide an implementation of our method as a two-player game in which each player is shown two images and asked to click on the image their partner would prefer. The game has proven to be enjoyable, has attracted tens of thousands of people and has already collected millions of judgments. We compare several algorithms for combining these relative judgments between pairs of images into a total ordering of all images and present a new algorithm to perform collaborative filtering on pair-wise relative judgments. In addition, we show how merely observing user preferences on a specially chosen set of images can predict a user's gender with high probability.
Hansen, Derek L. and Golbeck, Jennifer (2009): Mixing it up: recommending collections of items. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1217-1226. Available online
Recommender systems traditionally recommend individual items. We introduce the idea of collection recommender systems and describe a design space for them including 3 main aspects that contribute to the overall value of a collection: the value of the individual items, co-occurrence interaction effects, and order effects including placement and arrangement of items. We then describe an empirical study examining how people create mix tapes. The study found qualitative and quantitative evidence for order effects (e.g., first songs are rated higher than later songs; some songs go poorly together sequentially). We propose several ideas for research in this space, hoping to start a much longer conversation on collection recommender systems.
Piper, Anne Marie and Hollan, James D. (2009): Tabletop displays for small group study: affordances of paper and digital materials. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1227-1236. Available online
In this paper we compare the affordances of presenting educational material on a tabletop display with presenting the same material using traditional paper handouts. Ten pairs of undergraduate students used digital or paper materials to prepare for exams during four one-hour study sessions over the course of a term. Students studying with the tabletop display solved problems on their own before resorting to answer keys and repeated activities more often than students studying with paper documents. We summarize study activities and discuss the benefits and drawbacks of each medium.
Bell, Marek, Reeves, Stuart, Brown, Barry, Sherwood, Scott, MacMillan, Donny, Ferguson, John and Chalmers, Matthew (2009): EyeSpy: supporting navigation through play. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 123-132. Available online
This paper demonstrates how useful content can be generated as a by-product of an enjoyable mobile multiplayer game. In EyeSpy, players tag geographic locations with photos or text. By locating the places in which other players' tags were created and 'confirming' them, players earn points for themselves and verify the tags' locations. As a side effect of game-play, EyeSpy produces a collection of recognisable and findable geographic details, in the form of photographs and text tags, that can be repurposed to support navigation tasks. Two user trials of the game successfully produced an archive of geo-located photographs and tags, and in a follow-up experiment we compared performance in a navigation task using photographs from the game, with geo-referenced photos collected from the Flickr website. Our experiences with EyeSpy support reflection upon the design challenges presented by 'human computation' and the production of usable by-products through mobile game-play.
Wigdor, Daniel, Jiang, Hao, Forlines, Clifton, Borkin, Michelle and Shen, Chia (2009): WeSpace: the design development and deployment of a walk-up and share multi-surface visual collaboration system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1237-1246. Available online
We present WeSpace -- a collaborative work space that integrates a large data wall with a multi-user multi-touch table. WeSpace has been developed for a population of scientists who frequently meet in small groups for data exploration and visualization. It provides a low overhead walk-up and share environment for users with their own personal applications and laptops. We present our year-long effort from initial ethnographic studies, to iterations of design, development and user testing, to the current experiences of these scientists carrying out their collaborative research in the WeSpace. We shed light on the utility, the value of the multi-touch table, the manifestation, usage patterns and the changes in their workflow that WeSpace has brought about.
Jiang, Hao, Viel, Alain, Bajaj, Meekal, Lue, Robert A. and Shen, Chia (2009): CThru: exploration in a video-centered information space for educational purposes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1247-1250. Available online
We present CThru, a self-guided video-based educational environment in a large multi-display setting. We employ a video-centered approach, creating and combining multimedia contents of different formats with a story-telling education video. With the support of new display form factors in the environment, viewing a sequential educational video thread is replaced by the immersive learning experience of hands-on exploration and manipulation in a multi-dimensional information space. We demonstrate CThru with an animation clip in cellular biology, supplementing visible objects in the video with rich domain-specific multimedia information and interactive 3D models. We describe CThru's design rationale and implementation. We also discuss a pilot study and what it revealed with respect to CThru's interface and the usage pattern of the tabletop and the associated large wall display.
Taylor, Stuart, Izadi, Shahram, Kirk, David, Harper, Richard and Garcia-Mendoza, Armando (2009): Turning the tables: an interactive surface for vjing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1251-1254. Available online
In this paper we describe VPlay, a multi-touch tabletop application that allows users to mix and manipulate multiple video streams in real-time. Our aim is to explore how such an interactive surface can support and augment practices around VJing -- a form of video performance art that is becoming increasingly popular in nightclubs and other music events. We conclude with observations from a field deployment, which highlight some initial thoughts and reflections on our design rationale.
Pape, Marc A. Le and Vatrapu, Ravi K. (2009): An experimental study of field dependency in altered Gz environments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1255-1264. Available online
Failure to address extreme environments constraints at the human-computer interaction level may lead to the commission of critical and potentially fatal errors. This experimental study addresses gaps in our current theoretical understanding of the impact of ±Gz accelerations and field dependency independency on task performance in human-computer interaction. It investigates the effects of ±Gz accelerations and field dependency independency on human performance in the completion of perceptual-motor tasks on a personal digital assistant (PDA). We report the results of a controlled experiment, conducted in an aerobatic aircraft under multiple ±Gz conditions, showing that cognitive style significantly impacts latency and accuracy in target acquisition for perceptual-motor tasks in altered ±Gz environments and propose design guidelines as countermeasures. Based on the results, we argue that developing design requirements taking into account cognitive differences in extreme environments will allow users to execute perceptual-motor tasks efficiently without unnecessarily increasing cognitive load and the probability of critical errors.
Bickmore, Timothy W., Pfeifer, Laura M. and Jack, Brian W. (2009): Taking the time to care: empowering low health literacy hospital patients with virtual nurse agents. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1265-1274. Available online
Ninety million Americans have inadequate health literacy, resulting in a reduced ability to read and follow directions in the healthcare environment. We describe an animated, empathic virtual nurse interface for educating and counseling hospital patients with inadequate health literacy in their hospital beds at the time of discharge. The development methodology, design rationale, and two iterations of user testing are described. Results indicate that hospital patients with low health literacy found the system easy to use, reported high levels of satisfaction, and most said they preferred receiving the discharge information from the agent over their doctor or nurse. Patients also expressed appreciation for the time and attention provided by the virtual nurse, and felt that it provided an additional authoritative source for their medical information.
Kassil, Kevin and Stewart, A. James (2009): Evaluation of a tool-mounted guidance display for computer-assisted surgery. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1275-1278. Available online
We attached a small LCD display and video camera to a surgical drill. The LCD shows the tool position with respect to a planned trajectory, overlaid on video captured by the camera. We performed a user study to determine whether such a tool-mounted guidance display yields faster and more accurate tool placement than the conventional guidance display on a separate computer monitor. Our study showed that the tool-mounted display provides better positional and angular accuracy than the conventional display but that the video camera provides no significant improvement in error.
Ramirez, Leonardo, Denef, Sebastian and Dyrks, Tobias (2009): Towards human-centered support for indoor navigation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1279-1282. Available online
This paper presents a new perspective for the design of indoor navigation support. In contrast to technology oriented approaches coming from Context Awareness research, we argue for a wider focus that complements the technical question of providing precise indoor location with the development of more effective navigation practices based on technology available today. Starting from research on indoor navigation conducted with the Paris Fire Brigade, we present two design concepts aimed at supporting firefighters in creating and finding their own paths, together with some of the design strategies that informed the creation of these concepts.
Talbot, Justin, Lee, Bongshin, Kapoor, Ashish and Tan, Desney S. (2009): EnsembleMatrix: interactive visualization to support machine learning with multiple classifiers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1283-1292. Available online
Machine learning is an increasingly used computational tool within human-computer interaction research. While most researchers currently utilize an iterative approach to refining classifier models and performance, we propose that ensemble classification techniques may be a viable and even preferable alternative. In ensemble learning, algorithms combine multiple classifiers to build one that is superior to its components. In this paper, we present EnsembleMatrix, an interactive visualization system that presents a graphical view of confusion matrices to help users understand relative merits of various classifiers. EnsembleMatrix allows users to directly interact with the visualizations in order to explore and build combination models. We evaluate the efficacy of the system and the approach in a user study. Results show that users are able to quickly combine multiple classifiers operating on multiple feature sets to produce an ensemble classifier with accuracy that approaches best-reported performance classifying images in the CalTech-101 dataset.
Lee, Bongshin, Smith, Greg, Robertson, George G., Czerwinski, Mary and Tan, Desney S. (2009): FacetLens: exposing trends and relationships to support sensemaking within faceted datasets. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1293-1302. Available online
Previous research has shown that faceted browsing is effective and enjoyable in searching and browsing large collections of data. In this work, we explore the efficacy of interactive visualization systems in supporting exploration and sensemaking within faceted datasets. To do this, we developed an interactive visualization system called FacetLens, which exposes trends and relationships within faceted datasets. FacetLens implements linear facets to enable users not only to identify trends but also to easily compare several trends simultaneously. Furthermore, it offers pivot operations to allow users to navigate the faceted dataset using relationships between items. We evaluate the utility of the system through a description of insights gained while experts used the system to explore the CHI publication repository as well as a database of funding grant data, and report a formative user study that identified usability issues.
Heer, Jeffrey, Kong, Nicholas and Agrawala, Maneesh (2009): Sizing the horizon: the effects of chart size and layering on the graphical perception of time series visualizations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1303-1312. Available online
We investigate techniques for visualizing time series data and evaluate their effect in value comparison tasks. We compare line charts with horizon graphs -- a space-efficient time series visualization technique -- across a range of chart sizes, measuring the speed and accuracy of subjects' estimates of value differences between charts. We identify transition points at which reducing the chart height results in significantly differing drops in estimation accuracy across the compared chart types, and we find optimal positions in the speed-accuracy tradeoff curve at which viewers performed quickly without attendant drops in accuracy. Based on these results, we propose approaches for increasing data density that optimize graphical perception.
Suhm, Bernhard and Peterson, Pat (2009): Call browser: a system to improve the caller experience by analyzing live calls end-to-end. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1313-1322. Available online
This paper describes a system that empowers practitioners to substantially improve the user experience with call center automation and agents. Unlike other approaches we analyze the caller experience in live calls end-to-end, from dialing to hangup. A web-based solution, the Call Browser provides access to hundreds or thousands of live end-to-end calls, and empowers usability practitioners and call-center analysts to systematically and efficiently evaluate the caller experience and identify usability issues. Case studies from our consulting practice illustrate how this approach reveals issues that remain hidden to traditional methods, such as log analyses, lab user studies, focus groups, and design guidelines.
Mankowski, Walter C., Bogunovich, Peter, Shokoufandeh, Ali and Salvucci, Dario D. (2009): Finding canonical behaviors in user protocols. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1323-1326. Available online
While the collection of behavioral protocols has been common practice in human-computer interaction research for many years, the analysis of large protocol data sets is often extremely tedious and time-consuming, and automated analysis methods have been slow to develop. This paper proposes an automated method of protocol analysis to find canonical behaviors -- a small subset of protocols that is most representative of the full data set, providing a reasonable "big picture" view of the data with as few protocols as possible. The automated method takes advantage of recent algorithmic developments in computational vision, modifying them to allow for distance measures between behavioral protocols. The paper includes an application of the method to web-browsing protocols, showing how the canonical behaviors found by the method match well to sets of behaviors identified by expert human coders.
Hudson, William (2009): Reduced empathizing skills increase challenges for user-centered design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1327-1330. Available online
User-Centered Design is surprisingly difficult. One of the biggest issues, certainly for those with no HCI or usability experience, is a lack of appreciation of how users think and work. Their assumption is that users will approach and solve problems in the same way as the designers and developers of an interactive solution. Extreme examples of this self-as-user outlook is the belief that interaction problems are either the direct fault of users or the failure of users to follow instructions (the 'RTFM' syndrome [9]). This paper explores a psychological explanation of the self-as-user outlook through Empathizing-Systemizing theory, including a large-scale study (n = 441) of men and women working in the Information Technology field. The study found that men whose role was technological had significantly lower empathizing scores. The results of the study help to explain the self-as-user outlook and how it needs to be overcome in the design process.
Kim, SeungJun and Dey, Anind K. (2009): Simulated augmented reality windshield display as a cognitive mapping aid for elder driver navigation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 133-142. Available online
A common effect of aging is decline in spatial cognition. This is an issue for all elders, but particularly for elder drivers. To address this driving issue, we propose a novel concept of an in-vehicle navigation display system that displays navigation information directly onto the vehicle's windshield, superimposing it on the driver's view of the actual road. An evaluation of our simulated version of this display shows that it results in a significant reduction in navigation errors and distraction-related measures compared to a typical in-car navigation display for elder drivers. These results help us understand how context-sensitive information and a simulated augmented reality representation can be combined to minimize the cognitive load in translating between virtual/information spaces and the real world.
Rosenholtz, Ruth, Twarog, Nathaniel R., Schinkel-Bielefeld, Nadja and Wattenberg, Martin (2009): An intuitive model of perceptual grouping for HCI design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1331-1340. Available online
Understanding and exploiting the abilities of the human visual system is an important part of the design of usable user interfaces and information visualizations. Good design enables quick, easy and veridical perception of key components of that design. An important facet of human vision is its ability to seemingly effortlessly perform "perceptual organization; it transforms individual feature estimates into perception of coherent regions, structures, and objects. We perceive regions grouped by proximity and feature similarity, grouping of curves by good continuation, and grouping of regions of coherent texture. In this paper, we discuss a simple model for a broad range of perceptual grouping phenomena. It takes as input an arbitrary image, and returns a structure describing the predicted visual organization of the image. We demonstrate that this model can capture aspects of traditional design rules, and predicts visual percepts in classic perceptual grouping displays.
Mentis, Helena M., Bach, Paula M., Hoffman, Blaine, Rosson, Mary Beth and Carroll, John M. (2009): Development of decision rationale in complex group decision making. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1341-1350. Available online
This study explores the characteristics of rationale development in a complex group decision making task and considers design implications for better supporting rationale development in group decision making. Twelve three-person, multi-role teams performed three instances of a collaborative decision making task with physical maps. We used rhetorical structure theory to analyze the structure of their decision making discourse. We found that groups begin their reasoning processing by stating and relating information and finish their reasoning through a point-counterpoint discussion. We also found that established groups reduced their need to analyze information during the last moments of a decision. Implications for the design of group decision support systems to encourage rationale development are presented.
Love, Bradley C., Jones, Matt, Tomlinson, Marc T. and Howe, Michael (2009): Learning to predict information needs: context-aware display as a cognitive aid and an assessment tool. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1351-1360. Available online
We discuss the problem of assessing and aiding user performance in dynamic tasks that require rapid selection among multiple information sources. Motivated by research in human sequential learning, we develop a system that learns by observation to predict the information a user desires in different contexts. The model decides when the display should be updated, which is akin to the problem of scene segmentation, and then selects the situationally relevant information display. The model reduces the cognitive burden of selecting situation-relevant displays. We evaluate the system in a tank video game environment and find that the system boosts user performance. The fit of the model to user data provides a quantitative assessment of user behavior, which is useful in assessing individual differences and the progression from novice- to expert-level proficiency. We discuss the relative benefits of adopting a learning approach to predicting information preferences and possible avenues to reduce the negative consequences of automation.
Harry, Drew, Green, Joshua and Donath, Judith (2009): backchan.nl: integrating backchannels in physical space. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1361-1370. Available online
In this paper, we describe backchan.nl, a web based backchannel system that focuses on providing greater audience participation during question and answer sessions. The system allows audience members to use a web-based service to propose questions and comments, and to vote on the questions of others. Top rated submissions are projected into the presentation space where audience members, moderators, and panelists can see them. We discuss the results of deploying this system at many different kinds of conferences and relate those results to the particular design of our system, demonstrating how backchannel systems can be more than just shared chat rooms. From our experience with this work, we discuss the broader implications of configurable mediated social spaces and how subtle design decisions can influence user experience.
Torrey, Cristen, Churchill, Elizabeth F. and McDonald, David W. (2009): Learning how: the search for craft knowledge on the internet. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1371-1380. Available online
Communicating the subtleties of a craft technique, like putting a zipper into a garment or throwing a clay pot, can be challenging even when working side by side. Yet How-To content -- including text, images, animations, and videos -- is available online for a wide variety of crafts. We interviewed people engaged in various crafts to investigate how online resources contributed to their craft practice. We found that participants sought creative inspiration as well as technical clarification online. In this domain, keyword search can be difficult, so supplemental strategies are used. Participants sought information iteratively, because they often needed to enact their knowledge in order to evaluate it. Our description of people learning how allows us to elaborate existing understandings of information-seeking behavior by considering how search originates and is evaluated in knowledge domains involving physical objects and physical processes.
Adar, Eytan, Teevan, Jaime and Dumais, Susan (2009): Resonance on the web: web dynamics and revisitation patterns. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1381-1390. Available online
The Web is a dynamic, ever-changing collection of information accessed in a dynamic way. This paper explores the relationship between Web page content change (obtained from an hourly crawl of over 40K pages) and people's revisitation to those pages (collected via a large scale log analysis of 2.3M users). We identify the relationship, or resonance, between revisitation behavior and the amount and type of changes on those pages. By coupling our large scale log analysis with a complementary user study we explore the intent behind the revisitation behavior we observed. Using the notion of resonance to identify the likely content of interest, we describe a number of ways interaction with changing and revisited information can be better supported. We illustrate how understanding the association between change and revisitation might improve browser, crawler, and search engine design, and present a specific example of how knowledge of both can enable relevant content to be highlighted.
Chapuis, Olivier, Labrune, Jean-Baptiste and Pietriga, Emmanuel (2009): DynaSpot: speed-dependent area cursor. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1391-1400. Available online
We present DynaSpot, a new technique for acquiring targets based on the area cursor. DynaSpot couples the cursor's activation area with its speed, behaving like a point cursor at low speed or when motionless. This technique minimizes visual distraction and allows pointing anywhere in empty space without requiring an explicit mode switch, thus enabling users to perform common interactions such as region selections seamlessly. The results of our controlled experiments show that the performance of DynaSpot can be modeled by Fitts' law, and that DynaSpot significantly outperforms the point cursor and achieves, in most conditions, the same level of performance as one of the most promising techniques to date, the Bubble cursor.
Wobbrock, Jacob O., Fogarty, James, Liu, Shih-Yen (Sean), Kimuro, Shunichi and Harada, Susumu (2009): The angle mouse: target-agnostic dynamic gain adjustment based on angular deviation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1401-1410. Available online
We present a novel method of dynamic C-D gain adaptation that improves target acquisition for users with motor impairments. Our method, called the Angle Mouse, adjusts the mouse C-D gain based on the deviation of angles sampled during movement. When angular deviation is low, the gain is kept high. When angular deviation is high, the gain is dropped, making the target bigger in motor-space. A key feature of the Angle Mouse is that, unlike most pointing facilitation techniques, it is target-agnostic, requiring no knowledge of target locations or dimensions. This means that the problem of distractor targets is avoided because adaptation is based solely on the user's behavior. In a study of 16 people, 8 of which had motor impairments, we found that the Angle Mouse improved motor-impaired pointing throughput by 10.3% over the Windows default mouse and 11.0% over sticky icons. For able-bodied users, there was no significant difference among the three techniques, as Angle Mouse throughput was within 1.2% of the default. Thus, the Angle Mouse improved pointing performance for users with motor impairments while remaining unobtrusive for able-bodied users.
Räihä, Kari-Jouko and Spakov, Oleg (2009): Disambiguating ninja cursors with eye gaze. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1411-1414. Available online
Ninja cursors aim to speed up target selection on large or multiple monitors. Several cursors are displayed on the screen with one of them selected as the active cursor. Eye tracking is used to choose the active cursor. An experiment with 13 participants showed that multiple cursors speed up the selection over long distances, but not over short distances. Participants felt the technique was fastest with 4 cursors per monitor, but still preferred to have only 1 cursor per monitor for their own use.
Blanch, Renaud and Ortega, Michaël (2009): Rake cursor: improving pointing performance with concurrent input channels. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1415-1418. Available online
We investigate the use of two concurrent input channels to perform a pointing task. The first channel is the traditional mouse input device whereas the second one is the gaze position. The rake cursor interaction technique combines a grid of cursors controlled by the mouse and the selection of the active cursor by the gaze. A controlled experiment shows that rake cursor pointing drastically outperforms mouse-only pointing and also significantly outperforms the state of the art of pointing techniques mixing gaze and mouse input. A theory explaining the improvement is proposed: the global difficulty of a task is split between those two channels, and the sub-tasks could partly be performed concurrently.
Diefenbach, Sarah and Hassenzahl, Marc (2009): The "Beauty Dilemma": beauty is valued but discounted in product choice. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1419-1426. Available online
The empirical study of aesthetics in Human-Computer Interaction (HCI) is concerned with -- among other topics -- the relationship between beauty and usability and the general impact of beauty on product choice and use. Specifically, the present paper explores the notion of a "beauty dilemma" -- the idea that people discount beauty in a choice situation, although they value it in general (i.e., they are not choosing what makes them happy). We explored this idea in three studies with a total of over 600 participants. Study 1 revealed a reluctance to pay for beauty due to its hedonic nature (i.e., associated with luxury etc.). Study 2 showed that people prefer a more beautiful product, but justify their choice by referring to spurious advantages in usability. Finally, Study 3 revealed that a choice situation which requires a trade-off between beauty and usability, and which offers no further way to justify choosing beauty, leads to a sharp increase in the preference of usability. The underlying reasons for this "beauty dilemma" and further implications are discussed.
Heath, Christian, Luff, Paul, Lehn, Dirk vom, Yamashita, Jun and Kuzuoka, Hideaki (2009): Enhancing remote participation in live auctions: an 'intelligent' gavel. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1427-1436. Available online
Auctions, both traditional and electronic, are a pervasive social organisation for the valuation and exchange of goods and services. Despite the long-standing interest in integrating internet contributions into the more traditional auction such initiatives have remained problematic. We consider the organization of interaction of sales of fine art and antiques and develop a prototype 'intelligent' gavel system that is designed to enhance remote participation and ease the flexible ways in which internet contributions are legitimately integrated into live auctions. We present the findings of a quasi-naturalistic experiment involving the use of the system by auctioneers and its consequences for the general development of technologies to support internet participation in live co-located events.
Song, Hyunyoung, Grossman, Tovi, Fitzmaurice, George W., Guimbretiere, Francois, Khan, Azam, Attar, Ramtin and Kurtenbach, Gordon (2009): PenLight: combining a mobile projector and a digital pen for dynamic visual overlay. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 143-152. Available online
Digital pen systems, originally designed to digitize annotations made on physical paper, are evolving to permit a wider variety of applications. Although the type and quality of pen feedback (e.g., haptic, audio, and visual) have a huge impact on advancing the digital pen technology, dynamic visual feedback has yet to be fully investigated. In parallel, miniature projectors are an emerging technology with the potential to enhance visual feedback for small mobile computing devices. In this paper we present the PenLight system, which is a testbed to explore the interaction design space and its accompanying interaction techniques in a digital pen embedded with a spatially-aware miniature projector. Using our prototype, that simulates a miniature projection (via a standard video projector), we visually augment paper documents, giving the user immediate access to additional information and computational tools. We also show how virtual ink can be managed in single and multi-user environments to aid collaboration and data management. User evaluation with professional architects indicated promise of our proposed techniques and their potential utility in the paper-intensive domain of architecture.
Yamazaki, Keiichi, Yamazaki, Akiko, Okada, Mai, Kuno, Yoshinori, Kobayashi, Yoshinori, Hoshi, Yosuke, Pitsch, Karola, Luff, Paul, Lehn, Dirk vom and Heath, Christian (2009): Revealing gauguin: engaging visitors in robot guide's explanation in an art museum. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1437-1446. Available online
Designing technologies that support the explanation of museum exhibits is a challenging domain. In this paper we develop an innovative approach -- providing a robot guide with resources to engage visitors in an interaction about an art exhibit. We draw upon ethnographical fieldwork in an art museum, focusing on how tour guides interrelate talk and visual conduct, specifically how they ask questions of different kinds to engage and involve visitors in lengthy explanations of an exhibit. From this analysis we have developed a robot guide that can coordinate its utterances and body movement to monitor the responses of visitors to these. Detailed analysis of the interaction between the robot and visitors in an art museum suggests that such simple devices derived from the study of human interaction might be useful in engaging visitors in explanations of complex artifacts.
Snibbe, Scott S. and Raffle, Hayes S. (2009): Social immersive media: pursuing best practices for multi-user interactive camera/projector exhibits. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1447-1456. Available online
Based on ten years' experience developing interactive camera/projector systems for public science and culture exhibits, we define a distinct form of augmented reality focused on social interaction: social immersive media. Our work abandons GUI metaphors and builds on the language of cinema, casting users as actors within simulated narrative models. We articulate philosophical goals, design principles, and interaction techniques that create strong emotional responses and social engagement through visceral interaction. We describe approaches to clearly communicate cultural and scientific ideas through the medium. And we demonstrate how practitioners can design interactions that promote specific social behaviors in users.
Won, Sungjoon Steve, Jin, Jing and Hong, Jason I. (2009): Contextual web history: using visual and contextual cues to improve web browser history. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1457-1466. Available online
While most modern web browsers offer history functionality, few people use it to revisit previously viewed web pages. In this paper, we present the design and evaluation of Contextual Web History (CWH), a novel browser history implementation which improves the visibility of the history feature and helps people find previously visited web pages. We present the results of a formative user study to understand what factors helped people in finding past web pages. From this, we developed CWH to be more visible to users, and supported search, browsing, thumbnails, and metadata. Combined, these relatively simple features outperformed Mozilla Firefox 3's built-in browser history function, and greatly reduced the time and effort required to find and revisit a web page.
Blythe, Mark and Cairns, Paul (2009): Critical methods and user generated content: the iPhone on YouTube. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1467-1476. Available online
Sites like YouTube offer vast sources of data for studies of human computer interaction. However, they also present a number of methodological challenges. This paper offers an example study of the initial reception of the iPhone 3G through YouTube. It begins with a quantitative account of the overall shape of the most frequently viewed returns for an iPhone 3G" search. A content analysis of the first hundred videos then explores the returns categorized by genre. Comments on the most popular video "Will It Blend" are analysed using grounded theory. It is argued that social science methods are not sufficient for a rich understanding of such material. The paper concludes with an analysis of "Will it Blend" that draws on cultural and critical theory. It is argued that a multi-methodological approach is necessary to exploit such data and also to address the challenges of next generation Human Computer Interaction (HCI).
Kleek, Max G. Van, Bernstein, Michael, Panovich, Katrina, Vargas, Gregory G., Karger, David R. and Schraefel, MC (2009): Note to self: examining personal information keeping in a lightweight note-taking tool. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1477-1480. Available online
This paper describes a longitudinal field experiment in personal note-taking that examines how people capture and use information in short textual notes. Study participants used our tool, a simple browser-based textual note-taking utility, to capture personal information over the course of ten days. We examined the information they kept in notes using the tool, how this information was expressed, and aspects of note creation, editing, deletion, and search. We found that notes were recorded extremely quickly and tersely, combined information of multiple types, and were rarely revised or deleted. The results of the study demonstrate the need for a tool such as ours to support the rapid capture and retrieval of short notes-to-self, and afford insights into how users' actual note-keeping tendencies could be used to better support their needs in future PIM tools.
Thom-Santelli, Jennifer, Cosley, Dan R. and Gay, Geri (2009): What's mine is mine: territoriality in collaborative authoring. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1481-1484. Available online
Territoriality, the expression of ownership towards an object, can emerge when social actors occupy a shared social space. In the case of Wikipedia, the prevailing cultural norm is one that warns against ownership of one's work. However, we observe the emergence of territoriality in online space with respect to a subset of articles that have been tagged with the Maintained template through a qualitative study of 15 editors who have self-designated as Maintainers. Our participants communicated ownership, demarcated boundaries and asserted their control over artifacts for the sake of quality by appropriating existing features of Wikipedia. We then suggest design strategies to support these behaviors in the proper context within collaborative authoring systems more generally.
Krieger, Michel, Stark, Emily Margarete and Klemmer, Scott R. (2009): Coordinating tasks on the commons: designing for personal goals, expertise and serendipity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1485-1494. Available online
How is work created, assigned, and completed on large-scale, crowd-powered systems like Wikipedia? And what design principles might enable these federated online systems to be more effective? This paper reports on a qualitative study of work and task practices on Wikipedia. Despite the availability of tag-based community-wide task assignment mechanisms, informants reported that self-directed goals, within-topic expertise, and fortuitous discovery are more frequently used than community-tagged tasks. We examine how Wikipedia editors organize their actions and the actions of other participants, and what implications this has for understanding, and building tools for, crowd-powered systems, or any web site where the main force of production comes from a crowd of online participants. From these observations and insights, we developed WikiTasks, a tool that integrates with Wikipedia and supports both grassroots creation of site-wide tasks and self-selection of personal tasks, accepted from this larger pool of community tasks.
Kittur, Aniket, Lee, Bryant and Kraut, Robert E. (2009): Coordination in collective intelligence: the role of team structure and task interdependence. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1495-1504. Available online
The success of Wikipedia has demonstrated the power of peer production in knowledge building. However, unlike many other examples of collective intelligence, tasks in Wikipedia can be deeply interdependent and may incur high coordination costs among editors. Increasing the number of editors increases the resources available to the system, but it also raises the costs of coordination. This suggests that the dependencies of tasks in Wikipedia may determine whether they benefit from increasing the number of editors involved. Specifically, we hypothesize that adding editors may benefit low-coordination tasks but have negative consequences for tasks requiring a high degree of coordination. Furthermore, concentrating the work to reduce coordination dependencies should enable more efficient work by many editors. Analyses of both article ratings and article review comments provide support for both hypotheses. These results suggest ways to better harness the efforts of many editors in social collaborative systems involving high coordination tasks.
Pirolli, Peter, Wollny, Evelin and Suh, Bongwon (2009): So you know you're getting the best possible information: a tool that increases Wikipedia credibility. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1505-1508. Available online
An experiment was conducted to study how credibility judgments about Wikipedia are affected by providing users with an interactive visualization (WikiDashboard) of article and author editing history. Overall, users who self-reported higher use of Internet information and higher rates of Wikipedia usage tended to produce lower credibility judgments about Wikipedia articles and authors. However, use of WikiDashboard significantly increased article and author credibility judgments, with effect sizes larger than any other measured effects of background media usage and attitudes on Wikiepedia credibility. The results suggest that increased exposure to the editing/authoring histories of Wikipedia increases credibility judgments.
Kittur, Aniket, Chi, Ed H. and Suh, Bongwon (2009): What's in Wikipedia?: mapping topics and conflict using socially annotated category structure. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1509-1512. Available online
Wikipedia is an online encyclopedia which has undergone tremendous growth. However, this same growth has made it difficult to characterize its content and coverage. In this paper we develop measures to map Wikipedia using its socially annotated, hierarchical category structure. We introduce a mapping technique that takes advantage of socially-annotated hierarchical categories while dealing with the inconsistencies and noise inherent in the distributed way that they are generated. The technique is demonstrated through two applications: mapping the distribution of topics in Wikipedia and how they have changed over time; and mapping the degree of conflict found in each topic area. We also discuss the utility of the approach for other applications and datasets involving collaboratively annotated category hierarchies.
Garzonis, Stavros, Jones, Simon, Jay, Tim and O'Neill, Eamonn (2009): Auditory icon and earcon mobile service notifications: intuitiveness, learnability, memorability and preference. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1513-1522. Available online
With an ever increasing number of mobile services, meaningful audio notifications could effectively inform users of the incoming services while minimising undesired and intrusive interruptions. Therefore, careful design of mobile service notification is needed. In this paper we evaluate two types of audio (auditory icons and earcons) as mobile service notifications, by comparing them on 4 measures: intuitiveness, learnability, memorability and user preference. A 4-stage longitudinal evaluation involving two lab experiments, a field study and a web-based experiment indicated that auditory icons performed significantly better in all measures. Implications for mobile audio notification design are presented.
Roth, Volker and Turner, Thea (2009): Bezel swipe: conflict-free scrolling and multiple selection on mobile touch screen devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1523-1526. Available online
Zooming user interfaces are increasingly popular on mobile devices with touch screens. Swiping and pinching finger gestures anywhere on the screen manipulate the displayed portion of a page, and taps open objects within the page. This makes navigation easy but limits other manipulations of objects that would be supported naturally by the same gestures, notably cut and paste, multiple selection, and drag and drop. A popular device that suffers from this limitation is Apple's iPhone. In this paper, we present Bezel Swipe, an interaction technique that supports multiple selection, cut, copy, paste and other operations without interfering with zooming, panning, tapping and other pre-defined gestures. Participants of our user study found Bezel Swipe to be a viable alternative to direct touch selection.
Brown, Lorna M., Sellen, Abigail, Krishna, Renan and Harper, Richard (2009): Exploring the potential of audio-tactile messaging for remote interpersonal communication. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1527-1530. Available online
Shake2Talk is a mobile messaging system that allows users to send sounds and tactile sensations to one another via their mobile phones. Messages are created through gestures and then sent to the receiver's phone where they play upon arrival. This paper reports a study of the Shake2Talk system in use by six couples, and begins to uncover the types of messaging practices that occur, and the values and meanings that users ascribe to these messages.
Hsiao, Chuan-Heng, Chan, Li-Wei, Hu, Ting-Ting, Chen, Mon-Chu, Hsu, Jane and Hung, Yi-Ping (2009): To move or not to move: a comparison between steerable versus fixed focus region paradigms in multi-resolution tabletop display systems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 153-162. Available online
Previous studies have outlined the advantages of multi-resolution large-area displays over their fixed-resolution counterparts, however the mobility of the focus region has up until the present time received little attention. To study this phenomenon further, we have developed a multi-resolution tabletop display system with a steerable high resolution focus region to compare the performance between steerable and fixed focus region systems under different working scenarios. We have classified these scenarios according to region of interest (ROI) with analogies to different eye movement types (fixed, saccadic, and pursuit ROI). Empirical data gathered during the course of a multi-faceted user study demonstrates that the steerable focus region system significantly outperforms the fixed focus region system. The former is shown to provide enhanced display manipulation and proves especially advantageous in cases where the user must maintain spatial awareness of the display content as is the case in which, within a single session, several regions of the display are to be visited.
Keränen, Jaakko, Bergman, Janne and Kauko, Jarmo (2009): Gravity sphere: gestural audio-tactile interface for mobile music exploration. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1531-1534. Available online
Current solutions for managing music in mobile contexts are inconvenient as they require considerable effort and visual attention. We describe a novel system for exploring music and generating playlists in mobile contexts, and present findings from our formative usability evaluations. The system provides audio-tactile feedback and is controlled by manipulating a device's orientation. The system plays songs associated with the current orientation. A spatial gesture or other command is then used to lock the orientation into a playlist. We evaluated two iterations of a prototype of the system and found that users were successful in exploring music and generating playlists with the system. We found that certain orientations are more common than others. Also, manipulating the prototype felt more natural while walking than sitting. Personalization of the music mapping was requested by users and seen as beneficial for usability.
Choi, Minwoo and Kim, Gerard Jounghyun (2009): TouchBall: a design and evaluation of a hand-held trackball based touch-haptic interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1535-1538. Available online
In this paper, we present a design and an evaluation of a hand-held trackball based touch-haptic interface, named "TouchBall." Using a trackball mechanism, the device provides flexibility in terms of directional degrees of freedom. It also has an advantage of a direct transfer of force feedback through frictional touch (with high sensitivity), thus requiring only relatively small amount of inertia. This leads to a compact hand-held design appropriate for mobile and 3D interactive applications. The device is evaluated for the detection thresholds for directions of the force feedback and the perceived amount of directional force. The refined directionality information should combine with other modalities with less sensory conflict, enriching the user experience for a given application.
Mueller, Florian 'Floyd', Gibbs, Martin R. and Vetere, Frank (2009): Design influence on social play in distributed exertion games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1539-1548. Available online
Exertion games are an emerging form of interactive games that require players to invest significant physical effort as part of the gameplay, rather than just pressing buttons. These exertion games have potential health benefits by promoting exercise. It is also believed that they can facilitate social play between players and that social play can improve participation in exertion games. However, there is currently a lack of understanding of how to design games to support these effects. In this paper, we present a qualitative case study that illustrates how networked environments support social play in exertion games and how this can help to gain an understanding of existing games and support the design of future games. This work offers a preliminary analytical and descriptive account of the relationship between exertion and social play in such a game and highlights the influence of design with the aim of utilizing the attributed benefits of exertion and social play.
Waern, Annika, Montola, Markus and Stenros, Jaakko (2009): The three-sixty illusion: designing for immersion in pervasive games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1549-1558. Available online
Pervasive games are staged in reality and their main attractiveness is generated by using reality as a resource in the game. Yet, most pervasive games that use mobile and location-based technology use reality only in a weak sense, as the location for a computerized game. In this article we analyze two game practices, Nordic style live action role-playing (larp) and alternate reality games (ARG), that instead use reality as their main game resource. We analyze how they go about creating a believable game world and encourage the players to actively take part in this world. We present two example games that do the same with the support of technology, effectively realizing an immersive game world through a combination of physical play and technology-supported play.
Voida, Amy and Greenberg, Saul (2009): Wii all play: the console game as a computational meeting place. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1559-1568. Available online
In this paper, we present results from a qualitative study of collocated group console gaming. We focus on motivations for, perceptions of, and practices surrounding the shared use of console games by a variety of established groups of gamers. These groups include both intragenerational groups of youth, adults, and elders as well as intergenerational families. Our analysis highlights the numerous ways that console games serve as a computational meeting place for a diverse population of gamers.
Ko, Andrew J. and Myers, Brad A. (2009): Finding causes of program output with the Java Whyline. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1569-1578. Available online
Debugging and diagnostic tools are some of the most important software development tools, but most expect developers choose the right code to inspect. Unfortunately, this rarely occurs. A new tool called the Whyline is described which avoids such speculation by allowing developers to select questions about a program's output. The tool then helps developers work backwards from output to its causes. The prototype, which supports Java programs, was evaluated in an experiment in which participants investigated two real bug reports from an open source project using either the Whyline or a breakpoint debugger. Whyline users were successful about three times as often and about twice as fast compared to the control group, and were extremely positive about the tool's ability to simplify diagnostic tasks in software development work.
Jakobsen, Mikkel Rønne and Hornbæk, Kasper (2009): Fisheyes in the field: using method triangulation to study the adoption and use of a source code visualization. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1579-1588. Available online
Information visualizations have been shown useful in numerous laboratory studies, but their adoption and use in real-life tasks are curiously under-researched. We present a field study of ten programmers who work with an editor extended with a fisheye view of source code. The study triangulates multiple methods (experience sampling, logging, thinking aloud, and interviews) to describe how the visualization is adopted and used. At the concrete level, our results suggest that the visualization was used as frequently as other tools in the programming environment. We also propose extensions to the interface and discuss features that were not used in practice. At the methodological level, the study identifies contributions distinct to individual methods and to their combination, and discusses the relative benefits of laboratory studies and field studies for the evaluation of information visualizations.
Brandt, Joel, Guo, Philip J., Lewenstein, Joel, Dontcheva, Mira and Klemmer, Scott R. (2009): Two studies of opportunistic programming: interleaving web foraging, learning, and writing code. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1589-1598. Available online
This paper investigates the role of online resources in problem solving. We look specifically at how programmers -- an exemplar form of knowledge workers -- opportunistically interleave Web foraging, learning, and writing code. We describe two studies of how programmers use online resources. The first, conducted in the lab, observed participants' Web use while building an online chat room. We found that programmers leverage online resources with a range of intentions: They engage in just-in-time learning of new skills and approaches, clarify and extend their existing knowledge, and remind themselves of details deemed not worth remembering. The results also suggest that queries for different purposes have different styles and durations. Do programmers' queries "in the wild" have the same range of intentions, or is this result an artifact of the particular lab setting? We analyzed a month of queries to an online programming portal, examining the lexical structure, refinements made, and result pages visited. Here we also saw traits that suggest the Web is being used for learning and reminding. These results contribute to a theory of online resource usage in programming, and suggest opportunities for tools to facilitate online knowledge work.
Sauro, Jeff and Dumas, Joseph S. (2009): Comparison of three one-question, post-task usability questionnaires. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1599-1608. Available online
Post-task ratings of difficulty in a usability test have the potential to provide diagnostic information and be an additional measure of user satisfaction. But the ratings need to be reliable as well as easy to use for both respondents and researchers. Three one-question rating types were compared in a study with 26 participants who attempted the same five tasks with two software applications. The types were a Likert scale, a Usability Magnitude Estimation (UME) judgment, and a Subjective Mental Effort Question (SMEQ). All three types could distinguish between the applications with 26 participants, but the Likert and SMEQ types were more sensitive with small sample sizes. Both the Likert and SMEQ types were easy to learn and quick to execute. The online version of the SMEQ question was highly correlated with other measures and had equal sensitivity to the Likert question type.
Sauro, Jeff and Lewis, James R. (2009): Correlations among prototypical usability metrics: evidence for the construct of usability. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1609-1618. Available online
Correlations between prototypical usability metrics from 90 distinct usability tests were strong when measured at the task-level (r between .44 and .60). Using test-level satisfaction ratings instead of task-level ratings attenuated the correlations (r between .16 and .24). The method of aggregating data from a usability test had a significant effect on the magnitude of the resulting correlations. The results of principal components and factor analyses on the prototypical usability metrics provided evidence for an underlying construct of general usability with objective and subjective factors.
Bruun, Anders, Gull, Peter, Hofmeister, Lene and Stage, Jan (2009): Let your users do the testing: a comparison of three remote asynchronous usability testing methods. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1619-1628. Available online
Remote asynchronous usability testing is characterized by both a spatial and temporal separation of users and evaluators. This has the potential both to reduce practical problems with securing user attendance and to allow direct involvement of users in usability testing. In this paper, we report from an empirical study where we systematically compared three methods for remote asynchronous usability testing: user-reported critical incidents, forum-based online reporting and discussion, and diary-based longitudinal user reporting. In addition, conventional laboratory-based think-aloud testing was included as a benchmark for the remote methods. The results show that each remote asynchronous method supports identification of a considerable number of usability problems. Although this is only about half of the problems identified with the conventional method, it requires significantly less time. This makes remote asynchronous methods an appealing possibility for usability testing in many software projects.
Brumby, Duncan P., Salvucci, Dario D. and Howes, Andrew (2009): Focus on driving: how cognitive constraints shape the adaptation of strategy when dialing while driving. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1629-1638. Available online
We investigate how people adapt their strategy for interleaving multiple concurrent tasks to varying objectives. A study was conducted in which participants drove a simulated vehicle and occasionally dialed a telephone number on a mobile phone. Experimental instructions and feedback encouraged participants to focus on either driving or dialing. Results show that participants adapted their task interleaving strategies to meet the required task objective, but in a manner that was nonetheless intricately shaped by internal psychological constraints. In particular, participants tended to steer in between dialing chunks of digits even when extreme vehicle drift implied that more reactive strategies would have generated better lane keeping. To better understand why drivers interleaved tasks at chunk boundaries, a modeling analysis was conducted to derive performance predictions for a range of dialing strategies. The analysis supported the idea that interleaving at chunk boundaries efficiently traded the time given up to dialing with the maintenance of a central lane position. We discuss the implications of this work in terms of contributions to understanding how cognitive constraints shape strategy adaptations in dynamic multitask environments.
Koike, Hideki, Nishikawa, Wataru and Fukuchi, Kentaro (2009): Transparent 2-D markers on an LCD tabletop system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 163-172. Available online
Tabletop systems are currently being focused on and many applications using these systems are being developed. In such tabletop systems, how to recognize real objects on the table is an essential and important issue. In existing tabletop systems, 2-D markers have been often used. However, their black-and-white pattern, which means nothing to humans, spoils the appearance of the object. We developed transparent markers on a liquid crystal display (LCD) tabletop system by using the polarization features of the LCD and optical lms. In particular, through experiments with various kinds of optical films, we found that two halfwave plates make the markers rotation invariant. By using the transparent markers, tangible transparent Magic Lenses(TM) applications were developed.
Nylander, Stina, Lundquist, Terés and Brännström, Andreas (2009): At home and with computer access: why and where people use cell phones to access the internet. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1639-1642. Available online
We conducted a diary and interview study to investigate where and why people use cell phones to access the Internet. In more that 50% of the cases, our participants chose a phone even though they had access to a computer, and the most frequent location for cell phone Internet access was the home.
Takayama, Leila, Sison, Jo Ann G., Lathrop, Brian, Wolfe, Nicholas, Chiang, Abe, Nielsen, Alexia and Nass, Clifford (2009): Bringing design considerations to the mobile phone and driving debate. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1643-1646. Available online
Though legislation is increasingly discouraging drivers from holding on to their mobile phones while talking, hands-free devices do not improve driver safety. We offer two design alternatives to improve driver safety in the contexts of voice-based user interfaces and mobile phone conversations in cars' side tones (auditory feedback used in landline phones) and location of speakers. In a 2 (side tone: present vs. not) x 2 (location of speakers: headphones vs. dashboard) between-participants experiment (N=48), we investigated the impact of these features upon driver experience and performance on a simulated mobile phone conversation while driving. Participants became more verbally engaged in the conversation when side tones were present, but also experienced more cognitive load. Participants drove more safely when voices were projected from the dashboard rather than from headphones. Implications for driver user interface design are discussed.
Karlson, Amy K., Brush, A. J. Bernheim and Schechter, Stuart (2009): Can i borrow your phone?: understanding concerns when sharing mobile phones. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1647-1650. Available online
Mobile phones are becoming increasingly personalized in terms of the data they store and the types of services they provide. At the same time, field studies have reported that there are a variety of situations in which it is natural for people to share their phones with others. However, most mobile phones support a binary security model that offers all-or-nothing access to the phone. We interviewed 12 smartphone users to explore how security and data privacy concerns affected their willingness to share their mobile phones. The diversity of guest user categorizations and associated security constraints expressed by the participants suggests the need for a security model richer than today's binary model.
Eckles, Dean, Wightman, Doug, Carlson, Claire, Thamrongrattanarit, Attapol, Bastea-Forte, Marcello and Fogg, B. J. (2009): Social responses in mobile messaging: influence strategies, self-disclosure, and source orientation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1651-1654. Available online
This paper reports on a direct test of social responses to communication technologies theory (SRCT) with mobile messaging. SRCT predicts that people will mindlessly respond to computers in social ways that mirror their responses to humans. A field experiment (N=71) using participants' own mobile phones compared three influence strategies (direct request, flattery, and social norms) in the context of asking intimate questions of participants. These messages came from either an ostensibly human or computer sender. Flattery significantly increased self-disclosure when ostensibly sent by a human, but not when from a computer. The interaction effect for sender and influence strategy is inconsistent with SRCT's predictions. Implications for theories of source orientation, research methods, and future research are discussed.
Findlater, Leah, Moffatt, Karyn, McGrenere, Joanna and Dawson, Jessica (2009): Ephemeral adaptation: the use of gradual onset to improve menu selection performance. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1655-1664. Available online
We introduce ephemeral adaptation, a new adaptive GUI technique that improves performance by reducing visual search time while maintaining spatial consistency. Ephemeral adaptive interfaces employ gradual onset to draw the user's attention to predicted items: adaptively predicted items appear abruptly when the menu is opened, but non-predicted items fade in gradually. To demonstrate the benefit of ephemeral adaptation we conducted two experiments with a total of 48 users to show: (1) that ephemeral adaptive menus are faster than static menus when accuracy is high, and are not significantly slower when it is low and (2) that ephemeral adaptive menus are also faster than adaptive highlighting. While we focused on user-adaptive GUIs, ephemeral adaptation should be applicable to a broad range of visually complex tasks.
Alexander, Jason, Cockburn, Andy, Fitchett, Stephen, Gutwin, Carl and Greenberg, Saul (2009): Revisiting read wear: analysis, design, and evaluation of a footprints scrollbar. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1665-1674. Available online
In this paper, we show that people frequently return to previously-visited regions within their documents, and that scrollbars can be enhanced to ease this task. We analysed 120 days of activity logs from Microsoft Word and Adobe Reader. Our analysis shows that region revisitation is a common activity that can be supported with relatively short recency lists. This establishes an empirical foundation for the design of an enhanced scrollbar containing scrollbar marks that helps people return to previously visited document regions. Two controlled experiments show that scrollbar marks decrease revisitation time, and that a large number of marks can be used effectively. We then design an enhanced Footprints scrollbar that supports revisitation with several features, including scrollbar marks and mark thumbnails. Two further experiments show that the Footprints scrollbar was frequently used and strongly preferred over traditional scrollbars.
Faure, Guillaume, Chapuis, Olivier and Roussel, Nicolas (2009): Power tools for copying and moving: useful stuff for your desktop. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1675-1678. Available online
Copy and move operations have long been supported by interactive desktops through various means. But the growing number of on-screen objects makes these means harder to use. In this note, we present new tools and techniques to enhance the existing ones: a selection, copy and drag history manager; two techniques to expose the user's desk and leaf through stacks of overlapping windows; and a technique that integrates the previous two with conventional drag-and-drop.
Voida, Stephen and Greenberg, Saul (2009): WikiFolders: augmenting the display of folders to better convey the meaning of files. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1679-1682. Available online
Hierarchical file systems and file browsers offer powerful capabilities for managing and organizing folders and files. Yet they lack robust tools for annotating and documenting these files-individually or collectively-with descriptive text. In contrast, Web pages and wikis make it easy to create rich and meaningful narratives around digital artifacts, allowing files to be embedded within explanatory text and images. Unfortunately, considerable effort is required to manage files stored on Web servers and to ensure that the published content remains up-to-date. In this note, we describe WikiFolders, a hybrid system for annotating file folders that draws upon the strengths of both the hierarchical file system and wikis.
Chin, Jessie, Fu, Wai-Tat and Kannampallil, Thomas (2009): Adaptive information search: age-dependent interactions between cognitive profiles and strategies. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1683-1692. Available online
Previous research has shown that older adults performed worse in web search tasks, and attributed poorer performance to a decline in their cognitive abilities. We conducted a study involving younger and older adults to compare their web search behavior and performance in ill-defined and well-defined information tasks using a health information website. In ill-defined tasks, only a general description about information needs was given, while in well-defined tasks, information needs as well as the specific target information were given. We found that older adults performed worse than younger adults in well-defined tasks, but the reverse was true in ill-defined tasks. Older adults compensated for their lower cognitive abilities by adopting a top-down knowledge-driven strategy to achieve the same level of performance in the ill-defined tasks. Indeed, path models showed that cognitive abilities, health literacy, and knowledge influenced search strategies adopted by older and younger adults. Design implications are also discussed.
Lindley, Sian E., Harper, Richard and Sellen, Abigail (2009): Desiring to be in touch in a changing communications landscape: attitudes of older adults. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1693-1702. Available online
This paper offers an exploration of the attitudes of older adults to keeping in touch with people who are important to them. We present findings from three focus groups with people from 55 to 81 years of age. Themes emerging from the findings suggest that older adults view the act of keeping in touch as being worthy of time and dedication, but also as being something that needs to be carefully managed within the context of daily life. Communication is seen as a means through which skill should be demonstrated and personality expressed, and is understood in a very different context to the lightweight interaction that is increasingly afforded by new technologies. The themes that emerged are used to elicit a number of design implications and to promote some illustrative design concepts for new communication devices.
Leonardi, Chiara, Mennecozzi, Claudio, Not, Elena, Pianesi, Fabio, Zancanaro, Massimo, Gennai, Francesca and Cristoforetti, Antonio (2009): Knocking on elders' door: investigating the functional and emotional geography of their domestic space. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1703-1712. Available online
The domestic environment is more than a place where to live. It is a territory of meaning, a place where pleasure, affect and aesthetics are deeply interwoven with the functional and utilitarian dimensions. With the aging process, the home is progressively invested with new meanings and functions, and becomes the emotional center of older people's life. This paper presents a user study based on cultural probes on how domestic spaces are managed and perceived by older adults, uncovering some of the complex interrelations among the daily activities, objects and meanings revolving around the home. The findings provide suggestions on how the dimensions of remembrance, perception of safety and environmental stability may affect the design of domestic technology for elderly people.
Kientz, Julie A., Arriaga, Rosa I. and Abowd, Gregory D. (2009): Baby steps: evaluation of a system to support record-keeping for parents of young children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1713-1722. Available online
Parents of young children often want to keep a variety of records on their children's early years, for the purposes of preservation of memories or at the request of their pediatrician. However, time constraints, motivation, and forgetfulness may hinder their ability to keep consistent records. We developed a system, Baby Steps, which is designed to improve the record-keeping process. In this paper, we present the results of a 3-month deployment study of this technology with 8 families and their pediatricians. The study showed that when compared to a control condition, experimental design features of Baby Steps encouraged parents to more frequently collect and review records, provided higher confidence in reporting, and improved parent-pediatrician communication.
Petrelli, Daniela, Hoven, Elise van den and Whittaker, Steve (2009): Making history: intentional capture of future memories. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1723-1732. Available online
Lifelogging' technology makes it possible to amass digital data about every aspect of our everyday lives. Instead of focusing on such technical possibilities, here we investigate the way people compose long-term mnemonic representations of their lives. We asked 10 families to create a time capsule, a collection of objects used to trigger remembering in the distant future. Our results show that contrary to the lifelogging view, people are less interested in exhaustively digitally recording their past than in reconstructing it from carefully selected cues that are often physical objects. Time capsules were highly expressive and personal, many objects were made explicitly for inclusion, however with little object annotation. We use these findings to propose principles for designing technology that supports the active reconstruction of our future past.
Zhao, Shengdong, Nakamura, Koichi, Ishii, Kentaro and Igarashi, Takeo (2009): Magic cards: a paper tag interface for implicit robot control. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 173-182. Available online
Typical Human Robot Interaction (HRI) assumes that the user explicitly interacts with robots. However, explicit control with robots can be unnecessary or even undesirable in certain cases, such as dealing with domestic services (or housework). In this paper, we propose an alternative strategy of interaction: the user implicitly controls a robot by issuing commands on corresponding real world objects and the environment. Robots then discover these commands and complete them in the background. We implemented a paper-tag-based interface to support such implicit robot control in a sensor-augmented home environment. Our initial user studies indicated that the paper-tag-based interface is particularly simple to use and provides users with flexibility in planning and controlling their housework tasks in a simulated home environment.
