Proceedings of the HCI07 Conference on People and Computers XXI


 
Time and place:

2007
Series:
This is a preferred venue for people like Alan J. Dix, Harold Thimbleby, John Long, Russell Beale, and Alistair Sutcliffe. Part of the BCSHCI People and Computers conference series.
Conf. description:
HCI is the conference of the British HCI Group, formerly known as British Computer Society Human Computer Interaction Specialist Group. The conference has been held annually since 1985. In 1990 and 1999, HCI was incorporated in the INTERACT conference.
Next conference:
is coming up
Sep6
06 Sep 2010 in University of Abertay Dundee, UK
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References from this conference (2007)

The following articles are from "Proceedings of the HCI07 Conference on People and Computers XXI":

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Articles

p. 1

Beale, Russell (2007): Blogs, Reflective Practice and Student-Centred Learning. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 1. Available online

Blogging can be used to enhance education by encouraging reflective practice. We present a study in which a final year HCI course was constructed around regular blogging activity. We discuss the role of blogs in providing a social mechanism for the student body and in acting as a conduit between classroom and practical examples. We analyze the blogs from a quantitative and qualitative perspective, and show that the students found it a useful and effective addition to their learning.

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p. 10

Harper, Richard, Randall, David, Smyth, Nicky, Evans, Carwyn, Heledd, Lisa and Moore, Robin (2007): Thanks for the Memory. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 10. Available online

This paper reports the trial of a memory prosthesis, SenseCam, as a resource for digital narratives. Over a period of one week, six participants were asked to use SenseCams to capture digital traces of their experiences, and to use the same to create 'story telling' materials for presentation. The study found that all users delighted in the devices, though the traces that the SenseCams produced were not analogues to their own memory. Instead, the data traces presented a picture of daily life which was at once different to the one recollected by participants and yet brought a sense of wonder, depth and felt-life that was enriching. Furthermore, SenseCam data enabled participants to create artistic and evocative stories about prosaic activities that would not normally merit being recounted. The paper will comment on the implications these findings have for memory prosthesis device design, and on the epistemological assumptions underscoring them.

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p. 11

Yamashita, Aiko Fallas, Barendregt, Wolmet and Fjeld, Morten (2007): Exploring Potential Usability Gaps when Switching Mobile Phones: An Empirical Study. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 11. Available online

The present study explores potential usability gaps when users switch from a familiar to an unfamiliar mobile phone interface. A within-subject experiment was performed in which nine users familiar with Sony-Ericsson T630 and nine familiar with Nokia 7250 performed tasks on both phones. On average, test subjects spent more time on finishing tasks with an unfamiliar phone than with a familiar one. For two of the four tasks, there was a significant difference in completion time between the first-time Nokia users and the first-time Sony-Ericsson users. The tasks of adding a contact to the address book and sending an SMS to a contact in the address book were performed more quickly by new Nokia users than by new Sony-Ericsson users. The subjective difficulty ranking also showed that first-time Nokia users found the new phone easier to use than first-time Sony-Ericsson users did. Hierarchical Task Analysis is used as a potential explanation, and three other theories that relate to these findings are presented: mental models, habit errors, and emotional attachment.

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p. 12

Ehmke, Claudia and Wilson, Stephanie (2007): Indentifying Web Usability Problems from Eye-Tracking Data. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 12. Available online

Eye-tracking research is increasingly used to supplement usability tests in both commercial and academic practice. However, while there has been research into links between eyetracking metrics and usability problems, this has so far fallen short of establishing a general correlation scheme between the two. Consequently, practitioners are left to make subjective judgements when interpreting eye-tracking data. We address the lack of general guidance by proposing an initial correlation scheme based on data from an exploratory study which aimed to find a wide range of possible correlations between usability problems and eye-tracking patterns. User testing of two websites was conducted and a set of diverse usability problems was extracted from the data; these were then analysed and some were correlated with users' eye-tracking patterns. In addition to this initial correlation scheme, a further finding from this study is that usability problems are connected to not just a single eyetracking pattern, but to a specific sequence of patterns. This sequence of patterns seems to arise from different coping strategies that users develop when a problem is experienced.

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p. 13

Eger, Nicola, Ball, Linden J., Stevens, Robert and Dodd, Jon (2007): Cueing Retrospective Verbal Reports in Usability Testing Through Eye-Movement Replay. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 13. Available online

An experimental validation is presented of a novel method for usability testing that entails the playback of dynamic eyetracking data to cue the elicitation of retrospective verbal reports. Participants in our study produced: (1) think-aloud reports during an online search task, and (2) retrospective reports during another online search task, with reports being cued by the playback of either the screen capture of events or the participant's own eye-movements. Task-completion times and response rates were recorded for all reporting methods. Fewer participants completed the search task whilst thinking aloud, indicating the reactivity of this technique. Verbal transcripts were coded for instances of usability problems. The eye-cued method identified more usability problems than the think-aloud or screen-cued methods. A significant interaction between search engine type and retrospective cue type suggests that the value of the eye-cue method for eliciting usability problems may be greatest with more complex search environments. Our results demonstrate that when cued appropriately, retrospective reports may be less reactive and more informative than other verbalisation techniques.

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p. 14

Vermeeren, Arnold, Bekker, Mathilde, Kesteren, Ilse E. H. van and Ridder, Huib de (2007): Experiences with Structured Interviewing of Children During Usability Tests. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 14. Available online

In this paper we describe an exploratory study on the use of a structured interviewing evaluation technique with 6 to 8 year old children. The study examines whether children are able to answer the post-task questions referring to the various interaction stages (planning, translation and assessment), and whether the technique does not lead to adverse effects such as finding a different set of interaction difficulties. The results show that children overall are fairly good at answering the questions, but have most trouble answering the planning question. Furthermore, the negative side-effects of applying the technique on the outcome of the usability test are minor. Overall, we advise practitioners to apply such a technique to uncover extra data about possible causes for interaction difficulties and to optimize the effort by only asking detailed questions about those parts of the design that need extra attention.

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p. 15

Kano, Akiyo, Read, Janet C., Dix, Alan J. and MacKenzie, I. Scott (2007): ExpECT: An Expanded Error Categorisation Method for Text Input. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 15. Available online

This paper describes an empirical study on typing errors made by children during a text copy exercise. The literature on text input errors is first examined, focussing on studies of errors that occur during keyboard typing. A study of errors made by children during typing is described and the results from this study are analysed using visual inspection and already published error categorisation methods. These methods are compared with respect to the types and number of errors categorised and uncategorised. We identify and define new kinds of typing errors and use these, together with previously defined error types, to outline an expanded and more detailed method (ExpECT) for the classification of typing errors. ExpECT is compared with the previously examined categorisation methods and is shown to be a more thorough and broader method for the analysis of typing errors.

