16:00 - 18:00 |
Registration Open
Ballroom Foyer
Details : TBA
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07:30 - 12:00 |
Registration Open
Ballroom Foyer
Details : TBA
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09:00 - 18:00 |
Open
221/222
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Workshop
Managing UX experience teams: lessons from case studies, establishing best practices
205/206/207
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“Privacy for a Networked World”: Bridging Theory and Design - Workshop - ACM Airi Lampinen Helsinki Institute for Information Technology HIIT / Aalto University, Fred Stutzman University of North Carolina - Chapel Hill, Markus Bylund Swedish Institute of Computer Science Abstract » As our lives are more commonly mediated by IT, an interactional perspective of privacy [7] is increasingly applicable to the study of how people find and construct privacy in socio-technical interactions. This perspective has received increasing attention within the HCI research community in recent years. While the interactional perspective has proven effective as a starting point for theoretical and empirical studies of privacy in relation to everyday use of IT, there remain important open questions regarding how to translate results based on this perspective into design practice. Addressing these questions requires a greater sensitivity to when interactional privacy is applicable, a better understanding of suitable research methods, and more effective means for communicating results to the research and practitioner communities. |
Child Computer Interaction: Workshop on UI Technologies and Educational Pedagogy - Workshop - ACM Edward Tse SMART Technologies, Johannes Schöning DFKI GmbH, Jochen Huber Technische Universität Darmstadt, Lynn Marentette Union County Public Schools, Richard Beckwith Intel Corporation, Yvonne Rogers The Open University, Max Mühlhäuser Technische Universität Darmstadt Abstract » Given the growth of Child Computer Interaction research, next generation HCI technologies play an important role in the future of education. Educators rely on technology to improve and adapt learning to the pedagogical needs of learners. Hence, this community needs to understand how current technology concepts match with current pedagogical paradigms. The classroom is a high stakes environment for experimentation, thus new interaction techniques need to be validated to prove their pedagogical value in the educational setting. This workshop provides a forum to discuss key HCI issues facing next generation education. With a particular focus on child computer interaction, these issues comprise inter alia the interaction with whole class interactive whiteboards, small group interactive multi-touch tables, and individual personal response systems (e.g. mobile devices) in the classroom. |
The User in Flux: Bringing HCI and Digital Arts Together to Interrogate Shifting Roles in Interactive Media - Workshop - ACM Tuck W Leong Newcastle University, Lalya Gaye Newcastle University, Atau Tanaka Newcastle University, Robyn Taylor University of Alberta, Peter C Wright Newcastle University Abstract » With the advent of interactive digital media, people are no longer simply ‘users’. They actively shift between various roles: author, collaborator, and even performer. We coin the term “user in flux” to problematize static definitions of “the user” and highlight how people’s roles and practices switch and evolve when engaged in such interactions. Drawing on participatory practices and seeking inspiration from interactive artists, this workshop explores the ”user in flux” with an aim to establish directions and approaches that can revitalize the HCI community’s understanding of the user and inform the design of technologies used for interacting with digital media, and promote a new research agenda. |
Video Interaction - Making Broadcasting a Successful Social Media - Workshop - ACM Oskar Juhlin Mobile Life Centre, Stockholm, Erika Reponen Nokia Research, Frank Bentley Motorola Mobility, David Kirk Horizon Digital Economy Research Abstract » Video has slowly been gaining popularity as a social media. We are now witnessing a step where capture and live broadcasts is released from the constraints of the desktop computer, which further accentuate issues such as video literacy, collaboration, hybridity, utility and privacy, that needs to be addressed in order to make video useful for large user groups. |
Analytic Provenance: Process+Interaction+Insight - Workshop - ACM Chris North Virginia Tech, Remco Chang Tufts University, Alex Endert Virginia Tech, Wenwen Dou UNC Charlotte, Richard May Pacific Northwest National Lab, Bill Pike Pacific Northwest National Lab, Glenn Fink Pacific Northwest National Lab Abstract » Visual analytics is the science of analytical reasoning facilitated by interactive visual interfaces. One key aspect that separates visual analytics from other related fields (InfoVis, SciVis, HCI) is the focus on analytical reasoning. While the final products generated at from an analytical process are of great value, research has shown that the processes of the analysis themselves are just as important if not more so. These processes not only contain information on individual insights discovered, but also how the users arrive at these insights. This area of research that focuses on understanding a user’s reasoning process through the study of their interactions with a visualization is called Analytic Provenance, and has demonstrated great potential in becoming a foundation of the science of visual analytics. The goal of this workshop is to provide a forum for researchers and practitioners from academia, national labs, and industry to share methods for capturing, storing, and reusing user interactions and insights. We aim to develop a research agenda for how to better study analytic provenance and utilize the results in assisting users in solving real world problems. |
Designing Interaction for the Cloud - Workshop - ACM David England Liverpool John Moores University, Martin Randles Liverpool John Moores University, Azzelarabe Taleb-Bendiab Liverpool John Moores University Abstract » Cloud computing is moving from a buzzword to a set of useful services which promise the benefits of Computing as a utility, removing the responsibility for infrastructure and software application management from end users and organizations. However, the full implications of moving to a cloud-based platform on the user experience are not clear. In this workshop we intend to bring together researchers and practitioners from various fields where cloud computing is becoming an issue. We wish to examine the impact of cloud computing on the design of the user experience at the individual and organizational level. |
Personal Informatics and HCI: Design, Theory, and Social Implications - Workshop - ACM Ian Li Carnegie Mellon University, Anind Dey Carnegie Mellon University, Jodi Forlizzi Carnegie Mellon University, Kristina Höök Stockholm University, Yevgeniy Medynskiy Georgia Institute of Technology Abstract » Personal informatics is a class of systems that help people collect personal information to improve self-knowledge. The development of personal informatics applications poses new challenges in human-computer interaction and creates opportunities for collaboration between diverse disciplines, including design, ubiquitous computing, persuasive technology and information visualization. This workshop will continue the conversation from the CHI 2010 workshop and extend the discussion of personal informatics to include behavioral theories that can guide the development of such systems, as well as the social implications of self-tracking. |
Designer Experience: Exploring Ways to Design in Experience - Workshop - ACM Mika P Nieminen Aalto University School of Science, Mikael Runonen Aalto University School of Science, Marko Nieminen Aalto University School of Science, Mari Tyllinen Aalto University School of Science Abstract » User-Centered Design (UCD) under the umbrella of user experience (UX) has gained momentum as the de facto standard to produce successful products and services. Use of products is seen as a highly personal and context-sensitive balancing act that derives its uniqueness from the actions and emotions of the users. While the definition of UX is still in the making, it is hoped to extend the designing of products beyond functionality toward users’ perceptions and emotions. As the practices for designing UX are emerging, we would like to address the UCD challenge from a different perspective. Therefore, in this paper we introduce designer experience (DX) as a means to design products at an experiential level, that of beyond contextual or empathic design. We welcome critical discussion on the existence and feasibility of DX, seek out available methodology to reliably invoke it, and collect practical future uses for DX. |
Distributed User Interfaces 2011 - Workshop - ACM Jose A. Gallud Miguel Hernandez University of Elche (UMH), Ricardo Tesoriero University of Castilla-La Mancha (UCLM), Jean Vanderdonckt Catholic University of Lovain, María Lozano University of Castilla-La Mancha, Victor Penichet University of Castilla-La Mancha, Federico Botella Miguel Hernandez University Abstract » This document exposes the most relevant issues regarding the development of Distributed User Interfaces (DUIs) to present the specific features that are not covered by traditional development processes. A transversal approach to tackle these new aspects is also proposed. Therefore, the goal of this workshop is to promote the discussion about the emerging topic of distributed user interfaces, answering a set of key questions: what, when, how, why distribute a user interface among different devices. |
Gamification. Using Game-Design Elements in Non-Gaming Contexts - Workshop - ACM Sebastian Deterding Hamburg University, Miguel Sicart IT University Copenhagen, Lennart Nacke University of Saskatchewan, Kenton O'Hara Microsoft Research Cambridge, Dan Dixon University of the West of England Abstract » “Gamification” is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of ‘gamified’ applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this one-day workshop brings together researchers and practitioners to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research. |
Visible - Actionable - Sustainable: Sustainable Interaction Design in Professional Domains - Workshop - ACM Leonardo Bonanni MIT Media Lab, Daniela K Busse SAP Labs, John C Thomas IBM T.J. Watson Research Center, Eli Blevis Indiana University, Marko Turpeinen Helsinki Institute for Information Technology, Nuno Jardim Nunes University of Madeira Abstract » The growing body of sustainable HCI shows that new interfaces may increase awareness and motivate action for environmental impact. Most of this research has been aimed at consumer decision-making, leaving out many professional domains. This workshop broadens the scope of HCI research to consider new user groups including professional users, educators, designers and engineers, governments and NGO’s. We propose a broad approach to sustainable HCI for emerging domains: visible - actionable - sustainable. In order to effect sustainable change, new interfaces need to make issues visible in order to promote actionable decisions towards socially and environmentally sustainable ends. These approaches can support sustainable decision-making in product design and a variety of sectors. This workshop will gather interdisciplinary case studies to help identify emerging domains of where sustainable interaction design could provide important social and environmental benefit. The expected outcome is the start of a pattern language for sustainability solutions to the most promising application domains. Patterns are named solutions to recurring problems with enough flexibility to be applied in new contexts. Pattern languages have been developed for architecture and urban planning, object-oriented programming, change management, HCI, and pedagogy. We choose to structure the workshop around the concepts and techniques of pattern languages because because they focus the attention of the community on creating and sharing expertise on what works in general and in a form and format that is useful to designers who are working on specific solutions for specific contexts. The workshop will consider submissions to inform a pattern language from a number of potential application domains for sustainable interaction design including professional users, education, food and drink, marketing and sales, governments, NGOs, designers and engineers. |
Informing Design of Systems for Intelligence Analysis: Understanding Users, User Tasks, and Tool Usage - Doctoral Consortium - ACM Youn-ah Kang Georgia Tech Abstract » Although intelligence analysts are one of the main target users of visual analytics systems, we still do not understand their work practices and methodologies well. The lack of understanding about how intelligence analysts work and how they can benefit from visual analytics systems has created a gap between tools being developed and real world practices. I argue that we need a better understanding of these analysts and their tool usage to build systems that better support their tasks and add utility to their work practices. By characterizing the analysis process and identifying leverage points for systems through empirical studies, I ultimately seek to develop a set of design guidelines and implications that can be used for building visual analytics systems for intelligence analysis. Designing for Movement Experience - Doctoral Consortium - ACM Aaron M Levisohn Simon Fraser University Abstract » The contribution of the phenomenological aspects of movement to the construction of user experience is relatively unknown. A better understanding of the characteristics of movement experience has the potential to transform the quality of interaction and to assist in the development of alternative interaction methods for ubiquitous and tangible computing systems. The research presented in this paper integrates methods from a diverse range of disciplines – including design, social science, and somatics – to identify design principles that can guide the development of systems that incorporate aspects of movement experience. Proxemic Interactions in Ubiquitous Computing Ecologies - Doctoral Consortium - ACM Nicolai Marquardt University of Calgary Abstract » An important challenge in ubiquitous computing (ubicomp) is to create techniques that allow people to seamlessly and naturally connect to and interact with the increasing number of digital devices. I propose to leverage the knowledge of people’s and devices’ spatial relationships – called proxemics – in ubicomp interaction design. I introduce my work of proxemic interactions that consider fine-grained information of proxemics to mediate people’s interactions with digital devices, such as large digital surfaces or portable personal devices. This research includes the design of development tools for programmers creating proxemic-aware systems, and the design and evaluation of such interactive ubicomp systems. Modeling Users of Intelligent Systems - Doctoral Consortium - ACM Stephanie Rosenthal Carnegie Mellon University Abstract » While many devices today increasingly have the ability to predict human activities, it is still difficult to build accurate personalized machine learning models. As users today will become responsible for helping to train their own models, we are interested in ways for applications to request labeled data from their users in a non-invasive way. This work focuses on opportunities for intelligent systems to ask their users for help through interactions over an extended period of time in order to improve their machine learning models. We focus on trading off the expected increase in accuracy with the potential interruptions that the questions may cause to improve the usability of such systems. Understanding Multitasking as an Adaptive Strategy Selection Process - Doctoral Consortium - ACM Christian P Janssen University College London Abstract » The promotion of mobile devices within the field of HCI makes it necessary to better understand how these devices are used in multitasking contexts, so as to prevent accidents. In these contexts, users must choose how to allocate their attention to the tasks that they are engaged in. Using computational cognitive models, I demonstrate why users interleave tasks in particular patterns: to comply with priority objectives and to optimize performance. In future work, I will investigate how users learn to perform in optimum ways, so as to be able to predict performance during a first encounter with novel situations and interfaces. Visual Histories of Decision Processes for Creative Collaboration - Doctoral Consortium - ACM Karine Kozlova Simon Fraser University Abstract » Collaborative decision making (CDM) is a key aspect of collaboration in both its importance to the process and its internal complexity. In my PhD research I focus on such decision making and its support through the use of history visualization and reconstruction. The goal of this research is to explore the role of history in collaborative activities and to provide a specific set of design guidelines and concepts for technological support of CDM through history capture, recall, review and revision. Socialising Presence - Doctoral Consortium - ACM Daniel Gooch Department of Computer Science, University of Bath, Bath, UK, BA2 7AY Abstract » Long distance relationships are not well supported by current communication technologies. Although these technologies are superb at communicating facts, they lack an emotional element which I argue is necessary for people who care about one another and yet who must live apart. My PhD aims to address this problem by examining social presence in technologically mediated relationships. Thus far I have built a number of teletangible devices to mimic human actions across a distance. I will deploy these systems within a number of long-distance relationships. I expect my research to result in new understanding which will lead to communication technologies with higher levels of social presence, thus supporting long-distance relationships. The Songs of Our Past: Working with Listening Histories - Doctoral Consortium - ACM Dominikus Baur University of Munich (LMU) Abstract » Music listening histories are portraits of a person’s taste in music. In my research I am exploring this type of data and how user interfaces can be enhanced with it. In this Doctoral Consortium paper I describe my approach towards this goal: Statistical analysis and casual information visualizations can help in finding relevant patterns and aspects in listening histories. Making them available to regular users and asking what they learnt about themselves gives us the chance to find out more about their listening on the minute level of songs. Contextual information such as photos or calendar entries can help trigger memories. In this paper I describe the motivation and goals of my research and my current status. In the end, both the HCI community and end users can benefit from more convenient and sophisticated interfaces for this type of data. Self-Disclosure in Social Media - Doctoral Consortium - ACM Javier Velasco-Martin School of Information and Library Science The University of North Carolina at Chapel Hill Abstract » Computer mediated communication tools have multiplied the possibilities to stay in touch and interact with the people in our social network. The dynamics of use for these tools suggest changes in the context of self-disclosure. Although research has explored online self-disclosure of students (who are expressing large breaches in previous norms of privacy regulation), much less attention has been paid to disclosure behavior of older, and particularly experienced users. A mixed-method approach will be used to explore different aspects of this complex phenomenon, including a survey, interviews and experience sampling. Results of this project should reveal the most salient drivers for online Self-Disclosure for this group. Distributed Participatory Design - Doctoral Consortium - ACM Greg Walsh University of Maryland Abstract » Children who are not co-located with system developers because of geographic location or time zone difference have ideas that are just as important and valid as children who are easily “available”. This problem is the motivation for my thesis work. I propose to design, develop, and research a computer-mediated, geographically distributed, asynchronous tool to facilitate intergenerational participatory design. Physical Activity with Digital Companions - Doctoral Consortium - ACM Lorna Rae Boschman Simon Fraser University Abstract » While a majority of adults in industrialized countries do not exercise frequently enough to sustain physical health, games with an exertive interface – exergames – have been proposed as vehicles to increase activity levels. After a brief discussion of my background, I report on fundamental findings from studies conducted by interaction designers, social and computer scientists, and medical professionals whose work has responded to the crisis in physical activity levels. I give an overview of my proposed mixed methods research design, and discuss how I can both contribute and learn from approaches that can successfully support strong study findings. Technology Design for Pediatric Asthma Management - Doctoral Consortium - ACM Tae-Jung Yun Georgia Institute of Technology, Samsung Electronics Abstract » Asthma affects a significant number of children, families, and health care systems. In this work, I discuss the challenges that these stakeholders may face, and present system that may help address some of these challenges. Finally, I highlight the expected contributions of this work. Using Language-Retrieved Pictures to Support Intercultural Brainstorming - Doctoral Consortium - ACM Hao-Chuan Wang Cornell University Abstract » Group brainstorming is a commonly practiced technique to enhance creative outcomes. Cultural differences in knowledge and perspectives are valuable sources for diversity essential to creative outcomes, while cultural discrepancy in communication and language may impede idea sharing. My dissertation research aims to reconcile the tension between the benefits and obstacles of intercultural brainstorming. The design approach is to augment conversational brainstorming with language-retrieved pictures. Pictures may provide rich stimulation and mediate concepts in a relatively language-independent manner, which may complement the still imperfect machine translation, and make inter-cultural and multi-lingual idea sharing more feasible. Designing an Interface for Multimodal Narrative Creation - Doctoral Consortium - ACM Katy Howland University of Sussex Abstract » Many young people struggle with developing writing skills, and computer game creation is a motivating activity with potential in this area. Existing software allows young people to design 3D areas and add game objects, but provides little or no interface support for writing and structuring narratives. This research explores the support required to create 3D multimodal narratives, adopting user-centred methods to design, build and evaluate a suite of dynamic representational tools. A key interface design challenge is developing representations that foster writing skills without losing the motivational immediacy of the activity. Modeling Places for Interactive Media and Entertainment Applications - Doctoral Consortium - ACM Rui Nóbrega Universidade Nova de Lisboa Abstract » Taking advantage of the multitude of cameras now available and capable of recording all aspects of our lives, this work explores the notion of virtualizing a physical place using cameras and sharing the resulting model with others. This social sharing would create new forms of relationship and common space discovery that would enhance video chats and virtual visiting of physical places. Furthermore, the research will consider the possible interactive applications, from games to augmented reality, which can take advantage of the created spatial and temporal models. Pervasive Negabehavior Games for Environmental Sustainability - Doctoral Consortium - ACM Joel Ross University of California, Irvine Abstract » Pervasive games—games that expand into everyday life—offer a potentially powerful method of promoting social good by encouraging people to perform new, positive actions. However, achieving some desired social goals (such as environmental sustainability) may also require people to stop performing undesirable actions—a form of behavior change that contrasts with common framings of pervasive game-play. I propose to create "Negabehavior Games"—games that encourage players to adopt "negabehaviors" (a manner of conducting oneself that supplants undesirable actions). This research offers a novel approach to designing pervasive games and other interactive experiences, as well as the potential to encourage people to live more environmentally sustainable lives. |
Data Collection by the People, for the People - Workshop - ACM Christine Robson IBM Research - Almaden UC Berkeley EECS, Sean Kandel Stanford Computer Science, Jeffrey Heer Stanford Computer Science, Jeffrey Pierce IBM Research - Almaden Abstract » Data Collection by the People, for the People is a CHI 2011 workshop to explore data from the crowd, bringing together mobile crowdsourcing & participatory urbanism researchers with data analysis and visualization researchers. The workshop is two-day event beginning with day of field work in the city of Vancouver, trying out mobile crowdsourcing applications and data analysis tools. Participants are encouraged to contribute applications and tools which they wish to share. Our goal is to provoke discussion and brainstorming, enabling both data collection researchers and data manipulation/analysis researchers to benefit from mutually learned lessons about crowdsourced data. |
HCI, Politics and the City: Engaging with Urban Grassroots Movements for Reflection and Action - Workshop - ACM Stacey Kuznetsov Carnegie Mellon University, William Odom Carnegie Mellon University, Vicki Moulder Simon Fraser University, Carl DiSalvo Georgia Institute of Technology, Tad Hirsch Intel Corporation, Ron Wakkary Simon Fraser University, Eric Paulos Carnegie Mellon University Abstract » Grassroots initiatives enable communities of stakeholders to transform urban landscapes and impact broader political and cultural trajectories. In this two-day workshop, we present opportunities to engage HCI research with activist communities in Vancouver, the city hosting CHI’11. Working directly with local activist organizations, we explore the processes, materials, challenges, and goals of grassroots communities. Our bottom-up approach, including explorations of urban spaces and activist headquarters, participatory design sessions, reflection, critique and creative design of political artifacts will bring together a diverse group of HCI researchers, activists and artists. The workshop will result in concrete strategies for bottom-up activism and serve to inform the design of future interactive systems in the domain of political computing. |
Ethics, Logs and Videotape: Ethics in Large Scale User Trials and User Generated Content - Workshop - ACM Matthew Chalmers University of Glasgow, Donald McMillan University of Glasgow, Alistair Morrison University of Glasgow, Henriette Cramer SICS / Mobile Life Centre, Mattias Rost SICS / Mobile Life Centre, Wendy Mackay Universiteì de Paris Sud Abstract » As new technologies are appropriated by researchers, the community must come to terms with the evolving ethical responsibilities we have towards participants. This workshop brings together researchers to discuss the ethical issues of running large-scale user trials, and to provide guidance for future research. Trials of the scale of 10s or 100s of thousands of participants offer great potential benefits in terms of attracting users from vastly different geographical and social contexts, but raise significant ethical challenges. The inability to ensure user understanding of the information required to provide informed consent and problems involved in making users aware of the implications of the information being collected all beg the question: how can researchers ethically take advantage of the opportunities these new technologies afford? |
Large Displays in Urban Life - from Exhibition Halls to Media Facades - Workshop - ACM Uta Hinrichs University of Calgary, Nina Valkanova Universitat Pomeu Fabra, Kai Kuikkaniemi Helsinki Institute for Information Technology, Giulio Jacucci Helsinki Institute for Information Technology, Sheelagh Carpendale University of Calgary, Ernesto Arroyo Universitat Pomeu Fabra Abstract » Recent trends show an increasing prevalence of large interactive displays in public urban life. For example, mu-seums, libraries, public plazas, or architectural facades take advantage of interactive technologies that present information in a highly visual and interactive way. Studies confirm the potential of large interactive display installa-tions for educating, entertaining, and providing evocative experiences. This workshop will provide a platform for researchers and practitioners from different disciplines to exchange insights on current research questions in the area. The workshop will focus on how to design large interactive display installations that promote engaging experiences that go beyond playful interaction, and how to evaluate their impact. The goal is to cross-fertilize in-sights from different disciplines, establish a more general understanding of large interactive displays in public urban contexts, and to develop an agenda for future research directions in this area. |
Managing UX experience teams: lessons from case studies, establishing best practices - Workshop - ACM Dennis Wixon Microsoft / University of Washington, Janice Rohn Experian Abstract » This workshop focuses on managing cross-disciplinary user experience teams to achieve product and corporate success. The workshop brings together a diverse group of leaders in order to create a set of case studies to illuminate challenges and success factors. Emphasis is placed on cross-disciplinary teams, corporate culture and environment, organizational structure, and international considerations. The goal of the workshop is to develop a set of contingent, specific, and applicable guidelines for managing user experience teams in a variety of circumstances based on case studies. |
07:30 - 17:30 |
Registration Open
Ballroom Foyer
Details : TBA
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09:00 - 18:00 |
Doctoral Consortium
113
Details : TBA
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Workshop
Managing UX experience teams: lessons from case studies, establishing best practices
205/206/207
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Performative Interaction in Public Space - Workshop - ACM Lone Koefoed Hansen Aarhus University, Julie Rico University of Glasgow, Giulio Jacucci Aalto University, Stephen Brewster University of Glasgow, Daniel Ashbrook Nokia Research Center Hollywood Abstract » Building on the assumption that every human action in public space has a performative aspect, this workshop seeks to explore issues of interactions with technology in public settings. More and more interfaces are used in public on an everyday basis. Simultaneously, metaphors from performance and theatre studies find their way into research on these interfaces, addressing how interaction with technology can be understood in a performative sense. However, the term ‘performativity' is rarely addressed in ways that accentuate its nuances and its analytic power, and this is the focus of the workshop. We will examine the design of performative technologies, the evaluation of user experience, the importance of spectator and performer roles, and the social acceptability of performative actions in public spaces. |
Feminism and Interaction Design - Workshop - ACM Shaowen Bardzell Indiana University Bloomington, Elizabeth Churchill Yahoo! Research, Jeffrey Bardzell Indiana University Bloomington, Jodi Forlizzi Carnegie Mellon University, Rebecca Grinter Georgia Institute of Technology, Deborah Tatar Virginia Tech Abstract » This workshop is aimed at exploring the issues at the intersection of feminist thinking and human computer interaction. Both feminism and HCI have made important contributions to social science in the past several decades, but though their potential for overlap seem high, they have not engaged each other directly until recently. In this workshop we will explore diverse--and contentious--ways that feminist perspectives can support user research, design ideation and problem framing, sketching and prototyping, and design criticism and evaluation. The workshop will include fast-moving mini-panels and hands-on group exercises emphasizing feminist interaction criticism and design ideation. |
PINC: Persuasion, Influence, Nudge & Coercion through mobile devices - Workshop - ACM Parisa Eslambolchilar Swansea University, Max Wilson Swansea University, Ian Oakley University of Madeira, Anind Dey Carnegie Mellon University Abstract » This workshop will provide a focal point for research and technology dedicated to supporting behaviour change through Persuasion, Influence, Nudge and Coercion (PINC). A particular focus is on pervasive and mobile technologies and the unique opportunities they present in this domain (e.g. in terms of data-capture and timely intervention). Although much isolated research takes place tackling particular aspects of this problem space (e.g. persuasion), this workshop will be the first venue to provide a forum that discusses meta-issues that apply to behaviour change and pervasive technology, irrespective of how it is achieved. These issues include: (a) What novel opportunities do pervasive technologies provide? (b) When is the appropriate time to begin, reduce or end intervention? (c) Are PINC methods ethical? and (d) How can we extend the scale of intervention?Participants are invited to contribute to the workshop with examples of PINC technologies, and the event will focus on mapping the conceptual space, creating novel ideas and interactive applications and discussing future opportunities. Ultimately, the workshop aspires to establish a community dedicated to this topic. |
The User in Flux: Bringing HCI and Digital Arts Together to Interrogate Shifting Roles in Interactive Media - Workshop - ACM Tuck W Leong Newcastle University, Lalya Gaye Newcastle University, Atau Tanaka Newcastle University, Robyn Taylor University of Alberta, Peter C Wright Newcastle University Abstract » With the advent of interactive digital media, people are no longer simply ‘users’. They actively shift between various roles: author, collaborator, and even performer. We coin the term “user in flux” to problematize static definitions of “the user” and highlight how people’s roles and practices switch and evolve when engaged in such interactions. Drawing on participatory practices and seeking inspiration from interactive artists, this workshop explores the ”user in flux” with an aim to establish directions and approaches that can revitalize the HCI community’s understanding of the user and inform the design of technologies used for interacting with digital media, and promote a new research agenda. |
Appropriation and Creative Use: Linking User Studies and Design - Workshop - ACM Antti Salovaara Aalto University and University of Helsinki, Kristina Höök Stockholm University, Keith Cheverst Lancaster University, Michael Twidale University of Illinois, Matthew Chalmers University of Glasgow, Corina Sas Lancaster University Abstract » Appropriation refers to the ways that technologies are adapted and repurposed to new purposes of use by individuals, groups or communities. This workshop brings together researchers interested in appropriation from CSCW and design. Until now, these communities have been working separately, despite their converging interests. The workshop is based on roundtable discussions that bring the participants’ qualitative observations and theoretical viewpoints in contact with practical design efforts that support user creativity and appropriation. |
Analytic Provenance: Process+Interaction+Insight - Workshop - ACM Chris North Virginia Tech, Remco Chang Tufts University, Alex Endert Virginia Tech, Wenwen Dou UNC Charlotte, Richard May Pacific Northwest National Lab, Bill Pike Pacific Northwest National Lab, Glenn Fink Pacific Northwest National Lab Abstract » Visual analytics is the science of analytical reasoning facilitated by interactive visual interfaces. One key aspect that separates visual analytics from other related fields (InfoVis, SciVis, HCI) is the focus on analytical reasoning. While the final products generated at from an analytical process are of great value, research has shown that the processes of the analysis themselves are just as important if not more so. These processes not only contain information on individual insights discovered, but also how the users arrive at these insights. This area of research that focuses on understanding a user’s reasoning process through the study of their interactions with a visualization is called Analytic Provenance, and has demonstrated great potential in becoming a foundation of the science of visual analytics. The goal of this workshop is to provide a forum for researchers and practitioners from academia, national labs, and industry to share methods for capturing, storing, and reusing user interactions and insights. We aim to develop a research agenda for how to better study analytic provenance and utilize the results in assisting users in solving real world problems. |
Crowdsourcing and Human Computation: Systems, Studies and Platforms - Workshop - ACM Michael Bernstein MIT CSAIL, Ed H. Chi Google, Lydia B. Chilton University of Washington, Björn Hartmann University of California, Berkeley, Aniket Kittur Carnegie Mellon University, Robert C. Miller MIT CSAIL Abstract » Crowdsourcing and human computation are transforming human-computer interaction, and CHI has led the way. The seminal publication in human computation was initially published in CHI in 2004 [1], and the first paper investigating Mechanical Turk as a user study platform has amassed over one hundred citations in two years [5]. However, we are just beginning to stake out a coherent research agenda for the field. This workshop will bring together researchers in the young field of crowdsourcing and human computation and produce three artifacts: a research agenda for the field, a vision for ideal crowdsourcing platforms, and a group-edited bibliography. These resources will be publically disseminated on the web and evolved and maintained by the community. |
Brain and Body Interfaces: Designing for Meaningful Interaction - Workshop - ACM Stephen H Fairclough Liverpool John Moores University, Kiel Gilleade Liverpool John Moores University, Lennart E Nacke University of Saskatchewan, Regan L Mandryk University of Saskatchewan Abstract » The brain and body provide a wealth of information about the physiological, cognitive and emotional state of the user. There is increased opportunity to use these data in computerised systems as forms of input control. As entry level physiological sensors become more widespread, physiological interfaces are liable to become more pervasive in our society (e.g., through mobile phones). While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level of interaction remains relatively unexplored. This workshop sets out to bring together researchers working in the field of psychophysiological interaction to discuss the issue of how to design physiological interactions that are meaningful for users. |
Dynamic Accessibility: Accommodating Differences in Ability and Situation - Workshop - ACM Amy Hurst UMBC, Krzysztof Gajos Harvard University, Leah Findlater University of Washington, Jacob Wobbrock University of Washington, Andrew Sears UMBC, Shari Trewin IBM T. J. Watson Research Center Abstract » Human abilities are idiosyncratic and may change frequently. Static one-size-fits-many accessibility solutions miss the opportunities that arise from careful consideration of an individual’s abilities and fail to address the sometimes dynamic aspect of those abilities, such as when a user’s activity or context causes a “situational impairment.” The goal of this workshop is to bring together researchers and practitioners in accessibility, mobile HCI, and interactive intelligent systems who are pursuing agile, data-driven approaches that enable interactive systems to adapt or become adapted to the needs and abilities of a particular individual in a particular context. |
Workshop on Embodied Interaction: Theory and Practice in HCI - Workshop - ACM Alissa N Antle Interactive Arts & Technology, Simon Fraser University, Paul Marshall Warwick Manufacturing Group,International Digital Laboratory,University of Warwick, Elise van den Hoven Industrial Design Department,Eindhoven University of Technology Abstract » For over ten years researchers in human-computer interaction (HCI) have explored an embodied perspective that seeks to describe and explain the fundamental role played by the physical body in how we experience, interact with and understand computation in the world we live in. Recently, such a perspective has been used to discuss human actions and interactions with a range of computational applications including tangibles, mobiles, wearables, tabletops and interactive environments. This workshop aims to enable participants to critically explore the different approaches to incorporating an embodied perspective in HCI research, and to develop a shared set of understandings and identification of differences, similarities and synergies between our research approaches. |
Social Game Studies at CHI 2011 - Workshop - ACM Ben Kirman University of Lincoln, Staffan Björk Interactive Institute, Sebastian Deterding University of Hamburg, Janne Paavilainen University of Tampere, Valentina Rao Utrecht University Abstract » “Social games”, defined as games played and distributed on Social Networks, have become a digital gaming phenomenon. The most popular games boast tens of millions of users each month, employing simple mechanics to reach a vast new audience that was apparently under-served by traditional digital games. Their enormous success raises important academic questions about game design, interface design, psychology and the social power of online networks. Social Game Studies at CHI 2011 is a one-day workshop at CHI 2011 that will bring together the CHI community with an inter-disciplinary mix of researchers and practitioners to share findings and explore the issues surrounding this emerging area of research into social games, and highlight the key questions, opportunities and challenges for future academic study. |
Transnational HCI: Humans, Computers, and Interactions in Transnational Contexts - Workshop - ACM Janet Vertesi Princeton University, Silvia Lindtner University of California, Irvine, Irina Shklovski IT University of Copenhagen Abstract » This workshop will consider the implications for conducting research and technology design within and across global and networked sites of technology production and use. In particular, we focus on transnational practices: that is, seeing technology use beyond a single country or culture, but as evolving in relation to global processes, boundary crossings, frictions and hybrid practices. In doing so, we expand upon existing research in HCI to consider the effects, implications for individuals and communities, and design opportunities in times of increased transnational interactions. We hope to broaden the conversation around the impact of technology in global processes by bringing together scholars from HCI and from related humanities, media arts and social sciences disciplines. |
Mobile and Personal Projection - Workshop - ACM Raimund Dachselt University of Magdeburg, Matt Jones Swansea University, Jonna Häkkilä Nokia Research Center Tampere, Markus Löchtefeld German Research Center for Artificial Intelligence (DFKI), Michael Rohs University of Munich, Enrico Rukzio University of Duisburg-Essen Abstract » The emergence of mobile and personal projection de-vices promises new ways to display and interact with content while the user is mobile, and offer new oppor-tunities and challenges for HCI. This workshop aims to formulate fundamental research questions around this emerging field and provides a venue for discussion for researchers and practitioners working in this area. We will focus on new interaction techniques, applications, personal projection devices, interaction design, multi-user aspects, multi-modal user interfaces and social implications. Our aim is to foster the evolution of a mo-bile and personal projection community. |
Data Collection by the People, for the People - Workshop - ACM Christine Robson IBM Research - Almaden UC Berkeley EECS, Sean Kandel Stanford Computer Science, Jeffrey Heer Stanford Computer Science, Jeffrey Pierce IBM Research - Almaden Abstract » Data Collection by the People, for the People is a CHI 2011 workshop to explore data from the crowd, bringing together mobile crowdsourcing & participatory urbanism researchers with data analysis and visualization researchers. The workshop is two-day event beginning with day of field work in the city of Vancouver, trying out mobile crowdsourcing applications and data analysis tools. Participants are encouraged to contribute applications and tools which they wish to share. Our goal is to provoke discussion and brainstorming, enabling both data collection researchers and data manipulation/analysis researchers to benefit from mutually learned lessons about crowdsourced data. |
Bridging Practices, Theories, and Technologies to Support Reminiscence - Workshop - ACM Dan Cosley Cornell University, Maurice Mulvenna University of Ulster, Victoria Schwanda Cornell University, S. Tejaswi Peesapati Cornell University, Terence Wright University of Ulster Abstract » Reminiscence is a valuable human activity; this one-day workshop explores how HCI practice and research can understand and support people in their reminiscing. The workshop has two main goals. First, it hopes to bring together academics and practitioners from both social and technical perspectives who are interested in studying and supporting reminiscence. Second, it hopes to explore key issues around current and potential uses of technology to support reminiscence, including 1) understanding people's current practices around reminiscing, 2) using empirical studies and theories of memory to inform technology designs, 3) evaluating existing technologies for reminiscence, 4) exploring ways that technology might support new reminiscing practices, and 5) supporting social aspects of reminiscence. We are particularly interested in bringing people from outside the CHI community into the workshop to add new perspectives and foster new collaborations around the work. A series of discussion-focused panels organized around the key topics identified by participants will lead to thoughtful examinations of these topics informed by multiple viewpoints. Our tangible planned outputs will be a set of recommendations for further research in this area and an outline plan for grant and book proposals at the intersection of reminiscing and technology. |
Everyday Practice and Sustainable HCI: Understanding and Learning from Cultures of (Un)Sustainability - Workshop - ACM James Pierce Carnegie Mellon University, Hronn Brynjarsdottir Cornell University, Phoebe Sengers Cornell University, Yolande Strengers RMIT University Abstract » Within the CHI community we have witnessed a broadening of concerns to include various everyday contexts such as the domestic, rural and urban, as well as diverse, underrepresented, and marginalized communities. Such everyday contexts have also emerged as key areas of focus for sustainable HCI. Not only is everyday life a critical area in which material resources are exchanged, transformed, consumed and disposed, but everyday life is a site for the formation of values, attitudes, routines and habits. This workshop will bring together individuals interested in everyday practice as both a critical site and a critical lens for sustainable HCI research and professional practice. The focus of the workshop is exploring and investigating how descriptions and theories of everyday practice can be employed in order to critically and creatively rethink how HCI frames research and design issues of sustainability—both collectively as a field and individually in participants’ own work. |
Managing UX experience teams: lessons from case studies, establishing best practices - Workshop - ACM Dennis Wixon Microsoft / University of Washington, Janice Rohn Experian Abstract » This workshop focuses on managing cross-disciplinary user experience teams to achieve product and corporate success. The workshop brings together a diverse group of leaders in order to create a set of case studies to illuminate challenges and success factors. Emphasis is placed on cross-disciplinary teams, corporate culture and environment, organizational structure, and international considerations. The goal of the workshop is to develop a set of contingent, specific, and applicable guidelines for managing user experience teams in a variety of circumstances based on case studies. |
08:45 - 10:00 |
Opening Plenary
My explorations of social media and social media literacies in teaching & learning
Speaker: Howard Rheingold
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Abstract »
Although not an educator by trade, I've been interested in the potential of online media for learning since I started exploring what I called "virtual communities" in the 1980s. In particular, I was attracted to the ways online media could facilitate collaborative knowledge sharing and exploration. In 1995, I designed a demonstration of a "university of the future" for NEC corporation. In 2006, I started teaching at UC Berkeley and Stanford. I was initially drawn to formal education because I perceived a need to introduce students to the issues of identity, privacy, collective action, public sphere, social capital raised by our increasing use of what are now called social media. It only made sense to use blogs, wikis, forums, chat, and social bookmarking when introducing these subjects. Contrary to popular beliefs about "digital natives," I soon learned that social media literacies are not uniformly understood by today's students. At the same time, by paying attention to what students were telling me about our encounters, I was led to forms of pedagogy that have existed at least since the time of John Dewey but which have not been practical until the advent of social media -- teaching and learning that is more collaborative and inquiry based and which extends beyond the face to face classroom. I'll talk about how I've learned from my students, how we've learned to learn together, and how I am now experimenting with purely online teaching and learning. I'll touch upon the social media literacies that are the subject of my current book in progress: attention, participation, collaboration, crap detection, and network awareness.