Hilliges, Otmar and Kirk, David Shelby (2009): Getting sidetracked: display design and occasioning photo-talk with the photohelix. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1733-1736. Available online
In this paper we discuss some of our recent research work designing tabletop interfaces for co-located photo sharing. We draw particular attention to a specific feature of an interface design, which we have observed over an extensive number of uses, as facilitating an under-reported but none-the-less intriguing aspect of the photo-sharing experience -- namely the process of 'getting sidetracked'. Through a series of vignettes of interaction during photo-sharing sessions we demonstrate how users of our tabletop photoware system used peripheral presentation of topically incoherent photos to artfully initiate new photo-talk sequences in on-going discourse. From this we draw implications for the design of tabletop photo applications, and for the experiential analysis of such devices.
Schwarz, Julia, Mankoff, Jennifer and Matthews, H. Scott (2009): Reflections of everyday activities in spending data. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1737-1740. Available online
In this paper we show that financial information can be used to sense many aspects of human activity. This simple technique gives people information about their daily lives, is easily accessible to many at no extra cost, requires little setup, and does not require the manufacture of any external devices. We will focus on how financial data can be used to show users where they spend their time, when they accomplish certain habits, and what the impact of their activities is on the environment. We validate our idea by implementing three demonstration applications intended for personal use. Finally, this paper discusses limitations of sensing using financial data and possible solutions.
Medhi, Indrani, Gautama, S. N. Nagasena and Toyama, Kentaro (2009): A comparison of mobile money-transfer UIs for non-literate and semi-literate users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1741-1750. Available online
Due to the increasing penetration of mobile phones even into poor communities, mobile payment schemes could bring formal financial services to the "unbanked". However, because poverty for the most part also correlates with low levels of formal education, there are questions as to whether electronic access to complex financial services is enough to bridge the gap, and if so, what sort of UI is best. In this paper, we present two studies that provide preliminary answers to these questions. We first investigated the usability of existing mobile payment services, through an ethnographic study involving 90 subjects in India, Kenya, the Philippines and South Africa. This was followed by a usability study with another 58 subjects in India, in which we compared non-literate and semi-literate subjects on three systems: text-based, spoken dialog (without text), and rich multimedia (also without text). Results confirm that non-text designs are strongly preferred over text-based designs and that while task-completion rates are better for the rich multimedia UI, speed is faster and less assistance is required on the spoken-dialog system.
Findlater, Leah, Balakrishnan, Ravin and Toyama, Kentaro (2009): Comparing semiliterate and illiterate users' ability to transition from audio+text to text-only interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1751-1760. Available online
Multimodal interfaces with little or no text have been shown to be useful for users with low literacy. However, this research has not differentiated between the needs of the fully illiterate and semiliterate -- those who have basic literacy but cannot read and write fluently. Text offers a fast and unambiguous mode of interaction for literate users and the exposure to text may allow for incidental improvement of reading skills. We conducted two studies that explore how semiliterate users with very little education might benefit from a combination of text and audio as compared to illiterate and literate users. Results show that semiliterate users reduced their use of audio support even during the first hour of use and over several hours this reduction was accompanied by a gain in visual word recognition; illiterate users showed no similar improvement. Semiliterate users should thus be treated differently from illiterate users in interface design.
Frohlich, David M., Rachovides, Dorothy, Riga, Kiriaki, Bhat, Ramnath, Frank, Maxine, Edirisinghe, Eran, Wickramanayaka, Dhammike, Jones, Matt and Harwood, Will (2009): StoryBank: mobile digital storytelling in a development context. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1761-1770. Available online
Mobile imaging and digital storytelling currently support a growing practice of multimedia communication in the West. In this paper we describe a project which explores their benefit in the East, to support non-textual information sharing in an Indian village. Local audiovisual story creation and sharing activities were carried out in a one month trial, using 10 customized cameraphones and a digital library of stories represented on a village display. The findings show that the system was usable by a cross-section of the community and valued for its ability to express a mixture of development and community information in an accessible form. Lessons for the role of HCI in this context are also discussed.
Paul, Sharoda A. and Morris, Meredith Ringel (2009): CoSense: enhancing sensemaking for collaborative web search. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1771-1780. Available online
Making sense of the information found during an investigational Web search task can be daunting. With the recent emergence of tools to support collaborative Web search, the associated sensemaking task has become even more complex, requiring sense to be made not only of the products of a search (i.e., results found) but of the process, as well (i.e., group division of labor and decision-making). We present the findings of a formative study illustrating the sensemaking challenges posed by collaborative search tools. Based on these findings, we created CoSense, a system that supports sensemaking for collaborative Web search tasks by providing several rich, interactive views of a group's search activities. We describe an evaluation of CoSense, reflecting on how its features supported different aspects of sensemaking, and how future collaborative search systems can benefit from these findings.
Wiltse, Heather and Nichols, Jeffrey (2009): PlayByPlay: collaborative web browsing for desktop and mobile devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1781-1790. Available online
Collaborative web browsing tasks occur frequently, such as one user showing another how to use a web site, several users working together on a search task, or even one user sending an interesting link to another user. Unfortunately, tools for browsing the web are commonly designed for a single user. PlayByPlay is a general purpose web collaboration tool that uses the communication model of instant messaging to support a variety of collaborative browsing tasks. PlayByPlay also supports collaborative browsing between mobile and desktop users, which we believe is useful for on-the-go scenarios. We conducted user studies of the desktop and mobile versions of PlayByPlay and found the system to be usable and effective.
Hong, Lichan and Chi, Ed H. (2009): Annotate once, appear anywhere: collective foraging for snippets of interest using paragraph fingerprinting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1791-1794. Available online
A common practice in work groups is to share links to interesting web pages. Moreover, passages in these web pages are often cut-and-pasted, and used in various other contexts. In this paper we report how we explore the idea of paragraph fingerprinting to achieve the goal of annotate once, appear anywhere in a social annotation system called SparTag.us. This work was motivated by the prominence of redundant contents with different URLs on the Web and shared documents that are read and re-read within enterprises. Our technique attaches users' annotations to the contents of paragraphs, enabling annotations to move along with the paragraphs within dynamic live pages and travel across page boundary to other pages as long as the paragraph contents remain intact. We also describe how we use paragraph fingerprinting to facilitate the social sharing of information nuggets among our users.
Nelson, Les, Held, Christoph, Pirolli, Peter, Hong, Lichan, Schiano, Diane and Chi, Ed H. (2009): With a little help from my friends: examining the impact of social annotations in sensemaking tasks. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1795-1798. Available online
In prior work we reported on the design of a social annotation system, SparTag.us, for use in sensemaking activities such as work-group reading and report writing. Previous studies of note-taking systems have demonstrated behavioral differences in social annotation practices, but are not clear in the actual performance gains provided by social features. This paper presents a laboratory study aimed at evaluating the learning effect of social features in SparTag.us. We found significant learning gains, and consider implications for design and for understanding the underlying mechanisms in play when people use social annotation systems.
Jin, Jing and Dabbish, Laura A. (2009): Self-interruption on the computer: a typology of discretionary task interleaving. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1799-1808. Available online
The typical information worker is interrupted every 12 minutes, and half of the time they are interrupting themselves. However, most of the research on interruption in the area of human-computer interaction has focused on understanding and managing interruptions from external sources. Internal interruptions -- user-initiated switches away from a task prior to its completion -- are not well understood. In this paper we describe a qualitative study of self-interruption on the computer. Using a grounded theory approach, we identify seven categories of self-interruptions in computer-related activities. These categories are derived from direct observations of users, and describe the motivation, potential consequences, and benefits associated with each type of self-interruption observed. Our research extends the understanding of the self-interruption phenomenon, and informs the design of systems to support discretionary task interleaving on the computer.
Guiard, Yves (2009): The problem of consistency in the design of Fitts' law experiments: consider either target distance and width or movement form and scale. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1809-1818. Available online
An intriguing anomaly of the usual way of designing Fitts' law experiments in experimental psychology and HCI is exposed: experiments are traditionally designed so as to carefully balance two ancillary factors, target distance D and target width W, but not task difficulty, the factor unanimously thought to be crucial. Troubling factor confounds and hence quantitative estimation errors result from this inconsistency. The problem, it is suggested, may be fixed if the equivocalness of the fractional expression D/W that appears on the right-hand side of Fitts' law equations is acknowledged. This two-degree-of-freedom expression can be taken to specify either D and W or the form F and the scale S of the movement task. The paper ends up with practical recommendations for the design of consistent Fitts' law experiments. In most cases eliminating one factor will allow a safer estimation of Fitts' law parameters, while simplifying the experimental work.
Salvucci, Dario D., Taatgen, Niels A. and Borst, Jelmer P. (2009): Toward a unified theory of the multitasking continuum: from concurrent performance to task switching, interruption, and resumption. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1819-1828. Available online
Multitasking in user behavior can be represented along a continuum in terms of the time spent on one task before switching to another. In this paper, we present a theory of behavior along the multitasking continuum, from concurrent tasks with rapid switching to sequential tasks with longer time between switching. Our theory unifies several theoretical effects -- the ACT-R cognitive architecture, the threaded cognition theory of concurrent multitasking, and the memory-for-goals theory of interruption and resumption -- to better understand and predict multitasking behavior. We outline the theory and discuss how it accounts for numerous phenomena in the recent empirical literature.
Bigham, Jeffrey P. and Cavender, Anna C. (2009): Evaluating existing audio CAPTCHAs and an interface optimized for non-visual use. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1829-1838. Available online
Audio CAPTCHAs were introduced as an accessible alternative for those unable to use the more common visual CAPTCHAs, but anecdotal accounts have suggested that they may be more difficult to solve. This paper demonstrates in a large study of more than 150 participants that existing audio CAPTCHAs are clearly more difficult and time-consuming to complete as compared to visual CAPTCHAs for both blind and sighted users. In order to address this concern, we developed and evaluated a new interface for solving CAPTCHAs optimized for non-visual use that can be added in-place to existing audio CAPTCHAs. In a subsequent study, the optimized interface increased the success rate of blind participants by 59% on audio CAPTCHAs, illustrating a broadly applicable principle of accessible design: the most usable audio interfaces are often not direct translations of existing visual interfaces.
House, Brandi, Malkin, Jonathan and Bilmes, Jeff (2009): The VoiceBot: a voice controlled robot arm. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 183-192. Available online
We present a system whereby the human voice may specify continuous control signals to manipulate a simulated 2D robotic arm and a real 3D robotic arm. Our goal is to move towards making accessible the manipulation of everyday objects to individuals with motor impairments. Using our system, we performed several studies using control style variants for both the 2D and 3D arms. Results show that it is indeed possible for a user to learn to effectively manipulate real-world objects with a robotic arm using only non-verbal voice as a control mechanism. Our results provide strong evidence that the further development of non-verbal voice controlled robotics and prosthetic limbs will be successful.
Talbot, Martin and Cowan, William (2009): On the audio representation of distance for blind users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1839-1848. Available online
This study examines methods for displaying distance information to blind travellers using sound, focussing on abstractions of methods currently used in commercial Electronic Travel Aids (ETAs). Ten blind participants assessed three sound encodings commonly used to convey distance information by ETAs: sound frequency (Pitch), Ecological Distance (ED), and temporal variation or Beat Rate (BR). Response time and response correctness were chosen for measures.
Hoffmann, Raphael, Amershi, Saleema, Patel, Kayur, Wu, Fei, Fogarty, James and Weld, Daniel S. (2009): Amplifying community content creation with mixed initiative information extraction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1849-1858. Available online
Although existing work has explored both information extraction and community content creation, most research has focused on them in isolation. In contrast, we see the greatest leverage in the synergistic pairing of these methods as two interlocking feedback cycles. This paper explores the potential synergy promised if these cycles can be made to accelerate each other by exploiting the same edits to advance both community content creation and learning-based information extraction. We examine our proposed synergy in the context of Wikipedia infoboxes and the Kylin information extraction system. After developing and refining a set of interfaces to present the verification of Kylin extractions as a non primary task in the context of Wikipedia articles, we develop an innovative use of Web search advertising services to study people engaged in some other primary task. We demonstrate our proposed synergy by analyzing our deployment from two complementary perspectives: (1) we show we accelerate community content creation by using Kylin's information extraction to significantly increase the likelihood that a person visiting a Wikipedia article as a part of some other primary task will spontaneously choose to help improve the article's infobox, and (2) we show we accelerate information extraction by using contributions collected from people interacting with our designs to significantly improve Kylin's extraction performance.
Toomim, Michael, Drucker, Steven M., Dontcheva, Mira, Rahimi, Ali, Thomson, Blake and Landay, James A. (2009): Attaching UI enhancements to websites with end users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1859-1868. Available online
We present reform, a step toward write-once apply-anywhere user interface enhancements. The reform system envisions roles for both programmers and end users in enhancing existing websites to support new goals. First, a programmer authors a traditional mashup or browser extension, but they do not write a web scraper. Instead they use reform, which allows novice end users to attach the enhancement to their favorite sites with a scraping by-example interface. reform makes enhancements easier to program while also carrying the benefit that end users can apply the enhancements to any number of new websites. We present reform's architecture, user interface, interactive by-example extraction algorithm for novices, and evaluation, along with five example reform enabled enhancements.
Zimmerman, John, Rivard, Kathryn, Hargraves, Ian, Tomasic, Anthony and Mohnkern, Ken (2009): User-created forms as an effective method of human-agent communication. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1869-1878. Available online
A key challenge for mixed-initiative systems is to create a shared understanding of the task between human and agent. To address this challenge, we created a mixed-initiative interface called Mixer to aid administrators with automating tedious information-retrieval tasks. Users initiate communication with the agent by constructing a form, creating a structure to hold the information they require and to show context in order to interpret this information. They then populate the form with the desired results, demonstrating to the agent the steps required to retrieve the information. This method of form creation explicitly defines the shared understanding between human and agent. An evaluation of the interface shows that administrators can effectively create forms to communicate with the agent, that they are likely to accept this technology in their work environment, and that the agent's help can significantly reduce the time they spend on repeated information-retrieval tasks.
Costanza, Enrico and Huang, Jeffrey (2009): Designable visual markers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1879-1888. Available online
Visual markers are graphic symbols designed to be easily recognised by machines. They are traditionally used to track goods, but there is increasing interest in their application to mobile HCI. By scanning a visual marker through a camera phone users can retrieve localised information and access mobile services. One missed opportunity in current visual marker systems is that the markers themselves cannot be visually designed, they are not expressive to humans, and thus fail to convey information before being scanned. This paper provides an overview of d-touch, an open source system that allows users to create their own markers, controlling their aesthetic qualities. The system runs in real-time on mobile phones and desktop computers. To increase computational efficiency d-touch imposes constraints on the design of the markers in terms of the relationship of dark and light regions in the symbols. We report a user study in which pairs of novice users generated between 3 and 27 valid and expressive markers within one hour of being introduced to the system, demonstrating its flexibility and ease of use.
Morrison, Ann, Oulasvirta, Antti, Peltonen, Peter, Lemmela, Saija, Jacucci, Giulio, Reitmayr, Gerhard, Näsänen, Jaana and Juustila, Antti (2009): Like bees around the hive: a comparative study of a mobile augmented reality map. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1889-1898. Available online
We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool.
Chung, Jaewoo and Schmandt, Chris (2009): Going my way: a user-aware route planner. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1899-1902. Available online
Going My Way is a mobile user-aware route planner. The system collects GPS data of a user's everyday locations and provides directions from an automatically selected set of landmarks that are close to the destination, informed by the user's usual travel patterns. In this paper, we present a brief description of the system, the results of a preliminary experiment in memory and recognition of landmarks, in addition to the results of a user evaluation of the system.
Fischer, Joel E. and Benford, Steve (2009): Inferring player engagement in a pervasive experience. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1903-1906. Available online
We investigate the prediction of player engagement to address temporal issues arising from the long-term character of pervasive experiences such as interruptibility, mutual player state awareness, disengagement and synchronization on re-engagement. We introduce a model that operationalizes engagement in terms of the elapsed and response time in game messages. We designed and conducted an experiment based on the experience-sampling method to evaluate our model on the basis of a long-term SMS-based game called Day of the Figurines. Statistical analysis supports the hypothesis that player engagement can be predicted by the continuous data properties elapsed time and response time. Our findings point towards further research towards the adaptation of pervasive experiences to the player's temporal context.
Baudisch, Patrick and Chu, Gerry (2009): Back-of-device interaction allows creating very small touch devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1923-1932. Available online
In this paper, we explore how to add pointing input capabilities to very small screen devices. On first sight, touchscreens seem to allow for particular compactness, because they integrate input and screen into the same physical space. The opposite is true, however, because the user's fingers occlude contents and prevent precision. We argue that the key to touch-enabling very small devices is to use touch on the device backside. In order to study this, we have created a 2.4" prototype device; we simulate screens smaller than that by masking the screen. We present a user study in which participants completed a pointing task successfully across display sizes when using a back-of device interface. The touchscreen-based control condition (enhanced with the shift technique), in contrast, failed for screen diagonals below 1 inch. We present four form factor concepts based on back-of-device interaction and provide design guidelines extracted from a second user study.
Sung, JaYoung, Grinter, Rebecca E. and Christensen, Henrik I. (2009): "Pimp My Roomba": designing for personalization. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 193-196. Available online
We present a study of how householders personalize their domestic vacuuming robot, iRobot's Roomba". In particular, we build on Blom and Monk's [3] theory of personalization that argues that personalization does not only occur naturally but can also be induced by design choices. In this study, we created a personalization toolkit, which allowed people to customize their Roomba's appearance and distributed it to 15 households. Our observations of these households provide empirical support that personalization can facilitate positive experiences with a Roomba, and having materials to hand can increase the odds of customization. We conclude by discussing design implications for personalization.
Hinckley, Ken, Dixon, Morgan, Sarin, Raman, Guimbretiere, Francois and Balakrishnan, Ravin (2009): Codex: a dual screen tablet computer. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1933-1942. Available online
The Codex is a dual-screen tablet computer, about the size of a 4"x 6 day planner, with a self-supporting binding and embedded sensors. The device can be oriented in a variety of postures to support different nuances of individual work, ambient display, or collaboration with another user. In the context of a pen-operated note taking application, we demonstrate interaction techniques that support a fluid division of labor for tasks and information across the two displays while minimizing disruption to the primary experience of authoring notes.
Rahman, Mahfuz, Gustafson, Sean, Irani, Pourang and Subramanian, Sriram (2009): Tilt techniques: investigating the dexterity of wrist-based input. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1943-1952. Available online
Most studies on tilt based interaction can be classified as point-designs that demonstrate the utility of wrist-tilt as an input medium; tilt parameters are tailored to suit the specific interaction at hand. In this paper, we systematically analyze the design space of wrist-based interactions and focus on the level of control possible with the wrist. In a first study, we investigate the various factors that can influence tilt control, separately along the three axes of wrist movement: flexion/extension, pronation/supination, and ulnar/radial deviation. Results show that users can control comfortably at least 16 levels on the pronation/supination axis and that using a quadratic mapping function for discretization of tilt space significantly improves user performance across all tilt axes. We discuss the findings of our results in the context of several interaction techniques and identify several general design recommendations.
Cosley, Dan, Baxter, Jonathan, Lee, Soyoung, Alson, Brian, Nomura, Saeko, Adams, Phil, Sarabu, Chethan and Gay, Geri (2009): A tag in the hand: supporting semantic, social, and spatial navigation in museums. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1953-1962. Available online
Designers of mobile, social systems must carefully think about how to help their users manage spatial, semantic, and social modes of navigation. Here, we describe our deployment of MobiTags, a system to help museum visitors interact with a collection of "open storage" exhibits, those where the museum provides little curatorial information. MobiTags integrates social tagging, art information, and a map to support navigation and collaborative curation of these open storage collections. We studied 23 people's use of MobiTags in a local museum, combining interview data with device use logs and tracking of people's movements to understand how MobiTags affected their navigation and experience in the museum. Despite a lack of social cues, people feel a strong sense of social presence -- and social pressure -- through seeing others' tags. The tight coupling of tags, item information, and map features also supported a rich set of practices around these modes of navigation.
Hope, Tom, Nakamura, Yoshiyuki, Takahashi, Toru, Nobayashi, Atsushi, Fukuoka, Shota, Hamasaki, Masahiro and Nishimura, Takuichi (2009): Familial collaborations in a museum. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1963-1972. Available online
Studies of interactive systems in museums have raised important design considerations, but so far have failed to address sufficiently the particularities of family interaction and co-operation. This paper introduces qualitative video-based observations of Japanese families using an interactive portable guide system in a museum. Results show how unexpected usage can occur through particularities of interaction between family members. The paper highlights the necessity to more fully consider familial relationships in HCI.
Sakamoto, Daisuke, Honda, Koichiro, Inami, Masahiko and Igarashi, Takeo (2009): Sketch and run: a stroke-based interface for home robots. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 197-200. Available online
Numerous robots have been developed, and some of them are already being used in homes, institutions, and workplaces. Despite the development of useful robot functions, the focus so far has not been on user interfaces of robots. General users of robots find it hard to understand what the robots are doing and what kind of work they can do. This paper presents an interface for the commanding home robots by using stroke gestures on a computer screen. This interface allows the user to control robots and design their behaviors by sketching the robot's behaviors and actions on a top-down view from ceiling cameras. To convey a feeling of directly controlling the robots, our interface employs the live camera view. In this study, we focused on a house-cleaning task that is typical of home robots, and developed a sketch interface for designing behaviors of vacuuming robots.
Koleva, Boriana, Egglestone, Stefan Rennick, Schnädelbach, Holger, Glover, Kevin, Greenhalgh, Chris, Rodden, Tom and Dade-Robertson, Martyn (2009): Supporting the creation of hybrid museum experiences. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1973-1982. Available online
This paper presents the evolution of a tool to support the rapid prototyping of hybrid museum experiences by domain professionals. The developed tool uses visual markers to associate digital resources with physical artefacts. We present the iterative development of the tool through a user centred design process and demonstrate its use by domain experts to realise two distinct hybrid exhibits. The process of design and refinement of the tool highlights the need to adopt an experience oriented approach allowing authors to think in terms of the physical and digital "things" that comprise a hybrid experience rather than in terms of the underlying technical components.
Schechter, Stuart, Egelman, Serge and Reeder, Robert W. (2009): It's not what you know, but who you know: a social approach to last-resort authentication. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1983-1992. Available online
Backup authentication mechanisms help users who have forgotten their passwords regain access to their accounts-or at least try. Today's systems fall short in meeting both security and reliability requirements. We designed, built, and tested a new backup authentication system that employs a social-authentication mechanism. The system employs trustees previously appointed by the account holder to verify the account holder's identity. We ran three experiments to determine whether the system could (1) reliably authenticate account holders, (2) resist email attacks that target trustees by impersonating account holders, and (3) resist phone-based attacks from individuals close to account holders. Results were encouraging: seventeen of the nineteen participants who made the effort to call trustees authenticated successfully. However, we also found that users must be reminded of who their trustees are. While email-based attacks were largely unsuccessful, stronger countermeasures will be required to counter highly-personalized phone-based attacks.
Klasnja, Predrag, Consolvo, Sunny, Jung, Jaeyeon, Greenstein, Benjamin M., LeGrand, Louis, Powledge, Pauline and Wetherall, David (2009): "When I am on Wi-Fi, I am fearless": privacy concerns & practices in everyday Wi-Fi use. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1993-2002. Available online
Increasingly, users access online services such as email, e-commerce, and social networking sites via 802.11-based wireless networks. As they do so, they expose a range of personal information such as their names, email addresses, and ZIP codes to anyone within broadcast range of the network. This paper presents results from an exploratory study that examined how users from the general public understand Wi-Fi, what their concerns are related to Wi-Fi use, and which practices they follow to counter perceived threats. Our results reveal that while users understand the practical details of Wi-Fi use reasonably well, they lack understanding of important privacy risks. In addition, users employ incomplete protective practices which results in a false sense of security and lack of concern while on Wi-Fi. Based on our results, we outline opportunities for technology to help address these problems.
Tsai, Janice Y., Kelley, Patrick, Drielsma, Paul, Cranor, Lorrie Faith, Hong, Jason and Sadeh, Norman (2009): Who's viewed you?: the impact of feedback in a mobile location-sharing application. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2003-2012. Available online
Feedback is viewed as an essential element of ubiquitous computing systems in the HCI literature for helping people manage their privacy. However, the success of online social networks and existing commercial systems for mobile location sharing which do not incorporate feedback would seem to call the importance of feedback into question. We investigated this issue in the context of a mobile location sharing system. Specifically, we report on the findings of a field deployment of Locyoution, a mobile location sharing system. In our study of 56 users, one group was given feedback in the form of a history of location requests, and a second group was given no feedback at all. Our major contribution has been to show that feedback is an important contributing factor towards improving user comfort levels and allaying privacy concerns. Participants' privacy concerns were reduced after using the mobile location sharing system. Additionally, our study suggests that peer opinion and technical savviness contribute most to whether or not participants thought they would continue to use a mobile location technology.
Chen, Jilin, Geyer, Werner, Dugan, Casey, Muller, Michael J. and Guy, Ido (2009): Make new friends, but keep the old: recommending people on social networking sites. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 201-210. Available online
This paper studies people recommendations designed to help users find known, offline contacts and discover new friends on social networking sites. We evaluated four recommender algorithms in an enterprise social networking site using a personalized survey of 500 users and a field study of 3,000 users. We found all algorithms effective in expanding users' friend lists. Algorithms based on social network information were able to produce better-received recommendations and find more known contacts for users, while algorithms using similarity of user-created content were stronger in discovering new friends. We also collected qualitative feedback from our survey users and draw several meaningful design implications.
Medynskiy, Yevgeniy, Dontcheva, Mira and Drucker, Steven M. (2009): Exploring websites through contextual facets. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2013-2022. Available online
We present contextual facets, a novel user interface technique for navigating websites that publish large collections of semi-structured data. Contextual facets extend traditional faceted navigation techniques by transforming webpage elements into user interface components for filtering and retrieving related webpages. To investigate users' reactions to contextual facets, we built FacetPatch, a web browser that automatically generates contextual facet interfaces. As the user browses the web, FacetPatch automatically extracts semi-structured data from collections of webpages and overlays contextual facets on top of the current page. Participants in an exploratory user evaluation of FacetPatch were enthusiastic about contextual facets and often preferred them to an existing, familiar faceted navigation interface. We discuss how we improved the design of contextual facets and FacetPatch based on the results of this study.
Teevan, Jaime, Cutrell, Edward, Fisher, Danyel, Drucker, Steven M., Ramos, Gonzalo, André, Paul and Hu, Chang (2009): Visual snippets: summarizing web pages for search and revisitation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2023-2032. Available online
People regularly interact with different representations of Web pages. A person looking for new information may initially find a Web page represented as a short snippet rendered by a search engine. When he wants to return to the same page the next day, the page may instead be represented by a link in his browser history. Previous research has explored how to best represent Web pages in support of specific task types, but, as we find in this paper, consistency in representation across tasks is also important. We explore how different representations are used in a variety of contexts and present a compact representation that supports both the identification of new, relevant Web pages and the re-finding of previously viewed pages.
André, Paul, Teevan, Jaime and Dumais, Susan (2009): From x-rays to silly putty via Uranus: serendipity and its role in web search. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2033-2036. Available online
The act of encountering information unexpectedly has long been identified as valuable, both as a joy in itself and as part of task-focused problem solving. There has been a concern that highly accurate search engines and targeted personalization may reduce opportunities for serendipity on the Web. We examine whether there is the potential for serendipitous encounters during Web search, and whether improving search relevance through personalization reduces this potential. By studying Web search query logs and the results people judge relevant and interesting, we find many of the queries people perform return interesting (potentially serendipitous) results that are not directly relevant. Rather than harming serendipity, personalization appears to identify interesting results in addition to relevant ones.
Schrammel, Johann, Leitner, Michael and Tscheligi, Manfred (2009): Semantically structured tag clouds: an empirical evaluation of clustered presentation approaches. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2037-2040. Available online
Tag clouds have become a frequently used interaction technique in the web. Recently several approaches to present tag clouds with the tags semantically clustered have been proposed. However, it remains unclear whether the expected gains in performance and advantages in interaction actually can be realized as no empirical evaluations of such approaches are available yet. In this paper we describe a series of experiments designed to evaluate the effects of semantic versus alphabetical and random arrangements of tags in tag clouds. The results of our work indicate that semantically clustered tag clouds can provide improvements over random layouts in specific search tasks and that they tend to increase the attention towards tags in small fonts compared to other layouts. Also, semantically structured tag clouds were preferred by about half of the users for general search tasks. Tag cloud layout does not seem to influence the ability to remember tags.
Tang, Charlotte and Carpendale, Sheelagh (2009): A mobile voice communication system in medical setting: love it or hate it?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2041-2050. Available online
Hospital work coordination and collaboration often requires mobility for acquiring proper information and resources. In turn, the spatial distribution and the mobility of clinicians can curtail the opportunities for effective communications making collaboration difficult. In this situation, a mobile hands-free voice communication system, Vocera, was introduced to enhance communication. It supports quick and impromptu conversations among coworkers for work coordination and collaboration anytime and anywhere. We study this deployment and present our findings concerning the impact of this communication system on the information flow. Our information flow framework's communication strategies help contrast the information processes before and after the deployment of Vocera.
Coyle, David and Doherty, Gavin (2009): Clinical evaluations and collaborative design: developing new technologies for mental healthcare interventions. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2051-2060. Available online
Ethical requirements, severe constraints on access to end users and the necessity of real-world clinical evaluations represent significant challenges to designers of new technologies in mental healthcare (MHC) settings. This paper describes the collaborative approaches, incorporating HCI methods with input for MHC professionals and MHC theory, which were applied in the development of Personal Investigator (PI), a 3D computer game developed to support adolescent mental health interventions. Different stages in the evaluation of PI are discussed and the lessons learned through a multi-site clinical evaluation are presented. This evaluation has provided strong initial evidence that games such as PI offer the potential to improve adolescent engagement in talk-based interventions. It has also provided an insight into factors which should be considered in future designs in the MHC domain, e.g. the need to incorporate high levels of adaptability in future systems. Based on the difficulties encountered and lessons learned critical aims for future research are outlined.
Zhou, Xiaomu, Ackerman, Mark S. and Zheng, Kai (2009): I just don't know why it's gone: maintaining informal information use in inpatient care. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2061-2070. Available online
We conducted a field-based study examining informal nursing information. We examined the use of this information before and after the adoption of a CPOE (Computerized Provider Order Entry) system in an inpatient unit of a large teaching hospital. Before CPOE adoption, nurses used paper working documents to detail psycho-social information about patients; after the CPOE adoption, they did not use paper or digital notes as was planned. The paper describes this process and analyses how several interlocked reasons contributed to the loss of this information in written form. We found that a change in physical location, sufficient convenience, visibility of the information, and permanency of information account for some, but not all, of the outcome. As well, we found that computerization of the nursing data led to a shift in the politics of the information itself -- the nurses no longer had a cohesive agreement about the kinds of data to enter into the system. The findings address the requirements of healthcare computerization to support both formal and informal work practices, respecting the nature of nursing work and the politics of information inherent in complex medical work.
Yardi, Sarita, Golder, Scott A. and Brzozowski, Michael J. (2009): Blogging at work and the corporate attention economy. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2071-2080. Available online
The attention economy motivates participation in peer-produced sites on the Web like YouTube and Wikipedia. However, this economy appears to break down at work. We studied a large internal corporate blogging community using log files and interviews and found that employees expected to receive attention when they contributed to blogs, but these expectations often went unmet. Like in the external blogosphere, a few people received most of the attention, and many people received little or none. Employees expressed frustration if they invested time and received little or no perceived return on investment. While many corporations are looking to adopt Web-based communication tools like blogs, wikis, and forums, these efforts will fail unless employees are motivated to participate and contribute content. We identify where the attention economy breaks down in a corporate blog community and suggest mechanisms for improvement.
Thom-Santelli, Jennifer and Millen, David R. (2009): Learning by seeing: photo viewing in the workplace. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2081-2090. Available online
In this paper, we focus on the role that photo viewing plays within a large distributed enterprise. We describe the results of an analysis of users' viewing behavior through log activity and semi-structured interviews with respect to a photo sharing application embedded within an internal social networking site. Specifically, we investigate how these forms of expression can assist in the transmission of the norms and values associated with the culture of the organization through impression formation. We conclude by discussing how photos might act as a resource for newcomers to learn about the various aspects of the organizational culture and offer design suggestions for photo viewing systems within organizations.
Brush, A. J. Bernheim, Meyers, Brian R., Scott, James and Venolia, Gina (2009): Exploring awareness needs and information display preferences between coworkers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2091-2094. Available online
Technology makes it possible to share many different types of information with coworkers. We conducted a large-scale survey (N=549) to better understand current sharing among coworkers, how people stay aware of collocated and remote coworkers, and whether their willingness to share different types of awareness information changes based on the location in which the information is displayed. Contrary to our expectations, the display location did not greatly affect what respondents were willing to share. Our results also suggest considerations for researchers building situated displays, as respondents had concerns about unintended viewers and encouraging people to visit their personal space when they were not present.
Rader, Emilee (2009): Yours, mine and (not) ours: social influences on group information repositories. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2095-2098. Available online
Group information repositories are systems for storing and organizing files in a central location all group members can access. The functionality and capabilities of these systems are essentially the same as the desktop metaphor of personal information management (PIM) systems. Using a case study of a group information repository, I argue that social factors affect the information structure of the repository, and how it grows and evolves over time. Users restrict their activities to files they own, are reluctant to delete files that might be useful to others, dislike the clutter that results, and can become demotivated if no one views files they uploaded.
Takayama, Leila, Groom, Victoria and Nass, Clifford (2009): I'm sorry, Dave: I'm afraid I won't do that: social aspects of human-agent conflict. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2099-2108. Available online
As computational agents become more sophisticated, it will frequently be necessary for the agents to disagree with users. In these cases, it might be useful for the agent to use politeness strategies that defuse the person's frustrations and preserve the human-computer relationship. One such strategy is distancing, which we implemented by spatially distancing an agent's voice from its body. In a 2 (agent disagreement: none vs. some) x 2 (agent voice location: on robotic body vs. in control box) between-participants experiment, we studied the effects of agent disagreement and agent voice location in a collaborative human-agent desert survival task (N=40). People changed their answers more often when agents disagreed with them and felt more similar to agents that always agreed with them, even when substantive content was identical. Strikingly, people felt more positively toward the disagreeing agent whose voice came from a separate control box rather than from its body; for agreement, the body-attached voice was preferred.
Buscher, Georg, Cutrell, Edward and Morris, Meredith Ringel (2009): What do you see when you're surfing?: using eye tracking to predict salient regions of web pages. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 21-30. Available online
An understanding of how people allocate their visual attention when viewing Web pages is very important for Web authors, interface designers, advertisers and others. Such knowledge opens the door to a variety of innovations, ranging from improved Web page design to the creation of compact, yet recognizable, visual representations of long pages. We present an eye-tracking study in which 20 users viewed 361 Web pages while engaged in information foraging and page recognition tasks. From this data, we describe general location-based characteristics of visual attention for Web pages dependent on different tasks and demographics, and generate a model for predicting the visual attention that individual page elements may receive. Finally, we introduce the concept of fixation impact, a new method for mapping gaze data to visual scenes that is motivated by findings in vision research.
Taylor, Alex S. (2009): Machine intelligence. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2109-2118. Available online
Under certain conditions, we appear willing to see and interact with computing machines as though they exhibited intelligence, at least an intelligence of sorts. Using examples from AI and robotics research, as well as a selection of relevant art installations and anthropological fieldwork, this paper reflects on some of our interactions with the kinds of machines we seem ready to treat as intelligent. Broadly, it is suggested that ordinary, everyday ideas of intelligence are not fixed, but rather actively seen and enacted in the world. As such, intelligence does not just belong to the province of the human mind, but can emerge in quite different, unexpected forms in things. For HCI, it is proposed this opens up a new set of possibilities for design; examining the ways intelligence is seen and enacted gives rise to a very different way of thinking about the intersection between human and machine, and thus promotes some radically new types of interactions with computing machines.
Gilbert, Eric and Karahalios, Karrie (2009): Predicting tie strength with social media. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 211-220. Available online
Social media treats all users the same: trusted friend or total stranger, with little or nothing in between. In reality, relationships fall everywhere along this spectrum, a topic social science has investigated for decades under the theme of tie strength. Our work bridges this gap between theory and practice. In this paper, we present a predictive model that maps social media data to tie strength. The model builds on a dataset of over 2,000 social media ties and performs quite well, distinguishing between strong and weak ties with over 85% accuracy. We complement these quantitative findings with interviews that unpack the relationships we could not predict. The paper concludes by illustrating how modeling tie strength can improve social media design elements, including privacy controls, message routing, friend introductions and information prioritization.
Lim, Brian Y., Dey, Anind K. and Avrahami, Daniel (2009): Why and why not explanations improve the intelligibility of context-aware intelligent systems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2119-2128. Available online
Context-aware intelligent systems employ implicit inputs, and make decisions based on complex rules and machine learning models that are rarely clear to users. Such lack of system intelligibility can lead to loss of user trust, satisfaction and acceptance of these systems. However, automatically providing explanations about a system's decision process can help mitigate this problem. In this paper we present results from a controlled study with over 200 participants in which the effectiveness of different types of explanations was examined. Participants were shown examples of a system's operation along with various automatically generated explanations, and then tested on their understanding of the system. We show, for example, that explanations describing why the system behaved a certain way resulted in better understanding and stronger feelings of trust. Explanations describing why the system did not behave a certain way, resulted in lower understanding yet adequate performance. We discuss implications for the use of our findings in real-world context-aware applications.
Pinelle, David, Barjawi, Mutasem, Nacenta, Miguel A. and Mandryk, Regan (2009): An evaluation of coordination techniques for protecting objects and territories in tabletop groupware. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2129-2138. Available online
Indirect input techniques allow users to quickly access all parts of tabletop workspaces without the need for physical access; however, indirect techniques restrict the available social cues that are seen on direct touch tables. This reduced awareness results in impoverished coordination; for example, the number of conflicts might increase since users are more likely to interact with objects that another person is planning to use. Conflicts may also arise because indirect techniques reduce territorial behavior, expanding the interaction space of each collaborator. In this paper, we introduce three new tabletop coordination techniques designed to reduce conflicts arising from indirect input, while still allowing users the flexibility of distant object control. Two techniques were designed to promote territoriality and to allow users to protect objects when they work near their personal areas, and the third technique lets users set their protection levels dynamically. We present the results of an evaluation, which shows that people prefer techniques that automatically provide protection for personal territories, and that these techniques also increase territorial behavior.
Tuddenham, Philip and Robinson, Peter (2009): Territorial coordination and workspace awareness in remote tabletop collaboration. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2139-2148. Available online
There is growing interest in tabletop interfaces that enable remote collaboration by providing shared workspaces. This approach assumes that these remote tabletops afford the same beneficial work practices as co-located tabletop interfaces and traditional tables. This assumption has not been tested in practice. We explore two such work practices in remote tabletop collaboration: (a) coordination by territorial partitioning of space; and (b) transitioning between individual and group work within a shared task. We have evaluated co-located and remote tabletop collaboration. We found that remote collaborators did not coordinate territorially as co-located collaborators did. We found no differences between remote and co-located interfaces in their ability to afford individual and group work. However, certain interaction techniques impaired the ability to transition fluidly between these working styles. We discuss causes and the implications for the design and future study of these interfaces.
Marshall, Paul, Fleck, Rowanne, Harris, Amanda, Rick, Jochen, Hornecker, Eva, Rogers, Yvonne, Yuill, Nicola and Dalton, Nick Sheep (2009): Fighting for control: children's embodied interactions when using physical and digital representations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2149-2152. Available online
Tabletop and tangible interfaces are often described in terms of their support for shared access to digital resources. However, it is not always the case that collaborators want to share and help one another. In this paper we detail a video-analysis of a series of prototyping sessions with children who used both cardboard objects and an interactive tabletop surface. We show how the material qualities of the digital interface and physical objects affect the kinds of bodily strategies adopted by children to stop others from accessing them. We discuss how children fight for and maintain control of physical versus digital objects in terms of embodied interaction and what this means when designing collaborative applications for shareable interfaces.
Farnham, Shelly D., McCarthy, Joseph F., Patel, Yagnesh, Ahuja, Sameer, Norman, Daniel, Hazlewood, William R. and Lind, Josh (2009): Measuring the impact of third place attachment on the adoption of a place-based community technology. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2153-2156. Available online
CoCollage is a placed-based community technology that leverages the power of online social networking to facilitate awareness and face-to-face interactions in a third place. We adapted standardized measures of place attachment, social networks and psychological sense of community to provide a framework grounded in the social science literature for studying real world adoption of place-based community technologies. We found the standardized measures of place attachment and psychological sense of community meaningfully predicted likelihood of technology adoption and usage in a café. We discuss some lessons learned from our initial deployment of CoCollage in a real-world setting to support a nascent place-based community.
Moraveji, Neema, Inkpen, Kori, Cutrell, Ed and Balakrishnan, Ravin (2009): A mischief of mice: examining children's performance in single display groupware systems with 1 to 32 mice. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2157-2166. Available online
Mischief is a system for classroom interaction that allows multiple children to use individual mice and cursors to interact with a single large display [20]. While the system can support large groups of children, it is unclear how children's performance is affected as group size increases. We explore this question via a study involving two tasks, with children working in group sizes ranging from 1 to 32. The first required reciprocal selection of two on-screen targets, resembling a swarm pointing scenario that might be used in educational applications. The second, a more temporally and spatially distributed pointing task, had children entering different words by selecting characters on an on-screen keyboard. Results indicate that performance is significantly affected by group size only when targets are small. Further, group size had a smaller effect when pointing was spatially and temporally distributed than when everyone was concurrently aiming at the same targets.
Näsänen, Jaana, Oulasvirta, Antti and Lehmuskallio, Asko (2009): Mobile media in the social fabric of a kindergarten. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2167-2176. Available online
At first blush, mobile media may appear a promising solution to the problem arising from the fact that parents in the present-day kindergarten institution rely almost solely on teachers' retrospective reports on their child's daily activities. However, a kindergarten is a delicate social fabric that mixes professional roles (the teachers') with socio-emotional relationships (parenting and caring) and involves stakeholders who are dependent on adults in the use of technology (the children). To date, no studies have been reported that critically examine the boundary conditions for successful mobile media applications in such settings. We present a study of Meaning, a one-button capture-and-push-to-Web solution that was used by a Finnish kindergarten for a month. Interviews and the amount of media sent suggest that the intervention was a success, and we report on seven uses of media. However, all uses were critically affected by the users' social fabric, in which the teachers were the nexus. We conclude by discussing various ways in which the heterogeneity of the user group affected mobile media use.
Hornof, Anthony J. (2009): Designing with children with severe motor impairments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2177-2180. Available online
Children with severe motor impairments such as with disabilities resulting from severe cerebral palsy benefit greatly from assistive technology, but very little guidance is available on how to collaborate with this population as partners in the design of such technology. To explore how to facilitate such collaborations, a field-based participant observation study, as well as structured and unstructured interviews, were conducted at a home for children with severe disabilities. Team-building collaborative design activities were pursued. Guidelines are proposed for how to collaborate with children with severe motor impairments.
Magielse, Remco and Markopoulos, Panos (2009): HeartBeat: an outdoor pervasive game for children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2181-2184. Available online
This paper reports the design of a pervasive game for children to demonstrate the design vision of Head-Up games, a genre of pervasive games that puts outdoors play center stage, combining the benefits of traditional outdoor games with the opportunities for richer experiences and innovation offered by new media. The design of the game, called HeartBeat, explores the use of physiological sensing and more specifically heart rate measurement as input to the game and as an approach to enhance the pervasive gaming experience. Evaluation with 32 children outdoors showed how the game promotes physical activity and social interaction between children in ways one would expect from traditional outdoor games.
Hirshfield, Leanne M., Solovey, Erin Treacy, Girouard, Audrey, Kebinger, James, Jacob, Robert J. K., Sassaroli, Angelo and Fantini, Sergio (2009): Brain measurement for usability testing and adaptive interfaces: an example of uncovering syntactic workload with functional near infrared spectroscopy. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2185-2194. Available online
A well designed user interface (UI) should be transparent, allowing users to focus their mental workload on the task at hand. We hypothesize that the overall mental workload required to perform a task using a computer system is composed of a portion attributable to the difficulty of the underlying task plus a portion attributable to the complexity of operating the user interface. In this regard, we follow Shneiderman's theory of syntactic and semantic components of a UI. We present an experiment protocol that can be used to measure the workload experienced by users in their various cognitive resources while working with a computer. We then describe an experiment where we used the protocol to quantify the syntactic workload of two user interfaces. We use functional near infrared spectroscopy, a new brain imaging technology that is beginning to be used in HCI. We also discuss extensions of our techniques to adaptive interfaces.
Yun, Chang, Shastri, Dvijesh, Pavlidis, Ioannis and Deng, Zhigang (2009): O' game, can you feel my frustration?: improving user's gaming experience via stresscam. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2195-2204. Available online
One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose interests if a game is either too easy or too difficult. This paper presents a novel methodology to improve user's experience in computer games by automatically adjusting the level of the game difficulty. The difficulty level is computed from measurements of the facial physiology of the players at a distance. The measurements are based on the assumption that the players' performance during the game-playing session alters blood flow in the supraorbital region, which is an indirect measurement of increased mental activities. This alters heat dissipation, which can be monitored in a contact-free manner through a thermal imaging-based stress monitoring and analysis system, known as StressCam. In this work, we investigated on two primary objectives: (1) the feasibility of utilizing the facial physiology in automatically adjusting the difficulty level of the game and (2) the capability of the automatic difficulty level adjustment in improving game players' experience. We employed and extended a XNA video game for this study, and performed an in-depth, comparative usability evaluation on it. Our results show that the automatic difficulty adjustable system successfully maintains game players' interests and substantially outperforms traditional fixed-difficulty mode games. Although a number of issues of this preliminary study remain to be investigated further, this research opens a new direction that utilizes non-contact stress measurements for monitoring and further enhancing a variety of user-centric, interactive entertainment activities.
Sauvan, Jean-Baptiste, Lecuyer, Anatole, Lotte, Fabien and Casiez, Géry (2009): A performance model of selection techniques for p300-based brain-computer interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2205-2208. Available online
In this paper, we propose a model to predict the performance of selection techniques using Brain-Computer Interfaces based on P300 signals. This model is based on Markov theory and can compute both the time required to select a target and the number of visual flashes needed. We illustrate how to use this model with three different interaction techniques to select a target. A first experimental evaluation with three healthy participants shows a good match between the model and the experimental data.
Oliveira, Flavio T. P., Aula, Anne and Russell, Daniel M. (2009): Discriminating the relevance of web search results with measures of pupil size. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2209-2212. Available online
The overwhelming amount of information on the web makes it critical for users to quickly and accurately evaluate the relevance of content. Here we tested whether pupil size can be used to discriminate the perceived relevance of web search results. Our findings revealed that measures of pupil size carry information that can be used to discriminate the relevance of text and image web search results, but the low signal-to-noise ratio poses challenges that need to be overcome when using this technique in naturalistic settings. Despite these challenges, our findings highlight the promise that pupillometry has as a technique that can be used to assess interest and relevance in web interaction in a non-intrusive and objective way.
Rao, Shailendra, Hurlbutt, Tom, Nass, Clifford and JanakiRam, Nundu (2009): My Dating Site Thinks I'm a Loser: effects of personal photos and presentation intervals on perceptions of recommender systems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 221-224. Available online
Receiving poor results from a personalized recommendation system is frustrating. When users try to compensate by putting on a "different face" and game the system, the results can be even more frustrating. This paper investigates how to improve the user experience of such systems by: 1) adding personal photos to increase self-awareness, and 2) providing recommendations interspersed with personal questions. A 2x2 web experiment (N=56) within the context of an online dating match recommendation system was used to assess these two effects. Displaying a person's photo stabilized both response strategies and liking of a recommender's poor suggestions. Additionally, presenting all of the results together at the end was less frustrating than spreading them out. These results demonstrate that simple interface design decisions can have profound effects on user behaviors and attitudes with personalized recommendation systems.
Gaver, William, Bowers, John, Kerridge, Tobie, Boucher, Andy and Jarvis, Nadine (2009): Anatomy of a failure: how we knew when our design went wrong, and what we learned from it. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2213-2222. Available online
In this paper, we describe the failure of a novel sensor-based system intended to evoke user interpretation and appropriation in domestic settings. We contrast participants' interactions in this case study with those observed during more successful deployments to identify 'symptoms of failure' under four themes: engagement, reference, accommodation, and surprise and insight. These themes provide a set of sensitivities or orientations that may complement traditional task-based approaches to evaluation as well as the more open-ended ones we describe here. Our system showed symptoms of failure under each of these themes. We examine the reasons for this at three levels: problems particular to the specific design hypothesis; problems relevant for input-output mapping more generally; and problems in the design process we used. We conclude by noting that, although interpretive systems such as the one we describe here may succeed in a myriad of different ways, it is reassuring to know that they can also fail, and fail incontrovertibly, yet instructively.
Cockton, Gilbert (2009): Getting there: six meta-principles and interaction design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2223-2232. Available online
Principled knowledge is a mark of any established disciplinary practice. Its derivation and validation of varies across disciplines, but HCI has tended towards posthoc ('a posteriori') syntheses. We present an alternative a priori approach that is relatively compact and open to inspection. We use John Heskett's position on the origins of design outcomes to derive six metaprinciples for all design processes: receptiveness, expressivity, committedness, credibility, inclusiveness and improvability. Although very abstract, these meta-principles generate critical insights into existing HCI approaches, identifying gaps in suitability and coverage. Practical value is increased by progressive instantiation of meta-principles to create first craft-specific, and ultimately project-specific, Interaction Design principles. A worth-centred approach is adopted to illustrate progressive instantiation towards a framework of adapted and novel HCI approaches. The internal coherence of the six metaprinciples is shown to provide direct effective support for synergistic progressive instantiation.
Isbister, Katherine and Höök, Kristina (2009): On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2233-2242. Available online
In this paper, we argue that HCI practitioners are facing new challenges in design and evaluation that can benefit from the establishment of commonly valued use qualities, with associated strategies for producing and rigorously evaluating work. We present a particular use quality 'suppleness' as an example. We describe ways that use qualities can help shape design and evaluation process, and propose tactics for the CHI community to use to encourage the evolution of bodies of knowledge around use qualities.
Spelmezan, Daniel, Jacobs, Mareike, Hilgers, Anke and Borchers, Jan (2009): Tactile motion instructions for physical activities. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2243-2252. Available online
While learning new motor skills, we often rely on feedback from a trainer. Auditive feedback and demonstrations are used most frequently, but in many domains they are inappropriate or impractical. We introduce tactile instructions as an alternative to assist in correcting wrong posture during physical activities, and present a set of full-body vibrotactile patterns. An initial study informed the design of our tactile patterns, and determined appropriate locations for feedback on the body. A second experiment showed that users perceived and correctly classified our tactile instruction patterns in a relaxed setting and during a cognitively and physically demanding task. In a final experiment, snowboarders on the slope compared their perception of tactile instructions with audio instructions under real-world conditions. Tactile instructions achieved overall high recognition accuracy similar to audio instructions. Moreover, participants responded quicker to instructions delivered over the tactile channel than to instructions presented over the audio channel. Our findings suggest that these full-body tactile feedback patterns can replace audio instructions during physical activities.
Vasalou, Asimina, Riegelsberger, Jens and Joinson, Adam (2009): The application of forgiveness in social system design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 225-228. Available online
When an offence occurs, the victim and offender can overcome the harm done through forgiveness. This paper demonstrates how forgiveness can be supported in social system design. We first describe what forgiveness is, how it is motivated and what benefits follow from forgiveness. Based on this theoretical analysis, we propose five provisions to guide designers who want to encourage reparation in social systems.
Hoggan, Eve, Crossan, Andrew, Brewster, Stephen A. and Kaaresoja, Topi (2009): Audio or tactile feedback: which modality when?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2253-2256. Available online
When designing interfaces for mobile devices it is important to take into account the variety of contexts of use. We present a study that examines how changing noise and disturbance in the environment affects user performance in a touchscreen typing task with the interface being presented through visual only, visual and tactile, or visual and audio feedback. The aim of the study is to show at what exact environmental levels audio or tactile feedback become ineffective. The results show significant decreases in performance for audio feedback at levels of 94dB and above as well as decreases in performance for tactile feedback at vibration levels of 9.18g/s. These results suggest that at these levels, feedback should be presented by a different modality. These findings will allow designers to take advantage of sensor enabled mobile devices to adapt the provided feedback to the user's current context.
Dunlop, Mark D. and Taylor, Finbarr (2009): Tactile feedback for predictive text entry. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2257-2260. Available online
Predictive text entry provides a fast way to enter text on phones and other small devices. Early work on predictive text entry highlighted that the reaction time for checking the screen dominates text entry times. Improving accuracy of predictions brings a downside: as prediction gets better, users will drop the slow operation of checking the screen and will thus miss prediction errors and system feedback/suggestions. In this note, we present an experiment into the use of vibration to alert the user when word completion is likely to aid them, using a dynamic approach based on their current typing speed, and when there are no dictionary matches to their entry. Results show significantly faster entry rates for users with vibration alerts, raising speeds from 20wpm to 23wpm once practiced.
Harrison, Chris and Hudson, Scott E. (2009): Texture displays: a passive approach to tactile presentation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2261-2264. Available online
In this paper, we consider a passive approach to tactile presentation based on changing the surface textures of objects that might naturally be handled by a user. This may allow devices and other objects to convey small amounts of information in very unobtrusive ways and with little attention demand. This paper considers several possible uses for this style of display and explores implementation issues. We conclude with results from our user study, which indicate that users can detect upwards of four textural states accurately with even simple materials.