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p. 16

Bowen, Judy and Reeves, Steve (2007): Using Formal Models to Design User Interfaces: A Case Study. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 16. Available online

The use of formal models for user interface design can provide a number of benefits. It can help to ensure consistency across designs for multiple platforms, prove properties such as reachability and completeness and, perhaps most importantly, can help incorporate the user interface design process into a larger, formally-based, software development process. Often, descriptions of such models and examples are presented in isolation from real-world practice in order to focus on particular benefits, small focused examples or the general methodology. This paper presents a case study of developing the user interface to a new software application using a particular pair of formal models, presentation models and presentation interaction models. The aim of this study was to practically apply the use of formal models to the design process of a UI for a new software application. We wanted to determine how easy it would be to integrate such models into our usual development process and to find out what the benefits, and difficulties, of using such models were. We will show how we used the formal models within a user-centred design process, discuss what effect they had on this process and explain what benefits we perceived from their use.

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p. 17

Memmel, Thomas, Gundelsweiler, Fredrik and Reiterer, Harald (2007): Agile Human-Centered Software Engineering. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 17. Available online

We seek to close the gap between software engineering (SE) and human-computer interaction (HCI) by indicating interdisciplinary interfaces throughout the different phases of SE and HCI lifecycles. As agile representatives of SE, Extreme Programming (XP) and Agile Modeling (AM) contribute helpful principles and practices for a common engineering approach. We present a cross-discipline user interface design lifecycle that integrates SE and HCI under the umbrella of agile development. Melting IT budgets, pressure of time and the demand to build better software in less time must be supported by traveling as light as possible. We did, therefore, choose not just to mediate both disciplines. Following our surveys, a rather radical approach best fits the demands of engineering organizations.

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p. 18

Johansson, Maria and Arvola, Mattias (2007): A Case Study of How User Interface Sketches, Scenarios and Computer Prototypes Structure Stakeholder Meetings. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 18. Available online

In stakeholder meetings during an interaction design project, prototypes are commonly used for creating shared representations of design ideas. It can, however, be difficult for designers and meeting facilitators to know which prototyping technique to use. In this case study we compare user interface sketches, scenarios, and computer prototypes, and analyse video material from six stakeholder meetings. The scenario did not facilitate a focus on aesthetic or ethical perspectives, nor did it facilitate operational or perceptual issues. The prototype did not facilitate discussions on the overarching concept of the design, to the same extent as the sketches did, but it did facilitate operational issues. The sketches gave the broadest discussion. The groups also approached the design differently; for example, the system developers constantly returned to a constructional perspective. This means that the choice of prototyping technique should be made based on the composition of the group and the desired focus of the meeting.

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p. 19

Frauenberger, Christopher, Stockman, Tony and Bourget, Marie-Luce (2007): A Survey on Common Practice in Designing Audio in the User Interface. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 19. Available online

The current practice of designing the auditory mode in the user interface is poorly understood. In this survey, we aim at revealing the common understanding of the role of audio in human-computer interaction and how designers approach design tasks involving audio. We investigate which guidelines and principles participants use in their designs and which guidance is needed to improve the quality of auditory design. The responses are analysed and interpreted by quantitative and qualitative methods. The 86 participants enabled us to draw a relatively accurate picture of how the field is perceived and helped to identify problems in the design of efficient audio in the user interface. The results of the survey are subsequently developed into requirements for a methodological design framework, with the aim to provide easily accessible guidance for designers to integrate audio in the user interface.

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p. 2

Bertelsen, Olav W. and Petersen, Marianne Graves (2007): Erotic Life as a New Frontier in HCI. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 2. Available online

In this paper we discuss how information technology impacts erotic life. This has been a neglected issue in most of the literature, even the literature on IT in the home. We argue that current IT, in particular in the home, tends to marginalize erotic aspects of life, through developing domestic technology, without considering how it impacts conditions for erotic life in the home. We suggest the need for a counter discourse in HCI, and we outline a number of theoretical and empirical perspectives, which can contribute to establish erotic life as a new frontier in HCI.

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p. 20

Cairns, Paul (2007): HCI... not as it should be: Inferential Statistics in HCI Research. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 20. Available online

This paper surveys the use of inferential statistics over the last two BCS HCI conferences and the last year (2006) of two leading HCI journals. Of the 80 papers covered, 41 used some form of inferential statistics. However, all but one had some form of problem of reporting or analysis that undermined the value or the validity of the statistical testing and hence the research findings. This paper discusses the implications of such widespread issues for HCI research and considers approaches for improving the use of statistics in HCI.

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p. 21

Plimmer, Beryl and Freeman, Isaac (2007): A Toolkit Approach to Sketched Diagram Recognition. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 21. Available online

Sketch-based tools provide a more human centered design environment than traditional widget-based computer design software. A number of sketch tools exist that support specific design tasks: however wider exploration of computer supported sketching is being hampered by the effort required to build the sketching software. Here we present a sketch tool framework, its implementation and evaluation. The implementation, InkKit, provides context free design spaces and a powerful, trainable and extensible modeless writing/drawing recognition engine. It reduces the development effort for a specific diagram type from thousands of lines of code to a few hundred. We evaluated our toolkit by asking fourth year computer science students to use InkKit to develop a diagram specific recognizer.

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p. 22

Metatla, Oussama, Bryan-Kinns, Nick and Stockman, Tony (2007): Using Hierarchies to Support Non-Visual Access to Relational Diagrams. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 22. Available online

This paper describes an approach to support non-visual exploration of graphically represented information. We used a hierarchical structure to organize the information encoded in a relational diagram and designed two alternative audio-only interfaces for presenting the hierarchy, each employing different levels of verbosity. We report on an experimental study that assessed the viability of our proposed approach as well as the efficiency and learnability of each interface. Our results show that the relational information encoded in a diagram could be non-visually navigated and explored through a hierarchy, and that substituting verbal descriptions of parts of such information with nonverbal sounds significantly improve performance without compromising comprehension.