An acknowledged authority on the marriage of mobile phone, PC, and wireless internet, Rheingold's previous work reveals how this convergence has changed the way we meet, mate, entertain, govern, and conduct business. His book Smart Mobs, named one of the "Big Ideas books of 2002" by The New York Times, chronicles the new forms of collective action and cooperation made possible by mobile communications, pervasive computing, and the Internet. Rheingold is the recipient of a 2008 MacArthur Knowledge- Networking Grant through the Foundation's Digital Media and Learning Competition. He was founding Executive Editor of Hotwired, the first commercial webzine where the web-based discussion forum and the online banner ad were invented. Rheingold has appeared on Today, Good Morning America, ABC Primetime Live, CNN, CBS News, NBC News, Macneill-Lehrer Report, NPR's Fresh Air and Marketplace. He currently teaches at Stanford University. |
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08:00 - 20:30 |
Registration Open
Ballroom Foyer
Details : TBA
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10:00 - 10:30 |
Madness
Ballroom A/B
Details : TBA
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11:00 - 12:20 |
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CHI 2011 Sustainability Community Invited Panel: Challenges Ahead - Panel - ACM Azam Khan Autodesk Research, Lyn Bartram Simon Fraser University, Eli Blevis Indiana University–Bloomington, Carl DiSalvo Georgia Institute of Technology, Jon Froehlich University of Washington, Gordon Kurtenbach Autodesk Research Abstract » As part of a new CHI Sustainability Community, focused on environmental sustainability, this panel will discuss specific ways in which HCI research will be critical in finding solutions to this global challenge. While research to date has primarily focused on the end consumer, the panel will be challenged with enlarging the discussion to include the designer as a target user and to consider interfaces and interactions that support sustainable design and sustainable manufacturing, as well as sustainable consumption. Specifically, to make real progress, we seek to enumerate ways that HCI needs to grow, as well as to find ways that can help more HCI researchers to become involved. |
Session Chair: Daniel Wigdor (Microsoft Research) Does it matter if a computer jokes? - alt.chi - ACM Peter Khooshabeh University of Southern California, Cade McCall Max Planck Institute, Sudeep Gandhe USC, Jonathan Gratch USC, James Blascovich University of California, Santa Barbara Abstract » The goal here was to determine whether computer interfaces are capable of social influence via humor. Users interacted with a natural language capable virtual agent that told persuasive information, and they were given the option to use information from the dialogue in order to complete a problem-solving task. Individuals interacting with an ostensibly humorous virtual agent were influenced by it such that those who judged the agent unfunny were less likely to be persuaded and departed from the agent’s suggestions. We discuss the implications of these results for HCI involving natural language systems and virtual agents. StoryFaces: Children Exploring Emotional Expressions in Storytelling with Video - alt.chi - ACM Kimiko Ryokai School of Information Berkeley Center for New Media University of California Berkeley Berkeley, CA 94720 USA, Robert Kowalski University of Munich Amalienstr. 17 80333 Munich, Hayes Raffle Nokia Research Center Palo Alto 955 Page Mill Road #200 Palo Alto, CA 94304 Abstract » We introduce StoryFaces, a new composition and storytelling tool for children to explore the role of emotional expressions in children’s narrative. StoryFaces invites children to record emotional expressions and then automatically composes these recordings in storybook illustrations. After children watch their faces bring a story to life, they can “go backstage” to play with the story by rearranging the videos and altering the story text. This paper presents our exploratory prototype, a design rationale that focuses on supporting children’s emotional growth through storytelling play and reflection, and reports on a formative evaluation with two children ages 4-6. Results from the evaluation suggest that children ages 4-6 are engaged in the activity, are excited to create a variety of emotional expressions, find the narratives funny yet clear, and work to re-craft and reinterpret story meanings through iterative editing and play with both video and textual content. Our goal is to provoke new ideas about how pretend play with digital tools can empower young children in a narrative process. Web Workers Unite! Addressing Challenges of Online Laborers - alt.chi - ACM Benjamin B. Bederson University of Maryland, Alexander J. Quinn University of Maryland Abstract » The ongoing rise of human computation as a means of solving computational problems has created an environment where human workers are often regarded as nameless, faceless computational resources. Some people have begun to think of online tasks as a “remote person call”. In this paper, we summarize ethical and practical labor issues surrounding online labor, and offer a set of guidelines for designing and using online labor in ways that support more positive relationships between workers and requesters, so that both can gain the most benefit from the interaction. Design Principles for a New Generic Digital Habitat - alt.chi - ACM Olli-Pekka Pohjola Aalto University Abstract » Our digital habitat, which today consists of desktops, applications and web pages, should be based on the same abstract concepts – habitats, spaces, information, objects and mechanisms – as our physical habitat. This enables people to feel safe, in control, capable and social, in contrast to the widespread feeling of frustration in the today’s digital society. This paper presents the key principles for designing such a continuum of the physical and digital habitats in which people perform their everyday activities, to which other systems connect and which developers extend with new concepts like ones that current digital habitats do not support. HappinessCounter: Smile-Encouraging Appliance to Increase Positive Mood - alt.chi - ACM Hitomi Tsujita Graduate School of Humanities and Sciences Ochanomizu University, Jun Rekimoto Interfaculty Initiative in Information Studies The University of Tokyo & Interaction Laboratory Sony Computer Science Laboratories, Inc. Abstract » As William James stated, and confirmed by several psychological studies, the act of smiling positively affects on our mental status -- we become happier when we laugh. In this paper, we propose a new digital appliance that naturally encourages the act of smiling in our daily lives. This system is designed mainly for people living alone, who may have difficulty realizing when they are in low spirits and/or difficulty in making themselves smile. Our HappinessCounter combines visual smile recognition, user feedback, and network communication. We installed this system in a home with a single occupant, and the system had positive effects on the user's mood. The Gas Mask: A Probe for Exploring Fearsome Interactions - alt.chi - ACM Joe Marshall University of Nottingham, Brendan Walker University of Nottingham Aerial, Steve Benford University of Nottingham, George Tomlinson Aerial, Stefan Rennick Egglestone University of Nottingham, Stuart Reeves University of Nottingham, Patrick Brundell University of Nottingham, Paul Tennent University of Nottingham, Jo Cranwell University of Nottingham, Paul Harter CleverPlugs, Jo Longhurst University of Wales Abstract » We introduce an interface for horror-themed entertainment experiences based on integrating breath sensors and WiFi into gas masks. Beyond enabling the practical breath control of entertainment systems, our design aims to heighten the intensity of the experience by amplifying the user’s awareness of their breathing, as well as their feelings of isolation, claustrophobia and fear. More generally, this interface is intended to act as a technology probe for exploring an emerging research agenda around fearsome interactions. We describe the deployment of our gas masks in two events: as a control mechanism for an interactive ride, and to enhance a theme park horror maze. We identify six broad dimensions – cultural, visceral, control, social, performance and engineering – that frame an agenda for future research into fearsome interactions. |
Engineering Automation in Interactive Critical Systems - SIG Meeting - ACM Regina Bernhaupt ruwido, Guy Boy Florida Inst. of Technology, Michael Feary NASA Ames Research Center, Philippe Palanque Université de Toulouse Abstract » This SIG focuses on the engineering of automation in interactive critical systems. Automation has already been studied in a number of (sub-) disciplines and application fields: design, human factors, psychology, (software) engineering, aviation, health care, games. One distinguishing feature of the area we are focusing on is that in the field of interactive critical systems properties such as reliability, dependability and fault-tolerance are as important as usability or user experience. The SIG targets at two problem areas: first the engineering of the user interaction with (partly-) autonomous systems: how to design, build and assess autonomous behavior, especially in cases where there is a need to represent on the user interface both autonomous and interactive objects. An example of such integration is the representation of an unmanned aerial vehicle (UAV) (where no direct interaction is possible), together with aircrafts (that have to be instructed by an air traffic controller to avoid the UAV). Second the design and engineering of user interaction in general for autonomous objects/systems (for example a cruise control in a car or an autopilot in an aircraft). The goal of the SIG is to raise interest in the CHI community on these aspects and to identify a community of researchers and practitioners interested in those more and more prominent issues of interfaces for interactive critical systems. The expected audience should be interested in addressing the issues of integration of mainly unconnected research domains to formulate a new joint research agenda. |
Session Chair: Rob Jacob (Tufts University) Breath Control of Amusement Rides - Paper - ACM Joe Marshall University of Nottingham, Duncan Rowland University of Lincoln, Stefan Rennick Egglestone University of Nottingham, Steve Benford University of Nottingham, Brendan Walker University of Nottingham, Derek McAuley University of Nottingham Abstract » Emerging robotic technologies are enabling the control of individual seats on rollercoasters and other thrill rides. We explore the potential of breathing as an effective and engaging way of driving this. Observations and interviews from trials of an enhanced bucking bronco ride show that breath-control is fun, challenging and intelligible, and reveal riders‟ tactics as they battled the machine. We conclude that breath control is feasible and appropriate for controlling rides, unpack its important characteristics, and consider how it might be built into future ride systems. We argue that the combination of voluntary and involuntary factors in breathing is especially appealing for controlling rides as it balances game-like elements of skill and learning against the thrill of surrendering control to the machine. Time Characteristics of Olfaction in a Single Breath - Paper - ACM Daisuke Noguchi Keio University, Sayumi Sugimoto Keio University, Yuichi Bannai Canon Inc., Ken-ichi Okada Keio University Abstract » The transmission of olfactory information together with audiovisual information is now attracting much attention. However, the information is difficult to synchronize because of problems of scent lingering in the air and olfactory adaptation. We aimed at minimizing the amount of odorant presented to users in order to mitigate these problems, and developed an olfactory display that is able to present scents precisely. The display uses pulse ejection, whereby scents are emitted for only short periods of time. In this study, we aimed to mitigate the above-mentioned problems and to measure the time characteristics of olfaction in a single breath, which are difficult to measure by conventional methods. As a result, the most effective conditions for using a small amount of odorant in a single breath were revealed. These results are expected to ease the synchronization of olfactory and audiovisual information. Augmented Reality Flavors: Gustatory Display Based on Edible Marker and Cross-Modal Interaction - Paper - ACM Takuji Narumi The University of Tokyo / JSPS, Shinya Nishizaka The University of Tokyo, Takashi Kajinami The University of Tokyo, Tomohiro Tanikawa The University of Tokyo, Michitaka Hirose The University of Tokyo Abstract » The main contribution of this paper is to realize computer generated augmented flavors and establish a method to integrate gustatory information into computer human interactions. There are several reasons for the scarcity of research on gustatory information. One reason is that taste sensations are affected by a number of factors, such as vision, olfaction and memories. This produces a complex cognition mechanism for a user's gustatory sensation, and makes it difficult to build up a gustatory display which produces a specific taste on demand. Our hypothesis is that the complexity of gustatory sensation can be applied to the realization of a "Pseudo-gustatory" display that presents the desired flavors by means of a cross-modal effect elicited by visual and olfactory augmented reality. We propose the Edible Marker system, which can detect the state [number/shape/6-degree-of-freedom (DOF) coordinate] of each piece of bitten or divided food in real time, and the "Pseudo-gustation" method to change the perceived taste of food by changing its appearance and scent. We construct "MetaCookie+" as an implementation and discuss its validity through an exploratory study. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction - Paper ![]() Lennart E Nacke University of Saskatchewan, Michael Kalyn University of Saskatchewan, Calvin Lough University of Saskatchewan, Regan L Mandryk University of Saskatchewan Abstract » Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world. |
Session Chair: Volker Wulf (University of Siegen) "Pleasure is Your Birthright": Digitally Enabled Designer Sex Toys as a Case of Third-Wave HCI - Paper - ACM Jeffrey Bardzell Indiana University, Shaowen Bardzell Indiana University Abstract » In the past decade, HCI has become increasingly preoccupied with the deeply subjective qualities of interaction: experience, embodiment, pleasure, intimacy, and so on, an agenda sometimes grouped under the heading of “third-wave HCI.” Analytically understanding and designing for such qualities has been an ongoing challenge to the field, in part because its established theories and methodologies are comparatively weak at understanding and being responsive to human subjectivity. In this paper, we present a case study of a group of designers who have, in the past few years, revolutionized their domain—sex toys—by combining embodied pleasure, intimate experience, health and wellness, emerging technologies, high-quality design processes, and social activism. We consider the implications this case could have for researchers innovating on especially third-wave HCI design theories, methodologies, and processes. Designing a Phone Broadcasting System for Urban Sex Workers in India - Paper ![]() Nithya Sambasivan University of California, Irvine, Julie Weber Microsoft Research India, Edward Cutrell Microsoft Research India Abstract » In this paper, we present the design, implementation, and deployment of a phone-based broadcasting system designed for reaching out to at-risk populations in urban India. We worked in collaboration with Pragati, a non-governmental organization dedicated to assisting Urban Sex Workers (USWs) in Bangalore, India, with the goal of improving Pragati’s outreach to the women they serve. We conducted ethnographic action research to understand and address the needs of Pragati and the lifestyles of USWs. Responding to the unique design constraints of the USW community such as specific privacy and timing constraints, a desire to remain invisible, and the unusually high rate of mobile phone use, we designed a phone-based broadcasting system for Pragati. We then deployed the system on four different occasions and application areas. We present the results and key findings from our study, and conclude with a discussion on how designing for particularly difficult cases such as USWs can shed new light on the design of mobile applications for the developing world in general, such as challenging ubiquity and phone numbers as identity. Self-Evidence: Applying Somatic Connoisseurship to Experience Design - Case Study (Long) - ACM Thecla Schiphorst Simon Fraser University Abstract » This design case study examines and illustrates the concept of self-evidence by applying somatic connoisseurship to experience design. It invites a re-thinking of the process of design for technology, one that includes design for the experience of the self. Supported by concepts of somatic phenomenology and discourse surrounding ‘felt-life’ within HCI, this case study articulates the concept of self-evidence through the application of somatic body-based practices as a framework for technology design within HCI. The case study utilizes examples from the design process of the interactive, networked wearable art installation called whisper. Concepts of somatic connoisseurship are exemplified throughout all phases of an interdisciplinary artist-led design process. Bodily Orientations around Mobiles: Lessons learnt in Vanuatu - Paper - ACM Pedro Ferreira Mobile Life @ Stockholm University, Kristina Höök Mobile Life @ Stockholm University Abstract » Since we started carrying mobiles phones, they have altered the ways in which we orient our bodies in the world. Many of those changes are invisible to us – they have become habits, deeply engrained in our society. To make us more aware of our bodily ways of living with mobiles and open the design space for novel ways of designing mobiles and their interactions, we decided to study one of the last groups of users on earth who had not been exposed to mobiles: the people of Vanuatu. As they had so recently started using mobiles, their use was still in flux: the fragility of the mobile was unusual to them as was the need to move in order to find coverage. They were still getting used to carrying their mobiles and keeping them safe. Their encounters with mobile use exposed the need to consider somaesthetics practices when designing mobiles as they profoundly affect our bodily ways of being in the world. |
Session Chair: Carman Neustaedter (Simon Fraser University) “Now, I have a body”: Uses and social norms for mobile remote presence in the workplace - Paper ![]() Min Kyung Lee Carnegie Mellon University, Leila Takayama Willow Garage Abstract » As geographically distributed teams become increasingly common, there are more pressing demands for communication work practices and technologies that support distributed collaboration. One set of technologies that are emerging on the commercial market is mobile remote presence (MRP) systems, physically embodied videoconferencing systems that remote workers use to drive through a workplace, communicating with locals there. Our interviews, observations, and survey results from people, who had 2-18 months of MRP use, showed how remotely-controlled mobility enabled remote workers to live and work with local coworkers almost as if they were physically there. The MRP supported informal communications and connections between distributed coworkers. We also found that the mobile embodiment of the remote worker evoked orientations toward the MRP both as a person and as a machine, leading to formation of new usage norms among remote and local coworkers. Hands on Hitchcock: Embodied Reference to a Moving Scene - Paper - ACM Paul Luff King's College, London, Naomi Yamashita NTT, Hideaki Kuzuoka University of Tsukuba, Christian Heath King's College, London Abstract » In this paper we report on some experiments with a high fidelity media space, t-Room, an immersive system that presents full scale, real-time images of co-participants who are in similar spaces many miles apart. Although being designed to provide a coherent environment for interaction the system introduces a number of incongruities, both in time and space. Drawing on some quasi-naturalistic experiments, where the participants were required to analyse complex data, we consider how the participants manage these incongruities. We conclude by briefly discussing the resources people utilize to produce and recognize conduct in embodied spaces. Exploring Camera Viewpoint Control Models for a Multi-Tasking Setting in Teleoperation - Paper - ACM Dingyun Zhu CSIRO / ANU, Tom Gedeon ANU, Ken Taylor CSIRO Abstract » Control of camera viewpoint plays a vital role in many teleoperation activities, as watching live video streams is still the fundamental way for operators to obtain situational awareness from remote environments. Motivated by a real-world industrial setting in mining teleoperation, we explore several possible solutions to resolve a common multi-tasking situation where an operator is required to control a robot and simultaneously perform remote camera operation. Conventional control interfaces are predominantly used in such teleoperation settings, but could overload an operator’s hand-operation capability, and require frequent attention switches and thus could decrease productivity. We report on an empirical user study in a model multi-tasking teleoperation setting where the user has a main task which requires their attention. We compare three different camera viewpoint control models: (1) dual manual control, (2) natural interaction (combining eye gaze and head motion) and (3) autonomous tracking. The results indicate the advantages of using the natural interaction model, while the manual control model performed the worst. Zoom Cameras and Movable Displays Enhance Social Telepresence - Paper - ACM Hideyuki Nakanishi Osaka University, Kei Kato Osaka University, Hiroshi Ishiguro Osaka University Abstract » This paper shows that the augmentation of a remote person’s positional movement enhances social telepresence. There are three possible ways of representing a remote person’s movement toward the user in visual communication: a) the remote person’s movement toward the remote camera, b) the remote camera’s zooming in to enlarge the remote person’s picture, and c) a forward movement of the display that is displaying the remote person. We conducted an experiment to see the relationship among these three ways and the effects of a remote camera’s zooming and a display’s movement on social telepresence. In the experiment, we observed that the remote person’s movement lowered the reality of conversations, and the remote camera’s zooming lowered the visual quality. However, social telepresence was enhanced when both the person’s movement and the camera’s zooming occurred simultaneously. We also observed that a 6-centimeter movement of the display enhanced social telepresence, whether the remote person moved or not. |
Session Chair: Michael Rohs (LMU Munich) Mid-air Pan-and-Zoom on Wall-sized Displays - Paper ![]() Mathieu Nancel Univ. Paris-Sud & CNRS; INRIA, Julie Wagner INRIA; Univ. Paris-Sud & CNRS, Emmanuel Pietriga INRIA; Univ. Paris-Sud & CNRS, Olivier Chapuis Univ. Paris-Sud & CNRS; INRIA, Wendy Mackay INRIA; Univ. Paris-Sud & CNRS Abstract » Very-high-resolution wall-sized displays offer new opportunities for interacting with large data sets. While pointing on this type of display has been studied extensively, higher-level, more complex tasks such as pan-zoom navigation have received little attention. It thus remains unclear which techniques are best suited to perform multiscale navigation in these environments. Building upon empirical data gathered from studies of pan-and-zoom on desktop computers and studies of remote pointing, we identified three key factors for the design of mid-air pan-and-zoom techniques: uni- vs. bimanual interaction, linear vs. circular movements, and level of guidance to accomplish the gestures in mid-air. After an extensive phase of iterative design and pilot testing, we ran a controlled experiment aimed at better understanding the influence of these factors on task performance. Significant effects were obtained for all three factors: bimanual interaction, linear gestures and a high level of guidance resulted in significantly improved performance. Moreover, the interaction effects among some of the dimensions suggest possible combinations for more complex, real-world tasks. Gesture Select: Acquiring Remote Targets on Large Displays without Pointing - Paper - ACM Andrew Bragdon Brown University, Hsu-Sheng Ko Brown University Abstract » When working at a large wall display, even if partially utilized, many targets are likely to be distant from the user, requiring walking, which is slow, and interrupts workflow. We propose a novel technique for selecting remote targets called Gesture Select, in which users draw an initial mark, in a target’s direction; rectilinear gestures represented as icons are dynamically overlaid on targets within a region of interest; the user then continues by drawing the continuation mark corresponding to the target, to select it. Extensions to this technique to support working with remote content for an extended period, and learning gesture shortcuts are presented. A formal experiment indicates Gesture Select significantly outperformed direct selection for mid/far targets. Further analysis suggests Gesture Select performance is principally affected by the extent to which users can read the gestures, influenced by distance and perspective warping, and the gesture complexity in the ROI. The results of a second 2-D experiment with labeled targets indicate Gesture Select significantly outperformed direct selection and an existing technique. User-Defined Motion Gestures for Mobile Interaction - Paper - ACM Jaime Ruiz University of Waterloo, Yang Li Google Research, Edward Lank University of Waterloo Abstract » Modern smartphones contain sophisticated sensors to monitor three-dimensional movement of the device. These sensors permit devices to recognize motion gestures—deliberate movements of the device by end-users to invoke commands. However, little is known about best-practices in motion gesture design for the mobile computing paradigm. To address this issue, we present the results of a guessability study that elicits end-user motion gestures to invoke commands on a smartphone device. We demonstrate that consensus exists among our participants on parameters of movement and on mappings of motion gestures onto commands. We use this consensus to develop a taxonomy for motion gestures and to specify an end-user inspired motion gesture set. We highlight the implications of this work to the design of smartphone applications and hardware. Finally, we argue that our results influence best practices in design for all gestural interfaces. Gesture Avatar: A Technique for Operating Mobile User Interfaces Using Gestures - Paper - ACM Hao Lü University of Washington, Yang Li Google Research Abstract » Finger-based touch input has become a major interaction modality for mobile user interfaces. However, due to the low precision of finger input, small user interface components are often difficult to acquire and operate on a mobile device. It is even harder when the user is on the go and unable to pay close attention to the interface. In this paper, we present Gesture Avatar, a novel interaction technique that allows users to operate existing arbitrary user interfaces using gestures. It leverages the visibility of graphical user interfaces and the casual interaction of gestures. Gesture Avatar can be used to enhance a range of mobile interactions. A user study we conducted showed that compared to Shift (an alternative technique for target acquisition tasks), Gesture Avatar performed at a much lower error rate on various target sizes and significantly faster on small targets (1mm). It also showed that using Gesture Avatar while walking did not significantly impact its performance, which makes it suitable for mobile uses. |
Low Cost vs. High-End Eye Tracking for Usability Testing - Works In Progress - ACM Sune Alstrup Johansen IT University of Copenhagen, Javier San Agustin IT University of Copenhagen, Henrik Skovsgaard IT University of Copenhagen, John Paulin Hansen IT University of Copenhagen, Martin Tall Duke University Abstract » Accuracy of an open source remote eye tracking system and a state-of-the-art commercial eye tracker was measured 4 times during a usability test. Results from 9 participants showed both devices to be fairly stable over time, but the commercial tracker was more accurate with a mean error of 31 pixels against 59 pixels using the low cost system. This suggests that low cost eye tracking can become a viable alternative, when usability studies need not to distinguish between, for instance, particular words or menu items that participants are looking at, but only between larger areas-of-interest they pay attention to. A Crowdsourcing Model for Receiving Design Critique - Works In Progress - ACM Anbang Xu University of Illinois at Urbana-Champaign, Brian P. Bailey University of Illinois at Urbana-Champaign Abstract » Designers in many domains are increasingly turning to online communities to receive critiques of early design ideas. However, members of these communities may not contribute an effective critique due to limited skills, motivation, or time, and therefore many critiques may not go beyond “I (don’t) like it”. We propose a new approach for designers to receive online critique. Our approach is novel because it adopts a theoretical framework for effective critique and implements the framework on a popular crowdsourcing platform. Preliminary results show that our approach allows designers to acquire quality critiques in a timely manner that compare favorably with critiques produced from a well-known online community. Touch-Bookmark: A Lightweight Navigation and Bookmarking Technique for E-Books - Works In Progress - ACM Dongwook Yoon Korea Institute of Science and Technology, Yongjun Cho Korea Institute of Science and Technology, Kiwon Yeom Korea Institute of Science and Technology, Ji-Hyung Park Korea Institute of Science and Technology Abstract » The navigation function of an e-book significantly influences its usability. In this paper, we introduce Touch-Bookmark (TB), a multitouch navigation technique for e-books. TB enables users to bookmark a page in a casual manner and return to it quickly when required. Moreover, the users can flip between two remote pages by using simple gestures. In a usability test conducted to evaluate our prototype, users found the technique easy to learn, natural to use, and useful for navigation. Analysis of the patterns of interaction gestures helped identify human factors that should be considered when designing touch interfaces for e-books. The factors include navigation strategies, patterns of interaction gestures, types of books, and motor memory. Understanding Email Communication of Persons with Aphasia - Works In Progress - ACM Abdullah Al Mahmud Eindhoven University of Technology, Jean-Bernard Martens Eindhoven University of Technology Abstract » An email program has been developed by the Aphasia Union Netherlands (AVN) to enhance communication between aphasics mutually and with their therapists. In this paper we report intermediate evaluation results of the AVN email program. We evaluated the email program in two ways: a. by analyzing the AVN email server logs and b. by collecting subjective responses through questionnaires. Our results indicate that both aphasics and therapists find the email program useful, despite the fact that they expressed several criticisms about its usability. Therefore, some changes are required to make the program better useable and more widely accessible for the target group. A Context-Sensitive Device to Help People with Autism Cope with Anxiety - Works In Progress - ACM Marziya Mohammedali Curtin University, Dinh Phung Curtin University, Brett Adams Curtin University, Svetha Venkatesh Curtin University Abstract » We describe a smartphone application that helps people with Autism Spectrum Disorder (ASD) cope with anxiety attacks. Our prototype provides a one-touch interface for indicating a panic level. The device’s response—to instruct, soothe, and/or contact carers—is sensitive to the user’s context, consisting of time, location, ambient noise, and nearby friends. Formative evaluation unearths a critical challenge to building assistive technologies for ASD sufferers: can regimented interfaces foster flexible behaviour? Our observations suggest that a delicate balance of design goals is required for a viable assistive technology. The Effects of Screen-Size and Communication Modality on Psychology of Mobile Device Users - Works In Progress - ACM Ki Joon Kim SungKyunKwan University, S. Shyam Sundar Pennsylvania State University, Eunil Park SungKyunKwan University Abstract » Does screen-size matter in mobile devices? There appears to be a move toward larger screens, with recent launches of Apple’s iPad and Samsung’s Galaxy Tab, but do these devices undercut the perceived mobility and affect user attitudes toward the technology? To answer these and related questions, the present study examines the effects of screen-size and communication modality (text vs. video) on mobile device users’ perception of mobility and content as well as attitudes toward technology acceptance. Preliminary data from a between-subjects experiment show that smaller screen-size elicited greater perceived mobility while larger screen-size was key to greater enjoyment. News story in video format played a crucial role in providing greater enjoyment and newsworthiness of the news story while news in text format was perceived to be easier to use on a mobile device. Design implications and limitations are discussed, as we prepare for a constructive replication. On the use of pervasive computing to support patients with obsessive compulsive disorder - Works In Progress - ACM Vassilis-Javed Khan NHTV Breda University of Applied Sciences, Panos Markopoulos Eindhoven University of Technology, Nynke Spijksma Marina de Wolf Hospital Abstract » Obsessive-compulsive disorder (OCD) is a psychiatric disorder affecting 2% to 3% of world population. Patients having this disorder engage in repetitive and discomforting behaviors usually linked to controlling or cleaning. The potential of technical solutions trying to support both patients and therapists has been to a limited extent explored with some encouraging results. However, the use of a mobile phone application has not yet been explored. We present a study of a distributed application, partly running on mobile phone and partly on a website, with four patients suffering from OCD and their therapist. Our qualitative evaluation yields encouraging conclusions for practitioners and developers of such applications. Living with Pain, Staying in Touch: Exploring the Communication Needs of Older Adults with Chronic Pain - Works In Progress - ACM Jessica M David University of Toronto, Alison Benjamin University of Toronto, Ronald M Baecker University of Toronto, Diane J Gromala Simon Fraser University, Jeremy P Birnholtz Cornell University Abstract » For older adults with chronic pain, maintaining social ties can be difficult. Both chronic pain and social isolation compound each other and are associated with poor health outcomes. Our research explores how technology can be used to facilitate communication and support for older adults with chronic pain. We report on preliminary results of field research with 20 participants and deployment of a digital communicating picture frame prototype. We found that chronic pain introduces unique barriers to synchronous contact and that our prototype seemed to fit the needs of these individuals by supporting meaningful asynchronous communication with the possibility for adjustable reciprocity. Ambient Displays: Influencing Movement Patterns - Works In Progress - ACM Tasos Varoudis arch+ech Architecture, Sheep Dalton Open University, Katerina Alexiou Open University, Theodore Zamenopoulos Open University Abstract » Ambient displays are gradually augmenting the principal static elements of architecture, such as walls, transforming space into a dynamic and ever-changing environment. Does the addition of such digital elements influence people’s perception and understanding of space around them? If so, do ambient displays lead to behavioral changes like people’s movement in such environments? In this particular study, a series of experiments were conducted to investigate public interior spaces with embedded ambient displays. The findings are then presented showing how the presence of an ambient display through its visual depth affects and changes movement patterns. This study discusses the ability of an ambient display to refine navigation paths and suggests that its visual depth can enhance its effectiveness. A Tactile Friend Sense for Keeping Groups Together - Works In Progress - ACM Martin Pielot OFFIS Institute for Information Technology, Benjamin Poppinga OFFIS Institute for Information Technology, Wilko Heuten OFFIS Institute for Information Technology, Susanne Boll University of Oldenburg Abstract » Visiting crowded places at night in a group of friends is a common leisure activity in many parts of the world. However, the chaotic nature of such place makes it difficult to keep the group together. Constantly watching out for the others or frequent use of technology (e.g. phone calls or Google Latitude) may be contradictory to the idea of having a jolly night out. We therefore designed FriendSense, a mobile application that acts as a pervasive anchor to one of the friends. Beyond existing solutions it allows to continuously