Hoffmann, Alexander, Spelmezan, Daniel and Borchers, Jan (2009): TypeRight: a keyboard with tactile error prevention. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2265-2268. Available online
TypeRight is a new tactile input device for text entry. It combines the advantages of tactile feedback with error prevention methods of word processors. TypeRight extends the standard keyboard so that the resistance to press each key becomes dynamically adjustable through software. Before each keystroke, the resistance of keys that would lead to a typing error according to dictionary and grammar rules is increased momentarily to make them harder to press, thus avoiding typing errors rather than indicating them after the fact. Two user studies showed that TypeRight decreases error correction rates by an average of 46%.
Bragdon, Andrew, Zeleznik, Robert, Williamson, Brian, Miller, Timothy and LaViola, Joseph J. (2009): GestureBar: improving the approachability of gesture-based interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2269-2278. Available online
GestureBar is a novel, approachable UI for learning gestural interactions that enables a walk-up-and-use experience which is in the same class as standard menu and toolbar interfaces. GestureBar leverages the familiar, clean look of a common toolbar, but in place of executing commands, richly discloses how to execute commands with gestures, through animated images, detail tips and an out-of-document practice area. GestureBar's simple design is also general enough for use with any recognition technique and for integration with standard, non-gestural UI components. We evaluate GestureBar in a formal experiment showing that users can perform complex, ecologically valid tasks in a purely gestural system without training, introduction, or prior gesture experience when using GestureBar, discovering and learning a high percentage of the gestures needed to perform the tasks optimally, and significantly outperforming a state of the art crib sheet. The relative contribution of the major design elements of GestureBar is also explored. A second experiment shows that GestureBar is preferred to a basic crib sheet and two enhanced crib sheet variations.
Perry, Mark, Juhlin, Oskar, Esbjörnsson, Mattias and Engström, Arvid (2009): Lean collaboration through video gestures: co-ordinating the production of live televised sport. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2279-2288. Available online
This paper examines the work and interactions between camera operators and a vision mixer during an ice hockey match, and presents an interaction analysis using video data. We analyze video-mediated indexical gestures in the collaborative production of live sport on television between distributed team members. The findings demonstrate how video forms the topic, resource and product of collaboration: whilst it shapes the nature of the work (editing), it is simultaneously also the primary resource for supporting mutual orientation and negotiating shot transitions between remote participants (coordination), as well as its end product (broadcast). Our analysis of current professional activities is used to develop implications for the design of future services for live collaborative video production.
Appert, Caroline and Zhai, Shumin (2009): Using strokes as command shortcuts: cognitive benefits and toolkit support. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2289-2298. Available online
This paper investigates using stroke gestures as shortcuts to menu selection. We first experimentally measured the performance and ease of learning of stroke shortcuts in comparison to keyboard shortcuts when there is no mnemonic link between the shortcut and the command. While both types of shortcuts had the same level of performance with enough practice, stroke shortcuts had substantial cognitive advantages in learning and recall. With the same amount of practice, users could successfully recall more shortcuts and make fewer errors with stroke shortcuts than with keyboard shortcuts. The second half of the paper focuses on UI development support and articulates guidelines for toolkits to implement stroke shortcuts in a wide range of software applications. We illustrate how to apply these guidelines by introducing the Stroke Shortcuts Toolkit (SST) which is a library for adding stroke shortcuts to Java Swing applications with just a few lines of code.
Bunt, Andrea, Terry, Michael and Lank, Edward (2009): Friend or foe?: examining CAS use in mathematics research. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 229-238. Available online
Computer Algebra Systems (CAS) provide sophisticated functionality to assist with mathematical problem solving. Despite their widespread adoption, however, little work in the HCI community has examined the extent to which these computational tools support domain experts. In this paper, we report findings from a qualitative study investigating the work practices and tools of nine mathematicians in a research setting. Counter to our expectations, our data suggests that computational tools play only a minor role in their workflow, with the limited use of CAS owing primarily to four factors: (1) the need for transparency in CAS's reasoning to explain computed results; (2) the problem of rigidity and formality in CAS's input/output style dialogue; (3) the need for 2D input to support a wide range of annotations, diagrams, and in-place manipulation of objects of interest; and (4) the need for collaboration, particularly in early stages of problem solving. While grounded in the study of mathematicians, these findings (particularly the first) have implications for the design of computational systems intended to support complex problem solving.
Holten, Danny and Wijk, Jarke J. van (2009): A user study on visualizing directed edges in graphs. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2299-2308. Available online
Graphs are often visualized using node-link representations: vertices are depicted as dots, edges are depicted as (poly)lines connecting two vertices. A directed edge running from vertex A to B is generally visualized using an arrow representation: a (poly)line with a triangular arrowhead at vertex B. Although this representation is intuitive, it is not guaranteed that a user is able to determine edge direction as quickly and unambiguously as possible; alternative representations that exhibit less occlusion and visual clutter might be better suited. To investigate this, we developed five additional directed-edge representations using combinations of shape and color. We performed a user study in which subjects performed different tasks on a collection of graphs using these representations and combinations thereof to investigate which representation is best in terms of speed and accuracy. We present our initial hypotheses, the outcome of the user studies, and recommendations regarding directed-edge visualization.
Ludwig, Michael, Priedhorsky, Reid and Terveen, Loren (2009): Path selection: a novel interaction technique for mapping applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2309-2318. Available online
Many online mapping applications let users define routes, perhaps for sharing a favorite bicycle commuting route or rating several contiguous city blocks. At the UI level, defining a route amounts to selecting a fairly large number of objects -- the individual segments of roads and trails that make up the route. We present a novel interaction technique for this task called path selection. We implemented the technique and evaluated it experimentally, finding that adding path selection to a state-of-the-art technique for selecting individual objects reduced route definition time by about a factor of 2, reduced errors, and improved user satisfaction. Detailed analysis of the results showed path selection is most advantageous (a) for routes with long straight segments and (b) when objects that are optimal click targets also are visually attractive.
Moscovich, Tomer, Chevalier, Fanny, Henry, Nathalie, Pietriga, Emmanuel and Fekete, Jean-Daniel (2009): Topology-aware navigation in large networks. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2319-2328. Available online
Applications supporting navigation in large networks are used every days by millions of people. They include road map navigators, flight route visualization systems, and network visualization systems using node-link diagrams. These applications currently provide generic interaction methods for navigation: pan-and-zoom and sometimes bird's eye views. This article explores the idea of exploiting the connection information provided by the network to help navigate these large spaces. We visually augment two traditional navigation methods, and develop two special-purpose techniques. The first new technique, called "Link Sliding", provides guided panning when continuously dragging along a visible link. The second technique, called "Bring&Go", brings adjacent nodes nearby when pointing to a node. We compare the performance of these techniques in both an adjacency exploration task and a node revisiting task. This comparison illustrates the various advantages of content-aware network navigation techniques. A significant speed advantage is found for the Bring&Go technique over other methods.
Lottridge, Danielle, Masson, Nicolas and Mackay, Wendy E. (2009): Sharing empty moments: design for remote couples. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2329-2338. Available online
Many couples are forced to live apart, for work, school or other reasons. This paper describes our study of 13 such couples and what they lack from existing communication technologies. We explored what they wanted to share (presence, mood, environment, daily events and activities), how they wanted to share (simple, lightweight, playful, pleasant interaction), and when they wanted to share ('empty moments' such as waiting, walking, taking a break, waking up, eating, and going to sleep). 'Empty moments' provide a compelling new opportunity for design, requiring subtlety and flexibility to enable participants to share connection without explicit messages. We designed MissU as a technology probe to study empty moments in situ. Similar to a private radio station, MissU shares music and background sounds. Field studies produced results relevant to social science, technology and design: couples with established routines were comforted; characteristics such as ambiguity and 'movable' technology (situated in the home yet portable) provide support. These insights suggest a design space for supporting the sharing of empty moments.
Convertino, Gregorio, Mentis, Helena M., Rosson, Mary Beth, Slavkovic, Aleksandra and Carroll, John M. (2009): Supporting content and process common ground in computer-supported teamwork. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2339-2348. Available online
We build on our prior work with computer-supported teams performing a complex decision-making task on maps, where the distinction between content and process common ground is proposed. In this paper we describe a distributed geo-collaboration software prototype. The system design rationale was gleaned from fieldwork, literature on team cognition, and an earlier lab study introducing a reference task with face-to-face teams. We report on a controlled experiment that evaluates this design rationale. Distinct sets of measures show that the prototype supported both content and process common ground, offsetting the costs imposed by the distributed setting. We interpret the results in relation to prior work on common ground and draw implications for moving beyond current models of sharing and coordination.
Bergstrom, Tony and Karahalios, Karrie (2009): Conversation clusters: grouping conversation topics through human-computer dialog. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2349-2352. Available online
Conversation Clusters explores the use of visualization to highlight salient moments of live conversation while archiving a meeting. Cheaper storage and easy access to recording devices allows extensive archival. However, as the size of the archive grows, retrieving the desired moments becomes increasingly difficult. We approach this problem from a socio-technical perspective and utilize human intuition aided by computer memory. We present computationally detected topics of conversation as visual summaries of discussion and as reference points into the archive. To further bootstrap the system, humans can participate in a dialog with the visualization of the clustering process and shape the development of clustering models.
Pan, Yingxin, Jiang, Danning, Picheny, Michael and Qin, Yong (2009): Effects of real-time transcription on non-native speaker's comprehension in computer-mediated communications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2353-2356. Available online
We performed an empirical study to understand the relative contributions of real-time transcription to a non-native speaker's comprehension in audio/video meetings. 48 participants were assigned to 2 presentation modes (audio, audio+video) and 3 transcription modes (no transcript, real-time transcripts in the streaming mode, transcripts with all past records) in a 3x2 factorial experimental design. The results suggest that comprehension can be significantly improved for both audio and audio+video conditions when real-time transcription is provided. Also, the participants reported positive subjective responses to the presence of real-time transcription in terms of usefulness, preference, and willingness to use such a feature if provided. No cognitive load issues were reported by the participants in the ability to synthesize across modalities. Implications for system development and design, as well as future work utilizing automation speech recognition to provide the transcripts are discussed.
Bardzell, Jeffrey (2009): Interaction criticism and aesthetics. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2357-2366. Available online
As HCI becomes more self-consciously implicated in culture, theories from cultural studies, in particular aesthetics and critical theory, are increasingly working their way into the field. However, the use of aesthetics and critical theory in HCI remains both marginal and uneven in quality. This paper explores the state of the art of aesthetics and critical theory in the field, before going on to explore the role of these cultural theories in the analysis and deployment of the twin anchors of interaction: the user and the artifact. In concludes with a proposed mapping of aesthetics and critical theory into interaction design, both as a practice and as a discipline.
Sharmin, Moushumi, Bailey, Brian P., Coats, Cole and Hamilton, Kevin (2009): Understanding knowledge management practices for early design activity and its implications for reuse. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2367-2376. Available online
Prior knowledge is a critical resource for design, especially when designers are striving to generate new ideas for complex problems. Systems that improve access to relevant prior knowledge and promote reuse can improve design efficiency and outcomes. Unfortunately, such systems have not been widely adopted indicating that user needs in this area have not been adequately understood. In this paper, we report the results of a contextual inquiry into the practices of and attitudes toward knowledge management and reuse during early design. The study consisted of interviews and surveys with professional designers in the creative domains. A novel aspect of our work is the focus on early design, which differs from but complements prior works' focus on knowledge reuse during later design and implementation phases. Our study yielded new findings and implications that, if applied, will help bring the benefits of knowledge management systems and reuse into early design activity.
Luther, Kurt, Counts, Scott, Stecher, Kristin B., Hoff, Aaron and Johns, Paul (2009): Pathfinder: an online collaboration environment for citizen scientists. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 239-248. Available online
For over a century, citizen scientists have volunteered to collect huge quantities of data for professional scientists to analyze. We designed Pathfinder, an online environment that challenges this traditional division of labor by providing tools for citizen scientists to collaboratively discuss and analyze the data they collect. We evaluated Pathfinder in a sustainability and commuting context using a mixed methods approach in both naturalistic and experimental settings. Our results showed that citizen scientists preferred Pathfinder to a standard wiki and were able to go beyond data collection and engage in deeper discussion and analyses. We also found that citizen scientists require special types of technological support because they generate original research. This paper offers an early example of the mutually beneficial relationship between HCI and citizen science.
Chi, Pei-Yu, Xiao, Xiao, Chung, Keywon and Chiu, Carnaven (2009): Burn your memory away: one-time use video capture and storage device to encourage memory appreciation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2397-2406. Available online
Although modern ease of access to technology enables many of us to obsessively document our lives, much of the captured digital content is often disregarded and forgotten on storage devices, with no concerns of cost or decay. Can we design technology that helps people better appreciate captured memories? What would people do if they only had one more chance to relive past memories? In this paper, we present a prototype design, PY-ROM, a matchstick-like video recording and storage device that burns itself away after being used. This encourages designers to consider lifecycles and human-computer relationships by integrating physical properties into digitally augmenting everyday objects.
Soler-Adillon, Joan and Pares, Narcis (2009): Interactive slide: an interactive playground to promote physical activity and socialization of children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2407-2416. Available online
We present a novel playground platform that will hopefully help in countering two important issues in children in the developed world: lack of physical activity and lack of socialization. The system underlying the platform will eventually adapt automatically to and modulate the amount of physical activity of children by applying a new notion in interaction: that of "interaction tempo". The concept of beats per minute seems especially adequate as the base structure of a physically-based activity. As an exertion interface we expect that, through the design of collaborative experiences, it will also enhance socialization of children.
Brown, Ashlie and Raffle, Hayes (2009): Opportunities for actuated tangible interfaces to improve protein study. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2417-2426. Available online
We outline strategies for actuated tangible user interfaces (TUIs) to improve the study of proteins. Current protein study tools miss fundamental biology concepts because graphical and symbolic interfaces do not allow users to intuitively manipulate complex physical forms. Actuated, tangible tools may enhance understanding at all levels of protein study. To advance TUI awareness of protein study, we present an overview of protein concepts and current protein study tools. Thirty-six protein researchers, engineers, professors and students recommend design guidelines for tangible interfaces in protein study, and we outline research directions for TUIs to improve protein study at all educational levels.
Schiphorst, Thecla (2009): soft(n): toward a somaesthetics of touch. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2427-2438. Available online
This paper explores the concept of somaesthetics as an approach to the design of expressive interaction. This concept is exemplified through the design process of soft(n), an interactive tangible art installation developed in conjunction with V2_Lab in Rotterdam. Somaesthetics is a term coined by Richard Shusterman, a pragmatist philosopher interested in the critical study of bodily experience as a focus of sensory-aesthetic appreciation and agency. In the context of interaction, somaesthetics offers a bridging strategy between embodied practices based in somatics, and the design of an aesthetics of interaction for HCI. This paper argues for the value of exploring design strategies that employ a somaesthetic approach, presents a definitional framework of somaesthetics that can be applied to interaction, and links the concept of somaesthetics to a specific design case in which tactile interaction is applied to the design of a networked, tangible interactive artwork called soft(n).
Chung, Keywon, Chiu, Carnaven, Xiao, Xiao and Chi, Pei-Yu (Peggy) (2009): Stress outsourced: a haptic social network via crowdsourcing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2439-2448. Available online
Stress OutSourced (SOS) is a peer-to-peer network that allows anonymous users to send each other therapeutic massages to relieve stress. By applying the emerging concept of crowdsourcing to haptic therapy, SOS brings physical and affective dimensions to our already networked lifestyle while preserving the privacy of its members. This paper first describes the system, its three unique design choices regarding privacy model, combining mobility and scalability, and affective communication for an impersonal crowd, and contrasts them with other efforts in their respective areas. Finally, this paper describes future work and opportunities in the area of haptic social networks.
Huh, Jina and Ackerman, Mark S. (2009): Designing for all users: including the odd users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2449-2458. Available online
The field of HCI has played an important role in broadening the spectrum of users of computational artifacts. However, users with extreme preferences are mostly ignored by the designers and researchers because they do not constitute a large portion of the market and the users lack generalizable characteristics. In order to further discuss these concerns, this paper introduces a case about the extreme users and the challenges they face. The paper ends with discussing future directions and challenges in designing for all users in the field of HCI.
Massimi, Michael and Charise, Andrea (2009): Dying, death, and mortality: towards thanatosensitivity in HCI. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2459-2468. Available online
What happens to human-computer "interaction" when the human user is no longer alive? This exploratory paper uses insights from the critical humanist tradition to argue for the urgent need to consider the facts of mortality, dying, and death in HCI research. Using an interdisciplinary approach, we critically reflect upon how the intersection of death and computing is currently navigated and illustrate the conceptual and practical complexities presented by mortality, dying, and death in HCI. Finally, we introduce the concept of thanatosensitivity to describe an approach that actively integrates the facts of mortality, dying, and death into HCI research and design.
Pujol, Ramon Solves and Umemuro, Hiroyuki (2009): Productive love: a new approach for designing affective technology. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2469-2478. Available online
The importance of love is reflected in literature, movies and music, therefore it seems necessary to understand what role technology plays in relation to love and the roles it could to play in the future. We review studies related to Love in HCI and we identify a lack of consideration of philosophy as a background for love understanding. Based on literature review, we offer a proposal of guidelines for designing technology that aims to improve loving relationships. Besides, we explore principles of engagement with technology that may be important when designing love-promoting technology. Finally we propose a practical design example.
Barkhuus, Louise (2009): Television on the internet: new practices, new viewers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2479-2488. Available online
Television is increasingly viewed through computers in the form of downloaded or steamed content, yet computer based television consumption has received little attention in HCI. In this paper we describe a study of the uses and practices of tech-savvy college students, studying their television consumption through the internet. We find that users personalize their viewing but that TV is still a richly social experience -- not as communal watching, but instead through communication around television programs. We explore new possibilities for technology-based interaction around television.
Gualtieri, Lisa Neal (2009): The doctor as the second opinion and the internet as the first. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2489-2498. Available online
People who use the Internet for health information often obtain their first opinion that way, and then, if they go to a doctor, the doctor's advice is relegated to the second opinion. Using the Internet, or Dr. Google, as a first opinion can be problematic due to misinformation, misinterpretation of valid information, and the fears that can arise due to lack of medical knowledge, inexperience, and limited perspectives. When patients do visit their doctor for a second opinion, some do not disclose the fact they already received their first opinion and often their doctors do not ask. The result is that patients may suffer needlessly if their fears, concerns, misunderstandings, and misinterpretations are not addressed by the healthcare providers with the expertise and skills to assist them. A pernicious disconnect exists between many patients who use the Internet for health information and the medical professionals who care for them. The medical profession can alleviate this disconnect by taking the lead in establishing guidelines for systematically talking to patients about, and guiding, their Internet research. Human-computer interaction professionals can collaborate with the medical community in ensuring credible health Web sites become the gold standard that patients use to achieve better health.
Ngai, Grace, Chan, Stephen C. F., Cheung, Joey C. Y. and Lau, Winnie W. Y. (2009): The TeeBoard: an education-friendly construction platform for e-textiles and wearable computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 249-258. Available online
The field of wearable computing and e-textiles has recently attracted much interest from the research and general community. Recent developments in this field raises the possibility of e-textile construction kits for hobbyists and novices alike. The unique nature of wearable computing and e-textiles also gives it a lot of potential as an educational computing topic, as it allows students to exercise their creativity and imagination while learning about computing and technology. However, there are numerous difficulties involved in deploying existing technology in an educational environment. Current state of the art technology and techniques are not yet robust or reliable enough to stand up to the demands of educational computing, and they require a high level of skill from the user. In this paper, we present the TeeBoard, a constructive platform for e-textiles and wearable computing that is designed specifically to "lower the floor" for the integration of e-textiles into educational computing.
Hourcade, Juan Pablo (2009): Give peace a chance: a call to design technologies for peace. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2499-2508. Available online
Peace is an extremely important value for humankind, yet it has been largely ignored by the computing and human-computer interaction community. This paper seeks to begin a discussion within the human-computer interaction community on how we can design technologies that have peace as an explicit goal. To begin this discussion, I review empirical studies on the factors that contribute to conflict and those that make conflict less likely. Based on this, I identify areas where human-computer interaction research has already contributed to prevent conflict and promote peace, and open areas where our community can make a positive difference.
Kobayashi, Hiroki, Ueoka, Ryoko and Hirose, Michitaka (2009): Human computer biosphere interaction: towards a sustainable society. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2509-2518. Available online
This paper presents the author's vision of Human Computer Biosphere Interaction (HCBI): Towards a Sustainable Society. HCBI extends the subject of HCI from countable people, objects, pets, and plants to an auditory biosphere that is uncountable, complex, and non-linguistic. By realizing HCBI, soundmarks in a forest can help us feel as one with nature, beyond the physical distance. The goal of HCBI is to realize the benefits of belonging to nature without causing environmental destruction. This paper presents the concept overview, related work, the method and developed interfaces.
Rekimoto, Jun (2009): SenseableRays: opto-haptic substitution for touch-enhanced interactive spaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2519-2528. Available online
This paper proposes a new haptic interaction system based on optical-haptic substitution. This system combines time-modulated structured light emitted to the workspace and a mobile or finger-mounted module consisting of a photo-detector with a tactile actuator. Unlike other tactile feedback systems, it does not require any complicated mechanism for position sensing and tactile actuation. Instead, it directly converts time-modulated structured light into haptic sensations. By sensing this light with a photo detector, users can feel this time-modulated light as haptic sensations. The system can easily add haptic feedback to a wide variety of applications, including surface computing systems and 3D interactive spaces.
McGrath, Robert E. (2009): Species-appropriate computer mediated interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2529-2534. Available online
Given the importance of our non-human companions, do we not want to extend social media to our nonhuman co-species? If "human computer interfaces" should be designed for "Anyone. Anywhere." (the theme of CHI 2001), then why not for all species? Recent pioneering efforts have shown that computer mediated interactions between humans and dogs, cats, chickens, cows, hamsters, and other species are technically possible. These efforts excite the imagination and challenge our understanding the basic nature of computer mediated interaction.
Goodman, Elizabeth (2009): Three environmental discourses in human-computer interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2535-2544. Available online
A review of the past decade of human-computer interaction relating to environmental issues identifies three discourses whose commitments and assumptions have consequences for the design of new interfaces and interactive systems: sustainable interaction design, re-visioning consumption and citizen sensing. It suggests two promising directions for future research: participatory design and infrastructure.
MacKenzie, I. Scott (2009): Citedness, uncitedness, and the murky world between. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2545-2554. Available online
We test a recent claim in an opinion piece (interactions, May/June 2008, pp. 45-47) that publications by HCI researchers have little or no impact. The alleged "phenomenon of uncitedness" was not supported. An examination of all 443 papers in the CHI Proceedings (1991-1995), ACM TOCHI (1994-1999), and Human-Computer Interaction (1991-1995) found an average of 93.8, 106.7, and 80.4 citations per paper, respectively. H-index as an impact measure is explained, with values given for members of the CHI Academy. The mean of 34.3 suggests that the group, taken as a whole, have had a significant impact on human-computer interaction.
Knouf, Nicholas A. (2009): HCI for the real world. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2555-2564. Available online
HCI as a field comfortably and unquestionably links itself with the corporate world. What does this mean in terms of an ethics of problem choice, meaning the considerations that influence what types of design projects HCI researchers consider as important? Using the work of the industrial designer Victor Papanek, I foreground the agency of the designer. By undertaking a close reading of a recent publication of a major corporate research lab, I examine what important social and political aspects are missing from their vision of the future. I end by examining the work of the design team Anthony Dunne and Fiona Raby, describing how HCI can be involved in the formation of new forms of subjectivity that are not subservient to a market-based ideology.
Gilmore, David J. (2009): Heat, fire and temperature: the industrial revolution and HCI. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2565-2574. Available online
HCI has many challenges and internal debates (for example, where is our theory? What is the role of design in HCI? What is the relationship between research and practice? How do we make an impact?) that recur at the CHI conference and that students either ask themselves or find they are asked by others. This paper takes a historical look at this issue and describes some of the discoveries made during the industrial revolution about heat, fire and temperature (the development of thermodynamics) and how these discoveries were made. The parallels to human-computer interaction today are explored with two primary intentions: -- to show how important it is that we continue to debate and investigate the precise nature of concepts we take for granted (e.g. usability, user interfaces, user experience), and to illustrate how practice contributes to the development of theoretical concepts.
Parente, Peter and Bishop, Gary (2009): Out from behind the curtain: learning from a human auditory display. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2575-2584. Available online
In this paper we describe an approach to gathering design requirements for a software auditory display by analyzing user interactions with an ideal partner: a talking human controlling a computer. We explain the potential benefits of studying such unconstrained user interaction before detailing the design and execution of our qualitative evaluation. We report the results of our thematic coding analysis and give examples of each of the seven major user techniques, difficulties, and preferences identified. To conclude the paper, we summarize the application of our results to the design of a software auditory display for common office computing tasks.
Kaye, Joseph Jofish (2009): Some statistical analyses of CHI. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2585-2594. Available online
In this paper I show a variety of ways to represent and think about statistical aspects of CHI and its sister conferences. In particular, I look at author counts, gender analysis, and representations of repeat authors. I use these visualizations to motivate questions about what the preferred state of CHI should be. For example, should we strive for gender equality at CHI, and if so, why, and if not, why not? Should we encourage the current trend of increasing number of authors per paper, or might we be loosing something in that process? I do not hope to answer these questions, but rather to encourage their discussion.
Voida, Stephen and Mynatt, Elizabeth D. (2009): It feels better than filing: everyday work experiences in an activity-based computing system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 259-268. Available online
Activity-based computing represents an alternative to the dominant application- and document-centric model at the foundation of most mainstream desktop computing interfaces. In this paper, we present in-depth results from an in situ, longitudinal study of an activity-based computing system, Giornata. We detail the ways that the specific features of this system influenced the everyday work experiences of a small cohort of knowledge workers. Our analysis provides contributions at several levels of granularity-we provide concrete design recommendations based on participants' reactions to the particular features of the Giornata system and a discussion about how our findings can provide insight about the broader understanding of knowledge work and activity within HCI.
Zeller, Ludwig and Scherffig, Lasse (2009): CubeBrowser: a cognitive adapter to explore media databases. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2619-2622. Available online
CubeBrowser is the concept study for a six-display cube with digital screens that makes it possible to browse online databases like flickr. The control of navigation is exclusively accomplished by performing manual actions on the object. This creates a playful way of exploring image collections that are networked by tags.
Yan, Qifeng (2009): Local sensor: click to find and point to do. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2623-2626. Available online
Local Sensor is a direction and distance tracking application using low power wireless connectivity. It enables new mobile user experiences bridging the physical and digital world. There are lots of challenges in user experience design since it is new for most end users. This paper introduces how the user experience design was conducted to make local sensor an appealing feature for mobile phone users.
Tuikka, Tuomo (2009): 'PhonePhone': NFC phone as a musical instrument. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2627-2630. Available online
This paper describes 'PhonePhone', an approach to create a musical instrument using a Near Field Communication enabled mobile phone. Designs of prototypes leading to the instrument are described in step by step fashion with an explanation of the rationale behind the instrument implementation. The result is a conceptual prototype, which can be used to play different sounds, e.g. piano and drums.
Kim, Chang Won and Nam, Tek-Jin (2009): Talkative cushion: a phatic audio device to support family communication. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2631-2634. Available online
The 'Talkative Cushion' is a novel audio recorder which transforms recorded voices into humorous and ludicrous sounds. It is proposed as a phatic device for homes. It is designed to make people playful and funny when communicating in homes because a delightful situation makes people active to talk. In this paper, we describe why and how a cushion is selected as our target object and how the concept of phatic technologies applied to the cushion.
Yan, Qifeng (2009): The birth of mobile chinese keypad & hybrid input methods. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2635-2638. Available online
Almost all the language input devices were designed based on western linguistic and psychological model. They are just localized by changing the printings without any key layout modification for eastern countries. In this paper, the design process and user study of a Chinese style keypad and a hybrid input method are introduced.
Hummels, Caroline, Aarts, Emile and Overbeeke, Kees (2009): The shared worlds of industrial design TU/e and philips research. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2639-2642. Available online
In this exhibition booth at the Design Vignettes venue we show through projects, demos and information the joined worlds of the department of Industrial Design at the Eindhoven University of Technology and Philips Research, Eindhoven. We show through the results of different joined and related projects, how we envision that design can transform society through intelligent systems, products and related services, and how we can and are educating a new type of designer who is working in the realm of ambient intelligence and who is able to join the worlds of design, engineering and science.
Kim, Ju-Whan, Kim, Yun-Kyung and Nam, Tek-Jin (2009): The ténéré: design for supporting energy conservation behaviors. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2643-2646. Available online
We present the Ténéré, electric power extension cords, designed to support people's energy conservation behaviors. The focus of design solutions was to provide appropriate energy awareness information in meaningful and emotional ways while products are being used. A narrative of tree was used to indicate energy use. The Tree of Tenere was the most isolated tree in the world. The tree is dead now and replace by a tree-like sculpture. It symbolizes the environmental consequences of human activity. When users overuse electricity, the graphics of the tree is transformed to the sculpture. This interactive graphics on the product encourages sustainable behaviors. Users are expected to be impressed and change their energy behaviors. Also we verified narrative-embedding approach is considerable method for industrial design field.
Hummels, Caroline, Restrepo, Michael Cruz and Overbeeke, Kees (2009): Designing the melody of interaction through movies, maps, mechanisms, prototypes and presentations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2647-2650. Available online
Now that computers are no longer merely a means to do our job but help us to pursue our lives, one could question the appropriateness of functionality and efficiency as the main guiding principles for design. User experience and aesthetics of interaction are becoming increasingly paramount. But what makes for aesthetic of interaction and how to design for it? In the module "Aesthetics of Interaction" we used a variety of methods to discuss, experience and analyse the concept of aesthetics of interaction in depth. In this extended abstract we elucidate the methods used, i.e., movies, interaction maps, interaction mechanisms, prototypes and silent presentations, including the rationale behind them.
Sohn, Minjung, Nam, Tekjin and Lee, Woohun (2009): Designing with unconscious human behaviors for eco-friendly interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2651-2654. Available online
Eco-design has become a central research issue for interaction design, as emerging interactive products can create serious environmental impacts while products are being used. We investigate a design method and develop case studies for eco-friendly interaction. A main concept of the design method is to apply unconscious human behaviors in interaction design. Products designed with this method are expected to be used unconsciously by users with reduced environmental impacts. In this paper, we present a framework of design space matrix and initial case studies for the design method. For the framework, we identified the types of interaction behaviors causing environmental impacts and the attributes of unconscious human behaviors. Based on the framework, three design cases -- a power cord, a trashcan and a speedometer of an automobile -- were developed. The proposed framework and design cases can be used as a base of an advanced eco-friendly interaction design method.
Hummels, Caroline and Frens, Joep (2009): The reflective transformative design process. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2655-2658. Available online
The department of Industrial Design at the Eindhoven University of Technology distinct itself through a unique combination of focus (designing highly intelligent systems, products, and related services) and education model (competency-centred learning). Based on the foundations of our department we identify three implications for our preferred design process: it is flexible and open, it values design action as a generator of knowledge and it is driven by a vision on the design opportunities that are afforded by emerging intelligent technology. In this paper we explain the reflective transformative design process and the rationale behind.
Yim, Ji-Dong and Shaw, Christopher D. (2009): Designing CALLY, a cell-phone robot. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2659-2662. Available online
This proposal describes the early phase of our design process developing a robot cell-phone named CALLY, with which we are exploring the roles of facial and gestural expressions of robotic products in human computer interaction. We introduce non-verbal anthropomorphic affect features as media for building emotional intimacy between a user and a product. Also, two social robot application ideas generated from brainstorming and initial participatory design workshop are presented with their usage scenarios and implementations. We learned from the pilot test that the prototyping and bodystorming ideation technique enabled participants to more actively take part in generating new ideas when designing robotic products.
Lee, Kipum, Evenson, Shelley and Buchanan, Richard (2009): More than kimchi and cash: designing for cultural identity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2663-2666. Available online
This project was motivated by one question: Can products be instruments for designing and shaping culture? We know that there are products that can destroy a culture. For example, the Nazis created sophisticated products to annihilate groups of people. More recently, many of the visually impaired have complained about not being able to hear hybrid vehicles before crossing the street. If certain products are destructive to a culture, can other ones enhance it? My hypothesis is that there are products or a class of products -- centered around appropriate activities -- that can support an environment for people to participate and shape. This project focuses on a specific cultural environment and the impact a product could have in facilitating relationships and participation in that context.
Zhai, Shumin, Kristensson, Per Ola, Gong, Pengjun, Greiner, Michael, Peng, Shilei Allen, Liu, Liang Mico and Dunnigan, Anthony (2009): Shapewriter on the iPhone: from the laboratory to the real world. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2667-2670. Available online
We present our experience in bringing ShapeWriter, a novel HCI research product, from the laboratory to real world users through iPhone's App Store.
Chen, Yu-Chung, Lee, Sangyoon, Hur, HyeJung, Leigh, Jason, Johnson, Andrew and Renambot, Luc (2009): Design an interactive visualization system for core drilling expeditions using immersive empathic method. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2671-2674. Available online
In this paper, we propose an immersive empathic design method and used it to create an interactive high-resolution core visualization system for real-world geological core drilling expeditions. A high domain knowledge barrier makes it difficult for a person from outside this field to imagine the user experience simply through observation. The globally distributed nature of the core drilling community imposes further design constraints. We used this approach to embed a computer scientist trained as a junior core technician. This process allowed the developer to experience authentic user activities and enabled the design of an innovative system for solving real-world problems. This approach made the best use of precious co-located opportunities, overcame the initial domain knowledge barrier, and established a trust relationship between the developer and the domain scientists. The system designed through this approach formed a sustainable and adaptive foundation that the domain scientists can build on. Through in-situ deployment, observation and interview evaluations from on-going expeditions, we present the advantages of this process.
Constantine, Larry and Windl, Helmut (2009): Safety, speed, and style: interaction design of an in-vehicle user interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2675-2678. Available online
Constrained by tight schedule and driven by both safety-critical and aesthetic concerns, an interdisciplinary team designed a novel in-vehicle multimodal, multimedia interface by an unconventional, streamlined process. The distinctive interface architecture and interaction design emphasize style and simplified interaction through strong visual design to speed user recognition, interpretation, and task completion, reducing driver distraction and cognitive load.
Demchak, Greg, Jezyk, Matthew and Nikolovska, Lira (2009): Simplified user interfaces for design and user testing of architecture software applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2679-2682. Available online
In this paper we describe the value of creating simplified user interfaces for architectural software applications intended for use in early conceptual design phases. By reducing the interface the team was able to solicit specific feedback about new tools without the overhead or pre-conceptions associated with using an existing software platform. As a result, the team was able to iterate rapidly on specific problems.
Nikolovska, Lira, Demchak, Greg and Jezyk, Matthew (2009): Understanding user needs for conceptual design phases of architecture projects. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2683-2686. Available online
This paper describes design research methods used to understand user needs, identify user requirements and create new conceptual design workflows for an existing architectural software application.
Pering, Celine and Vyas, Sheila (2009): When one-arm bandits go digital: designing a casino back-end system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2687-2690. Available online
frog design collaborated with a gaming machine manufacturer to design a back-end system to address the needs of casino floor managers. As casinos migrate to server-based slot machines, they also need to transform their back-end systems. The frog team conducted user research and designed a new system of floor management software. Our design helped optimize the experience of casino workers, pushed the brand envelop of the gaming provider within their industry, and won a Productivity Award from Global Gaming Expo in 2007.
Bergman, Ofer, Tucker, Simon, Beyth-Marom, Ruth, Cutrell, Edward and Whittaker, Steve (2009): It's not that important: demoting personal information of low subjective importance using GrayArea. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 269-278. Available online
Users find it hard to delete unimportant personal information which often results in cluttered workspaces. We present a full design cycle for GrayArea, a novel interface that allows users to demote unimportant files by dragging them to a gray area at the bottom of their file folders. Demotion is an intermediate option between keeping and deleting. It combines the advantages of deletion (unimportant files don't compete for attention) and keeping (files are retrieved in their folder context). We developed the GrayArea working prototype using thorough iterative design. We evaluated it by asking 96 participants to 'clean' two folders with, and without, GrayArea. Using GrayArea reduced folder
Vyas, Dhaval (2009): Artful surfaces in design practices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2691-2694. Available online
A largely overlooked aspect of innovative design practices is how workplace surfaces play a role in supporting designers' everyday work. In this paper we introduce the idea of artful surfaces. Artful surfaces (Figure 1) are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. We identify four types of artful surfaces: personal, shared, project-specific and live surfaces; and describe them using examples.
Tomico, Oscar, Frens, Joep W. and Overbeeke, Kees (2009): Co-reflection: user involvement for highly dynamic design processes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2695-2698. Available online
User involvement in systems, products and related services design has increased considerably in relevance. The way user involvement actually progresses depends on how the users are situated in relation to the design process. Their influence may extend from the results of the design project to planning and managing the course of the design project. Sequential techniques developed for the rational problem solving or reflective process have a limited application in highly dynamic design processes. More precisely, in sequential design processes validation steers reflection into a single direction. For this reason, a methodological approach not based on the sequential (hypothetical-deductive) paradigm but on the dialectical inquiry (inductive paradigm) between designers and users is considered. The versatile and holistic nature of this co-reflective process makes it suitable for dynamic and unstructured design processes based on different streams of reflection.
Bombolowsky, Jens and Eberleh, Edmund (2009): Ten steps of integrating user feedback into the product definition process: a closed loop approach. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2699-2702. Available online
An appropriate and timely integration of results from user feedback studies into product definition and development efforts is an important but challenging goal. In this paper we describe some best practices and processes at SAP which are facilitating this integration. They are based on several years of experience of applying user centered design principles to SAP Business ByDesign Software.
Holtzblatt, Karen, Barr, Joshua and Holtzblatt, Les (2009): Driving user centered design into IT organizations: is it possible?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2727-2730. Available online
In many organizations, actively engaging in user-centered design (UCD) techniques is standard practice when delivering products into the commercial marketplace or to external customers. But in these same organizations -- or in organizations not delivering products to an external customer -- the creation of systems for use by employees is a conversation between IT and the business unit. UCD professionals are either not participating, or they have very limited influence. This SIG creates a forum for people with real-world experience and challenges to discuss how -- and whether it is even possible -- to bring UCD into the IT organization.
Myers, Brad A., Burnett, Margaret M., Wiedenbeck, Susan, Ko, Andrew J. and Rosson, Mary Beth (2009): End user software engineering: CHI: 2009 special interest group meeting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2731-2734. Available online
End users create software whenever they write, for instance, educational simulations, spreadsheets, or dynamic e-business web applications. Researchers are working to bring the benefits of rigorous software engineering methodologies to these end users to try to make their software more reliable. Unfortunately, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. This special interest group meeting will bring together the community of researchers who are addressing this topic with the companies that are creating and using end-user programming tools.
Neustaedter, Carman, Yarosh, Svetlana and Brush, A. J. (2009): Designing for families. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2735-2738. Available online
In this Special Interest Group (SIG) we plan to focus on discussions and activities surrounding the design of technologies to support families. Many researchers and designers study domestic routines to inform technology design, create novel interactive systems, and evaluate these systems through real world use. Bringing together researchers, designers and practitioners interested in technologies for families at a SIG provides a forum for discussing shared interests including methods for gaining an understanding of the user, metrics for evaluating interventions, and shared definitions of the concept of the family.
Schwartz, Daniel and Gunn, Allen (2009): Integrating user experience into free/libre open source software: CHI 2009 special interest group. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2739-2742. Available online
The importance of software in daily life for casual and business purposes has led to a strong increase in the formal integration of usability in commercial software development processes. However, usability still appears to be largely an afterthought for Free/Libre/Open Source Software (FLOSS). The intent of this Special Interest Group (SIG) is to encourage participation by the user experience (UX) community and to identify solutions for better integration of UX into the FLOSS development process.
Spaulding, Aaron, Gajos, Krzysztof Z., Jameson, Anthony, Kristensson, Per Ola, Bunt, Andrea and Haines, Will (2009): Usable intelligent interactive systems: CHI 2009 special interest group meeting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2743-2746. Available online
The AI and HCI communities have often been characterized as having opposing views of how humans and computers should interact" observes Winograd in Shifting Viewpoints. It is time to narrow this gap. What was once considered the forefront of artificial intelligence (AI) research can now be found in commercial products. While some have failed, others, such as face detection in digital cameras or product recommendation systems, have become so mainstream they are no longer thought of as artificial intelligence. This special interest group provides a forum to examine the apparent gap between HCI and AI communities, to explore how intelligent technologies can enable novel interaction with computation, and to investigate the challenges associated with understanding human abilities, limitations, and preferences in order to drive the design of intelligent interactive systems.
Nakhimovsky, Yelena, Eckles, Dean and Riegelsberger, Jens (2009): Overcoming challenges in mobile UX research methods and tools. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2747-2750. Available online
Judging by the year-by-year increasing number of CHI publications on mobile research methods and tools, it is clear that the community is currently rapidly innovating on tools, infrastructure, and methods for mobile user experience (UX) research. To reflect on this development, this SIG extends the workshop, "Mobile User Experience Research: Challenges, Methods&Tools" [8], and will open up the discussion to a wider group of practitioners and researchers.
Miller, Lynn and Sy, Desiree (2009): Agile user experience SIG. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2751-2754. Available online
Agile development is being adopted by companies with greater frequency every year, resulting in changes to the way user experience practitioners work. Unfortunately, there has been little guidance on how to incorporate User Centered Design (UCD) into the agile process so most practitioners either struggle alone or seek out others in the same boat. The goal of this SIG is to draw upon the shared experience of these practitioners to uncover the best practices for agile user-centered design to facilitate optimal product development.
Wigdor, Daniel, Fletcher, Joe and Morrison, Gerald (2009): Designing user interfaces for multi-touch and gesture devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2755-2758. Available online
Initially Designers only had a keyboard and lines of text to design. Then, the mouse enabled a richer design ecosystem with two dimensional plains of UI. Now the Design and Research communities have access to multi-touch and gestural interfaces which have been released on a mass market scale. This allows them to design and develop new, unique, and richer design patterns and approaches. These methods are no longer confined to research projects or innovation labs, but are now offered on a large scale to millions of consumers. With these new interface behaviors, in combination with multiple types of hardware devices that can affect the interface, there are new problems and patterns that have increased the complexity of designing interfaces. The aim of this SIG is to provide a forum for Designers, Researchers, and Usability Professionals to discuss this new and emerging technology trends for multi-touch and gesture interfaces, as well as discuss current design patterns within these interfaces. Our goal is to cross pollinate ideas and current solutions from practitioners and researchers across communities to help drive awareness of this new field for those interested in, just starting in, or currently involved in the design of these systems.
Blackwell, Jason, Sheridan, John, Instone, Keith, Schwartz, David R. and Kogan, Sandra (2009): Design and adoption of social collaboration software within businesses. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2759-2762. Available online
Social networking and collaboration sites are having a large impact on people's personal lives. These same applications, similar functions and related experiences are being adopted within businesses. This special interest group will address the issues around social collaboration software in the business setting. What is the value for the business and its users? How do you measure success? What strategic design and user experience issues are key for successful adoption? What roles do user experience professionals play in this type of social system?
Obrist, Marianna, Roto, Virpi and Väänänen-Vainio-Mattila, Kaisa (2009): User experience evaluation: do you know which method to use?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2763-2766. Available online
High quality user experience (UX) has become a central competitive factor of product development in mature consumer markets. Although the term UX is widely used, the methods and tools for evaluating UX are still inadequate. This SIG session collects information and experiences about UX evaluation methods used in both academia and industry, discusses the pros and cons of each method, and ideates on how to improve the methods.
Bos, Nathan, Karahalios, Karrie, Musgrove-Chávez, Marcela, Poole, Erika Shehan, Thomas, John Charles and Yardi, Sarita (2009): Research ethics in the facebook era: privacy, anonymity, and oversight. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2767-2770. Available online
Ethical standards for human subjects research have not kept up with new research paradigms. Several research areas are particularly problematic for the CHI community. Online social research is testing the boundaries of public observation, third-party disclosure, and anonymization methods. Furthermore, there are differences in norms about what is and is not ethical among various research disciplines studying the Web. This SIG brings together members of the CHI community who are interested in research ethics for studying the Web. We invite seasoned veterans from industry and academia, educators, and newcomers to the field to share their experiences and advice, ask questions, and to form an interest group that can help shape university and corporate best practices for online research.
Daughtry, John M., Farooq, Umer, Stylos, Jeffrey and Myers, Brad A. (2009): API usability: CHI'2009 special interest group meeting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2771-2774. Available online
Programmers of all types from novice end-user developers to professional software engineers make use of application programming interfaces (API) within their various designs. And, while the use of these interfaces is ubiquitous, there is little research about their design. Recently, a number of researchers and practitioners have begun to treat API design as a first-order object of study and practice. The purpose of this special interest group meeting is to bring together the community of usability researchers and professionals interested in API usability. The time will be used to discuss attendees' ideas and opinions in order to stimulate this new and exciting emerging field that crosses the boundaries between human-computer interaction and software engineering.
Oleksik, Gerard, Wilson, Max L., Tashman, Craig, Rodrigues, Eduarda Mendes, Kazai, Gabriella, Smyth, Gavin, Milic-Frayling, Natasa and Jones, Rachel (2009): Lightweight tagging expands information and activity management practices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 279-288. Available online
Could people use tagging to manage day-to-day work in their personal computing environment? Could tagging be sufficiently generic and lightweight to support diverse ways of working and, perhaps, support new and efficient practices for managing applications and accessing documents? We investigate these issues by implementing the TAGtivity system that enables users to tag resources in the context of their ongoing work. We deployed TAGtivity and studied users' tagging practices in their actual work places over a three week period. Our analysis of interviews and logs reveals that affordances of the TAGtivity system supported users in a variety of information and activity management tasks. These include new practices for managing emerging activities and ephemeral information and accessing documents across application data silos.
Waardhuizen, Michael R. Van, Peloquin, Catherine E. and Kokil, Uttam (2009): CropConnect: enabling community supported agriculture. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2799-2804. Available online
This research describes a user-centered design effort to facilitate community supported agriculture programs. This process resulted in a paper prototype of a web-based system that connects a diverse user group more efficiently and robustly than at present. The prototype was evaluated by several stakeholders who were able to successfully accomplish their tasks.
Boujarwah, Fatima A., Mogus, Amha, Stoll, Jennifer and Garg, Kanan T. (2009): Dress for success: automating the recycling of school uniforms. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2805-2810. Available online
In this paper we present the Dress for Success (D4S) system, a web-supported vending machine for school uniforms. The main goal of the D4S system is to encourage and facilitate the recycling of school uniforms by automating the exchange between parents and minimizing the work necessary to donate and obtain second-hand school uniforms. By creating a sustainable system that facilitates the reuse of this clothing, we hope to reduce both the environmental and monetary cost associated with current uniform purchasing practices.
Bohner, Ross, D'Adamo, Nikki, Faeth, Adam, Kaplan, Sara R. and Marsh, William E. (2009): Edible earth: dining on seasonal and local ingredients. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2811-2816. Available online
College students are primarily concerned with the price and convenience of the food they choose to eat. Environmental impact is not a consideration in their food decisions. We present a web-based solution that simplifies meal choices and addresses the perception that home-prepared meals are inconvenient and expensive. The solution provides a web service that suggests convenient recipes that use local and seasonal ingredients tailored to the user's location. This promotes sustainable food purchasing habits. The solution uses a location-aware mobile device as an example platform. The study presents the participatory design process that informed the development of this solution.
Fang, Annie T., Khozein, Rahan, Mendez-Baiges, Sergio M. and Shin, Eunice Y. (2009): eXtend: reducing e-waste through redistribution of local it resources. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2817-2822. Available online
We designed a system of online classified ads that facilitates cascading used Information Technology (IT) equipment such as computers, printers, and monitors from computing-intensive labs in higher education institutions to lower-end labs and then to administrative sites within the institution and finally the local community. After ethnographic research and a literature review, we found that IT departments in higher education institutions tend to recycle instead of reuse IT equipment largely because there is no system in place that fosters equipment reuse. In the University of Michigan, this results in 50 tons of electronics being recycled annually, an estimated 40% of which could be re-used either elsewhere in the institution or in the wider local community. eXtend will promote decreased consumption of new equipment which will lead to a decrease in the generation of local e-waste.
Li, Li, Chen, Nan, Wang, Wentao and Baty, Jenica (2009): LocalBuy: a system for serving communities with local food. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2823-2828. Available online
We seek to make local and sustainably produced food available and easy to buy by linking consumers with local producers of meat, vegetables, fruit, and much more. Our dynamic website will enable buyers to purchase fresh and healthy food directly from the manufacturers of these products, contributing to local economy. We are advantageously positioned to help farmers avoid the middlemen, the wholesalers, the big box stores and allow them to meaningfully connect with their consumers.
Yang, Jiang, Hanratty, Maureen, Ho, Geoffrey and Wei, Xiao (2009): MIFresh: promoting local produce consumption. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2829-2834. Available online
In this paper we introduce MIFresh, a grocery store system consisting of a large display and individual kiosks that aims to increase the demand of local produce. In cities like Detroit, where poverty and health are major concerns, increasing consumption of local produce can help create local jobs, sustain the environment, and improve health. We used rapid contextual design to analyze Detroit's existing food system and, based on our findings, iteratively design a solution. MIFresh uses proven techniques such as coupons and rewards points programs and delivers education and awareness about the importance of consuming local produce. User testing results among the target population are promising.
Koh, Sanghyuk, Kuo, Amy, Lauterbach, Debra, Liebman, Noah and McVittie, Andrea (2009): TreasureHunter: a system to increase the reuse of local used goods. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2835-2840. Available online
Increasing the reuse of locally available consumer goods is one way to make consumption more sustainable. We present TreasureHunter, a system to help consumers find and share used goods available at thrift stores in their local area. TreasureHunter enlists frequent thrift store shoppers to help find requested items for those who lack the time or inclination to search for the items themselves. Incentive-centered design was used to craft a solution to fit the needs of all types of shoppers. TreasureHunter consists of an online community that is also accessible from mobile phones so that it can be used while at a thrift store. The proposed system works best on smartphones, though any Internet-capable phone could also be used. By motivating more people to buy used goods instead of new, everyone can benefit as consumers pay less for the goods they desire and fewer resources are wasted in the transportation and consumption of new goods.
Bauer, Jared S., Blankenship, Liz A., Gingras, Leanna M. and Goetz, Mark A. (2009): WantKnot: connecting organizations to improve their waste management practices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2841-2846. Available online
Commercial businesses represent a large portion of all waste generation; furthermore, their waste streams are large and consistent enough to provide a steady resource to other organizations that can use the waste as inputs for their own processes. However, businesses find it difficult to connect with other organizations, especially those in different industries. We conducted a user-centered design process in which we interviewed 17 local organizations, built an affinity diagram, and devised personas and scenarios. Using this information, we designed a social network, WantKnot, which allows businesses to find other local organizations interested in absorbing some of their waste streams. Based on a preliminary round of usability testing, we found that WantKnot connects businesses in valuable ways, and in doing so, reduces waste and transportation resources.
Petersen, Dane, Steele, Jay and Wilkerson, Joe (2009): WattBot: a residential electricity monitoring and feedback system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2847-2852. Available online
Electricity production emits carbon dioxide and other gases into the atmosphere, adversely influences global climate change, depletes limited natural resources, and negatively impacts the lives of those who live near power plants. We designed a residential electricity monitoring and feedback system called WattBot, that allows users to track their home energy usage and encourages them to reduce consumption. Our solution is an application for the Apple iPhone and iPod touch that receives data from a wireless hub, allowing users to view, compare and analyze their electricity usage over time.
Gartland, Alex A. and Piasek, Paulina (2009): Weigh your waste: a sustainable way to reduce waste. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2853-2858. Available online
An increased concern for the environment has brought about an arena to develop and experiment with new devices to support sustainable design. The 'Weigh Your Waste' (WYW) device will allow the user to monitor their waste charges and provide a platform for the user to learn and explore areas such as: recycling, reusing old items, how to make compost and many other green activities. Some districts are encouraged to recycle by paying for their waste according to its weight. Similarly, some businesses are subject to a 'pay by weight' scheme. The WYW system proposes to tackle issues for users in these schemes. However, users that are not subject to these schemes can still benefit from the device by using it as a learning tool.
Bessiere, Katherine, Ellis, Jason B. and Kellogg, Wendy A. (2009): Acquiring a professional "second life": problems and prospects for the use of virtual worlds in business. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2883-2898. Available online
The current surge of interest in virtual worlds suggests they are poised to make an evolutionary leap to the workplace, as instant messaging did a decade ago. In recent work we have introduced dozens of new users to teambuilding activities in the Second Life environment, meeting both enthusiasm and skepticism. We document five issues for professional users of virtual environments: initial motivation, technical difficulties, interacting competently, becoming socially proficient, and finding compelling activities. Based on these we describe a training strategy to enable professional users of virtual worlds.
Fekete, Jean-Daniel, Elmqvist, Niklas and Guiard, Yves (2009): Motion-pointing: target selection using elliptical motions. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 289-298. Available online
We present a novel method called motion-pointing for selecting a set of visual items such as push-buttons without actually pointing to them. Instead, each potential target displays a rhythmically animated point we call the driver. To select a specific item, the user only has to imitate the motion of its driver using the input device. Once the motion has been recognized by the system, the user can confirm the selection to trigger the action. We consider cyclic motions on an elliptic trajectory with a specific period, and study the most effective methods for real-time matching such a trajectory, as well as the range of parameters a human can reliably reproduce. We then show how to implement motion-pointing in real applications using an interaction technique we call move-and-stroke. Finally, we measure the throughput and error rate of move-and-stroke in a controlled experiment. We show that the selection time is linearly proportional to the number of input bits conveyed up to 6 bits, confirming that motion-pointing is a practical input method.
