Publication statistics

Pub. period:2004-2012
Pub. count:18
Number of co-authors:42


Number of publications with 3 favourite co-authors:

Mary Czerwinski:
Nathalie Henry Riche:
Ryo Akasaka:



Productive colleagues

Neema Moraveji's 3 most productive colleagues in number of publications:

Ravin Balakrishnan:108
Mary Czerwinski:80
Kori Inkpen:70

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Neema Moraveji


Publications by Neema Moraveji (bibliography)

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Wongsuphasawat, Kanit, Gamburg, Alex and Moraveji, Neema (2012): You can't force calm: designing and evaluating respiratory regulating interfaces for calming technology. In: Adjunct Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 69-70.

Interactive systems are increasingly being used to explicitly support change in the user's psychophysiological state and behavior. One trend in this vein is systems that support calm breathing habits. We designed and evaluated techniques to support respiratory regulation to reduce stress and increase parasympathetic tone. Our study revealed that auditory guidance was more effective than visual at creating self-reported calm. We attribute this to the users' ability to effectively map sound to respiration, thereby reducing cognitive load and mental exertion. Interestingly, we found that visual guidance led to more respiratory change but less subjective calm. Thus, motivating users to exert physical or mental efforts may counter the calming effects of slow breathing. Designers of calming technologies must acknowledge the discrepancy between mechanical slow breathing and experiential calm in designing future systems.

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Moraveji, Neema, Morris, Meredith, Morris, Daniel, Czerwinski, Mary and Riche, Nathalie Henry (2011): ClassSearch: facilitating the development of web search skills through social learning. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1797-1806.

We explore the use of social learning -- improving knowledge skills by observing peer behavior -- in the domain of Web search skill acquisition, focusing specifically on co-located classroom scenarios. Through a series of interviews, pilot studies, and classroom deployments, we conclude that a peripheral display of Web search activity within a classroom facilitates both social learning and teacher-led discourse. We present the ClassSearch system for shared awareness of Web search activity, which embodies principles gleaned from our iterative design process, and show results from a ClassSearch deployment in twelve middle-school classroom sessions. Finally, we highlight design suggestions and opportunities for future work while taxonomizing the space of co-located search pedagogies.

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Moraveji, Neema, Akasaka, Ryo, Pea, Roy and Fogg, B. J. (2011): The role of commitment devices and self-shaping in persuasive technology. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1591-1596.

We examine the role of self-shaping and commitment devices in persuasive systems. Self-shaping refers to the practice of taking purposeful action in modifying one's environment in order to shape or influence one's own future behavior. We present results from a survey of 23 users that assessed the role self-shaping plays in their use of persuasive technologies. A second survey elicited 65 self-shaping designs from 41 expert users, finding the Fogg Behavior Model describes how the designs were indeed persuasive. We then reviewed 85 tools based on this model to show the two dimensions that can be used to organize persuasive devices: (1) salience of a tool's self-shaping features and (2) their intended flexibility. The resulting four categories of tools are useful for researchers and designers of persuasive systems.

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Moraveji, Neema, Russell, Daniel, Bien, Jacob and Mease, David (2011): Measuring improvement in user search performance resulting from optimal search tips. In: Proceedings of the 34th Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2011. pp. 355-364.

Web search performance can be improved by either improving the search engine itself or by educating the user to search more efficiently. There is a large amount of literature describing techniques for measuring the former; whereas, improvements resulting from the latter are more difficult to quantify. In this paper we demonstrate an experimental methodology that proves to successfully quantify improvements from user education. The user education in our study is realized in the form of tactical search feature tips that expand user awareness of task-relevant tools and features of the search application. Initially, these tips are presented in an idealized situation: each tip is shown at the same time as the study participants are given a task that is constructed to benefit from the specific tip. However, we also present a follow-up study roughly one week later in which the search tips are no longer presented but the study participants who previously were shown search tips still demonstrate improved search efficiency compared to the control group. This research has implications for search user interface designers and the study of information retrieval systems.

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Moraveji, Neema, Olson, Ben, Nguyen, Truc, Saadat, Mahmoud, Khalighi, Yaser, Pea, Roy and Heer, Jeffrey (2011): Peripheral paced respiration: influencing user physiology during information work. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 423-428.