sense the anchored friend’s location through vibro-tactile feedback. In a preliminary field study we investigated how this added sense affects a night out at an Oktoberfest-like festival. We found evidence that FriendSense users were more confident and less stressed with keeping the group together. Recompose: Direct and Gestural Interaction with an Actuated Surface - Works In Progress - ACM Matthew Blackshaw MIT Media Lab, Anthony DeVincenzi MIT Media Lab, David Lakatos MIT Media Lab, Daniel Leithinger MIT Media Lab, Hiroshi Ishii MIT Media Lab Abstract » In this paper we present Recompose, a new system for manipulation of an actuated surface. By collectively utilizing the body as a tool for direct manipulation alongside gestural input for functional manipulation, we show how a user is afforded unprecedented control over an actuated surface. We describe a number of interaction techniques exploring the shared space of direct and gestural input, demonstrating how their combined use can greatly enhance creation and manipulation beyond unaided human capability. Make a Trip an Experience: Sharing In-Car Information with Passengers - Works In Progress - ACM Ohad Inbar Ben-Gurion University of the Negev, Noam Tractinsky Ben-Gurion University of the Negev Abstract » Current in-vehicle information systems (IVIS) are designed for use by a single entity – the driver. In this paper we propose that the benefits of IVIS can increase if we also consider the needs of passengers and their potential contribution as additional information handlers who buffer the driver from information overload. The benefits these “incidental users” of IVIS can reap from having trip-related information shared with them include reduced boredom, increased trust and a sense of inclusion. Drivers’ benefits include less distraction caused by questions previously aimed at them as the exclusive owners of the trip-related information, and reduced information load by allowing passengers to actively control selected in-car systems. Effects of Different Types of Artifacts on Interpretations of Artificial Subtle Expressions (ASEs) - Works In Progress - ACM Takanori Komatsu Shinshu University, Seiji Yamada National Institute of Informatics, Kazuki Kobayashi Shinshu University, Kotaro Funakoshi Honda Research Institute, Mikio Nakano Honda Research Institute Abstract » So far, we already confirmed that the artificial subtle expressions (ASEs) from a robot could convey its internal states to participants accurately and intuitively. In this paper, we investigated whether the ASEs from an on-screen artifact could also convey the artifact’s internal states to participants in order to confirm whether the ASEs can be interpreted consistently for various types of artifacts. The results clearly showed that the ASEs’ interpretations from on-screen artifact were consistent with the ones from robotic agent. Adaptive Eye-Gaze-Guided Interfaces: Design & Performance Evaluation - Works In Progress - ACM Oleg Komogortsev Texas State University-San Marcos, Corey Holland Texas State University-San Marcos, Jose Camou Texas State University-San Marcos Abstract » This paper considers the effects of user interface adaptation based on regional eye tracker accuracy to improve user performance and satisfaction in an eye-gaze-guided application. We objectively and subjectively evaluated the differences between an adaptive interface, in which navigational elements were placed in regions of highest accuracy, and its inverted counterpart, in which navigational elements were placed in regions of lowest accuracy. The results indicate that by accounting for regional accuracy the adaptive interface was able to provide a significant improvement in user performance, though this effect had little bearing on user satisfaction. RegionalSliding: Enhancing Target Selection on Touchscreen-Based Mobile Devices - Works In Progress - ACM Wenchang Xu Tsinghua University, Chun Yu Tsinghua University, Yuanchun Shi Tsinghua University Abstract » Target selection on mobile devices with touchscreens usually gets users into trouble due to the occlusion of the target by the user’s finger and ambiguity about which part of the finger generates the result point. In this paper, we propose a novel technique to enhance target selection on touchscreen-based mobile devices, named RegionalSliding, which selectively renders the initially “selected” target as well as its “surrounding” targets in a non-occluded area when users press down on the screen and enables users to complete the selection with sliding gestures according to the visual feedback from the rendered area. A preliminary user study shows that RegionalSliding increases the selection accuracy and brings good user experience. Why not Use Mobile Phones? An Observational Study of Medical Work - Works In Progress - ACM So Young Lee University of California, Irvine, Sun Young Park University of California, Irvine, Yunan Chen University of California, Irvine Abstract » Previous studies suggest that mobile phones could prevent many communication and information breakdowns that commonly occur in a hospital environment. However, the actual benefits of mobile phones in medical work remain unexplored. We studied mobile phone usage among nurses in an Emergency Department (ED). Surprisingly, mobile phones were not favored by our study participants. We found that mobile phones do not support essential characteristics of nursing work in ED because they lack support for group awareness, informative interruption, and role-based calling. The findings suggest that the design of mobile devices should support nurses’ share of work responsibilities and the need for information transparency. Enhancing Outdoor Navigation Systems through Vibrotactile Feedback - Works In Progress - ACM Dominik Bial University of Duisburg-Essen, Dagmar Kern University of Duisburg-Essen, Florian Alt University of Duisburg-Essen, Albrecht Schmidt University of Stuttgart Abstract » While driving many tasks compete for the attention of the user, mainly via the audio and visual channel. When designing systems depending upon providing feedback to users (e.g., navigation systems), it is a crucial prerequisite to minimize influence on and distraction from the driving task. This becomes even more important when designing systems for the use on motorbikes; space for output devices is scarce, as people are wearing helmets visual feedback is often difficult due to lighting conditions, and audio feedback is limited. In a first step we aimed at creating an understanding as to how information could be communicated in a meaningful way using vibrotactile signals. Therefore, we investigated suitable positions of actuators on the hand, appropriate length of the vibration stimulus, and different vibration patterns. We built a first prototype with 4 vibration actuators attached to the fingertips and asked 4 participants to test our prototype while driving. With this work we envision to lay the foundations for vibrotactile support in navigation systems. Us’em: Motivating Stroke Survivors to Use their Impaired Arm and Hand in Daily Life - Works In Progress - ACM Luuk Beursgens Eindhoven University of Technology, Freek Boesten Maastricht University, Annick Timmermans Adelante Rehabilitation Centre, Henk Seelen Adelante Rehabilitation Centre, Panos Markopoulos Eindhoven University of Technology Abstract » Stroke leaves the majority of its survivors with an impairment of the upper extremity that seriously reduces their quality of life and their ability to live independently. Rehabilitation research has shown that extensive usage of the impaired arm in everyday life can improve arm-hand performance, even in chronic stages after stroke. Such usage though is difficult for patients who need some help to be reminded and motivated for using the impaired arm. This paper presents the user centered design and initial evaluation of Us’em, a watch-like device that provides feedback to patients regarding the usage of their impaired arm-hand in relation to their non-affected upper extremity in order to motivate them to use their affected arm more. Duet for Solo Piano: MirrorFugue for Single User Playing with Recorded Performances - Works In Progress - ACM Xiao Xiao Massachusetts Institute of Technology, Hiroshi Ishii Massachusetts Institute of Technology Abstract » MirrorFugue is an interface that supports symmetric, real-time collaboration on the piano using spatial metaphors to communicate the hand gesture of collaborators. In this paper, we present an extension of MirrorFugue to support single-user interactions with recorded material and outline usage scenarios focusing on practicing and self-reflection. Based on interviews with expert musicians, we discuss how single-user interactions on MirrorFugue relate to larger themes in music learning and suggest directions for future research. OpenID-Enabled Browser: Towards Usable and Secure Web Single Sign-On - Works In Progress - ACM San-Tsai Sun University of British Columbia, Eric Pospisil University of British Columbia, Ildar Muslukhov University of British Columbia, Nuray Dindar University of British Columbia, Kirstie Hawkey Dalhousie University, Konstantin Beznosov University of British Columbia Abstract » OpenID is an open and promising Web single sign-on solution; however, the interaction flows provided by OpenID are inconsistent, counter-intuitive, and vulnerable to phishing attacks. In this work, we investigated the challenges web users face when using OpenID for authentication, and designed a phishing-resistant, privacy-preserving browser add-on to provide a consistent and intuitive single sign-on user experience for the average web users. Children may Expect Drag-and-Drop Instead of Point-and-Click - Works In Progress - ACM Wolmet Barendregt University of Gothenburg, Mathilde M. Bekker Eindhoven University of Technology Abstract » In this paper we present evidence from a pilot study that children may have started to expect the drag-and-drop interaction style. This is in contrast with probably the most cited paper on this topic from 2001, stating that point-and-click is the most appropriate interaction style for children between 6 and 12 years old. Instead of providing children with information on the interaction style expected we developed two point-and-click interfaces and let children explore those interfaces themselves. Children consistently tried to apply the drag-and-drop interaction style both initially and after having discovered the point-and-click style, resulting in problems in interacting with the interfaces. This was especially clear for the type of action having a natural mapping to holding down the mouse-button, such as cutting or drawing lines. In summary, it appears that children have begun to expect the drag-and-drop interaction style and that deviating from this standard may result in serious usability problems. SoloFind: Chains of Interactions with a Mobile Retail Experience System - Works In Progress - ACM Alexander Wiethoff Ludwig-Maximilians-Universität München, Gregor Broll DOCOMO Euro-Labs Abstract » This paper presents SoloFind, a mobile retail experience system for large consumer electronic stores that helps users to retrieve product information. A tangible user interface (TUI) allows customers to collect product information via a simple, Near Field Communication (NFC) based interaction. This data can be customized, reviewed and compared at an interactive kiosk. The simple, touch-like interaction with NFC provides a seamless user experience for customers. This paper focuses on the design of SoloFind, its features and their preliminary evaluation with an experience prototype. Squeeze vs. Tilt: A Comparative Study Using Continuous Tactile Feedback - Works In Progress - ACM Eve Hoggan University of Helsinki HIIT, Dari Trendafilov Nokia, Teemu Ahmaniemi Nokia, Roope Raisamo University of Tampere Abstract » This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile devices and can tactile feedback improve performance? The experiment results show that both input methods are viable but squeezing is significantly faster and more sustainable than tilting (with and without tactile feedback). Evaluating an Automatic Rotation Feature in Collaborative Tabletop Workspaces - Works In Progress - ACM Gianluca Schiavo University of Padova, Giulio Jacucci University of Helsinki, Tommi Ilmonen Multitouch Ltd., Luciano Gamberini University of Padova Abstract » Tabletops are commonly used for collaboration but would benefit from features that help orient objects to individual users disposed around the display. We propose an approach of automatic orientation based on fingers and hand detection as a proxy to determine the position of the user. To contribute to the discussion of the relevance of automatic rotation, we present a comparison study of pairs of participants engaged in both loosely and tightly coupled tasks. We collected performance measures, questionnaires and analyze interactions from video recordings. The results show that automatic rotation is more suitable when the collaboration is loosely coupled. Conversely, in tightly coupled tasks performance are worse and user ratings low when automatic rotations are enabled. We conclude that features such as automatic orientation on tabletop are important and promising but that they need to be critically assessed with respect to their effects on collaboration in both tightly and loosely coupled tasks. Participatory Sensing for Community Building - Works In Progress - ACM Michael Whitney University of North Carolina, Charlotte, Heather Richter Lipford University of North Carolina, Charlotte Abstract » In this research, we explore the viability of using participatory sensing as a means to enhance a sense of community. To accomplish this, we are developing and deploying a suite of participatory sensing applications, where users explicitly report on the state of their environment, such as the location of the bus. In doing so, community members become reliant on each other for valuable information about the community. By better understanding the relationship between participatory sensing and community, we inform the design and research of similar participatory sensing, or crowd-sourced sensing applications. Towards User-Centered Mashups: Exploring User Needs for Composite Web Services - Works In Progress - ACM Kaisa Väänänen-Vainio-Mattila Tampere University of Technology, Minna Wäljas Tampere University of Technology Abstract » The Web contains a vast amount of services supporting users in various facets of life. In mashup or composite Web services, elements from various services are combined to create a service which suits users’ needs. Our goal was to explore what kind of composite services users would need. We conducted semi-structured interviews with nine Web service users to investigate their experiences of service composition and expectations to future services. We also asked the participants to sketch their ideal composite service UI for both PC and mobile device. Our results indicate that service users do not yet have much experience of mashups but there is a need to merge functionality and data from different services to achieve the customized, integrated Web service. This work contributes to the development of future Web services and mashup tools. Five Strategies for Supporting Healthy Behavior Change - Works In Progress - ACM Yevgeniy Medynskiy Georgia Institute of Technology, Svetlana Yarosh Georgia Institute of Technology, Elizabeth Mynatt Georgia Institute of Technology Abstract » There is an ongoing search for theoretical foundations and design principles for interactive systems that support healthy behavior change. In this work-in-progress, we present several behavior change strategies that are currently used in effective health self-management interventions. We then discuss how these strategies can be used in applications that support behavior change in the health/wellness domain. Interaction and Rendering Techniques for Handheld Phantograms - Works In Progress - ACM Finn Ericsson KTH, Alex Olwal KTH Abstract » We present a number of rendering and interaction techniques that exploit the user's viewpoint for improved realism and immersion in 3D applications on handheld devices. Unlike 3D graphics on stationary screens, graphics on handheld devices are seldom regarded from a fixed perspective. This is particularly true for recent mobile platforms, where it is increasingly popular to use device orientation for interaction. We describe a set of techniques for improved perception of rendered 3D content. View-point correct anamorphosis and stereoscopy are discussed along with ways to approximate the spatial relationship between the user and the device. We present the design and implementation of a prototype phantogram viewer that was used to explore these methods for interaction with real-time photorealistic 3D models on commercially available mobile devices. Puchi Planet : A Tangible Interface Design for Hospitalized Children - Works In Progress - ACM Shinsuke Akabane Keio University, Johnson Leu Keio University, Hiromi Iwadate Keio University, Jae Won Choi Keio University, Chin Ching Chang Keio University, Saori Nakayama Keio University, Madoka Terasaki Keio University, Hala Eldemellawy Keio University, Masa Inakage Keio University, Susumu Furukawa Keio University Abstract » This paper describes the concept, design and prototype of a tangible user interface (TUI) based toy set for the purpose to bring fun into the lives of hospitalized children. The objective is to encourage children to interact with others and satisfy their curiosity of the outside world. This prototype takes the form of a play set that provides the experience of taking a jet tour and seeing different scenes around the world. CapWidgets: Tangile Widgets versus Multi-Touch Controls on Mobile Devices - Works In Progress - ACM Sven Kratz University of Munich, Tilo Westermann Deutsche Telekom Laboratories, TU Berlin, Michael Rohs University of Munich, Georg Essl University of Michigan Abstract » We present CapWidgets, passive tangible controls for capacitive touch screens. CapWidgets bring back physical controls to off-the-shelf multi-touch surfaces as found in mobile phones and tablet computers. While the user touches the widget, the surface detects the capacitive marker on the widget’s underside. We study the relative performance of this tangible interaction with direct multi-touch interaction and our experimental results show that user performance and preferences are not automatically in favor of tangible widgets and careful design is necessary to validate their properties. Me Hates This: Exploring Different Levels of User Feedback for (Usability) Bug Reporting - Works In Progress - ACM Florian Heller RWTH Aachen University, Leonhard Lichtschlag RWTH Aachen University, Moritz Wittenhagen RWTH Aachen University, Thorsten Karrer RWTH Aachen University, Jan Borchers RWTH Aachen University Abstract » User feedback for deployed software systems ranges from simple one-bit-feedback to full-blown bug reports. While detailed bug reports are very helpful for the developers to track down problems, the expertise and commitment required from the user is high. We analyzed existing user report systems and propose a flexible and independent hard- and software architecture to collect user feedback. We report our results from a preliminary two-week user study testing the system in the field and discuss challenges and solutions for the collection of multiple levels of user feedback through different modalities. TOK – a Tangible Interface for Storytelling - Works In Progress - ACM Cristina Sylla University of Minho, Pedro Branco University of Minho, Clara Coutinho University of Minho, Eduarda Coquet University of Minho, David Škaroupka Brno University of Technology Abstract » We present the design of the first prototype of TOK - a tangible interface for children to create their own stories. Based on data collected with two groups of five years old preschoolers we present our findings regarding the interaction design of the system. The picture cards have shown to generate ideas, acting as input for the creation of stories, promoting creativity while proposing a framework that supports and guides the construction of logical structures. This is a first step in an effort to build a toolkit of tangible interfaces allowing children and teachers to build their own digital enhanced learning activities. Collision Avoidance in Virtual Environments through Aural Spacial Awareness - Works In Progress - ACM Christian Afonso University of Hamburg, Steffi Beckhaus University of Hamburg Abstract » In this paper we describe a new technique to make users aurally aware of walls surrounding them in a Virtual Environment (VE). This Collision Avoidance (CA) technique improves upon familiar Collision Notification (CN) feedback by constantly informing the user of his proximity to his surroundings through the playback of directional sounds. To render the aural CA feedback we use spatial sound played over surround loudspeakers, in addition to haptic feedback from a vibrating sound floor to signify collisions. Evaluating the Embodiment Benefits of a Paper-Based TUI for Educational Simulations - Works In Progress - ACM Tia Shelley University of Illinois at Chicago, Leilah Lyons University of Illinois at Chicago, Moira Zellner University of Illinois at Chicago, Emily Minor University of Illinois at Chicago Abstract » Many claims have been made regarding the potential benefits of Tangible User Interfaces (TUIs). Presented here is an experiment assessing the usability, problem solving, and collaboration benefits of a TUI for direct placement tasks in spatially-explicit simulations for environmental science education. To create a low-cost deployment for single-computer classrooms, the TUI uses a webcam and computer vision to recognize the placement of paper symbols on a map. An authentic green infrastructure urban planning problem was used as the task for a within-subjects with rotation experiment with 20 pairs of participants. Because no prior experimental study has isolated the influence of the embodied nature of the TUI on usability, problem solving, and collaboration, a control condition was designed to highlight the impact of embodiment. While this study did not establish the usability benefits suggested by prior research, certain problem solving and collaboration advantages were measured. The Life Frame: Responding to the Elderly People's Need of Remembering - Works In Progress - ACM Sabina Giorgi Sapienza University of Rome, Alessandra Talamo Sapienza university of Rome, Barbara Mellini Sapienza University of Rome Abstract » The paper describes the research project “The Life frame” which aims to investigate the added value of digitizing memories for elderly people. It reports the ethnographic research undertaken in order to develop a framework including both devices and services. Data were gathered on the use of mementos in the homes of 241 elderly people and on the technologies that they used, the purpose being to identify the different psychological functions that mementos perform in the homes of this specific target group and to understand the potential use of digital technologies. In the paper we discuss our findings and initial insights for the design of the Life Frame, a device integrated with services for enhancing elderly people’s personal memories. Framework for Measuring Social Affinity for CSCW Software - Works In Progress - ACM Michael A Oren Iowa State University, Stephen B Gilbert Iowa State Universtiy Abstract » Using surveys as a means for assessing group common ground has the possibility of social desirability bias where the results may suggest a higher team affinity rating than may actually exist. To evaluate efforts to improve affinity within interdisciplinary design teams, we developed an empirical measurement of affinity based on behavior and conversation in order to compare affinity differences between workgroups more precisely. This methodology can be used for remote or co-located teams and offers HCI researchers a more powerful method of evaluating group affinity. Move-It: Interactive Sticky Notes Actuated by Shape Memory Alloys - Works In Progress - ACM Kathrin Probst Upper Austria University of Applied Sciences, Thomas Seifried Upper Austria University of Applied Sciences, Michael Haller Upper Austria University of Applied Sciences, Kentaro Yasu Keio University, Maki Sugimoto Keio University, Masahiko Inami Keio University Abstract » A lot of people still rely on pen and paper for taking short notes. Post-Its® are still the most popular paper media for informal note taking. In this paper, we present the design and implementation of Move-It, a system that combines the affordances of note taking on paper with the capabilities of computer systems. Furthermore, we present how common Post-It® notes can be actuated by shape memory alloys, thus become interactive sticky notes giving active physical feedback. Child-robot Interaction: Playing Alone or Together? - Works In Progress - ACM Suleman Shahid Tilburg center for Cognition and Communication, Tilburg University, Emiel Krahmer Tilburg center for Cognition and Communication, Tilburg University, Marc Swerts Tilburg center for Cognition and Communication, Tilburg University Abstract » In this paper we propose a new method to evaluate child-robot interaction, by asking whether playing a game with a state-of-the-art social robot is more similar to playing this game alone or with a friend. Subjective fun scores suggest that children have more fun playing with the robot than playing alone, but have more fun still when playing with a friend. A perception test of selected fragments indicates that children are more expressive when playing with the robot than they are when playing alone, but less expressive than when playing with a friend. Taken together these results show that playing a game together with a state-of-the-art social robot is more fun than playing alone, and approaches playing with a friend, although more work needs to be done to achieve the latter level. Topicality, Time, and Sentiment in Online News Comments - Works In Progress - ACM Nicholas Diakopoulos Rutgers University, Mor Naaman Rutgers University Abstract » In this paper we examine the relationships between news comment topicality, temporality, sentiment, and quality in a dataset of 54,540 news comments. Initial observations indicate that comment sentiments, both positive and negative, can be useful indicators of discourse quality, and that aggregate temporal patterns in positive sentiment exist on comment threads. Children’s Drawing and Telling of Sustainability in the Home - Works In Progress - ACM Audrey Desjardins Simon Fraser University, Ron Wakkary Simon Fraser University Abstract » This paper describes a pilot study about children’s perspective on environmental sustainability in the home through the drawing-telling technique. We utilize the drawing-telling technique as described by Susan Wright [6] for interviewing children about issues related to sustainability. The participants (children from age 10 to 13) were asked to draw two houses (current and ideal) and then describe their drawings in terms of sustainable actions and features. This pilot study is an initial step to investigate if there are opportunities to develop eco-visualizations (EVs) with children in mind and shows that the drawing-telling technique is useful in researching sustainability and children. MusEEGk: A Brain Computer Musical Interface - Works In Progress - ACM Yee Chieh (Denise) Chew Georgia Institute of Technology, Eric Caspary Georgia Institute of Technology Abstract » We present a novel integration of a brain-computer interface (BCI) with a music step sequencer composition program. Previous BCIs that utilize EEG data to form music provide users little control over the final composition or do not provide enough feedback. Our interface allows a user to create and modify a melody in real time and provides continuous aural and visual feedback to the user, thus affording them a controllable means to achieve creative expression. TableCross: Exuding a Shared Space into Personal Spaces to Encourage Its Voluntary Maintenance - Works In Progress - ACM Kazushi Nishimoto Japan Advanced Institute of Science and Technology, Akari Ikenoue Japan Advanced Institute of Science and Technology, Koji Shimizu Japan Advanced Institute of Science and Technology, Tomonori Tajima Japan Advanced Institute of Science and Technology, Yuta Tanaka Japan Advanced Institute of Science and Technology, Yutaka Baba Japan Advanced Institute of Science and Technology, Xihong Wang Japan Advanced Institute of Science and Technology Abstract » A shared space should be cooperatively maintained by all users. However, due to social loafing, often nobody maintains it and its condition worsens. We propose exudation of a shared space. Part of a shared space is exuded into personal workspaces so that office workers are forced to subjectively experience the atmosphere of the shared space, even while they remain at their personal workspaces. This paper illustrates the first prototype named “TableCross,” which reflects the degree of disorder of a table in a shared space to the desktop of each worker’s PC. We also report some results of our pilot user study. Interactivity Sketcher: Crafting and Experiencing Interactivity Qualities - Works In Progress - ACM Jong-bum Woo KAIST, Da-jung Kim KAIST, Suin Kim KAIST, Jaesung Jo KAIST, Youn-kyung Lim KAIST Abstract » In this paper, we introduce the Interactivity Sketcher, which is an interactivity designing tool that can visualize and experience invisible interactivity in a tangible way by controlling Interactivity Attributes(IAs). The Interactivity Sketcher is composed of the IA application, input devices, output devices, and IA controllers. The Interactivity Sketcher can help to explore various qualities of interactivity by visualizing and manipulating the relationship between an input and an output through the IA controllers and the IA application. We expect that this tool will enable interaction designers to visualize their own thoughts of interactivity qualities so that they will be able to create their design as if they had ‘sketched’ it. Predictive Error Behavior Model of On-screen Keyboard Users - Works In Progress - ACM Siddharth Jain IIT Guwahati, Samit Bhattacharya IIT Guwahati Abstract » On-screen keyboards are becoming ubiquitous with increasing use in mobile devices and touch-screens. In this work, we present a novel predictive error model which relates accuracy of an on-screen keyboard user to a given layout using the distance between keys. The model is developed from empirical data with the aim to predict the error rate of a user from the layout specification alone. Our proposed model can be combined with the existing quantitative design approaches for designing keyboards having high text-entry speed and accuracy. Weak Inter-Rater Reliability In Heuristic Evaluation Of Video Games - Works In Progress - ACM Gareth R White The University of Sussex, Pejman Mirza-babaei The University of Sussex, Graham McAllister The University of Sussex, Judith Good The University of Sussex Abstract » Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available heuristics, a user test of a commercial game is conducted with 6 participants in which 88 issues are identified, against which 146 heuristics are rated for relevance by 3 evaluators. Weak inter-rater reliability is calculated with Krippendorff's Alpha of 0.343, refuting validation of any of the available heuristics. This weak reliability is due to the high complexity of video games, resulting in evaluators interpreting different reasonable causes and solutions for the issues, and hence the wide variance in their ratings of the heuristics. guitAR – Supporting Guitar Learning through Mobile Projection - Works In Progress - ACM Markus Löchtefeld German Research Center for Artificial Intelligence (DFKI), Sven Gehring German Research Center for Artificial Intelligence (DFKI), Ralf Jung German Research Center for Artificial Intelligence (DFKI), Antonio Krüger German Research Center for Artificial Intelligence (DFKI) Abstract » The guitar is one of the most widespread instruments amongst autodidacts, but even though a huge amount of learning material exists, it is still hard to learn especially without a guitar teacher. In this paper we propose an Augmented Reality application called guitAR that assists guitar students mastering their instrument using a projector phone. With the projector phone mounted at the headstock of the guitar, the fret board and the strings of the guitar are in the field of projection of the phone. By projecting instructions directly onto the strings of the guitar the user is easily able to realize where the fingers have to be placed on the fretboard (fingering) to play a certain chord or a tone sequence correctly. Emotion Faces: the Design and Evaluation of a Game for Preschool Children - Works In Progress - ACM Lynne Humphries University of Sunderland, Sharon McDonald University of Sunderland Abstract » We describe the design and initial evaluation of an interactive game that enables preschool children to practise a basic social skill: emotion recognition. Users construct faces to represent 5 basic emotions through the manipulation of individual face parts. An iterative user-centred design process was used to gather image and sound data for the game. A field evaluation revealed that the children (7 boys and 4 girls) enjoyed playing the game and were able to match facial expression to emotions. Girls employed a different approach to game play than boys and achieved a higher success rate but made fewer overall attempts. Affective and co-operative activity was evident with the children showing joint attention and mirroring of emotions during play. Exploring Trust in Group-to-Group Video-Conferencing - Works In Progress - ACM Petr Slovák Masaryk university, Peter Novák Masaryk university, Pavel Troubil Masaryk university, Petr Holub Masaryk university, Erik C. Hofer University of Michigan Abstract » Previous work has shown that supporting trust via computer-mediated communication can be a challenge, especially among strangers. In this paper, we report on an experiment comparing two group-to-group video-conferencing environments and face-to-face communication in their ability to support trust and mutual cooperation in a social dilemma task. There are pronounced differences in participant behaviour between the two video-conferencing designs, indicating higher mutual trust in one of the video-conferencing conditions. The decisive factor seems to be a discrepancy in the type of group identity that develops during the game. Moreover, our results suggest that a combination of personal displays and a unique video-stream of each participant present in the better video-conferencing condition contributed to this result. From dance to touch : movement qualities for interaction design - Works In Progress - ACM Sarah Fdili Alaoui LIMSI-CNRS and IRCAM-CNRS, Baptiste Caramiaux IRCAM-CNRS, Marcos Serrano ENSADLab/Drii Abstract » In this paper we address the question of extending user experience in large scale tactile displays. Our contribution is a non task-oriented interaction technique based on modern dance for the creation of aesthetically pleasant large scale tactile interfaces. This approach is based on dance movement qualities applied to touch interaction allowing for natural gestures in large touch displays. We used specific movements from a choreographic glossary and developed a robust movement quality recognition process. To illustrate our approach, we propose a media installation called A light touch, where touch is used to control a light spot reacting to movement qualities. The Diversity Donut: Enabling Participant Control Over the Diversity of Recommended Responses - Works In Progress - ACM David Wong University of California, Berkeley, Siamak Faridani University of California, Berkeley, Ephrat Bitton University of California, Berkeley, Björn Hartmann University of California, Berkeley, Ken Goldberg University of California, Berkeley Abstract » Most online discussion interfaces organize textual responses using linear lists. Such lists do not scale to the number of responses and cannot convey the diversity of the participants who have contributed. The Opinion Space system is designed to address these issues. In this paper, we augment Opinion Space with two features. The first is a new user interface tool and recommendation system: the Diversity Donut (Figure 1). While the Diversity Donut did not establish a statistical advantage over other recommendation methods, participant self-reported data suggested that participants found the Diversity Donut to yield the most diverse set of comments. The second contribution is a new dimensionality reduction technique in Opinion Space: Canonical Correlation Analysis (CCA). Our analysis suggests that CCA is a better algorithm for opinion visualization than Principal Component Analysis (PCA). Beyond Pointing and Clicking: How do Newer Interaction Modalities Affect User Engagement? - Works In Progress - ACM S. Shyam Sundar Penn State University, Sungkyunkwan University, Qian Xu Elon University, Saraswathi Bellur Penn State University, Jeeyun Oh Penn State University, Haiyan Jia Penn State University Abstract » Modern interfaces offer users a wider range of interaction modalities beyond pointing and clicking, such as dragging, sliding, zooming, and flipping through images. But, do they offer any distinct psychological advantages? We address this question with an experiment (N = 128) testing the relative contributions made by six interaction modalities (zoom-in/out, drag, slide, mouse-over, cover-flow and click-to-download) to user engagement with identical content. Data suggest that slide is better at aiding memory than the other modalities, whereas cover-flow and mouse-over generate more user actions. Mouse-over, click-to-download, and zoom-in/out tend to foster more favorable attitudes among power users, whereas cover-flow and slide generate more positive attitudes among non-power users. Design implications are