Barrientos, Francesca A., Foughty, Elizabeth A., McIntosh, Dawn M. and Matthews, Bryan L. (2009): Bringing web 2.0 to government research: a case study. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2899-2902. Available online
DASHlink is a public NASA research collaboration website. Web 2.0 style content generation and social software technologies along with a community-moderated posting policy make it easier and faster for NASA scientists and research partners to share data and knowledge with each other and the general public. Designing and building an open collaboration website tested the boundaries of government information sharing rules and policies. In this paper we describe our experiences with and solutions to government specific design challenges.
Best, Michael L., Smyth, Thomas N., Serrano-Baquero, Daniel and Etherton, John (2009): Designing for and with diaspora: a case study of work for the truth and reconciliation commission of liberia. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2903-2918. Available online
We describe our experiences in designing new media technologies in cooperation with Liberia's Truth and Reconciliation Commission. This work includes two major projects: a dynamic, interactive Web site for the Commission, and a mobile video-sharing kiosk intended for use in-country where connectivity is limited. We place specific focus on our design exercises with members of the Liberian diaspora in Atlanta. Our report includes lessons learned both in designing technologies directly for diaspora users, and in using diaspora members as surrogates for users in-country. These lessons include the need to recognize diversity even within the diaspora community, the sensitivity of content to cultural nuances, and the overall value of the perspective of interaction with diaspora members.
Agarwal, Anshu and Meyer, Andrew (2009): Beyond usability: evaluating emotional response as an integral part of the user experience. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2919-2930. Available online
The role of emotion as an integral component of user experience has mostly been overlooked in the HCI literature. Instead, usability has been relied upon as the key indicator of user experience. We developed a methodology that combined verbal and nonverbal emotion scales. A usability study was then conducted, in which we collected both traditional usability metrics and emotional response data. Results indicated insignificant differences in usability metrics but numerous significant differences between emotional responses of users. Exploration of these emotional responses successfully provided additional insight into the user experience.
Comstock, Elizabeth M., Raven, Mary Beth, Branco, Sheri F., Cooper, Michelle L. and Maurer, Deborah E. (2009): Open by design: how IBM partnered with the user community in the redesign of lotus notes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2931-2944. Available online
This paper describes the methods used to successfully redesign the IBM Lotus Notes user experience. The methods we found most valuable were designed to be open to a rich dialog with the wide community of Notes users. Based on our experience, we share practical benefits and challenges with using these methods.
Berkovich, Marianne (2009): Perspective probe: many parts add up to a whole perspective. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2945-2954. Available online
This case study describes a variation of cultural, technology, and other probes, called a "perspective probe." The perspective probe consisted of multiple activities that participants completed on their own and then discussed with the researcher. The participant's responses to the individual activities added up to their whole perspective. The probe's activities helped guide the conversation around a sensitive topic instead of asking directly about it. This paper illustrates how the perspective probe methodology was used to gather information for Google Finance. The focus is on the method rather than the particular findings from the study. The perspective probe methodology was useful in getting rich data from participants and building a holistic understanding of the participant's perspective on a difficult topic, in this case money and investing.
Lichtner, Valentina, Kounkou, Angela P., Dotan, Amir, Kooken, José P. and Maiden, Neil A. M. (2009): An online forum as a user diary for remote workplace evaluation of a work-integrated learning system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2955-2970. Available online
This paper presents and discusses the use of an online diary for the remote evaluation at the workplace of a new knowledge management tool that supports self-directed learning at work, the second APOSDLE prototype. The workplace evaluation was carried out collaboratively in four different organizations, across different European countries. The online diary was built with the open source discussion forum software phpBB. Used in combination with other research methods, the diary allowed gathering data on the system design and performance as well as the user experience. Its flexibility met participants' preferences and needs. With its use, the diary became the communication tool between users, researchers and developers, giving voice to the users in the evaluation and redesign process.
LaRosa, Mark, Poole, David and Schusteritsch, Rudy (2009): Designing and deploying usetube, Google's global user experience observation and recording system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2971-2986. Available online
In this paper, we describe various systems that can be used to record and observe user research activities. We examine the different user needs in this space and the key variables that determine how these needs can be addressed. We then focus on the system we designed and built for the user experience team at Google. Features of that system include the ability to watch high-definition study videos live from anywhere on the Google network using any browser on any major operating system in real time as studies are being conducted around the world, a complete and easily accessible archive of all study videos ever recorded at Google, one-button self-serve operation for study moderators, and minimal system maintenance. Since implementing this system, we have seen a dramatic increase in the number of observers who directly experience our end users.
Egglestone, Stefan Rennick, Boucher, Andy, Rodden, Tom, Law, Andy, Humble, Jan and Greenhalgh, Chris (2009): Supporting the design of network-spanning applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2987-3002. Available online
In this case study, we describe our use of ECT, a tool intended to simplify the design and development of network-spanning applications. We have used ECT throughout the course of a two-year collaboration, which has involved individuals with expertise in a variety of fields, including interaction design and computer systems engineering. We describe our experiences with this tool, with a particular focus on its emerging role in helping us to structure our collaboration. We conclude by presenting lessons that we have learned, and by suggesting future directions for the development of tools to support the design of network-spanning applications.
Harrison, Chris and Hudson, Scott E. (2009): Providing dynamically changeable physical buttons on a visual display. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 299-308. Available online
Physical buttons have the unique ability to provide low-attention and vision-free interactions through their intuitive tactile clues. Unfortunately, the physicality of these interfaces makes them static, limiting the number and types of user interfaces they can support. On the other hand, touch screen technologies provide the ultimate interface flexibility, but offer no inherent tactile qualities. In this paper, we describe a technique that seeks to occupy the space between these two extremes -- offering some of the flexibility of touch screens, while retaining the beneficial tactile properties of physical interfaces. The outcome of our investigations is a visual display that contains deformable areas, able to produce physical buttons and other interface elements. These tactile features can be dynamically brought into and out of the interface, and otherwise manipulated under program control. The surfaces we describe provide the full dynamics of a visual display (through rear projection) as well as allowing for multitouch input (though an infrared lighting and camera setup behind the display). To illustrate the tactile capabilities of the surfaces, we describe a number of variations we uncovered in our exploration and prototyping. These go beyond simple on/off actuation and can be combined to provide a range of different possible tactile expressions. A preliminary user study indicates that our dynamic buttons perform much like physical buttons in tactile search tasks.
Gnanayutham, Paul and Cockton, Gilbert (2009): Adaptive personalisation for researcher-independent brain body interface usage. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3003-3018. Available online
In this case study, we report what we believe to be the first prolonged in-situ use of a brain-body interface for rehabilitation of individuals with severe neurological impairment due to traumatic brain injury with no development researchers present. We attribute this success to the development of an adaptive cursor acceleration algorithm based on screen tiling, which we combined with an adaptable user interface to achieve inclusive design through personalisation for each individual. A successful evaluation of this approach encouraged us to leave our Brain-Body Interface in the care settings of our evaluation participants with traumatic brain injury, where it was used with support from health care professionals and other members of participants' care circles.
Dalsgaard, Peter and Halskov, Kim (2009): Dynamically transparent window. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3019-3034. Available online
In this paper, we present a case study of Dynamically Transparent Windows installed during a five weeks period in the facade of a major department store on a busy high street. The windows are fitted with so-called electro-chromatic foil that can change from opaque to transparent when an electric current runs through it. By using strips or rectangles of the foil, narrow bands on the façade interactively change and reveal what is on display in the store in order to draw the by-passers closer, and encourage them to explore the display. Our evaluation based on log-data, video observations, and in-situ observations points to a number of challenges concerning 1) Interaction issues related to the movement vector of pedestrians, 2) Behaviour and attention issues, and 3) Issues pertaining to the diversity of the situations and external conditions in the high street setting.
Valle, Ana C. Andrés del, Huang, Jeannie, Becerra, Karen and Fernandez, Susan (2009): Evaluating weight perception using digital facial-image feedback. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3035-3050. Available online
In this paper we describe the MophMed study, a joint effort between technologists and doctors to explore the effects of facial image modification on children's body image and on parental support for children's healthy dietary and physical activity behaviors.
Haynes, Steven R. (2009): It's what it's in: evaluating the usability of large-scale integrated systems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3051-3060. Available online
Today's systems are often composed of many heterogeneous, distributed components including computing and communications infrastructure, other hardware devices, and system and application software. Evaluating the usability of these systems is difficult, especially in the early stages of development when their use cannot be observed in context. While many different evaluation methods have been proposed for evaluating stand-alone technologies, evaluating very large-scale integrated systems requires techniques appropriate both for individual components, and the whole of the human-computing context being designed. Results from the case study reported here suggest that the usability of any individual application is highly determined by its integration with other applications in the distributed system. Modern evaluation methods need to account for this integration in both their perspective and the measures they use.
Green, Collin, Tollinger, Irene, Ratterman, Christian, Pyrzak, Guy, Eiser, Alex, Castro, Lanie and Vera, Alonso (2009): Leveraging open-source software in the design and development process. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3061-3074. Available online
This paper presents a case study of the NASA Ames Research Center HCI Group's design and development of a problem reporting system for NASA's next generation vehicle (to replace the shuttle) based on the adaptation of an open source software application. We focus on the criteria used for selecting a specific system (Bugzilla) and discuss the outcomes of our project including eventual extensibility and maintainability. Finally, we address whether our experience may generalize considering where Bugzilla lies in the larger quantitative picture of current open source software projects.
Budwig, Michael, Jeong, Soojin and Kelkar, Kuldeep (2009): When user experience met agile: a case study. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3075-3084. Available online
In mid-2007, one part of the technology organization at our company decided to develop a very large project using scrum, an agile programming methodology. The decision to go with scrum was made from a software development perspective and how the user experience (UX) teams doing the design work would fit into that methodology was not clear. As a result, the UX teams faced many challenges and we have had to evolve our approach to how UX teams work with development scrum teams. This case study details our UX teams' experiences working with scrum for the past 18 months, describing the challenges and issues that we faced, and the solutions that we implemented to resolve those issues. We recommend best practices for UX teams working in scrum, particularly in a fast-paced and large corporate environment. We hope that others can avoid the common pitfalls that we faced in our initial adjustment to agile and scrum.
Lee, Seungyon and Zhai, Shumin (2009): The performance of touch screen soft buttons. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 309-318. Available online
The introduction of a new generation of attractive touch screen-based devices raises many basic usability questions whose answers may influence future design and market direction. With a set of current mobile devices, we conducted three experiments focusing on one of the most basic interaction actions on touch screens: the operation of soft buttons. Issues investigated in this set of experiments include: a comparison of soft button and hard button performance; the impact of audio and vibrato-tactile feedback; the impact of different types of touch sensors on use, behavior, and performance; a quantitative comparison of finger and stylus operation; and an assessment of the impact of soft button sizes below the traditional 22 mm recommendation as well as below finger width.
Girouard, Audrey (2009): Adaptive brain-computer interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3097-3100. Available online
Passive brain-computer interfaces are designed to use brain activity as an additional input, allowing the adaptation of the interface in real time according to the user's mental state. While most current brain computer interface research (BCI) is designed for direct use with disabled users, I focus my research on passive BCIs for healthy users. The goal of my dissertation is to employ functional near-infrared spectroscopy (fNIRS), a non-invasive brain measurement device, to augment an interface so it uses brain activity measures as an additional input channel. I have measured and classified brain signals that are interesting in HCI context, such as mental workload and difficulty level of a task. My future work will focus on creating an interface that responds to one of those measures by adapting the interface. By combining brain signal measured with an adaptive interface I expect to contribute a functional passive brain-computer interface that measures and adapts to the user's brain signal.
Kam, Matthew, Mathur, Akhil, Kumar, Anuj and Canny, John (2009): Designing digital games for rural children: a study of traditional village games in India. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 31-40. Available online
Low educational levels hinder economic empowerment in developing countries. We make the case that educational games can impact children in the developing world. We report on exploratory studies with three communities in North and South India to show some problems with digital games that fail to match rural children's understanding of games, to highlight that there is much for us to learn about designing games that are culturally meaningful to them. We describe 28 traditional village games that they play, based on our contextual interviews. We analyze the mechanics in these games and compare these mechanics against existing videogames to show what makes traditional games unique. Our analysis has helped us to interpret the playability issues that we observed in our exploratory studies, and informed the design of a new videogame that rural children found to be more intuitive and engaging.
Diehl, Jonathan (2009): Associative personal information management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3101-3104. Available online
Personal information management (PIM) is an important and hard research problem. Previous systems suffer inflexibility because of strict hierarchies and immobility. I present an alternative approach, based on associations and moving beyond today's desktop metaphor, to provide ways of managing information while mobile. To illustrate the concepts, I introduce the Associative PDA, a prototype we have designed and evaluated. Finally, I discuss some design principles, which will guide my future work.
Hu, Chang (2009): Collaborative translation by monolingual users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3105-3108. Available online
This paper describes a research effort to support collaborative translation by monolingual speakers, or people that speak only the source or target language. I hypothesize that sharing knowledge across the language barrier is possible with a combination of automated (but poor quality) machine translation, language-independent communication, and existing background knowledge. I demonstrate this possibility with proof-of-concept experiments.
Chetty, Marshini (2009): Contemporary domestic infrastructures and technology design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3109-3112. Available online
In this proposal, I describe my examination of two contemporary domestic infrastructures. Specifically, I am investigating whether we need to surface more information about these systems to make them intelligible to end-users. I describe my empirical research to date and the design of two technology probes which I will use to learn more how home infrastructure affects domestic technology design.
Vizer, Lisa M. (2009): Detecting cognitive and physical stress through typing behavior. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3113-3116. Available online
Monitoring of cognitive and physical function is central to the care of people experiencing or at risk for various health conditions, but existing solutions rely on intrusive methods that are inadequate for continuous tracking. This research explores the possibility of detecting cognitive and physical stress by monitoring keyboard interactions with the eventual goal of detecting acute or chronic changes in cognitive and physical function. Preliminary results indicate that it is possible to classify cognitive and physical stress conditions relative to non-stress conditions based on keystroke and text features with accuracy rates comparable to those currently obtained using affective computing methods. The proposed approach is attractive because it requires no additional hardware, is unobtrusive, is adaptable to each user, and is very low-cost.
Saponas, T. Scott (2009): Enabling always-available input: through on-body interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3117-3120. Available online
Most current input devices require dedicated attention by our hands through physical transducers such as the keys on a keyboard. Similarly, computer output is dominated by visual displays requiring most of our visual attention. While keyboards and monitors are effective I/O devices for dedicated computing activities, when our primary task is not using a computer, our hands may not be free to manipulate an input device. The goal of my dissertation is to explore how on-body interfaces can better support computing in our everyday activities.
Bieg, Hans-Joachim (2009): Gaze-augmented manual interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3121-3124. Available online
This project will demonstrate a new approach to employing users' gaze in the context of human-computer interaction. This new approach uses gaze passively in order to improve the speed and precision of manually controlled pointing techniques. Designing such gazeaugmented manual techniques requires an understanding of the principles that govern the coordination of hand and eye. This coordination is influenced by situational parameters (task complexity, input device used, etc.), which this project will explore in controlled experiments.
Leung, Rock (2009): Improving the learnability of mobile device applications for older adults. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3125-3128. Available online
Mobile devices have the potential to support many older adults (age 65+) in their daily lives. However, older adults find it difficult to learn to use many existing mobile device applications and their interfaces. The goal of this dissertation research is to improve the learnability of mobile software user interfaces for older adults. To achieve this goal, we will investigate three complementary design approaches that have not been well explored for this population.
Marathe, Sampada S. (2009): Investigating the psychology of task-based and presentation-based UI customization. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3129-3132. Available online
Even with a profusion of customization tools on UIs, we do not see commensurate usage. While some users are known to use available customization tools to the fullest extent, most others make do with bare minimum features and default settings. In my dissertation I propose that empirically investigating customization as functional (task-based) and cosmetic (presentation-based) will enhance our understanding of user psychology surrounding customization, thereby giving us insight into UI design principles. This paper describes the main aim of my dissertation and progress made thus far.
Makice, Kevin (2009): Phatics and the design of community. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3133-3136. Available online
Proposed thesis research uses Twitter-a young channel for phatics communication-as a catalyst to promote community awareness and strengthen connections between members. This paper examines the phatic function, or messages about the communication channel, and its growing interest in HCI research. Examples of projects are described in the context of better understanding the role phatics play in community development.
Lin, Peyina (2009): Social groups, social media, and civic participation of high school youth: concepts and methods for design implications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3137-3140. Available online
High school social groups (e.g., "jocks" and "nerds") and social media (e.g., instant messaging and social network sites) are prominent in the lives of high school students. Social groups affect what high school students find acceptable doing. However, little is known about how social groups affect students' shaping of civic and political selves, or whether social media bridge social relationships across distant high school social groups and engender positive spill-over effects for civic participation. This socio-technical mixed methods study is positioned at the intersection of high school social groups, uses of social media, and students' participation in extracurricular activities, with particular interest in civic participation. Design implications will be drawn from analysis of three data sets: a student questionnaire with sociometric questions, interviews, and observations of students' daily activities. Conceptual and methodological contributions to the HCI literature are discussed.
Salovaara, Antti (2009): Studying appropriation of everyday technologies: a cognitive approach. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3141-3144. Available online
The ways in which users appropriate uses of technology -- or invent new ones - have attracted interest in CSCW-oriented research, but much less has been written on its cognitive foundations, although concepts such as practical problem-solving, perception, and action are central to its understanding. I attempt to address this gap here by triangulating the phenomenon both theoretically and methodologically. In this paper, a reflection of the process provides a starting point for a study with a more focused research question.
Caine, Kelly E. (2009): Supporting privacy by preventing misclosure. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3145-3148. Available online
Despite extensive concerns about privacy and multiple potential consequences of revealing personal information, many users still experience invasions of privacy when interacting with technology. For this reason, privacy is an important and complex issue in HCI. This thesis focuses on specific psychological issues of privacy in HCI, primarily the accidental disclosure of information or misclosure. Using multiple methods including focus groups, a diary study, and an experimental manipulation, this thesis seeks to catalog the incidence of such errors, identify the interface issues associated with each type of error, and provide design recommendations for preventing each type of disclosure error.
Huh, Jina (2009): Users' ongoing work on managing computational artifacts. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3149-3152. Available online
In a computing environment where computational artifacts come and go at rapid pace, products become easily outdated, resulting in lack of support. Consequently, users are constantly challenged to think about the trade-offs between maintaining and appropriating the current product and adopting an alternative product. This challenges us to think beyond designing individual products to be useful, usable, aesthetic, or learnable and consider what is necessary for sustainable and long-term use. In order to further understand users and find potential solutions to the design challenge, I explore how users perceive their everyday computational resources becoming outdated and in reaction how they deal with the problem during maintenance, appropriation, and adoption of computational resources on an ongoing fashion.
Roudaut, Anne (2009): Visualization and interaction techniques for mobile devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3153-3156. Available online
This paper presents ongoing work toward the development of one-handed interaction techniques for mobile devices with a small touch-screen. This work comprises three main parts: the analysis of the state of the art, the development and the evaluation of novel interaction techniques, a proposal of tools that would help designing new techniques. This paper presents the work that has been already performed on the first two phases and some ideas for developing the last phase.
Jylhä, Antti and Erkut, Cumhur (2009): A hand clap interface for sonic interaction with the computer. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3175-3180. Available online
We present a hand clapping interface for sonic interaction with the computer. The current implementation has been built on the Pure Data (PD) software. The interface makes use of the cyclic nature of hand clapping and recognition of the clap type, and enables interactive control over different applications. Three prototype applications for the interface are presented: a virtual crowd of clappers, controlling the tempo of music, and a simple sampler. Preliminary tests indicate that rather than having total control via the interface, the user negotiates with the computer to control the tempo.
Nakashige, Mutsuhiro, Kobayashi, Minoru, Suzuki, Yuriko, Tamaki, Hidekazu and Higashino, Suguru (2009): "Hiya-Atsu" media: augmenting digital media with temperature. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3181-3186. Available online
Despite the development of many types of telecommunication systems, it is still hard to convey various types of information in an expressive manner to a remote partner. Our research focuses on using variations in temperature to achieve this. Hiya-Atsu-Mouse, which we developed to implement this idea, is a mouse device with thermal capabilities; the device becomes warmer or colder to the user's palm or fingertip according to the "temperature" of objects on the computer screen. This article evaluates the thermal performance of the device. The comments made by users are collected. Finally, we introduce a practical Hiya-Atsu-Mouse and describe it in operation.
Hemmert, Fabian, Löwe, Matthias, Wohlauf, Anne and Joost, Gesche (2009): Tactful calling: urgency-augmented phone calls through high-resolution pressure input on mobile phones. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3187-3192. Available online
In this paper we present a system that simulates urgency-augmented phone calls on mobile phones. Different scenarios and interaction techniques are discussed. We report a user study that indicates a general need for such a system and explored the applicability of using a force sensor as a way of intuitive call urgency articulation. The proposed system allows trying out urgency-augmented phone calls hands-on.
Egelman, Serge, Tsai, Janice, Cranor, Lorrie Faith and Acquisti, Alessandro (2009): Timing is everything?: the effects of timing and placement of online privacy indicators. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 319-328. Available online
Many commerce websites post privacy policies to address Internet shoppers' privacy concerns. However, few users read or understand them. Iconic privacy indicators may make privacy policies more accessible and easier for users to understand: in this paper, we examine whether the timing and placement of online privacy indicators impact Internet users' browsing and purchasing decisions. We conducted a laboratory study where we controlled the placement of privacy information, the timing of its appearance, the privacy level of each website, and the price and items being purchased. We found that the timing of privacy information had a significant impact on how much of a premium users were willing to pay for privacy. We also found that timing had less impact when users were willing to examine multiple websites. Finally, we found that users paid more attention to privacy indicators when purchasing privacy-sensitive items than when purchasing items that raised minimal privacy concerns.
Weller, Michael Philetus, Gross, Mark D. and Do, Ellen Yi-Luen (2009): Tangible sketching in 3D with posey. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3193-3198. Available online
Posey is a physical construction kit that is instrumented to capture assembly and configuration information and convey it to a host computer. We have used Posey to build applications that deploy a reconfigurable physical model as a tangible interface for various domains. We demonstrate these applications to support a case for computationally enhanced construction kits as a semi-general interaction modality.
Mueller, Florian 'Floyd', Gibbs, Martin R. and Vetere, Frank (2009): The mousegrip. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3199-3204. Available online
Computer games, often played with others, are a compelling pastime for many. However, they have been criticized for their mouse and keyboard or gamepad interactions, as they support a sedentary lifestyle. In contrast, a "hand exerciser" handgrip device can help strengthen hand and forearm muscles extensively through a simple spring mechanism. Our system "mousegrip" is an exertion interface to control computer applications while simultaneously exercising hand and arm muscles based on a handgrip device. We present a casual game of pong for two distributed players who control the game with a mousegrip each, demonstrating a low-cost approach to "exertion interactions over a distance". By showing how easy it can be to include exertion in interactions with computers, we hope to encourage other researchers and designers to consider exertion activity in their designs in order to support a healthy lifestyle.
Uriu, Daisuke, Shiratori, Naruhiko, Hashimoto, Satoru, Ishibashi, Shuichi and Okude, Naohito (2009): CaraClock: an interactive photo viewer designed for family memories. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3205-3210. Available online
CaraClock is an interactive photo viewing device which allows for the sharing of "Collective Memory" among family members. The server-based algorithm uses a Bayesian Network that employs probabilistic computation to model each user's interpersonal relationships. When multiple CaraClock devices are synchronized, they display related photos according the settings. This often results in serendipitous discoveries for the whole family by reminding them of their collective experiences through images of their past.
Leitner, Jakob, Powell, James, Brandl, Peter, Seifried, Thomas, Haller, Michael, Dorray, Bernard and To, Paul (2009): Flux: a tilting multi-touch and pen based surface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3211-3216. Available online
FLUX is an interactive touch-sensitive tilting surface that can be used either as a sketching board, as an interactive discussion table, and as a digital presentation whiteboard. The surface, based on a rear-projection screen, supports both multi-touch interaction as well as multiple pen interaction with individual identification of each pen. Our setup combines two tracking technologies. For the hand-tracking, we take advantage of the Frustrated Total Internal Reflection (FTIR) technology. For the pen-tracking, we are using the tracking technology developed by Anoto.
Rosenberg, Ilya D., Grau, Alexander, Hendee, Charles, Awad, Nadim and Perlin, Ken (2009): IMPAD: an inexpensive multi-touchpressure acquisition device. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3217-3222. Available online
Recently, there has been great interest in multi-touch interfaces. These have taken the form of optical systems such as Microsoft Surface and Perceptive Pixel's FTIR display as well as hand-held devices using capacitive sensors such as the Apple iPhone. However, optical systems are inherently bulky while capacitive systems are only practical in small form factors and are limited in their application because they only respond to human touch. We have created a technology that enables the creation of Inexpensive Multi-Touch Pressure Acquisition Devices (IMPAD) which are paper-thin, flexible and can easily scale down to fit on a portable device or scale up to cover an entire table. These devices can sense varying levels of pressure at a resolution high enough to sense and distinguish multiple fingertips, the tip of a pen or pencil and other objects. Other potential applications include writing pads, floor mats and entry indicators, bio-pressure sensors, musical instruments, baby monitoring, drafting tables, reconfigurable control panels, inventory tracking, portable electronic devices, hospital beds, construction materials, wheelchairs, sports equipment, sports clothing and tire pressure sensing.
Brandl, Peter, Leitner, Jakob, Seifried, Thomas, Haller, Michael, Doray, Bernard and To, Paul (2009): Occlusion-aware menu design for digital tabletops. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3223-3228. Available online
In this paper, we describe the design of menus for multi-user digital tabletops. On direct input surfaces, occlusions created by the user's hand decrease interaction performance with menus. The key design criteria are to avoid these occlusions and to adapt the menu placement to the user's handedness and position on the tabletop. We present an adaptive menu placement method based on direct touch and pen tracking that allows correct menu placement around the table. As an extension, we propose adding a gesture input area for fast interaction which can be partly occluded by the user's hand.
Weiss, Malte, Jennings, Roger, Khoshabeh, Ramsin, Borchers, Jan, Wagner, Julie, Jansen, Yvonne and Hollan, James D. (2009): SLAP widgets: bridging the gap between virtual and physical controls on tabletops. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3229-3234. Available online
We present Silicone iLluminated Active Peripherals (SLAP), a system of tangible, transparent widgets for use on vision-based multi-touch tabletops. SLAP Widgets are cast from silicone or made of acrylic and include sliders, knobs, keyboards, and keypads. They add tactile feedback to multi-touch tables and can be dynamically relabeled with rear projection. They are inexpensive, battery-free, and untethered widgets combining the flexibility of virtual objects with tangible affordances of physical objects. Our demonstration shows how SLAP Widgets can augment input on multi-touch tabletops with modest infrastructure costs.
Ngai, Grace, Chan, Stephen C. F., Cheung, Joey C. Y. and Lau, Winnie W. Y. (2009): An education-friendly construction platform for wearable computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3235-3240. Available online
Wearable computing and e-textiles has a lot of potential as an educational computing topic. They allow students to exercise their creativity and imagination while learning about concepts in computing and technology. However, there are still numerous difficulties involved in deploying existing technology in an educational environment. In this paper, we present the TeeBoard, a construction platform for e-textiles and wearable computing that is designed to be robust, reliable, easy to construct and to program. It has also passed initial tests in a practical workshop for high school students.
Heise, Sebastian, Hlatky, Michael and Loviscach, Jörn (2009): Aurally and visually enhanced audio search with soundtorch. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3241-3246. Available online
Finding a specific or an artistically appropriate sound in a vast collection comprising thousands of audio files containing recordings of, say, footsteps, gunshots, and thunderclaps easily becomes a chore. To improve on this, we have developed an enhanced auditory and graphical zoomable user interface that leverages the human brain's capability to single out sounds from a spatial mixture: The user shines a virtual flashlight onto an automatically created 2D arrangement of icons that represent sounds. All sounds within the light cone are played back in parallel through a surround sound system. A GPU-accelerated visualization facilitates identifying the icons on the screen with acoustic items in the dense cloud of sound. Test show that the user can pick the "right" sounds more quickly and/or with more fun than with standard file-by-file auditioning.
Agustin, Javier San, Hansen, John Paulin, Hansen, Dan Witzner and Skovsgaard, Henrik (2009): Low-cost gaze pointing and EMG clicking. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3247-3252. Available online
Some severely disabled people are excluded from using gaze interaction because gaze trackers are usually expensive (above $10.000). In this paper we present a low-cost gaze pointer, which we have tested in combination with a desktop monitor and a wearable display. It is not as accurate as commercial gaze trackers, and walking while pointing with gaze on a wearable display turned out to be particularly difficult. However, in front of a desktop monitor it is precise enough to support communication. Supplemented with a commercial EMG switch it offers a complete hands-free, gaze-and-click control for less than $200.
Dachselt, Raimund and Buchholz, Robert (2009): Natural throw and tilt interaction between mobile phones and distant displays. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3253-3258. Available online
To provide intuitive ways of interacting with media data, this research work addresses the seamless combination of sensor-enabled phones with large displays. An intuitive basic set of tilt gestures is introduced for a stepwise or continuous interaction with both mobile applications and distant user interfaces by utilizing the handheld as a remote control. In addition, we introduce throwing gestures to transfer media documents and even running interfaces to a large display. To improve usability, data and interfaces can be thrown from a mobile phone to a distant screen and also fetched back to achieve mobility. We demonstrate the feasibility of the interaction methods with several advanced application prototypes facilitating a natural flow of interaction.
Bulling, Andreas, Roggen, Daniel and Tröster, Gerhard (2009): Wearable EOG goggles: eye-based interaction in everyday environments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3259-3264. Available online
In this paper, we present an embedded eye tracker for context-awareness and eye-based human-computer interaction -- the wearable EOG goggles. In contrast to common systems using video, this unobtrusive device relies on Electrooculography (EOG). It consists of goggles with dry electrodes integrated into the frame and a small pocket-worn component with a powerful microcontroller for EOG signal processing. Using this lightweight system, sequences of eye movements, so-called eye gestures, can be efficiently recognised from EOG signals in real-time for HCI purposes. The device is self-contained solution and allows for seamless eye motion sensing, context-recognition and eye-based interaction in everyday environments.
Fischer, Gerhard, Jennings, Pamela, Maher, Mary Lou, Resnick, Mitchel and Shneiderman, Ben (2009): Creativity challenges and opportunities in social computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3283-3286. Available online
There is a convergence in recent theories of creativity that go beyond characteristics and cognitive processes of individuals to recognize the importance of the social construction of creativity. In parallel, there has been a rise in social computing supporting the collaborative construction of knowledge. The panel will discuss the challenges and opportunities from the confluence of these two developments by bringing together the contrasting and controversial perspective of the individual panel members. It will synthesize from different perspectives an analytic framework to understand these new developments, and how to promote rigorous research methods and how to identify the unique challenges in developing evaluation and assessment methods for creativity research.
Venkatacharya, Patanjali S., Baecker, Ronald M., Adams, Jody, Oringer, Ken and Mochel, Karl (2009): What can user experience learn from food design?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3287-3292. Available online
This panel will bring together a group of user experience experts, with a group often overlooked in the art and science of user experience -- food designers. The panelists will include: two James Beard Award-winning Chefs, a user experience practitioner, and a world-renowned HCI academic. Together, the panel will compare and contrast concepts from food design and user experience including the challenges of meeting demanding end-user needs, and best practices from food design that one could potentially apply to the design of everyday things.
Kostakos, Vassilis and Oakley, Ian (2009): Designing trustworthy situated services: an implicit and explicit assessment of locative images-effect on trust. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 329-332. Available online
This paper examines a visual design element unique to situated, hot-spot style, services: locativeness. This is the extent to which the media representing a service relates to its immediate physical environment. This paper explores the effect of locativeness on trust with two studies assessing user attitudes in depth. The first is an implicit, or preconscious, test and the second an explicit test based on voiced value judgments. To provide a richer context, the second study contrasts locativeness with other traditional aspects of design: branding and quality. The results indicate users have a strong implicit association between locative images and trust, and that this is partially reflected in their explicit choices. This is an important interface aspect that designers should consider in order to create trustworthy situated services.
Resnick, Mitchel, Flanagan, Mary, Kelleher, Caitlin, MacLaurin, Matthew, Ohshima, Yoshiki, Perlin, Ken and Torres, Robert (2009): Growing up programming: democratizing the creation of dynamic, interactive media. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3293-3296. Available online
Young people interact with games, animations, and simulations all of the time. But few of them are able to create interactive media. The obstacle: traditional programming languages are too difficult to learn and understand. This panel brings together a group of researchers, developers, and educators who are aiming to democratize the activity of programming. They are developing a new generation of programming environments that enable children and teens to create their own interactive games, stories, animations, and simulations. Panelists will discuss and critique their programming environments, then set up interactive demonstration stations for focused exploration and small-group discussion. Audience members will also have the opportunity to download the environments onto their own laptops, so that they can experiment in greater depth.
Druin, Allison, Cavallo, David, Fabian, Christopher, Bederson, Benjamin B., Revelle, Glenda, Rogers, Yvonne and Gray, Jim (2009): Mobile technologies for the world's children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3297-3300. Available online
In this panel, academic, non-profit, and industry professionals will discuss their global perspectives on mobile technologies for the world's children. Panelists will explore such issues concerning children's access to mobile devices, the decreasing age that children have access to these technologies, mobile innovations for learning, and challenges/opportunities in diverse countries. This interactive session will begin with each panelist giving a short summary of their work-to-date with children and various mobile applications. Then the panelists will be asked questions by children from different countries via pre-recorded video. Audience members will be invited to offer their thoughts and comments as well as the panelists during the video question period. Audience members will also be able to ask further questions throughout the panel discussion.
Anderson, Richard I., Evers, Killian, Nieters, Jim, Pattison, Laurie and Peters, Craig (2009): Figuring out the "one thing" that will move UX into a position of strategic relevance. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3301-3304. Available online
A common question asked of successful User eXperience (UX) leaders is what "one thing" they needed to do in order to move their organizations into a position of strategic relevance. However, the answers often vary, posing a challenge to those struggling to figure out how to achieve the same goal where they work. In this interactive session, a subset of answers will be highlighted, then real-world scenarios from around the globe -- most presented by recruited conference attendees -- will be evaluated to determine which "one thing" should be attempted in each case. The process of figuring that out will be explicitly addressed so that session attendees can leave better able to do so themselves for their own situations.
Busse, Daniela K., Fraser, Heather, Thompson, Carola Fellenz, Allan, Lesley, Hallstein, Patricia, Macaulay, Catriona and Dalal, Brinda (2009): Fault lines of user experience: the intersection of business and design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3305-3308. Available online
One of the central challenges of the User Experience discipline has always been how early in the development cycle it can exert any degree of influence. The challenge that our field is facing today more pronounced than ever is how to influence the decision makers that give directions guiding individual product development. And vice versa, this early decision making process can benefit from user experience approaches that help ground its direction in user research, and inform its decisions creatively through concepts and design thinking -- see for example the concept of Business Design (as taught by the Rotman school of management, with similar approaches being the foundation of successes such as design consultancies like IDEO). The goal of the panel will be to draw together a community of experts and interested audience members in this topic and initiate a discourse on its key issues and opportunities.
While health records are increasingly stored electronically, we have little access to this data about ourselves. We're not used to thinking of these official records either as ours or as something we'd understand if we had access to them in any case. We increasingly turn to the Web, however, to query any ache, pain or health goal we may have before consulting with health care professionals. Likewise, for proactive health care, such as nutrition or fitness, or post diagnosis support, to find fellow-sufferers, we turn to online resources. There is, it seems, a potential disconnect between points at which professional and proactive health care intersect. Such gaps in information sharing may have direct impact on practices we decide to take up, the care we seek, and the support professionals offer. In this panel, we consider several places within proactive, preventative health care in particular HCI has a role towards enhancing health knowledge discovery and health support interaction. Our goal is to demonstrate how now is the time for eHealth to come to the forefront of the HCI research agenda.
Vertegaal, Roel and Poupyrev, Ivan (2009): Eek! a mouse! organic user interfaces: tangible, transitive materials and programmable reality. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3313-3316. Available online
In this panel, we explore the role emerging transitive materials, like flexible thin-film displays, multi-touch input skins, e-textiles, micro-actuators and Claytronics might play in re-defining the human interface towards a programmable form of reality. Panelist will extrapolate historical trends from Tangibles to new developments in organic user interfaces, trying to identify a future in which interfaces will no longer be predominantly flat, but instead have any possible shape or form: from skins that are foldable, flexible and physical to three-dimensional products that are fully kinetic.
Roes, Ivo, Stash, Natalia, Wang, Yiwen and Aroyo, Lora (2009): A personalized walk through the museum: the CHIP interactive tour guide. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3317-3322. Available online
More and more museums aim at enhancing their visitors' museum experiences in a personalized, intensive and engaging way inside the museum. The CHIP1 (Cultural Heritage Information Personalization) project offers various online and mobile tools to the users to be their own curators, e.g. browsing the online collections, planning personalized museum tours, getting recommendations about interesting artworks to see, and quickly finding their ways in the museum. In this paper we present the new version of the personalized museum guide2 offered on a mobile device in the physical museum space. We maintain a dynamic user model to ensure high relevance of recommended artworks and museum tours and in this way (1) support personalized interaction both online and in the museum and (2) provide an intuitive bridge between the online and on-site experiences. We apply semantic Web technologies to enrich the museum collection and guarantee serendipity, novelty and relevance of the recommendations.
Wilcox, Lauren, Lu, Jie, Lai, Jennifer, Feiner, Steven K. and Jordan, Desmond (2009): ActiveNotes: computer-assisted creation of patient progress notes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3323-3328. Available online
We present activeNotes, a prototype application that supports the creation of Critical Care Notes by physicians in a hospital intensive care unit. activeNotes integrates automated, context-sensitive patient data retrieval and user control of automated data updates and alerts into the note-creation process. In a user study at New York Presbyterian Hospital, we gathered qualitative feedback on the prototype from 15 physicians. The physicians found activeNotes to be valuable and said they would use it to create both formal notes for medical records and informal notes. One surprising finding is that while physicians have rejected template-based clinical documentation systems in the past, they expressed a desire to use activeNotes to create personalized, physician-specific note templates to be reused with a given patient, or for a given condition.
Gunn, Tyler J., Irani, Pourang and Anderson, John (2009): An evaluation of techniques for selecting moving targets. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3329-3334. Available online
Moving targets are found in numerous applications such as computer games, air traffic control systems, and video surveillance. The selection of moving targets is considerably more difficult and error prone than traditional stationary target selection. In this paper, we introduce Comet Tails and Target Lock, two techniques that support the selection of moving targets. Our goal is to facilitate accurate and fast selection of moving targets. We compare our two techniques to unassisted selection in a controlled experiment. The results show that for moving target selection, Comet Tails and Target Lock can outperform unassisted selection, and result in fewer errors. According to post-experiment questionnaires, participants indicate a stronger preference for assisted target selection with Comet Tails and Target Lock than unassisted selection.
Nov, Oded and Wattal, Sunil (2009): Social computing privacy concerns: antecedents and effects. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 333-336. Available online
Social computing systems are increasingly a part of people's social environment. Inherent to such communities is the collection and sharing of personal information, which in turn may raise concerns about privacy. In this study, we extend prior research on internet privacy to address questions about antecedents of privacy concerns in social computing communities, as well as the impact of privacy concerns in such communities. The results indicate that users' trust in other community members, and the community's information sharing norms have a negative impact on community-specific privacy concerns. We also find that community-specific privacy concerns not only lead users to adopt more restrictive information sharing settings, but also reduce the amount of information they share with the community. In addition, we find that information sharing is impacted by network centrality and the tenure of the user in the community. Implications of the study for research and practice are discussed.
Reul, Marcus (2009): Bringing usability to industrial control systems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3335-3340. Available online
I want to examine how domain-specific HCI design patterns can be introduced into an existing software development process for industrial test systems. This paper describes the first findings of a contextual inquiry in the domain of test automation systems. Based on these results, I will collect a set of patterns that are relevant to the field. In the future, these patterns will be applied in a real development process. The final aim is to investigate how the patterns can help the developers and product managers to make design decisions for the user interfaces of the developed software.
Dai, Keshi, Fell, Harriet and Macauslan, Joel (2009): Comparing emotions using acoustics and human perceptual dimensions. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3341-3346. Available online
Understanding the difference between emotions based on acoustic features is important for computer recognition and classification of emotions. We conducted a study of human perception of six emotions based on three perceptual dimensions and compared the human classification with machine classification based on many acoustic parameters. Results show that the six emotions cluster differently according to acoustic features and to perceptual dimensions. Acoustic features fail to characterize the perceptual dimension of valence. More research is needed to find acoustic features that have a close relation to human perception.
Kelley, Patrick Gage (2009): Designing a privacy label: assisting consumer understanding of online privacy practices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3347-3352. Available online
This project describes the continuing development of a Privacy Label to present to consumers the ways organizations collect, use, and share personal information. Several studies have indicated the importance of privacy for consumers, yet current mechanisms to present privacy policies of websites have not been successful. This research addresses the present gap in the communication and understanding of privacy policies, by creating an information design that improves the visual presentation and comprehensibility of privacy policies. Drawing from the nutrition, warning, and energy labeling, as well as from the effort towards creating a standardized banking privacy notification, I present the process and ongoing results of the development of a usable information design for privacy policies.
He, Yin and Schiphorst, Thecla (2009): Designing a wearable social network. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3353-3358. Available online
This paper presents a framework and design for a wearable social network based on Facebook. We begin with a discussion of social networking by isolating key characteristics of social interactions in three research areas: Social Networking Sites, Mobile Computing, and Wearable Computing. These characteristics are analyzed to suggest a design framework that can be applied to the design of social networks. Using this framework, we have designed and created a wearable social network called Patches, which extends the social interactions available in most wearable devices today.
Rege, Rajasee (2009): Designing interactive information access technologies for small scale rural indian farmers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3359-3364. Available online
More than 60% of the Indian population resides in rural areas with agriculture as the main profession. Although small scale rural Indian farmers possess deep knowledge about traditional agricultural practices, they oftentimes lack immediate, contextual and real time access to vital information such as the current state of the agro-market, making the right choice of pesticides and fungicides for pest management, weather conditions, and knowledge about newly introduced agricultural tools, techniques and practices. In this paper, I report the preliminary findings of an ongoing contextual user research study conducted in three different Indian villages in Maharashtra State. This research is targeted to uncover a deeper understanding of the information needs of Indian rural farmers through field observations and interviews, as well as to guide the human-centered design of potential Information and Communication Technology (ICT) solutions to cater to the information needs of small scale rural farmers in India.
Moon, J. Michelle and Fu, Wai-Tat (2009): Effects of spatial locations and luminance on finding and re-finding information in a desktop environment. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3365-3370. Available online
We studied how spatial locations and luminance affect finding and re-finding information in a desktop environment. In an experiment conducted with computer icons, fixed locations led to more frequent accesses to icons while change of luminance led to worse recall of icon titles and locations. Results are consistent with the notion that information search behavior is adaptive to the cost-benefit structure of the interface, and search strategies are adaptive to different external representations of icons. Results also suggest that both external representations and human information processes are critical in determining the effectiveness of different GUI designs.
Nanayakkara, Suranga, Taylor, Elizabeth, Wyse, Lonce and Ong, S. H. (2009): An enhanced musical experience for the deaf: design and evaluation of a music display and a haptic chair. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 337-346. Available online
Music is a multi-dimensional experience informed by much more than hearing alone, and is thus accessible to people of all hearing abilities. In this paper we describe a prototype system designed to enrich the experience of music for the deaf by enhancing sensory input of information via channels other than in-air audio reception by the ear. The system has two main components-a vibrating 'Haptic Chair' and a computer display of informative visual effects that correspond to features of the music. The Haptic Chair provides sensory input of vibrations via touch. This system was developed based on an initial concept guided by information obtained from a background survey conducted with deaf people from multi-ethnic backgrounds and feedback received from two profoundly deaf musicians. A formal user study with 43 deaf participants suggested that the prototype system enhances the musical experience of a deaf
Chang, Hsia-Ching (2009): Emotion barometer of reading: user interface design of a social cataloging website. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3371-3376. Available online
Reading fiction is many people's favorite pastime. There is no denying that one of the needs of human beings is to share what they read and understand other readers' feelings about the books they have read. Recent developments in Web 2.0 technologies characterizing personalized information organization have led to an interest in social tagging behavior of a variety of items, such as books, images, web pages, videos, etc. However, a major issue with this kind of application is that tags are growing in an uncontrolled manner. In fact, it is chaos. Several studies have recognized the existence of affective tags, but there is no user interface designed to separate affective tags from other tags. To address that affective tags are navigation aids for readers, this work gives an account of design of a novel interface for visualization of affective tags at a social cataloging website, LibraryThing.com.
Evans, Brynn M., Kairam, Sanjay and Pirolli, Peter (2009): Exploring the cognitive consequences of social search. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3377-3382. Available online
To what extent can social interactions augment people's natural search experiences? What factors influence the decision to turn to a friend for help? Our paper presents the preliminary results of a social sensemaking task that begin to address such questions by examining the cognitive consequences of social search.
Moncur, Wendy, Masthoff, Judith and Reiter, Ehud (2009): Facilitating benign deceit in mediated communication. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3383-3388. Available online
This research explores how to communicate an individuals' self-reported emotional state to members of their personal social network, through automatic, computer-generated, personalised updates. Results of two qualitative studies are described where participants were unwilling to disclose their emotional state fully to all of their network members, choosing to deceive selected members instead. Further, participants indicated that they would want automatic personalised updates for network members to incorporate these deceits.
Kim, Hyun-Ju, Yoo, Min-Joon, Kwon, Ji-Yong and Lee, In-Kwon (2009): Generating affective music icons in the emotion plane. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3389-3394. Available online
In this paper, we discuss the generation of icons that represent the emotion expressed in music. We use the emotion plane for connecting the music with the icon shape affectively. A model to project arbitrary music on the plane is introduced using the result of a user survey and various features of audio signals. Icon shapes are located on the plane from the result of user survey. The icon shape of the input music is obtained by blending neighbor icon shapes of the point of the music on the emotion plane. Using this method, one can easily guess the emotion of music from the corresponding icon shape and find the music he or she wants.
Zhang, Mimi and Jansen, Bernard J. (2009): Influences of mood on information seeking behavior. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3395-3400. Available online
In this study, we explored how moods influence the way people seek information. We conducted a controlled lab study to test our hypotheses drawn from affect-as-information theory. Fifty-eight participants were randomly assigned to the happy or sad condition. They were primed for a certain mood, and they then performed a search task and finished a series of questionnaires. Our findings supported affect-as-information: the comparatively happy participants were inclined to process more general and less specific information; the comparatively sad participants were likely to process more specific information. The findings advances theoretical and empirical understanding concerning the characteristics of users' information seeking behavior under different moods. Our study will contribute to affective search systems design.
Tsujita, Hitomi, Tsukada, Koji and Siio, Itiro (2009): InPhase: a communication system focused on "happy coincidences" of daily behaviors. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3401-3406. Available online
To supplement existing forms of communication such as telephone and e-mail, this research proposes a new method of communicating "awareness" between people who are separated by long distances. In this paper, we investigate cases where coincidences in daily behaviors lead to casual conversation and thus intimacy and togetherness. We propose a new method of communicating these "happy coincidences" between a pair of remotely located houses. By equipping furniture and appliances such as doors, sofas, refrigerators and televisions with sensors, we developed a system where these items are connected to remote equivalents and their near simultaneous use is communicated.
Jennett, Charlene, Cox, Anna L. and Cairns, Paul (2009): Investigating computer game immersion and the component real world dissociation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3407-3412. Available online
In this paper we describe research being conducted to investigate the experience of computer game immersion, in particular the component "real world dissociation".
Yeo, Zhiquan and Hudson, Scott E. (2009): KTE2: an engine for kinetic typography. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3413-3418. Available online
In this paper we describe a Kinetic Typography Engine, which allows the creation of text animation sequences. Kinetic typography can bring written text closer to the realm of film by adding expressive power to it. Thus kinetic typography can be used to enhance the digital communication between people. The engine supports various animation effects, some inspired by traditional animation, and others specifically for use with kinetic typography, and has an extensible architecture that allows new effects to be added in future. The engine can also be easily integrated into third party applications to support a wide range of uses.
Shah, Chirag, Marchionini, Gary and Kelly, Diane (2009): Learning design principles for a collaborative information seeking system. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3419-3424. Available online
While collaboration is a natural choice in many situations, there is a lack of specialized tools for collaboratively seeking information. We present design specifications and implementation of a collaborative information seeking system. We test this system through several pilot studies and cognitive walkthroughs. User interactions and feedback from these studies help us refine our design specifications for a better collaborative information seeking system.
Fujiki, Yuichi, Tsiamyrtzis, Panagiotis and Pavlidis, Ioannis (2009): Making sense of accelerometer measurements in pervasive physical activity applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3425-3430. Available online
In the last few years, accelerometer-based entertainment and health applications have been receiving increased attention in the research and commercial worlds. The effect of accelerometer placement on different parts of the body, despite its apparent significance, received little consideration. This paper documents through experimentation the different characteristics of accelerometer output on the waist, arm, wrist, thigh, and ankle in the context of translational body motion (walk). Furthermore, it offers experimental formulas that transform peripheral body measurements to more reliable, center body (i.e., waist) measurements, and these in turn to caloric measurements, which are the standard physical activity units. The importance of these results on the design of ubiquitous health applications and the ensuing user experiences cannot be underestimated. The paper's methodology can be used in further studies in other physical activity contexts, where more elaborate body motion patterns are involved.
Tungare, Manas and Perez-Quinones, Manuel A. (2009): Mental workload in multi-device personal information management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3431-3436. Available online
Knowledge workers increasingly use multiple devices such as desktop computers, laptops, cell phones, and PDAs for personal information management (PIM) tasks. The use of several of these devices together creates higher task difficulty for users than when used individually (as reported in a recent survey we conducted). Prompted by this, we are conducting an experiment to study mental workload in multi-device scenarios. While mental workload has been shown to decrease at sub-task boundaries, it has not been studied if this still holds for sub-tasks performed on different devices. We hypothesize that the level of support provided by the system for task migration affects mental workload. Mental workload measurements can enable designers to isolate critical sub-tasks and redesign or optimize the user experience selectively. In addition, we believe that mental workload shows promise as a cross-tool, cross-task method of evaluating PIM tools, services and strategies, thus fulfilling a need expressed by several researchers in the area of personal information management. In this paper, we describe our ongoing experiment of measuring mental workload (via physiological as well as subjective measures) and its implications for users, designers and researchers in PIM.
Lee, Seungyon Claire and Starner, Thad (2009): Mobile gesture interaction using wearable tactile displays. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3437-3442. Available online
We present an interaction method for mobile gesture interaction using wearable tactile displays. We are attempting to show that wrist-worn tactile displays provide adequate feedback to enable reversible and error-resistant gesture-based interaction. In support of this effort, we present pilot study results demonstrating users' sensitivity in perceiving vibratory directional patterns on the wrist.
Kato, Jun, Sakamoto, Daisuke, Inami, Masahiko and Igarashi, Takeo (2009): Multi-touch interface for controlling multiple mobile robots. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3443-3448. Available online
We must give some form of a command to robots in order to have the robots do a complex task. An initial instruction is required even if they do their tasks autonomously. We therefore need interfaces for the operation and teaching of robots. Natural languages, joysticks, and other pointing devices are currently used for this purpose. These interfaces, however, have difficulty in operating multiple robots simultaneously. We developed a multi-touch interface with a top-down view from a ceiling camera for controlling multiple mobile robots. The user specifies a vector field followed by all robots on the view. This paper describes the user interface and its implementation, and future work of the project.
Kwon, Bum chul and Yi, Ji Soo (2009): ReadingMate: an infrared-camera-based content stabilization technique to help joggers read while running on a treadmill. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3449-3454. Available online
Though reading could be a useful activity while a jogger runs on a treadmill, reading while running can be quite tiresome. In order to alleviate this difficulty, we developed a content stabilization technique, called ""ReadingMate,"" using head-tracking to track the location of the jogger's head/eyes and relocate the position of the contents on a screen, so that the contents appear to be stabilized. We conducted an experiment with ten participants, and eight out of ten reported positive experiences in using ReadingMate. Thus, ReadingMate could be a potential solution for joggers who would like to read while running, and possible future work is also discussed.
Khoshabeh, Ramsin and Hollan, James D. (2009): Spatio-temporal interest points for video analysis. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3455-3460. Available online
In this paper, we discuss the need for an effective representation of video data to aid analysis of large datasets of video clips and describe a prototype developed to explore the use of spatio-temporal interest points for action recognition. Our focus is on ways that computation can assist analysis.
Sylla, Cristina, Branco, Pedro, Coutinho, Clara and Coquet, Maria Eduarda (2009): Storytelling through drawings: evaluating tangible interfaces for children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3461-3466. Available online
This paper presents an ongoing study comparing the potential and the quality of the experiences provided by tangible versus traditional interfaces. The study was carried with two groups of kindergarten children using two interfaces that aim to motivate children to the practice of oral hygiene. Children's drawings were one of the methods used to assess their experience. We found differences quantitatively and qualitatively between the drawings of the children interacting with the tangible interface and the traditional interface. The drawings suggest that by interacting with the tangible interface children felt more actively involved with the task.
Kim, Jinyoung, Kim, Hyungjin and Ryu, Jung-hee (2009): TripTip: a trip planning service with tag-based recommendation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3467-3472. Available online
In this paper we suggest a design for a system, TripTip, the aim of which is to help negotiate their way through the immense amount of information that is often available by recommending a set of choices. TripTip recommends to the users the next place, which they would most likely want to visit given their preference in previous choices. To generate this information, tags that are attached on a given place by users give the characteristics of a place and the reasons for visiting the place.