We present the design and evaluation of a technique for influencing user respiration by integrating respiration-pacing methods into the desktop operating system in a peripheral manner. Peripheral paced respiration differs from prior techniques in that it does not require the user's full attention. We conducted a within-subjects study to evaluate the efficacy of peripheral paced respiration, as compared to no feedback, in an ecologically valid environment. Participant respiration decreased significantly in the pacing condition. Upon further analysis, we attribute this difference to a significant decrease in breath rate while the intermittent pacing feedback is active, rather than a persistent change in respiratory pattern. The results have implications for researchers in physiological computing, biofeedback designers, and human-computer interaction researchers concerned with user stress and affect.

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Amershi, Saleema, Morris, Meredith Ringel, Moraveji, Neema, Balakrishnan, Ravin and Toyama, Kentaro (2010): Multiple mouse text entry for single-display groupware. In: Proceedings of ACM CSCW10 Conference on Computer-Supported Cooperative Work 2010. pp. 169-178.

A recent trend in interface design for classrooms in developing regions has many students interacting on the same display using mice. Text entry has emerged as an important problem preventing such mouse-based single-display groupware systems from offering compelling interactive activities. We explore the design space of mouse-based text entry and develop 13 techniques with novel characteristics suited to the multiple mouse scenario. We evaluated these in a 3-phase study over 14 days with 40 students in 2 developing region schools. The results show that one technique effectively balanced all of our design dimensions, another was most preferred by students, and both could benefit from augmentation to support collaborative interaction. Our results also provide insights into the factors that create an optimal text entry technique for single-display groupware systems.

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Moraveji, Neema (2010): User interface designs to support the social transfer of web search expertise. In: Proceedings of the 33rd Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2010. p. 915.

While there are many ways to develop search expertise, I maintain that most members of the general public do so in an inefficient manner. One reason is that, with current tools, is difficult to observe experts as a means of acquiring search expertise in a scalable fashion. This calls for a redesign of computer-mediated communication tools to make individual search strategies visible to other users. I present a research agenda to investigate this claim, which draws upon theories of social learning. I use design-based research to build novel systems that enable imitation-based learning of search expertise.

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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.

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.

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Moraveji, Neema, Kim, Taemie, Ge, James, Pawar, Udai Singh, Mulcahy, Kathleen and Inkpen, Kori (2008): Mischief: supporting remote teaching in developing regions. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 353-362.

Mischief is a system to support traditional classroom practices between a remote instructor and a group of collocated students. Meant for developing regions, each student in the classroom is given a mouse and these are connected to a single machine and shared display. We present observations of teaching practices in rural Chinese classrooms that led to Mischief's design. Mischief's user interface, with which scores of collocated students can interact simultaneously, supports anonymous responses, communicates focus of attention, and maintains the role of the instructor. Mischief is an extensible platform in which Microsoft PowerPoint slides, used commonly in developing regions, are made interactive. We setup a controlled environment where Mischief was used by classrooms of children with a remote math instructor. The results from the study provided insight into the usability and capacity of the system to support traditional classroom interactions. These observations were also the impetus for a redesign of several components of Mischief and are also presented. These findings contribute both a novel system for synchronous distance education in an affordable manner and design insights for creators of related systems.

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Moraveji, Neema and Liu, Zhengjie (2008): a cross-cultural review. In Interactions, 15 (2) pp. 54-56.

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Moraveji, Neema, Li, Jason, Ding, Jiarong, O'Kelley, Patrick and Woolf, Suze (2007): Comicboarding: using comics as proxies for participatory design with children. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1371-1374.

Comicboarding is a participatory design method that uses specially created comic books to generate engaging, productive brainstorming sessions with children. By leveraging known plot formats, interaction styles, and characters in comics, researchers can elicit ideas even from children who are not accustomed to brainstorming, such as those from schools were rote learning is the norm. We conducted an experiment using two variants of the comicboarding methodology with 17 children in China, where traditional participatory design may fail in the face of local cultural practices. The results suggest that comicboarding holds promise for co-design with children.