discussed. BiCEP: Bimanual Color Exploration Plugin - Works In Progress - ACM Berto Gonzalez UNC Charlotte, Celine Latulipe UNC Charlotte Abstract » In this paper we describe a bimanual color exploration plugin (BiCEP) that allows a user to choose colors along three dimensions: hue, saturation, and brightness without mode switching between these dimensions. The plugin differs from other color selection tools by allowing users to simultaneously change all three dimensions utilizing a laptop trackpad with multi-touch tracking capabilities. We believe this methodology will improve the range of color exploration by allowing users to more easily explore a wider range of colors. MultiPress: Releasing Keys for MultiTap Segmentation - Works In Progress - ACM Seunghwan Lee KAIST, Jaehyun Han KAIST, Geehyuk Lee KAIST Abstract » While MultiTap is one of the most popular text entry methods for mobile phones, it has a fundamental weakness known as MultiTap segmentation problem. Based on the observation that the thumb does not leave the keys between tapping actions, we designed a MultiTap segmentation method where the release action of the thumb is used to indicate input completion. A user study using a touch-sensing keypad prototype to explore the feasibility of the idea and a comparison test to access its benefit revealed promising results supporting the effectiveness of the proposed segmentation method. Arrange-A-Space: Tabletop Interfaces and Gender Collaboration - Works In Progress - ACM Daniel Richert Indiana University, Ammar Halabi Indiana University, Anna Eaglin Indiana University, Matthew Edwards Indiana University, Shaowen Bardzell Indiana University Abstract » Collaborative technologies, such as shared tabletop interfaces, are becoming increasingly pervasive. Meanwhile, social dynamics have long been a major area of inquiry in HCI and CSCW. With a few notable exceptions, little has been done that addresses the roles gender identities play in shaping collaborative work. In this paper, we make the case for a deeper consideration of gender in our field through a study that investigates issues surrounding gendered collaboration around a tabletop interface. We report our findings and conclude with recommendations for future work in this area. Informed Consent and Users' Attitudes to Logging in Large Scale Trials - Works In Progress - ACM Alistair Morrison University of Glasgow, Owain Brown University of Glasgow, Donald McMillan University of Glasgow, Matthew Chalmers University of Glasgow Abstract » The HCI community has begun to use ‘app store’-style software repositories as a distribution channel for research applications. A number of ethical challenges present themselves in this setting, not least that of gaining informed consent from potential participants before logging data on their use of the software. We note that standard ‘terms and conditions’ pages have proved unsuccessful in communicating relevant information to users, and explore further means of conveying researchers’ intent and allowing opt-out mechanisms. We test the hypothesis that revealing collected information to users will affect their level of concern at being recorded and find that users are more concerned when presented with a personalised representation of recorded data, and consequently stop using the application sooner. Also described is a means of allowing between-groups experiments in such mass participation trials. Gathering Text Entry Metrics on Android Devices - Works In Progress - ACM Steven J. Castellucci York University, I. Scott MacKenzie York University Abstract » We developed an application to gather text entry speed and accuracy metrics on Android devices. This paper details the features of the application and describes a pilot study to demonstrate its utility. We evaluated and compared three mobile text entry methods: QWERTY typing, handwriting recognition, and shape writing recognition. Handwriting was the slowest and least accurate technique. QWERTY was faster than shape writing, but we found no significant difference in accuracy between the two techniques. Mobile Phones and Information Capture in the Workplace - Works In Progress - ACM Amrita Thakur Ricoh Innovations, Inc. Stanford University, Michael Gormish Ricoh Innovations, Inc., Berna Erol Ricoh Innovations, Inc. Abstract » Smartphones (mobile phones with downloadable applications) are being used for far more than making calls and reading email. We investigated the use of phones for information capture for work purposes through interviews, multiple free response surveys, and two multiple choice surveys. While we expected and found taking pictures to be useful for work, we were surprised at the extent of audio, video, and note taking done on the phone, and the impact on other devices. Our work also suggests future mobile information capture for work will increase more due to cultural changes than technological improvements. Phone-Based Motion Control in VR - Analysis of degrees of freedom - Works In Progress - ACM Amal Benzina Technische Universität München, Marcus Toennis Technische Universität München, Gudrun Klinker Technische Universität München, Ashry Mohamed The German University in Cairo Abstract » We introduce a one-handed travel technique for virtual environments (VE), we call Phone-Based Motion Control. The travel technique uses a mobile phone with integrated sensors as a 3D spatial input device. We benefit from the touch capability to change the viewpoint translation in the VE, while the orientation of the viewpoint in the VE is controlled by the built-in sensors. The travel interaction clearly distinguishes between translation (touch based translation control) and rotation (steer based rotation control), putting each set of degrees of freedom to a separate interaction technique. This work examines how many degrees of freedom are needed to perform the travel task as easy as possible. It also investigates different mapping functions between the user's actions and the viewpoint reactions in the VR. For that purpose, four metaphors are developed for the steer based rotation control technique. The results of the user study indicate the trend that 4 DOF metaphors perform best, and that the usage of a mobile roll to control the viewpoint is the desired mapping. Crowdsourcing Suggestions to Programming Problems for Dynamic Web Development Languages - Works In Progress - ACM Dhawal Mujumdar University of California, Berkeley, Manuel Kallenbach RWTH Aachen, Brandon Liu University of California, Berkeley, Björn Hartmann University of California, Berkeley Abstract » Developers increasingly consult online examples and message boards to find solutions to common programming tasks. On the web, finding solutions to debugging problems is harder than searching for working code. Prior research introduced a social recommender system, HelpMeOut, that crowdsources debugging suggestions by presenting fixes to errors that peers have applied in the past. However, HelpMeOut only worked for statically typed, compiled programming languages like Java. We investigate how suggestions can be provided for dynamic, interpreted web development languages. Our primary insight is to instrument test-driven development to collect examples of bug fixes. We present Crowd::Debug, a tool for Ruby programmers that realizes these benefits. Video Summarization via Crowdsourcing - Works In Progress - ACM Shao-Yu Wu Academia Sinica, Ruck Thawonmas Ritsumeikan University, Kuan-Ta Chen Academia Sinica Abstract » Although video summarization has been studied extensively, existing schemes are neither lightweight nor generalizable to all types of video content. To generate accurate abstractions of all types of video, we propose a framework called Click2SMRY, which leverages the wisdom of the crowd to generate video summaries with a low workload for workers. The framework is lightweight because workers only need to click a dedicated key when they feel that the video being played is reaching a highlight. One unique feature of the framework is that it can generate different abstraction levels of video summaries according to viewers’ preferences in real time. The results of experiments conducted to evaluate the framework demonstrate that it can generate satisfactory summaries for different types of video clips. “I Don’t Like Crumbs on My Keyboard”: Eating Behaviors of World of Warcraft Players - Works In Progress - ACM Natalie DeWitt Indiana University, David Lohrmann Indiana University Abstract » Computer gamers are often categorized as being unhealthy due to lack of physical activity and poor eating habits. This mixed methods study revealed that computer gamers, specifically World of Warcraft players, are highly conscious of their food choices and eating decisions either because they value their health or because certain foods impede game play. In order to facilitate healthy behaviors in the game, researchers must consider the reasons why gamers choose certain foods to consume during game play. Investigating Phicon Feedback in Non-Visual Tangible User Interfaces - Works In Progress - ACM David McGookin University of Glasgow, Stephen Brewster University of Glasgow Abstract » We investigated ways that users could interact with Phicons in non-visual tabletop tangible user interfaces (TUIs). We carried out a brainstorming and rapid prototyping session with a blind usability expert, using two different non-visual TUI scenarios to quickly explore the design space. From this, we derived a basic set of guidelines and interactions that are common in both scenarios, and which we believe are common in most non-visual tabletop TUI applications. Future work is focused on validating our findings in a fully functioning system. VisualWikiCurator: A Corporate Wiki Plugin - Works In Progress - ACM Nicholas Kong Palo Alto Research Center (PARC), Gregorio Convertino Palo Alto Research Center (PARC), Benjamin Hanrahan Palo Alto Research Center (PARC), Ed Chi Palo Alto Research Center (PARC) Abstract » Knowledge workers who maintain corporate wikis face high costs for organizing and updating content on wikis. This problem leads to low adoption rates and compromises the utility of such tools in organizations. We describe a system that seeks to reduce the interactions costs of updating and organizing wiki pages by combining human and machine intelligence. We then present preliminary results of an ongoing evaluation of the tool. Descriptive Analysis of Physical Activity Conversations on Twitter - Works In Progress - ACM Logan Kendall University of Washington, Andrea Hartzler University of Washington, Predrag Klasnja University of Washington, Wanda Pratt University of Washington Abstract » This paper explores how people are using Twitter.com to manage and share information about health-promoting physical activity. We analyzed archived posts, called “tweets”, from Twitter.com to learn about the range, patterns, and captured metadata associated with muscle-strengthening, aerobic, and flexibility-enhancing physical activities. The content analysis describes how people are using Twitter to post about their health-related fitness activities. These findings can support the design of supportive tools and applications connected with the social media platform. Social Yoga Mats: Reinforcing Synergy between Physical and Social Activity - Works In Progress - ACM Karl Maybach IT University of Copenhagen, Arun Nagargoje IT University of Copenhagen, Tomas Sokoler IT University of Copenhagen Abstract » This paper discusses our early research into the design space for digital technologies that extend the existing synergistic relationship between physical and social activity from fitness centers to the home. We focus on yoga activity for senior citizens and explore the concept of social yoga mats, which spread awareness of individuals’ exercise activities within a peer group. We describe the concept, hardware sketches, exploratory co-design process and discuss our findings and early reflections into this design space. Understanding and Designing Cool Technologies for Teenagers - Works In Progress - ACM Janet Read University of Central Lancashire, Daniel Fitton University of Central Lancashire, Benjamin Cowan The University of Birmingham, Russell Beale The University of Birmingham, Yukang Guo Swansea University, Matthew Horton University of Central Lancashire Abstract » This paper describes how initial principles for the designs of an interactive application were informed from a study of ‘coolness’ with two different ages of teenagers. The study used drawings to examine how teenagers might design their environments and these were then analysed by the research team based on a set of characteristics of cool that were drawn from the literature. Results from the teenagers’ drawings demonstrate some change in emphasis between the younger and older age groups and between the genders. A design space around innovation and rebellion is implicated in the findings. Automatically adapting web pages to heterogeneous devices - Works In Progress - ACM Chinmay Eishan Kulkarni Stanford University, Scott R Klemmer Stanford University Abstract » Smartphones and other handheld devices have become popular and powerful Internet access devices, yet the Web is still largely optimized for the desktop. We describe a system that automatically transforms desktop-optimized pages to ones better suited to the target device. The system leverages existing platform-customized sites as examples of good design, identifies consistent components across these sites, and renders the desktop page into these components. Leveraging Trust Relationships in Digital Backchannel Communications - Works In Progress - ACM Syavash Nobarany University of British Columbia, Mona Haraty University of British Columbia, Sidney S Fels University of British Columbia, Brian D Fisher Simon Fraser University Abstract » Discussions during lecture can clarify lecture points for audience members and help them deepen their understanding. However, the fast-pace of lectures and the large number of attendees can make these discussions impossible. Although digital backchannels have been used to address this problem, they present some drawbacks such as increasing distractions and not providing valuable information. We suggest incorporating audience members’ levels of trust in the knowledge of other members into the design of backchannel communication systems. Based on this approach, we present methods and design considerations to overcome the aforementioned drawbacks of the previous backchannel communication systems. Promoting A Physical Security Mental Model For Personal Firewall Warnings - Works In Progress - ACM Fahimeh Raja University of British Columbia, Kirstie Hawkey Dalhousie University, Steven Hsu University of British Columbia, Kai-Le Wang University of British Columbia, Konstantin Beznosov University of British Columbia Abstract » We used an iterative process to design personal firewall warnings in which the functionality of a firewall is visualized based on a physical security mental model. We performed a study to determine the degree to which our proposed warnings are understandable for our participants, and the degree to which they convey the risks and encourage safe behavior as compared to warnings based on those from a popular personal firewall. Initial results show that our warnings facilitate the comprehension of warning information, better communicate risk, and increase the likelihood of safe behavior. Moreover, they provided participants with a better understanding of both the functionality of a personal firewall and the consequences of their actions. The Role of Commitment Devices and Self-shaping in Persuasive Technology - Works In Progress - ACM Neema Moraveji Stanford University, Ryo Akasaka Stanford University, Roy Pea Stanford University, B.J. Fogg Stanford University Abstract » 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. Trust-aware Privacy Control for Social Media - Works In Progress - ACM Na Li Ecole Polytechnique Fédérale de Lausanne, Maryam Najafian Razavi Ecole Polytechnique Fédérale de Lausanne, Denis Gillet Ecole Polytechnique Fédérale de Lausanne Abstract » Due to the huge exposure of personal information in social media, a challenge now is to design effective privacy mechanisms that protect against unauthorized access to social data. In this paper, a trust model for social media is first presented. Based on the trust model, a trust-aware privacy control protocol is proposed, that exploits the underlying inter-entity trust information. The objective is to design a fine-grained privacy scheme that ensures a user’s online information is disclosed only to sufficiently trustworthy parties. Four Factors of Change – Adaptations of Everyday Design - Works In Progress - ACM Ron Wakkary Simon Fraser University, Leah Maestri Simon Fraser University Abstract » This paper is a follow up study of a 2005-2006 study of everyday design. This follow-up study is an opportunity to gain insights into the social evolution of everyday design systems in the home. We report on changes to five systems and discuss how these changes occurred over the last four to five years. We identify four factors related to the changes 1) shared intent 2) mutual intelligibility, 3) materiality-substitutability, and 4) fit. Designing Flexible EMR Systems for Recording and Summarizing Doctor-Patient Interactions - Works In Progress - ACM Kyle Larkin Arizona State University, Aisling Kelliher Arizona State University Abstract » Electronic Medical Records (EMR) are increasingly transitioning from desktop systems to mobile devices. This innovation presents challenges to medical practitioners in terms of doctor-patient interaction, patient record integrity and continuing reliance on paper-based annotation schemas. We describe findings from a pilot study of EMR use by physicians in a family medical clinic and propose guidelines for the design of mobile EMR systems. These guidelines seek to fuse the dynamic capabilities of digital systems with the immediacy and personal nature of paper-based records. intangibleCanvas: Free-Air Finger Painting on a Projected Canvas - Works In Progress - ACM Jon Moeller Texas A&M University, Nic Lupfer Texas A&M University, Bill Hamilton Texas A&M University, Haiqiao Lin Texas A&M University, Andruid Kerne Texas A&M University Abstract » With the advent of new sensing technologies, precision free-air interaction is becoming viable as a contender for the next generation of expressive, embodied interaction modalities. ZeroTouch, a novel multi-touch sensor that allows for free-air multi-finger, multi-object sensing, is one example of this next generation of free-air interfaces. We develop its use in a digitally-projected finger painting application, placing the see-through multitouch sensor in direct line-of-sight between an artist and a remote canvas. This allows the artist to reach through the sensor and paint on the intangibleCanvas as if it were directly in front of them. An iPad is employed as a multimodal workspace for color selection. We evaluate the system through an informal walk-up-and-play installation and comparative study, developing implications for interaction design using this type of precision free-air interface. Evaluating Software for Communities Using Social Affordances - Works In Progress - ACM Ben Hanrahan Virginia Tech, Sameer Ahuja Virginia Tech, Manuel Perez-Quinones Virginia Tech, Andrea Kavanaugh Virginia Tech Abstract » In this paper we discuss the problems faced when building software for communities. In particular, we introduce the formative evaluation method that emerged while developing two social network sites (SNSs). We acknowledge that the success of software for communities is due, in part, to the network effect, which is difficult to predict. We also acknowl- edge that traditional usability (e.g., individual user perfor- mance) is required, but not sufficient, for the success of a social network. We hypothesize that a missing piece of cur- rent evaluations are the social affordances provided by the system and how well they encourage users into social action. In this paper we present the rationale behind our evaluation, two examples of the evaluation, and discuss the evaluation’s utility and future work. Pupillary Response Based Cognitive Workload Index under Luminance and Emotional Changes - Works In Progress - ACM Jie Xu National ICT Australia, Yang Wang National ICT Australia, Fang Chen National ICT Australia, Ho Choi National ICT Australia, Guanzhong Li National ICT Australia, Siyuan Chen National ICT Australia, Sazzad Hussain National ICT Australia Abstract » Pupillary response has been widely accepted as a physiological index of cognitive workload. It can be reliably measured with video-based eye trackers in a non-intrusive way. However, in practice commonly used measures such as pupil size or dilation might fail to evaluate cognitive workload due to various factors unrelated to workload, including luminance condition and emotional arousal. In this work, we investigate machine learning based feature extraction techniques that can both robustly index cognitive workload and adaptively handle changes of pupillary response caused by confounding factors unrelated to workload. Heuristics for Evaluating IT Security Management Tools - Works In Progress - ACM Pooya Jaferian University of British Columbia, Kirstie Hawkey Dalhousie University, Andreas Sotirakopoulos University of British Columbia, Konstantin Beznosov University of British Columbia Abstract » The usability of IT security management (ITSM) tools is hard to evaluate by regular methods, making heuristic evaluation attractive. However, ITSM occurs within a complex and collaborative context that involves diverse stakeholders; this makes standard usability heuristics difficult to apply. We propose a set of ITSM usability heuristics that are based on activity theory and supported by prior research. We performed a study to compare the use of the ITSM heuristics to Nielsen's heuristics for the evaluation of a commercial identity management system. Our preliminary results show that our new ITSM heuristics performed well in finding usability problems. However, we need to perform the study with more participants and perform more detailed analysis to precisely show the differences in applying the ITSM heuristics as compared to Nielsen’s heuristics. Who Needs Energy Management? Reducing Energy Consumption in Manufacturing Industries - Early Results of Research into Industrial Energy Management Users - Works In Progress Daniela K. Busse SAP Labs (Palo Alto) Abstract » In this Work-in-Progress report, research into the potential target users for an Industrial Energy Management solution is being discussed with reference to both on-site and remote user interviews conducted in 2010 with Energy Managers of several US companies in high energy-intensity manufacturing industries. Supporting Visually Impaired Navigation: A Needs-finding Study - Works In Progress - ACM Pablo-Alejandro Quinones University of Michigan, Tammy Greene University of Michigan, Rayoung Yang University of Michigan, Mark Newman University of Michigan Abstract » In this paper, we investigate the requirements for designing systems to support wayfinding for visually impaired individuals. We report the results of an interview study with 20 individuals with visual impairments, asking about their way-finding tools, techniques, and obstacles. Our findings provide an account of the practices followed when navigating familiar, unfamiliar, and dynamic environments, and common breakdowns encountered during the wayfinding process. The findings from this study suggest ways of implementing a location-based system to assist in the recovery from various obstacles. Beyond Drunk Texting: Investigating Recorded Media Sharing at Parties - Works In Progress - ACM Gavin Elster University of Washington, Lawrence Gabriel University of Washington, Anton Grobman University of Washington Abstract » We conducted field observations and interviews of college-aged users at parties to understand how they share recorded media. We collected 36 observations from seven private parties and conducted semi-structured follow-up interviews with six selected participants observed at the parties. Three different sharing themes emerged from our data which we term participatory, personal, and open sharing. The type of sharing used in a particular instance was strongly influenced by the context of the environment and the content of the media being shared. DARLS: Differencing and Merging Diagrams Using Dual View, Animation, Re-Layout, Layers and a Storyboard - Works In Progress - ACM Loutfouz Zaman York University, Ashish Kalra NIT Kurukshetra, Wolfgang Stuerzlinger York University Abstract » We present a new system for visualizing and merging differences in diagrams. It uses animation, dual views, a storyboard, relative re-layout, and layering to visualize differences. The system is also capable of differencing UML class diagrams. An evaluation produced positive results for animation and dual views with difference layer. Audience Visualization Influences Disclosures in Online Social Networks - Works In Progress - ACM Kelly Caine Indiana University, Lorraine G. Kisselburgh Purdue University, Louise Lareau Purdue University Abstract » One of the major concerns about online social networks (OSNs) is privacy. We introduce visualization and numeric audience information as potential interface solutions to the problem of privacy behaviors that are misaligned with privacy preferences. Findings from a large experiment with participants of all ages and from a broad range of backgrounds suggest that for both current and potential users, augmenting an interface with a visualization or numeric display of the audience helps people disclose in a way that is more in line with their own preferences. We conclude by proposing that audience visualization and quantification tools have the potential to assist users in achieving their privacy goals while using OSNs and have the potential to enhance privacy in other information systems as well. Shepherding the Crowd: Managing and Providing Feedback to Crowd Workers - Works In Progress - ACM Steven Dow Stanford University, Anand Kulkarni University of California, Berkeley, Brie Bunge Stanford University, Truc Nguyen Stanford University, Scott Klemmer Stanford University, Björn Hartmann University of California, Berkeley Abstract » Micro-task platforms provide a marketplace for hiring people to do short-term work for small payments. Requesters often struggle to obtain high-quality results, especially on content-creation tasks, because work cannot be easily verified and workers can move to other tasks without consequence. Such platforms provide little opportunity for workers to reflect and improve their task performance. Timely and task-specific feedback can help crowd workers learn, persist, and produce better results. We analyze the design space for crowd feedback and introduce Shepherd, a prototype system for visualizing crowd work, providing feedback, and promoting workers into shepherding roles. This paper describes our current progress and our plans for system development and evaluation. Postcolonial Language and Culture Theory for HCI4D - Works In Progress - ACM Samantha Merritt Indiana University, Shaowen Bardzell Indiana University Abstract » As technology design spreads to less technologically developed countries, issues of cultural identity, language, and values manifest in the form of methodological and ethical challenges for HCI4D designers. We offer a new theoretical perspective, in the context of HCI4D design, to advance the HCI postcolonial critique and highlight fundamentally Western design practices. Application of Thiong’o’s language and culture theory provides a tool for designers and researchers to face assumptions, cultural communication, and the potential repercussions in cross-cultural design. Upon future development, this postcolonial orientation could be used to create responsible, successful designs and create awareness of inadvertent Western language culture embedded in HCI4D design. Better Brain Interfacing for the Masses: Progress in Event-Related Potential Detection using Commercial Brain Computer Interfaces - Works In Progress - ACM Mick Grierson Goldsmiths, University of London, Chris Kiefer Goldsmiths, University of London Abstract » Event-Related Potential (ERP) techniques are commonly used by researchers from a range of disciplines including psychology and medicine to stimulate meaningful ERP signals from the brain and interpret them through Electroencephalography (EEG). ERP signals are in most cases able to reliably reflect cognitive processes, and are widely used in Brain Computer Interface (BCI) research. We present work in progress towards the application of these techniques to emerging consumer-grade BCI technology. Our approach has an impact on the reliability and usability of consumer Brain Computer Interfaces in commercial contexts, and is already being adopted by our industry partners in the games and entertainment sector. It could also significantly reduce the cost and complexity of certain types of large scale ERP research. This work is being undertaken by the Embodied AudioVisual Interaction (EAVI) group at Goldsmiths, University of London, and is supported by the Arts and Humanities Research Council. “Does It Know I’m Not Maintaining Good Posture?”: An In-Home Play Study of Wii Fit - Works In Progress - ACM Lindsay Reynolds Cornell University, Steven Ibara Cornell University, Victoria Schwanda Cornell University, Dan Cosley Cornell University Abstract » Persuasive technologies designed to improve the health and fitness of users are becoming increasingly popular. One example is Nintendo's Wii Fit, which has achieved commercial success. Despite this success, many people ultimately abandon this technology. Past work explored reasons for leaving, but retroactively. This study examines the reactions of first-time users of Wii Fit, through a one-time interview pilot study as well as an in-depth, month-long study in which participants used Wii Fit in their homes. We briefly present themes from the pilot study, as well as case studies from two month-long study participants, which shows how opinions and behaviors changed over time. The Role of Dynamic Digital Menu Boards in Consumer Decision Making - Works In Progress - ACM Anicia Peters Iowa State University, Brian Mennecke Iowa State University Abstract » Digital Signage has become a common-place feature in many public spaces and retail establishments; yet, only limited research has been reported to date on these technologies. For example, questions such as their effect on decision-making, cognitive load, and purchase behavior have yet to be examined. In an effort to attract more attention and increase effectiveness, venders of digital signage are rapidly enhancing features and capabilities for these displays. For example, displays are moving from simple 2d screens to 3d auto-stereoscopic screens, screens featuring multimodal forms of interaction are replacing static displays, and display-only screens are being replaced by displays capable of recognizing user characteristics. An important “new” type of display is the dynamic digital menu board, which combines digital signage with the power of video. Surprisingly, despite its increasingly common use in areas as diverse as education and retail, only limited academic research on digital signage has been conducted in areas such as marketing with little attention coming from the HCI field. Our research is focused on addressing this shortcoming by applying theories from HCI, marketing, and information systems to investigate the role of video and dynamic digital menu board display characteristics on consumer decision-making. We hypothesize that each consumer decision-making stage will be affected by the “vividness” of video in dynamic digital menu boards. CalmMeNow: Exploratory Research and Design of Stress Mitigating Mobile Interventions - Works In Progress - ACM Pablo Paredes University of California, Berkeley, Matthew Chan University of California, Berkeley Abstract » This paper describes design explorations for stress mitigation on mobile devices based on three types of interventions: haptic feedback, games and social networks. The paper offers a qualitative assessment of the usability of these three types of interventions together with an initial analysis of their potential efficacy. Social networking and games show great potential for stress relief. Lastly, the paper discusses key findings and considerations for long-term studies of stress mitigation in HCI, as well as a list of aspects to be considered when designing calming interventions. Using Gaze Patterns to Study and Predict Reading Struggles due to Distraction - Works In Progress - ACM Vidhya Navalpakkam Yahoo! Research, Justin Rao Yahoo! Research, Malcolm Slaney Yahoo! Research Abstract » We analyze gaze patterns to study how users in online reading environments cope with visual distraction, and we report gaze markers that identify reading difficulties due to distraction. The amount of visual distraction is varied from none, medium to high by presenting irrelevant graphics beside the reading content in one of 3 conditions: no graphic, static or animated graphics. We find that under highly-distracting conditions, a struggling reader puts more effort into the text — she takes a longer time to comprehend the text, performs more fixations on the text and frequently revisits previously read content. Furthermore, she reports an unpleasant reading experience. Interestingly, we find that whether the user is distracted and struggles or not can be predicted from gaze patterns alone with up to 80% accuracy and up to 15% better than with non-gaze based features. This suggests that gaze patterns can be used to detect key events such as user struggle/frustration while reading. Facilitating Photographic Documentation of Accessibility in Street Scenes - Works In Progress - ACM Marynel Vázquez Carnegie Mellon University, Aaron Steinfeld Carnegie Mellon University Abstract » We present two interactive approaches for assisting users with visual impairments during photographic documentation of transit accessibility. We are working on an application for camera-enabled mobile devices that drives image composition towards highlighting visual information that is expected to be most relevant. In one interaction modality the user is guided trough small device motions that are expected to center the estimated region of interest in street photographs. In the other modality, the user captures the scene while pictures are processed, and the system alerts when enough data has been collected. The image that best aligns with our attention-getting composition model is then selected for documentation purposes. The specific design of these interactions is evolving to promote small motion behaviors by the user. Future work includes user studies. Places in Spaces: Common Ground in Virtual Worlds - Works In Progress - ACM N. Sadat Shami IBM Research, Thomas Erickson IBM Research, Wendy Kellogg IBM Research, David Levine IBM Research Abstract » Virtual worlds can allow conversational participants to achieve common ground in situations where the information volume and need for clarification is low. We argue in favor of this assertion through an examination of a semi-structured activity among hundreds of users held in a virtual world. Through the idea of 'implicit grounding', we argue that the affordances of contextualized space can allow users to achieve common ground in a low information volume, low clarification need activity. We use the success of the event to re-examine and extend Clark and Brennan's work on grounding in communication. Open Source Interface Politics: Identity, Acceptance, Trust, and Lobbying - Works In Progress - ACM Roshanak Zilouchian Moghaddam University of Illinois at Urbana Champaign, Michael Twidale University of Illinois at Urbana Champaign, Kora Bongen University of Illinois at Urbana Champaign Abstract » A study of the Drupal open source project shows the problematic status of usability designers with respect to the larger developer community. Issues of power, trust, and identity arise and affect the way that usability recommendations are acted on or ignored. Making a straightforward case for a particular interface design can be insufficient to convince developers. Instead various additional lobbying strategies may be employed to build up support for the design. Multi-Jump: Jump Roping Over Distances - Works In Progress - ACM Lining Yao Massachusetts Institute of Technology, Sayamindu Dasgupta Massachusetts Institute of Technology, Nadia Cheng Massachusetts Institute of Technology, Jason Spingarn-Koff Massachusetts Institute of Technology, Ostap Rudakevych Harvard University, Hiroshi Ishii Massachusetts Institute of Technology Abstract » Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our ‘Multi-Jump’ jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments. Privacy in Domestic Environments - Works In Progress - ACM Peter J. Radics Virginia Tech, Denis Gracanin Virginia Tech Abstract » While there is a growing body of research on privacy, most of the work puts the focus on information privacy. Physical and psychological privacy issues receive little to no attention. However, the introduction of technology into our lives can cause problems with regard to these aspects of privacy. This is especially true when it comes to our homes, both as nodes of our social life and places for relaxation. This paper presents the results of a study intended to capture a part of the phenomenology of privacy in domestic environments. Supporting Children's Creativity through Tangible User Interfaces - Works In Progress - ACM Allen Bevans Simon Fraser University, Ying-Ting Hsiao Simon Fraser University, Alissa Antle Simon Fraser University Abstract » We outline a preliminary research approach intended to explore the potential of tangible user interfaces (TUI’s) in supporting children’s creative problem solving activities, specifically those requiring the generation of divergent solutions. Our approach is grounded in theoretical notions