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Example publications from this periodical
The following articles are from "Human Computer Interaction":
-- Volume 21 --
Issue 4
Ziefle, Martina and Bay, Susanne (2006): How to overcome disorientation in mobile phone menus: A comparison of two different types of navigation aids.. In Human Computer Interaction, 21 (4) pp. 393-432
Tang, John C. (2007): Incorporating Human and Machine Interpretation of Unavailability and Rhythm Awareness Into the Design of Collaborative Applications. In Human Computer Interaction, 22 (1) pp. 7-45
Efficient coordination of collaboration requires sharing information about collaborators' current and future availability. We describe the usage of an awareness system called Awarenex that shared real-time awareness information to help coordinate activities at the current moment. We also developed a prototype called Lilsys that used sensors to gather additional awareness information that would help avoid disruptions when users are currently unavailable for interaction. Our experiences over time in designing and using prototypes that share awareness cues for current availability led us to identify temporal patterns that could help predict future reachability. Rhythm awareness is having a sense of regularly recurring temporal patterns that can help coordinate interactions among collaborators. Rhythm awareness is difficult to establish within distributed groups that are separated by distance and time zone. We describe rhythmic temporal patterns observed in activity data collected from users of the Awarenex prototype. Analyzing logs of Awarenex usage over time enabled us to construct a computational model of temporal patterns. We explored how to apply those patterns and model to predict future reachability among distributed team members. We discuss trade-offs in the design of collaborative applications that rely on human- and machine-interpretation of rhythm awareness cues. We also conducted a design study that elicited reactions to a variety of end-user visualizations of rhythmic patterns and investigated how well our computational model characterized their everyday routines.
This article presents Second Messenger, a system of dynamic awareness displays that reveal speaker participation patterns in a face-to-face discussion. The system has been used by a variety of groups during face-to-face meetings, increasing individuals' awareness of their own and others' participation in discussions. Experimental results indicate that these displays influence the amount an individual participates in a discussion and the process of information sharing used during a decision-making task. These findings suggest that awareness applications bring about systematic changes in group communication styles, highlighting the potential for such applications to be designed to improve group interactions.
Mobile awareness systems provide user-controlled and automatic, sensor-derived cues of other users' situations and in that way attempt to facilitate group practices and provide opportunities for social interaction. We are interested in investigating how users interpret these cues as a situation, action, or intention of a remote person and then act on them in everyday social interactions. Three field trials utilizing A-B intervention research methodology were conducted with three types of teenager groups (N = 15, total days = 243). Each trial had a slightly different variation of ContextContacts -- a smartphone-based multicue mobile awareness system. We report on several analyses on how the cues were accessed, viewed, monitored, inferred, and acted on.
We introduce and explore the notion of "intentionally enriched awareness." Intentional enrichment refers to the process of actively engaging users in the awareness process by enabling them to express intentions. We explore this concept designing and evaluating the AnyBiff system, which allows users to freely create, share, and use a variety of biff applications. Biffs are simple representation of predefined activities. Users can select biffs to indicate that they are engaged in an activity. AnyBiff was deployed in two different organizations as part of a user-centered design process. We report on the results of the trial, which allowed us to gain insights into the potential of the AnyBiff prototype and the underlying biff concept to implement intentionally enriched awareness. Our findings show that intentional disclosure mechanisms in the form of biffs were successfully used in both fields of application. Users actively engaged in the design of a large variety of biffs and explored many different uses of the concept. The study revealed a whole host of issues with regard to intentionally enriched awareness, which give valuable insight into the conception and design of future applications in this area.
This article focuses on our exploration of awareness issues through the design and long-term deployment of two systems: the Hermes office door display system (which enabled staff in a university department to post awareness messages to their door displays) and SPAM (a messaging system for supporting coordination between staff at two associated residential community care facilities). In the case of both systems, a significant number of the messages sent could be classified as relating to awareness. Furthermore, with both systems, the situatedness of displays (outside office doors in the case of Hermes and in staff offices in the case of SPAM) had a significant impact on the design and subsequent use of the deployed systems. In particular, the placement of displays provided significant context for awareness messages, including, for example, the identity of the sender of the message and the intended audience of the message. Both systems highlight the need for interaction methods that fit in with both normal working practices (and unplanned events) and that enable the user to manage communication channels. The need for appropriate levels of expressiveness and user control is also apparent: We present numerous examples of users controlling the precision of awareness information and sending awareness messages that have as much to do with playfulness as supporting coordination through activity awareness.
Peripheral displays are an important class of applications that improve our ability to balance multiple activities. However, peripheral display innovation and development has suffered because much of the past work has been technology driven: There exists little theoretical understanding of how they operate in relation to people's everyday lives. In response to this, we present a framework for understanding, designing, and evaluating peripheral displays based on Activity Theory. We argue that peripheral displays are information displays that become unobtrusive to users. As this quality depends on the context of use, we present a framework for describing peripheral displays based on the number and types of activities they support. Furthermore, we argue that different types of displays require different approaches to evaluation. From our own work and a review of related literature we derive a set of general evaluation criteria for peripheral displays (appeal, learnability, awareness, effects of breakdowns, and distraction). We then describe approaches for evaluating these criteria for different types of peripheral displays and present a case study to illustrate the value of our Activity Theory evaluation framework in practice.
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