Harada, Susumu, Wobbrock, Jacob O., Malkin, Jonathan, Bilmes, Jeff A. and Landay, James A. (2009): Longitudinal study of people learning to use continuous voice-based cursor control. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 347-356. Available online
We conducted a 2.5 week longitudinal study with five motor impaired (MI) and four non-impaired (NMI) participants, in which they learned to use the Vocal Joystick, a voice-based user interface control system. We found that the participants were able to learn the mapping between the vowel sounds and directions used by the Vocal Joystick, and showed marked improvement in their target acquisition performance. At the end of the ten session period, the NMI group reached the same level of performance as the previously measured "expert" Vocal Joystick performance, and the MI group was able to reach 70% of that level. Two of the MI participants were also able to approach the performance of their preferred device, a touchpad. We report on a number of issues that can inform the development of further enhancements in the realm of voice-driven computer control.
Chen, Jay, Subramanian, Lakshminarayanan and Toyama, Kentaro (2009): Web search and browsing behavior under poor connectivity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3473-3478. Available online
Web search and browsing have been streamlined for a comfortable experience when the network connection is fast. Existing tools, however, are not optimized for scenarios where connectivity is poor, as is the case for many users in developing regions where fast connections are expensive, rare, or unavailable. This study examined how users' web search and browsing behavior differs when the connection is slow, and whether users employ techniques to alleviate the problem. In a preliminary study involving 15 subjects on a university campus in Kerala, India, we identify unique mitigating behaviors of users who routinely suffer low-bandwidth or intermittent connections. We examine the challenges faced by these users and find that existing web search and browsing infrastructure is simply incapable of providing a good experience. Finally we outline potential design improvements.
Hook, Jonathan, Green, David and Olivier, Patrick (2009): A short film about VJs: using documentary film to engage performers in design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3491-3492. Available online
VJing is a live performance of visual media. In their performances VJs utilize technologies in ways which subvert and evolve current interfaces; presenting qualities such as performativeness and expression. By developing interfaces in direct response to a VJ's work, we can learn how to develop fresh styles of interaction. The subtle nuances of a VJ's use of technology may not be achieved through a simple observation or dialogue with VJs; as they are difficult to decouple from the performer's creative process. In this film we present a design process that utilizes video documentary to explore the working practices of a collection of VJs. The documentary frames our engagement with the creative processes which shape an individual artist's performance. We describe the process detailing the initial creation of the documentary, and a participatory design workshop inspired by the film. We conclude with an example of how the process has been used in the design of a personal interactive tool for one of our participants.
Bernstein, Michael, André, Paul, Luther, Kurt, Solovey, Erin Treacy, Poole, Erika S., Paul, Sharoda A., Kane, Shaun K. and Grudin, Jonathan (2009): CHIstory. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3493-3494. Available online
How might the world view human-computer interaction a century from now? In this video, set one hundred years in the future, we playfully re-envision the early history of HCI. As the video opens, the Great Usability Cataclysm of 2068 has erased all previous knowledge of HCI. The world has been plunged into an age of darkness where terror, fear, and poor usability reign. Unearthing fragments of previously lost archival footage, a disembodied HCI historian (Jonathan Grudin) introduces a first attempt to reconstruct the history of our field. Pioneering systems like NLS and Sketchpad are reviewed alongside more recent work from CHI and related conferences. The results may surprise and perplex as much as they entertain, but most of all, we hope they inspire reflection on the past and future of our field.
Fails, Jerry Alan, Druin, Allison and Guha, Mona Leigh (2009): Collocated mobile collaboration. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3495-3496. Available online
Mobile devices have changed, and continue to shape, the world in which we live. When these devices were first introduced they were most often used in isolation to schedule appointments, take notes, play games, or view or edit pictures and stories. The extent of the collaboration on these mobile devices was to make phone calls, which has led to their worldwide distribution. Despite their broad proliferation, there are limitations such as small screen size and limited interaction space. We believe that by bringing devices and people together, these limitations can be overcome. In this video submission, we illustrate the potential of devices and people working together by showing how children can collaboratively read and create stories using mobile devices and exploit the shoulder-to-shoulder collaborative situation to share and expand the interactive space.
Aharony, Nadav and Zigelbaum, Jamie (2009): Comm.unity: leveraging social and physical proximity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3497-3498. Available online
Comm.unity is a new software platform implementing a wireless, device-to-device information system that bypasses the need for any centralized servers, coordination, or administration. A key feature of this platform is the fact that it combines knowledge, awareness, and learning of the user's social relationships and integrates this information into the communication protocols and network services. Comm.unity is designed to work on as many devices as possible, and with as many different radios as possible (WiFi, Bluetooth, IR, etc.). It is designed as a platform over which many different networked applications could be developed with ease, from the bottom layers of the network all the way up to the user interface. In this short movie we present some use cases for Comm.unity based applications, including the "Social Dashboard" -- a readily usable control for one's digital aura -- as well as a brief working demo showing an image propagate across multiple devices.
Lepinski, Julian, Akaoka, Eric and Vertegaal, Roel (2009): Context menus for the real world: the stick-anywhere computer. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3499-3500. Available online
In this video, we present a context-aware menu system made out of simulated digital paper. Built on the ubiquitous yellow sticky notes found in offices everywhere, our computer provides a contextual interactive paper menu that can be used to operate numerous everyday electric and electronic devices, such as lamps, speakers and computers. Stuck on a device, the sticky screen displays contextual information and control options which may be selected with a single touch of the finger. The stick-anywhere computer is an example of a context-aware organic user interface that, through a flexible paper-like display, allows software to reside directly on the product or task. The Stick-Anywhere Computer was implemented using a Xuuk Eyebox2 IR camera that tracks nearly invisible IR markers on post-it notes as well as fingers, and uses a projector to render interactive content directly onto the paper note.
Bartneck, Christoph, Funk, Mathias and Bhömer, Martijn ten (2009): Dancing with myself: the interactive visual canon platform. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3501-3502. Available online
The canon is a composition pattern with a long history and many forms. The concept of the canon has also been applied to experimental film making and on Japanese television. We describe our Interactive Visual Canon Platform (IVCP) that enables creators of visual canons to design their movements through rapid cycles of performance and evaluation. The IVCP system provides real time support for the actors; they can see the canon resulting from their movements while they are still performing. We describe some possible approaches to a solution, and reasons for choosing the approach that we have implemented. The hardware has reached a stable state, but we are still optimizing the visual processing of the system. A first user test is planned to provide us with information for improving the system.
Sankar, Aditya, Prasad, Archana, Joy, Joseph, Datha, Naren and Manchepalli, Ajay (2009): Digital heritage. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3503-3504. Available online
The India Digital Heritage Project is a collaborative initiative between the industry and academia, with the aim of using novel techniques to efficiently capture and present various aspects of India's diverse heritage, while at the same time advancing the state-of-the art in related research areas. As part of the Digital Heritage Project, we have built a prototype virtual tour of a South Indian temple that, for the first time, integrates technologies such as Photosynth and HDView, opening up new ways to interactively explore visually complex sites. These technologies are combined with audio, video and guided walkthroughs, to provide a compelling end user experience. The accompanying video highlights the key scenarios of our prototype.
Coelho, Marcelo (2009): DinnerWare: why playing with food should be encouraged. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3505-3506. Available online
DinnerWare is an exploration of eating as a medium for computation and aesthetic expression. It consists of a dining service electronically equipped to react to the properties of the food that it holds and respond to a user's eating gestures.
Akaoka, Eric and Vertegaal, Roel (2009): DisplayObjects: functional prototyping on real objects. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3507-3508. Available online
This video introduces DisplayObjects, a rapid prototyping workbench that allows functional displays to be projected on real 3D physical prototypes. DisplayObjects uses a Vicon motion capture system to track the location of physical models. 3D software renditions of the 3D physical model are then texture-mapped with interactive behavior and projected back onto the physical model to allow real-time interactions with the object. This simulates the functionality of future 3D interactive OLED display skins for product designs. We show a selection of interaction techniques used to design a number of DisplayObjects.
Greenberg, Saul and Fels, Sidney (2009): Exploring video streams using slit-tear visualizations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3509-3510. Available online
Slit-tear visualizations allow users to selectively visualize pixel paths in a video scene. The slit-tear visualization technique is a generalization of the traditional photographic slit-scanning and more recent video slicing techniques: after a user specifies a pixel path of interest, the system generates a timeline that replicates those pixels for each frame in the video. These rich visualizations of the video data help users to discover and explore spatio-temporal patterns of activity in a video. In this video, we illustrate the use of slit-tear visualizations to detect movement and incidence of activity in a video scene, accentuate directional motion and small changes in the video, and discover patterns of activity between spatially distinct areas of the scene.
Briggs, Pamela, Olivier, Patrick and Kitson, Jim (2009): Film as invisible design: the example of the biometric daemon. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3511-3512. Available online
Film is an accessible medium that can be used naturally to elicit comment and critique. In this sense film can be as the natural language for experience design. We are developing a series of experimental films that can convey user-experience without explicitly depicting the object that generates that experience. In doing this, we are building upon the idea (well rehearsed in the scientific debate about mental imagery) that some visual representations can be inexplicitly non-committal about the presence or absence of certain objects or features. Our films are explicitly non-committal about the objects they describe -- in the sense that the devices are deliberately kept hidden or invisible to the user. We present one such film that captures a security device we call a Biometric Daemon -- essentially an electronic pet that thrives on biometric signals. Crucially, the Daemon is never shown in the film, while the relationship between the Daemon and the user is made apparent.
Sayegh, Allen, Mabardi, Peter, Register, David, Spann, Daniel, Lu, Jonathan, Parkes, Amanda and Massey, S. Adrian (2009): Home, work, (play). In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3513-3514. Available online
The first two segments of a three part series, these shorts were developed for Microsoft Volume Studios. Designed as purely inspirational pieces, to explore in a poetic narrative way how certain developing technologies could begin to blend and augment our daily lives.
Omercevic, Dusan and Leonardis, Ales (2009): Hyperlinking reality via camera phones. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3515-3516. Available online
Novel user interface concept for camera phones, demonstrated in this video, is based on state-of-the-art computer vision techniques. Instead of typing keywords on a small and inconvenient keypad, the user just snaps a photo of his surroundings and objects on the photo become hyperlinks to information. The photo of the user's environment on the camera phone's screen thus becomes a natural interaction device allowing intuitive access to information with a simple tap of a finger.
Jung, Jaekyung (2009): Interrupted. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3517-3518. Available online
The 'intentional and planned' interference of the human physical, sensational, and conscious behavior could increase the probability of new forms of creation.
Bolt, Nate and Nartker, Kate (2009): Live recruiting on the web. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3519-3520. Available online
This animated video describes the concept of recruiting participants for remote user research.
Lee, Hyunjeong, Chang, Wook, Park, Joonah and Shim, Junghyun (2009): New mobile UI with hand-grip recognition. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3521-3522. Available online
Today, mobile phones are no longer devices supporting only voice communications. Many people use their mobile phones as multimedia players, cameras, messaging systems, etc. Therefore, it is required to design a user interface that improves the usability of multi-functional mobile phones. For this purpose, we proposed a novel user interface that utilizes touch sensing technology to support multi-functional devices. The proposed user interface is based on the assumption that the device can detect how a user holds the device. By analyzing the user's grip-pattern, the device recognizes the user's intention and adjusts itself to meet the specific needs of the user such as accessing an application. The concept of the user interface is presented through several use-case scenarios. In addition, the technical feasibility of the proposed interface is validated by implementing a working prototype system.
Zoran, Amit, Coppiardi, Marco, Aguilera, Paula and Maes, Pattie (2009): Physical heart in a virtual body. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3523-3524. Available online
In this video we present a special guitar that combines physical acoustic properties with virtual capabilities. A wooden resonator -- a unique, replaceable piece of wood that gives the guitar a unique acoustic sound, will embody the acoustical values. The acoustic signal created by this wooden heart will be digitally processed in a virtual sound box in order to create flexible sound design. The project shows that traditional values can be embedded into a digital object.
Smith, Lillian and Demchak, Frame (2009): Project Chicago: green research. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3525-3526. Available online
The "Project Chicago: Green Research" video showcases a technology concept for a sustainability analysis dashboard. This dashboard could be used with building information modeling (BIM) software to provide architects, engineers and designers with real-time graphical feedback about the impact of their design decisions on the LEED (Leadership in Energy and Environmental Design) rating of a project. Our goal was to showcase a highly graphic, interactive technology concept to evaluate water and energy reduction, indoor environmental quality, and carbon footprint impacts and give designers an immediate sense of the results of different building designs. Using real scenarios from BNIM: Berkebile Nelson Immenschuh McDowell Architects' Lewis and Clark State Office Building in Missouri, we portrayed a design team developing alternative concepts and improving their designs as measured by the US Green Building Council's LEED rating system for green buildings. The proposed sustainability dashboard concept is demonstrated on a 6'x3' touch screen to explore its potential use as a collaborative tool. The dashboard was presented by Autodesk as a technology concept and it is not a commercially available product.
Coelho, Marcelo, Hall, Lyndl, Berzowska, Joanna and Maes, Pattie (2009): Pulp-based computing: a framework for building computers out of paper. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3527-3528. Available online
In this video, we describe a series of techniques for building sensors, actuators and circuit boards that behave, look, and feel like paper. By embedding electro-active inks, conductive threads and smart materials directly into paper during the papermaking process, we have developed seamless composites that are capable of supporting new and unexpected application domains in ubiquitous and pervasive computing at affordable costs.
Mistry, Pranav (2009): QUICKIES: the future of sticky notes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3529-3530. Available online
In this paper, we present 'QUICKIES', an attempt to bring one of the most useful inventions of the 20th century into the digital age: the ubiquitous sticky notes. 'QUICKIES' enriches the experience of using sticky notes by linking hand-written sticky notes to the mobile phones, digital calendars, task-lists, e-mail and instant messaging clients. The project explores how the use of Artificial Intelligence (AI), Natural Language Processing (NLP), RFID, and ink recognition technologies can make it possible to augment physical sticky notes that can be searched, located, can send reminders and messages, and more broadly, can act as an I/O interface to the digital information world.
Mueller, Florian 'Floyd', Agamanolis, Stefan, Gibbs, Martin R. and Vetere, Frank (2009): Remote impact: shadowboxing over a distance. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3531-3532. Available online
Exertion games -- games that require physical effort from the user -- have been attributed with many social, mental and in particular physical health benefits. However, research has shown that most current implementations support only light or moderate exercise. We are presenting "Remote Impact -- Shadowboxing over a Distance", in which players punch and kick a life-size shadow of a remote participant in order to win the game. The game includes a novel multi-touch large-scale interaction surface that is soft (so no-one gets hurt), but can detect the location as well as the intensity of the players' even most extreme impacts. Remote Impact shows that computer-augmented games can support extreme exertion while supporting novel experiences, such as a reduced risk of injury and supporting distant players, offering a new way of thinking in which areas Human-Computer Interaction research can contribute to our lives.
Greenberg, Saul and Nunes, Michael (2009): Sharing digital photographs in the home by tagging memorabilia. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3533-3534. Available online
Within the home, digital photos lack the physical affordances that make collocated photo-sharing easy and opportunistic. Family members have difficulty accessing the personal accounts of the photo organizer, navigating to these photos, or finding the desired ones within the vast number of photos stored on disk. Viewing photos on a standard PC screen is also awkward due to crowding. To promote in-home photo sharing, we designed Souvenirs, an RFID-based system that lets people quickly link digital photo sets to physical memorabilia. These memorabilia trigger memories and serve as social instruments; a person can enrich their story-telling by moving the physical memorabilia close to their large-format television screen, and the associated photos are immediately displayed. A person can also bring a mobile device near memorabilia: the photos appear on that display. Through pick and drop, a person can also transfer the photo display from the mobile device to the large screen for easier viewing. This video motivates and illustrates how all this works.
Chau, Duen Horng, Kittur, Aniket, Faloutsos, Christos and Hong, Jason I. (2009): SHIFTR: a user-directed, link-based system for ad hoc sensemaking of large heterogeneous data collections. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3535-3536. Available online
We present a novel method and prototype system to help users make sense of and reorganize large amounts of heterogeneous information. Our work is grounded in theories of categorization from cognitive psychology and is designed for ad hoc sensemaking; that is, supporting people's shifting goals and flexible mental representations of concepts. Shiftr adapts a carefully chosen Belief Propagation algorithm from large-scale graph mining to efficiently assist users in interactively clustering information of arbitrary types. The system functions effectively with few human-labeled examples, and supports the use of both positive and negative examples. We demonstrate Shiftr's utility through sensemaking scenarios, one of which uses the DBLP bibliography dataset, which contains more than 1.7 million author-paper relationships.
Bolt, Nate and Tulathimutte, Tony (2009): Spore player research outtakes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3537-3538. Available online
This video contains outtakes from a player experience research study for Electronic Arts' Spore. Users played a working build of Spore while communicating with moderators who were stationed in a remote observation room; media streams from the game, webcam, and voice chat were captured and synced for later analysis.
Bolt, Nate and Tulathimutte, Tony (2009): The science of fun. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3539-3540. Available online
This video details the principles underlying our company's player experience research project on behalf of Electronic Arts for their latest game, Spore. Electronic Arts employees discuss the benefits of the "Simulated Native Environment" methodology as compared to focus groups, and Scott Rigby, CEO of Immersyve Inc., describes the PENS (Player Experience of Need Satisfaction) metrics, which were used to gather quantitative feedback in this study.
Austermann, Anja and Yamada, Seiji (2009): A biologically inspired approach to learning multimodal commands and feedback for human-robot interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3553-3558. Available online
In this paper we describe a method to enable a robot to learn how a user gives commands and feedback to it by speech, prosody and touch. We propose a biologically inspired approach based on human associative learning. In the first stage, which corresponds to the stimulus encoding in natural learning, we use unsupervised training of HMMs to model the incoming stimuli. In the second stage, the associative learning, these models are associated with a meaning using an implementation of classical conditioning. Top-down processing is applied to take into account the context as a bias for the stimulus encoding. In an experimental study we evaluated the learning of user feedback with our learning method using special training tasks, which allow the robot to explore and provoke situated feedback from the user. In this first study, the robot learned to discriminate between positive and negative feedback with an average accuracy of 95.97%.
Kajastila, Raine A. and Lokki, Tapio (2009): A gesture-based and eyes-free control method for mobile devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3559-3564. Available online
A novel interaction method for eyes-free control of a mobile phone or a media player is introduced. The method utilizes acceleration sensors along three axes to sense input gestures, such as pointing and tilting. A spherical auditory menu and feedback are provided using speech and 3D sound. A gestural pointing interface, multiple menu configurations, and their implementation details is presented. Evaluation results suggest that fast and accurate selection of menu items is possible without visual feedback. Combining the gestural interface, positions of menu items in 3D and a browsing method with a dynamically adjustable target size of the menu items allow large menus with intuitive, easy access.
Ahn, Hyung-il and Smith, Dustin A. (2009): Action planning with commonsense knowledge. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3565-3570. Available online
Understanding other people's goals is an essential part of interpersonal interactions. This capability enables a person to naturally predict another person's future actions in a situation and produce appropriate joint or shared actions. In like manner, a human-like planning agent (or sociable robot) should be able to understand the user's action goal and come up with subgoal-based plans to achieve the goal. In this paper we focus on how the agent can automatically construct the subgoal-based action hierarchy corresponding to the user's high-level goal. As a first step, we implement an action-planning engine based on ConceptNet, and indicate the drawbacks of using ConceptNet for this purpose. Also, we present the structure of a new goal-oriented commonsense-reasoning knowledgebase for the agent's action-goal representation and action planning.
Majaranta, Päivi, Ahola, Ulla-Kaija and Spakov, Oleg (2009): Fast gaze typing with an adjustable dwell time. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 357-360. Available online
Previous research shows that text entry by gaze using dwell time is slow, about 5-10 words per minute (wpm). These results are based on experiments with novices using a constant dwell time, typically between 450 and 1000 ms. We conducted a longitudinal study to find out how fast novices learn to type by gaze using an adjustable dwell time. Our results show that the text entry rate increased from 6.9 wpm in the first session to 19.9 wpm in the tenth session. Correspondingly, the dwell time decreased from an average of 876 ms to 282 ms,
Mappus, Rudolph L., Venkatesh, Girish R., Shastry, Chetna, Israeli, Amichai and Jackson, Melody M. (2009): An fNIR based BMI for letter construction using continuous control. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3571-3576. Available online
A long term goal of assistive technology research is to build creative expression applications where subjects can extemporaneously express themselves. Sketch drawing is one form of creative expression. In this work, we demonstrate the usability of a brain-machine interface (BMI) for expression using a letter drawing task. We describe empirical results that represent a first step toward assistive applications for creative expression.
Tsuboi, Masashi, Kimura, Shinji and Horikoshi, Tsutomu (2009): An objective and subjective evaluation of an autostereoscopic 3d display. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3577-3582. Available online
An autostereoscopic 3D display is evaluated to objective and subjective evaluations. The results confirm that the spatial image reconstruction provided by the 3D display can transfer more information than the standard flat image. This suggests the possibility of eliminating the current limitations imposed by display size and resolution.
Kobayashi, Yoshinori, Kuno, Yoshinori, Niwa, Hitoshi, Akiya, Naonori, Okada, Mai, Yamazaki, Keiichii and Yamazaki, Akiko (2009): Assisted-care robot initiation of communication in multiparty settings. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3583-3588. Available online
This paper presents on-going work in developing service robots that provide assisted-care to the elderly in multi-party settings. In typical Japanese day-care facilities, multiple caregivers and visitors are co-present in the same room and any caregiver may provide assistance to any visitor. In order to effectively work in such settings, a robot should behave in a way that a person who has a request can easily initiate communication with the robot. Based on findings from observations at several day-care facilities, we have developed a robot system that displays availability to multiple persons and then displays recipiency to an individual person who wants to initiate interaction. Our robot system and its experimental evaluation are detailed in this paper.
Chan, Chia-Jung, Thawonmas, Ruck and Chen, Kuan-Ta (2009): Automatic storytelling in comics: a case study on World of Warcraft. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3589-3594. Available online
This paper presents a development of our comic generation system that automatically summarizes players' actions and interactions in the virtual world. The feature of the system is that it analyzes the log and screenshots of a game, decides which events are important and memorable, and then generates comics in a fully automatic manner. Also, the interface of our system allows users to customize their own comics. As a result, users can easily use the system to share their stories and create individual comics for archival purposes or storytelling.
Takeuchi, Yuichiro (2009): Bezier lights: establishing virtual boundaries in indoor environments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3595-3600. Available online
In this paper we introduce Bezier Lights, an intelligent lighting system that allows users to intuitively establish virtual boundaries in indoor environments. Boundaries can be easily created/modified by arranging the layouts of disk-shaped devices ("stones") on the building floor. The immediate purpose of the system is to assist users in incorporating location-aware capabilities into private properties, esp. individual households and offices, with the longer-term goal of serving as a key component in our vision of "Synthetic Space" -- architectural space of the future where all building elements (walls, windows, etc.) can be dynamically reconfigured in real time.
Nicolau, Hugo, Jorge, Joaquim and Guerreiro, Tiago (2009): Blobby: how to guide a blind person. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3601-3606. Available online
For the majority of blind people, walking in unknown places is a very difficult, or even impossible, task to perform, when without help. The adoption of the white cane is the main aid to a blind user's mobility. However, the major difficulties arise in the orientation task. The lack of reference points and the inability to access visual cues are its main causes. We aim to overcome this issue allowing users to walk through unknown places, by receiving a familiar and easily understandable feedback. Our preliminary contributions are in understanding, through user studies, how blind users explore an unknown place, their difficulties, capabilities and needs. We also analyzed how these users create their own mental maps, verbalize a route and communicate with each other. Structuring and generalizing this information, we were able to create a prototype that generates familiar and adequate instructions, behaving like a blind companion, one with similar capabilities that understands his "friend" and speaks the same language. We evaluated the system with the target population, validating our approach and orientation guidelines, while gathering overall user satisfaction.
Bau, Olivier, Petrevski, Uros and Mackay, Wendy E. (2009): BubbleWrap: a textile-based electromagnetic haptic display. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3607-3612. Available online
We are investigating actuators that are able to provide different types of haptic sensations and that can be wrapped around a wide range of surfaces and objects. Our first prototype, BubbleWrap, consists of a matrix of electromagnetic actuators, enclosed in fabric, with individually controllable cells that expand and contract. It provides both active haptic feedback, using vibration, as well passive haptic feedback, using shape and firmness. An initial experiment demonstrated that users could reliably discriminate among the three firmness levels displayed on our prototype.
Ma, Xiaojuan and Cook, Perry R. (2009): How well do visual verbs work in daily communication for young and old adults?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 361-364. Available online
In this paper we study how verbs are visually conveyed in daily communication contexts for both young and old adults. Four visual modes are compared: a single static image, a panel of four static images, an animation, and a video clip. The results reveal age effects, as well as performance differences introduced by lexical verb properties and visual cues. We also suggest guidelines for visual verb creation.
Nagamatsu, Takashi, Kamahara, Junzo and Tanaka, Naoki (2009): Calibration-free gaze tracking using a binocular 3D eye model. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3613-3618. Available online
This paper presents a calibration-free method for estimating the point of gaze (POG) on a display by using two pairs of stereo cameras. By using one pair of cameras and two light sources, the optical axis of the eye and the position of the center of the cornea can be estimated. This estimation is carried out by using a spherical model of the cornea. One pair of cameras is used for the estimation of the optical axis of the left eye, and the other pair is used for the estimation of the optical axis of the right eye. The point of intersection of optical axis with the display is termed the point of the optical axis (POA). The POG is approximately estimated as the midpoint of the line joining POAs of both the eyes with the display. We have developed a prototype system based on this method and demonstrated that the midpoint of POAs was closer to the fiducial point that the user gazed at than each POA.
Hart, Jennefer and Reid, Josephine (2009): Can an ARG run automatically?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3619-3624. Available online
Alternative Reality Games (ARGs) provide an interesting platform to explore the nature of game play as they combine fictional and real world elements to create a unique gaming experience. A typical ARG plays over a set time span and players collaborate via an ongoing narrative orchestrated by 'puppet masters'. This paper presents a six week study based around an ARG which was designed to be repeatable, allowing players to enter the game at anytime. Through the use of temporal trajectories we analyse player's interactions and unveil a number of problems that hindered game play. The players lifestyle, pace and gameplay traits all impacted on the game and raises the question of whether a repeatable ARG can really work. We close with some design pointers that might make it feasible.
Sporka, Adam J., Franc, Jakub and Riccardi, Giuseppe (2009): Can machines call people?: user experience while answering telephone calls initiated by machine. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3625-3630. Available online
Current state-of-the-art spoken dialog systems are aimed at handling telephone calls to automate incoming caller requests. In this paper we explore a scenario which is symmetric to a traditional human-initiated interaction. We report on an initial qualitative study focusing on the opposite type of interaction, i.e. when automated agents place telephone calls to recipients that request interactive dialog from the recipients. The study consisted of 16 telephone calls to participants placed by a simulated agent, followed by debriefing interviews with the participants. The data gained in the study were analyzed to identify factors that influence the acceptance of such calls.
Wherton, Joe and Monk, Andrew (2009): Choosing the right knob. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3631-3636. Available online
People with dementia have problems carrying out multi-step tasks such as making a hot drink. Intelligent systems are being built to prompt people through such tasks. However, the prompts used by these systems are likely to be viewed as novel. As people with dementia are known to be sensitive to novelty this could be a problem. An experiment was performed to determine how to prompt people with dementia with which knob controls which burner on a cooking range. A highly novel implicit attentional cue using fluorescent wire was found to provide comparable or better results than more conventional alternatives. It is concluded that design in this area does not need to be constrained by the need to avoid novelty. The experiment is also of interest because of the way that it was embedded in a natural cooking task suitable for people of varied cognitive capacity.
Amershi, Saleema and Morris, Meredith Ringel (2009): Co-located collaborative web search: understanding status quo practices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3637-3642. Available online
Co-located collaborative Web search is a surprisingly common activity, despite the fact that Web browsers and search engines are not designed to support collaboration. We report the findings of two studies (a diary study and an observational study) that provide insights regarding the frequency of co-located collaborative searching, the strategies participants use, and the pros and cons of these strategies. We then articulate design implications for next-generation tools that could enhance the experience of co-located collaborative search.
Lee, Hee Rin and DiSalvo, Carl (2009): Connected space. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3643-3648. Available online
Connected Space connects remote spaces based on sensor data values that users collect. Diverse spaces that have similar ambient data are connected. Because sensor data is quantified data which falls outside the scope of human senses, users need a solution to understand it. Connected Space maps the data into a visual representation and allows interaction with the data. Connected Space suggests a new way to connect remote spaces with sensor data in Telecommunication Art and also suggests ways to enable users to understand quantified data with interaction in a more concrete way.
Shrinivasan, Yedendra Babu and Gotz, David (2009): Connecting the dots with related notes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3649-3654. Available online
During visual analysis, users must often connect insights discovered at various points of time to understand implicit relations within their analysis. This process is often called "connecting the dots." In this paper, we describe an algorithm to recommend related notes from a user's past analysis based on his/her current line of inquiry during an interactive visual exploration process. We have implemented the related notes algorithm in HARVEST, a web based visual analytic system.
Wakkary, Ron and Tanenbaum, Karen (2009): A sustainable identity: the creativity of an everyday designer. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 365-374. Available online
In this paper we explore sustainability in interaction design by reframing concepts of user identity and use in a domestic setting. Building on our own work on everyday design and Blevis's Sustainable Interaction Design principles, we present examples from an ethnographic study of families in their homes which illustrate design-in-use: the creative and sustainable ways people appropriate and adapt designed artifacts. We claim that adopting a conception of the user as a creative everyday designer generates a new set of design principles that promote sustainable interaction design.
Woo, Jong-bum and Lim, Youn-kyung (2009): Contact-and-connect: designing new pairing interface for short distance wireless devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3655-3660. Available online
To solve the problem of the current pairing method of wireless devices with button interface, this paper suggests a new way of pairing wireless devices in short distance with which it requires physically contacting them together, which we call Contact-and-Connect Interface. Through prototyping, we examined the usability of this new interface, and as a result, we realized that all of the participants recognized the pairing easily due to the following three factors: contact action, LED visualization of connection, and instant feedback of what is happening. We also figured out which external forms have better affordance for the contact action, and the ones having no sharp edges with a perfect fit worked best.
Won, Sungjoon (Steve) and Dabbish, Laura A. (2009): Designing for email response management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3661-3666. Available online
Email is the most widely used form of computer-mediated communication. And replying to messages is one of the main activities email interfaces need to support. In this paper we address the problems users face when managing emails that need a reply. Previous work has found that users have difficulty remembering to reply to messages when they postpone response, and have trouble re- finding messages they want to respond to. We review related work on email management, and describe three designs developed to facilitate email response management.
Munson, Sean A., Zhou, Daniel Xiaodan and Resnick, Paul (2009): Designing interfaces for presentation of opinion diversity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3667-3672. Available online
News aggregators rely on links and users votes to select and present subsets of the large quantity of news and opinion items generated each day. Opinion diversity in the output sets can provide several benefits. We outline a range of diversity goals and discuss user reactions to a pilot implementation that selects for diversity as well as popularity. We then describe plans for research on alternative presentations and their impacts on users.
Kim, Hyunjung and Lee, Woohun (2009): Designing unobtrusive interfaces with minimal presence. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3673-3678. Available online
The vision of Ubiquitous Computing is a world of invisible technologies. Technologies are so woven into the fabric of everyday life that they become indistinguishable [1]. In this paper, we discuss unobtrusive interfaces having minimal presence. By merging into everyday objects and environments, the presence of an interface can be minimized, making our everyday life more interactive without increasing its complexity. To obtain minimal presence, physical plasticity of the interface is considered in the present work. This allows the interface to shift between invisible and visible states; the concealed interface appears when it is put into use and disappears after use. In addition, our recent project, Shade Pixel, is presented as an example of an unobtrusive interface with minimal presence. We also briefly describe a design concept for the interface to provide inspiration for its practical application.
Väänänen-Vainio-Mattila, Kaisa and Wäljas, Minna (2009): Development of evaluation heuristics for web service user experience. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3679-3684. Available online
Positive user experience (UX), including its pragmatic and hedonic aspects, is a central design target for interactive products and services. Increasingly, Web services are developed for both PCs and mobile terminals to support user needs for media content management and social interaction. Even though many UX models have been developed over the last decade, the specific characteristics affecting UX of Web services have not been studied systematically. In this paper we present the first phase of our service UX study in which three Web services were evaluated by three UX experts each, using an initial set of service UX evaluation heuristics. We discuss how well these heuristics covered the positive and negative service UX evaluation findings, and how the heuristics and the expert evaluation approach of UX should be developed further.
Torpey, Peter Alexander and Jessop, Elena Naomi (2009): Disembodied performance. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3685-3690. Available online
Early in Tod Machover's opera Death and the Powers, the main character, Simon Powers, is subsumed into a technological environment of his own creation. The theatrical set comes alive in the form of robotic, visual, and sonic elements that allow the actor to extend his range and influence across the stage in unique and dynamic ways. This environment must compellingly assume the behavior and expression of the absent Simon. In order to distill the essence of this character, we recover performance parameters in real time from physiological sensors, voice, and vision systems. These gesture and performance parameters are then mapped to a visual language that incorporates cognitive and semantic models informed by modal relationships. This language allows the off-stage actor to express emotion and interact with others on stage. Our Disembodied Performance system takes a new direction in augmented performance by employing a non-representational abstraction of a human presence that fully translates a character into an environment.
Mao, Xia, Li, Zheng and Xue, Yuli (2009): Emotional gaze behavior generation in human-agent interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3691-3696. Available online
Gaze behavior plays an important role in face to face communication in that it conveys nonverbal information and emotional intent beyond speech. This research proposes a computational framework for generating emotional gaze behavior in a virtual agent, concentrating on analysis and synthesis of primary and intermediate emotions through gaze behavior. We utilize parameters picked from the AU-Coded facial expression database and real-time eye movement data (pupil size, blink rate and saccade) to model primary emotions and describe a rule-based approach to generate intermediate ones.
Mappus, Rudolph L., Corballis, Paul M. and Jackson, Melody M. (2009): Enhancing brain-machine interface throughput using simultaneous activation detection. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3697-3702. Available online
In this work, we investigate the viability of a novel combination of evoked responses as input signals for a general-purpose brain machine interface (BMI). We demonstrate response accuracy to alphanumeric stimuli in valid and mirror-reversed orientations, and show task-related activity differences correlated with rotation degree and character validity in superior parietal and inferior frontal gyrus regions of the brain. By observing simultaneous task-related activation in spatially dissociated regions, we increase the amount of information used for inferring user intent in control interfaces.
Zalinger, Jason, Freier, Nathan and Dutko, Eric (2009): Ethnochat: an instant messenger program for ethnography. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3703-3708. Available online
This paper describes the design of Ethnochat, an instant messaging (IM) program built for ethnographers to conduct computer-mediated, semi-structured or unstructured interviews. To our knowledge, this is the first program of its kind. Ethnographic techniques are becoming a common method to investigate social interactions and settings in digital contexts, and this creates a demand for a proper tool with which ethnographers can practice their craft. This paper details the design and articulates how Ethnochat will have significant implications for HCI practice.
Downs, John and Plimmer, Beryl (2009): Evaluating non-interactive domestic situated SMS messaging. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3709-3714. Available online
We present our evaluation of our SMS-to-photo-frame messaging system in diverse households. We explored whether low-cost, non-interactive ambient displays were useful when applied to domestic messaging. We performed an ethnographic study with two different types of households, during which we analysed their usage of the system and conducted a series of interviews. We found that all households used the system to some degree, but that the social context and communication styles were distinctly different between households comprised of families and those with fictive kin. This highlights the importance of considering the household structure when designing domestic technology. Additionally, our preliminary study explored the minimum requirements for a useful messaging appliance for the home, particularly with respect to interactivity.
Vainio, Teija (2009): Exploring cues and rhythm for designing multimodal tools to support mobile users in wayfinding. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3715-3720. Available online
In recent navigation HCI studies, the shift from investigating map-based mobile applications towards supporting mobile users' wayfinding tasks with multimodal navigation aids is apparent. While there have been many studies of navigation design guidelines for using maps or speech- or tactile-based guidance in mobile devices, in this paper we propose an initial study of multimodal navigation design utilising the theory of designing episodes of motion originating from urban planning. The implications of designing cues and providing rhythm, as the theory of episodes of motions suggests, are explored, with pedestrians as the subjects using wayfinding tasks in an urban area. The main contributions of this paper are in investigating the design principles, evaluating them in the context of mobile wayfinding tasks, and reflecting upon the results in terms of users' wayfinding behaviour. It is concluded that by designing predictive clues and rhythm into mobile multimodal navigation applications, we can improve navigation aids for users.
Taylor, Robyn, Boulanger, Pierre, Olivier, Patrick and Wallace, Jayne (2009): Exploring participatory performance to inform the design of collaborative public interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3721-3726. Available online
We describe a new application of interactive participatory performance in interaction design. Our pragmatic strategy permits us to use performance as an investigatory tool in the exploration of user behavior. By taking a holistic view of the evaluation of the interplay between the designed artifact (the performance content) and the people who interact and relate to it, we can extract insights from the performance with the intention of informing the process of designing interaction mechanisms for more conventional public interfaces.
Shahid, Suleman, Krahmer, Emiel, Swerts, Marc, Melder, Willem A. and Neerincx, Mark A. (2009): Exploring social and temporal dimensions of emotion induction using an adaptive affective mirror. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3727-3732. Available online
This paper investigates if and how a digital, interactive affective mirror induces positive emotions in participants. We study whether the induced affect is repeatable after a fixed interval (Study 1) and how the social presence affects the emotion induction (Study 2). Results show that participants systematically feel more positive after an affective mirror session; this effect is shown to be repeatable, and co-presence of a friend is shown to boost this effect.
Choe, Eun Kyoung, Shinohara, Kristen, Chilana, Parmit K., Dixon, Morgan and Wobbrock, Jacob O. (2009): Exploring the design of accessible goal crossing desktop widgets. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3733-3738. Available online
Prior work has shown that goal crossing may be a more accessible interaction technique than conventional pointing-and-clicking for motor-impaired users. Although goal crossing with pen-based input devices has been studied, pen-based designs have limited applicability on the desktop because the pen can "fly in," cross, and "fly out," whereas a persistent mouse cursor cannot. We therefore explore possible designs for accessible mouse-based goal crossing widgets that avoid triggering unwanted goals by using secondary goals, gestures, and corners and edges. We identify four design principles for accessible desktop goal crossing widgets: ease of use for motor-impaired users, safety from false selections, efficiency, and scalability.
Terajima, Kazuhiro, Komuro, Takashi and Ishikawa, Masatoshi (2009): Fast finger tracking system for in-air typing interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3739-3744. Available online
We developed a system which performs 3D motion tracking of human's hand and fingers from images of a single high-frame-rate camera and that recognizes his/her typing motion in the air. Our template-matching-based method using hand textures reduces background effect and enables markerless tracking. In addition, use of a high-frame-rate camera enables recognition of rapid typing motion which is difficult to track using standard cameras. In order to realize real-time recognition, we developed hardware which parallelizes and accelerates image processing. As a result, we achieved real-time recognition of typing motion with the throughput of 138 fps (frames per second) and the latency of 29 ms.
Ma, Shanshan and Wiedenbeck, Susan (2009): File management with hierarchical folders and tags. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3745-3750. Available online
Hierarchical folders have been widely used for managing digital files. Previous research has revealed problems with them. Users frequently have to turn to desktop search to re-find files, even if they thought they had saved them in a memorable place. Tagging may have the potential to improve information navigation and organization. This research in progress aims at exploring the possibility of incorporating tagging into the hierarchical folder structure for file management, especially for the process of file organization and file re-finding. This work will provide design implications for future file management tools.
Aoki, Paul M., Honicky, R. J., Mainwaring, Alan, Myers, Chris, Paulos, Eric, Subramanian, Sushmita and Woodruff, Allison (2009): A vehicle for research: using street sweepers to explore the landscape of environmental community action. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 375-384. Available online
Researchers are developing mobile sensing platforms to facilitate public awareness of environmental conditions. However, turning such awareness into practical community action and political change requires more than just collecting and presenting data. To inform research on mobile environmental sensing, we conducted design fieldwork with government, private, and public interest stakeholders. In parallel, we built an environmental air quality sensing system and deployed it on street sweeping vehicles in a major U.S. city; this served as a research vehicle by grounding our interviews and affording us status as environmental action researchers. In this paper, we present a qualitative analysis of the landscape of environmental action, focusing on insights that will help researchers frame meaningful technological interventions.
Ng, Jamie, Sim, Tze-Jan, Foo, Yao-Sheng and Yeo, Vanessa (2009): Gesture-based interaction with virtual 3D objects on large display: what makes it fun?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3751-3756. Available online
In this paper, we describe a virtual game where game play is afforded by the user's silhouette interacting with on-screen 3D gaming objects, e.g. a soccer ball or a "chapteh" (Shuttlecock Kicking) -- a game played traditionally in villages, i.e. "kampongs", in Asia. The virtual game system projects a life-size image of the location where the game is often played, e.g. soccer field when soccer is played or village playground in the case of "chapteh". The player's silhouette is super-imposed on the screen as the user interacts with the on-screen virtual 3D object using his body movement, e.g. bounce or lift. We compare the game play when different design variables were changed, e.g. replacing the soccer field image or removing the silhouette outline, to evaluate which design variable affects a user's experience during game play.
Wisniewski, Pamela Karr, Pala, Okan, Lipford, Heather Richter and Wilson, David C. (2009): Grounding geovisualization interface design: a study of interactive map use. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3757-3762. Available online
Building the most effective tools to support user-centered geographic visualization faces a significant challenge: not enough is known about how people interact with maps. Map use research has often focused on higher order use goals or cognitive interpretations of static map representations. In order to address the problem of understanding foundational user-map interaction behavior, we are studying user interactions in complex geovisualizations, with an initial focus on analysis tasks. This paper describes an exploratory user study to examine general interaction issues with complex map visualizations. Our results highlight the need for map tools to improve interactivity and support basic analysis tasks to aid users in decision making.
Krol, Laurens R., Aliakseyeu, Dzmitry and Subramanian, Sriram (2009): Haptic feedback in remote pointing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3763-3768. Available online
We investigate the use of haptic feedback for enhancing user performance with remote pointing devices. We present a number of concepts that use haptic feedback on such devices and the results of the first user study, in which we have compared the effects of different feedback types on users' performance and preference in remote pointing tasks. The study showed that the addition of haptic feedback significantly improves the performance, while it has also revealed a seemingly low user acceptance of haptic feedback. We discuss the implications of our findings and outline the future work.
Lee, Min Kyung and Makatchev, Maxim (2009): How do people talk with a robot?: an analysis of human-robot dialogues in the real world. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3769-3774. Available online
This paper reports the preliminary results of a human-robot dialogue analysis in the real world with the goal of understanding users' interaction patterns. We analyzed the dialogue log data of Roboceptionist, a robotic receptionist located in a high-traffic area in an academic building [2][3]. The results show that (i) the occupation and background (persona) of the robot help people establish common ground with the robot, and (ii) there is great variability in the extent that users follow social norms of human-human dialogues in human-robot dialogues. Based on these results, we describe implications for designing the dialogue of a social robot.
Schöning, Johannes, Bartindale, Tom, Olivier, Patrick, Jackson, Dan, Krüger, Antonio and Kitson, Jim (2009): iBookmark: locative texts and place-based authoring. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3775-3780. Available online
With the recent developments in ePaper technology, consumer eBook readers have display qualities and form factors that are approaching that of traditional books. These eBook readers are already replacing paper in some commercial domains, but the potential of eBooks to extend forms of writing and storytelling has not been significantly explored. Using the digital and dynamic characteristics afforded by eBook readers, we are developing iBookmark, a GPS-enabled eBook reader. In iBookmark, writers can create stories that change in response to the location of the eBook itself. By setting context variables based on current and past locations of the eBook reader and using these in the rule-based generation of text and illustrations. We are developing new rhetorical device for writers that extend the expressive range of eBook delivered stories.
Jain, Jhilmil and Bhatti, Nina (2009): Imaging-based cosmetics advisory service. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3781-3786. Available online
In this paper we describe a multimodal cosmetic advisory system that recommends cosmetics appropriate for users' skin tone. This system is intended for commercial use to address the problem of color selection of cosmetic foundation. Based on surveys and semi-structured interviews we have verified that visual selection of color foundation cosmetics is error prone, and the results of our study indicate that both mobile and kiosk touch points are essential to cover the entire target population (women of all ages) since technical vs. social comfort, accuracy vs. convenience and social vs. individual needs play a huge role in the usage and adoption of personal advisory services.
Mao, Xia and Li, Zheng (2009): Implementing emotion-based user-aware e-learning. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3787-3792. Available online
We propose an intelligent e-learning system featuring with affective agent tutor. The agent tutor "Alice" is not only fully aware of the affective state of the students through facial expression, speech and text, but also fully capable of adapting to these states wisely guided by a case-based method with facial expression generation and emotional speech synthesis ability.
Odom, William and Pierce, James (2009): Improving with age: designing enduring interactive products. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3793-3798. Available online
This study explores people's relationships with digital and non-digital objects in the home -- with an eye toward the ways in which products improve rather than deteriorate over time -- and how this knowledge might inform the design of more enduring and sustainable interactive products. We report our research in progress and provide a collection of initial design themes and design concepts inspired by user studies.
Vatrapu, Ravi K. and Robertson, Scott P. (2009): Information foraging in E-voting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3799-3804. Available online
In this paper, we present a case study of human-information interaction in the online realm of politics. The case study consists of a participant observed while searching and browsing the internet for campaign information in a mock-voting situation while taking notes that were to be shared with others. Interaction analysis of the case study data consisted of applying Information Foraging Theory to understand participant specific behaviors in searching and browsing. Case study results show skewed time allocation to activities, a tradeoff between enrichment vs. exploitation of search results, and issues with lack of scent, low value perception, and value depletion of information. Potential implications for voter-centered design of e-voting portals are discussed and future work is outlined.
Law, Edith, Mityagin, Anton and Chickering, Max (2009): Intentions: a game for classifying search query intent. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3805-3810. Available online
Knowing the intent of a search query allows for more intelligent ways of retrieving relevant search results. Most of the recent work on automatic detection of query intent uses supervised learning methods that require a substantial amount of labeled data; manually collecting such data is often time-consuming and costly. Human computation is an active research area that includes studies of how to build online games that people enjoy playing, while in the process providing the system with useful data. In this work, we present the design principles behind a new game called Intentions, which aims to collect data about the intent behind search queries.
Thimbleby, Harold (2009): Interaction programming: next steps. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3811-3816. Available online
Interaction programming bridges the gap between interaction design and programming, but it has not yet been related directly to mainstream development practice. This paper presents UI model discovery tools to enable existing systems and traditional development processes to benefit from interaction programming tools and methods.
Sukumaran, Abhay, Ramlal, Satyan, Ophir, Eyal, Kumar, Vangala RamNaresh, Mishra, Gaurav, Evers, Vanessa, Balaji, Venkataraman and Nass, Clifford (2009): Intermediated technology interaction in rural contexts. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3817-3822. Available online
Access to information technology in developing countries is often indirect, involving human intermediaries. A computer kiosk is a typical instance of three-way interaction between user, kiosk operator, and kiosk technology. We describe a pilot experimental study that investigates whether manipulating the social prominence of the intermediary versus the technology affects perceived information characteristics and attitudes toward the interaction. We suggest that a better understanding of such locally specific interaction models is needed to address culturally influenced issues in information technology use throughout the developing world. Ongoing methodological challenges in conducting experimental studies in such contexts are discussed.
Vazquez-Alvarez, Yolanda and Brewster, Stephen A. (2009): Investigating background & foreground interactions using spatial audio cues. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3823-3828. Available online
Audio is a key feedback mechanism in eyes-free and mobile computer interaction. Spatial audio, which allows us to localize a sound source in a 3D space, can offer a means of altering focus between audio streams as well as increasing the richness and differentiation of audio cues. However, the implementation of spatial audio on mobile phones is a recent development. Therefore, a calibration of this new technology is a requirement for any further spatial audio research. In this paper we report an evaluation of the spatial audio capabilities supported on a Nokia N95 8GB mobile phone. Participants were able to significantly discriminate between five audio sources on the frontal horizontal plane. Results also highlighted possible subject variation caused by earedness and handedness. We then introduce the concept of audio minimization and describe work in progress using the Nokia N95's 3D audio capability to implement and evaluate audio minimization in an eyes-free mobile environment.
schraefel, m.c., White, Ryen W., André, Paul and Tan, Desney (2009): Investigating web search strategies and forum use to support diet and weight loss. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3829-3834. Available online
Healthcare is shifting from being reactive to preventive, with a focus on maintaining general wellness through positive decisions on diet, exercise, and lifestyle. In this paper, we investigate search behavior as people navigate the Web and find support for dietary and weight loss plans. Inspecting the Web search logs of nearly 2,000 users, we show that people progressively narrow their searches to support their progress through these plans. Interestingly, people that visit online health forums seem to progress through the plans' phases more quickly. Based on these results, we conducted a survey to further explore the roles and importance of online forums in supporting dieting and weight loss.
Madsen, Miriam, Kaliouby, Rana El, Eckhardt, Micah, Hoque, Mohammed E., Goodwin, Matthew S. and Picard, Rosalind W. (2009): Lessons from participatory design with adolescents on the autism spectrum. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3835-3840. Available online
Participatory user interface design with adolescent users on the autism spectrum presents a number of unique challenges and opportunities. Through our work developing a system to help autistic adolescents learn to recognize facial expressions, we have learned valuable lessons about software and hardware design issues for this population. These lessons may also be helpful in assimilating iterative user input to customize technology for other populations with special needs.
Schöning, Johannes, Rohs, Michael, Kratz, Sven, Löchtefeld, Markus and Krüger, Antonio (2009): Map torchlight: a mobile augmented reality camera projector unit. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3841-3846. Available online
The advantages of paper-based maps have been utilized in the field of mobile Augmented Reality (AR) in the last few years. Traditional paper-based maps provide high-resolution, large-scale information with zero power consumption. There are numerous implementations of magic lens interfaces that combine high-resolution paper maps with dynamic handheld displays. From an HCI perspective, the main challenge of magic lens interfaces is that users have to switch their attention between the magic lens and the information in the background. In this paper, we attempt to overcome this problem by using a lightweight mobile camera projector unit to augment the paper map directly with additional information. The "Map Torchlight" is tracked over a paper map and can precisely highlight points of interest, streets, and areas to give directions or other guidance for interacting with the map.
Petrie, Helen and Harrison, Chandra (2009): Measuring users' emotional reactions to websites. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3847-3852. Available online
Initial research to investigate users' emotional reactions to websites is presented. An Emotion Words Priming List (EWPL) was developed for UK English speakers and used to prompt users in an evaluation of 6 websites. Only half the words on the EWPL V1 were amongst the most frequently used emotion words in the retrospective verbal protocols. However a list of 16 emotion words emerged from this study that constitute version 2 of the EWPL, to be validated in a future study.
DiSalvo, Carl, Boehner, Kirsten, Knouf, Nicholas A. and Sengers, Phoebe (2009): Nourishing the ground for sustainable HCI: considerations from ecologically engaged art. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 385-394. Available online
Sustainable HCI is now a recognized area of human-computer interaction drawing from a variety of disciplinary approaches, including the arts. How might HCI researchers working on sustainability productively understand the discourses and practices of ecologically engaged art as a means of enriching their own activities? We argue that an understanding of both the history of ecologically engaged art, and the art-historical and critical discourses surrounding it, provide a fruitful entry-point into a more critically aware sustainable HCI. We illustrate this through a consideration of frameworks from the arts, looking specifically at how these frameworks act more as generative devices than prescriptive recipes. Taking artistic influences seriously will require a concomitant rethinking of sustainable HCI standpoints -- a potentially useful exercise for HCI research in general.
Heimerl, Kurtis, Ramachandran, Divya, Pal, Joyojeet, Brewer, Eric and Parikh, Tapan (2009): Metamouse: multiple mice for legacy applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3853-3858. Available online
Single Display Groupware (SDG) solutions have been used to create software for disadvantaged children, particularly in the developing world. SDG allows for greater utilization of the limited infrastructure available to these kids. However, SDG faces challenges in working with legacy applications. Our technology, called metamouse, takes a step toward an integrated multi-user application by allowing users to collaborate within unmodified legacy educational software. We conducted a preliminary qualitative user study of our technology with educational software in schools around Bangalore, India. We found that Metamouse is easily learned, encourages collaborative discussion among students, and allows for the use of existing educational applications with no modification.
Jansen, Bernard J., Zhang, Mimi, Sobel, Kate and Chowdury, Abdur (2009): Micro-blogging as online word of mouth branding. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3859-3864. Available online
In this paper, we report research results investigating micro-blogging as a form of online word of mouth branding. We analyzed 149,472 micro-blog postings containing branding comments, sentiments, and opinions. We investigated the overall structure of these micro-blog postings, types of expressions, and sentiment fluctuations. Of the branding micro-blogs, nearly 20 percent contained some expressions of branding sentiments. Of these tweets with sentiments, more than 50 percent were positive and 33 percent critical of the company or product. We discuss the implications for organizations in using micro-blogging as part of their overall marketing strategy and branding campaigns.
Aula, Anne and Kellar, Melanie (2009): Multilingual search strategies. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3865-3870. Available online
We explored the search strategies of multilingual searchers, i.e., users who use multiple languages when searching for information. We wanted to understand factors that determine the language multilingual searchers choose to search in, if they switch languages within a search task, and if they encounter challenges when searching in a non-native language. Our results indicate that availability and perceived quality of information were the primary reasons for searching in a non-native language. Language switching within a search only occurred when information could not be found with the original search language. We also observed a language-related use case where the goal was not to find information in a typical sense, but rather to check for correct phrases in the non-native language using search engines. Our research highlights several areas of future work for further understanding the multilingual search process.