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Li, Jason, Moraveji, Neema, Ding, Jiarong, O'Kelley, Patrick and Woolf, Suze (2007): Designing Games to Address 'Mute English' Among Children in China. In: Stephanidis, Constantine (ed.) Universal Access in Human-Computer Interaction. Applications and Services, 4th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2007 Held as Part of HCI International 2007 Beijing, China, July 22-27, 2007 Proceedings, Part July 22-27, 2007, Beijing, China. pp. 697-706.

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Jiang, Hao, Ofek, Eyal, Moraveji, Neema and Shi, Yuanchun (2006): Direct pointer: direct manipulation for large-display interaction using handheld cameras. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1107-1110.

This paper describes the design and evaluation of a technique, Direct Pointer, that enables users to interact intuitively with large displays using cameras equipped on handheld devices, such as mobile phones and personal digital assistant (PDA). In contrast to many existing interaction methods that attempt to address the same problem, ours offers direct manipulation of the pointer position with continuous visual feedback. The primary advantage of this technique is that it only requires equipment that is readily available: an electronic display, a handheld digital camera, and a connection between the two. No special visual markers in the display content are needed, nor are fixed cameras pointing at the display. We evaluated the performance of Direct Pointer as an interaction product, showing that it performs as well as comparable techniques that require more sophisticated equipment.

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Li, Na, Moraveji, Neema, Kimura, Hiroaki and Ofek, Eyal (2006): Improving the experience of controlling avatars in camera-based games using physical input. In: Nahrstedt, Klara, Turk, Matthew, Rui, Yong, Klas, Wolfgang and Mayer-Patel, Ketan (eds.) Proceedings of the 14th ACM International Conference on Multimedia October 23-27, 2006, Santa Barbara, CA, USA. pp. 73-76.

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Moraveji, Neema, Ho, Rania, Huynh, David and Zhang, Leizhong (2005): An exploration in interface design for the Chinese migrant worker population. In: Proceedings of the Conference on Designing for User Experiences DUX05 2005. p. 36.

This sketch aims to better understand the process of designing products that fit the Chinese cultural framework, and keep attuned to China-specific design issues by addressing a specific social concern facing modern China. This project targets migrant working mothers living in China's urban centers and proposes a system for them to communicate with their children who remain at home in rural villages. A specific design problem is used as a vehicle to uncover more fundamental and broadly-applicable issues of designing for the Chinese. A design sketch of this system is presented, as are the more fundamental issues that our design process uncovered. These issues include difficulties in Chinese character input, interfaces on a Chinese scale, and the Chinese people's sense of privacy.

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Moraveji, Neema (2004): Improving video browsing with an eye-tracking evaluation of feature-based color bars. In: JCDL04: Proceedings of the 4th ACM/IEEE-CS Joint Conference on Digital Libraries 2004. pp. 49-50.

This paper explains a method for leveraging the standard video time line widget as an interactive visualization of image features. An eye-tracking experiment is described with results that indicate that such a widget increases task efficiency without increasing complexity while being easily learned by experiment participants.

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Christel, Michael G., Moraveji, Neema and Huang, Chang (2004): Evaluating content-based filters for image and video retrieval. In: Proceedings of the 27th Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2004. pp. 590-591.

This paper investigates the level of metadata accuracy required for image filters to be valuable to users. Access to large digital image and video collections is hampered by ambiguous and incomplete metadata attributed to imagery. Though improvements are constantly made in the automatic derivation of semantic feature concepts such as indoor, outdoor, face, and cityscape, it is unclear how good these improvements should be and under what circumstances they are effective. This paper explores the relationship between metadata accuracy and effectiveness of retrieval using an amateur photo collection, documentary video, and news video. The accuracy of the feature classification is varied from performance typical of automated classifications today to ideal performance taken from manually generated truth data. Results establish an accuracy threshold at which semantic features can be useful, and empirically quantify the collection size when filtering first shows its effectiveness.

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Christel, Michael G. and Moraveji, Neema (2004): Finding the right shots: assessing usability and performance of a digital video library interface. In: Schulzrinne, Henning, Dimitrova, Nevenka, Sasse, Martina Angela, Moon, Sue B. and Lienhart, Rainer (eds.) Proceedings of the 12th ACM International Conference on Multimedia October 10-16, 2004, New York, NY, USA. pp. 732-739.

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