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p. 23

Hall, Lynne, Jones, Susan, Hall, Marc, Richardson, Joanne and Hodgson, John (2007): Inspiring Design: The Use of Photo Elicitation and Lomography in Gaining the Child's Perspective. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 23. Available online

This paper reports on a case study of a participatory technique that focuses on gathering contextual information from users to assist the analysis and design process. It presents a participatory methodology based upon a photo-elicitation approach combined with Lomo photography practices and group-centric analysis aimed at children and teenagers in order to draw together design requirements specifically for them. The paper discusses the use of this approach for designing a multimedia learning application on water safety aimed at 11-13 year olds, with results highlighting the benefits of this approach for creating appropriate designs.

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p. 24

Sands, Jamie, Johnson, Graham, Benyon, David and Leplâtre, Grégory (2007): Meaningful Personalization at a Self-Service Kiosk. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 24. Available online

Personalization of a self-services kiosk or ATM may provide the user with an efficient means of obtaining new appropriate services with the degree of immediate gratification consumers now require. Successful personalization relies on many factors including acceptance of the services provided and the way these services are delivered. This paper presents a summary of the results from a recent investigation of personalized services at a self-service kiosk and the use of avatars as a potential interface style. Results indicate that users -- in particular younger users -- would accept personal information being used and would accept new services such as news headlines and budgeting advice at a self-service kiosk.

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p. 25

Schmettow, Martin and Niebuhr, Sabine (2007): A Pattern-Based Usability Inspection Method: First Empirical Performance Measures and Future Issues. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 25. Available online

The Usability Pattern Inspection (UPI) is a new usability inspection method designed for the added downstream utility of producing concrete design recommendations. This paper provides first empirical evidence that UPI measures up to the established inspection method Heuristic Evaluation (HE) regarding defect identification. It is shown that there is also some potential for synergy between UPI and HE. The further research plan of measuring UPI is presented.

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p. 26

Silva, Paula Alexandra and Dix, Alan J. (2007): Usability -- Not as we know it!. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 26. Available online

YouTube has been the Internet success story of 2006. However, when subjected to conventional usability evaluation it appears to fail miserably. With this and other social Web services, the purpose of the user is fun, uncertainty, engagement and self-expression. Web2.0 has turned the passive 'user' into an active producer of content and shaper of the ultimate user experience. This more playful, more participative, often joyful use of technology appears to conflict with conventional usability, but we argue that a deeper 'usability' emerges that respects the user's purposes whether acting as homo ludens.

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p. 27

Thimbleby, Harold and Harrison, Michael (2007): Names and Reference in User Interfaces. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 27. Available online

This short paper argues that references in user interfaces, in particular names and the values they denote, are often designed in a way that is incomplete and inconsistent thereby causing problems for users. This paper explores names and values through illustrations in order to clear the way for a more systematic approach to the design of names and reference.

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p. 28

Thimbleby, Harold and Thimbleby, Will (2007): Internalist and Externalist HCI. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 28. Available online

The history of technology, as a discipline, supports alternate points of view termed internalist and externalist, which terms highlight an approximately similar division in points of view within HCI. Conventional HCI is externalist, rightly concerned with human-centered issues; but externalism risks ignoring important internalist issues. A successful human-computer system is better if it is successful from both perspectives. This discussion paper argues that the externalist view, while necessary and immensely useful, is not sufficient -- and in the worst case, risks eclipsing innovation from internalist quarters.

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p. 29

Truman, Sylvia (2007): Designing Educational Software Inline with the Creative Learning Process: Just how Important is the Preparation Phase?. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 29. Available online

A question gaining widespread interest in education today is 'how can learning tasks be structured to encourage creative thinking in the classroom?' This has a number of implications for the design of educational software. Numerous scholars have suggested that the processes of 'learning' and 'creativity' share many similarities. Extending upon this a generative framework of creative learning is presented here. This framework exists as a design support tool to aid the design of educational software. In order to demonstrate how this framework can be applied in practice, a music composition program called 'SoundScape' has been developed in accordance with the framework. This paper reports upon study conducted with SoundScape within a school with 96 children aged 11. The study focused upon two objectives, firstly, identifying differences in explicitly supporting the "preparation" phase of the creative process as opposed to not explicitly supporting the "preparation" phase. Secondly, the study compared differences in using real-world metaphors at the interface compared to using visual abstract representations at the interface.

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p. 3

Brumby, Duncan P., Salvucci, Dario D. and Howes, Andrew (2007): An Empirical Investigation into Dual-Task Trade-offs while Driving and Dialing. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 3. Available online

Engaging in a secondary task, such as dialing a cell phone, while driving a car has been found to have a deleterious effect on driver performance. A point often overlooked though is that people can potentially vary the extent to which these two tasks are interleaved (i.e., attention can be returned to driving more or less often while dialing). To investigate this idea of strategic variability in multitasking behavior, an experiment was conducted in a driving simulator in which participants were instructed to focus on dialing as quickly as possible or on steering as safely as possible. It was found that participants drove more safely when encouraged to do so. However, driving safely necessarily brought about an increase in the total time to complete the dialing task because of frequent task interleaving. In contrast, there was a significant increase in the lateral deviation of the car from the lane centre when participants were encouraged to complete the dialing task as quickly as possible. These results suggest that contrary to existing advice, the total time that the driver is distracted is less important to safety than the strategy used for interleaving secondary and primary tasks. In particular, there may be value in designing mobile devices that facilitate short bursts of interaction for in-car use because allowing drivers to make additional glances back to the road while actively working on a concurrent secondary task might help to elevate some of the effects of distracted driving.

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p. 30

Vasalou, Asimina, Hopfensitz, Astrid and Pitt, Jeremy (2007): Is an Apology Enough? How to Resolve Trust Breakdowns in Episodic Online Interactions. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 30. Available online

This paper addresses what kind of system allows the victim of a trust breakdown to fairly assess an unintentional offender who is also a benevolent member. Two systems were compared: a system that displayed the offender's unblemished reputation score as obtained in previous interactions with other members, and a system that also had a communication channel which displayed the offender's expressed apology and regret over the offence. The findings of this study suggest that the system which also endorses apology, as well as records reputation, allows the victim to recover his/her trust in the unintentional offender. However, trust is repaired only when the offender validates the apology with a reparative action.