Shin, Heesook, Lee, Woohun, Lee, Geehyuk and Cho, Ilyeon (2009): Multi-point touch input method for Korean text entry. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3871-3876. Available online
Multi-touch interfaces are becoming popular as a new input means for the various applications. In this paper, we suggest a new Korean text entry method using a multi-touch interface called MPT (Multi-Point Touch) input method. We conducted a text entry performance test comprising 4 sessions for 10 participants, and compared the result with an existing commercial SPT (Single-Point Touch) input method. The experimental results show that the entry speed of MPT was slower than that of SPT method in the initial session. However, the entry speed of MPT input method was improved more rapidly than the speed of SPT method as sessions were proceeded. We observed a statistically significant learning effect from the result of MPT method. Moreover, we found no significant difference between the task loads of SPT and MPT input methods.
Schroeder, Will (2009): New tools for task workflow analysis. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3877-3882. Available online
This paper describes first steps in the use of a technique for the visualization, and analysis of users' workflows, well-suited to the study of user behavior in the completion of complex tasks.
Spicer, Ryan P. and Kelliher, Aisling (2009): NextSlidePlease: navigation and time management for hyperpresentations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3883-3888. Available online
Slide-ware presentations typically involve an uninterrupted progression of bulleted slides introduced by a lone figure before a passive audience. This format does not encourage active discussion or facilitate improvisational presentation of material. Two studies were conducted to evaluate how presenters author, rehearse for and deliver presentations. From these studies, feature recommendations for a prototype hyperpresentation system were developed.
Chang, Samuel Hsiao-Heng, Stuart, Lachlan, Plimmer, Beryl and Wünsche, Burkhard (2009): Origami simulator: a multi-touch experience. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3889-3894. Available online
We present a 3D origami simulator with multi-touch interaction. This is a preliminary exploration of manipulating 3D models with multi-touch. Following a user centered approach, we analyzed how people make paper origami models and mapped the common actions into two-touch gestures. The user study suggested that people enjoyed the simulator and think the techniques can be applied to other 3D modeling environments.
Kleinman, Lisa (2009): Perceived productivity and the social rules for laptop use in work meetings. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3895-3900. Available online
People multitask with laptops in organizational meetings and this may impact a team's productivity and group dynamics. This paper discusses the results from fieldwork at a Fortune 500 software development company and survey data from a sample of 40 information workers across the United States on the topic of technological multitasking in group meetings. Preliminary results suggest that there is a perceived loss of productivity when using laptops during meetings and that the type of meeting is the strongest determinant for when technological multitasking occurs.
Manabe, Hiroyuki and Fukumoto, Masaaki (2009): P-recognition: you are already recognized. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3901-3906. Available online
The user's intention is reflected in not only the actual input action but the ones immediately before it as well. "P-Recognition"" recognizes the preceding actions, and predicts the intention just when the actual action starts. This paper tests P-Recognition in a pen-based map navigation interface as an example, where the map is panned by user's dragging strokes and zoomed by user's enclosure by a circle. The feasibility of the proposal is confirmed in an experiment. We find that dragging and circling actions are distinguishable before the pen touches the screen. Moreover, for some users we can recognize their intention to write text. It is confirmed that the user's intention is present in the preceding actions and so is detectable.
Jansen, Bernard J., Booth, Danielle and Spink, Amanda (2009): Predicting query reformulation during web searching. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3907-3912. Available online
his paper reports results from a study in which we automatically classified the query reformulation patterns for 964,780 Web searching sessions (composed of 1,523,072 queries) in order to predict what the next query reformulation would be. We employed an n-gram modeling approach to describe the probability of searchers transitioning from one query reformulation state to another and predict their next state. We developed first, second, third, and fourth order models and evaluated each model for accuracy of prediction. Findings show that Reformulation and Assistance account for approximately 45 percent of all query reformulations. Searchers seem to seek system searching assistant early in the session or after a content change. The results of our evaluations show that the first and second order models provided the best predictability, between 28 and 40 percent overall, and higher than 70 percent for some patterns. Implications are that the n-gram approach can be used for improving searching systems and searching assistance in real time.
Chapman, Christopher N., Lahav, Michal, Love, Edwin and Alford, James L. (2009): Product interest and engagement scale, beta (pies-beta): initial development. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3913-3918. Available online
We report a work in progress: development and initial validation of the Product Interest and Engagement Scale (PIES), a short assessment instrument measuring consumer interest in technology products. PIES reflects an explicitly multidimensional, hierarchical, and extensible model of product interest. It assesses consumer product interest in terms of an overall interest scale plus three subscales assessing interest in features and choices, personal image as affected by a product, and interest in optimizing one's choice with regards to a product. We report factor structure in a sample of N=225 US consumers and replication with N=180 US consumers. The results establish reliability of the overall 12-item scale and subscales in a broad consumer sample (Cronbach's alpha = 0.89 overall, 0.82-0.88 for subscales). Validity measures in the validation sample demonstrate convergent and discriminant validity with product ownership and product involvement measures. We regard PIES as currently being in beta form (PIES-beta). It is suitable for usage now but will undergo further revision in 2009.
Yamaguchi, Kota, Komuro, Takashi and Ishikawa, Masatoshi (2009): Ptz control with head tracking for video chat. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3919-3924. Available online
This paper describes a user interface for video chat that is capable of panning, tilting, and zooming (PTZ) operation using head tracking. The approach is to map a captured 3D position from head tracker to PTZ parameters of a remote camera so that a user can intuitively change the view just as people change their sight by moving their head. The preliminary user study gave encouraging results and clarified the point for further improvement.
Fukumoto, Masaaki (2009): PuyoSheet and PuyoDots: simple techniques for adding "button-push" feeling to touch panels. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3925-3930. Available online
Two simple techniques for touch-panel based portable information devices are proposed. A soft-gel based transparent film named "PuyoSheet" placed over a touch panel provides button-push feeling to the fingertips. Another configuration, soft-gel based small dots, named "PuyoDots", is attached to the backside of a handheld device provides button-edge and button-push feelings to the fingertip(s) that hold the device. Preliminary evaluations indicate that proposed techniques improve "usability" and "preference" without deteriorating input speed or error rate compared with an ordinary touch panel device.
Curtis, Jennifer, Ruijs, Loes, Vries, Maartje de, Winters, Robert and Martens, Jean-Bernard (2009): Rehabilitation of handwriting skills in stroke patients using interactive games: a pilot study. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3931-3936. Available online
This paper describes an interactive application that aims to support the rehabilitation of handwriting skills in people that suffer from paralysis after a stroke. The purpose of the application is to make the rehabilitation of handwriting skills fun and engaging. Four platform-independent games with adjustable levels of difficulty were created in order to target varying levels of skills. The application also features a performance history, audio-visual feedback, and posture reminders. It was evaluated with medical staff and patients from the Hoensbroeck Rehabilitation Centre in the Netherlands. The initial results indicated that the games are more motivating and fun than traditional pen and paper exercises. The feedback received from therapists supports our claim that the games are a useful addition to the rehabilitation of handwriting.
Robertson, Stephen, Vojnovic, Milan and Weber, Ingmar (2009): Rethinking the ESP game. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3937-3942. Available online
The ESP Game was designed to harvest human intelligence to assign labels to images -- a task which is still difficult for even the most advanced systems in image processing. However, the ESP Game as it is currently implemented encourages players to assign "obvious" labels, which can be easily predicted given previously assigned labels. We present a language model which can assign probabilities to the next label to be added. This model is then used in a program, which plays the ESP game without looking at the image. Even without any use of the actual image, the program manages to agree with the randomly assigned human partner on a label for 69% of all images, and for 81% of images which have at least one "off-limits" term assigned to them. We discuss how the scoring system and the design of the ESP game can be improved to encourage users to add less predictable labels, thereby improving the quality of the collected information.
Drobny, Dieter, Weiss, Malte and Borchers, Jan (2009): Saltate!: a sensor-based system to support dance beginners. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3943-3948. Available online
We present Saltate!, a wireless prototype system to support beginners of ballroom dancing. Saltate! acquires data from force sensors mounted under the dancers' feet, detects steps, and compares their timing to the timing of beats in the music playing. If it detects mistakes, Saltate! emphasizes the beats in the music acoustically to help the dancing couple stay in sync with the music.
Peres, S. Camille, Nguyen, Vickie, Kortum, Philip T., Akladios, Magdy, Wood, S. Bart and Muddimer, Andrew (2009): Software ergonomics: relating subjective and objective measures. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3949-3954. Available online
The use of computers in the workplace is now commonplace. Correspondingly, injuries associated with computer use have increased. However, little research has been done investigating whether these injuries are associated with the software being used. One reason is the difficulty in measuring muscle strain (a predictor of muscle related injuries). Here we present preliminary results of study on the relationship between objective and subjective measures of muscle strain during computer use. As users completed sets of tasks using MSWord, SEMG muscle activity was recorded for the muscles associated with using a keyboard and mouse. After each task set, users completed surveys asking the level of strain they experienced during the tasks. Correlations between the measures suggest that subjective measures can provide reliable information regarding the muscle strain associated with software use. These easily obtained subjective measurements could assist in producing software interaction designs that are better for users.
Zimmerman, John (2009): Designing for the self: making products that help people become the person they desire to be. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 395-404. Available online
Product attachment theory describes how people learn to love certain possessions through a process of meaning making. It provides a rich and as yet untapped source of inspiration for driving the practice of experience design. However, there are currently no guidelines that describe how to apply this theory in design practice. Taking a research through design approach, I made many different products with the goal of helping people become the person they desire to be through their product interactions. Then, in order to better understand how the different design teams applied attachment theory, I created a set of design patterns that document the application of product attachment theory to the interaction design of each product. I clustered the patterns based on similarities across the different artifacts, and this produced six framing constructs, which work as specific perspectives designers can take when applying product attachment theory in an experience design project.
Fyans, A. Cavan, Gurevich, Michael and Stapleton, Paul (2009): Spectator understanding of error in performance. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3955-3960. Available online
The development of computer-based devices for music control has created a need to study how spectators understand new performance technologies and practices. As a part of a larger project examining how interactions with technology can be communicated to spectators, we present a model of a spectator's understanding of error by a performer. This model is broadly applicable throughout HCI, as interactions with technology are increasingly public and spectatorship is becoming more common.
Antle, Alissa N., Corness, Greg and Droumeva, Milena (2009): Springboard: exploring embodiment, balance and social justice. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3961-3966. Available online
In this paper we describe the theory and design of a prototype interactive environment called Springboard. Springboard supports users to explore concepts in social justice through embodied interaction. We present the foundational theory of embodied conceptual metaphor, focusing on the twin-pan balance schema. We describe the application of balance metaphors in the design of the interaction model for our interactive environment. We conclude with a discussion of design choices and describe future research based on our prototype.
Tomás, Nuno, Guerreiro, Tiago and Goncalves, Daniel (2009): StoryTags: once upon a time, there was a photo. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3967-3972. Available online
With the growing volume of digital information users must deal with, management and retrieval tasks have become increasingly problematic. A popular way to help users organize their information is tagging, as is the case in web sites such as flickr, delicious or youtube. Unlike traditional hierarchically-based organization principles, tagging is less strict and easier to employ. However, it is not without its own problems. Low tag reuse is just one of several issues that might hinder retrieval of a document or photo at a later time. We propose that narratives can provide a better way of tagging photos. Describing a photo by telling a story about it may yield more and better tags, as information in stories is organized as a structured, coherent whole. We present a prototype web application, StoryTags, that allows users to tell stories to tag their photos, and then to use those stories to retrieve them.
Palay, Joshua and Newman, Mark (2009): SuChef: an in-kitchen display to assist with "everyday" cooking. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3973-3978. Available online
Decisions about what to eat are often made close to mealtime, when hunger clouds people's ability to think creatively or conscientiously about their meal choices. As a result, people we studied tended to resort to "everyday meals": recipes that are tasty, quick, and cheap. These choices often run counter to cooks' stated values regarding health, variety, ingredient choice, and so forth, but are chosen for their convenience and familiarity. This lack of variety seemed to stem from a scarcity of "everyday" recipes compounded by the fact that usually, at the time they are preparing the meal, cooks are tired, hungry, and don't want to search for or try less familiar recipes. Based on a study of current cooking practices, we developed the SuChef prototype: a low-fidelity probe supporting the in-kitchen display of everyday meal ideas along with the sharing of recipes among members of social groups. The probe was deployed for a week among 5 geographically dispersed but socially connected households and yielded insights into the design space for technology to support everyday cooking.
Ichino, Junko, Makita, Tomohiro, Tano, Shun'ichi and Hashiyama, Tomonori (2009): Support for seamless linkage between less-detailed and more-detailed representations for comic design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3979-3984. Available online
Through a study of comic design practice, we observed that comic designers created three components -- character-config, plot, and storyboard -- and used a trial-and-error approach with iterative progression from less detailed to more detailed representations during the early stages of design. However, existing comic design tools do not support these tasks very well. In the light of these observations, we created a system that helps comic designers in the early stages of design. Our prototype supports sketching input, allows seamless movement backward or forward among the different granularities of representations across the three components, and concurrent use of multiple related sheets.
Taylor, Andrea, Wilson, Richard and Agamanolis, Stefan (2009): Supporting carers in their caring role through design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3985-3990. Available online
Carers are people who look after family, partners or friends who could not manage without them because of frailness, illness or disability. Our contribution is to show the potential for design to support carers in their vital caring role, focusing on health information sharing. We describe why it is important to recognise and consider carers in the design of home health monitoring technology, and why it is important to help carers maintain their health and well being. We present design guidelines for home monitoring technology. These guidelines are distilled from a survey distributed to carers in a rural part of Scotland on health information sharing. We used these guidelines to design a new home monitoring system called @Hand. The main difference with current systems is the focus on facilitating information sharing between cared-for and carer rather than cared-for and health professional.
Colineau, Nathalie, Paris, Cecile, Marendy, Peter, Bhandari, Dipak and Shu, Yanfeng (2009): Supporting family engagement in weight management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3991-3996. Available online
As obesity is increasing in many countries, helping people manage their weight has become an important issue. Medical research has shown that the family context may be important to promote lifestyle changes. Our work aims at designing a collaborative environment to engage a family in support of an individual needing to manage his or her weight. This paper presents the first step in our iterative design process which aimed at collecting information about the needs of overweight and obese people, and about the type of environment they would find useful for them and their family.
Diamant, E. Ilana, Lim, Brian Y., Echenique, Andy, Leshed, Gilly and Fussell, Susan R. (2009): Supporting intercultural collaboration with dynamic feedback systems: preliminary evidence from a creative design task. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3997-4002. Available online
Intercultural collaboration is often hampered by the manner in which teams communicate, or fail to com-municate, their ideas, concerns, and feelings. Computer-mediated communication and the virtual nature of collaboration tend to exacerbate such communication issues into problems of conversation dominance, misattribution, and group conflict. New communication tools have the potential to mitigate some of these problems by augmenting individuals' and team's awareness of their communication inputs and processes. We explore how such feedback affects the communication content, attention distribution, and affective states of Chinese and American collaborators engaged in a creative de-sign task. We describe our tool, present preliminary findings from an ongoing lab experiment, and discuss next steps in our research regarding ways of detecting the impact of real-time conversation feedback in inter-cultural collaboration environments.
Lee, Min Kyung, Dillahunt, Tawanna, Pendleton, Bryan, Kraut, Robert E. and Kiesler, Sara (2009): Tailoring websites to increase contributions to online communities. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4003-4008. Available online
Many online communities experience insufficient contributions from their members. In order to encourage contributions to the community, we examined a website tailoring approach to fit a community's website interface with the motivations of the community. In particular, we used the characteristics of other websites as a method of gauging user motivation. We built two different websites with financial and altruistic themes, and conducted an online experiment with 122 users to test the impact of both segmenting and tailoring on contributions to a recycling community. Preliminary results show that both tailoring and segmenting techniques were effective with altruistic users.
Carroll, Erin A. and Latulipe, Celine (2009): The creativity support index. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4009-4014. Available online
We present a draft survey tool called the Creativity Support Index (CSI). The CSI is similar to the NASA Task Load Index Survey but is designed specifically for evaluating creativity support tools, based on concepts and theories from creativity research.
Nikolova, Sonya, Boyd-Graber, Jordan and Cook, Perry R. (2009): The design of ViVA: a mixed-initiative visual vocabulary for aphasia. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4015-4020. Available online
In this paper, we present the design of ViVA, a visual vocabulary for aphasia. Aphasia is an acquired language disorder that causes variability of impairments affecting individual's ability to speak, comprehend, read and write. Existing communication aids lack flexibility and adequate customization functionality failing to address this variability and to satisfy individual user needs. We tackle these shortcomings by incorporating adaptive and adaptable capabilities in ViVA which is designed to assist communication for users suffering from aphasia. The visual vocabulary for aphasia implements a novel approach that organizes the words in the vocabulary according to user preferences, word usage and certain semantic measures, thus continuously tailoring the tool to the user's profile.
Kang, Sin-Hwa, Gratch, Jonathan and Watt, James H. (2009): The effect of affective iconic realism on anonymous interactants' self-disclosure. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4021-4026. Available online
In this paper, we describe progress in research designed to explore the effect of the combination of avatars' visual fidelity and users' anticipated future interaction on self-disclosure in emotionally engaged and synchronous communication. We particularly aim at exploring ways to allow users' self-disclosure while securing their anonymity, even with minimal cues of a virtual human, when users anticipate future interaction. The research investigates users' self-disclosure through measuring their behaviors and feelings of social presence in several dimensions. Design and implementation of the stimulus materials and equipments are complete and data collection has begun.
Antle, Alissa N., Droumeva, Milena and Ha, Daniel (2009): Thinking with hands: an embodied approach to the analysis of children's interaction with computational objects. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4027-4032. Available online
We present the theory and mixed methods approach for analyzing how children's hands can help them think during interaction with computational objects. The approach was developed for a study investigating the benefits of different input methods for object manipulation activities in digitally supported problem solving. We propose a classification scheme based on the notions of complementary and epistemic actions in spatial problem solving. In order to overcome inequities in number of access points when comparing different input methods, we develop a series of relative measures based on our classification scheme.
Nowak, Michael, Rao, Shailendra, Nass, Clifford, Lewenstein, Joel, Meyer, Andrew and Richman, Jessica (2009): Toward an experimental methodology for studying persuasion-based online security. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4033-4038. Available online
In this paper we highlight a controlled experimental design in development to investigate how the intersection of a brand's familiarity and persuasive appeal impact user willingness to engage in increased web security procedures. We offer the results of a 2 (Source: familiar vs. unfamiliar brand) x 2 (Persuasive Strategy: benefit to user vs. benefit to site) web experiment (N=48) using this approach to demonstrate its viability and generate ideas for future directions. Lessons learned and opportunities to improve this experimental methodology to further psychological research in the web security domain are discussed.
Benbunan-Fich, Raquel, Adler, Rachel F. and Mavlanova, Tamilla (2009): Towards new metrics for multitasking behavior. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4039-4044. Available online
In this paper we propose new metrics to investigate computer-based multitasking behavior. These metrics range from a very lean dichotomous variable to a very rich measure based on switches that combines user, task and technology considerations. We demonstrate how to calculate these measures with an exploratory study based on self-reported user logs. The development of new metrics to research multitasking behavior lays the foundation to incorporate this variable in future studies of human-computer interaction.
Shiraishi, Miyuki, Washio, Yasuyuki, Takayama, Chihiro, Lehdonvirta, Vili, Kimura, Hiroaki and Nakajima, Tatsuo (2009): Tracking behavior in persuasive apps: is sensor-based detection always better than user self-reporting?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4045-4050. Available online
This paper aims to discuss the roles for the two types of tracking user behavior. Considering these two types of tracking, sensor based recognition has a great advantage when sensing human activity, but it is not always adequate when tracking in the real world. In this paper, we compare the benefits and drawbacks of sensor-based tracking versus self-reported data in persuasive applications called EcoIsland.
Consolvo, Sunny, McDonald, David W. and Landay, James A. (2009): Theory-driven design strategies for technologies that support behavior change in everyday life. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 405-414. Available online
In this paper, we propose design strategies for persuasive technologies that help people who want to change their everyday behaviors. Our strategies use theory and prior work to substantially extend a set of existing design goals. Our extensions specifically account for social characteristics and other tactics that should be supported by persuasive technologies that target long-term discretionary use throughout everyday life. We used these strategies to design and build a system that encourages people to lead a physically active lifestyle. Results from two field studies of the system -- a three-week trial and a three-month experiment -- have shown that the system was successful at helping people maintain a more physically active lifestyle and validate the usefulness of the strategies.
Boukhelifa, Nadia and Duke, David John (2009): Uncertainty visualization: why might it fail?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4051-4056. Available online
There is a gulf between the rhetoric in visualization about the importance of uncertainty, and the practice of visualization in which uncertainty is rarely seen other than as a laboratory exercise. We reflect on why something viewed as fundamental in science and engineering is rarely if ever adopted in visualization practice. Our analysis is informed both by research progress and by our own experience in an ongoing industrial case study on modelling and mapping underground assets, where it would appear that uncertainty plays a major role. In this case study, we try to identify promoting and limiting factors. We conclude that the value of uncertainty visualization is severely limited by the quality and scope of uncertainty data, by the limited confidence in the data itself, and by the perceptual and cognitive confusion that the depiction of this data can generate. We hope to broaden the discussion on the utility of uncertainty in visualization from the purely technical and perceptual issues to social and organizational factors.
Keijzers, Jeroen, Ouden, Elke den and Lu, Yuan (2009): Understanding consumer perception of technological product failures: an attributional approach. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4057-4062. Available online
Besides the widely promoted advantages the influx of new technology is bringing to consumers, the disadvantages due to increasing cognitive complexity of such technological advanced products have also been recognized. Among other things, an increasing number of unknown field complaints is one of the evidences. Since consumers often perceive a product's (mal)functioning differently than designers do, we propose an attributional approach to evaluate potential product failures. In this paper, we present the results of an exploratory empirical study to evaluate the attribution of picture quality failures in LCD televisions for a diverse group of consumers. This approach is aimed to provide designers better insight into how consumers perceive (potential) product failures, in order to support critical design decisions in the product development process.
Febretti, Alessandro and Garzotto, Franca (2009): Usability, playability, and long-term engagement in computer games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4063-4068. Available online
Does usability affect long term user engagement in computer games, or are other factors more influential? This paper explores this issue, discussing an evaluation study that measured the relevance of usability versus playability factors for long-term user engagement in eight commercial games.
Jambon, Francis and Meillon, Brigitte (2009): User experience evaluation in the wild. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4069-4074. Available online
This article details experience feedback resulting from a user experience study in the wild (i.e. in-situ). The system under test was a mobile device for skiers, which aimed at improving their users' experience. The skiers were equipped with a mini-camera, an accelerometer and a geo-localization system. Thanks to a smartphone, they could replay, on trails, theirs best performances (video, maximum speed, ...). The article focuses both on the methodological and the technological issues encountered during these experimentations, and proposes recommendations.
Mubin, Omar, Shahid, Suleman, Bartneck, Christoph, Krahmer, Emiel, Swerts, Marc and Feijs, Loe (2009): Using language tests and emotional expressions to determine the learnability of artificial languages. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4075-4080. Available online
The study described hereunder lies within the context of a larger project focusing on the design and implementation of a "Robotic Interaction Language". The research goal of this project is to find the right balance between the effort necessary from the user to learn a new or artificial language and the resulting benefit of robust communication between a robot and the user as a direct consequence of optimized speech recognition. To measure the first criteria we have explored two methods to evaluate language learnability, namely Language Tests and analyzing expressed emotions during interaction in an artificial language. Our results indicate that both have potential in being used as measurement tools for evaluating the learnability of artificial languages.
Brdiczka, Oliver, Su, Norman Makoto and Begole, Bo (2009): Using temporal patterns (t-patterns) to derive stress factors of routine tasks. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4081-4086. Available online
We describe the use of a statistical technique called T-pattern analysis to derive and characterize the routineness of tasks. T-patterns provide significant advantages over traditional sequence analyses by incorporating time. A T-pattern is characterized by a significant time window (critical interval) that describes the duration of this pattern. Our analysis is based on data collected from shadowing 10 knowledge workers over a total of 29 entire work days. We report on the statistics of detected T-patterns and derived correlations with participant perceptions of workload, autonomy, and productivity.
Stevens, Susan M. and Dornburg, Courtney C. (2009): Utilizing pathfinder in the design of an intranet website. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4087-4092. Available online
Usability analyses of the Homepage Categories and Sub-categories at Sandia National Laboratories were undertaken to identify potential improvement opportunities to the current architecture. Through traditional card sorting methods, as well as a novel implementation of Pathfinder analysis, a novel re-structuring and minimal nomenclature changes are suggested for future user testing. Additionally, the study finds Pathfinder analysis a useful addition to traditional usability methods and suggests related methodological research opportunities.
Larusson, Johann Ari and Alterman, Richard (2009): Visualizing student activity in a wiki-mediated co-blogging exercise. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4093-4098. Available online
Students benefit from jointly reasoning, explaining or "arguing" about the course material. There are significant advantages for moving the discussion online e.g. where students co-blog vis-à-vis a wiki. For the teacher, keeping track of who is participating and the degree to which they participate is not straightforward. This paper presents visualization mechanisms we are developing that address these issues.
Lambert, Alex P., Bezek, Stephen M. and Karahalios, Karrie G. (2009): Waterhouse: enabling secure e-mail with social networking. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4099-4104. Available online
We present Waterhouse, a system for sending and receiving cryptographically protected electronic mail ("secure e-mail"). We show how an existing e-mail interface can be modified to make exchanging secure e-mail nearly effortless. Our system integrates with social networking services (such as Facebook) to automatically exchange cryptographic keys between friends. When a user sends a message to a friend, our system automatically encrypts the contents to thwart eavesdroppers. When a user receives a message from a friend, Waterhouse uses the recipient's social network to verify the sender's identity. Our prototype shows senders' photos as an intuitive indicator of message authenticity. We describe our planned user study and conclude with directions for future work.
Frandsen-Thorlacius, Olaf, Hornbæk, Kasper, Hertzum, Morten and Clemmensen, Torkil (2009): Non-universal usability?: a survey of how usability is understood by Chinese and Danish users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 41-50. Available online
Most research assumes that usability is understood similarly by users in different cultures, implying that the notion of usability, its aspects, and their interrelations are constant across cultures. The present study shows that this is not the case for a sample of 412 users from China and Denmark, who differ in how they understand and prioritize different aspects of usability. Chinese users appear to be more concerned with visual appearance, satisfaction, and fun than Danish users; Danish users prioritize effectiveness, efficiency, and lack of frustration higher than Chinese users. The results suggest that culture influences perceptions of usability. We discuss implications for usability research and for usability practice.
Seong, JinHa, Lee, Woohun and Lim, Youn-kyung (2009): Why we cannot work without paper even in a computerized work environment. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4105-4110. Available online
As work environment becomes more computerized, it has been long expected that the computer will substitute for paper. However, in fact, this expectation has strayed. Paper is still around in the work environment; moreover, computers and papers are used in conjunction with each other. In this study, we suggest the term "human-computer-paper interaction" considering these phenomena. Using contextual inquiry and lab-based user study, we explored the switchover in human-computer-paper interaction and determined what incites this interaction. Through this study, we attempted to provide considerable insights into the HCI design area.
Mistry, Pranav, Maes, Pattie and Chang, Liyan (2009): WUW -- wear Ur world: a wearable gestural interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4111-4116. Available online
Information is traditionally confined to paper or digitally to a screen. In this paper, we introduce WUW, a wearable gestural interface, which attempts to bring information out into the tangible world. By using a tiny projector and a camera mounted on a hat or coupled in a pendant like wearable device, WUW sees what the user sees and visually augments surfaces or physical objects the user is interacting with. WUW projects information onto surfaces, walls, and physical objects around us, and lets the user interact with the projected information through natural hand gestures, arm movements or interaction with the object itself.
Kruschitz, Christian (2009): XPLML: a HCI pattern formalizing and unifying approach. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4117-4122. Available online
In this paper we describe an approach to formalize and unify Human-Computer-Interaction (HCI) design patterns. The goal is to help pattern authors, users, and software engineers to work more efficiently with design patterns. To this end, we have investigated seven building blocks for setting up a unified form of HCI design patterns. They will serve as the necessary requirements for successful integration into the Semantic Web, pattern management tools, and the HCI community.
Jota, Ricardo, Pereira, João M. and Jorge, Joaquim A. (2009): A comparative study of interaction metaphors for large-scale displays. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4135-4140. Available online
Large-scale displays require new interaction techniques because of their physical size. There are technologies that tackle the problem of interaction with such devices by providing natural interaction to larger surfaces. We argue, however, that large-scale displays offer physical freedom that is not yet being applied to interaction. To better understand how distance affects user interaction, we present a comparative study of interaction metaphors for large-scale displays. We present three metaphors: Grab, Point and Mouse. The metaphors were included in our tests as we felt that each would be more suited to a specific distance: this is the focus of our tests. We then asked the users to solve a puzzle using those metaphors from different distances. We discovered that the point metaphor achieves better results on all tests. However, there is evidence that grab and mouse remain valid for specific tasks.
Farrell, Robert, Shah, Hina, Erickson, Thomas and Kellogg, Wendy A. (2009): A design evaluation of a user interface for tending long-term tasks. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4141-4146. Available online
Organizational processes often take place over long periods of time and require intermittent attention. Remembering and reasoning about upcoming process tasks is important, but not adequately supported by existing tools. This paper describes Longitude, a tool that provides a compact timeline of tasks and deadlines. We discuss findings from an exploratory study of the system and propose new requirements for tools that help people participate in long-running group processes requiring intermittent and sporadic attention.
Vallgårda, Anna and Sokoler, Tomas (2009): A material focus: exploring properties of computational composites. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4147-4152. Available online
In this paper we build on the notion of computational composites, which hold a material perspective on computational technology. We argue that a focus on the material aspects of the technology could be a fruitful approach to achieve new expressions and to gain a new view on the technology's role in design. We study two of the computer's material properties: computed causality and connectability and through developing two computational composites that utilize these properties we begin to explore their potential expressions.
Gonzales, Amy L., Finley, Thomas and Duncan, Stuart Paul (2009): (Perceived) interactivity: does interactivity increase enjoyment and creative identity in artistic spaces?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 415-418. Available online
The HCI community often operates under the assumption that interactivity enhances the user experience. In this study we are particularly interested in whether interactivity enhances an artistic experience by either promoting or constraining an audience's enjoyment and creative identity. The goal of the study was to test two research questions in an experimental context: 1.) How does interactive art impact user satisfaction, and 2.) How does interactive art shape the self-concept of the user as creative? Participants interacted with the system in the Interaction (34 pairs) or No Interaction (37 pairs) condition. Findings reveal that perceptions of interactivity correlate with user satisfaction, but do not influence user identity.
Yohanan, Steve and MacLean, Karon E. (2009): A tool to study affective touch. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4153-4158. Available online
Touch is an important part of many forms of emotional communication, but has been studied far less than visual and auditory expressions of affect. We are developing the Haptic Creature to investigate fundamentals of affective touch, and its applications in companionship and anxiety management. This small robot senses the world solely by being touched, and communicates its internal state via vibrotactile purring, stiffening its ears, and modulating its breathing. This paper outlines the motivation for its creation and design, and overviews the current version of its architecture and mechatronics.
Fialho, Andre T. S., Heuvel, Herjan van den, Shahab, Qonita, Liu, Qing, Li, Li, Saini, Privender, Lacroix, Joyca and Markopoulos, Panos (2009): ActiveShare: sharing challenges to increase physical activities. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4159-4164. Available online
This paper discusses the use of social goal setting as a strategy to achieve persuasion through technology. This approach was applied in the design of ActiveShare a system developed to motivate people with sedentary lifestyles to increase their physical activity. In this system, users obtain and share their goals through challenges, which are posted on a social networking website. The paper describes the iterative design process followed, including concept tests, a focus group, and a field test with a fully functional prototype. Preliminary results are promising, although we found no significant increase on physical activity during the one week test. Suggested improvements to the design and plans for a follow up study are outlined.
Miller, Timothy M., Rich, Patrick and Davis, Janet (2009): ADAPT: audience design of ambient persuasive technology. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4165-4170. Available online
We discuss our experiences with applying participatory design methods to the development of a persuasive ambient display. By combining these two approaches, we hoped to engage community members in reducing environmental waste on our college campus. We describe our design process and rationale, the resulting design, lessons learned, and future research directions.
König, Werner A., Gerken, Jens, Dierdorf, Stefan and Reiterer, Harald (2009): Adaptive pointing: implicit gain adaptation for absolute pointing devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4171-4176. Available online
We present Adaptive Pointing, a novel approach to addressing the common problem of accuracy when using absolute pointing devices for distant interaction. The intention behind this approach is to improve pointing performance for absolute input devices by implicitly adapting the Control-Display gain to the current user's needs without violating users' mental model of absolute-device operation. First evaluation results show that Adaptive Pointing leads to a significant improvement compared with absolute pointing in terms of movement time (19%), error rate (63%), and user satisfaction.
Haraty, Mona, Nobarany, Syavash, DiPaola, Steve and Fisher, Brian (2009): AdWiL: adaptive windows layout manager. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4177-4182. Available online
This paper addresses a challenge for the design of visual analytics software, managing placement of multiple windows while accomplishing a cognitively challenging analysis task. We are designing an adaptive windows layout manager that will support the user's creativity by facilitating concentration on the task at hand.
Yang, Yeonsoo and Klemmer, Scott R. (2009): Aesthetics matter: leveraging design heuristics to synthesize visually satisfying handheld interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4183-4188. Available online
We present a tool for automatically generating UI layouts for handheld devices based on design principles. This tool introduces a gestalt approach to visual interface design rather, complementing prior work on user cost minimization. We aim to increase user satisfaction using this approach. The tool automatically generates size and position of widgets drawn from the UI design heuristics of simplicity, structuring, and proportion. Simplicity refers to excluding non-core functionality; structuring to contextual grouping, and proportion to best-practice geometric ratios of width, height, and spacing. Layouts are generated from device constraints and simple XML containing UI component hierarchy. These layouts can be directly manipulated using a GUI editor.
Gunn, Tyler J., Zhang, Hong, Mak, Ed and Irani, Pourang (2009): An evaluation of one-handed techniques for multiple-target selection. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4189-4194. Available online
Recent research has revealed that a large population of mobile users usually use one hand when interacting with mobile devices. However, very few techniques have been developed to support multiple-target selection. In this paper, we introduce Burst and ZoomTap, two techniques that aim to facilitate accurate and fast multiple-target acquisition with one-handed thumb operation on touch-based mobile devices. We compare our two techniques to Shift in a controlled experiment. The results show that for multiple-target selection, Burst and ZoomTap can outperform Shift; also according to the questionnaire, participants prefer Burst and ZoomTap to Shift.
Rosner, Daniela and Bean, Jonathan (2009): Learning from IKEA hacking: I'm not one to decoupage a tabletop and call it a day. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 419-422. Available online
We present a qualitative study based on interviews with nine IKEA Hackers -- people who go online to share the process of repurposing IKEA products to create personalized objects. Whether they were making a self-conscious artistic statement or simply modifying a towel rack to fit in a small bathroom, IKEA hackers illuminate an emergent practice that provides insights into contemporary changes in creativity. We discuss the motivations for IKEA hacking and explore the impact of information technology on do-it-yourself culture, design, and HCI.
Funk, Mathias, Putten, Piet van der and Corporaal, Henk (2009): Analytics for the internet of things. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4195-4200. Available online
This paper presents ongoing work on an approach to remotely observe the usage of connected products, analyze collected data and dynamically refine the observation mechanisms for better data. This allows for iteratively working towards the most elaborate, meaningful, and relevant representation of usage behavior in the form of structured and semantically annotated data traces. We show an implementation of the approach in the D'PUIS framework.
Kepp, Saskia Janina and Schorr, Heidemarie (2009): Analyzing collaborative learning activities in wikis using social network analysis. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4201-4206. Available online
This paper investigates the potential of existing methods for analyzing collaboration in wiki environments. After a short description of the motivation for this research paper a presentation of analysis methods in CSCL will be given, including a special focus on Social Network Analysis. The next section points out the main characteristics of wikis and their differences compared to other CSCL tools. In the following step, the methods for collaboration analysis are transferred to wiki contexts. The paper concludes with open issues and an outlook on future research on this topic area.
Tullis, Tom, Siegel, Marisa and Sun, Emily (2009): Are people drawn to faces on webpages?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4207-4212. Available online
Three studies were conducted to investigate the effects of faces on webpages. In Study I, eye-tracking data showed that users were clearly drawn to faces when asked to look at pages and report what they remember. In Study II, the presence of a face next to a message on a webpage caused users to have a harder time finding that message. In Study III, photos of the authors of opinion articles caused users to be less likely to find the article and to give the page worse ratings.
Saarenpää, Hannamari, Korhonen, Hannu and Paavilainen, Janne (2009): Asynchronous gameplay in pervasive multiplayer mobile games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4213-4218. Available online
One of the interesting features in pervasive multiplayer games is that gaming can be blended into other daily activities. However, the players' current context creates challenges for this parallel activity and therefore, the game design should enable the players to participate in the game whenever it is suitable for them. In this paper, we present initial results from a study which explored one game design solution for this challenge, namely asynchronous gameplay. We wanted to find out how asynchronous gameplay was used and what the players' attitudes were towards this new playing style. The results indicate that the players received asynchronous gameplay positively and that asynchronous gameplay does not diminish the player's opportunities for winning the game.
Sohn, Timothy, Ballagas, Rafael and Takayama, Leila (2009): At your service: using butlers as a model to overcome the mobile attention deficit. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4219-4224. Available online
Advances in mobile phones and cellular network capabilities have enabled many opportunities for information access on the move. These capabilities provide instant access for the mobile user, but have exacerbated the problem of interaction in a mobile context. Mobile users are often engaged in another task that makes it difficult for them to filter and interact with their mobile device at the same time. Mobile multitasking creates an attention deficit for the user. This paper proposes using butlers as a model to overcome this problem by offloading the burden of interaction from the user to the device. We describe how a suite of butlers can opportunistically and proactively offer information to the user in the moment, allowing mobile users to stay focused on their task at hand.
Sohn, Timothy, Takayama, Leila, Eckles, Dean and Ballagas, Rafael (2009): Auditory priming for upcoming events. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4225-4230. Available online
Psychologically preparing for upcoming events can be a difficult task, particularly when switching social contexts, e.g., from office work to a family event. To help with such transitions, the audio priming system uses pre-recorded audio messages to psychologically prepare a person for an upcoming event. In this system, audio priming is being used to prepare a person's state of mind to improve one's sociability in the upcoming social context.
Nguyen, David T. and Canny, John (2009): More than face-to-face: empathy effects of video framing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 423-432. Available online
Video conferencing attempts to convey subtle cues of face-to-face interaction (F2F), but it is generally believed to be less effective than F2F. We argue that careful design based on an understanding of non-verbal communication can mitigate these differences. In this paper, we study the effects of video image framing in one-on-one meetings on empathy formation. We alter the video image by framing the display such that, in one condition, only the head is visible while, in the other condition, the entire upper body is visible. We include a F2F control case. We used two measures of dyad empathy and found a significant difference between head-only framing and both upper-body framing and F2F, but no significant difference between upper-body framing and F2F. Based on these and earlier results, we present some design heuristics for video conferencing systems. We revisit earlier negative experimental results on video systems in the light of these new experiments. We conclude that for systems that preserve both gaze and upper-body cues, there is no evidence of deficit in communication effectiveness compared to face-to-face meetings.
Sundar, S. Shyam, Xu, Qian and Oeldorf-Hirsch, Anne (2009): Authority vs. peer: how interface cues influence users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4231-4236. Available online
From the most e-mailed stories of the day to the most favorite stocks of the week, Web interfaces are rife with cues conveying other users' ratings and reviews of products and services. Do these peer opinions indeed affect our decisions? And if so, are they as strong in their impact as cues conveying authority/expertise (i.e., high source credibility)? We explored these questions through an experiment (N = 243) guided by the heuristic-systematic model in social psychology. Bandwagon/peer cues are generally more persuasive, but when they are inconsistent, the authority cue influences decisions. In general, task involvement promotes systematic processing of these cues. Interestingly, we found no difference in perceived authority between CNET Editor's Choice seal and a seal from a fictitious "authority" (Zig!), among other indications of heuristic processing. We discuss design implications for user interfaces in general and recommendation agents in particular.
Kumar, Ranjitha, Kim, Juho and Klemmer, Scott R. (2009): Automatic retargeting of web page content. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4237-4242. Available online
We present a novel technique for automatically retargeting content from one web page onto the layout of another. Web pages are decomposed into their perceptual hierarchical representations. We then use a structured-prediction algorithm to learn reasonable mappings between the perceptual trees. Using the mappings, we are able to merge the content of one page with the layout of another.
Fetter, Mirko and Gross, Tom (2009): Beyond the Dyad: understanding sharing in instant messaging. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4243-4248. Available online
Instant messaging allows users to exchange presence and availability information, and to have spontaneous online conversations. We report on a study of account sharing in IM, and present distinct types of sharing as well as practices of sharing.
Silva, Mara G. and Bowman, Doug A. (2009): Body-based interaction for desktop games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4249-4254. Available online
Interaction for desktop games is mostly limited to keyboard and mouse input. We are investigating the benefits of adding body-based interaction to complement keyboard and mouse interaction in desktop gaming. We present a proof-of-concept implementation of body-based navigation for the game World of Warcraft, and a formative evaluation to test the feasibility of this kind of interaction. Our observations provide evidence that body-based interaction in addition to keyboard and mouse can help players perform more tasks at the same time and can be especially attractive and helpful to new players. Our study also revealed design consideration for this type of interaction.
Tamaki, Emi, Miyaki, Takashi and Rekimoto, Jun (2009): Brainy hand: an ear-worn hand gesture interaction device. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4255-4260. Available online
Existing wearable hand gesture interaction devices are very bulky and cannot be worn in everyday life, because of the presence of a large visual feedback device. In particular, an eyeglass-type head-mounted display is very large for constant usage. To solve this problem, we propose Brainy Hand, which is a simple wearable device that adopts laser line, or more specifically, a mini-projector as a visual feedback device. Brainy Hand consists of a color camera, an earphone, and a laser line or mini-projector. This device uses a camera to detect 3D hand gestures. The earphone is used for receiving audio feedback. In this study, we introduce several user interfaces using Brainy Hand. (e.g., music player, phone).
Villalon, Rachelle, Lieberman, Henry and Sass, Larry (2009): Breaking down brick walls: design, construction, and prototype fabrication knowledge in architecture. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4261-4266. Available online
Architectural designs are not just collections of 3D objects. Architects have both high-level aesthetic design intent, and intent for the functionality of the building; these must eventually translate into real-world construction materials and processes. Physical prototypes are still essential for the architect and their clients to get a feel for whether designs "work". An exciting recent development in architecture is the use of industrial robots to automatically construct 3D prototype architectural models. But programming the robots requires tedious procedures of low-level commands, far removed from the designer's intent. Adeon is a system that integrates high-level architectural design knowledge, including aesthetic and stylistic intent, with knowledge about materials and construction processes, and robot programming code for constructing prototype 3D physical models. It centers around collecting and associating "common sense" knowledge, expressed in English and converted to a knowledge representation about the various levels. It provides a graphic editor that allows architects to draw high-level aesthetic designs, perhaps referencing known styles or historical examples, and retrieving relevant construction, materials, and cost information. It automatically produces a robot program for constructing the prototype. We present examples detailing the design of various styles of brick walls. Adeon is an interesting example of how to provide an interface for creative work that spans both high-level and low-level concerns.
Koca, Aylin, Karapanos, Evangelos and Brombacher, Aarnout (2009): 'Broken Expectations' from a global business perspective. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4267-4272. Available online
Especially in the past few years, there has been an increase in the rejection rate of interactive consumer electronics products in the field, not due to broken hardware or software, but due to 'broken expectations' of users. However, operational methods to capture triggering contextual reasons are not functional in the industry. In addressing this gap, we propose systematic analysis of qualitative user feedback data resources from the field by utilizing our Disconfirmed Expectations Ontology (DEO). DEO provides for an efficient means to elicit relevant -but currently unrecognizable- feedback from the field to communicate that to the respective units in a product development process. We further demonstrate the utilization of DEO on a rich qualitative data set regarding the Apple iPhone".
MacKay, Bonnie and Watters, Carolyn R. (2009): Building support for multi-session tasks. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4273-4278. Available online
In two previous studies, we explored how users perform multi-session web tasks using the currently available tools. We also proposed three guidelines to help developers design browser support for these types of tasks. In this paper, we describe three prototypes that we designed using these guidelines and present the results of a preliminary evaluation.
Fenwick, Kent, Massimi, Michael, Baecker, Ronald M., Black, Sandra, Tonon, Kevin, Munteanu, Cosmin, Rochon, Elizabeth and Ryan, David (2009): Cell phone software aiding name recall. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4279-4284. Available online
Senior citizens often find it difficult to remember names. This paper describes a novel cell phone application that uses information about one's social network and the places one frequents to suggest the names of individuals one might plausibly encounter in a particular place. We anticipate that this "names prosthesis" will help senior citizens to improve socialization, functional memory and levels of autonomy. We motivate the need for this application space before describing our design process, first implementations, and early testing and iterative improvement of both the concept and the implementation.
Lee, Boram and Lee, Woohun (2009): Cheese cam: unconscious interaction between humans and a digital camera. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4285-4290. Available online
In everyday life, humans interact with many products. In many of these interactions, a person performs an action with, toward, or in the vicinity of a product and then the product reacts to that action. In this paper, however, the opposite interaction pattern, where a product performs an action to induce a user reaction, is presented by a new camera, 'Cheese Cam', concept. Cheese Cam is a camera that can induce unconscious facial reactions in a photography subject, based on mirror neuron theory and facial mimicry theories. A small facial expression icon displayed on Cheese Cam's screen induces unconscious facial reactions in the subject. Experiments were conducted to investigate the effects of Cheese Cam on the facial reactions of subjects, and the results are discussed in this paper. Through this study, we explored possibilities of unconscious interaction.
Gruenstein, Alexander, Orszulak, Jarrod, Liu, Sean, Roberts, Shannon, Zabel, Jeff, Reimer, Bryan, Mehler, Bruce, Seneff, Stephanie, Glass, James and Coughlin, Joseph (2009): City browser: developing a conversational automotive HMI. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4291-4296. Available online
This paper introduces City Browser, a prototype multimodal, conversational, spoken language interface for automotive navigational aid and information access. A study designed to evaluate the impact of age and gender on device interaction errors, perceptions and experiences with the system along with physiological indices of workload is outlined. Preliminary results, plans for further analysis and a larger scale user evaluation are presented.
Topkara, Mercan, Rogowitz, Bernice, Wood, Steve and Boston, Jeff (2009): Collaborative editing of micro-tags. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4297-4302. Available online
This paper introduces the InSight system, which was designed to explore two new concepts in social tagging. In this system, we introduce the concept of community-editable tags, a methodology that allows a community of users to edit, modify and delete tags of each other. The goal is to improve the quality of tags, and to reduce the proliferation of incorrect or incomplete tags often found in social networking systems. We also explore the concept of "micro-tagging," which has begun to appear in web-based applications. In "micro-tagging," the user attaches a tag to a subset of large media, such as a segment in a video or a region of an image. InSight allows users to create and edit video micro-tags. Users can mark specific time intervals within a video, and specific spatial locations within video frames, and these tags can be edited by subsequent users. We also present an empirical study which demonstrates an improvement in factual tag quality when the community of users is allowed to edit and delete each others' tags. These results provide a first step in demonstrating how refining tags would make them more valuable for search.
Kim, Tanyoung, Hong, Hwajung and Magerko, Brian (2009): Coralog: use-aware visualization connecting human micro-activities to environmental change. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4303-4308. Available online
This paper describes the goal, design approach and specification, and preliminary use test of a use-aware ambient media called Coralog. Coralog is a widget that detects the duration of a user's computer idle time (i.e. leaving the computer on without active usage) and communicates the energy consumption behavior through the visualization of the health of coral reefs. By occasionally consulting the non-intrusive widget, users can immediately acknowledge the impact of their computing behavior on ecosystems. Therefore, the goal of this application is to make the public become aware of the connection between their everyday activities and global climate change, which will educate them about the formerly unseen effects that their actions may have and potentially lead to a sustainable living.
Vaucelle, Cati, Ishii, Hiroshi and Paradiso, Joseph A. (2009): Cost-effective wearable sensor to detect EMF. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4309-4314. Available online
In this paper we present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our Electromagnetic Field Detector Bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. Our technology thus supports awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to "fingerprint" devices and aid in applications that require determination of indoor location.
Butler, Keith A. and Zhang, Jiajie (2009): Design models for interactive problem-solving: context & ontology, representation & routines. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4315-4320. Available online
We describe and illustrate a new framework for the design of interactive problem-solving based on recent research on the psychology of distributed cognition.
Cheung, Gifford, Chilana, Parmit, Kane, Shaun and Pellett, Braden (2009): Designing for discovery: opening the hood for open-source end user tinkering. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4321-4326. Available online
According to the Free Software Movement, the user ought to have "the freedoms to make changes, and to publish improved versions" and "to study how the program works, and adapt it to your needs". The Open Source Initiative expects users to access source code, explaining that "you can't evolve programs without modifying them. Since our purpose is to make evolution easy, we require that modification be made easy". These philosophies can shape a unique perspective on software usability that has not been addressed thoroughly in the open-source domain. That is: how to design user-interfaces and tools that facilitate access to source code and encourage the behaviors envisioned above, namely, to improve the code, to personalize it, to learn from it, and to share it. And, as the Open Source Initiative recommends, to make this easy. In addition to presenting this research perspective, we suggest some fruitful approaches to answering these questions and our current and future steps.
Ryan, William, Stolterman, Erik A., Jung, Heekyoung, Siegel, Martin, Thompson, Tonya and Hazlewood, William R. (2009): Device ecology mapper: a tool for studying users' ecosystems of interactive artifacts. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4327-4332. Available online
This paper presents a tool for both researchers and designers called the Device Ecology Mapper, which allows users to share devices they own and describe to researchers how they believe these devices are connected. We built this tool from the theoretical perspective of ecology of artifacts in which designed artifacts do not exist independently, but rather in complex ecosystems with other artifacts through physical and perceptual connections. We designed the evaluations of this tool to evaluate the extent to which designers found the tool valuable and users found the tool true to the way they understand their ecology of interactive artifacts-rather than how closely user's perception of their ecology represents how these devices are actually connected. We found evidence for both perspectives from these studies.
Nakanishi, Hideyuki, Murakami, Yuki and Kato, Kei (2009): Movable cameras enhance social telepresence in media spaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 433-442. Available online
Media space is a promising but still immature technology to connect distributed sites. We developed a simple additional function that moved a remote camera forward when a local user approached a display so that the approach was amplified by a remote person's expanding image accompanied by motion parallax. We conducted an experiment in which we observed that a movable camera enhanced social telepresence, which is the feeling of facing a remote person in the same room. Despite the camera's movement, subjects believed that the camera did not move and a zoom-in function expanded the image. Surprisingly, a zoom-in camera that expanded the image as the movable camera did, however, was ineffective probably because of a lack of motion parallax. Although we explained nothing about the camera, most subjects noticed that their walking caused the view's expansion. If a remote person initiated the camera's movement, social telepresence could not be enhanced.
Karamanis, Nikiforos, Schneider, Anne, Sluis, Ielka van der, Schlogl, Stephan, Doherty, Gavin and Luz, Saturnino (2009): Do HCI and NLP interact?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4333-4338. Available online
We examine the relationship between HCI and Natural Language Processing (NLP) by performing a bibliometric analysis and looking at the specific example of BioNLP. We identify opportunities for HCI to fertilise current NLP research and suggest that HCI will benefit from looking at advances in NLP more closely.
Shen, Erh-li Early, Tsai, Sung-sheng Daniel, Chu, Hao-Hua, Hsu, Yung-jen Jane and Chen, Chi-wen Euro (2009): Double-side multi-touch input for mobile devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4339-4344. Available online
We present a new mobile interaction model, called double-side multi-touch, based on a mobile device that receives simultaneous multi-touch input from both the front and the back of the device. This new double-sided multi-touch mobile interaction model enables intuitive finger gestures for manipulating 3D objects and user interfaces on a 2D screen.
Sas, Corina, Dix, Alan J., Hart, Jennefer and Su, Ronghui (2009): Emotional experience on facebook site. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4345-4350. Available online
Although user behavior in the popular Facebook social network site has been intensely investigated since the site came live in 2004, we know little about users' emotions and values weaved in the fabric of their interactions. We report on a diary study for collecting daily accounts of users' most memorable experiences. Outcomes emphasize the distinction between public and private presentation together with user motivation for engaging in each of these roles. Findings also suggest that at their heart, people's most memorable experiences with Facebook are all about positive emotions, in particular those concerned with connectedness and entertainment.
Gerken, Jens, Bieg, Hans-Joachim, Dierdorf, Stefan and Reiterer, Harald (2009): Enhancing input device evaluation: longitudinal approaches. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4351-4356. Available online
In this paper we present our experiences with longitudinal study designs for input device evaluation. In this domain, analyzing learning is currently the main reason for applying longitudinal designs. We will shortly discuss related research questions and outline two case studies in which we used different approaches to address this issue. Finally, we will point out future research tasks in the context of longitudinal evaluation methods.
Lazzari, Marco and Chiodi, Marco (2009): Experimenting with an organic metaphor and hypervisual links for the interface of a video collection. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4357-4362. Available online
In this paper we describe the prototype of an archive of short movies. The project proposes two original solutions for implementing the interface of this archive: an organic metaphor and a hypervisual navigation mechanism.
Lee, Sang-Su and Lee, Woohun (2009): Exploring effectiveness of physical metaphor in interaction design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4363-4368. Available online
One direction of the emerging paradigm of interface design is the use of physical metaphors, the adoption of physical phenomenon from the real world with physical principles such as gravity or inertia. To explore effectiveness of physical metaphors in interaction design, we conducted an exploratory study by selecting one specific task where a physical metaphor was applied with physics: searching for a phone number in a contact list using an inertial scroll method with a mouse and touch screen interface environment. The result from this initial study showed that employing a physical metaphor does not always guarantee an improvement of performance; a different effect can be drawn according to the interaction style.