taken from psychology, neuroscience, and developmental cognition. We detail a TUI currently in development called the Invention Workbench, and summarize how theoretical considerations have shaped the design of the interface. The Role of Modality in Virtual Manipulative Design - Works In Progress - ACM Seungoh Paek Teachers College, Columbia University, Dan Hoffman Teachers College, Columbia University, Antonios Saravanos Teachers College, Columbia University, John Black Teachers College, Columbia University, Charles Kinzer Teachers College, Columbia University Abstract » The current study examines aspects of multimedia design in virtual learning environments. It compares touch and mouse input methods in conjunction with audio and visual feedback in an effort to improve young children’s math learning. Fifty-nine (N=59) second grade students played Puzzle Blocks (PBs), a virtual manipulative designed to introduce students to the concept of multiplication through repetitive addition. All participants showed significant learning outcomes after playing PBs for five sessions. The results show that having auditory feedback is a more influential factor than input method. Implications are discussed. Line Following: A Path to Spatial Thinking Skills - Works In Progress - ACM Megen E Brittell University of Oregon Abstract » Encoding cursor position and directional information in synthesized audio feedback facilitates line following. This technique will aid interpretation and spatial understanding of irregularly shaped line features (e.g. rivers, state boundaries) making maps more accessible to users who are blind or visually impaired. IDEAS: An Interface Design Experience for the Autistic Spectrum - Works In Progress - ACM Laura Benton University of Bath, Hilary Johnson University of Bath, Mark Brosnan University of Bath, Emma Ashwin University of Bath, Beate Grawemeyer University of Bath Abstract » Designing products and services to meet the specific requirements of children with Autism Spectrum Disorder (ASD) can be difficult due to their wide ranging and individual needs. Participatory Design (PD) is a design method that could be used to better meet these needs, by giving this population an opportunity to directly contribute to software designed for their use. Researchers have begun to involve children with ASD in the design process, but there is not yet a design method specifically adapted to support the potential difficulties this group may experience during PD sessions. This paper presents a new design method, IDEAS, which attempts to fulfill this need. The development of this method is described along with an initial pilot undertaken to determine the feasibility of using this method with an ASD population. The results indicate that the majority of children with ASD were able to produce a successful final design using this method, and have the potential to be involved in PD sessions as part of a design team. Enhancing Blog Readability for Non-native English Readers in the Enterprise - Works In Progress - ACM Chen-Hsiang Yu MIT CSAIL, Jennifer Thom-Santelli IBM T.J. Watson Research Center, David Millen IBM T.J. Watson Research Center Abstract » Blogs are an important platform for people to access and share information, particularly in corporate settings where users rely on these systems for their work. However, because a global enterprise is multilingual, not all employees can understand the shared information in these systems easily if the content is written in a user’s non-native language. As a result, this research focuses on enhancing the readability of blogs in enterprise social software for this group of users. The pilot user study of Japanese and Chinese bloggers suggest there are two main challenges: finding an interesting blog post to read and encountering difficulties in reading blog posts as currently rendered. Based on these findings, we designed and implemented a Firefox extension, Clearly, which uses web customization techniques to improve these two levels of readability issues. Interactive Surface Technology for a Mobile Command Centre - Works In Progress - ACM Victor Cheung University of Waterloo, Nader Cheaib University of Waterloo, Stacey D Scott University of Waterloo Abstract » In this paper, Contextual Inquiry is used to analyze the work inside a mobile command centre of a volunteer group, which provides specialized services and equipment to support events ranging from community-sponsored events to emergency incidents. The suitability and feasibility of utilizing interactive surface technology to support collaboration and coordination, using the mobile command centre as a hub for multiple agencies, are examined. Findings and lessons learned from this work can also inform the design of such technology for more general event organization and emergency response settings. Mobile SoundAR: Your phone on your head - Works In Progress - ACM Syed Naseh Hussaini Mobile Life @ II Abstract » Sound localization plays an important role in providing a believable sound based augmented reality. Human auditory system uses several cues for sound localization and thus it is important to render these cues in virtual environment as well. Though all cues complement each other, head motion is one cue that can work individually to help locate the direction of sound source. Affixing sensors on the head of the user have been used previously by researchers to reintroduce head motion in virtual soundscape and study it. Modern smart phones with motion detecting sensors are becoming highly pervasive in today's society. Such smart phones open up possibilities for early prototyping and testing of ideas, that previously required high fi gadgetry. Wearing the phone on head can track the head movement using gyroscope and accelerometer. This paper discusses development of prototypes to provide head tracking using iPhone4 to provide a believable sound augmentation. Enhancing Mobile Browsing and Reading - Works In Progress - ACM Chen-Hsiang Yu MIT CSAIL, Robert C. Miller MIT CSAIL Abstract » Although the web browser has become a standard interface for information access on the Web, the mobile web browser on the smartphone does not hold the same interest to mobile users. A survey with 11 mobile users shows that only 18% of the participants like mobile web browsers, whereas 82% of them like other mobile applications. This research focuses on understanding mobile users’ difficulties and proposes innovative ideas to enhance mobile web browsing. This research enhances mobile browsing and reading in three directions: (1) dynamically generating mobile web sites for browsing (2) using orientation sensor information to detect natural interactions and text-to-speech (TTS) to continue reading between different activities, and (3) providing a speech interface to ease web navigation and supporting dialog programming for repetitive tasks. The Read4Me Browser is a prototype system built to demonstrate the proposed ideas. Exploring Technological Opportunities for Cognitive Impairment Screening - Student Research Competition - ACM Hyungsin Kim Georgia Institute of Technology Abstract » In this paper, I present continuous research on developing a novel computerized screening tool for people with cognitive impairment. With the quickly growing aging population, more effectively accessible screening tools need to be developed. In order to gain an in-depth understanding of the possible technological opportunities, I conducted clinical practice observations, surveys, and interviews with older adults, as well as medical practitioners, such as neurologists and neuropsychologists. Based on the analysis results, I identify several issues in the current practice. I then present an ongoing progression of the development in order to solve the issues with future directions. How User Reviews Influence Older and Younger Adults’ Credibility Judgments of Online Health Information - Student Research Competition - ACM Vera Liao University of Illinois at Urbana Champaign Abstract » A laboratory study was conducted to explore whether user reviews, a common Web 2.0 feature on healthcare website, would have differential influence on younger and older adults’ judgment of information credibility. We found that when credibility cues in user reviews were consistent with those in Website contents, older adults benefited more from this supplementary information than younger adults, which allowed older adults to make better credibility judgments. When credibility cues in user reviews were inconsistent with those in Website contents, older adults were less influenced by the user reviews. Results have important implications on how user reviews may facilitate credibility judgment of online health information by older adults. Send Me Bubbles: Multimodal Performance and Social Acceptability - Student Research Competition - ACM Julie Rico Williamson University of Glasgow Abstract » The use of performance as the focus of interaction provides the opportunity for exploratory and individual experiences but can also put users in an uncomfortable position. This paper presents an initial user study of a mobile remote awareness application in which users can control their own fish in a virtual fish tank using multimodal input from an external sensing device, where the input styles are created and performed by participants in an open ended sensing model. The study was designed in order to better understand the issues of performance when audience members are both casual passersby and familiar others watching remotely. Additionally, this study investigated the creation of performances and the effects of props when used in different social settings. The study involved pairs of participants interacting with the system in both public and private locations over repeated sessions. The results of this study show how users created and interpreted performances as well as how their consideration of passersby influenced their experiences. Frankenstein and Human Error: Device-Oriented Steps are More Problematic than Task-Oriented Ones - Student Research Competition - ACM Maartje Ament University College London Abstract » Most errors in routine procedures are merely annoying, but they can have severe consequences in safety- critical systems such as medical devices. The current work investigates whether errors are more likely to occur on device-oriented steps (those concerned only with the operation of the device) than on task-oriented ones (those that help the user achieve their main task goal). Error rates were recorded on a routine toy task, with several carefully controlled device- and task- oriented steps. Results show that error rates are substantially higher on device-oriented steps, and step times are longer. The findings demonstrate that a step’s relevance to the task goal plays an important role in the occurrence of slip errors. They further highlight the problems associated with device-oriented steps, and make a strong case for avoiding them as much as possible in interface design. A Scalable and Tiling Multi-Monitor Aware Window Manager - Student Research Competition - ACM Joona Antero Laukkanen University of Tampere Abstract » The design of a prototypical scalable and tiling multi-monitor aware window manager is described that may overcome some of the layout management problems encountered with tiling window managers. The system also features a novel approach to monitor configuration in which monitors are treated as independent movable viewports to the large virtual desktop. This approach is expected to address a number of distal access and monitor configuration problems. In particular, it will enable many uses of multiple monitors that require dynamic or flexible monitor configurations. Sharing Stories "in the wild:" A Mobile Storytelling Case Study - Student Research Competition - ACM Elizabeth Bonsignore University of Maryland Abstract » Today’s mobile devices are natively equipped with multimedia means for children to capture and share their daily experiences. However, designing authoring tools that effectively integrate the discrete media-capture components of mobile devices to enable rich expression remains a challenge. We report results of a study on the observed use of StoryKit, a mobile application that integrates multimodal media-capture tools to support the creation of multimedia stories on the iPhone/iPod Touch/iPad. The primary objectives of the study were to explore the ways in which StoryKit enables individuals to create and share personal stories; and to investigate how the created stories themselves might inform the design of mobile storytelling applications. Its results suggest that StoryKit’s relatively simple but well-integrated interface enables the creation of vibrant, varied narratives. Further, genre analysis of the types of stories created revealed a surprising volume and diversity of use in educational contexts. Trusting Experience Oriented Design - Student Research Competition - ACM Aisling Ann O'Kane Mobile Life @ KTH Royal Institute of Technology Abstract » Although trust and affective experiences have been linked in HCI research, a connection between traditional trust research for automation and experience design has not be made. This paper aims to start this discussion by showing the connection between experience-oriented HCI design and trust in automation through an experimental study of the Lega, a companion device for enriching experiences in museums. An experience-oriented HCI design approach was used to create this device and although it is not traditional automation, this study presents the links found between this approach and the bases of trust in automation, performance, process, and purpose, with regards to experience qualities of transparency, ambiguity, and usefulness, respectively. Code Gestalt: A Software Visualization Tool for Human Beings - Student Research Competition - ACM Christopher Kurtz RWTH Aachen University Abstract » Programmers are often faced with the necessity to visualize source code and grasp its structure. In a survey we studied how developers deal with this task. Based on our findings, we present the software visualization tool Code Gestalt, which assists programmers in quickly creating class diagrams. We evaluated and refined our concept using two prototypes. As a result, Code Gestalt introduces the tag overlay and thematic relations. These augmentations to class diagrams display similarities in the vocabulary used in the underlying source code. This simple, yet effective toolset empowers the user to explore and visualize software systems. The preliminary results of a user study investigating Code Gestalt indicate good usability. Cultural Difference in Image Searching - Student Research Competition - ACM Wei Dong University of Illinois at Urbana Champaign Abstract » Previous studies suggested that people from Eastern and Western cultural origins tagged digital images in different ways due to cultural difference in attentional patterns [2]. This study was conducted to examine whether Easterners and Westerners also exhibited dif-ferent behavioral patterns when searching for digital images. European Americans (EA) and Chinese were asked to general search keywords and to draw ideal target images for image searching tasks. Consistent with previous studies, results showed that Chinese were more likely to generate search keywords describing the overall properties of the target images than EA. When drawing ideal target images, EA assigned more space to the main objects than Chinese. The findings provided significant implications for designing cultural-sensitive tools to facilitate image search. The Influence of Grids on Spatial and Content Memory - Student Research Competition - ACM Svenja Leifert University of Konstanz Abstract » In this paper we present an experiment that aims at understanding the influence that (visual) grid-based structuring of user interfaces can have on spatial and content memory. By the term grid we refer to two different aspects. On the one hand, this relates to the structured alignment, the layout of objects on a canvas. On the other hand, a grid can also be indicated visually by inserting lines that form an array which divides a canvas into smaller fields. In both cases we detected a strong positive influence on spatial memory. On content memory, however, grids have a less beneficial influence. Only if grid lines are visible, the structured alignment has a positive effect. On the other hand, the visibility of grid lines always leads to worse results in content memory performance, independent of the spatial arrangement. Digital Commemoration: Surveying the Social Media Revival of Historical Crises - Student Research Competition - ACM Sophia B. Liu University of Colorado at Boulder Abstract » Social media has facilitated coordination efforts to help save lives, but are people using social media after the emergency phase? To answer this question, the author conducted a study surveying the social media revival of 111 crisis events that occurred over the past 50 years to examine if social media is being used to commemorate historical crises. Quantitative and qualitative social media metrics on each event were collected to determine their social media presence. The findings show that people are using social media to sustain the living record of past crises as an attempt to prevent disasters and strengthen resilience to future crises. Technological and social hazards that occurred before the social media age tended to exhibit a higher social media presence than natural hazards. Also, the revival of past crises typically occurred when they were linked to recent crises that exhibited similar causes, effects, and vulnerabilities. Issues in the construction and implementation of the survey inform the development of sociotechnical systems designed to collect, manage, and analyze historical events through the cyberinfrastructure. |
Session Chair: Sharoda Paul (PARC) Speak Little and Well: Recommending Conversations in Online Social Streams - Paper - ACM Jilin Chen University of Minnesota, Rowan Nairn Palo Alto Research Center (PARC), Ed Chi Palo Alto Research Center (PARC) Abstract » Conversation is a key element in online social streams such as Twitter and Facebook. However, finding interesting conversations to read is often a challenge, due to information overload and differing user preferences. In this work we explored five algorithms that recommend conversations to Twitter users, utilizing thread length, topic and tie-strength as factors. We compared the algorithms through an online user study and gathered feedback from real Twitter users. In particular, we investigated how users’ purposes of using Twitter affect user preferences for different types of conversations and the performance of different algorithms. Compared to a random baseline, all algorithms recommended more interesting conversations. Further, tie-strength based algorithms performed significantly better for people who use Twitter for social purposes than for people who use Twitter for informational purpose only. TwitInfo: Aggregating and Visualizing Microblogs for Event Exploration - Paper - ACM Adam Marcus MIT, Michael S Bernstein MIT, Osama Badar MIT, David R Karger MIT, Samuel R Madden MIT, Robert C Miller MIT Abstract » Microblogs are a tremendous repository of user-generated content about world events. However, for people trying to understand events by querying services like Twitter, a chronological log of posts makes it very difficult to get a detailed understanding of an event. In this paper, we present TwitInfo, a system for visualizing and summarizing events on Twitter. TwitInfo allows users to browse a large collection of tweets using a timeline-based display that highlights peaks of high tweet activity. A novel streaming algorithm automatically discovers these peaks and labels them meaningfully using text from the tweets. Users can drill down to subevents, and explore further via geolocation, sentiment, and popular URLs. We contribute a recall-normalized aggregate sentiment visualization to produce more honest sentiment overviews. An evaluation of the system revealed that users were able to reconstruct meaningful summaries of events in a small amount of time. An interview with a Pulitzer Prize-winning journalist suggested that the system would be especially useful for understanding a long-running event and for identifying eyewitnesses. Quantitatively, our system can identify 80-100% of manually labeled peaks, facilitating a relatively complete view of each event studied. Tweets from Justin Bieber’s Heart: The Dynamics of the “Location” Field in User Profiles - Paper - ACM Brent Hecht Northwestern University, Lichan Hong Palo Alto Research Center (PARC), Bongwon Suh Palo Alto Research Center (PARC), Ed Chi Palo Alto Research Center (PARC) Abstract » Little research exists on one of the most common, oldest, and most utilized forms of online social geographic information: the “location” field found in most virtual community user profiles. We performed the first in-depth study of user behavior with regard to the location field in Twitter user profiles. We found that 34% of users did not provide real location information, frequently incorporating fake locations or sarcastic comments that can fool traditional geographic information tools. When users did input their location, they almost never specified it at a scale any more detailed than their city. In order to determine whether or not natural user behaviors have a real effect on the “locatability” of users, we performed a simple machine learning experiment to determine whether we can identify a user’s location by only looking at what that user tweets. We found that a user’s country and state can in fact be determined easily with decent accuracy, indicating that users implicitly reveal location information, with or without realizing it. Implications for location-based services and privacy are discussed. An Open, Social Microcalender for the Enterprise: Timely? - Paper - ACM Werner Geyer IBM T.J. Watson Research Center, Casey Dugan IBM T.J. Watson Research Center, Beth Brownholtz IBM T.J. Watson Research Center, Mikhil Masli University of Minnesota, Elizabeth Daly IBM T.J. Watson Research Center, David Millen IBM T.J. Watson Research Center Abstract » We present the system design and rational for a novel social microcalendar called Timely. Our system has been inspired by previous research on calendaring and popular social network applications, in particular microblogging. Timely provides an open, social space for enterprise users to share their events, socialize, and discover what else is going on in their network and beyond. A detailed analysis of the events shared by users during the site’s first 47 days reveals that users willingly share their time commitments despite an existing culture of restricted calendars. |
Session Chair: Wanda Pratt (University of Washington) Classroom-Based Assistive Technology: Collective Use of Interactive Visual Schedules by Students with Autism - Paper - ACM Meg Cramer UC Irvine, Sen H Hirano UC Irvine, Monica Tentori UC Irvine/ Universidad Autónoma de Baja California, Michael T Yeganyan UC Irvine, Gillian R Hayes UC Irvine Abstract » vSked is an interactive and collaborative assistive technology for students with autism, combining visual schedules, choice boards, and a token-based reward system into an integrated classroom system. In this paper, we present the results of a study of three deployments of vSked over the course of a year in two autism classrooms. The results of our study demonstrate that vSked can promote student independence, reduce the quantity of educator-initiated prompts, encourage consistency and predictability, reduce the time required to transition from one activity to another. The findings from this study reveal practices surrounding the use of assistive technologies in classrooms and highlight important considerations for both the design and the evaluation of assistive technologies in the future, especially those destined for classroom use. Privacy Risks Emerging from the Adoption of Innocuous Wearable Sensors in the Mobile Environment - Paper - ACM Andrew Raij University of South Florida, Animikh Ghosh SETLabs, InfoSys, Santosh Kumar University of Memphis, Mani Srivastava University of California, Los Angeles Abstract » Wearable sensors are revolutionizing healthcare and science by enabling capture of physiological, psychological, and behavioral measurements in natural environments. However, these seemingly innocuous measurements can be used to infer potentially private behaviors such as stress, conversation, smoking, drinking, illicit drug usage, and others. We conducted a study to assess how concerned people are about disclosure of a variety of behaviors and contexts that are embedded in wearable sensor data. Our results show participants are most concerned about disclosures of conversation episodes and stress -- inferences that are not yet widely publicized. These concerns are mediated by temporal and physical context associated with the data and the participant's personal stake in the data. Our results provide key guidance on the extent to which people understand the potential for harm and data characteristics researchers should focus on to reduce the perceived harm from such datasets. Identification of pointing difficulties of two individuals with Parkinson’s disease via a sub-movement analysis - Case Study (Short) - ACM Guarionex Salivia The University of Iowa, Juan Pablo Hourcade The University of Iowa Abstract » We present a study of the sub-movement characteristics of two individuals with Parkinson’s disease completing pointing tasks. We describe the performance of the two individuals and we compare it with that of young children and older able-body adults. The analysis suggests that we need new strategies that incorporate an individual assessment of difficulties, and provide personalized methods of assistance. Interaction Design for Cancer Patients: Do We Need to Take Into Account the Effects of Illness and Medication? - Note - ACM Anita Das NTNU, Arild Faxvaag NTNU, Dag Svanæs NTNU Abstract » In this paper we explore how having cancer and receiving therapy influences upon patients’ ability to use an online healthcare system. The motivation is that no empirically based design guidelines are available concerning this user group. Ignoring possible effects of illness and therapy can result in systems with poor usability and user acceptance. A case-control usability test with 14 cancer patients and 14 matched controls revealed that the cancer patients experienced significantly more difficulties compared with the healthy controls using a web-based online healthcare system. We conclude that designers of online healthcare systems need to take into consideration the unique challenges of being ill and/or using medication. Simulating the Feel of Brain-Computer Interfaces for Design, Development and Social Interaction - Note - ACM Melissa Quek University of Glasgow, Daniel Boland University of Glasgow, John Williamson University of Glasgow, Roderick Murray-Smith University of Glasgow, Michele Tavella École Polytechnique Fédérale de Lausanne, Serafeim Perdikis École Polytechnique Fédérale de Lausanne, Martijn Schreuder Technische Universität Berlin, Michael Tangermann Technische Universität Berlin Abstract » We describe an approach to improving the design and development of Brain-Computer Interface (BCI) applications by simulating the error-prone characteristics and subjective feel of electroencephalogram (EEG), motor-imagery based BCIs. BCIs have the potential to enhance the quality of life of people who are severely disabled, but it is often time-consuming to test and develop the systems. Simulation of BCI characteristics allows developers to rapidly test design options, and gain both subjective and quantitative insight into expected behaviour without using an EEG cap. A further motivation for the use of simulation is that `impairing' a person without motor disabilities in a game with a disabled BCI user can create a level playing field and help carers empathise with BCI users. We demonstrate a use of the simulator in controlling a game of Brain Pong. Characterizing Patient-Friendly “Micro-Explanations” of Medical Events - Note - ACM Lauren Wilcox Columbia University, Dan Morris Microsoft Research, Desney Tan Microsoft Research, Justin Gatewood MedStar Institute for Innovation, Eric Horvitz Microsoft Research Abstract » Patients’ basic understanding of clinical events has been shown to dramatically improve patient care. We propose that the automatic generation of very short micro-explanations, suitable for real-time delivery in clinical settings, can transform patient care by giving patients greater awareness of key events in their electronic medical record. We present results of a survey study indicating that it may be possible to automatically generate such explanations by extracting individual sentences from consumer-facing Web pages. We further inform future work by characterizing physician and non-physician responses to a variety of Web-extracted explanations of medical lab tests. |
Session Chair: Jennifer Lai (IBM T.J. Watson Research Center) Confessions from a Grounded Theory PhD: Experiences and Lessons Learnt - Paper - ACM Dominic Furniss University College London, Ann Blandford University College London, Paul Curzon Queen Mary University of London Abstract » Grounded Theory (GT) is used within HCI research, but nuances and more modern interpretations of the method are rarely discussed. This paper has two intentions: to offer guidance on practical issues when applying GT, and to clarify the space of methodological possibilities. We describe an extended GT study on understanding why practitioners choose particular usability evaluation methods. We describe five stages in this study to highlight our experiences and choices made. We draw out seven practical and methodological considerations in applying GT in a CHI context. This challenges the more traditional inductive and objective positions on GT use; it sensitizes novices of GT to these issues; and through the extended case study it provides substance for debate on issues that affect those that use qualitative methods more broadly. Reflexivity in Digital Anthropology - Paper - ACM Jennifer A Rode Drexel University Abstract » There are a variety of forms of ethnography inside and outside HCI each with valid complementary contributions. This paper looks at the practices of digital anthropology and how it contributes to reflexive design in HCI. The paper overviews key aspects its use in HCI, as well as in the anthropological approach. In doing so it relates these practices to participatory design and the socio-technical gap, and the ways ethnography can address them. Comparing Activity Theory with Distributed Cognition for Video Analysis: Beyond "Kicking the Tires" - Paper ![]() Eric P. S. Baumer Cornell University, Bill Tomlinson University of California, Irvine Abstract » The field of HCI is growing, not only in the variety of application areas or the volume of research conducted, but also in the number of analytical approaches for use in the evaluation and design of interactive systems. However, despite the abundance of theoretical frameworks available, relatively little work has directly compared the application of these frameworks. This paper compares video analysis methods based on two analytic frameworks—activity theory (AT) and distributed cognition (DCog)—by performing an analysis of the same system from each of the two different theoretical perspectives. The results presented here provide a better understanding of how such theoretically informed methods in practice both resemble and differ from one another. Furthermore, this comparison enables specific insights about each of the theories themselves, as well as more general discussion about the role of theory in HCI. From Basecamp to Summit: Scaling Field Research Across 9 Locations - Case Study (Short) ![]() Jens Riegelsberger Google UK, Audrey Yang Google Inc., Konstantin Samoylov Google Russia, Elizabeth Nunge Google Inc., Molly Stevens Google Inc., Patrick Larvie Google Inc. Abstract » In this case study we discuss the mechanics of running a complex field research project within one week: 32 field visits, 4 countries, 9 locations, 10+ researchers, 30+ observers. We outline the goals that lead to this project plan, and the tools and processes we developed to succeed under the constraints given. We discuss in particular (1) the role of ongoing in-field analysis and data sharing, (2) the role of basecamp as a centralized mission control center and real-time analysis hub, and (3) the added value of running the study and initial analysis in such a compressed time frame. We close with a reflection on the strengths and weaknesses of this approach, as well as ideas for future improvements. The Aligned Rank Transform for Nonparametric Factorial Analyses Using Only ANOVA Procedures - Note ![]() Jacob O. Wobbrock University of Washington, Leah Findlater University of Washington, Darren Gergle Northwestern University, James J. Higgins Kansas State University Abstract » Nonparametric data from multi-factor experiments arise often in human-computer interaction (HCI). Examples may include error counts, Likert responses, and preference tallies. But because multiple factors are involved, common nonparametric tests (e.g., Friedman) are inadequate, as they are unable to examine interaction effects. While some statistical techniques exist to handle such data, these techniques are not widely available and are complex. To address these concerns, we present the Aligned Rank Transform (ART) for nonparametric factorial data analysis in HCI. The ART relies on a preprocessing step that “aligns” data before applying averaged ranks, after which point common ANOVA procedures can be used, making the ART accessible to anyone familiar with the F-test. Unlike most articles on the ART, which only address two factors, we generalize the ART to N factors. We also provide ARTool and ARTweb, desktop and web-based programs for aligning and ranking data. Our re-examination of some published HCI results exhibits advantages of the ART. |
An Informal Walk through 35 Years of Interactive Devices - Special Events Bill Buxton Microsoft Abstract » For as long as I can remember, I have collected electronic gadgets and other devices, whose design caught my attention - for both good and bad reasons. At the same time, I also tended to collect things like associated marketing materials. After 30+ years, I am glad that I did so, since, despite living in the so-called Information Age, and having access to things like search engines and Wikipedia, etc., a great deal of this rather recent history has been essentially lost. These are, after all, mainly interactive devices that lived in a time and a context - things that do not photograph well, shall we say, assuming that even much exists in that department (for example, try and find good images (much less screen shots) of the world's first smart phone, and direct antecedent of the iPhone: the Bell South/IBM Simon ). This talk is a walk-through of part of my collection, including the devices that will be on display in the exhibition at CHI in Vancouver. I will talk about what caught my attention with that device, how it relates to other devices in the collection, what the relevance is to design today, and why I think that it is important and worthy of our attention. Along the way, we will learn as much about human motor control, cognition, and intentions, as we do about technology. And, most of all, rather than leaving the talk/exhibition being proud of what we are doing today, I suspect and hope that the exposure to this history will leave us all a little humbled, and wondering what the heck we have been doing in the past 30 years, given the existence proofs provided by some of the gems in the collection. That is only as it should be. To quote the designer Ralph Caplan: Santayana taught us that those who do not know history are condemned to repeat it. That surely is true in design as in anything else, but in design there is a corollary: those who do know history are privileged to repeat it at a profit. Brief Bio: Bill is the author of, Sketching User Experiences: Getting the Design Right and the Right Design. A Principal Researcher at MSR, he has a 30 year involvement in research, design and commentary around human aspects of technology. He was a researcher at Xerox PARC, and Chief Scientist of Alias Research and SGI Inc. He has been awarded three honourary doctorates, is co-recipient of an Academy Award for Scientific and Technical Achievement, received an ACM/SIGCHI Lifetime Achievement Award, and is a Fellow of the ACM. He is an Adjunct Professor at the University of Toronto and Distinguished Professor of Industrial Design at the Technical University Eindhoven. |