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p. 31

Weda, Hans and Campanella, Marco (2007): Use Study on a Home Video Editing System. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 31. Available online

To help consumers dealing with their growing amount of home video, we have developed the Edit While Watching (EWW) system. It is designed to automatically create an edited version of a home video and then allow the users to modify and refine it in an easy, intuitive and lean-back way. To measure the ease of use, ease of learning, and effectiveness of the EWW system, we have performed a use test by means of giving participants tasks to do and interviewing them. The use test was focused on four main aspects: functionality, usability, pleasantness, and user satisfaction. The test was performed with eight participants, and was located in the Philips HomeLab, which resembles a home environment as much as possible. The results show that the system provides rather limited control of the editing functions, and the overview of the video material is unsatisfactory. However, the participants judged the system as an easy to learn and easy to use video editing tool. They expressed their pleasure in working with it.

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p. 32

Byrne, Daragh, Lavelle, Barry, Jones, Gareth J. F. and Smeaton, Alan F. (2007): Visualising Bluetooth Interactions: Combining the Arc Diagram and DocuBurst Techniques. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 32. Available online

Within the Bluetooth mobile space, overwhelmingly large sets of interaction and encounter data can very quickly be accumulated. This presents a challenge to gaining an understanding and overview of the dataset as a whole. In order to overcome this problem, we have designed a visualisation which provides an informative overview of the dataset. The visualisation combines existing Arc Diagram and DocuBurst techniques into a radial space-filling layout capable of conveying a rich understanding of Bluetooth interaction data, and clearly represents social networks and relationships established among encountered devices. The end result enables a user to visually interpret the relative importance of individual devices encountered, the relationships established between them and the usage of Bluetooth 'friendly names' (or device labels) within the data.

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p. 33

Day, Nick, Sas, Corina, Dix, Alan J., Toma, Mokoko, Bevan, Chris and Clare, Dave (2007): Breaking the Campus Bubble: Informed, Engaged, Connected. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 33. Available online

This paper introduces UniVote, a system supporting mobile phone-based interaction with public displays. The case study carried out at Lancaster University indicates that the campus "bubble" in which students live can lead to feelings of isolation within an insular community cut off from the outside world. UniVote makes use of a voting system to help elicit user involvement, keep users informed of campus- and world-wide events and news and create a sense of community. Findings of this preliminary study suggest that the campus "bubble" can indeed be broken, and the voting component of the system particularly fosters interaction and human connectedness.

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p. 34

Elzouki, Salima, Fabri, Marc and Moore, David (2007): Teaching Severely Autistic Children to Recognise Emotions: Finding a Methodology. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 34. Available online

This paper presents part of our wider research project concerning the design, development and evaluation of computer systems for children with autism. Research currently being carried out concerns how children with autism recognise human facial expressions of emotion and how the use of computer-based animated characters might help them in this recognition. The context for the research is a primary school unit of children with severe autism and moderate to severe learning difficulties. We present results of a preliminary study designed to establish a baseline for the abilities of each child, and describe the methodology considerations that arose during and after the study. The merit of participant observers is discussed, and links to action research are pointed out.

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p. 35

Holt, Jane and Lock, Simon (2007): MARPLE Investigates: An 'Adversarial' Approach to Evaluating User Experience. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 35. Available online

User experience of interactive systems has always been difficult to assess due to its subjective nature. In this paper we present a new approach to the evaluation of pleasure as an aspect of user experience. This multi-lateral approach, entitled MARPLE, is based upon an adversarial courtroom metaphor.

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p. 36

Khalid, Haliyana and Dix, Alan J. (2007): Designing for Photolurking. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 36. Available online

This paper describes our early work on design and development to support photolurking. Photolurking is browsing and looking at people's photographs without participating in discussion or addressing the owner of the photographs or photologs, whilst still discussing them in other avenues. We suggest several recommendations, including supporting ad-hoc instantaneous sharing, having remote and live discussion with groups of friends, and fostering collaborative experience. Having said that, the aim of this paper is not to propose an ideal application for supporting photolurking, but rather to provide an instance of how findings and analysis from ethnographic studies can feed into practical design.

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p. 37

Khan, Rabia and Angeli, A. De (2007): Mapping the Demographies of Virtual Humans. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 37. Available online

This paper presents a census of 147 virtual agents, by examining and reporting on their physical and demographical characteristics. The study shows that the vast majority of agents developed are from a white ethnic background. Overall, female agents tend to be more photo realistic than their male counterparts who are more cartoon like. These findings highlight current stereotypes in relation to agents and contribute to a deeper understanding of virtual worlds.

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p. 38

Mazzone, Emanuela, Xu, Diana and Read, Janet (2007): Design in Evaluation: Reflections on Designing for Children's Technology. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 38. Available online

This paper reflects on the design value that emerges from evaluation methods used in the field of child computer interaction. The work is based around an evaluation study of a tangible game prototype for children. The prototype and the evaluation techniques used are described. The authors provide a reflection on the analysis of results from one of the methods and use this analysis to propose a direct connection with design tools.

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p. 39

Alsuraihi, Mohammad and Rigas, Dimitris (2007): How Effective is it to Design by Voice?. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 39. Available online

Previous studies on usability of crowded graphical interfaces that are full of widgets like menus, buttons, palette-tools etc, have shown evidence that they create a fertile environment for information overload and usability problems. In this paper, we investigate the use of multimodal interaction metaphors (visual, vocal and aural) for improving effectiveness of learning functions and completing tasks in one of the most graphically crowded user-interfaces, the user-interface of IDEs (or Interface Design Environments). This investigation was done empirically on two experimental interface design toolkits (TVOID and MMID) which were built especially for the study. Assessment of the visual and multimodal interaction metaphors was carried out by two independent groups of users (A and B) of which each consisted of 15 users. Results showed that the use of speech for input and output along with limited use of the mouse was more effective than interacting visually only using the typical common graphical metaphors: pull-down menus, toolbar, toolbox, properties-table and status-bar.

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p. 4

Brynskov, Martin and Kramp, Gunnar (2007): Habitats: A Simple Way to Bridge Artifacts, Professions, and Theories in Ubiquitous Design. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 4. Available online

This paper briefly shows how product designers as well as information system designers may use the habitat framework as a tool to inform their understanding of the pervasive computing systems they are designing. This is done by (1) introducing the basic elements of habitats, (2) analyzing and comparing two empirical case-studies, one about life and death (emergency response at major incidents) and one about playfulness (children's pervasive play and gaming), and (3) discussing the usefulness of using habitats. The result is a number of real-world examples where we argue that using habitats as a simple common ground seems to be useful for professionals coming from quite different traditions.