Iwasaki, Ken, Miyaki, Takashi and Rekimoto, Jun (2009): Expressive typing: a new way to sense typing pressure and its applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4369-4374. Available online
In this paper, we propose a new way for measuring key typing pressure when using off-the-shelf laptop computers. Accelerometers embedded in laptop computers to protect hard discs from sudden motion are becoming very common. This paper explores the concept of utilizing this accelerometer for sensing non-verbal aspects of key typing, such as key typing pressure. This possibility enables a wide variety of pressure-sensitive user interfaces through the use of software without requiring any additional hardware/sensors. Such software can be distributed easily to a substantial number of potential users. To confirm the feasibility of this idea, we compared typing finger velocities (obtained by high-speed camera images) with sensor data from an accelerometer embedded in a laptop computer. We then confirmed that there is a clear correlation between these two sets of data. We also investigated differences in typing pressure patterns among different users. By combining keystroke speeds and typing pressure, we found it is possible to distinguish among users. This feature can be used for security purposes such as preventing a laptop computer from being used by non-owners. We also present possible application ideas such as rich text expression, new types of user interface elements, and authentication.
Kadaba, Nivedita R., Yang, Xing-Dong and Irani, Pourang P. (2009): Facilitating multiple target tracking using semantic depth of field (SDOF). In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4375-4380. Available online
Users of radar control systems and monitoring applications have to constantly extract essential information from dynamic scenes. In these environments a critical and elemental task consists of tracking multiple targets that are moving simultaneously. However, focusing on multiple moving targets is not trivial as it is very easy to lose continuity, particularly when the objects are situated within a very dense or cluttered background. While focus+context displays have been developed to improve users' ability to attend to important visual information, such techniques have not been applied to the visualization of moving objects. In this paper we evaluate the effectiveness of a focus+context technique, referred to as Semantic Depth of Field (SDOF), to the task of facilitating multiple target tracking. Results of our studies show an inclination for better performance with SDOF techniques, especially in low contrast scenarios.
Istance, Howell, Vickers, Stephen and Hyrskykari, Aulikki (2009): Gaze-based interaction with massively multiplayer on-line games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4381-4386. Available online
People with motor impairments can benefit greatly from being able to take part in Massively Multiplayer On-line Games, such as World of Warcraft. We are investigating how to use eye gaze as a high bandwidth input modality for the range of tasks necessary to participate in the game. We approach this from two directions; in the bottom-up approach we iteratively implement and eva-luate various gaze-interaction techniques, and in the top-down approach we analyze the interaction in MMOGs and develop a theory to map games tasks to gaze-based interaction techniques. We present preliminary results from a recently conducted set of trials which have studied how well tasks in World of Warcraft can be carried out using gaze only. We describe this in the context of the whole project.
Tall, Martin, Alapetite, Alexandre, Agustin, Javier San, Skovsgaard, Henrik H. T., Hansen, John Paulin, Hansen, Dan Witzner and Møllenbach, Emilie (2009): Gaze-controlled driving. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4387-4392. Available online
We investigate if the gaze (point of regard) can control a remote vehicle driving on a racing track. Five different input devices (on-screen buttons, mouse-pointing low-cost webcam eye tracker and two commercial eye tracking systems) provide heading and speed control on the scene view transmitted from the moving robot. Gaze control was found to be similar to mouse control. This suggests that robots and wheelchairs may be controlled "hands-free" through gaze. Low precision gaze tracking and image transmission delays had noticeable effect on performance.
Douglas, Ian (2009): Global mapping of usability labs and centers. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4393-4398. Available online
This paper will highlight the global spread of usability expertise by presenting data on the location of usability testing centers and laboratories around the world. The possibilities for future expansion of the database and global networking of usability expertise and knowledge will be discussed.
Barros, Paulo G. de, Lindeman, Robert W. and Loughlin, Timothy J. (2009): Head-movement evaluation for first-person games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4399-4404. Available online
A first-person view is often used in games to enhance players' sense of presence. Camera movements are added to provide a walking sensation when the player is moving around. Several variations of camera movement are used in current games to simulate head movement. This work aims to evaluate these different types of camera movements by measuring subjective responses of users when exposed to them. In this first stage of research, five important movements were identified, and evaluated in a pair-wise fashion, resulting in subject preferences that contradicted our initial hypothesis.
Du, Honglu, Rosson, Mary Beth, Carroll, John M. and Ganoe, Craig (2009): "I felt more of a member of this class": increasing students' sense of community with video commenting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4405-4410. Available online
Public displays are typically situated in strategic places like town centers, and in salient positions on walls within buildings. However, currently most public displays are non-interactive and are typically used for information broadcasting (TV news, advertisements etc). People passing by pay little attention to them. As a consequence, public displays are under-utilized in the everyday world. We are investigating whether use of interactive public displays might increase people's interaction with one another, with a resulting increase in sense of community. In this paper we describe the design and first deployment experiences of a platform-independent, interactive video commenting system using a large public display in two sections of a large-enrollment university class. Our preliminary evaluation suggests that students enjoyed the activity of commenting, that they participated a great deal, and that their sense of community was greater after using the system. We discuss lessons we have learned from this initial experience, and describe further work we are planning using this and similar interactive activities.
Partridge, Grant A. and Irani, Pourang P. (2009): IdenTTop: a flexible platform for exploring identity-enabled surfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4411-4416. Available online
Only a subset of tabletop designs support the ability to determine which user has performed a given action. These identity-enabled (IE) surfaces offer significant functional advantages over systems with no such capability. Distinguishing between the two types of surfaces enables a valuable discourse that should serve to improve the usefulness of all tabletop designs. To facilitate examinations of the IE design space, we have developed a toolkit called IdenTTop, which greatly simplifies the process of prototyping new IE applications, and we present a few sample applications to demonstrate IdenTTop's effectiveness.
Yun, Tae-Jung (2009): Investigating the impact of a minimalist in-home energy consumption display. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4417-4422. Available online
We investigated the impact of a minimal in-home Energy Consumption Display (ECD), both stationary and portable versions, on household energy awareness and consumption. We deployed the ECD in eight homes for three weeks each, providing half of the participants with a portable version and the others with a stationary one. This work presents an account of each user's experience through pre- and post-surveys, power meter data, and post-deployment interviews and results of the study, which show that users reduced energy consumption by identifying high-power devices in their home and by playfully setting conservation goals.
Mentis, Helena M. and Rosson, Mary Beth (2009): "It's like a circus in here!": affect and information sharing in an emergency department. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4423-4428. Available online
The following research begins to address the relationship between affect and information sharing in order to inform the design of collaborative systems. Through ethnographic observations of affect and face-to-face information sharing in an emergency department we begin to see trends on the occurrence of affect due to context as well as the relationship between affect and information sharing outcomes.
Stylos, Jeffrey, Myers, Brad A. and Yang, Zizhuang (2009): Jadeite: improving API documentation using usage information. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4429-4434. Available online
Jadeite is a new Javadoc-like API documentation system that takes advantage of multiple users' aggregate experience to reduce difficulties that programmers have learning new APIs. Previous studies have shown that programmers often guessed that certain classes or methods should exist, and looked for these in the API. Jadeite's "placeholders" let users add new "pretend" classes or methods that are displayed in the actual API documentation, and can be annotated with the appropriate APIs to use instead. Since studies showed that programmers had difficulty finding the right classes from long lists in documentation, Jadeite takes advantage of usage statistics to display commonly used classes more prominently. Programmers had difficulty finding the right helper objects and discovering how to instantiate objects, so Jadeite uses a large corpus of sample code to automatically identify the most common ways to construct an instance of any given class.
Park, Souneil, Kang, Seungwoo, Chung, Sangyoung and Song, Junehwa (2009): NewsCube: delivering multiple aspects of news to mitigate media bias. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 443-452. Available online
The bias in the news media is an inherent flaw of the news production process. The resulting bias often causes a sharp increase in political polarization and in the cost of conflict on social issues such as Iraq war. It is very difficult, if not impossible, for readers to have penetrating views on realities against such bias. This paper presents NewsCube, a novel Internet news service aiming at mitigating the effect of media bias. NewsCube automatically creates and promptly provides readers with multiple classified viewpoints on a news event of interest. As such, it effectively helps readers understand a fact from a plural of viewpoints and formulate their own, more balanced viewpoints. While media bias problem has been studied extensively in communications and social sciences, our work is the first to develop a news service as a solution and study its effect. We discuss the effect of the service through various user studies.
Forget, Alain, Chiasson, Sonia and Biddle, Robert (2009): Lessons from brain age on persuasion for computer security. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4435-4440. Available online
Users generally have difficulty understanding and managing computer security tasks. We examined Nintendo's Brain Age games for ways to help users remember more secure passwords. Instead, we found design elements that encouraged users to continually perform cognitive tasks that would otherwise be tedious. This paper discusses these elements using existing Persuasive Technology principles, and explores how they could be leveraged to make computer security tasks easier and more engaging.
Khaled, Rilla, Barr, Pippin, Johnston, Hannah and Biddle, Robert (2009): Let's clean up this mess: exploring multi-touch collaborative play. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4441-4446. Available online
Multi-touch play is inherently collaborative, but little work currently explores this aspect. We present preliminary observations of multi-touch collaborative gameplay, focusing on the physical-social environment of a multi-touch surface and its technical issues.
Denef, Sebastian, Ramirez, Leonardo and Dyrks, Tobias (2009): Letting tools talk: interactive technology for firefighting. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4447-4452. Available online
In this work-in-progress report we present the results of a preliminary analysis of a set of fieldwork studies conducted in collaboration with a firefighter school and a firefighter brigade. To inspire the design of ubiquitous computing systems, we provide a description of the equipment used by firefighters, practices built upon them and a set of common properties.
Agustin, Javier San, Skovsgaard, Henrik, Hansen, John Paulin and Hansen, Dan Witzner (2009): Low-cost gaze interaction: ready to deliver the promises. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4453-4458. Available online
Eye movements are the only means of communication for some severely disabled people. However, the high prices of commercial eye tracking systems limit the access to this technology. In this pilot study we compare the performance of a low-cost, webcam-based gaze tracker that we have developed with two commercial trackers in two different tasks: target acquisition and eye typing. From analyses on throughput, words per minute and error rates we conclude that a low-cost solution can be as efficient as expensive commercial systems.
Pierce, James (2009): Material awareness: promoting reflection on everyday materiality. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4459-4464. Available online
Drawing on existing design approaches, this paper argues for the experiential desirability and critical importance -- in terms of environmental sustainability -- of designing for reflection on everyday material things themselves. This paper motivates and proposes a material awareness design approach, further drawing on developments from philosophy of technology and design theory. A series of conceptual designs are presented to help illustrate this approach.
Dimond, Jill P., Yardi, Sarita and Guzdial, Mark (2009): Mediating programming through chat for the OLPC. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4465-4470. Available online
We built a text-based programming environment that enables youth to design and implement a chat client for the One Laptop per Child XO. The environment allows users to program and chat simultaneously. We conducted two one-week workshops at a Girl Scout camp to test user engagement with the environment. In this paper, we examine how chat mediated the programming experience in a collocated environment and its implications for motivating participation in computing.
Vaara, Elsa Kosmack, Höök, Kristina and Tholander, Jakob (2009): Mirroring bodily experiences over time. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4471-4476. Available online
The Affective Health system is a mobile lifestyle application that aims to empower people to reflect on their lives and lifestyles. The system logs a mixture of biosensor-data and other contextually oriented data and transforms these to a colorful, animated expression on their mobiles. It is intended to create a mirror and thereby empower users to see activity patterns and relate these to their experiences of stress. People's different cultural backgrounds and their different physiological and psychological composition give them different perceptions and associations of time. We explore the time dimension of our system through working through a set of different designs that organize events as time going linearly forward, in a circular movement or relating to geographical places. Here we discuss the process of designing a mobile interface for presenting temporal data in a way that allows multiple and subjective interpretation.
Lee, David, Munson, Sean A., Congleton, Ben, Newman, Mark W., Ackerman, Mark S., Hofer, Erik C. and Finholt, Thomas A. (2009): Montage: a platform for physically navigating multiple pages of web content. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4477-4482. Available online
Montage is a platform for rendering multiple pages of web content on large tiled displays (several desktop LCDs arranged in a spatially contiguous matrix). We discuss the advantages of data visualization using a newsstand metaphor, showing many content items at once and allowing users to quickly refine visual searches by walking (physically navigating) closer to specific data on the display. We have used Montage to build three applications that demonstrate the variety of applications that are possible on this platform. These applications have benefits for both everyday use and as research tools.
Ryokai, Kimiko, Lee, Michael Jongseon and Breitbart, Jonathan Micah (2009): Multimodal programming environment for kids: a "thought bubble" interface for the Pleo robotic character. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4483-4488. Available online
We introduce a mixed physical and digital programming environment for children to control robotic characters. We present our design rationale, our initial prototype, report the results from our initial evaluation, and discuss ongoing work.
Heller, Florian, Knott, Thomas, Weiss, Malte and Borchers, Jan (2009): Multi-user interaction in virtual audio spaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4489-4494. Available online
Audio guides are a common way to provide museum visitors with an opportunity for personalized, self-paced information retrieval. However, this personalization conflicts with some of the reasons many people go to museums, i.e., to socialize, to be with friends, and to discuss the exhibit as they experience it [1]. We developed an interactive museum experience based on audio augmented reality that lets the visitor interact with a virtual spatial audio soundscape. In this paper, we present some new interaction metaphors we use in the design of this audio space, as well as some techniques to generate a group experience within audio spaces.
Golbeck, Jennifer (2009): On the internet, everybody knows you're a dog: the human-pet relationship in online social networks. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4495-4500. Available online
The benefits of pet ownership to physical and mental health are extensive and well documented. Online social networks have the potential to strengthen these relationships and build community among pet owners. In this work, we present several results on the difference in behavior between dog and cat owners in pet-oriented social networks. We extend this analysis to divisions between urban and rural users. Our results show that there are significant differences among these groups. We propose a theory for future testing that more socially isolated the owners are from real-world communities of similar pet owners, the more active they are in forming social connections on these websites, and we offer initial evidence to support this. These results show that these pet social networks are already being used to help support the human-animal bond online, and that different types of pet owners would benefit from different types of support within the systems.
Yang, Xing-Dong, Irani, Pourang, Boulanger, Pierre and Bischof, Walter (2009): One-handed behind-the-display cursor input on mobile devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4501-4506. Available online
Behind-the-display interaction has gained popularity for interactions on handheld devices as researchers have demonstrated the viability of such interactions on small devices. However, most designs have investigated the use of direct input behind the screen. We demonstrate that behind-the-display interaction with cursor input is promising and can be a useful augmentation to handheld devices. We developed a prototypical system on a PDA to which we affixed a wireless mouse. The mouse is mounted on the rear of the PDA with the optical sensor facing outwards. The system is designed to be used with one hand, and prevents occlusion and finger-reach. Through several applications we propose the benefits associated with behind-the-display cursor interaction. A preliminary user evaluation indicates that users can benefit from such an interaction when operating a handheld using one hand.
Bongen, Kora A. and Karahalios, Karrie G. (2009): Photo Khipu: organizing a public record of social transaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4507-4512. Available online
Traditional photo albums are important not only for storing and organizing photographs but also for their ability to display photos in an aesthetically pleasing manner. A beautiful photo album augments the browsing experience for individual recollection or sharing with others. We present a digital photo album that organizes and displays photos in a form based on an ancient accounting device, the Incan khipu. The khipu metaphor provides an overview of the photos in a collection and a historical record of individual albums. This interface is meant to be an evocative and functional interactive display in the home for visitors and occupants alike.
Kim, Taemie J., Chu, Maurice, Brdiczka, Oliver and Begole, James (2009): Predicting shoppers' interest from social interactions using sociometric sensors. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4513-4518. Available online
Marketing research has longed for better ways to measure consumer behavior. In this paper, we explore using sociometric data to study social behaviors of group shoppers. We hypothesize that the interaction patterns among shoppers will convey their interest level, predicting probability of purchase. To verify our hypotheses, we observed co-habiting couples shopping for furniture. We have verified that there are sensible differences in customer behavior depending on their interest level. When couples are interested in an item they observe the item for a longer duration of time and have a more balanced speaking style. A real-time prediction model was constructed using a decision tree with a prediction accuracy reaching 79.8% and a sensitivity of 63%.
McCallum, David C., Mak, Edward, Irani, Pourang and Subramanian, Sriram (2009): PressureText: pressure input for mobile phone text entry. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4519-4524. Available online
Pressure sensitive buttons are appealing for reducing repetitive tasks such as text entry on mobile phone keypads, where multiple key presses are currently necessary to record an action. We present PressureText, a text-entry technique for a pressure augmented mobile phone. In a study comparing PressureText to MultiTap, we found that despite limited visual feedback for pressure input, users overall performed equally well with PressureText as with MultiTap. Expertise was a determining factor for improved performance with PressureText. Expert users showed a 33.6% performance gain over novices. Additionally, expert users were 5% faster on average with PressureText than MultiTap, suggesting that pressure input is a valuable augmentation to mobile phone keypads.
Smith, Dustin Arthur and Lieberman, Henry (2009): Recognizing and using goals in event management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4525-4530. Available online
Personal event management involves planning when, where and how events should occur, making sure the event's prerequisites are satisfied, and developing contingencies for when things go wrong. Conventional calendar and project management tools, however, only record and visualize explicit human decisions regarding event specifics. We present Event Minder, a calendar program that takes into account the goals for which the events are scheduled. Users can input descriptions of events in natural language, mixing high-level objectives, concrete time and place decisions, and omit "obvious" common sense details. A commonsense knowledge base provides sensible defaults, and machine learning refines these defaults with experience. We can make recommendations for alternative plans, including alternatives that satisfy higher-level goals in different ways as well as those that meet immediate constraints. Our current system covers dining-related events, integrating commonsense with domain knowledge about specific restaurants, bars and hotels.
Hailpern, Joshua, Karahalios, Karrie and Halle, James (2009): Creating a spoken impact: encouraging vocalization through audio visual feedback in children with ASD. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 453-462. Available online
One hallmark difficulty of children with Autism Spectrum Disorder (ASD) centers on communication and speech. Research into computer visualizations of voice has been shown to influence conversational patterns and allow users to reflect upon their speech. In this paper, we present the Spoken Impact Project (SIP), an effort to examine the effect of audio and visual feedback on vocalizations in low-functioning children with ASD by providing them with additional means of understanding and exploring their voice. This research spans over 12 months, including the creation of multiple software packages and detailed analysis of more than 20 hours of experimental video. SIP demonstrates the potential of computer generated audio and visual feedback to encourage vocalizations of children with ASD.
Sambasivan, Nithya, Ventä, Leena, Mäntyjärvi, Jani, Isomursu, Minna and Häkkilä, Jonna (2009): Rhythms of non-use of device ensembles. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4531-4536. Available online
The proliferation of portable devices has transformed our everyday practices, blurring second and third places. However, almost no research exists on how the perpetual possession of devices impacts how we escape them. In this paper, we explore the notion of non-use of portable devices. Drawing from the results of a multi-step qualitative study, we provide a discussion on how non-use interplays with the dynamics of everyday life. Specifically, we discuss practices surrounding hybridities of portable devices and social circles. The layerings of portables help in de-personalizing interactions through evasions, pretence, and resistance. We argue that non-use is not a reason for failure, but is a form of use in itself.
Miaw, Dennis R. and Raskar, Ramesh (2009): Second skin: motion capture with actuated feedback for motor learning. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4537-4542. Available online
Second Skin aims to combine three-dimensional motion tracking with real-time tactile feedback for the purpose of improving users' motor-learning ability. The system tracks a user's body and limb movements as he or she is performing an action, and the user is given automatic, real-time tactile feedback to aid in the correction of movement and position errors. A number of components integral to the motion tracking and tactile feedback systems must be bound to the user's body, and as such, an important goal is to design a lightweight and minimally inhibitive wearable suit that contains all of these elements.
Belloni, Nicolas, Holmquist, Lars Erik and Tholander, Jakob (2009): See you on the subway: exploring mobile social software. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4543-4548. Available online
This project explores the social possibilities of mobile technology in transitional spaces such as public transport. Based on a cultural probes study of Stockholm subway commuters, we designed a location-based friend finder that displays only people in the same train as the user. We aim at reaching a critical mass of users and therefore decided to make the system compatible with as many phones as possible, thus it was designed as a simple web application. An initial informal study pointed out consequences of certain design decisions on the user experience and highlighted social tensions created by presence awareness.
Wang, Qihua and Jin, Hongxia (2009): Selective message distribution with people-tagging in user-collaborative environments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4549-4554. Available online
Oftentimes, we would like to distribute call-for-participation messages by email to people who are potentially interested in the topics of the corresponding events. Meanwhile, people either broadcast such messages to everyone in their organizations or maintain a number of mailing lists for different topics. But both approaches have drawbacks. In this paper, we explore the idea of automatically selecting recipients for broadcasting messages on different topics using people-tagging. In a collaborative people-tagging system, users can tag each other with the terms they want, and tags from different users are combined and aggregated. Tags applied to a user usually describe the user's attributes, such as her affiliation, expertise, and the projects she has been involved in. We can thus effectively find interested recipients by matching the content of messages with people's tags. A prototype of our solution has been implemented for a real-world and large-scale people-tagging system in IBM.
Mollenbach, Emilie, Hansen, John Paulin, Lillholm, Martin and Gale, Alastair G. (2009): Single stroke gaze gestures. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4555-4560. Available online
This paper introduces and explains the concept of single stroke gaze gestures. Some preliminary results are presented which indicate the potential efficiency of this interaction method and we show how the method could be implemented for the benefit of disabled users and generally how it could be integrated with gaze dwell to create a new dimension in gaze controlled interfaces.
König, Werner A., Rädle, Roman and Reiterer, Harald (2009): Squidy: a zoomable design environment for natural user interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4561-4566. Available online
We introduce the interaction library Squidy, which eases the design of natural user interfaces by unifying relevant frameworks and toolkits in a common library. Squidy provides a central design environment based on high-level visual data flow programming combined with zoomable user interface concepts. The user interface offers a simple visual language and a collection of ready-to-use devices, filters and interaction techniques. The concept of semantic zooming enables nevertheless access to more advanced functionality on demand. Thus, users are able to adjust the complexity of the user interface to their current need and knowledge.
Kane, Shaun K. and Klasnja, Predrag V. (2009): Supporting volunteer activities with mobile social software. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4567-4572. Available online
Many community organizations rely extensively on volunteer work. However, people who wish to help often have difficulties finding the time to volunteer. We are developing mobile social software that is intended to motivate users to volunteer and to help users find volunteering opportunities. In order to understand how technology might support volunteering, we interviewed 9 recent volunteers about their volunteer work. We report on their motivations to volunteer, obstacles to volunteering, and strategies they use to manage the demands of volunteering. We discuss how these factors are shaping the design of a mobile social application to support volunteering.
Hamilton, William A., Toups, Zachary O. and Kerne, Andruid (2009): Synchronized communication and coordinated views: qualitative data discovery for team game user studies. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4573-4578. Available online
We present a tool for qualitative data discovery that aids researchers in analyzing synchronized log data with audio collected from multiple computers. The tool was originally developed for team games in which the goal of play is to exercise coordination skills. In team coordination games, players cooperate toward a shared objective by communicating effectively and synchronizing their game world actions. To evaluate such games, researchers observe communication between players synchronized with their actions in-game, discovering instances of team coordination. Coordination is a composite of communication and in-game action; thus it is essential to observe both in context. The tool enables simultaneous observation from each player's viewpoint, synchronized with communication using log files and time-stamped audio. Viewpoints and voice tracks can be selectively soloed and muted, enabling researchers to focus attention. The application can be expanded to support logs and audio from other user studies.
Gwizdka, Jacek and Bakelaar, Philip (2009): Tag trails: navigation with context and history. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4579-4584. Available online
We describe a technique for preserving and presenting context and history while navigating web resources described by keywords. We use tagging and tag clouds as an application area for our technique. The technique is illustrated by employing it in a prototype that interfaces data from a social tagging website used to bookmark academic articles. The prototype displays a "tag trail" which can reveal contextual connections between web resources and the associated tags. We argue that the user's understanding of web resources is aided by making such connections explicit.
Besmer, Andrew and Lipford, Heather (2009): Tagged photos: concerns, perceptions, and protections. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4585-4590. Available online
Photo sharing has become a popular feature of many online social networking sites. Many of the photo sharing applications on these sites, allow users to annotate photos with those who are in them. A number of researchers have examined the social uses and privacy issues of online photo sharing sites, but few have explored the privacy issues of photo sharing in social networks. In this paper, we begin by examining some of our findings from a series of focus groups on photo privacy in the social networking domain. We then devise a new mechanism to enhance photo privacy based on these findings.
Mancuso, Vince (2009): Take me home: designing safer in-vehicle navigation devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4591-4596. Available online
In this paper we will propose a new design for a safer and more usable In-Vehicle Navigation System. In order to focus our design on safety and usability, we generated several design points based on prior research. From our design points, we are able to propose a design for a system which uses voice controls as the primary input modality, and the rear-view mirror as a Heads-Up Display. In addition, we will propose displaying limited amounts of information to decrease the likeliness of a driver's focus straying away from the road. If we are able to show that our design is superior to current commercial navigation devices, we will continue to apply our design points and system design towards other aspects of In-Vehicle Information Systems.
Ryokai, Kimiko, Raffle, Hayes and Brooks, Andy (2009): Tangible message bubbles for children's communication and play. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4597-4602. Available online
We introduce Tangible Message Bubbles, a new composition and communication tool that invites youngsters to express and record their everyday expressions, play with these original recordings, and share these personal creations with their friends and family. We present a design rationale that focuses on supporting both co-located and remote collaboration, and on balancing play with tool design. Results from pilot evaluations with our initial prototypes informed us with ways to leverage the physical properties of the toys and support playful exploration of children's recorded video messages for sharing.
Gilbert, Stephen B., Blessing, Stephen B. and Blankenship, Liz (2009): The accidental tutor: overlaying an intelligent tutor on an existing user interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4603-4608. Available online
Intelligent Tutoring Systems (ITSs) have been shown to have dramatic impact on student learning [9]. However, these gains have been mostly in topics in which the interface has been designed with the intelligent tutor in mind. This research investigates the HCI challenges that result from creating two model-tracing ITSs for use with existing interfaces. We describe overlaying a tutor on an image-editing program and a web-based application. We highlight three main HCI challenges: 1) integrating a problem scenario in the context of the existing application, 2) providing learners with appropriate feedback during task performance, and 3) allowing learners to explore the interface while making sure they complete the task.
Freier, Nathan G., Nelson, Elia J., Rotondo, Amanda and Kong, Wai Kay (2009): The moral accountability of a personified agent: young adults' conceptions. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4609-4614. Available online
This paper describes the preliminary results of a study conducted to answer the question: Do users attribute moral accountability to personified agent technologies? A pilot study was conducted in which 20 college students interacted with a personified agent, were insulted by the agent, and observed a researcher interacting and insulting the same agent. A semi-structured interview was conducted to investigate the participants' judgments of the observed interactions. Results suggest that most users will hold a designer, programmer or creator responsible for moral violations enacted by the personified agent, rather than attributing accountability to the agent itself.
Shannon, Ross, Quigley, Aaron and Nixon, Paddy (2009): Time sequences. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4615-4620. Available online
Visualisations of dynamic data change in appearance over time, reflecting changes in the underlying data, be that the development of a social network, or the addition or removal of a device node in an ad-hoc communications network. As viewers of these visualisation tools, it is up to us to accurately perceive and keep up with the constantly shifting view, mentally noting as visual elements are added, removed, changed and rearranged, sometimes at great pace. In a complex data set with a lot happening, this can be a strain on the observer's comprehension, with changes in layout and visual population disrupting their internalised "mental model" of the data, leading to errors in perception. We present Time Sequences, a novel dual visualisation technique which dilates the flow of time in the visualisation so that observers are given proportionally more time to understand changes based on the density of activity in the visualisation.
Grandhi, Sukeshini A., Schuler, Richard P. and Jones, Quentin (2009): To answer or not to answer: that is the question for cell phone users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4621-4626. Available online
People are constantly making decisions to answer or ignore cell phone calls based on inferences derived from partial information about the incoming call. To gain an understanding of this information deficit we conducted a survey study of cell phone call handling practices. The results highlight the type and extent of information desired about incoming cell phone calls. It also shows that desired information is largely unknown and often misattributed by the receiver. Our findings can be used by designers to prioritize the presentation of additional types of call related information on cell phone displays, and in so doing, empower users to make informed call handling decisions.
Doering, Tanja, Beckhaus, Steffi and Schmidt, Albrecht (2009): Towards a sensible integration of paper-based tangible user interfaces into creative work processes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4627-4632. Available online
We live in a hybrid world where standard computers with graphical user interfaces (GUIs) have become an integral part of our daily life. Additionally, novel user interfaces like tangible user interfaces (TUIs) are among emerging interaction styles that offer new potential as tools for supporting creative tasks and weak-structured workflows. In order to meet the users' needs, the most suitable user interface for a task should be chosen and different kinds of user interfaces have to be integrated appropriately. We addressed these topics and applied a generative framework to structure and analyze a creative work process in the domain of Art History. On this basis, we designed the integration of TUI and GUI elements and constructed as well as tested a tabletop TUI to support creative work.
Newton, A. Taylor, Kramer, Adam D. I. and McIntosh, Daniel N. (2009): Autism online: a comparison of word usage in bloggers with and without autism spectrum disorders. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 463-466. Available online
The Internet has become a place of refuge for individuals with autism spectrum disorders (ASD). In particular, weblogs are a popular option for personal expression via the Internet. Perhaps this means of communication is well suited to bypassing deficits in social interaction and communication that characterize ASD. Using the Linguistic Inquiry and Word Count (LIWC) dictionaries [10], we compared blogs of individuals with ASD to the writing of neurotypical (NT) bloggers. We found that rates of word usage were nearly identical in the two groups with one exception -- there was more variation in the use of social words in ASD compared to NT blogs. This similarity in language between ASD and NT authors suggests that communication deficits routinely found in people with ASD may be due to the social context in which their communication skills are tested, and that the affordances of asynchronous computer-mediated communication may offer alternative means of testing and expression.
Raja, Fahimeh, Hawkey, Kirstie and Beznosov, Konstantin (2009): Towards improving mental models of personal firewall users. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4633-4638. Available online
Windows Vista's personal firewall provides its diverse users with a basic interface that hides many operational details. However, our study of this interface revealed that concealing the impact of network context on the security state of the firewall results in mental models that are unclear about the protection provided by the firewall resulting in an inaccurate understanding of the firewall configuration. We developed a prototype to support more contextually complete mental models through inclusion of network context information. Results from our initial evaluation of the prototype support our approach of improving user understanding of underlying system states by revealing hidden context, while considering the tension between complexity of the interface and security of the system.
O'Neill, Brian, Riedl, Mark O. and Nitsche, Michael (2009): Towards intelligent authoring tools for machinima creation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4639-4644. Available online
As user-created content increasingly becomes an ever more prominent element of modern game design, tools have been developed to aide in the creative process for several forms of digital media, including machinima. Because creating content that will be valued by the community is a challenging process, tools are needed that will assist novices in both technical realization and optimization of content. We are exploring tools for machinima authoring that use a 3-pronged approach: authoring via metaphor, performance, and automation. Future work involves using AI to provide feedback to machinima authors, suggesting sensible attributes for scenes based on prior input by acting as a surrogate audience.
Möllers, Max, Diehl, Jonathan, Jordans, Markus and Borchers, Jan (2009): Towards systematic usability verification. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4645-4650. Available online
Although usability is the core aspect of the whole HCI research field, it still waits for its economic breakthrough. There are some corporations that are famous for their usable products, but small and medium-sized businesses tend to prefer features over usability. We think, the primary reason is that there are no inexpensive methods to at least prevent huge design flaws. We propose the use of test specifications. Once defined for a domain, these allow non-usability experts to systematically verify the usability of a given system without any users involved. We picked a sample domain with some basic tasks and found strong indication of our hypothesis: test specifications can be applied by non-experts and are able to find major design flaws. Future work will extend this method to more complex tasks and evaluate the economic benefit.
Sarcevic, Aleksandra (2009): Understanding teamwork in high-risk domains through analysis of errors. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4651-4656. Available online
Trauma care is an example of dynamic, complex, and safety-critical teamwork. The staff in trauma centers works under time pressure and lacks effective information technologies to support teamwork and reduce errors. This work presents a qualitative study that looked at the teamwork errors and their causes to better understand the challenges in providing computerized support for this user group.
Mathur, Pooja and Karahalios, Karrie (2009): Using bookmark visualizations for self-reflection and navigation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4657-4662. Available online
Web users have been employing numerous methods for recalling websites. Bookmarks have been around for some time, but the usefulness of such a system has been under question. The lack of intuitive organization in web browsers forces users to make arbitrary choices on where to store bookmarks. As a result, bookmarks are often lost, never to be used again. These web pages a user bookmarks can say a lot about the user, though. A person's personality is reflected by the web pages a user visits and deems important enough to bookmark. By taking the user's bookmarks along with one's browser history and visualizing them, the user is able to notice things about oneself that he or she did not notice before. In this paper, we describe the iteration of a tool that visualizes all of user's bookmarks. We conclude with areas for future work.
Schöning, Johannes, Daiber, Florian, Krüger, Antonio and Rohs, Michael (2009): Using hands and feet to navigate and manipulate spatial data. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4663-4668. Available online
We demonstrate how multi-touch hand gestures in combination with foot gestures can be used to perform navigation tasks in interactive systems. The geospatial domain is an interesting example to show the advantages of the combination of both modalities because the complex user interfaces of common Geographic Information System (GIS) requires a high degree of expertise from its users. Recent developments in interactive surfaces that enable the construction of low cost multi-touch displays and relatively cheap sensor technology to detect foot gestures allow the deep exploration of these input modalities for GIS users with medium or low expertise. In this paper, we provide a categorization of multitouch hand and foot gestures for the interaction with spatial data on a large-scale interactive wall. In addition we show with an initial evaluation how these gestures can improve the overall interaction with spatial information.
McDaniel, Troy L., Krishna, Sreekar, Colbry, Dirk and Panchanathan, Sethuraman (2009): Using tactile rhythm to convey interpersonal distances to individuals who are blind. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4669-4674. Available online
This paper presents a scheme for using tactile rhythms to convey interpersonal distance to individuals who are blind or visually impaired, with the goal of providing access to non-verbal cues during social interactions. A preliminary experiment revealed that subjects could identify the proposed tactile rhythms and found them intuitive for the given application. Future work aims to improve recognition results and increase the number of interpersonal distances conveyed by incorporating temporal change information into the proposed methodology.
Vaucelle, Cati, Bonanni, Leonardo and Ishii, Hiroshi (2009): Design of haptic interfaces for therapy. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 467-470. Available online
Touch is fundamental to our emotional well-being. Medical science is starting to understand and develop touch-based therapies for autism spectrum, mood, anxiety and borderline disorders. Based on the most promising touch therapy protocols, we are presenting the first devices that simulate touch through haptic devices to bring relief and assist clinical therapy for mental health. We present several haptic systems that enable medical professionals to facilitate the collaboration between patients and doctors and potentially pave the way for a new form of non-invasive treatment that could be adapted from use in care-giving facilities to public use. We developed these prototypes working closely with a team of mental health professionals.
Mathur, Pooja and Karahalios, Karrie (2009): Visualizing remote voice conversations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4675-4680. Available online
Online voice conversations are becoming ever more popular. People have been logging online text conversations, but what about voice conversations? Walter Ong simply states, "written words are residue. Oral tradition has no such residue or deposit" [6]. However, we do not just want to archive conversations, we want to enable users to have some meaning in these "logs". We introduce a project that takes a remote conversation and visualizes it. It does so in a way that takes volume, pitch and content into account. With this information, the visualizations display the data in a meaningful way. Users can use these images in the future to review past conversations whether it is for nostalgia's sake or to recall some piece of information. In this paper, we describe the early design and iteration of system for archiving and creating artifacts from remote audio conversations.
Read, Janet C. (2009): Warp speed design: a rapid design method for use with children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4681-4686. Available online
This paper introduces a new design method -- Warp Speed Design -- for use with older children (aged 9+) for the design of workable tangible games. The rationale for the method is presented and then a workshop, in which the method was evaluated, is described. The method introduced children to basic programming concepts and worked surprisingly well. Almost all of the designs made by the children were so well specifies at the end of the brief workshop that they were able to be developed with very little uncertainty.
Zang, Nan and Rosson, Mary Beth (2009): Web-active users working with data. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4687-4692. Available online
Mashups have emerged as an area of interest for end-user programming research. While many users may find the ability to develop mashups useful, there are still many barriers to locating interesting data, figuring out how to "mash" it together and creating a useful view of the result. Furthermore, there is still much to learn about the motivations and needs of the user. In this paper, we present the results of interviews and think-aloud studies of non-programmers working with XML data and a mashup building tool. This work aims to better understand the users' mental models as they first attempt to use a novel mashup tool. We identify key areas where breakdowns occur and propose a future path for research.
Walsh, Greg (2009): Wii can do it: using co-design for creating an instructional game. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4693-4698. Available online
There are many children for whom learning is difficult if they need to remain still. The Nintendo Wii, with its motion-controlled sensors, can support learning experiences that enable children to be physically active learners. This paper presents the methodologies and results from a multi-day, co-design session at the University of Maryland's Human-Computer Interaction Lab. The goal of the sessions was to design an instructional game that leveraged the Nintendo Wii's motion controls to teach about U.S. National Parks.
Song, Minyoung and Quintana, Chris (2009): WIIS: multimodal simulation for exploring the world beyond visual sense. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4699-4704. Available online
This paper describes a pilot study of a computer simulation called WIIS, which is designed to extend students' learning experience of the sizes of the objects beyond human vision. By interacting with a simulation that incorporates temporal, aural, and visual representation (TAVR), students are expected to refine their mental model of the sizes of the objects too small to see with human eyes (called submacroscopic objects). The goals of the study are to explore whether middle school students can understand TAVR in a simulation and how they use their experience of interacting with TAVRs to refine their mental model of the sizes of submacroscopic objects.
Kern, Dagmar, Schmidt, Albrecht, Arnsmann, Jonas, Appelmann, Thorsten, Pararasasegaran, Nillakshi and Piepiera, Benjamin (2009): Writing to your car: handwritten text input while driving. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4705-4710. Available online
For in-car navigation, information and entertainment systems, text input is increasingly important. We investigate handwriting as a text input modality and assess where to best position the input surface and how to provide feedback. For this purpose, we created different prototypes that allow text input on the steering wheel and in the central console, as well as visual feedback on the input surface and on the dashboard. The results of the study indicate that handwritten text input on the steering wheel is well-received by the users and that the visual feedback should be presented in the dashboard area or on the steering wheel. We also observed that the number of corrective actions and the remaining errors were significantly smaller (25% less) on the steering wheel than in the central console and that entering text while driving made people drive slower.
Fiebrink, Rebecca, Morris, Dan and Morris, Meredith Ringel (2009): Dynamic mapping of physical controls for tabletop groupware. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 471-480. Available online
Multi-touch interactions are a promising means of control for interactive tabletops. However, a lack of precision and tactile feedback makes multi-touch controls a poor fit for tasks where precision and feedback are crucial. We present an approach that offers precise control and tactile feedback for tabletop systems through the integration of dynamically re-mappable physical controllers with the multi-touch environment, and we demonstrate this approach in our collaborative tabletop audio editing environment. An observational user study demonstrates that our approach can provide needed precision and feedback, while preserving the collaborative benefits of a shared direct-manipulation surface. Our observations also suggest that direct touch and physical controllers can offer complementary benefits, and that providing both allows users to adjust their control strategy based on considerations including precision, convenience, visibility, and user role.
Tungare, Manas and Perez-Quinones, Manuel A. (2009): You scratch my back and i'll scratch yours: combating email overload collaboratively. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4711-4716. Available online
Email is no longer perceived as a communication marvel, but rather as a constant source of information overload. Several studies have shown that accessing, managing, and archiving email threatens to affect users' productivity. While several strategies and tools have been proposed to assuage this burden, none have attempted to empower users to fight the overload collaboratively. We hypothesize that despite differences in email management practices and frequencies of filing among users, there is some degree of similarity in the end-product of the organizational structures reached by those working in close cooperative roles (e.g. members of a research group, employees of an organization). In this paper, we describe a system that enables collaborators to share their filing strategies among themselves. Tags applied by one user are suggested to other recipients of the same email, thereby amortizing the cost of tagging and email management across all stakeholders. We wish to examine if such system support for semi-automated tagging reduces email overload for all users, and whether it leads to overall time savings for an entire enterprise as network effects propagate over time.
Zaman, Bieke, Abeele, Vero Vanden, Markopoulos, Panos and Marshall, Paul (2009): Tangibles for children, the challenges. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4729-4732. Available online
A significant proportion of research in the field of tangible interaction involves children. A common aspiration is to offer benefits through tangibility, related to ease of use and overall user experience while also support learning and developmental processes. However, evaluation results are often equivocal, and expectations of researchers not always verified. This workshop aims to attract researchers who approach this topic of tangibility and children from an empirical or design perspective. The purpose is to obtain a good picture of what benefits we expect tangibility to provide (including novel and future applications), establish what is the current empirical evidence to support such claims (or what is missing), and motivate appropriate evaluation methodologies for children.
Morris, Dan and Secretan, Jimmy (2009): Computational creativity support: using algorithms and machine learning to help people be more creative. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4733-4736. Available online
The emergence of computers as a core component of creative processes, coupled with recent advances in machine-learning, signal-processing, and algorithmic techniques for manipulating creative media, offers tremendous potential for building end-user creativity-support tools. However, the scientific community making advances in relevant algorithmic techniques is not, in many cases, the same community that is currently making advances in the design, evaluation, and user-experience aspects of creativity support. The primary objective of this workshop is thus to bring together participants from diverse backgrounds in the HCI, design, art, machine-learning, and algorithms communities to facilitate the advancement of novel creativity support tools.
Wilde, Erik, Boll, Susanne, Cheverst, Keith, Fröhlich, Peter, Purves, Ross and Schöning, Johannes (2009): Location and the web: (LocWeb 2009). In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4737-4740. Available online
Location-based services are becoming increasingly Web-based, as a result of the availability of networked mobile devices and mobile Internet access. The "Location and the Web (LocWeb)" workshop targets the capabilities and constraints of Web-based location-based services, which can be implemented as browser-based applications, or as native applications using Web services. The focus of this CHI workshop is on approaches which handle the complexity of location-based services, specifically looking at location abstractions, location sharing, context-relevant information, privacy issues, and interface and interaction design. The goal of this workshop is to serve as a starting point for attaining a better understanding of how the Web has to change in order to embrace location as a first-level concept, and how these changes might be reflected in applications and user interfaces that transform the Web into a platform for location-based services.
Sas, Corina and Dix, Alan J. (2009): Designing for reflection on experience. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4741-4744. Available online
This paper outlines the rationale for the workshop and offers an outline of its objectives.
Sambasivan, Nithya, Ho, Melissa, Kam, Matthew, Kodagoda, Neesha, Dray, Susan M., Thomas, John C., Light, Ann and Toyama, Kentaro (2009): Human-centered computing in international development. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4745-4750. Available online
This workshop continues the dialog on exploring the challenges in applying, extending, and inventing appropriate methods and contributions of Humancentered Computing (HCC) to International economic and community development, borne out of tremendously successful HCI4D workshops at CHI 2007 and 2008. The workshop aims at 1) providing a platform to discuss interaction design practices that allow for meaningful embedding of interactive systems in the cultural, infrastructural, and political settings where they will be used 2) addressing interaction design issues in developing regions, as well as areas in the developed world marginalized by poverty or other barriers. We hope to continue to extend the boundaries of the field of Human-centered Computing (HCC) by spurring on more discussion on how existing methods and practices can be adapted/ modified, and how new practices be developed, to combat.
Russell, Daniel M., Pirolli, Peter, Furnas, George, Card, Stuart K. and Stefik, Mark (2009): Sensemaking workshop CHI 2009. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4751-4754. Available online
How does one make sense of a large or complex task? By the term "sensemaking" we mean the processes people go through to frame, collect, organize and structure information to help understand a problem. Sensemaking is what people do to get from the earliest phases of an information collecting and organizing task to the conclusion. Sensemaking tasks are commonplace, and this workshop is dedicated to understanding the range of sensemaking behaviors and systems that can support sensemaking.
Brown, Barry, O'Hara, Kenton, Kindberg, Timothy and Williams, Amanda (2009): Crowd computer interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4755-4758. Available online
HCI had moved from considering how individuals interact with computers to thinking about how groups collaborate using technology. While there has been research focused on large-scale on-line communities, little attention has been paid to large groups of collocated assemblies, namely crowds. The evidence from social psychology and sociology suggest that the social dynamics and behaviours of crowds are distinct from those of smaller group formations. In this workshop we want to think about new opportunities for designing crowd-centric technologies and explore the factors that will shape interaction design for large scale crowd computing. The workshop will explore themes related to crowd-centric computing through hands-on crowd-based exercises, position papers and discussion.
Coelho, Marcelo, Poupyrev, Ivan, Sadi, Sajid, Vertegaal, Roel, Berzowska, Joanna, Buechley, Leah, Maes, Pattie and Oxman, Neri (2009): Programming reality: from transitive materials to organic user interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4759-4762. Available online
Over the past few years, a quiet revolution has been redefining our fundamental computing technologies. Flexible E-Ink, OLED displays, shape-changing materials, parametric design, e-textiles, sensor networks, and intelligent interfaces promise to spawn entirely new user experiences that will redefine our relationship with technology. This workshop invites researchers and practitioners to imagine and debate this future, exploring two converging themes. Transitive Materials focuses on how emerging materials and computationally-driven behaviors can operate in unison blurring the boundaries between form and function, human body and environment, structures and membranes. Organic User Interfaces (OUI) explores future interactive designs and applications as these materials become commonplace.
Intille, Stephen S., Nawyn, Jason, Logan, Beth and Abowd, Gregory D. (2009): Developing shared home behavior datasets to advance HCI and ubiquitous computing research. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4763-4766. Available online
Researchers in human-computer interaction and allied fields are increasingly interested in using new sensing capabilities to create context-aware interfaces and devices for the home. Data from sensors worn on the body or installed in an environment can be used by algorithms to infer what activities the home occupant may be engaged in and enable applications to respond accordingly. This one-day CHI'09 workshop would convene a multidisciplinary group of researchers to discuss strategies for creating community resources that might accelerate research on development of home technologies. In particular, the participants will discuss how to collaboratively gather high quality synchronized data streams from real homes, as well as qualitative material about home occupants and their behaviors. The resultant datasets could facilitate work on context modeling and enable researchers in other areas of HCI to explore contextual factors influencing the use of technology in naturalistic settings. The outcome of the workshop will be a community index of existing shared datasets of home behavior and guidelines for those interested in creating and disseminating new datasets.
Seow, Steven C., Wixon, Dennis, MacKenzie, Scott, Jacucci, Giulio, Morrison, Ann and Wilson, Andy (2009): Multitouch and surface computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4767-4770. Available online
Natural user interfaces (NUI) such as multitouch and surface computing are positioned as the next major evolution in computing and user interfaces. Just graphical user interfaces (GUIs) brought unprecedented interaction capabilities to their command-line predecessors, we believe multitouch and surface computing will spawn novel ways to interact with media and improve social usage patterns. Since experimentation and deployment are currently limited, the exploration of applications and interfaces in this area is still at an early stage.
Randell, Rebecca, Fitzpatrick, Geraldine, Wilson, Stephanie, Mamykina, Lena and Tang, Charlotte (2009): Evaluating new interactions in healthcare: challenges and approaches. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4771-4774. Available online
New technologies for supporting the provision of healthcare are increasingly pervasive. While healthcare computing previously referred to a desktop computer within the consulting room, we are now seeing an ever broader range of software, hardware and settings. This workshop is concerned with how to conduct evaluations which allow assessment of the overall impact of technology. The workshop will explore challenges and approaches for evaluating new interactions in healthcare. In this paper we outline the goals for this workshop and summarize the issues and questions it intends to explore.
Sutcliffe, Alistair G., Gonzalez, Victor M. and Kraut, Robert E. (2009): Social mediating technologies: developing the research agenda. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4775-4778. Available online
Social Mediating Technologies (SMTs) range from e-mail to social networking sites and community websites. The popularity of these technologies is increasing rapidly, yet we have little understanding about how and why people find these technologies so appealing. The research challenge is to try to understand the causal drivers for usage of social technologies, and theory-based understanding of how the affordances of such technologies meet with people's cognitive and social needs. This workshop will provide a forum for researchers to synthesise current knowledge on SMTs and map out future research directions.
Cypher, Allen, Lau, Tessa, Nichols, Jeffrey and Dontcheva, Mira (2009): Workshop on end user programming for the web. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4779-4782. Available online
In the past several years, there has been a resurgence in research activity in end user programming (EUP), all focused on the web. This work is spread across a variety of institutions and has been published in a variety of conference venues, including CHI, UIST, IUI, and WWW. This workshop will bring these researchers together for a common discussion, with the following goals: establish a sense of community amongst researchers in this area; discuss common problems and lessons learned about doing research in EUP for the web; define a standard corpus of tasks that can be used to evaluate current and future EUP systems; and plan the publication of an edited book on the topic of end user programming for the web.
Mackay, Wendy E., Kleek, Max G. Van and Tabard, Aurélien (2009): Interacting with temporal data. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4783-4786. Available online
Time serves as a basis for measuring the occurrence and evolution of natural phenomena, and governs the coordination of many of our everyday life activities. As the capacities of our digital tools have grown, they have begun to make readily available to us unprecedented quantities of new, rich, structured temporal information about the people and things in our lives. This abundance of information has laid open avenues for new tools and applications -- applications which, in turn, introduce new demands on interface mechanisms used to display, represent and interact with temporal data. This workshop, the second in a series on Capturing, Interacting with and Visualizing Temporal Data, will focus on such demands, examining interaction challenges emerging across new application domains.
Lawson, Shaun and Chesney, Thomas (2009): The reign of catz & dogz at CHI 2009. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4787-4790. Available online
Despite the enormous commercial successes of products such as Nintendogs, very little is known about people's interactions with artificial representations of animals. However there is an increasing body of research in different disciplines which could be used to better understand such interactions. The Reign of Catz&Dogz at CHI 2009 is a one day workshop which will bring together researchers in an inter-disciplinary, international and multi-cultural setting to explore the relevant issues surrounding interactions with virtual creatures and the role such creatures will play in the future.
Courage, Catherine, Jain, Jhilmil and Rosenbaum, Stephanie (2009): Best practices in longitudinal research. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4791-4794. Available online
This workshop will identify best practices for longitudinal research through an in-depth exploration of methods and metrics for collecting and analyzing user data over time. This is the fourth event in an ongoing effort by the organizers to enhance our current body of knowledge about longitudinal research.
Nakhimovsky, Yelena, Eckles, Dean and Riegelsberger, Jens (2009): Mobile user experience research: challenges, methods & tools. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4795-4798. Available online
We are currently witnessing rapid innovation in mobile user experience (UX) research. The HCI community is creating and adapting research methods, tools, and infrastructure for mobile-specific challenges and opportunities. This workshop brings together researchers from industry and academia, designers, and creators of research tools, who faced the challenges of mobile UX research and responded with innovative approaches. We will examine the co-evolution of methods and tools by considering their goals and requirements, and how these are shared across different approaches.
Harley, David A., Kurniawan, Sri H., Fitzpatrick, Geraldine and Vetere, Frank (2009): Age matters: bridging the generation gap through technology-mediated interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4799-4802. Available online
Internet-based, mobile and pervasive technologies provide the means for older people to establish and maintain intergenerational relationships over long distances. However the significance of this intergenerational context has been largely ignored when considering potential interactions and the design of new technologies. This workshop aims to explore what the important issues are when considering intergenerational contact as a significant context for design. The overarching objective of this workshop is to identify key research themes in respect of intergenerational communication and its implications for the design of interactive systems.
Zimmerman, John, Forlizzi, Jodi and Koskinen, Ilpo (2009): Building a unified framework for the practice of experience design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4803-4806. Available online
This workshop challenges design practitioners and researchers to begin creating a unified framework for the practice of experience design.
Bickmore, Timothy W., Consolvo, Sunny and Intille, Stephen S. (2009): Engagement by design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4807-4810. Available online
The focus of this workshop is on the development of interfaces for long-term, voluntary use, spanning dozens, if not thousands, of interactions, and in which maintenance of user adherence to a desired interaction usage pattern is of primary interest. Domains in which these issues are important include: wellness applications, such as long-term exercise or diet promotion; web site "stickiness"; multi-session intelligent tutoring systems; and computer games. This one-day CHI'09 workshop brings together researchers from a wide spectrum of disciplines who share a common interest in finding theoretical frameworks, models, and design methodologies to support longitudinal HCI.
Weiss, Malte, Wagner, Julie, Jansen, Yvonne, Jennings, Roger, Khoshabeh, Ramsin, Hollan, James D. and Borchers, Jan (2009): SLAP widgets: bridging the gap between virtual and physical controls on tabletops. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 481-490. Available online
We present Silicone iLluminated Active Peripherals (SLAP), a system of tangible, translucent widgets for use on multitouch tabletops. SLAP Widgets are cast from silicone or made of acrylic, and include sliders, knobs, keyboards, and buttons. They add tactile feedback to multi-touch tables, improving input accuracy. Using rear projection, SLAP Widgets can be relabeled dynamically, providing inexpensive, battery-free, and untethered augmentations. Furthermore, SLAP combines the flexibility of virtual objects with physical affordances. We evaluate how SLAP Widgets influence the user experience on tabletops compared to virtual controls. Empirical studies show that SLAPWidgets are easy to use and outperform virtual controls significantly in terms of accuracy and overall interaction time.