Session Chair: Krzysztof Gajos (Harvard University) Human Model Evaluation in Interactive Supervised Learning - Paper - ACM Rebecca Fiebrink Princeton University, Perry Cook Princeton University, Dan Trueman Princeton University Abstract » Model evaluation plays a special role in interactive machine learning (IML) systems in which users rely on their assessment of a model's performance in order to determine how to improve it. A better understanding of what model criteria are important to users can therefore inform the design of user interfaces for model evaluation as well as the choice and design of learning algorithms. We present work studying the evaluation practices of end users interactively building supervised learning systems for real-world gesture analysis problems. We examine users' model evaluation criteria, which span conventionally relevant criteria such as accuracy and cost, as well as novel criteria such as unexpectedness. We observed that users employed evaluation techniques---including cross-validation and direct, real-time evaluation---not only to make relevant judgments of algorithms' performance and interactively improve the trained models, but also to learn to provide more effective training data. Furthermore, we observed that evaluation taught users about what types of models were easy or possible to build, and users sometimes used this information to modify the learning problem definition or their plans for using the trained models in practice. We discuss the implications of these findings with regard to the role of generalization accuracy in IML, the design of new algorithms and interfaces, and the scope of potential benefits of incorporating human interaction in the design of supervised learning systems. CueT: Human-Guided Fast and Accurate Network Alarm Triage - Paper ![]() Saleema Amershi University of Washington, Bongshin Lee Microsoft Research, Ashish Kapoor Microsoft Research, Ratul Mahajan Microsoft Research, Blaine Christian Microsoft Corporation Abstract » Network alarm triage refers to grouping and prioritizing a stream of low-level device health information to help operators find and fix problems. Today, this process tends to be largely manual because existing tools cannot easily evolve with the network. We present CueT, a system that uses interactive machine learning to learn from the triaging decisions of operators. It then uses that learning in novel visualizations to help them quickly and accurately triage alarms. Unlike prior interactive machine learning systems, CueT handles a highly dynamic environment where the groups of interest are not known a-priori and evolve constantly. A user study with real operators and data from a large network shows that CueT significantly improves the speed and accuracy of alarm triage compared to the network’s current practice. Apolo: Making Sense of Large Network Data by Combining Rich User Interaction and Machine Learning - Paper - ACM Duen Horng (Polo) Chau Carnegie Mellon University, Aniket Kittur Carnegie Mellon University, Jason I. Hong Carnegie Mellon University, Christos Faloutsos Carnegie Mellon University Abstract » Extracting useful knowledge from large network datasets has become a fundamental challenge in many domains, from scientific literature to social networks and the web. We introduce Apolo, a system that uses a mixed-initiative approach---combining visualization, rich user interaction and machine learning---to guide the user to incrementally and interactively explore large network data and make sense of it. Apolo engages the user in bottom-up sensemaking to gradually build up an understanding over time by starting small, rather than starting big and drilling down. Apolo also helps users find relevant information by specifying exemplars, and then using a machine learning method called Belief Propagation to infer which other nodes may be of interest. We evaluated Apolo with twelve participants in a between-subjects study, with the task being to find relevant new papers to update an existing survey paper. Using expert judges, participants using Apolo found significantly more relevant papers. Subjective feedback of Apolo was also very positive. |
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14:00 - 15:20 |
Case Study, Paper & ToCHI
Meetings & Interaction Spaces
217/218/219
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UX Research: What Theoretical Roots Do We Build On – If Any? - SIG Meeting - ACM Marianna Obrist University of Salzburg, Effie Law University of Leicester, Kaisa Väänänen-Vainio-Mattila Tampere University of Technology, Virpi Roto University of Helsinki, Arnold Vermeeren Delft University of Technology, Kari Kuutti University of Oulu Abstract » User Experience (UX) research focusing on the emotional and experiential aspects of system usage is of highly recognized relevance for the CHI community. A lot of work has been conducted with different goals: investigating a common definition and understanding of UX, creating appropriate concepts, frameworks and models for supporting design and development processes, and developing methods and techniques for evaluating UX. However, there is still a lack of in-depth discussions on the theoretical roots and foundations for all of these UX activities in academia and industry. In this SIG we will explore the state of the art in the theory of UX research in order to lay the fundament for further advancements of the UX field. We will also discuss how the theoretical viewpoints can benefit, and be influenced by the UX practitioners’ work. |
Session Chair: Ed Chi (PARC) Time Warp Sports for Internet Television - ToCHI Dan Olsen Brigham Young University, Brett Partridge Brigham Young University, Stephen Lynn Brigham Young University Abstract » Internet-based video delivery offers new opportunities for interactive television. The creation and usability of interactive television is very different from desktop or web-based interaction. The concepts of frameworks and genres provides an approach to learnable interaction in an entertainment rather than task-oriented activity. The concept of a framework defines the tools required for both producing and viewing a particular style of interactive video experience. An interactive framework for televised sports is presented. This framework implements a sports television experience that support play-by-play navigation as well as viewer’s interactive choice of camera angles. Tools for creating and viewing interactive sports are developed in parallel. In-home and in-lab experiments give indications of how sports fans will use interactive television in the future. The experiments demonstrate that fans will use the interaction rather than passively watching, can easily learn the interactive features and strongly prefer the new features over tradition rewind/fast-forward. The data indicates that many users will use the interactive controls to enrich and prolong their viewing rather than simply skipping as rapidly as possible through a game. However, there is also indication that some viewers will simply skip rapidly. There are also indications that the skip vs. review interaction depends on the interest level of current game play. We Want More: Human-Computer Collaboration in Mobile Social Video Remixing of Music Concerts - Paper - ACM Sami Vihavainen Helsinki Institute for Information Technology HIIT / Aalto University, Sujeet Mate Nokia Research Center, Lassi Seppälä Helsinki Institute for Information Technology HIIT / Aalto University, Francesco Cricri Tampere University of Technology, Igor Curcio Nokia Research Center Abstract » Recording and publishing mobile video clips from music concerts is popular. There is a high potential to increase the concert’s perceived value when producing video remixes from individual video clips and using them socially. A digital production of a video remix is an interactive process between human and computer. However, it is not clear what the collaboration implications between human and computer are. We present a case study where we compare the processes and products of manual and automatic mobile video remixing. We provide results from the first systematic real world study of the subject. We draw our observations from a user trial where fans recorded mobile video clips during a rock concert. The results reveal issues on heterogeneous interests of the stakeholders, unexpected uses of the raw material, the burden of editing, diverse quality requirements, motivations for remixing, the effect of understanding the logic of automation, and the collaborative use of manual and automatic remixing. Knowing Funny: Genre Perception and Categorization in Social Video Sharing - Paper - ACM Jude Yew University of Michigan, David Shamma Yahoo! Research, Elizabeth Churchill Yahoo! Research Abstract » Categorization of online videos is often treated as a tag suggestion task; tags can be generated by individuals or by machine classification. In this paper, we suggest categorization can be determined socially, based on people's interactions around media content without recourse to metadata that are intrinsic to the media object itself. This work bridges the gap between the human perception of genre and automatic categorization of genre in classifying online videos. We present findings from two internet surveys and from follow-up interviews where we address how people determine genre classification for videos and how social framing of video content can alter the perception and categorization of that content. From these findings, we train a Naive Bayes classifier to predict genre categories. The trained classifier achieved 82 % accuracy using only social action data, without the use of content or media-specific metadata. We conclude with implications on how we categorize and organize media online as well as what our findings mean for designing and building future tools and interaction experiences. Real-Time Nonverbal Opinion Sharing through Mobile Phones during Sports Events - Note - ACM Alireza Sahami Shirazi University Duisburg-Essen / University of Stuttgart, Michael Rohs Ludwig-Maximilians-Universität / Technische Universität Berlin, Robert Schleicher Technische Universität Berlin, Sven Kratz Technische Universität Berlin / Ludwig-Maximilians-Universität, Alexander Müller University Duisburg-Essen, Albrecht Schmidt University Duisburg-Essen / University of Stuttgart Abstract » Even with the rise of the World Wide Web, TV has remained the most pervasive entertainment medium and is nowadays often used together with other media, which allow for active participation. The idea of connecting non-collocated TV viewers via telecommunication technologies, referred to as Social TV, has recently received considerable attention. Such systems typically include set-top boxes for supporting collaboration. In this research we investigate if real-time opinion sharing about TV shows through a nonverbal (non-textual) iconic UI on mobile phones is reasonable. For this purpose we developed a mobile app, made it available to a large number of users through the Android Market, and conducted an uncontrolled user study in the wild during the soccer world cup 2010. The results of the study indicate that TV viewers who used the app had more fun and felt more connected to other viewers. We also show that by monitoring this channel it is possible to collect sentiments relevant to the broadcasted content in real-time. The collected data exemplify that the aggregated sentiments correspond to important moments, and hence can be used to generate a summary of the event. Are we in Sync? Synchronization Requirements for Watching Online Video Together. - Note - ACM David Geerts K.U.Leuven IBBT, Ishan Vaishnavi CWI, Rufael Mekuria TNO, Oskar van Deventer TNO, Pablo Cesar CWI Abstract » Synchronization between locations is an important factor for enabling remote shared experiences. Still, experimental data on what is the acceptable synchronization level is scarce. This paper discusses the synchronization requirements for watching online videos together – a popular set of services that recreate the shared experience of watching TV together by offering tools to communicate while watching. It studies the noticeability and annoyance of synchronization differences of the video being watched, as well as the impact on users’ feelings of togetherness, both for voice chat and text chat. Results of an experiment with 36 participants show that when using voice chat, users notice synchronization differences sooner, are more annoyed and feel more together than when using text chat. However, users with high text chat activity notice synchronization differences similar to participants using voice chat. |
Touching The 3rd Dimension (T3D) - SIG Meeting - ACM Frank Steinicke WWU Münster, Hrvoje Benko Microsoft Research, Florian Daiber DFKI GmbH, Daniel Keefe University of Minnesota, Jean-Baptiste de la Rivière Immersion Abstract » In recent years interactive visualization of 3D data has become increasingly important and widespread due to the requirements of several application areas. However, current user interfaces often lack adequate support for 3D interactions: 2D desktop systems are often limited in cases where natural interaction with 3D content is required, and sophisticated 3D user interfaces consisting of stereoscopic projections and tracked input devices are rarely adopted by ordinary users. Touch interaction has received considerable attention for 2D interfaces, and more recently for 3D interfaces. Many touch devices now support multiple degrees of freedom input by capturing multiple 2D contact positions on the surface as well as varying levels of pressure and even depth. There is, therefore, great potential for multi-touch interfaces to provide the traditionally difficult to achieve combination of natural 3D interaction without any instrumentation. When combined with a stereoscopic display of 3D data as well as 3D depth cameras, we believe that multi-touch technology can form the basis for a next generation of intuitive and expressive 3D user interfaces. Several research groups have begun to explore the potential, limitations, and challenges of this and other 3D touch environments, and first commercial systems are already available. The goal of the SIG “Touching the 3rd Dimension (T3D)” is to address the research and industrial challenges involved in exploring the space where the flat digital world of surface computing meets the physical, spatially complex, 3D space in which we live. The meeting will provide a common forum to attract groups of conference attendees who share their visions of the future and recent results in the area of improving 3D interaction and visualization by taking advantage of the strengths of advanced multi-touch computing. |
Session Chair: Steven Feiner (Columbia University) RemoteTouch: Touch-Screen-like Interaction in the TV Viewing Environment - Paper - ACM Sangwon Choi KAIST, Jaehyun Han KAIST, Geehyuk Lee KAIST, Narae Lee KAIST, Woohun Lee KAIST Abstract » We explored the possibility of touch-screen-like interaction with a remote control in the TV-viewing environment. A shadow representing the user's thumb touches the screen, presses a button, flicks a cover-flow list, and draws a simple stroke, while the thumb stays and moves on and above the touchpad. In order to implement the concept we developed an optical touchpad for tracking the thumb hovering over its surface, and designed a TV application to demonstrate possible new interaction styles. Throughout two iterations of prototyping, we corrected some of our false expectations, and also verified its potential as a viable option for a TV remote control. This paper presents technical issues and requirements for the hover-tracking touchpad and a complete report of our user studies to explore touch-screen-like interaction for the TV. Experimental Analysis of Touch-Screen Gesture Designs in Mobile Environments - Paper - ACM Andrew Bragdon Brown University, Eugene Nelson Brown University, Yang Li Google Research, Ken Hinckley Microsoft Research Abstract » Direct-touch interaction on mobile phones revolves around screens that compete for visual attention with users’ real-world tasks and activities. This paper investigates the impact of these situational impairments on touch-screen interaction. We probe several design factors for touch-screen gestures, under various levels of environmental demands on attention, in comparison to the status-quo approach of soft buttons. We find that in the presence of environmental distractions, gestures can offer significant performance gains and reduced attentional load, while performing as well as soft buttons when the user’s attention is focused on the phone. In fact, the speed and accuracy of bezel gestures did not appear to be significantly affected by environment, and some gestures could be articulated eyes-free, with one hand. Bezel-initiated gestures offered the fastest performance, and mark-based gestures were the most accurate. Bezel-initiated marks therefore may offer a promising approach for mobile touch-screen interaction that is less demanding of the user’s attention. Usable Gestures for Blind People: Understanding Preference and Performance - Paper ![]() Shaun K. Kane University of Washington, Jacob O. Wobbrock University of Washington, Richard E. Ladner University of Washington Abstract » Despite growing awareness of the accessibility issues surrounding touch screen use by blind people, designers still face challenges when creating accessible touch screen interfaces. One major stumbling block is a lack of understanding about how blind people actually use touch screens. We conducted two user studies that compared how blind people and sighted people use touch screen gestures. First, we conducted a gesture elicitation study in which 10 blind and 10 sighted people invented gestures to perform common computing tasks on a tablet PC. We found that blind people have different gesture preferences than sighted people, including preferences for edge-based gestures and gestures that involve tapping virtual keys on a keyboard. Second, we conducted a performance study in which the same participants performed a set of reference gestures. We found significant differences in the speed, size, and shape of gestures performed by blind people versus those performed by sighted people. Our results suggest new design guidelines for accessible touch screen interfaces. Natural Activation for Gesture Recognition Systems - Case Study (Long) - ACM Mathieu Hopmann EPFL, Patrick Salamin Logitech, Nicolas Chauvin Logitech, Frédéric Vexo Logitech, Daniel Thalmann EPFL Abstract » Gesture recognition is becoming a popular way of interaction, but still suffers of important drawbacks to be integrated in everyday life devices. One of these drawbacks is the activation of the recognition system – trigger gesture - which is generally tiring and unnatural. In this paper, we propose two natural solutions to easily activate the gesture interaction. The first one requires a single action from the user: grasping a remote control to start interacting. The second one is completely transparent for the user: the gesture system is only activated when the user’s gaze points to the screen, i.e. when s/he is looking at it. Our first evaluation with the 2 proposed solutions plus a default implementation suggests that the gaze estimation activation is efficient enough to remove the need of a trigger gesture in order to activate the recognition system. |
Session Chair: Daniela Busse (SAP) The Talking Poles Public Art based in Social Design - Case Study (Long) - ACM Vicki Moulder Simon Fraser University, Lorna Boschman Simon Fraser University, Ron Wakkary Simon Fraser University Abstract » This case study provides insights for artists, designers, and technologists working with community-generated media in the domain of public art. The authors document their recent public artwork, the Talking Poles, and discuss the adaptation of Human Computer Interaction (HCI) design methods to the project. Community-generated public art has a direct relationship to the field of HCI through the technology that underlies both social computing and quotidian digital documentation. When acknowledging ‘citizen action’ as a component of public art, consideration must also be given to the preservation of the work as representative of an emergent and shared digital world culture. Life Modes in Social Media - Paper - ACM Fatih OZENC Carnegie Mellon University, Shelly Farnham Yahoo! Abstract » Current social media products such as Facebook and Twitter have not sufficiently addressed how to help users organize people and content streams across different areas of their lives. We conducted a qualitative design research study to explore how we might best leverage natural models of social organization to improve experiences of social media. We found that participants organize their social worlds based on life ‘modes’, i.e., family, work and social. They strategically use communication technologies to manage intimacy levels within these modes, and levels of permeability through the boundaries between these modes. Mobile communication in particular enabled participants to aggregate and share content dynamically across life modes. While exploring problems with managing their social media streams, people showed a strong need for focused sharing – the ability to share content only with appropriate audiences within certain areas of life. Social Capital on Facebook: Differentiating Uses and Users - Paper - ACM Moira Burke Carnegie Mellon University, Robert Kraut Carnegie Mellon University, Cameron Marlow Facebook Abstract » Though social network site use is often treated as a monolithic activity, in which all time is equally “social” and its impact the same for all users, we examine how Facebook affects social capital depending upon: (1) types of site activities, contrasting one-on-one communication, broadcasts to wider audiences, and passive consumption of social news, and (2) individual differences among users, including social communication skill and self-esteem. Longitudinal surveys matched to server logs from 415 Facebook users reveal that receiving messages from friends is associated with increases in bridging social capital, but that other uses are not. However, using the site to passively consume news assists those with lower social fluency draw value from their connections. The results inform site designers seeking to increase social connectedness and the value of those connections. Farmer’s Tale: A Facebook Game to Promote Volunteerism - Note - ACM Don Sim National University of Singapore, Xiaojuan Ma National University of Singapore, Shengdong Zhao National University of Singapore, Jing Ting Khoo National University of Singapore, Swee Ling Bay National University of Singapore, Zhenhui Jiang National University of Singapore Abstract » Volunteering is an important activity that brings great benefits to societies. However, encouraging volunteerism is difficult due to the altruistic nature of volunteer activities and the high resource demand in carrying them out. We have created a Facebook game called “Farmer’s Tale” to attract and make it easier for people to volunteer. We evaluated people’s acceptance to this novel idea and the results revealed great potential in such type of games. Identifying Social Capital in the Facebook Interface - Note - ACM Christian Yoder UNC-Chapel Hill, Fred Stutzman UNC-Chapel Hill Abstract » A number of studies have identified a robust relationship between the use of social network sites, particularly Facebook, and positive outcomes such as social capital. Social network site use is often measured as a function of use frequency, network size, and a range of subjective opinions about the value of the site. This research extends this understanding by exploring the relationship between the use of particular elements of the site and social capital. Our goal in this research is to identify where, in the interface, perceived social capital is most effectively produced and transmitted. We find that, as hypothesized, public, person-to-person communication is positively associated with perceived social capital. Through the use of a structural equation model, we are able to provide in-depth exploration of the relationship between the interface elements and the outcome, perceived social capital. |
Session Chair: Regan Mandryk (University of Saskatchewan) Embodiment in Brain-Computer Interaction - Paper - ACM Kenton O'Hara Microsoft Research, Abigail Sellen Microsoft Research, Richard Harper Microsoft Research Abstract » With emerging opportunities for using Brain-Computer Interaction (BCI) in gaming applications, there is a need to understand the opportunities and constraints of this interaction paradigm. To complement existing laboratory-based studies, there is also a call for the study of BCI in real world contexts. In this paper we present such a real world study of a simple BCI game called MindFlex®, played as a social activity in the home. In particular, drawing on the philosophical traditions of embodied interaction, we highlight the importance of considering the body in BCI and not simply what is going on in the head. The study shows how people use bodily actions to facilitate control of brain activity but also to make their actions and intentions visible to, and interpretable by, others playing and watching the game. It is the public availability of these bodily actions during BCI that allows action to be socially organised, understood and coordinated with others and through which social relationships can be played out. We discuss the implications of this perspective and findings for BCI. Now where was I? Physiologically-Triggered Bookmarking - Paper - ACM Matthew K.X.J. Pan The University of British Columbia, Jih-Shiang Chang The University of British Columbia, Gokhan H. Himmetoglu The University of British Columbia, AJung Moon The University of British Columbia, Thomas W. Hazelton The University of British Columbia, Karon E. MacLean The University of British Columbia, Elizabeth A. Croft The University of British Columbia Abstract » This work explores a novel interaction paradigm driven by implicit, low-attention user control, accomplished by moni-toring a user’s physiological state. We have designed and prototyped this interaction for a first use case of bookmarking an audio stream, to holistically explore the implicit interaction concept. Here, a user’s galvanic skin conductance (GSR) is monitored for orienting responses (ORs) to external interruptions; our prototype automatically bookmarks the media such that the user can attend to the interruption, then resume listening from the point he/she is interrupted. To test this approach’s viability, we addressed questions such as: does GSR exhibit a detectable response to interruptions, and how should the interaction utilize this information? In evaluating this system in a controlled environment, we found an OR detection accuracy of 84%; users provided subjective feedback on its accuracy and utility. This is Your Brain on Interfaces: Enhancing Usability Testing with Functional Near-Infrared Spectroscopy - Paper - ACM Leanne Hirshfield Computer Science Department Hamilton College, Rebecca Gulotta Human Computer Interaction Institute Carnegie Mellon University, Stuart Hirshfield Computer Science Department Hamilton College, Sam Hincks Computer Science Department Hamilton College, Matthew Russell Computer Science Department Hamilton College, Rachel Ward Computer Science Department Hamilton College, Tom Williams Computer Science Department Hamilton College, Robert Jacob Tufts University Abstract » This project represents a first step towards bridging the gap between HCI and cognition research. Using functional near-infrared spectroscopy (fNIRS), we introduce tech-niques to non-invasively measure a range of cognitive workload states that have implications to HCI research, most directly usability testing. We present a set of usability experiments that illustrates how fNIRS brain measurement provides information about the cognitive demands placed on computer users by different interface designs. Sensing Cognitive Multitasking for a Brain-Based Adaptive User Interface - Paper - ACM Erin Treacy Solovey Tufts University, Francine Lalooses Tufts University, Krysta Chauncey Tufts University, Douglas Weaver Tufts University, Margarita Parasi Tufts University, Matthias Scheutz Tufts University, Angelo Sassaroli Tufts University, Sergio Fantini Tufts University, Paul Schermerhorn Indiana University, Audrey Girouard Queen's University, Robert J.K. Jacob Tufts University Abstract » Multitasking has become an integral part of work environments, even though people are not well-equipped cognitively to handle numerous concurrent tasks effectively. Systems that support such multitasking may produce better performance and less frustration. However, without understanding the user’s internal processes, it is difficult to determine optimal strategies for adapting interfaces, since all multitasking activity is not identical. We describe two experiments leading toward a system that detects cognitive multitasking processes and uses this information as input to an adaptive interface. Using functional near-infrared spectroscopy sensors, we differentiate four cognitive multitasking processes. These states cannot readily be distinguished using behavioral measures such as response time, accuracy, keystrokes or screen contents. We then present our human-robot system as a proof-of-concept that uses real-time cognitive state information as input and adapts in response. This prototype system serves as a platform to study interfaces that enable better task switching, interruption management, and multitasking. |
Session Chair: Wendy Ju (Stanford University) Synchronous Interaction Among Hundreds: An Evaluation of a Conference in an Avatar-based Virtual Environment - Paper ![]() Thomas Erickson IBM T.J. Watson Research Center, N. Sadat Shami IBM T.J. Watson Research Center, Wendy A. Kellogg IBM T.J. Watson Research Center, David W. Levine IBM T.J. Watson Research Center Abstract » This paper presents the first in-depth evaluation of a large multi-format virtual conference. The conference took place in an avatar-based 3D virtual world with spatialized audio, and had keynote, poster and social sessions. We studied it by drawing on logs, a survey and interviews with 30 participants. We develop a model – Coalescence, Focused Interaction, Remixing (CoFIRe) – of large synchronous interactions, and use it to discuss how the technology supported, or failed to support, the interactions that are the raison d’etre of conferences. We conclude by discussing the prospects for such large virtual gatherings. What did I miss? In-Meeting Review using Multimodal Accelerated Instant Replay (AIR) Conferencing - Paper - ACM Sasa Junuzovic Microsoft Research, Kori Inkpen Microsoft Research, Rajesh Hegde Microsoft Research, Zhengyou Zhang Microsoft Research, John Tang Microsoft Research, Christopher Brooks University of Saskatechewan Abstract » People sometimes miss small parts of meetings and need to quickly catch up without disrupting the rest of the meeting. We developed an Accelerated Instant Replay (AIR) Conferencing system for videoconferencing that enables users to catch up on missed content while the meeting is ongoing. AIR can replay parts of the conference using four different modalities: audio, video, conversation transcript, and shared workspace. We performed two studies to evaluate the system. The first study explored the benefit of AIR catch-up during a live meeting. The results showed that when the full videoconference was reviewed (i.e., all four modalities) at an accelerated rate, users were able to correctly recall a similar amount of information as when listening live. To better understand the benefit of full review, a follow-up study more closely examined the benefits of each of the individual modalities. The results show that users (a) preferred using audio along with any other modality to using audio alone, (b) were most confident and performed best when audio was reviewed with all other modalities, (c) compared to audio-only, had better recall of facts and explanations when reviewing audio together with the shared workspace and transcript modalities, respectively, and (d) performed similarly with audio-only and audio with video review. Blended Interaction Spaces for Distributed Team Collaboration - ToCHI Kenton O'Hara Microsoft Research, Jesper Kjeldskov Aalborg University, Jeni Paay Aalborg University Abstract » In recent years there has been an introduction of sophisticated new video conferencing technologies (e.g. HP Halo, Cisco Telepresence) that have led to enhancements in the collaborative user experience over traditional video conferencing technologies. Traditional video conferencing set-ups often distort the shared spatial properties of action and communication due to screen and camera orientation disparities and other asymmetries. These distortions affect access to the common resources used to mutually organize action and communication. By contrast new systems, such as Halo, are physically configured to reduce these asymmetries and orientation disparities, thereby minimizing these spatial distortions. By creating appropriate shared spatial geometries, the distributed spaces become “blended” where the spatial geometries of the local space continue coherently across the distributed boundary into the remote site providing the illusion of a single unified space. Drawing on theories of embodied action and workplace design we discuss the importance of this geometric “blending” of space for distributed collaboration and how this is achieved in systems such as Halo. We then extend these arguments to explore the concept of Blended Interaction Spaces - blended spaces in which interactive groupware is incorporated in ways spatially consistent with the physical geometries of the video mediated setup. We illustrate this discussion through a system called BISi that introduces interactive horizontal and vertical multipoint surfaces into a blended video mediated collaboration space. In presenting this system, we highlight some of the particular challenges of creating these systems arising from the spatial consequences of different interaction mechanisms (e.g. direct touch or remote control) and how they affect movement and spatial configuration of people in these spaces. BISi: a Blended Interaction Space - Case Study (Long) ![]() Jeni Paay Aalborg University, Jesper Kjeldskov Aalborg University, Kenton O'Hara Microsoft Research Abstract » Distributed collaboration has been enhanced in recent years by sophisticated new video conferencing setups like HP Halo and Cisco Telepresence, improving the user experience of distributed meeting situations over traditional video conferencing. The experience created can be described as one of “blending” distributed physical locations into one shared space. Inspired by this trend, we have been exploring the systematic creation of blended spaces for distributed collaboration through the design of appropriate shared spatial geometries. We present early iterations of our design work: the Blended Interaction Space One prototype, BISi, and the lessons learned from its creation. |
Session Chair: Amy Voida (University of California, Irvine) MOGCLASS: Evaluation of a Collaborative System of Mobile Devices for Classroom Music Education of Young Children - Paper ![]() Yinsheng Zhou National University of Singapore, Graham Percival National University of Singapore, Xinxi Wang National University of Singapore, Ye Wang National University of Singapore, Shengdong Zhao National University of Singapore Abstract » Composition, listening, and performance are essential activities in classroom music education, yet conventional music classes impose unnecessary limitations on students' ability to develop these skills. Based on in-depth fieldwork and a user-centered design approach, we created MOGCLASS, a multimodal collaborative music environment that enhances students’ musical experience and improves teachers' management of the classroom. We conducted a two-round system evaluation to improve the prototype and evaluate the system: Improvements were made based on the results from an iterative design evaluation, in which a trial system was implemented. The system then underwent a second round of evaluation through a three-week between-subject controlled experiment in a local primary school. Results showed that MOGCLASS is effective in motivating students to learn music, improving the way they collaborate with other students as well as helping teachers manage the classroom. Buzzing to Play: Lessons Learned From an In the Wild Study of Real-time Vibrotactile Feedback - Paper - ACM Janet van der Linden The Open University,, Rose Johnson The Open University, Jon Bird The Open University, Yvonne Rogers The Open University, Erwin Schoonderwaldt Institute for Music Physiology and Musicians' Medicine Abstract » Vibrotactile feedback offers much potential for facilitating and accelerating how people learn sensory-motor skills that typically take hundreds of hours to learn, such as learning to play a musical instrument, skiing or swimming. However, there is little evidence of this benefit materializing outside of research lab settings. We describe the findings of an in-the-wild study that explored how to integrate vibrotactile feedback into a real-world teaching setting. The focus of the study was on exploring how children of different ages, learning to play the violin, can use real-time vibrotactile feedback. Many of the findings were unexpected, showing how students and their teachers appropriated the technology in creative ways. We present some ‘lessons learned’ that are also applicable to other training settings, emphasizing the need to understand how vibrotactile feedback can switch between being foregrounded and backgrounded depending on the demands of the task, the teacher’s role in making it work and when feedback is most relevant and useful. Finally, we discuss how vibrotactile feedback can provide a new language for talking about the skill being learned that may also play an instrumental role in enhancing learning. PossessedHand: Techniques for Controlling Human Hands using Electrical Muscles Stimuli - Paper - ACM Emi Tamaki The University of Tokyo, Takashi Miyaki The University of Tokyo, Jun Rekimoto The University of Tokyo Abstract » If a device can control human hands, the device can be useful for HCI and tangible application's output. To aid the controlling of finger movement, we present PossessedHand, a device with a forearm belt that can inform when and which fingers should be moved. PossessedHand controls the user's fingers by applying electrical stimulus to the muscles around the forearm. Each muscle is stimulated via 28 electrode pads. Muscles at different depths in the forearm can be selected for simulation by varying the stimulation level. PossessedHand can automatically calibrate the system for individuals. The automatic calibration system estimates relations between each electrode pad, stimulation level and muscle movement. Experiments show that PossessedHand can control the motion of 16 joints in the hand. Further, we also discuss an application based on this device to aid inplaying a musical instrument. Design Interventions for Open-Air Museums: Applying and Extending the Principles of “Assembly” - Note - ACM Marc McLoughlin University of Limerick, Luigina Ciolfi University of Limerick Abstract » This paper presents an empirical approach to designing and deploying technologies to support visitor activities in exhibition spaces. Specifically, we focus on the concept of "assembly" and how it was extended and applied to develop an interactive installation for an open-air museum. We argue that this approach to designing for a meaningful visitor experience is particularly suited to open-air visit scenarios; we describe how we have extended the approach and applied it, detailing the resulting multi-device installation that was deployed on site, and presenting some reflections on the usefulness of the assembly concept. MoBoogie: Creative Expression Through Whole Body Musical Interaction - Note ![]() Megan K. Halpern Cornell University, Jakob Tholander Stockholm University, Max Evjen Johns Hopkins University, Stuart Davis Cornell University, Andrew Ehrlich Cornell University, Kyle Schustak Cornell University, Eric P. S. Baumer Cornell University, Geri Gay Cornell University Abstract » In this paper we describe MoBoogie, an application that allows users to manipulate and arrange music through movement. MoBoogie is designed to foster experiences in creative expression for children and potentially adults. The application responds to users’ movements by changing variables in a continuous stream of music loops. Results from this study suggest that the creative expressions arose in the joint space of movement and music, and did not primarily have to be in one form or the other. This allowed users with limited experience in dance and music making to be creative in such forms of expression. |