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p. 40

Lera, Eva de and Garreta-Domingo, Muriel (2007): Ten Emotion Heuristics: Guidelines for Assessing the User's Affective Dimension Easily and Cost-Effectively. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 40. Available online

Emotional appeal is a key dimension in user experience that often goes unmeasured in most user-centered design projects. This paper presents preliminary work for developing a set of guidelines for efficiently, easily and cost-effectively assessing the users' affective state by evaluating their expressive reactions during an interface evaluation process. The evaluation of this dimension complements the analysis of the objective and quantitative data gathered through usability tests and the subjective feedback provided through post-test questionnaires.

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p. 41

Faisal, Sarah, Cairns, Paul and Blandford, Ann (2007): Challenges of Evaluating the Information Visualization Experience. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 41. Available online

Information Visualisation (InfoVis) is defined as an interactive visual representation of abstract data. We view the user's interaction with InfoVis tools as an experience which is made up of a set of highly demanding cognitive activities. These activities assist users in making sense and gaining knowledge of the represented domain. Usability studies that involve a task-based analysis and usability questionnaires are not enough to capture such an experience. This paper discusses the challenges involved when it comes to evaluating InfoVis tools by giving an overview of the activities involved in an InfoVis experience and demonstrating how they affect the visualisation process. The argument in this paper is based on our experiences in designing, building and evaluating an academic literature visualisation tool.

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p. 43

Morrison, Cecily and Blackwell, Alan (2007): Interaction Manifolds: Theory from Experiments. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 43. Available online

This poster builds on comparative ethnographic work of a multi-disciplinary medical team using a paper-based and a computer-based patient record system. It describes the design and preliminary results of an experiment aimed to help articulate an analytical construct that would describe the tradeoffs between a technological setup and a group's ability to negotiate an interaction among themselves.

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p. 44

Hole, Linda and Williams, Oliver (2007): The Emotion Sampling Device (ESD). In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 44. Available online

The emotion sampling device (ESD) has been developed in the light of ever-increasing interest in the area of affective computing, and out of a need to better understand the effect that electronic products have on the emotions of their users. A study of emotion theory and current sampling techniques revealed a need for a method of a different nature, one that does not rely upon the traditional forms of emotion representation. Therefore, the ESD aims to satisfy this need, being a tool that can not only accurately sample the multi-faceted human emotional experience, but also blend seamlessly into our world in the true spirit of ubiquitous computing.

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p. 45

Ignatova, Evdokiya and Brinkman, Willem-Paul (2007): Clever Tracking User Behaviour over the Web: Enabling Researchers to Respect the User. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 45. Available online

Concerns over automatically tracking users' actions while respecting consent, privacy and users' rights motivated the development of CleverTracker. CleverTracker is a remote action-tracking software framework, which researchers can use to collect data about users' interactions with applications while respecting ethical issues. Users are in control of the recording process (through start and stop functionality), can opt out from it and can view the collected data. The open source framework is designed to support desktop, web application and multiple programming languages.

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p. 46

Dix, Alan J. and Cowen, Laura (2007): HCI 2.0? Usability meets Web 2.0. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 46. Available online

The web has already dramatically changed society, but the web itself is changing. Web2.0 sites mean that users have become the producers of content and the designers of each others' viewing experience. Technologies such as AJAX combined with public Javascript libraries have allowed applications to be deployed that once would have required extensive programming. Open APIs and mashups make it difficult to tell the difference between a service, and application or a web page. So what are the challenges for HCI when every user is designer, and every menu a different behaviour, when experience outranks efficiency, and connectivity replaces consistency?

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p. 47

McEwan, Tom, Bryan-Kinns, Nick, England, David, Finlay, Janet E. and O'Neill, Eamonn (2007): A Conference Panel -- but not as we know it!. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 47. Available online

This panel will take the form of a public debate about whether the conference of which it forms part has a future. Academic conferences are increasingly hard to cost-justify and growing awareness of the environmental impact adds to the negative aspects -- especially when the HCI community have developed so many tools and techniques to afford virtual collaboration, dissemination and critique. Yet participants continue to enjoy conferences and some would seem them as vital to the sustainability and coherence of the discipline. It is chaired by the chair of HCI2005 [3], and features as panellists the chairs of HCI2003 [1], HCI2004 [2], HCI2006[4], HCI2008, and is intended to feature vibrant contributions from other delegates. The motion to be debated is "This conference believes that the conference has no future after Sept 5th 2008".

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p. 48

Ormerod, Tom, Ball, Linden J., Dix, Alan J. and Sas, Corina (2007): HCI and Creative Problem-Solving at Lancaster. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 48. Available online

The Creative Problem-Solving Research Group (CPSRG) at Lancaster University is a collaboration between psychologists and computer scientists conducting research into creativity, problem-solving and design at the interface between humans and computer systems. Our aim is to develop theoretical understandings and practical interventions that address how creative individuals and groups manage conflicting demands of novelty and divergent thinking versus constraint, domain relevance and minimization of task load. Current projects include creative design in virtual and ubiquitous environments, developing methodologies for inspirational design, and impacts of expert reasoning on creative problem-solving.

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p. 49

Benyon, David and Mival, Oli (2007): Introducing the Companions Project: Intelligent, Persistent, Personalised Interfaces to the Internet. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 49. Available online

The Companions project is a 4 year, EU funded Framework Programme 6 project involving a consortium of 16 partners across 8 countries. Its aim is to develop a personalised conversational interface, one that knows and understands its owner, and can access resources on the Internet. It does this whilst nurturing an emotional, psychological and social involvement from its owner (user seems an inappropriate term in this context). In doing this it will change interactions to relationships. On a technical level it intends to push the state of the art in machine based natural language understanding, knowledge structures, speech recognition and text to speech.

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p. 5

Clavering, Richard Stephen and Nicols, Andrew Robert (2007): Lessons Learned Implementing an Educational System in Second Life. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 5. Available online

Second Life is an online 3D virtual environment that offers interesting potential for use in education due to its widespread availability, flexibility, and its use of standard platforms and input devices. Given a broad design brief for a nine-week masters' student project of using Second Life for education, we explored a range of potential ways of using the environment, and designed and implemented a 3D turtle-graphics system. In this paper we present our findings together with a reflection on both the constraints that Second Life places on the range of educational uses worth pursuing, and the specific issues likely to be faced by researchers creating other such systems.