Christou, Georgios, Law, Effie Lai-Chong, Green, William and Hornbaek, Kasper (2009): Challenges in evaluating usability and user experience of reality-based interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4811-4814. Available online
This workshop aims to further the understanding of the challenges relating to the evaluation methods of usability and user experience that are specific to Reality-Based Interaction (RBI), and to identify effective practical responses to these challenges. The emergence of Post-WIMP interfaces has led to new ways of interacting with technologies. However, there are still no integrated ways of evaluating the usability and user experience of these interfaces. Developers and designers are left to discover their own metrics and evaluation methods. This approach presents problems, in that the metrics used in each case may provide results that are neither valid nor meaningful. For this reason, the time is ripe to integrate the methods that have been developed for evaluating interfaces that belong to the RBI umbrella. The measures and techniques will then be turned into a framework that enables designers of RBI interfaces to select appropriately existing methods and tools to evaluate systematically the usability and user experience of their prototypes and products. Reusing and adapting validated evaluation approaches can not only avoid reinventing the wheel and wasting time but also further improve and consolidate these approaches. Such a framework will also provide a basis for comparison between designs of RBI interfaces in different application contexts.
England, David, Hornecker, Eva, Roast, Chris, Romero, Pablo, Fergus, Paul and Marshall, Paul (2009): Whole body interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4815-4818. Available online
In this workshop we explore the notation of whole body interaction. We bring together different disciplines to create a new research direction for study of this emerging form of interaction.
Aragon, Cecilia R., Poon, Sarah and Silva, Claudio T. (2009): The changing face of digital science: new practices in scientific collaborations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4819-4822. Available online
The confluence of two major trends in scientific research is leading to an upheaval in standard scientific practice. A new generation of scientists, working in large-scale collaborations, is repurposing social software for use in collaborative science. Existing social tools such as chat, IM, and FriendFind are being adopted and modified for use as group problem-solving facilities. At the same time, exponentially greater and more complex datasets are being generated at a rate that is challenging the limits of current hardware, software, and human cognitive capability. A concerted effort to develop new software tools to handle this data tsunami is redefining the collaboratory and represents a new frontier for computer supported cooperative work. We are hoping this workshop can build community among researchers studying and/or building software for scientific collaborations.
Buechley, Leah, Rosner, Daniela K., Paulos, Eric and Williams, Amanda (2009): DIY for CHI: methods, communities, and values of reuse and customization. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4823-4826. Available online
People tinker, hack, fix, reuse, and assemble materials in creative and unexpected ways, often codifying and sharing their production process with others. Do-it-yourself (DIY) encompasses a range of design activities that have become increasingly prominent in online discussion forums and blogs, in addition to a small-but-growing presence in professional/research forums such as CHI. This workshop will explore DIY practice from the ground up -- examining DIY as a set of methods, communities, values and goals and examining its impact in the domains of traditional crafts, technology development, and sustainable design.
Huang, Elaine M., Blevis, Eli, Mankoff, Jennifer, Nathan, Lisa P. and Tomlinson, Bill (2009): Defining the role of HCI in the challenges of sustainability. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4827-4830. Available online
Sustainability is an increasingly prominent and critical theme in the field of HCI. More needs to be known about how to critique and assess design from the perspective of sustainability, and how to integrate sustainability into the practice of HCI. This workshop focuses on achieving this integration, identifying challenges, and defining directions for Sustainable Interaction Design (SID).
Guo, Cheng, Young, James Everett and Sharlin, Ehud (2009): Touch and toys: new techniques for interaction with a remote group of robots. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 491-500. Available online
Interaction with a remote team of robots in real time is a difficult human-robot interaction (HRI) problem exacerbated by the complications of unpredictable real-world environments, with solutions often resorting to a larger-than-desirable ratio of operators to robots. We present two innovative interfaces that allow a single operator to interact with a group of remote robots. Using a tabletop computer the user can configure and manipulate groups of robots directly by either using their fingers (touch) or by manipulating a set of physical toys (tangible user interfaces). We recruited participants to partake in a user study that required them to interact with a small group of remote robots in simple tasks, and present our findings as a set of design considerations.
Patel, Neil, Agarwal, Sheetal, Rajput, Nitendra, Nanavati, Amit, Dave, Paresh and Parikh, Tapan S. (2009): A comparative study of speech and dialed input voice interfaces in rural India. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 51-54. Available online
In this paper we present a study comparing speech and dialed input voice user interfaces for farmers in Gujarat, India. We ran a controlled, between-subjects experiment with 45 participants. We found that the task completion rates were significantly higher with dialed input, particularly for subjects under age 30 and those with less than an eighth grade education. Additionally, participants using dialed input demonstrated a significantly greater performance improvement from the first to final task, and reported less difficulty providing input to the system.
Hancock, Jeff, Birnholtz, Jeremy, Bazarova, Natalya, Guillory, Jamie, Perlin, Josh and Amos, Barrett (2009): Butler lies: awareness, deception and design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 517-526. Available online
Instant messaging (IM) is a common and popular way for co-workers, Friends, and family to stay in touch, but its always-on properties can sometimes lead people to feel overexposed or too readily available to others for conversation. This, in turn, may lead people to deceive others about their actual status or availability. In this paper, we introduce the notion of the "butler lie to describe lies that allow for polite initiation and termination of conversations. We present results from a field study of 50 IM users, in which participants rated each of their messages at the time of sending to indicate whether or not it was deceptive. About one tenth of all IM messages were rated as lies and, of these, about one fifth were butler lies. These results suggest that butler lies are an important social practice in IM, and that existing approaches to interpersonal awareness, which focus on accurate assessment of availability, may need to take deception and other social practices into account.
Scissors, Lauren E., Gill, Alastair J., Geraghty, Kathleen and Gergle, Darren (2009): In CMC we trust: the role of similarity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 527-536. Available online
This paper examines how different forms of linguistic similarity in a text-chat environment relate to the establishment of interpersonal trust. Sixty-two pairs played an iterative social dilemma investment game and periodically communicated via Instant Messenger (IM). Novel automated and manual analysis techniques identify linguistic similarity at content, structural and stylistic levels. Results reveal that certain types of content (some positive emotion words, task-related words), structural (verb tense, phrasal entrainment), and stylistic (emoticons) similarity characterize high trusting pairs while other types of similarity (e.g., negative emotion words) characterize low trusting pairs. Contrary to previous literature, this suggests that not all similarity is good similarity.
Leshed, Gilly, Perez, Diego, Hancock, Jeffrey T., Cosley, Dan, Birnholtz, Jeremy, Lee, Soyoung, McLeod, Poppy L. and Gay, Geri (2009): Visualizing real-time language-based feedback on teamwork behavior in computer-mediated groups. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 537-546. Available online
While most collaboration technologies are concerned with supporting particular tasks such as workflows or meetings, many work groups do not have the teamwork skills essential to effective collaboration. One way to improve teamwork is to provide dynamic feedback generated by automated analyses of behavior, such as language use. Such feedback can lead members to reflect on and subsequently improve their collaborative behavior, but might also distract from the task at hand. We have experimented with GroupMeter -- a chat-based system that presents visual feedback on team members' language use. Feedback on proportion of agreement words and overall word count was presented using two different designs. When receiving feedback, teams in our study expressed more agreement in their conversations and reported greater focus on language use as compared to when not receiving feedback. This suggests that automated, real-time linguistic feedback can elicit behavioral changes, offering opportunities for future research.
Lichtschlag, Leonhard, Karrer, Thorsten and Borchers, Jan (2009): Fly: a tool to author planar presentations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 547-556. Available online
Modern presentation software is still built around interaction metaphors adapted from traditional slide projectors. We provide an analysis of the problems in this application genre that presentation authors face and present Fly, a presentation tool that is based on the idea of planar information structures. Inspired by the natural human thought processes of data chunking, association, and spatial memory, Fly explores authoring of presentation documents. Evaluation of a paper prototype showed that the planar UI is easily grasped by users, and leads to presentations more closely resembling the information structure of the original content, thus providing better authoring support than the slide metaphor. Our software prototype confirmed these results, and outperformed PowerPoint in a second study for tasks such as prototyping presentations and generating meaningful overviews. Users reported that this interface helped them better to express their concepts, and expressed significant preference for Fly over the traditional slide model.
Wyche, Susan P., Caine, Kelly E., Davison, Benjamin K., Patel, Shwetak N., Arteaga, Michael and Grinter, Rebecca E. (2009): Sacred imagery in techno-spiritual design. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 55-58. Available online
Despite increased knowledge about how Information and Communications Technologies (ICTs) are used to support religious and spiritual practices, designers know little about how to design technologies for faith-related purposes. Our research suggests incorporating sacred imagery into techno-spiritual applications can be useful in guiding development. We illustrate this through the design and evaluation of a mobile phone application developed to support Islamic prayer practices. Our contribution is to show how religious imagery can be used in the design of applications that go beyond the provision of functionality to connect people to the experience of religion.
Vogel, Daniel, Cudmore, Matthew, Casiez, Géry, Balakrishnan, Ravin and Keliher, Liam (2009): Hand occlusion with tablet-sized direct pen input. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 557-566. Available online
We present results from an experiment examining the area occluded by the hand when using a tablet-sized direct pen input device. Our results show that the pen, hand, and forearm can occlude up to 47% of a 12 inch display. The shape of the occluded area varies between participants due to differences in pen grip rather than simply anatomical differences. For the most part, individuals adopt a consistent posture for long and short selection tasks. Overall, many occluded pixels are located higher relative to the pen than previously thought. From the experimental data, a five-parameter scalable circle and pivoting rectangle geometric model is presented which captures the general shape of the occluded area relative to the pen position. This model fits the experimental data much better than the simple bounding box model often used implicitly by designers. The space of fitted parameters also serves to quantify the shape of occlusion. Finally, an initial design for a predictive version of the model is discussed.
Kristensson, Per Ola and Denby, Leif C. (2009): Text entry performance of state of the art unconstrained handwriting recognition: a longitudinal user study. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 567-570. Available online
We report on a longitudinal study of unconstrained handwriting recognition performance. After 250 minutes of practice, participants had a mean text entry rate of 24.1 wpm. For the first four hours of usage, entry and error rates of handwriting recognition are about the same as for a baseline QWERTY software keyboard. Our results reveal that unconstrained handwriting is faster than what was previously assumed in the text entry literature.
Bonanni, Leonardo, Xiao, Xiao, Hockenberry, Matthew, Subramani, Praveen, Ishii, Hiroshi, Seracini, Maurizio and Schulze, Jurgen (2009): Wetpaint: scraping through multi-layered images. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 571-574. Available online
We introduce a technique for exploring multi-layered images by scraping arbitrary areas to determine meaningful relationships. Our system, called Wetpaint, uses perceptual depth cues to help users intuitively navigate between corresponding layers of an image, allowing a rapid assessment of changes and relationships between different views of the same area. Inspired by art diagnostic techniques, this tactile method could have distinct advantages in the general domain as shown by our user study. We propose that the physical metaphor of scraping facilitates the process of determining correlations between layers of an image because it compresses the process of planning, comparison and annotation into a single gesture. We discuss applications for geography, design, and medicine.
Beauvisage, Thomas (2009): Computer usage in daily life. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 575-584. Available online
In this paper we explore the use of computer at home. This work is based on the automatic recording of application focus data in natural situation from a wide representative panel of 661 households with 1,434 users at home over 19 months. To process these large-scale data, we build a two-level classification of PC applications describing the whole PC use. At the household level, we worked on computer usage temporality: we observed two strategies of PC usage reflecting a tension between synchronous and asynchronous usage profiles. At the individual level, we found out that software preferences and usage intensity are rather independent; therefore, we distinguished five specific profiles of users reflecting strong routine behaviors of computer usage at home. These observations tend to show the strength of routine behaviors in computer usage.
Huang, Elaine M., Harboe, Gunnar, Tullio, Joe, Novak, Ashley, Massey, Noel, Metcalf, Crysta J. and Romano, Guy (2009): Of social television comes home: a field study of communication choices and practices in tv-based text and voice chat. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 585-594. Available online
Social television applications have emerged as a potentially valuable convergence of media and communication, but questions remain about the utility and nature of the communication experiences they will provide. We present our study of STV3, an application that adds freeform text and voice chat capabilities to the conventional television-viewing experience. We conducted an in-depth field study of STV3 to understand how friends integrate communication through social television into their lives. Our results reveal users' choices of communication modality, their topics of conversation, and the sense of connectedness that was fostered through their use of STV3. Our findings indicate that participants overwhelmingly preferred text chat to voice chat, and that they often communicated about topics unrelated to the television content.
Reichling, Tim and Wulf, Volker (2009): Expert recommender systems in practice: evaluating semi-automatic profile generation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 59-68. Available online
Expert recommender systems (ERS) are considered a promising technology in knowledge management. However, there are very few studies which evaluated their appropriation in practice. In this paper, we present results of a case study of expert recommender technology in a large European industrial association. Unlike existing expert recommender approaches, the system involves users in selecting textual documents for semi-automatic profile generation. Our study focuses on the appropriation of this functionality and discusses impacts from an organizational perspective.
Geerts, David and Grooff, Dirk De (2009): Supporting the social uses of television: sociability heuristics for social tv. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 595-604. Available online
Various social television systems and applications, enabling remote communication and interaction between viewers, are currently in development. Although usability guidelines exist for interactive television to ensure a usable system, there are no sociability guidelines for designing or evaluating the social interaction these systems enable. In this paper we present twelve sociability heuristics for evaluating social TV, based on several user studies with social TV systems.
Pirolli, Peter (2009): An elementary social information foraging model. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 605-614. Available online
User interfaces and information systems have become increasingly social in recent years, aimed at supporting the decentralized, cooperative production and use of content. A theory that predicts the impact of interface and interaction designs on such factors as participation rates and knowledge discovery is likely to be useful. This paper reviews a variety of observed phenomena in social information foraging and sketches a framework extending Information Foraging Theory towards making predictions about the effects of diversity, interference, and cost-of-effort on performance time, participation rates, and utility of discoveries.
Budiu, Raluca, Pirolli, Peter and Hong, Lichan (2009): Remembrance of things tagged: how tagging effort affects tag production and human memory. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 615-624. Available online
We developed a low-effort interaction method called Click2Tag for social bookmarking. Information foraging theory predicts that the production of tags will increase as the effort required to do so is lowered, while the amount of time invested decreases. However, models of human memory suggest that changes in the tagging process may affect subsequent human memory for the tagged material. We compared (1) low-effort tagging by mouse-clicking (Click2Tag), (2) traditional tagging by typing (type-to-tag), and (3) baseline, no tagging conditions. Our results suggest that (a) Click2Tag increases tagging rates, (b) Click2Tag improves recognition of facts from the tagged text when compared to type-to-tag, and (c) Click2Tag is comparable to the no-tagging baseline condition on recall measures. Results suggest that tagging by clicking strengthens the memory traces by repeated readings of relevant words in the text and, thus, improves recognition.
Kammerer, Yvonne, Nairn, Rowan, Pirolli, Peter and Chi, Ed H. (2009): Signpost from the masses: learning effects in an exploratory social tag search browser. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 625-634. Available online
Social tagging arose out of the need to organize found content that is worth revisiting. A significant side effect has been the use of social tagging sites as navigational signposts for interesting content. The collective behavior of users who tagged contents seems to offer a good basis for exploratory search interfaces, even for users who are not using social bookmarking sites. In this paper, we present the design of a tag-based exploratory system and detail an experiment in understanding its effectiveness. The tag-based search system allows users to utilize relevance feedback on tags to indicate their interest in various topics, enabling rapid exploration of the topic space. The experiment shows that the system seems to provide a kind of scaffold for users to learn new topics.
Sellen, Katherine M., Massimi, Micheal A., Lottridge, Danielle M., Truong, Khai N. and Bittle, Sean A. (2009): The people-prototype problem: understanding the interaction between prototype format and user group. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 635-638. Available online
When gathering feedback about an envisioned system, prototypes communicate design ideas to user groups. However, it is unclear how user responses are affected by prototype format. We conducted a 2x2 quasi-experiment (video /storyboard format x older and younger user groups) to test for an interaction between prototype format and user group. We found a significant interaction between prototype format and responses across user groups. Our results indicate that differences in user responses can be misinterpreted as the result of user group characteristics. We advise using multiple prototype formats to counteract a 'media effect'. Alternatively, we advise using storyboards for a smaller 'media effect'.
Karapanos, Evangelos, Martens, Jean-Bernard and Hassenzahl, Marc (2009): Accounting for diversity in subjective judgments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 639-648. Available online
In this paper we argue against averaging as a common practice in the analysis of subjective attribute judgments, both across and within subjects. Previous work has raised awareness of the diversity between individuals' perceptions. In this paper it will furthermore become apparent that such diversity can also exist within a single individual, in the sense that different attribute judgments from a subject may reveal different, complementary, views. A Multi-Dimensional Scaling approach that accounts for the diverse views on a set of stimuli is proposed and its added value is illustrated using published data. We will illustrate that the averaging analysis provides insight to only 1/6th of the total number of attributes in the example dataset. The proposed approach accounts for more than double the information obtained from the average model, and provides richer and semantically diverse views on the set of stimuli.
Grossman, Tovi, Fitzmaurice, George W. and Attar, Ramtin (2009): A survey of software learnability: metrics, methodologies and guidelines. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 649-658. Available online
It is well-accepted that learnability is an important aspect of usability, yet there is little agreement as to how learnability should be defined, measured, and evaluated. In this paper, we present a survey of the previous definitions, metrics, and evaluation methodologies which have been used for software learnability. Our survey of evaluation methodologies leads us to a new question-suggestion protocol, which, in a user study, was shown to expose a significantly higher number of learnability issues in comparison to a more traditional think-aloud protocol. Based on the issues identified in our study, we present a classification system of learnability issues, and demonstrate how these categories can lead to guidelines for addressing the associated challenges.
Akers, David, Simpson, Matthew, Jeffries, Robin and Winograd, Terry (2009): Undo and erase events as indicators of usability problems. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 659-668. Available online
One approach to reducing the costs of usability testing is to facilitate the automatic detection of critical incidents: serious breakdowns in interaction that stand out during software use. This research evaluates the use of undo and erase events as indicators of critical incidents in Google SketchUp (a 3D-modeling application), measuring an indicator's usefulness by the numbers and types of usability problems discovered. We compared problems identified using undo and erase events to problems identified using the user-reported critical incident technique [Hartson and Castillo 1998]. In a within-subjects experiment with 35 participants, undo and erase episodes together revealed over 90% of the problems rated as severe, several of which would not have been discovered by self-report alone. Moreover, problems found by all three methods were rated as significantly more severe than those identified by only a subset of methods. These results suggest that undo and erase events will serve as useful complements to user-reported critical incidents for low cost usability evaluation of creation-oriented applications like SketchUp.
Wang, Hao-Chuan, Fussell, Susan F. and Setlock, Leslie D. (2009): Cultural difference and adaptation of communication styles in computer-mediated group brainstorming. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 669-678. Available online
Supporting creativity via collaborative group brainstorming is a prevalent practice in organizations. Today's technology makes it easy for international and intercultural group members to brainstorm together remotely, but surprisingly little is known about how culture and medium shape the underlying brainstorming process. In a laboratory study, we examined the influences of individual cultural background (American versus Chinese), group cultural composition (same- versus mixed-culture groups), and communication medium (text-only versus video-enabled chatrooms) on group brainstorming conversations. Cultural differences and adaptation in conversational talkativeness and responsiveness were identified. The text-only medium reduced cultural differences in talkativeness. Working in a mixed-culture group led to cultural adaptation in the communication style of Chinese but not American participants. We discuss implications for international group brainstorming.
Yamashita, Naomi, Inaba, Rieko, Kuzuoka, Hideaki and Ishida, Toru (2009): Difficulties in establishing common ground in multiparty groups using machine translation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 679-688. Available online
When people communicate in their native languages using machine translation, they face various problems in constructing common ground. This study investigates the difficulties of constructing common ground when multiparty groups (consisting of more than two language communities) communicate using machine translation. We compose triads whose members come from three different language communities -- China, Korea, and Japan -- and compare their referential communication under two conditions: in their shared second language (English) and in their native languages using machine translation. Consequently, our study suggests the importance of not only grounding between speaker and addressee but also grounding between addressees in constructing effective machine-translation-mediated communication. Furthermore, to successfully build common ground between addressees, it seems important for them to be able to monitor what is going on between a speaker and other addressees.
Mark, Gloria J., Al-Ani, Ban and Semaan, Bryan (2009): Resilience through technology adoption: merging the old and the new in Iraq. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 689-698. Available online
Citizen response to disaster has begun to receive attention in the CHI community but little attention has so far been given to how citizens use technology to adapt when their country is at war. We report on an ethnographic interview study of how technology was adopted and used by citizens to be resilient during wartime. We interviewed 45 Iraqi citizens experiencing the current Iraq war. Based on our data we identified properties of resilience: reconfiguring social networks, self-organization, redundancy, proactive practices, and repairing trust in information. Technology supported people in being resilient by enabling them to control identity, to collaborate in travel, to create an organizational memory, and to provide alternative sources of news and information. As people adopted and used technology to be resilient we found a merging of old and new cultural practices. We discuss these systemic changes and describe implications for how technology can support people in being resilient in disrupted environments.
Shami, N. Sadat, Ehrlich, Kate, Gay, Geri and Hancock, Jeffrey T. (2009): Making sense of strangers' expertise from signals in digital artifacts. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 69-78. Available online
Contemporary work increasingly involves interacting with strangers in technology-mediated environments. In this context, we come to rely on digital artifacts to infer characteristics of other people. This paper reports the results of a study conducted in a global company that used expertise search as a vehicle for exploring how people interpret a range of information available in online profiles in evaluating whom to interact with for expertise. Using signaling theory as a conceptual framework, we describe how certain 'signals' in various social software are hard to fake, and are thus more reliable indicators of expertise. Multi-level regression analysis revealed that participation in social software, social connection information, and self-described expertise in the corporate directory were significantly helpful in the decision to contact someone for expertise. Qualitative analysis provided further insights regarding the interpretations people form of others' expertise from digital artifacts. We conclude with suggestions on differentiating various types of information available within online profiles and implications for the design of expertise locator/recommender systems.
Bartneck, Christoph and Hu, Jun (2009): Scientometric analysis of the CHI proceedings. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 699-708. Available online
The CHI conference has grown rapidly over the last 26 years. We present a quantitative analysis on the countries and organizations that contribute to its success. Only 7.8 percent of the countries are responsible for 80 percent of the papers in the CHI proceedings, and the USA is clearly the country with most papers. But the success of a country or organization does not depend only on the number of accepted papers, but also on their quality. We present a ranking of countries and organizations based on the h index, an indicator that tries to balance the quantity and quality of scientific output based on a bibliometric analysis. The bibliometric analysis also allowed us to demonstrate the difficulty of judging quality. The papers acknowledged by the best paper award committee were not cited more often than a random sample of papers from the same years. The merit of the award is therefore unclear, and it might be worthwhile to allow the visitor to the conference to vote for the best paper.
Benford, Steve, Giannachi, Gabriella, Koleva, Boriana and Rodden, Tom (2009): From interaction to trajectories: designing coherent journeys through user experiences. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 709-718. Available online
The idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns, identify technology requirements, and provide a boundary object to connect HCI with Performance Studies.
Law, Effie Lai-Chong, Roto, Virpi, Hassenzahl, Marc, Vermeeren, Arnold P. O. S. and Kort, Joke (2009): Understanding, scoping and defining user experience: a survey approach. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 719-728. Available online
Despite the growing interest in user experience (UX), it has been hard to gain a common agreement on the nature and scope of UX. In this paper, we report a survey that gathered the views on UX of 275 researchers and practitioners from academia and industry. Most respondents agree that UX is dynamic, context-dependent, and subjective. With respect to the more controversial issues, the authors propose to delineate UX as something individual (instead of social) that emerges from interacting with a product, system, service or an object. The draft ISO definition on UX seems to be in line with the survey findings, although the issues of experiencing anticipated use and the object of UX will require further explication. The outcome of this survey lays ground for understanding, scoping, and defining the concept of user experience.
Karapanos, Evangelos, Zimmerman, John, Forlizzi, Jodi and Martens, Jean-Bernard (2009): User experience over time: an initial framework. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 729-738. Available online
A recent trend in Human-Computer Interaction (HCI) research addresses human needs that go beyond the instrumental, resulting in an increasing body of knowledge about how users form overall evaluative judgments on the quality of interactive products. An aspect largely neglected so far is that of temporality, i.e. how the quality of users' experience develops over time. This paper presents an in-depth, five-week ethnographic study that followed 6 individuals during an actual purchase of the Apple iPhone". We found prolonged use to be motivated by different qualities than the ones that provided positive initial experiences. Overall, while early experiences seemed to relate mostly to hedonic aspects of product use, prolonged experiences became increasingly more tied to aspects reflecting how the product becomes meaningful in one's life. Based on the findings, we promote three directions for CHI practice: designing for meaningful mediation, designing for daily rituals, and designing for the self.
Poole, Erika Shehan, Chetty, Marshini, Morgan, Tom, Grinter, Rebecca E. and Edwards, W. Keith (2009): Computer help at home: methods and motivations for informal technical support. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 739-748. Available online
Prior research suggests that people may ask their family and friends for computer help. But what influences whether and how a "helper" will provide help? To answer this question, we conducted a qualitative investigation of people who participated in computer support activities with family and friends in the past year. We describe how factors including maintenance of one's personal identity as a computer expert and accountability to one's social network determine who receives help and the quality of help provided. We also discuss the complex, fractured relationship between the numerous stakeholders involved in the upkeep of home computing infrastructures. Based on our findings, we provide implications for the design of systems to support informal help-giving in residential settings.
Wyche, Susan P. and Griner, Rebecca E. (2009): Extraordinary computing: religion as a lens for reconsidering the home. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 749-758. Available online
We present results from a study examining how American Protestant Christians' faith affects their domestic life. There are two contributions of this work for the HCI community. First, we provide empirical evidence demonstrating how topics of interest to HCI researchers (e.g., material artifacts, routines, and ICT use) are used for religious purposes. Our findings show how Christians distinguish these aspects of domestic life from their secular counterparts. Second, we use our findings to reflect on current directions of future domestic ICT applications. Specifically, we critically evaluate the "problem solving approaches dominating the design of future technologies, and present extraordinary computing or systems that promote and honor the special value accorded to some aspects of domestic life.
Harper, F. Maxwell, Moy, Daniel and Konstan, Joseph A. (2009): Facts or friends?: distinguishing informational and conversational questions in social Q&A sites. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 759-768. Available online
Tens of thousands of questions are asked and answered every day on social question and answer (Q&A) Web sites such as Yahoo Answers. While these sites generate an enormous volume of searchable data, the problem of determining which questions and answers are archival quality has grown. One major component of this problem is the prevalence of conversational questions, identified both by Q&A sites and academic literature as questions that are intended simply to start discussion. For example, a conversational question such as "do you believe in evolution?" might successfully engage users in discussion, but probably will not yield a useful web page for users searching for information about evolution. Using data from three popular Q&A sites, we confirm that humans can reliably distinguish between these conversational questions and other informational questions, and present evidence that conversational questions typically have much lower potential archival value than informational questions. Further, we explore the use of machine learning techniques to automatically classify questions as conversational or informational, learning in the process about categorical, linguistic, and social differences between different question types. Our algorithms approach human performance, attaining 89.7% classification accuracy in our experiments.
Hsieh, Gary and Counts, Scott (2009): mimir: a market-based real-time question and answer service. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 769-778. Available online
Community-based question and answer (Q&A) systems facilitate information exchange and enable the creation of reusable knowledge repositories. While these systems are growing in usage and are changing how people find and share information, current designs are inefficient, wasting the time and attention of their users. Furthermore, existing systems do not support signaling and screening of joking and non-serious questions. Coupling Q&A services with instant and text messaging for faster questions and answers may exacerbate these issues, causing Q&A services to incur high interruption costs on their users. In this paper we present the design and evaluation of a market-based real-time Q&A system. We compared its use to a similar Q&A system without a market. We found that while markets can reduce wasted resources by reducing the number of less important questions and low quality answers, it may also reduce the socially conducive questions and usages that are vital to sustaining a Q&A community.
Nam, Kevin Kyung, Ackerman, Mark S. and Adamic, Lada A. (2009): Questions in, knowledge in?: a study of Naver's question answering community. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 779-788. Available online
Large general-purposed community question-answering sites are becoming popular as a new venue for generating knowledge and helping users in their information needs. In this paper we analyze the characteristics of knowledge generation and user participation behavior in the largest question-answering online community in South Korea, Naver Knowledge-iN. We collected and analyzed over 2.6 million question/answer pairs from fifteen categories between 2002 and 2007, and have interviewed twenty six users to gain insights into their motivations, roles, usage and expertise. We find altruism, learning, and competency are frequent motivations for top answerers to participate, but that participation is often highly intermittent. Using a simple measure of user performance, we find that higher levels of participation correlate with better performance. We also observe that users are motivated in part through a point system to build a comprehensive knowledge database. These and other insights have significant implications for future knowledge generating online communities.
Cheng, Kai-Yin, Luo, Sheng-Jie, Chen, Bing-Yu and Chu, Hao-Hua (2009): SmartPlayer: user-centric video fast-forwarding. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 789-798. Available online
In this paper we propose a new video interaction model called adaptive fast-forwarding to help people quickly browse videos with predefined semantic rules. This model is designed around the metaphor of scenic car driving, in which the driver slows down near areas of interest and speeds through unexciting areas. Results from a preliminary user study of our video player suggest the following: (1) the player should adaptively adjust the current playback speed based on the complexity of the present scene and predefined semantic events; (2) the player should learn user preferences about predefined event types as well as a suitable playback speed; (3) the player should fast-forward the video continuously with a playback rate acceptable to the user to avoid missing any undefined events or areas of interest. Furthermore, our user study results suggest that for certain types of video, our SmartPlayer yields better user experiences in browsing and fast-forwarding videos than existing video players' interaction models.
Wu, Mike, Ranjan, Abhishek and Truong, Khai N. (2009): An exploration of social requirements for exercise group formation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 79-82. Available online
Exercising is often a social activity performed with other people, yet finding compatible exercise partners is difficult in practice. To gain a better understanding of the social requirements involved with forming exercise groups, we conducted a two-phased exploratory study involving an online web questionnaire with 96 respondents and two focus groups. Our results highlight various aspects of collaborating with exercise partners, but also indicate the limited utility of currently available systems to support such collaborations. We discuss implications for collaborative technologies supporting exercise group formation.
Diakopoulos, Nicholas, Goldenberg, Sergio and Essa, Irfan (2009): Videolyzer: quality analysis of online informational video for bloggers and journalists. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 799-808. Available online
Tools to aid people in making sense of the information quality of online informational video are essential for media consumers seeking to be well informed. Our application, Videolyzer, addresses the information quality problem in video by allowing politically motivated bloggers or journalists to analyze, collect, and share criticisms of the information quality of online political videos. Our interface innovates by providing a fine-grained and tightly coupled interaction paradigm between the timeline, the time-synced transcript, and annotations. We also incorporate automatic textual and video content analysis to suggest areas of interest for further assessment by a person. We present an evaluation of Videolyzer looking at the user experience, usefulness, and behavior around the novel features of the UI as well as report on the collaborative dynamic of the discourse generated with the tool.
Shen, Edward Yu-Te, Lieberman, Henry and Davenport, Glorianna (2009): What's next?: emergent storytelling from video collection. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 809-818. Available online
In the world of visual storytelling, narrative development relies on a particular temporal ordering of shots and sequences and scenes. Rarely is this ordering cast in stone. Rather, the particular ordering of a story reflects a myriad of interdependent decisions about the interplay of structure, narrative arc and character development. For storytellers, particularly those developing their narratives from large documentary archives, it would be helpful to have a visualization system partnered with them to present suggestions for the most compelling story path. We present Storied Navigation, a video editing system that helps authors compose a sequence of scenes that tell a story, by selecting from a corpus of annotated clips. The clips are annotated in unrestricted natural language. Authors can also type a story in unrestricted English, and the system finds possibilities for clips that best match high-level elements of the story. Beyond simple keyword matching, these elements can include the characters, emotions, themes, and story structure. Authors can also interactively replace existing scenes or predict the next scene to continue a story, based on these characteristics. Storied Navigation gives the author the feel of brainstorming about the story rather than simply editing the media.
Tsandilas, Theophanis, Letondal, Catherine and Mackay, Wendy E. (2009): Musink: composing music through augmented drawing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 819-828. Available online
We focus on the creative use of paper in the music composition process, particularly the interaction between paper and end-user programming. When expressing musical ideas, composers draw in a precise way, not just sketch. Working in close collaboration with composers, we designed Musink to provide them with a smooth transition between paper drawings and OpenMusic, a flexible music composition tool. Musink's built-in recognizers handle common needs, such as scoping and annotation. Users can also define new gestures and associate them with their own or predefined software functions. Musink supports semi-structured, delayed interpretation and serves as a customizable gesture browser, giving composers significant freedom to create their own, individualized composition languages and to experiment with music, on-paper and on-line.
Ljungblad, Sara (2009): Passive photography from a creative perspective: "If I would just shoot the same thing for seven days, it's like... What's the point?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 829-838. Available online
This paper aims to contribute with an understanding of meaningful experiences of photography, to support reflection upon the design of future camera devices. We have conducted a study of a passive camera device called Sensecam, which previously has been investigated as a memory aid, a combination of life-logging and memory tool and as a resource for digital narratives. We take a creative perspective and show that even if a camera is designed to be forgotten in use (i.e. is worn as a necklace and takes pictures automatically) it can still be part of an engaging or active photographic experience. Because Sensecam is different from film cameras, camera phones and other digital cameras, it involves a different type of photographic experience, for example when moving through different social contexts and how the resulting pictures are appreciated. The findings stem from people who used the camera for a week. This is complemented with reflections from the researcher, who has been using the camera for a month.
Pieper, Jan H., Grace, Julia and Dill, Stephen (2009): Team analytics: understanding teams in the global workplace. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 83-86. Available online
Many medium and large companies maintain internal employee directories. Unfortunately, most directories only allow the lookup of individual profiles, one profile at a time. Team Analytics is a novel application that integrates information from disparate enterprise tools for groups of people. Besides accelerating the lookup process, Team Analytics also displays information that is only available in the group context, such as an organizational chart and time zone awareness. We present the Team Analytics application, its integration with our corporate email client, and results from a user survey that evaluates various aspects of the application.
Seitinger, Susanne, Perry, Daniel S. and Mitchell, William J. (2009): Urban pixels: painting the city with light. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 839-848. Available online
Urban environments are increasingly filled with digital display systems that are inflexible, flat, bounded, high-resolution, and unresponsive. In this paper, we explore the potential of physically instantiated pixels that enable flexible, reconfigurable, unbounded, low-resolution, and responsive urban displays. Urban Pixels are nodes in a wireless network of physical pixels for urban spaces. Each pixel unit includes a microcontroller, RF transceiver (433 MHz), LED module (ten bright, white LEDs), rechargeable Li-Ion battery pack, IR sensor and renewable energy source such as photo-voltaic cells. Two acrylic half-spheres (4-inch diameter) protect the components from the elements. No additional wiring is needed for communication and the units can be mounted individually to any surface. A small-scale prototype network of fifty Urban Pixels was displayed on a façade of Eden Court Theater in Inverness, Scotland from June 1 - June 7, 2008. The public was encouraged to change display patterns via SMS or to interact with individual units via flashlights. We observed and informally interviewed theater guests and passers-by interacting with the façade for several nights. Based on these results, we outline an exciting problem space for designing displays and lighting systems in cities.
Herk, Robert van, Verhaegh, Janneke and Fontijn, Willem F. J. (2009): ESPranto SDK: an adaptive programming environment for tangible applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 849-858. Available online
This paper describes the ESPranto Software Development Kit, which supports the development of sensor/actuator based applications, most notably educational toys and games. It enables non-technical users, such as parents, teachers, game developers and psychologists, to specify applications by themselves. The SDK allows them to start off quickly with developing simple applications. Then, as their programming skills increase with experience, the SDK supports them to create more complex applications. This is achieved by offering a complete tool chain with one, consistent programming paradigm. Each link is a separate tool offering a tailored amount of flexibility and complexity. To ensure that users can understand the feedback the SDK provides them, it is given in terms of the tool currently used. Furthermore, by preventing runtime errors, a user can be sure a program will work correctly if it compiles. We validated the ESPranto SDK partially by tests, but mainly by monitoring users applying the SDK. In practice the ESPranto SDK indeed proved to meet its design goals for all of its intended users.
Dey, Anind K. and Newberger, Alan (2009): Support for context-aware intelligibility and control. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 859-868. Available online
Intelligibility and control are important user concerns in context-aware applications. They allow a user to understand why an application is behaving a certain way, and to change its behavior. Because of their importance to end users, they must be addressed at an interface level. However, often the sensors or machine learning systems that users need to understand and control are created long before a specific application is built, or created separately from the application interface. Thus, supporting interface designers in building intelligibility and control into interfaces requires application logic and underlying infrastructure to be exposed in some structured fashion. As context-aware infrastructures do not provide generalized support for this, we extended one such infrastructure with Situations, components that appropriately exposes application logic, and supports debugging and simple intelligibility and control interfaces, while making it easier for an application developer to build context-aware applications and facilitating designer access to application state and behavior. We developed support for interface designers in Visual Basic and Flash. We demonstrate the usefulness of this support through an evaluation of programmers, an evaluation of the usability of the new infrastructure with interface designers, and the augmentation of three common context-aware applications.
Klokmose, Clemens Nylandsted and Beaudouin-Lafon, Michel (2009): VIGO: instrumental interaction in multi-surface environments. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 869-878. Available online
This paper addresses interaction in multi-surface environments and questions whether the current application-centric approaches to user interfaces are adequate in this context, and presents an alternative approach based on instrumental interaction. The paper presents the VIGO (Views, Instruments, Governors and Objects) architecture and describes a prototype implementation. It then illustrates how to apply VIGO to support distributed interaction. Finally, it demonstrates how a classical Ubicomp interaction technique, Pick-and-Drop, can be easily implemented using VIGO.
Herring, Scarlett R., Chang, Chia-Chen, Krantzler, Jesse and Bailey, Brian P. (2009): Getting inspired!: understanding how and why examples are used in creative design practice. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 87-96. Available online
The use of examples serves a critical role in creative design practice, but details of this process remain an enigma. This is problematic for both the understanding of design activity as well as for developing more effective design tools. In this paper, we report results of a study that understands and compares how designers (N=11) utilize, manage, and share examples to support the creative design process. The domains studied were Web, graphic, and product design. Our study shows that examples are a cornerstone of creative practice and are utilized for many reasons throughout the design process. Since examples are pivotal to the success of a project, more effective tools that support retrieval, storage, and dissemination of examples are needed. This paper contributes understanding of the benefits and roles of examples in the design process and implications for the design of more effective tools that support example usage.
Crabtree, Andrew, Rodden, Tom, Tolmie, Peter and Button, Graham (2009): Ethnography considered harmful. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 879-888. Available online
We review the current status of ethnography in systems design. We focus particularly on new approaches to and understandings of ethnography that have emerged as the computer has moved out of the workplace. These seek to implement a different order of ethnographic study to that which has largely been employed in design to date. In doing so they reconfigure the relationship ethnography has to systems design, replacing detailed empirical studies of situated action with studies that provide cultural interpretations of action and critiques of the design process itself. We hold these new approaches to and understandings of ethnography in design up to scrutiny, with the purpose of enabling designers to appreciate the differences between new and existing approaches to ethnography in systems design and the practical implications this might have for design.
Everitt, Katherine M., Bragin, Tanya, Fogarty, James and Kohno, Tadayoshi (2009): A comprehensive study of frequency, interference, and training of multiple graphical passwords. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 889-898. Available online
Graphical password systems have received significant attention as one potential solution to the need for more usable authentication, but nearly all prior work makes the unrealistic assumption of studying a single password. This paper presents the first study of multiple graphical passwords to systematically examine frequency of access to a graphical password, interference resulting from interleaving access to multiple graphical passwords, and patterns of access while training multiple graphical passwords. We find that all of these factors significantly impact the ease of authenticating using multiple facial graphical passwords. For example, participants who accessed four different graphical passwords per week were ten times more likely to completely fail to authenticate than participants who accessed a single password once per week. Our results underscore the need for more realistic evaluations of the use of multiple graphical passwords, have a number of implications for the adoption of graphical password systems, and provide a new basis for comparing proposed graphical password systems.
Bauer, Lujo, Cranor, Lorrie Faith, Reeder, Robert W., Reiter, Michael K. and Vaniea, Kami (2009): Real life challenges in access-control management. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 899-908. Available online
In this work we ask the question: what are the challenges of managing a physical or file system access-control policy for a large organization? To answer the question, we conducted a series of interviews with thirteen administrators who manage access-control policy for either a file system or a physical space. Based on these interviews we identified three sets of real-world requirements that are either ignored or inadequately addressed by technology: 1) policies are made/implemented by multiple people; 2) policy makers are distinct from policy implementers; and 3) access-control systems don't always have the capability to implement the desired policy. We present our interview results and propose several possible solutions to address the observed issues.
Cramer, Henriette S. M., Evers, Vanessa, Someren, Maarten W. Van and Wielinga, Bob J. (2009): Awareness, training and trust in interaction with adaptive spam filters. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 909-912. Available online
Even though adaptive (trainable) spam filters are a common example of systems that make (semi-)autonomous decisions on behalf of the user, trust in these filters has been underexplored. This paper reports a study of usage of spam filters in the daily workplace and user behaviour in training these filters (N=43). User observation, interview and survey techniques were applied to investigate attitudes towards two types of filters: a user-adaptive (trainable) and a rule-based filter. While many of our participants invested extensive effort in training their filters, training did not influence filter trust. Instead, the findings indicate that users' filter awareness and understanding seriously impacts attitudes and behaviour. Specific examples of difficulties related to awareness of filter activity and adaptivity are described showing concerns relevant to all adaptive and (semi-)autonomous systems that rely on explicit user feedback.
Luca, Alexander De, Zezschwitz, Emanuel von and Hußmann, Heinrich (2009): Vibrapass: secure authentication based on shared lies. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 913-916. Available online
Authentication in public spaces is a risky task. Frauds on cash machines (ATMs) are not uncommon nowadays. The biggest group of attacks is observation attacks, which focus on recording the input done by the users. In this work, we present VibraPass, a system created to be resilient against observation attacks using tactile feedback provided by the users' own mobile devices. In this way, secret information is shared between the terminal and the users to add an over-head of 'lies' to the input which makes it hard for attackers to steal the real PIN or password. We present an evaluation, which shows that VibraPass has the potential to replace current authentication systems due to increased security combined with reasonable input speed and error rates.
Taylor, Brandon T. and Bove, V. Michael (2009): Graspables: grasp-recognition as a user interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 917-926. Available online
The Graspables project is an exploration of how measuring the way people hold and manipulate objects can be used as a user interface. As computational ability continues to be implemented in more and more objects and devices, new interaction methods need to be developed. The Graspables System is embodied by a physical set of sensors combined with pattern recognition software that can determine how users hold a device. The Graspables System has been implemented in two prototypes, the Bar of Soap and the Ball of Soap. Applications developed for these prototypes demonstrate the effectiveness of grasp-recognition as an interface in multiple scenarios.
Roudaut, Anne, Lecolinet, Eric and Guiard, Yves (2009): MicroRolls: expanding touch-screen input vocabulary by distinguishing rolls vs. slides of the thumb. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 927-936. Available online
The input vocabulary for touch-screen interaction on handhelds is dramatically limited, especially when the thumb must be used. To enrich that vocabulary we propose to discriminate, among thumb gestures, those we call MicroRolls, characterized by zero tangential velocity of the skin relative to the screen surface. Combining four categories of thumb gestures, Drags, Swipes, Rubbings and MicroRolls, with other classification dimensions, we show that at least 16 elemental gestures can be automatically recognized. We also report the results of two experiments showing that the roll vs. slide distinction facilitates thumb input in a realistic copy and paste task, relative to existing interaction techniques.
Kratz, Sven and Ballagas, Raphael (2009): Unravelling seams: improvoing mobile gesture recognition with visual feedback techniques. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 937-940. Available online
Gesture recognition is emerging as an engaging interaction technique in mobile scenarios, and high recognition rates promote user acceptance. Several factors influence recognition rates including the nature of the gesture set and the suitability of the gesture recognition algorithm. This work explores how seamfulness in gesture stroke visualization affects recognition rates. We present the results of a user evaluation of a gesture recognition system that shows that raw (seamful) visualization of low-delity gesture stroke data has recognition rates comparable to no feedback. Providing filtered (seamless) stroke visualization to the user, while retaining the un-filtered input data for recognition, resulted in a 34.9% improvement in gesture recognition rate over raw stroke data. The results provide insights into the broader design space of seamful design, and identifies areas where seamlessness is advantageous.
Harrison, Chris, Lim, Brian Y., Shick, Aubrey and Hudson, Scott E. (2009): Where to locate wearable displays?: reaction time performance of visual alerts from tip to toe. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 941-944. Available online
Advances in electronics have brought the promise of wearable computers to near reality. Such systems can offer a highly personal and mobile information and communication infrastructure. Previous research has investigated where wearable computers can be located on the human body -- critical for successful development and acceptance. However, for a location to be truly useful, it needs to not only be accessible for interaction, socially acceptable, comfortable and sufficiently stable for electronics, but also effective at conveying information. In this paper, we describe the results from a study that evaluated reaction time performance to visual stimuli at seven different body locations. Results indicate that there are numerous and statistically significant differences in the reaction time performance characteristics of these locations. We believe our findings can be used to inform the design and placement of future wearable computing applications and systems.
Burke, Moira, Marlow, Cameron and Lento, Thomas (2009): Feed me: motivating newcomer contribution in social network sites. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 945-954. Available online
Social networking sites (SNS) are only as good as the content their users share. Therefore, designers of SNS seek to improve the overall user experience by encouraging members to contribute more content. However, user motivations for contribution in SNS are not well understood. This is particularly true for newcomers, who may not recognize the value of contribution. Using server log data from approximately 140,000 newcomers in Facebook, we predict long-term sharing based on the experiences the newcomers have in their first two weeks. We test four mechanisms: social learning, singling out, feedback, and distribution. In particular, we find support for social learning: newcomers who see their friends contributing go on to share more content themselves. For newcomers who are initially inclined to contribute, receiving feedback and having a wide audience are also predictors of increased sharing. On the other hand, singling out appears to affect only those newcomers who are not initially inclined to share. The paper concludes with design implications for motivating newcomer sharing in online communities.
Otterbacher, Jahna (2009): 'Helpfulness' in online communities: a measure of message quality. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 955-964. Available online
Online communities displaying textual postings require measures to combat information overload. One popular approach is to ask participants whether or not messages are helpful in order to then guide others to interesting content. Adopting a well-established framework for assessing data quality, we examine the nature of "helpfulness."We study consumer reviews at Amazon.com, deriving 22 measures quantifying their textual properties, authors' reputations and product characteristics. Confirmatory factor analysis reveals five underlying quality dimensions representing reviewers' reputations in the community, the topical relevancy of the reviews, the ease of understanding them, their believability and objectivity. A correlation and regression analysis confirms that these dimensions are related to the helpfulness scores assigned by community participants. However, it also uncovers a strong relationship between the chronological ordering of reviews and helpfulness, which both community participants and designers should keep in mind when using this method of social navigation.
Binder, Jens, Howes, Andrew and Sutcliffe, Alistair G. (2009): The problem of conflicting social spheres: effects of network structure on experienced tension in social network sites. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 965-974. Available online
We propose that a fundamental property of human psychology, the need to maintain independent social spheres, imposes constraints on the use of social network sites (SNS). We particularly focus on the consequences of visibility of communications across social spheres, and we hypothesize that technological features of SNS may bring social spheres in conflict, thus leading to increased levels of online social tension. A survey study among Facebook users was conducted to test this hypothesis. Results showed that diversity of the Facebook network predicted online tension. Moreover, the number of kin in a Facebook network was a crucial component because it predicted online tension whereas number of work and social contacts did not. Further, evidence was found to support the idea that tension might impose an upper limit on network size. We conclude with a discussion of these findings and describe how they support the thrust of recent modifications to SNS designs.
Gerber, Elizabeth (2009): Using improvisation to enhance the effectiveness of brainstorming. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 97-104. Available online
Group brainstorming is a popular ideation method for design teams, yet brainstorming outcomes vary greatly. The method depends on individuals working collectively to generate ideas, and so group dynamics determine whether the method succeeds or fails. This paper explores how interaction designers used techniques from theatrical improvisation, or improv, to adhere to the rules of brainstorming thereby enhancing group interactions while collaborating. The usefulness of improvisation for brainstorming stems from the similarity of the goals of improvisation and brainstorming, the similarity of the recurrent problems that actors and designers encounter when collaborating, and the distinctness of the ways each have devised to resolve the problems that block the group's performance. This paper reflects on the individual- and group-level outcomes for design students and practitioners while brainstorming.
Horn, Michael S., Solovey, Erin Treacy, Crouser, R. Jordan and Jacob, Robert J. K. (2009): Comparing the use of tangible and graphical programming languages for informal science education. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 975-984. Available online
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our results show that visitors found the tangible and the graphical systems equally easy to understand. However, with the tangible interface, visitors were significantly more likely to try the exhibit and significantly more likely to actively participate in groups. In turn, we show that regardless of the condition, involving multiple active participants leads to significantly longer interaction times. Finally, we examine the role of children and adults in each condition and present evidence that children are more actively involved in the tangible condition, an effect that seems to be especially strong for girls.
Bach, Paula M., DeLine, Robert and Carroll, John M. (2009): Designers wanted: participation and the user experience in open source software development. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 985-994. Available online
We present design concepts and related mockups that support the user experience for projects hosted on CodePlex, an open source project hosting website. Rationale for the design concepts is grounded in the open source literature and a thirteen-week study with the CodePlex team. We propose that fostering ways to build trust, providing opportunities for merit, supporting crossover of work activities, and supporting user experience (UX) best practices in CodePlex will help dismantle the social and technological barriers for UX and encourage UX designer participation. We address UX designer motivation as a challenge for participation and conclude that the mockups presented are a first step in furthering the user experience in open source software development.
Yatani, Koji, Chung, Eunyoung, Jensen, Carlos and Truong, Khai N. (2009): Understanding how and why open source contributors use diagrams in the development of Ubuntu. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 995-1004. Available online
Some of the most interesting differences between Open Source Software (OSS) development and commercial co-located software development lie in the communication and collaboration practices of these two groups of developers. One interesting practice is that of diagramming. Though well studied and important in many aspects of co-located software development (including communication and collaboration among developers), its role in OSS development has not been thoroughly studied. In this paper, we report our investigation on how and why Ubuntu contributors use diagrams in their work. Our study shows that diagrams are not actively used in many scenarios where they commonly would in co-located software development efforts. We describe differences in the use and practices of diagramming, their possible reasons, and present design considerations for potential systems aimed at better supporting diagram use in OSS development.
We have decided to give away world-class educational materials
because we believe that universal access to high quality education is key to the building
of peace, sustainable social and economic development, and intercultural dialogue.
To calculate just have much we have saved you, our wonderful readers, we compare our free encyclopedia to two
books we love:
As you are reading our encyclopedia on your iPad/tablet (and saving a few trees), we estimate that the price would be $90 if sold as an eBook.
With that number, we can calculate how much money we have saved our readers, based on calculating the number of readers.
How we calculate readership
Because of our online and tablet/iPad approach to publishing, we are able to precisely measure reading behaviour across hundreds of parameters in realtime: Anything from reading
speed, drop-off points in the text, reader demographics, and much more.
Based on our server logs and the Google Analytics API,
we calculate the number of readers as described in the calculation method below.
A reader is not the same as a simple pageview and a reader is not the same as a
website visitor (as described in our calculation method below).
We calculate readership for two types of readers:
Readers that have read our whole encyclopedia, much the same way you read a printed book
Readers that have reader an individual chapter
Calcalution method: How we define a reader
First we use the Google Analytics API to get a report of the number of unique human visitors to a chapter/page. Google runs its business on ads and thus completely relies on the ability to distinguish between a human visitor and an automated request. If not, you could earn millions on automating clicks on Google Ads.
We then compare that number to our Apache webserver logs, which report the much higher number of actual visits to a chapter/page (both human and automated). We calculate the difference in percent, which we call an "exaggeration factor", which we use in step 6 below.
With a large part of the visitors excluded, we further exclude any visitor who:
has not remained on the page for at least 3 minutes (this factor is calculated by recording visit durations of 1000 randomly selected visitors) or has not printed the page (i.e. has not visited the printerfriendly version of the chapter/page)
has not scrolled the page (this factor is calculated by recording scroll movements on 1000 randomly selected visitors)
We then further exclude "double readers", i.e. readers who read a portion of a chapter and then returns in,
say, a week or a month to read the rest.
Although this person's reading activity spans multiple server sessions, the person is only counted as a single reader.
We categorize a "double reader" as a visitor who:
visits a page, or multiple pages, across multiple server sessions
qualifies to be defined as a reader, cf step 1-3 above, in all server sessions
uses the same originating IP address
We then subtract 5% from the final number to counter-balance a last remaining factor, namely the situation where one reader reads a chapter on his/her tablet
using a WiFi connection (and counted as one reader) but then picks up his other tablet using a 3G dongle
(with another IP address) and re-reads some of the chapter. That will equal two readers, not one. We have no way
of calculating how many times this situation arises, but to be on the safe side we subtract 5%
from the final number.
We then take half of the "exaggeration factor" from step 2 and substract from the final number. We do this for no rational reason. We do it only as a further measure to be certain that our number of readers is not inflated.
To qualify as a reader who has read our whole encyclopedia - much the same way you read a printed book - that person must have qualified as a reader (cf. 1-6 above) of at least 80% of the encyclopedia chapters.
As a result, we have eliminated everything from automated requests to the more casual visitors. That leaves us with what we can safely call readers.
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Once the product's task is known, design the interface first; then implement to the interface design..... As far as the customer is concerned, the interface is the the product.
-- Jef Raskin, Cited by Malcolm McCullough in Digital Ground, 2004
Authoritative overview of End-User Development (EUD) including 4 HD video interviews filmed in Rome, Italy. EUD is really all about democratization of computing.