Session Chair: Elizabeth Gerber (Segal Design Institute Northwestern University) Designing for Peer Involvement in Weight Management - Paper - ACM Julie Maitland National Research Council of Canada, Matthew Chalmers University of Glasgow Abstract » The problems of obesity and overweight are commonly cited as the motivation behind recent efforts to develop technology that promotes physical activity. Prompted by the social nature of many of the emerging applications, this paper presents our investigation of the sociality of weight management as experienced by a broad demographic of individuals. Our findings highlight the broad scope of peer involvement, and provide insight into the context and mechanics of related interaction that may prove valuable in informing the next generation of peer-based weight management technology for use in everyday life. Mining Behavioral Economics to Design Persuasive Technology for Healthy Choices - Paper - ACM Min Kyung Lee Carnegie Mellon University, Sara Kiesler Carnegie Mellon University, Jodi Forlizzi Carnegie Mellon University Abstract » Influence through information and feedback has been one of the main approaches of persuasive technology. We propose another approach based on behavioral economics research on decision-making. This approach involves designing the presentation and timing of choices to encourage people to make self-beneficial decisions. We applied three behavioral economics persuasion techniques—the default option strategy, the planning strategy, and the asymmetric choice strategy—to promote healthy snacking in the workplace. We tested the strategies in three experimental case studies using a human snack deliverer, a robot, and a snack ordering website. The default and the planning strategies were effective, but they worked differently depending on whether the participants had healthy dietary lifestyles or not. We discuss designs for persuasive technologies that apply behavioral economics. Means Based Adaptive Persuasive Systems. - Paper - ACM Maurits Clemens Kaptein Eindhoven University Of Technology / Philips Research, Steven Duplinsky Accenture Technology, Panos Markopoulos Eindhoven University of Technology Abstract » Large differences in individual responses to persuasive strategies suggest the need for systems that rely on persuasion profiles: estimates of an individual user's susceptibility to different persuasive strategies. Establishing an empirical ground supporting decisions regarding user involvement can provide valuable guidelines for the design of such systems. We describe two studies examining the effects of choice, disclosure, and multiple strategy usage on user compliance to persuasive attempts. We show that involving users in the selection of a specific influence strategy can increase compliance, while disclosing the persuasive intent can reduce compliance. Furthermore, we demonstrate that it is not only feasible, but optimal to choose the single correct influence strategy for a given context; even more so than implementing multiple relevant and congruent influence attempts. Side Effects and ‘Gateway’ Tools: Advocating a Broader Look at Evaluating Persuasive Systems - Note - ACM Victoria Schwanda Cornell University, Steven Ibara Cornell University, Lindsay Reynolds Cornell University, Dan Cosley Cornell University Abstract » This paper argues for evaluating the impact of persuasive systems on users beyond metrics that focus on system usage, based on an interview study of 16 Wii Fit users. While exploring their experiences and reasons for abandoning the system, two main themes emerged: the tension between Wii Fit as a fitness tool and a game, and ways participants reacted to the system’s feedback about their weight and performance. Some participants used Wii Fit as a ‘gateway fitness’ tool, moving beyond it to other fitness routines. Additionally, some users had significant emotional reactions to the Wii Fit’s feedback. We argue that these ‘side effects’ are crucial considerations for the design and long-term evaluation of persuasive technologies. I Will Do It, but I Don’t Like It: User Reactions to Preference-Inconsistent Recommendations - Note - ACM Christina Schwind Knowledge Media Research Center, Juergen Buder Knowledge Media Research Center, Friedrich W. Hesse Knowledge Media Research Center Abstract » Recommender systems have their origin in e-commerce. In this domain the users are meant to like the recommended information. This preference-consistency is not adequate or even desirable for all domains where recommender systems are implemented. One key issue for opinion formation and informed decision making is to be aware of more than one’s own perspective. However, information search is often biased, because confirming information is favored over opposing information. Therefore it would be useful to recommend information that is inconsistent to users’ prior perspective to help overcome this bias. The present paper deals with an online experiment aimed at investigating the effects of preference-consistent compared to preference-inconsistent recommendations on information selection and evaluation. Results showed a significant reduction of confirmation bias in the condition with preference-inconsistent recommendations. However, participants prefer preference-consistent recommendations in terms of global, cognitive and affective evaluations. We discuss the impact of these findings for application. |
Session Chair: Jofish Kaye (Nokia Research) Fit4Life: The Design of a Persuasive Technology Promoting Healthy Behavior and Ideal Weight - Paper ![]() Stephen Purpura Cornell University, Victoria Schwanda Cornell University, Kaiton Williams Cornell University, William Stubler Cornell University, Phoebe Sengers Cornell University Abstract » This is a critical design paper offering a possible scenario of use intended to provoke reflection about values and politics of design in persuasive computing. We describe the design of a system—Fit4Life—that encourages individuals to address the larger goal of reducing obesity in society by promoting individual healthy behaviors. Using the Persuasive Systems Design Model [26], this paper outlines the Fit4Life persuasion context, the technology, its use of persuasive messages, and an experimental design to test the system’s efficacy. We also contribute a novel discussion of the ethical and sociocultural considerations involved in our design, an issue that has remained largely unaddressed in the existing persuasive technologies literature [29]. Many Bills: Engaging Citizens through Visualizations of Congressional Legislation - Paper ![]() Yannick Assogba IBM, Irene Ros IBM, Joan DiMicco IBM, Matt McKeon Google Abstract » US federal legislation is a common subject of discussion and advocacy on the web, inspired by the open government movement. While the contents of these bills are freely available for download, understanding them is a significant challenge to experts and average citizens alike due to their length, complex language, and obscure topics. To make these important documents more accessible to the general public, we present Many Bills (http://manybills.us): a web-based set of visualization tools that reveals the underlying semantics of a bill. Using machine learning techniques, we classify each bill’s sections based on existing document-level categories. We then visualize the resulting topic substructure of these bills. These visualizations provide an overview-and-detail view of bills, enabling users to read individual sections of a bill and compare topic patterns across multiple bills. Through an overview of the site’s user activity and interviews with active users, this paper highlights how Many Bills makes the tasks of reading bills, identifying outlier sections in bills, and understanding congressperson’s legislative activity more manageable. HCI for Peace: A Call for Constructive Action - Paper - ACM Juan Pablo Hourcade University of Iowa, Natasha E Bullock-Rest University of Iowa Abstract » Peace is an important value for the human-computer interaction research community, yet it has not resulted in the development of a research sub-community or even a research agenda. In this paper we seek to address this void by first motivating the need for computing research on promoting peace and preventing war. We then review evidence on the factors that affect the likelihood that armed conflict will occur, as well as the aspects involved when individuals make moral decisions on whether or not to support a war. Based on this review, we propose a research agenda, citing research examples from the human-computer interaction literature and discussing new ideas. Evaluating a Pattern-Based Visual Support Approach for Humanitarian Landmine Clearance - Paper - ACM Lahiru G Jayatilaka Harvard University, Luca F Bertuccelli Massachusetts Institute of Technology, James Staszewski Carnegie Mellon University, Krzysztof Z Gajos Harvard University Abstract » Unexploded landmines have severe post-conflict humanitarian repercussions: landmines cost lives, limbs and land. For deminers engaged in humanitarian landmine clearance, metal detectors remain the primary detection tool as more sophisticated technologies fail to get adopted due to restrictive cost, low reliability, and limited robustness. Metal detectors are, however, of limited effectiveness, as modern landmines contain only minimal amounts of metal, making them difficult to distinguish from the ubiquitous but harmless metallic clutter littering post-combat areas. We seek to improve the safety and efficiency of the demining process by developing support tools that will enable deminers to make better decisions using feedback from existing metal detectors. To this end, in this paper we propose and evaluate a novel, pattern-based visual support approach inspired by the documented strategies employed by expert deminers. In our laboratory study, participants provided with a prototype of our support tool were 80% less likely to mistake a mine for harmless clutter. A follow-up study demonstrates the potential of our pattern-based approach to enable peer decision-making support during landmine clearance. Lastly, we identify several design opportunities for further improving deminers’ decision making capabilities. |
World of Warcraft as a Global Artifact - Panel - ACM Jeffrey Bardzell Indiana University, Shaowen Bardzell Indiana University, Bonnie Nardi University of California, Lisa Nakamura University of Illinois at Urbana-Champaign, Christopher Paul Seattle University, Nick Yee PARC Abstract » The goal of the panel is to engage a group of distinguished scholars from the social sciences and humanities to consider how World of Warcraft, as a virtual world and as a sociotechnical system, creates and sustains a global community, as well as the nature of that community. Panelists will discuss the interlocking human and technical agencies at play in World of Warcraft, the complex social ecology that has evolved around the game, and research strategies that scale to a world of 12 million players. |
Session Chair: Dario Salvucci (Drexel University) Hang on a Sec! Effects of Proactive Mediation of Phone Conversations while Driving - Paper ![]() Shamsi T. Iqbal Microsoft Research, Eric Horvitz Microsoft Research, Yun-Cheng Ju Microsoft Research, Ella Mathews California Institute of Technology Abstract » Conversing on cell phones while driving is a risky, yet commonplace activity. State legislatures in the U.S. have enacted rules that limit hand-held phone conversations while driving but that allow for hands-free conversations. However, studies have demonstrated that the cognitive load of conversation is a significant source of distraction that increases the likelihood of accidents. We explore in a controlled study with a driving simulator the effectiveness of proactive alerting and mediation of communications during phone conversations while driving. We study the use of auditory messages indicating upcoming critical road conditions and placing calls on hold. We found that such actions reduce driving errors and that alerts sharing details about situations were more effective than general alerts. Drivers found such a system valuable in most situations for maintaining driving safety. These results provide evidence that context-sensitive mediation systems could play a valuable role in focusing drivers’ attention on the road during phone conversations. Fast or safe? How performance objectives determine modality output choices while interacting on the move - Paper - ACM Duncan P Brumby University College London, Samantha C.E. Davies University College London, Christian P. Janssen University College London, Justin J. Grace University College London Abstract » In-car devices that use audio output have been shown to be less distracting than traditional graphical user interfaces, but can be cumbersome and slow to use. In this paper, we report an experiment that demonstrates how these performance characteristics impact whether people will elect to use an audio interface in a multitasking situation. While steering a simulated vehicle, participants had to locate a source of information in a short passage of text. The text was presented either on a visual interface, or using a text-to-speech audio interface. The relative importance of each task was varied. A no-choice/choice paradigm was used in which participants first gained experience with each of the two interfaces, before being given a choice on which interface to use on later trials. The characteristics of the interaction with the interfaces, as measured in the no-choice phase, and the relative importance of each task, had an impact on which output modality was chosen in the choice phase. Participants that prioritized the secondary task tended to select the (faster yet more distracting) visual interface over the audio interface, and as a result had poorer lane keeping performance. This work demonstrates how a user’s task objective will influence modality choices with multimodal devices in multitask environments. Gestural Interaction on the Steering Wheel - Reducing the Visual Demand - Paper - ACM Tanja Döring University of Duisburg-Essen, Dagmar Kern University of Duisburg-Essen, Paul Marshall University of Warwick, Max Pfeiffer University of Duisburg-Essen, Johannes Schöning German Research Center for Artificial Intelligence Saarbrücken, Albrecht Schmidt University of Stuttgart, Volker Gruhn University of Duisburg-Essen Abstract » Cars offer an increasing number of infotainment systems as well as comfort functions that can be controlled by the driver. In our research, we investigate new interaction techniques that aim to make it easier to interact with these systems while driving. We suggest utilizing the steering wheel as an additional interaction surface. In this paper, we present two user studies conducted with a working prototype of a multi-touch steering wheel. In the first, we developed a user-defined steering wheel gesture set, and in the second, we applied the identified gestures and compared their application to conventional user interaction with infotainment systems in terms of driver distraction. The main outcome was that driver's visual demand is reduced significantly by using gestural interaction on the multi-touch steering wheel. Usability of Car Dashboard Displays for Elder Drivers - Paper - ACM SeungJun Kim Carnegie Mellon University, Anind Dey Carnegie Mellon University, Joonhwan Lee Neowiz Lab, Jodi Forlizzi Carnegie Mellon University Abstract » The elder population is rising worldwide; in the US, no longer being able to drive is a significant marker of loss of independence. One of the approaches to helping elders drive more safely is to investigate the use of automotive user interface technology, and specifically, to explore the instrument panel (IP) display design to help attract and manage attention and make information easier to interpret. In this paper, we explore the premise that dashboard displays can be better designed to support elder drivers, their information needs, and their cognitive capabilities. We conducted a study to understand which display design features are critically linked to issues of divided attention and driving performance. We found that contrast of size and reduced clutter are instrumental in enhancing driving performance, particularly for the elder population. Surprisingly, our results showed that color elements have a negative effect on driving performance for elders, while color elements and fills slightly improve performance. We conclude with design implications generated from this work. |
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Standards and Policy SIG - SIG Meeting - ACM Arnie Lund Microsoft, Jonathan Lazar Towson University, Volker Wulf University of Siegen Abstract » The Standards and Policy SIG will provide an opportunity for SIGCHI communities and others to share activity in the standards and policies relevant to HCI in their respective areas. There are two goals for the SIG. One is to collect a list of resources that may be useful for SIGCHI researchers and practitioners. The other is to identify new opportunities for SIGCHI to provide leadership in the standards and policy area; and to uncover areas where SIGCHI should be coordinating with other societies in areas that impact HCI standards and policies. |
Session Chair: Floyd Mueller (CSIRO) RopePlus: Bridging Distances with Social and Kinesthetic Rope Games - alt.chi - ACM Lining Yao MIT, Sayamindu Dasgupta MIT, Nadia Cheng MIT, Jason Spingarn-Koff MIT, Ostap Rudakevych Harvard University, Hiroshi Ishii MIT Media Lab Abstract » Rope-based games such as jump rope, tug-of-war, and kite-flying promote physical activity and social interaction among people of all ages and especially in children during the development of their coordination skills and physical fitness. Our RopePlus system builds on those traditional games by enabling players to participate remotely through interacting with ropes that connect physical and virtual spaces. The RopePlus platform is centered around the rope as a tangible interface with various hardware extensions to allow for multiple playing modes. In this paper, we present two games that have been implemented in detail: a kite-flying game called Multi-Fly and a jump-rope game called Multi-Jump. Our work aims to expand tangible interface gaming to real time social playing environments. Communiclay: A Modular System for Tangible Telekinetic Communication - alt.chi - ACM Hayes Raffle Nokia Research Center, Ruibing Wang Cornell University, Karim Seada Nokia Research Center, Hiroshi Ishii MIT Media Lab Abstract » We introduce Communiclay, a modular construction system for tangible kinetic communication of gesture and form over a distance. Users assemble a number of Communiclay nodes into unique configurations, connect their creations to each others’ Communiclay creations on a network, and then physically deform one creation to synchronously output those same gestures on the other networked creations. Communiclay builds on trends in tangible interfaces and explores the ways in which future actuated materials can enable a variety of tangible interfaces. We present applications that stem from past research in tangible media, and describe explorations that address ways in which people make meaning of remote communication through gesture and dynamic physical form. Our hypothesis is that current research in programmable matter will eventually converge with UI research; Communiclay demonstrates that we can begin to explore design and social issues with today’s technologies. The Magic Sock Drawer Project - alt.chi - ACM Daniel Gooch University of Bath, Leon Watts University of Bath Abstract » In this paper we describe the design of a intimate communication system, the Magic Sock Drawer. The system allows close friends to send drawn or typed digital notes to one another which are then automatically printed at the other end. The system allows us to investigate a number of design decisions that will have an impact on how communication systems create feelings of closeness between remote partners. The four design concepts explored include 1-to-1 communication, personalization, tangibility and location. We present the results of a 6-week pilot study using the system and the impact it has had on the study participants’ relationship. Predicting Personality with Social Media - alt.chi - ACM Jennifer Golbeck University of Maryland, Cristina Robles University of Maryland, Karen Turner University of Maryland Abstract » Social media is a place where users present themselves to the world, revealing personal details and insights into their lives. We are beginning to understand how some of this information can be utilized to improve the users' experiences with interfaces and with one another. In this paper, we are interested in the personality of users. Personality has been shown to be relevant to many types of interactions; it has been shown to be useful in predicting job satisfaction, professional and romantic relationship success, and even preference for different interfaces. Until now, to accurately gauge users' personalities, they needed to take a personality test. This made it impractical to use personality analysis in many social media domains. In this paper, we present a method by which a user's personality can be accurately predicted through the publicly available information on their Facebook profile. We will describe the type of data collected, our methods of analysis, and the results of predicting personality traits through machine learning. We then discuss the implications this has for social media design, interface design, and broader domains. Inventive Leisure Practices: Understanding hacking communities as sites of sharing and innovation - alt.chi - ACM Tricia Wang UC San Diego, Joseph 'Jofish' Kaye Nokia Research Center Abstract » Hacking, tinkering, DIY, and crafts are increasingly popular forms of leisure that have also become growing sites of study in HCI. In this work we take a wide view of the similarities and differences between these practices. We explore a broad spectrum of such activities, which we collectively describe as inventive leisure practices (ILP). We ask how members of various hacking communities make sense of their practice and involvement, and discuss 8 themes we found in common in hackers’ practices. We conclude by proposing a working definition for ILPs. Technologies and Social Learning in an Urban After-School Center - alt.chi - ACM Louise Barkhuus UC San Diego, Robert Lecusay UC San Diego Abstract » In this paper we explore this relationship between social learning environments and the technological ecologies that practitioners, learners, and researchers develop to sustain them. Through an examination of ethnographic research conducted at an urban after-school learning program we gain insight into social, technological and power infrastructures that influence learning and interaction in this setting. Adopting a holistic approach we examine how technologies are integrated into activities in this program to support the learning of the after-school youth. We emphasize both positive and negative infrastructures that contribute to the learning environment and discuss how identifying these infrastructures are one of the first steps towards understanding and informing technology design in informal learning settings. |
Future of Natural UIs - SIG Meeting - ACM Jhilmil Jain Microsoft, Arnold Lund Microsoft, Dennis Wixon Microsoft Abstract » This SIG is a forum to advance an integrated approach to multi-modal Natural User Interfaces. Up until now the research and design of NUI interfaces for various modalities (speech, touch, gesture) has proceeded independently. We propose having an integrated discussion with both academics and practitioners to stimulate the exchange of knowledge about the various modalities and how they might be fruitfully combined, and identifying key areas of future research and design that make the case for multi-modal NUIs. The goal is to not only create a vision of synthetic applications of NUI by connecting researchers but to also discuss ways to make the vision a reality. |
Session Chair: Jennifer Thom-Santelli (IBM Research) Semantic Imitation in Social Tagging - ToCHI Wai-Tat Fu University of Illinois at Urbana-Champaign, Thomas Kannampallil University of Illinois at Urbana-Champaign, Ruogu Kang University of Illinois at Urbana-Champaign, Jibo He University of Illinois at Urbana-Champaign Abstract » We present a human information processing model of social tagging and exploratory search called the semantic imitation model. The model assumes that social tags evoke a spontaneous tag-based topic inference process that primes the semantic interpretation of resource contents during exploratory search, and the semantic priming of existing tags in turn influences future tag choices. The model assumes that information goals, imposed by the task demand and information need of the users, influence tag choices, but its effect is mediated by the semantic representation and interpretation of social tags. The model predicts that (1) users who can see tags created by others (social tags) tend to create tags that are semantically similar to existing social tags, and (2) users who have similar information goals will create tags that are semantically similar to each other, but this effect is mediated by the semantic representation and interpretation of social tags. Results from the experiment comparing tagging behavior between a social group (where participants can see tags created by others) and a nominal group (where participants cannot see tags created by others) confirmed these predictions. The current results highlight the importance of human semantic representations and interpretation in the analysis of large-scale social information systems, and they are critical fro explaining the active, dynamic interactions between human knowledge structures and external folksonomies. Results also demonstrate that analysis at both the individual and social levels are important in understanding emergent patterns in social information systems. Implications on how social tagging systems can facilitate exploratory search, knowledge exchange, and other higher-level human learning activities are discussed. Examining the Impact of Collaborative Tagging on Sensemaking in Nutrition Management - Paper - ACM Lena Mamykina Columbia University, Andrew Miller Georgia Institute of Technology, Catherine Grevet Georgia Institute of Technology, Yevgeniy Medynskiy Georgia Institute of Technology, Michael Terry University of Waterloo, Elizabeth Mynatt Georgia Institute of Technology, Patricia Davidson Cardiovascular Care Group Abstract » Collaborative tagging mechanisms are integral to social computing applications in a variety of domains. Their expected benefits include simplified retrieval of digital content, as well as enhanced ability of a community to makes sense of the shared content. We examine the impact of collaborative tagging in context of nutrition management. In a controlled experiment we asked individuals to assess the nutritional value of meals based on photographic images and observed the impact of different types of tags and tagging mechanisms on individuals nutritional sensemaking. The results of the study show that tags enhance individuals’ ability to remember the viewed meals. However, we found that some types of tags can be detrimental to sensemaking, rather than supporting it. These findings stress the importance of tagging vocabularies and suggest a need for expert moderation of community sensemaking. Personalization via Friendsourcing - ToCHI Michael Bernstein MIT CSAIL, Desney Tan Microsoft Research, Greg Smith Microsoft Research, Mary Czerwinski Microsoft Research, Eric Horvitz Microsoft Research Abstract » When information is known only to friends in a social network, traditional crowdsourcing mechanisms struggle to motivate a large enough user population and to ensure accuracy of the collected information. We thus introduce friendsourcing, a form of crowdsourcing aimed at collecting accurate information available only to a small, socially-connected group of individuals. Our approach to friendsourcing is to design socially enjoyable interactions that produce the desired information as a side effect. We focus our analysis around Collabio, a novel social tagging game that we developed to encourage friends to tag one another within an online social network. Collabio encourages friends, family, and colleagues to generate useful information about each other. We describe the design space of incentives in social tagging games and evaluate our choices by a combination of usage log analysis and survey data. Data acquired via Collabio is typically accurate and augments tags that could have been found on Facebook or the Web. To complete the arc from data collection to application, we produce a trio of prototype applications to demonstrate how Collabio tags could be utilized: an aggregate tag cloud visualization, a personalized RSS feed, and a question and answer system. The social data powering these applications enables them to address needs previously difficult to support, such as question answering for topics comprehensible only to a few of a user's friends. Using Tags to Encourage Reflection and Annotation on Data During Nomadic Inquiry - Note - ACM Alex Kuhn University of Michigan, Clara Cahill University of Michigan, Chris Quintana University of Michigan, Shannon Schmoll University of Michigan Abstract » Nomadic inquiry may benefit from tagging when used for educational purposes to support reflection and annotation during data collection. To that end we created Zydeco, a mobile system to scaffold learners through the science inquiry process in and out of the classroom, and tested it in a museum with 42 middle school students. Students report that tags encouraged reflection and annotation during data collection, suggesting that tagging can be used to support nomadic inquiry. From this work we present some emerging design recommendations for constructing similar systems. User Perceptions of the Role and Value of Tags - Note - ACM Yong-Mi Kim University of Michigan, Soo Young Rieh University of Michigan Abstract » This study investigates user ideas about the role and value of tags in social media. An analysis of 45 interviews with heavy Web users reveals that user perceptions of tags differ from common assumptions held by researchers and designers of social tagging systems. Among beliefs held by participants were that tags were query suggestions or links to other pages, sites, or advertisements – although most identified tags as categories or keywords – and that tags were generated automatically by the computer system. Several participants believed that tags were intended for not only other users but also systems such as search engines. Our findings indicate that Web users, including those who are taggers themselves, experience a high level of uncertainty and confusion about the nature, purpose and value of tags. |
Session Chair: Emmanuel Pietriga (INRIA; Univ. Paris-Sud & CNRS) TorusDesktop: Pointing via the Backdoor is Sometimes Shorter - Paper - ACM Stéphane Huot Université Paris-Sud, CNRS & INRIA, Olivier Chapuis CNRS, Université Paris-Sud & INRIA, Pierre Dragicevic INRIA Abstract » When pointing to a target on a computer desktop, we may think we are taking the shortest possible path. But new shortcuts become possible if we allow the mouse cursor to jump from one edge of the screen to the opposite one, i.e., if we turn the desktop into a torus. We discuss the design of TorusDesktop, a pointing technique that allows to wrap the cursor around screen edges to open this pointing backdoor. A dead zone and an off-screen cursor feedback make the technique more usable and more compatible with everyday desktop usage. We report on three controlled experiments conducted to refine the design of the technique and evaluate its performance. The results suggest clear benefits of using the backdoor when target distance is more than 80 % the screen size in our experimental conditions. Comet and Target Ghost: Techniques for Selecting Moving Targets - Paper - ACM Khalad Hassan University of Manitoba, Tovi Grossman Autodesk Research, Pourang Irani University of Manitoba Abstract » Numerous applications such as simulations, air traffic control systems, and video surveillance systems are inherently composed of spatial objects that move in a scene. In many instances, users can benefit from tools that allow them to select these targets in real-time, without having to pause the dynamic display. However, selecting moving objects is considerably more difficult and error prone than selecting stationary targets. In this paper, we evaluate the effectiveness of several techniques that assist in selecting moving targets. We present Comet, a technique that enhances tar-gets based on their speed and direction. We also introduce Target Ghost, which allows users to select a static proxy of the target, while leaving the motion uninterrupted. We found a speed benefit for the Comet in a 1D selection task in comparison to other cursor and target enhancements. For 2D selection, Comet outperformed Bubble cursor but only when Target Ghost was not available. We conclude with guidelines for design. Acquiring and Pointing: An Empirical Study of Pen-Tilt-Based Interaction - Paper - ACM Yizhong Xin Kochi University of Technology, Xiaojun Bi University of Toronto, Xiangshi Ren Kochi University of Technology Abstract » Research literature has shown that pen tilt is a promising input modality in pen-based interaction. However, the human capability to control pen tilt has not been fully evaluated. This paper systematically investigates the human ability to perform discrete target selection tasks by varying the stylus' tilt angle through two controlled experiments: pen tilt target acquiring (Experiment 1) and tilt pointing (Experiment 2). Results revealed a decreasing power relationship between angular width and selection time in Experiment 1. The results of Experiment 2 confirmed that pen tilt pointing can be modeled by Fitts' law. Based on our quantitative analysis, we discuss the human ability to control pen tilt and the implications of pen tilt use. We also propose a taxonomy of pen tilt based interaction techniques and showcase a series of possible pen tilt technique designs. On the Costs of Multiple Trajectory Pointing Methods - Note ![]() Philip Quinn University of Canterbury, Andy Cockburn University of Canterbury, Kari-Jouko Räihä University of Tampere, Jerome Delamarche Polytech Paris-Sud Abstract » Several enhanced pointing techniques aim to reduce the Fitts’ law targeting distance by providing multiple target trajectories in the hope that a shorter path is available. However, these techniques introduce a search or decision component to pointing -– users must examine the alternatives available and decide upon the trajectory to use. We analyse these difficulties, present a methodology for examining them as well as other behaviour issues, and report empirical results of performance with pointer wrapping and Ninja cursors. Results show that offering multiple trajectories incurs a significant search or decision cost, and that users are therefore poor at capitalising on the theoretical benefits of reduced target distance. Cursor Relocation Techniques to Help Older Adults Find ‘Lost’ Cursors - Note ![]() Nic Hollinworth University of Reading, Faustina Hwang University of Reading Abstract » Older adult computer users often lose track of the mouse cursor and so resort to methods such as mouse shaking or searching the screen to find the cursor again. Hence, this paper describes how a standard optical mouse was modified to include a touch sensor, activated by releasing and touching the mouse, which automatically centers the mouse cursor to the screen, potentially making it easier to find a ‘lost’ cursor. Six older adult computer users and six younger computer users were asked to compare the touch sensitive mouse with cursor centering with two alternative techniques for locating the mouse cursor: manually shaking the mouse and using the Windows sonar facility. The time taken to click on a target following a distractor task was recorded, and results show that centering the mouse was the fastest to use, with a 35% improvement over shaking the mouse. Five out of six older participants ranked the touch sensitive mouse with cursor centering as the easiest to use. |