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p. 50

Iqbal, Rahat and Terken, Jacques (2007): 3rd International Workshop on Ubiquitous and Collaborative Computing (iUBICOM). In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 50. Available online

It is recognised that the traditional methods of requirements capture are not suitable when applied to ubiquitous and collaborative systems. With these sorts of systems what is important is an understanding of the social characteristics of work itself as well as the people who operate in the work environment. User-centred design and evaluation approaches have been used to do this however these approaches may not be straightforward in situations where perceptive technology is involved. The purpose of this workshop is to bring multi-disciplinary researchers together in order to discuss different models and theories that can be used to design and evaluate ubiquitous and collaborative systems. Particularly, the focus of the third International Workshop on Ubiquitous and Collaborative Computing (iUBICOM) is on user-centred design and evaluation of ubiquitous and collaborative computing including ethnography.

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p. 51

Curzon, Paul and Cerone, Antonio (2007): 2nd International Workshop on Formal Methods for Interactive Systems. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 51. Available online

This workshop is the second in a series that is intended as a focused forum for researchers from academia and industry interested in the application of formal methods to interactive system design. Topics of interest include, for example, the development of formal tools, techniques and methodologies based on cognitive psychology results, the development and use of formal user models, case studies applying formal methods to interface design, and formal analysis of the design of the wider socio-technical systems.

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p. 52

Brinkman, Willem-Paul, Payne, Annette, Patel, Nayna, Griffin, Darren and Underwood, Joshua (2007): Design, Use and Experience of E-Learning Systems. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 52. Available online

The use of computer applications to support learning and assessment is becoming more common, along with a growing body of research focusing on the pedagogical effectiveness of these applications. However, until recently less research attention has been given to the design of learning technology with regard to their usability, actual use, and the way they motivate and engage learners. Learner centred design [7] looks beyond the technological possibilities such as distance learning, virtual reality, and computer assisted assessments by focussing on learners in their learning contexts, and how their interaction with these applications can help and stimulate them to apply deep learning strategies. However, what are the best and most effective ways to accomplish this? Can lessons learned in the field of HCI be directly applied, or do e-learning applications have their own set of design guidelines? The workshop plans to bring together individuals with an interest in the design and use of e-learning systems with the aim of improving and understanding the learning experience. The workshop will be a platform to discuss new ideas and to share experiences, but also to identify new research challenges and potential solutions.

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p. 53

Abrahão, Silvia and Vanderdonckt, Jean M. (2007): Usability of User Interfaces: From Monomodal to Multimodal. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 53. Available online

This workshop is aimed at reviewing and comparing existing Usability Evaluation Methods (UEMs) which are applicable to monomodal and multimodal applications, whether they are web-oriented or not. It addresses the problem on how to assess the usability of monomodal user interfaces according to techniques involving one or several modalities, in parallel or combined. In particular, how to synchronize results provided by different UEMs producing various types of results (e.g., audio, video, text, log files) is concerned. It also addresses the problem on how to assess the usability of multimodal user interfaces according to techniques based on multiple modalities. In particular, the question of generalizing the applicability of existing UEMs to these new types of user interfaces is concerned.

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p. 54

Zajicek, Mary and Roda, Claudia (2007): Designing for Attention (2). In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 54. Available online

As computer system become more complex and computer based activities proliferate people find themselves alone at the computer carrying out a range of what were originally social activities, for example shopping, learning and collaborating. Group dynamics focus attention, and without them attention can be lost. A significant challenge of human computer interaction research is the design of systems capable of reasoning about users' attention and consequently deciding how to gain and guide user's attention. Attention awareness has the special target of minimizing cognitive load by addressing issues such as: interruption management / notification optimization, individual versus group interaction, and just-in-time information selection. Whilst "disappearing", i.e. minimizing cognitive load, has been a main objective of interface design, we feel that true adaptation to human cognitive abilities requires a better understanding of the reactive, deliberative, social, and aesthetic processes controlling attention allocation and of how they can be supported by technologies. Improving such understanding is the primary objective of this workshop.

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p. 55

Law, Effie Lai-Chong, Vermeeren, Arnold P. O. S., Hassenzahl, Marc and Blythe, Mark (2007): Towards a UX Manifesto. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 55. Available online

In this workshop we invite researchers, educators and practitioners to contribute to the construction of a coherent Manifesto for the field of User Experience (UX). Such a UX manifesto should express statements about issues like: Fundamental assumptions underlying UX (principles), positioning of UX relative to other domains (policy) and action plans for improving the design and evaluation of UX (plans). The UX manifesto can become a reference model for future work on UX.

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p. 56

Luckin, Rosemary, Dunckley, Lynne and Dearden, Andrew M. (2007): Designing Human Centred Technologies for the Developing World: HCI but not as we know it. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 56. Available online

ICT could be a powerful tool for development, but how appropriate are developed-world HCI methods? Should we 'parachute in' foreign methods, do we have more to learn than to teach?

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p. 57

Turner, Phil (2007): The End of Cognition?. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 57. Available online

Cognition has long been a central conceptual pillar for human-computer interaction (HCI) but with the current emphasis on interaction design and user experience, this position may now be in doubt. This workshop considers whether cognition still has relevance for the "post experience" generation.

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p. 58

Peter, Christian, Beale, Russell, Crane, Elizabeth and Axelrod, Lesley (2007): Emotion in HCI. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 58. Available online

An increasing number of conferences, symposia, workshops, journals and books address the subject of emotions and their role in Human-Computer Interaction, including workshops at the last two HCI conferences. The need for discussion, exchange of ideas, and interdisciplinary collaboration is ever-increasing as the community grows. This workshop will meet the requirements of individuals working in fields affected by emotion, giving them a podium to raise their questions and work with like-minded people of various disciplines on common subjects. It will focus around four sessions, and will use predominantly small group work, rather than being presentation-based.

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p. 59

Churchill, Elizabeth F. and Bardzell, Jeffrey (2007): From HCI to Media Experience: Methodological Implications. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 59. Available online

The landscape of interactive technology design and evaluation is expanding. In the past, usability and task efficiency were the main focus for research in human computer interaction; evaluation methods worked from single user data over constrained tasks. This kind of work remains central to our discipline. However, new issues are complicating this scenario. For example, how do we design for quintessentially elusive concepts like "experience"? Especially when that experience is not singular, but social, where data are spread across many people, potentially many platforms and devices, and many settings. Where the lab test cannot shed light on ways that experience unfolds over time. The units of analysis and the data to be gathered are contested. In this workshop we invite discussion of interactive media experience and how to design for and evaluate it.

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p. 6

Culwin, Fintan (2007): Learning Beans: Design, Implementation and Evaluation. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 6. Available online

This paper describes the use of statechart notation to design the pattern of behavior that a user will have when interacting with a learning bean. The larger context of a learning bean and the stakeholders that are involved in its deployment and use are also introduced, two beans are briefly described and the results of a user trial presented.

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p. 60

Lalanne, Denis and Hoven, Elise van den (2007): Supporting Human Memory with Interactive Systems. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 60. Available online

The major goal of this workshop is to explore how interactive systems can support human memory, using novel technologies and innovative human/machine interaction paradigms, such as tangible interaction. We believe this is important since memory and attention are becoming critical resources for our wellness, e.g. with regard to a continuously increasing information overload. The goal of this workshop is not only to support personal information management but also daily life activities, e.g. adapted to user preferences and specific contexts. Where current multimedia search engines are designed for large user communities and their applications, this workshop targets the support of individual's personal memory in everyday life.

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p. 61

Ramduny-Ellis, Devina, Dix, Alan J. and Gill, Steve (2007): Second International Workshop on Physicality. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 61. Available online

When designing purely physical products we do not necessarily have to understand what it is about their physicality that makes them work -- they simply have it. However, as we design hybrid physical/digital products we now have to understand what we lose or confuse by the added digitality -- and so need to understand physicality more clearly than before. This multi-disciplinary workshop will seek to construct a fundamental understanding of the nature of physicality: how humans experience, manipulate, react and reason about 'real' physical things and how this may inform the design process and the design of future innovative products.

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p. 62

Bagnall, Peter (2007): Using Personas Effectively. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 62. Available online

Personas are a powerful design and communication tool to help all those involved in the creation of interactive systems to better focus their efforts on their users. A persona is a fictional character made to represent an archetypal user, and is best derived from field research. They help direct design, and communicate both to marketing and engineering teams.

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p. 63

Cummaford, Steve and Long, John (2007): Introducing HCI: A Practitioner's Guide. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 63. Available online

HCI continues to grow in popularity amongst commercial practitioners, many of whom have no formal training or education in HCI. Conferences, such as HCI 2007, offer an attractive means for practitioners to increase their knowledge and skills. However, many such practitioners can find it difficult to understand how research presentations relate to their specific needs. They often fail to make the most of their attendance at conferences and can struggle to pull through knowledge from the HCI research reported into their own practices, due to their lack of HCI training. This tutorial presents an introduction to the discipline of HCI in the form of a practitioner's guide, and so seeks to help delegates identify conference sessions, which offer the most promise for delivering value to the commercial practitioner. In so doing, it suggests ways in which the research can be pulled through into their practices, so increasing their engagement with HCI.

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p. 64

Hudson, William (2007): Old Cards, New Tricks: Applied Techniques in Card Sorting. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 64. Available online

Card sorting is an extremely useful technique in the design of interactive systems. However, it is under-used in practice -- often through a lack of understanding and the complexities of cluster analysis. This half-day, hands-on tutorial uses concrete examples taken from live web sites to guide participants through the analysis, design and execution of card sorting activities, particularly as they apply to web navigation. Specific topics presented include open and closed sorting, rapid data collection using bar codes, cluster analysis and extensions to traditional analyses using quality of fit metrics and measures of deviation.

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p. 65

Hudson, William (2007): Ajax Usability and Design. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 65. Available online

AJAX, and related approaches that enable greater levels of interaction within web pages, have the potential to both help and hinder usability. This half-day interactive tutorial examines the issues, providing examples and guidance on appropriate application of these technologies.

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p. 66

Long, John and Cummaford, Steve (2007): Managing Iterative Projects More Effectively: Theories, Techniques and Heuristics of HCI Practitioners. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 66. Available online

Most HCI specialists are involved, in one way or another, with iterative project management (IPM), as opposed to HCI, on a day-to-day basis. However, few specialists have any systematic training or exposure to IPM. Further, market pressures highlight the importance of HCI iterative and adaptive planning and development to meet changing conditions, associated with novel technology and customer change. This tutorial is intended to fill these gaps. IPM is characterised in terms of its theory, its methods and heuristics to support its practice. Exercises and mini-practicals support the integration of HCI into the heuristics, methods and theory of IPM. In the light of our recent experience, participants' IPM effectiveness, as either managers or as team members, is expected to increase as a result.

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p. 67

Zaphiris, Panayiotis and Pfeil, Ulrike (2007): Introduction to Social Network Analysis. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 67. Available online

Online communities and social software are revolutionizing the way we interact with the web. Analysing the interactions that take place there is complex. Social Network Analysis (SNA) is a powerful way of doing such analysis. This tutorial provides a detailed introduction to SNA. The theory is backed up with a number of practical case studies.

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p. 68

Bird, Colin and Farmer, Mark (2007): Information Architecture with IBM Task Modeler. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 68. Available online

The IBM Task Modeler supports the rapid creation and analysis of hierarchical task models, thereby providing a valuable and naturally visual tool for information architects. Task Modeler not only facilitates the essential processes of design, validation, and modification but also enables an information architect to develop and apply schemes for information classification.

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p. 69

Farmer, Mark and Bird, Colin (2007): Creating and Analysing Models in IBM Task Modeler. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 69. Available online

We illustrate the basic constituents of a model and demonstrate how the facilities of Task Modeler, such as the visualization options, enable the rapid creation, analysis, and communication of the model.

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p. 7

Dix, Alan J. (2007): Designing for Appropriation. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 7. Available online

Ethnographies often show that users appropriate and adapt technology in ways never envisaged by the designers, or even deliberately subverting the designers' intentions. As design can never be complete, such appropriation is regarded as an important and positive phenomenon. However designing for appropriation is often seen as an oxymoron; it appears impossible to design for the unexpected. In this paper we present some guidelines for appropriation based on our own experience and published literature and demonstrate their use in two case studies. You may not be able to design for the unexpected, but you can design to allow the unexpected.

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p. 70

Renshaw, Tony and Webb, Natalie (2007): Eye Tracking in Practice. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 70. Available online

This paper describes the practical side of eye tracker use in the field of human computer interaction. The paper relates to usability evaluations in practice covering those topics of primary importance to practitioners including the business case for eye tracking and the technique's benefits and limitations. The authors describe techniques, based on practical experience, to be deployed to ensure success with eye tracking and provide some useful links and references for those contemplating adoption of the technique. Ideas on future practical areas of deployment are discuss.

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p. 71

Gámez, Eduardo H. Calvillo (2007): The Role of Input Devices in the Gaming Experience. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 71. Available online

This paper reports on my doctoral work done at UCLIC that looks at how novel input devices affect the gaming experience. The paper presents the motivation, question, methodology, expected contributions, partial results and time line to complete the thesis.

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p. 72

Heslop, Thom (2007): Figuring Configuration: "everyday" users and end-user configuration of Pervasive Computing Environments. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 72. Available online

The research outlined investigates strategies that non-programming or "everyday" users may take in interaction with a Pervasive Computing Environment within relevant domains specified by them using a novel probe methodology developed with reference to theories of appropriation of technology and Vygotsky's "Tool and Result" methodology. A hypothesis of configuration policy styles is tested and types of everyday user styles and likely task domains are identified and discussed.

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p. 73

Jomhari, Nazean (2007): Facilitating the Communication between Malaysian Grandparents and Grandchildren Living Abroad through Computer-Mediated Communication. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 73. Available online

The main focus of this research is to design a Computer-Mediated Communication system that is easily used by grandparents (GP) and grandchildren (GC) separated by physical distance. An effective and usable design solution requires an understanding of its users and context, and therefore this project also aims to understand the nature of the communication failures and successes in GP-GC relationship and how physical distance and technology change this relationship, especially in Eastern (more specifically Malaysian) culture, which has not been studied extensively in published GP-GC communication literature.

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p. 74

Morrison, Cecily (2007): Interaction Manifolds: Understanding Behaviour Around a Shareable Interface. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 74. Available online

This poster presents a suggestion for how ethnography of shareable interfaces might be used to inform subsequent design decisions by creating an analytical construct that we name the interaction manifold. We first describe and summarize results of our research to date in a medical intensive care unit. We then propose why and how an analytic construct might prove useful for design of shareable interfaces.

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p. 75

Pfeil, Ulrike (2007): Social support in empathic online communities for older people. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 75. Available online

The goal of my PhD is to investigate how older people exchange social support in empathic online communities. This will be achieved through an in-depth investigation of online communities for older people. The results of my work will shed light on the characteristics of empathy exchanged among older people in online communities opposed to their offline communication. This is a valuable contribution to the research area of HCI, as it shows how empathic online communities can be used to support older people in their daily lives. I have published the preliminary findings of my work as a full paper at CHI 2007.

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p. 76

Sökjer, Per (2007): Interaction Designers' Use of Their Repertoire in Meetings with Clients. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 76. Available online

An important part of an interaction designer's work is meeting with clients during design sessions. It is of great importance that the designers participate in establishing some level of common ground. This research aims at investigating how designer's repertoire, in terms of facts, skills and examples, can help establishing common ground between designers and their clients. The research method is inspired by cognitive ethnography. Initial results from workshops, where interaction designers work together with participants from the Swedish Enforcement Authority, indicate that the interaction designers use examples from several design levels to establish common ground with clients and each other. Our future research aims to show how interaction designer and client work together in multidisciplinary teams.

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p. 77

Strain, Phillip (2007): The Design and Evaluation of an Assistive Multimodal Interface. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 77. Available online

A requirements capture carried out with thirty blind and visually impaired participants has outlined many issues visually impaired people face when accessing the Web using current assistive technology. One key finding was that spatial information is not conveyed to users. An assistive multimodal interface has been developed that conveys spatial information to users via speech, audio and haptics. Additionally, techniques for evaluating assistive technology with visually impaired participants are discussed.

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p. 78

Ende, Nele Van den, Hoonhout, Jettie and Meesters, Lydia (2007): Issues with the Construct of Quality. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 78. Available online

This paper proposes an outline for a framework that aims to give a comprehensive view of perceived video quality, including physical characteristics, perceptual attributes and cognitive factors.

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p. 79

Went, Kathryn (2007): Safer prescribing in intensive care: designing a system to reduce errors. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 79. Available online

Prescribing in intensive care is a complex process involving a number of disciplines working in a highly stressful clinical environment. Within the National Health Service this process is generally written down manually. Errors are made each year as a consequence of illegible or incorrect prescriptions. This research investigates engaging users from multi-disciplines in the design process to result in a system that is usable and demonstrates a reduction in prescribing errors.

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p. 8

Dubois, Emmanuel, Truillet, Philippe and Bach, Cedric (2007): Evaluating Advanced Interaction Techniques for Navigating Google Earth. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 8. Available online

This paper presents the design and comparison of a mouse-based interaction technique (hereafter IT) and two advanced IT, used in public spaces to support navigation in a 3D space. The comparison is based on a composite evaluation, including performance and satisfaction aspects. These preliminary results demonstrate that the use of mixed IT in a public space do not result in more differences among user than a mouse-based IT. It also highlights the fact that performance and satisfaction have to be considered simultaneously since they appear to be two complementary aspects of an evaluation, especially in public space environment, where the performance is no longer the only dimension to consider.

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p. 9

Fröhlich, Peter, Simon, Rainer, Muss, Elisabeth, Stepan, Andrea and Reichl, Peter (2007): Envisioning Future Mobile Spatial Applications. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 9. Available online

This paper presents two empirical investigations of future applications of mobile spatial interaction, i.e. the use of mobile phones as pointers to the real world. In situated interviews and a photo diary study, real-world objects of interest for referencing services were identified. Furthermore, envisioned services, their attractiveness and relevant usage situations were explored. The presented results of the study indicate that access to background information on buildings as well as spatially-related search and service access are highly attractive for future users, whereas spatially-related purchase, advertisement, gaming, and sharing is of less interest.

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12 May 2008: Conference Proceedings was edited
12 May 2008: Conference Proceedings was edited
12 May 2008: Conference Proceedings was edited
12 May 2008: Conference Proceedings was edited
12 May 2008: Conference Proceedings was edited
12 May 2008: Conference Proceedings was edited
Mar 21

Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.

-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996

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Eva Hornecker on Tangible Interaction

Eva Hornecker explains the evolving concept of Tangible Interaction.

Read Eva's insightful entry here..

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