Session Chair: Alonso Vera (NASA Ames Research Center) Direct Manipulation Through Surrogate Objects - Paper - ACM Bum chul Kwon Purdue University, Waqas Javed Purdue University, Niklas Elmqvist Purdue University, Ji Soo Yi Purdue University Abstract » Direct manipulation has had major influence on interface design since it was proposed by Shneiderman in 1982. Although directness generally benefits users, direct manipulation also has weaknesses. In some cases, such as when a user needs to manipulate small, attribute-rich objects or multiple objects simultaneously, indirect manipulation may be more efficient at the cost of directness or intuitiveness of the interaction. Several techniques have been developed over the years to address these issues, but these are all isolated and limited efforts with no coherent underlying principle. We propose the notion of Surrogate Interaction that ties together a large subset of these techniques through the use of a surrogate object that allow users to interact with the surrogate instead of the domain object. We believe that formalizing this family of interaction techniques will provide an additional and powerful interface design alternative for interaction designers, as well as uncover opportunities for future research. An Actuated Physical Puppet as an Input Device for Controlling a Digital Manikin - Paper - ACM Wataru Yoshizaki NAIST AIST, Yuta Sugiura Keio University, JST ERATO, Albert C Chiou JST ERTO, Sunao Hashimoto JST ERATO, Masahiko Inami Keio University ,JST ERATO, Takeo Igarashi The University of Tokyo, JST ERATO, Yoshiaki Akazawa AIST, Katsuaki Kawachi AIST, Satoshi Kagami AIST NAIST, Masaaki Mochimaru AIST Abstract » We present an actuated handheld puppet system for controlling the posture of a virtual character. Physical puppet devices have been used in the past to intuitively control character posture. In our research, an actuator is added to each joint of such an input device to provide physical feedback to the user. This enhancement offers many benefits. First, the user can upload pre-defined postures to the device to save time. Second, the system is capable of dynamically adjusting joint stiffness to counteract gravity, while allowing control to be maintained with relatively little force. Third, the system supports natural human body behaviors, such as whole-body reaching and joint coupling. This paper describes the user interface and implementation of the proposed technique and reports the results of expert evaluation. We also conducted two user studies to evaluate the effectiveness of our method. Roboshop: Multi-layered Sketching Interface For Robot Housework Assignment and Management - Paper - ACM Kexi Liu Louisiana State University and JST ERATO Igarashi Design Interface Project, Daisuke Sakamoto JST ERATO Igarashi Design Interface Project, Masahiko Inami Keio University and JST ERATO Igarashi Design Interface Project, Takeo Igarashi The University of Tokyo and JST ERATO Igarashi Design Interface Project Abstract » As various home robots come into homes, the need for efficient robot task management tools is arising. Current tools are designed for controlling individual robots independently, so they are not ideally suitable for assigning coordinated action among multiple robots. To address this problem, we developed a management tool for home robots with a graphical editing interface. The user assigns instructions by selecting a tool from a toolbox and sketching on a bird’s-eye view of the environment. Layering supports the management of multiple tasks in the same room. Layered graphical representation gives a quick overview of and access to rich information tied to the physical environment. This paper describes the prototype system and reports on our evaluation of the system. The Shape of Simon: Creative Design of a Humanoid Robot Shell - Case Study (Long) - ACM Carla Diana Smart Design, Andrea L Thomaz Georgia Institute of Technology Abstract » In the study of human-robot interaction, the aesthetic design of socially active machines is a relatively new endeavor, and there are few precedents on which to rely for guidance. Whereas some of the early social robots such as Kismet [1] had expressive body characteristics such as eyeballs, eyelids and ears, the form was not unified into a holistic design. That is, features varied from one another in aesthetic characteristics, and the overall form still gave the impression of being a metal frame to which a series of parts were affixed. As subsequent social robots have been developed, they have varied wildly in terms of overall aesthetic creative direction. In the development of Simon, a humanoid robot currently in progress at the Georgia Institute of Technology, the authors sought to give industrial design an important role, and included creative direction at the very start of the project. Mechanical design, AI development and industrial design were all explored in tandem. The shell design, particularly for the head, was not looked upon as an external layer that would sheath the underlying mechanisms, but rather a core means for defining the robot’s entire movement and behavioral characteristics. |
Session Chair: Kori Inkpen (Microsoft Research) Introverted Elves & Conscientious Gnomes: The Expression of Personality in World of Warcraft - Paper - ACM Nick Yee Palo Alto Research Center, Nicolas Ducheneaut Palo Alto Research Center, Les Nelson Palo Alto Research Center, Peter Likarish University of Iowa Abstract » Personality inference can be used for dynamic personalization of content or system customization. In this study, we examined whether and how personality is expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with their VW behavioral metrics over a four-month period. Many behavioral cues in VWs were found to be related to personality. For example, Extraverts prefer group activities over solo activities. We also found that these behavioral indicators can be used to infer a play-er’s personality. Starcraft from the Stands: Understanding the Game Spectator - Paper - ACM Gifford Cheung University of Washington, Jeff Huang University of Washington Abstract » Video games are primarily designed for the players. However, video game spectating is also a popular activity, boosted by the rise of online video sites and major gaming tournaments. In this paper, we focus on the spectator, who is emerging as an important stakeholder in video games. Our study focuses on Starcraft, a popular real-time strategy game with millions of spectators and high level tournament play. We have collected over a hundred stories of the Starcraft spectator from online sources, aiming for as diverse a group as possible. We make three contributions using this data: i) we find nine personas in the data that tell us who the spectators are and why they spectate; ii) we strive to understand how different stakeholders, like commentators, players, crowds, and game designers, affect the spectator experience; and iii) we infer from the spectators' expressions what makes the game entertaining to watch, forming a theory of distinct types of information asymmetry that create suspense for the spectator. One design implication derived from these findings is that, rather than presenting as much information to the spectator as possible, it is more important for the stakeholders to be able to decide how and when they uncover that information. Do Men Heal More When in Drag? Conflicting Identity Cues Between User and Avatar - Note - ACM Nick Yee Palo Alto Research Center, Nicolas Ducheneaut Palo Alto Research Center, Mike Yao City University of Hong Kong, Les Nelson Palo Alto Research Center Abstract » Studies in the Proteus Effect have shown that users conform to stereotypes associated with their avatar’s appearance. In this study, we used longitudinal behavioral data from 1,040 users in a virtual world to examine the behavioral outcome of conflicting gender cues between user and avatar. We found that virtual gender had a significant effect on in-game behaviors for both healing and player-vs-player activity. Is the Media Equation a Flash in the Pan? The Durability and Longevity of Social Responses to Computers. - Note - ACM Laura M Pfeifer Northeastern University, Timothy Bickmore Northeastern University Abstract » Research on social responses to computers often assesses only first-impression reactions during a single experimental session, providing limited knowledge about the lasting effect of the results. In this work, we assess the lasting strength of social desirability bias effects on an interface designed to track exercise, manipulated to have high or low personalization (text vs. anthropomorphic conversational character). After 40 days of daily interactions by 25 participants, we found that self-reported exercise was more accurate when reported to the character vs. text. We also find that, for both conditions, participants' decision to initiate a session is greater when they have done more exercise. Moreover, we show that this effect significantly increases over time for participants in the character condition, and decreases for participants in the text condition. This study demonstrates that Media Equation effects can grow stronger or weaker over time, depending upon the presentation of the interface. What Drives Customization? Control or Identity? - Paper - ACM Sampada Marathe The Pennsylvania State University, S. Shyam Sundar The Pennsylvania State University Abstract » Customization – an attribute that lets users take control and make changes to the presentation and functionality of the interface – is becoming a hallmark of today’s interactive media devices. What do users experience when they change interface aspects like fonts and colors, skins on mobile phones, speed dial numbers, privacy settings on social networks and different command menus in software? Do they feel in control? Do they see the customized interface as a reflection of who they are? More importantly, is the feeling of being in control a major driver of usage, or does sense of identity – a personal connection with the interface – prove more vital? This paper discusses the psychology of customization, reports an empirical user study designed to explore the relationship between customization, sense of control, and sense of identity, and outlines implications for design of customizable interfaces based on the findings. |
Session Chair: Steve Benford (University of Nottingham) Your Noise is My Command: Sensing Gestures Using the Body as an Antenna - Paper ![]() Gabe Cohn Microsoft Research, University of Washington, Daniel Morris Microsoft Research, Shwetak N Patel Microsoft Research, University of Washington, Desney S Tan Microsoft Research Abstract » Touch sensing and computer vision have made human-computer interaction possible in environments where keyboards, mice, or other handheld implements are not available or desirable. However, the high cost of instrumenting environments limits the ubiquity of these technologies, particularly in home scenarios where cost constraints dominate installation decisions. Fortunately, home environments frequently offer a signal that is unique to locations and objects within the home: electromagnetic noise. In this work, we use the body as a receiving antenna and leverage this noise for gestural interaction. We demonstrate that it is possible to robustly recognize touched locations on an uninstrumented home wall using no specialized sensors. We conduct a series of experiments to explore the capabilities that this new sensing modality may offer. Specifically, we show robust classification of gestures such as the position of discrete touches around light switches, the particular light switch being touched, which appliances are touched, differentiation between hands, as well as continuous proximity of hand to the switch, among others. We close by discussing opportunities, limitations, and future work. Sensor Synaesthesia: Touch in Motion, and Motion in Touch - Paper ![]() Ken Hinckley Microsoft Research, Hyunyoung Song University of Maryland Abstract » We explore techniques for hand-held devices that leverage the multimodal combination of touch and motion. Hybrid touch + motion gestures exhibit interaction properties that combine the strengths of multi-touch with those of motion-sensing. This affords touch-enhanced motion gestures, such as one-handed zooming by holding one’s thumb on the screen while tilting a device. We also consider the reverse perspective, that of motion-enhanced touch, which uses motion sensors to probe what happens underneath the surface of touch. Touching the screen induces secondary accelerations and angular velocities in the sensors. For example, our prototype uses motion sensors to distinguish gently swiping a finger on the screen from “drags with a hard onset” to enable more expressive touch interactions. Data Miming: Inferring Spatial Object Descriptions from Human Gesture - Paper - ACM Christian Holz Hasso Plattner Institute, Andrew Wilson Microsoft Research Abstract » Speakers often use hand gestures when talking about or describing physical objects. Such gesture is particularly useful when the speaker is conveying distinctions of shape that are difficult to describe verbally. We present data miming—an approach to making sense of gestures as they are used to describe concrete physical objects. We first observe participants as they use gestures to describe real-world objects to another person. From these observations, we derive the data miming approach, which is based on a voxel representation of the space traced by the speaker’s hands over the duration of the gesture. In a final proof-of-concept study, we demonstrate a prototype implementation of matching the input voxel representation to select among a database of known physical objects. Understanding Naturalness and Intuitiveness in Gesture Production: Insights for Touchless Gestural Interfaces - Note - ACM Sukeshini A Grandhi RWTH Aachen University, Gina Joue RWTH Aachen University, Irene Mittelberg RWTH Aachen University Abstract » This paper explores how interaction with systems using touchless gestures can be made intuitive and natural. Analysis of 912 video clips of gesture production from a user study of 16 subjects communicating transitive actions (manipulation of objects with or without external tools) indicated that 1) dynamic pantomimic gestures where imagined tool/object is explicitly held are performed more intuitively and easily than gestures where a body part is used to represent the tool/object or compared to static hand poses and 2) gesturing while communicating the transitive action as how the user habitually performs the action (pantomimic action) is perceived to be easier and more natural than gesturing while communicating it as an instruction. These findings provide guidelines for the characteristics of gestures and user mental models one must consciously be concerned with when designing and implementing gesture vocabularies of touchless interaction. The impact on musculoskeletal system during multitouch tablet interactions - Note - ACM Cecil Lozano Arizona State University, Devin Jindrich Arizona State University, Kanav Kahol Arizona State University Abstract » HCI researchers and technologists have heralded multitouch interaction as the technology to drive computing systems into the future. However, as we move towards a world where interaction is based on human body movements that are not well documented or studied, we face a serious and a grave risk of creating technology and systems that may lead to musculoskeletal disorders (MSD’s). Designers need to be empowered with objective data on the impact of multitouch interactions on the musculoskeletal system to make informed choices in interaction design. In this paper we present an experiment that documents kinematic (movement) and kinetic measures (EMG) when interacting with a multitouch tablet. Results show that multitouch interaction can induce significant stress that may lead to MSDs and care must be taken when designing multitouch interaction. |
Session Chair: Julie Kientz (University of Washington) Competing Online Viewpoints and Models of Chronic Illness - Paper - ACM Jennifer Mankoff Carnegie Mellon, Kateryna Kuksenok University of Washington, Sara Kiesler Carnegie Mellon, Jennifer A. Rode Drexel University, Kelly Waldman Duke University Abstract » People with chronic health problems use online resources to understand and manage their condition, but many such resources can present competing and confusing viewpoints. We surveyed and interviewed with people experiencing prolonged symptoms after a Lyme disease diagnosis. We explore how competing viewpoints in online content affect participants’ understanding of their disease. Our results illustrate how chronically ill people search for information and support, and work to help others over time. Participant identity and beliefs about their illness evolved, and this led many to take on new roles, creating content and advising others who were sick. What we learned about online content creation suggests a need for designs that support this journey and engage with complex issues surrounding online health resources. Using Interface Cues in Online Health Community Boards to Change Impressions and Encourage User Contribution - Paper - ACM Hyang-Sook Kim The Pennsylvania State University, S. Shyam Sundar The Pennsylvania State University / Sungkyunkwan University Abstract » Online health message boards have become popular, as users not only gain information from other users but also share their own experiences. However, as with most venues of user-generated content, there is need to constantly make quality evaluations as one sifts through enormous amounts of content. Can interface cues, conveying (1) pedigree of users posting content and (2) popularity of the posted content, help new users efficiently make credibility assessments? Furthermore, can the assignment of these same cues to their own posts serve to motivate content generation on their part? These questions were investigated in a 2-session between-subjects experiment (N = 99) with a prototype of a message-board that experimentally varied interface cues, and found that popularity indicators are more influential than pedigree indicators for both evaluation of existing content and contribution of new content. Findings also suggest theoretical mechanisms—involving such concepts as perceived authority, bandwagon effects, sense of agency and sense of community—by which cues affect user experience, providing rich implications for designing and deploying interface cues. ACES: Promoting Empathy Towards Aphasia Through Language Distortion Emulation Software - Paper - ACM Joshua Hailpern University of Illinois at Urbana Champaign, Marina Danilevsky University of Illinois at Urbana Champaign, Andrew Harris University of Illinois at Urbana Champaign, Karrie Karahalios University of Illinois at Urbana Champaign, Gary Dell University of Illinois at Urbana Champaign, Julie Hengst University of Illinois at Urbana Champaign Abstract » Individuals with aphasia, an acquired communication disorder, constantly struggle against a world that does not understand them. This lack of empathy and understanding negatively impacts their quality of life. While aphasic individuals may appear to have lost cognitive functioning, their impairment relates to receptive and expressive language, not to thinking processes. We introduce a novel system and model, Aphasia Characteristics Emulation Software (ACES), enabling users (e.g., caregivers, speech therapists and family) to experience, firsthand, the communication-distorting effects of aphasia. By allowing neurologically typical individuals to “walk in another’s shoes,” we aim to increase patience, awareness and understanding. ACES was grounded in the communication science and psychological literature, and informed by an initial pilot study. Results from an evaluation of 64 participants indicate that ACES provides a rich experience that increases understanding and empathy for aphasia. Cueing for Drooling in Parkinson's Disease - Note - ACM Roisin McNaney Newcastle University, Stephen Lindsay Newcastle University, Karim Ladha Newcastle University, Cassim Ladha Newcastle University, Guy Schofield Newcastle University, Thomas Ploetz Newcastle University, Nils Hammerla Newcastle University, Daniel Jackson Newcastle University, Richard Walker Newcastle University, Nick Miller Newcastle University, Patrick Olivier Newcastle University Abstract » We present the development of a socially acceptable cueing device for drooling in Parkinson’s disease (PD). Sialorrhea, or drooling, is a significant problem associated with PD and has a strong negative emotional impact on those who experience it. Previous studies have shown the potential for managing drooling by using a cueing device. However, the devices used in these studies were deemed unacceptable by their users due to factors such as hearing impairment and social embarrassment. We conducted exploratory scoping work and high fidelity iterative prototyping with people with PD to get their input on the design of a cueing aid and this has given us an insight into challenges that confront users with PD and limit device usability and acceptability. The key finding from working with people with PD was the need for the device to be socially acceptable. Evaluating Swabbing: a Touchscreen Input Method for Elderly Users with Tremor - Note - ACM Chat Wacharamanotham RWTH Aachen University, Jan Hurtmanns RWTH Aachen University, Alexander Mertens RWTH Aachen University, Martin Kronenbuerger RWTH Aachen University, Christopher Schlick RWTH Aachen University, Jan Borchers RWTH Aachen University Abstract » Elderly users suffering from hand tremor have difficulties interacting with touchscreens because of finger oscillation. It has been previously observed that sliding one's finger across the screen may help reduce this oscillation. In this work, we empirically confirm this advantage by (1) measuring finger oscillation during different actions and (2) comparing error rate and user satisfaction between traditional tapping and swabbing in which the user slides his finger towards a target on a screen edge to select it. We found that oscillation is generally reduced during sliding. Also, compared to tapping, swabbing resulted in improved error rates and user satisfaction. We believe that swabbing will make touchscreens more accessible to senior users with tremor. |
Session Chair: Michael Muller (IBM Research) Towards a Feminist HCI Methodology: Social Science, Feminism, and HCI - Paper - ACM Shaowen Bardzell Indiana University, Jeffrey Bardzell Indiana University Abstract » With substantial efforts in ubiquitous computing, ICT4D, and sustainable interaction design, among others, HCI is increasingly engaging with matters of social change that go beyond the immediate qualities of interaction. In doing so, HCI takes on scientific and moral concerns. This paper explores the potential for feminist social science to contribute to and potentially benefit from HCI’s rising interest in social change. It describes how feminist contributions to debates in the philosophy of science have helped clarify relationships among objectivity, values, data collection and interpretation, and social consequences. Feminists have proposed and implemented strategies to pursue scientific and moral agendas together and with equal rigor. In this paper, we assess the epistemologies, methodologies, and methods of feminist social science relative to prior and on-going research efforts in HCI. We conclude by proposing an outline of a feminist HCI methodology. Out There - Paper - ACM Alex S. Taylor Microsoft Research Abstract » “Out there” is increasingly becoming a topic of concern in HCI. Thanks to various clarion calls, researchers in the field are turning their attention to technology-mediated activities that are shaped less by Euro-American sensibilities and defined more by how they are culturally and geographically distinct. Fieldwork and ethnography researchers, for instance, are beginning to investigate ICT use at religious and spiritual sites, by the socially excluded and disenfranchised, and by people in developing regions. In this paper, I concentrate on the latter focus on development to reflect on HCI’s disciplinary turn “out there”. Specifically, I take the following three themes as common rhetorical devices in such work: (i) the network, (ii) difference and (iii) complexity. Through examples, I discuss how each of these themes has been mobilised. I then use materials from anthropology, science and technology studies, and to a lesser extent geography and postcolonial studies to complicate and in some cases question the interpretative frames that are being applied. Thus, my hope is that this paper is seen as a thought piece that deepens our thinking around HCI’s efforts to look “out there” by paying critical attention to what is going on “in here”. How HCI Talks about Sexuality: Discursive Strategies, Blind Spots, and Opportunities for Future Research - Paper - ACM Gopinaath Kannabiran Indiana University, Jeffrey Bardzell Indiana University, Shaowen Bardzell Indiana University Abstract » The topic of sexuality has been increasingly researched inside the field of HCI. At the same time, and for many reasons, research gaps remain. In this paper, we present a critical analysis of 70 works on this topic spanning the past two decades to understand how we as an academic field talk about sexuality. We use Foucauldian discourse analysis to identify and analyze the various rules of knowledge production on this topic inside our field. By doing so, we expose not only existing gaps in current research literature, but we also gain an understanding of why some of them exist. We suggest some opportunities to make the field more amenable to this kind of research and point out future research directions on sexuality inside the field of HCI. In the Shadow of Misperception: Assistive Technology Use and Social Interactions - Paper ![]() Kristen Shinohara University of Washington, Jacob O. Wobbrock University of Washington Abstract » Few research studies focus on how the use of assistive technologies is affected by social interaction among people. We present an interview study of 20 individuals to determine how assistive technology use is affected by social and professional contexts and interactions. We found that specific assistive devices sometimes marked their users as having disabilities; that functional access took priority over feeling self-conscious when using assistive technologies; and that two misperceptions pervaded assistive technology use: (1) that assistive devices could functionally eliminate a disability, and (2) that people with disabilities would be helpless without their devices. Our findings provide further evidence that accessibility should be built into mainstream technologies. When this is not feasible, assistive devices should incorporate cutting edge technologies and strive to be designed for social acceptability, a new design approach we propose here. |
Designing for User Experience: Academia & Industry - Panel - ACM Joseph 'Jofish' Kaye Nokia Research Center, Elizabeth Buie Luminanze Consulting, Jettie Hoonhout Philips Research, Kristina Höök Mobile Life Centre, Virpi Roto University of Helsinki, Scott Jenson Google, Peter Wright Newcastle University Abstract » As the importance of user experience (UX) has grown, so too have attempts to define, delimit, categorize and theorize about it. In particular, there have been emerging lines of tension in User Experience that parallel the tensions in the larger field of HCI research, particularly between approaches that emphasize the need for representations and understandings of user experience that are precise, comparable, and generalizable, and third-wave approaches that emphasize the richness of situated actions, the inseparability of mind and body, and the contextual dependency of experiences. At the same time, there are tensions between the needs of industry for immediately useful and applicable techniques and methods, and academics’ emphasis on verifiable, repeatable, and theoretically grounded work. In this panel, we bring together a number of these threads to discuss the necessity of designing for user experience. How can we connect the different threads of UX work, without erasing the differences between them? Is there any value in theory of UX, and if so, to whom? What actually works in designing for a user experience? |
Session Chair: Darren Gergle (Northwestern University) Identifying Emotional States using Keystroke Dynamics - Paper - ACM Clayton Epp University of Saskatchewan, Michael Lippold University of Saskatchewan, Regan L Mandryk University of Saskatchewan Abstract » The ability to recognize emotions is an important part of building intelligent computers. Emotionally-aware systems would have a rich context from which to make appropriate decisions about how to interact with the user or adapt their system response. There are two main problems with current system approaches for identifying emotions that limit their applicability: they can be invasive and can require costly equipment. Our solution is to determine user emotion by analyzing the rhythm of their typing patterns on a standard keyboard. We conducted a field study where we collected participants’ keystrokes and their emotional states via self-reports. From this data, we extracted keystroke features, and created classifiers for 15 emotional states. Our top results include 2-level classifiers for confidence, hesitance, nervousness, relaxation, sadness, and tiredness with accuracies ranging from 77 to 88%. In addition, we show promise for anger and excitement, with accuracies of 84%. PAM: A Photographic Affect Meter For Frequent, In Situ Measurement of Affect - Paper - ACM John P Pollak Cornell University, Phil J Adams Cornell University, Geri Gay Cornell University Abstract » The assessment of emotion, or affect, is critical for anyone trying to understand human behavior. But there is a problem: affect as a state is frequently changing and difficult to recall and express, yet in research, we typically only assess it via a single questionnaire at the end of a study. This work presents PAM, the Photographic Affect Meter, a novel tool for measuring affect in which users select from a wide variety of photos the one which best suits their current mood. Our findings indicate that PAM--which takes seconds to complete and is designed to run on modern mobile phones and mobile computing devices--demonstrates strong construct validity across two studies and is very well suited for frequent sampling in context. This work provides a tool to researchers in need of frequent assessment of affect and guidance to others interested in developing similar measurement tools. Affective Computational Priming and Creativity - Paper - ACM Sheena Lewis Technology and Social Behavior Northwestern University, Mira Dontcheva Advanced Technologies Lab Adobe Systems, Elizabeth Gerber Segal Design Institute Northwestern University Abstract » While studies have shown that affect influences creativity, few investigate how affect influences creative performance with creativity support tools. Drawing from methods commonly used in psychology research, we present affective computational priming, a new method for manipulating affect using digitally embedded stimuli. We present two studies that explore computational techniques for inducing positive, neutral, and negative affect and examine the impact on idea generation with creativity support tools. Our results suggest that positive affective computational priming positively influences the quality of ideas generated. We discuss barriers and opportunities for future HCI research and practical applications of affective computational priming when designing creativity support tools. Upset Now?: Emotion Contagion in Distributed Groups - Note - ACM Jamie Guillory Cornell University, Jason Spiegel Cornell University, Molly Drislane Cornell University, Benjamin Weiss Cornell University, Walter Donner Cornell University, Jeff Hancock Cornell University Abstract » The importance of emotion to group outcomes in FtF highlights the need to understand emotion contagion in distributed groups. The present study examines the transfer of negative emotion in online groups. Negative emotion was induced in one of three group members completing a task in CMC. The data suggest that emotion contagion took place at the group level, with partners experiencing more negative emotion, more disagreement, higher verbosity, and use of more complex language in induced groups compared to control groups. Induced groups also performed better on the group task, raising questions about the effects of negative emotion contagion in online groups. Emotion Regulation for Frustrating Driving Contexts - Note - ACM Helen Harris Stanford University, Clifford Nass Stanford University Abstract » Driving is a challenging task because of the physical, attentional, and emotional demands. When drivers become frustrated by events their negative emotional state can escalate dangerously. This study examines behavioral and attitudinal effects of cognitively reframing frustrating events. Participants (N = 36) were asked to navigate a challenging driving course that included frustrating events such as long lights and being cut-off. Drivers were randomly assigned to three conditions. After encountering a frustrating event, drivers in a reappraisal-down condition heard voice prompts that reappraised the event in an effort to deflate negative reactions. Drivers in the second group, reappraisal¬-up, heard voice prompts that brought attention to the negative actions of vehicles and pedestrians. Drivers in a silent condition drove without hearing any voice prompts. Participants in the reappraisal-down condition had better driving behavior and reported less negative emotions than participants in the other conditions. |
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17:30 - 19:30 |
Exhibit Hall Grand Opening Reception
Ballroom C/D
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08:00 - 8:45 |
Madness
Ballroom A/B
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Registration Open
Ballroom Foyer
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09:00 - 10:00 |
Open
119/120
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Open
Ballroom 2, Renaissance Hotel
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Designing for Whole Systems and Services in Healthcare - SIG Meeting - ACM Peter Jones Redesign OCAD University, David Cronin Smart Design, Dean Karavite Children’s Hospital of Philadelphia, Ross Koppel University of Pennsylvania, Prudence Dalrymple Drexel University, Kai Zheng University of Michigan, Michelle Rogers Drexel University, Bob Schumacher User Centric Abstract » This CHI 2011 SIG provides a workshop for collective problem finding and community identification. The goal is to initiate a working group to coordinate systemic design research issues across practitioner communities. This SIG addresses the insufficiency of user-centered design and informatics research to design for system and service-level innovations in healthcare. The SIG seeks to coordinate communications and participation across design practice, research disciplines, and areas of health practice for service system innovation. |
Sustainability Community: Framework & Agenda - SIG Meeting Azam Khan Autodesk Research, Eli Blevis Indiana University, Daniela Busse SAP Abstract » This special interest group meeting will bring together human-computer interaction (HCI) researchers who are interested in applying their knowledge and skills to the environmental goals of sustainable production and sustainable consumption. Those new to HCI for sustainability will learn which support and opportunities there are for their contributions, while HCI researchers already working in this area will discover which activities are occurring within and outside the HCI community. A conceptual framework will be presented together with a call to action, followed by a review of past and current HCI activities surrounding sustainability. Finally, an open discussion will develop a reformulation of HCI sustainability research for future CHI meetings. |
Session Chair: David McDonald (University of Washington) “I Lie to Myself that I Have Freedom in My Own Schedule”: Productivity Tools and Experiences of Busyness - Paper - ACM Gilly Leshed Cornell University, Phoebe Sengers Cornell University Abstract » This paper examines the relationship between experiences of busyness in everyday life and the use of productivity tools, including planners, calendars and to-do lists. Field study findings demonstrate that American individuals across a demographic range have internalized a cultural emphasis of busyness as a moral value to construct positive identities as busy individuals. At the same time, they struggle with a sense of conflict around busyness, reflected in real-life experiences of clashing priorities, fantasies of downtime, and struggles with anxiety, guilt, and loss of control. Our findings also point to the ways digital and non-digital productivity tools are embedded in experiences and coping practices around busyness. Grounded in our observations we propose design principles for productivity tools that support users’ identities as busy people but also address some of the perils of the American busyness ethic. Homebrew Databases: Complexities of Everyday Information Management in Nonprofit Organizations - Paper ![]() Amy Voida University of California, Irvine, Ellie Harmon University of California, Irvine, Ban Al-Ani University of California, Irvine Abstract » Many people manage a complex assortment of digital information in their lives. Volunteer coordinators at nonprofit organizations are no exception; they collectively manage information about millions of volunteers every year. Yet current information management systems are insufficient for their needs. In this paper, we present results of a qualitative study of the information management practices of volunteer coordinators. We identify the resource constraints and the diverse and fluid information needs, stakeholders, and work contexts that motivate their information management strategies. We characterize the assemblages of information systems that volunteer coordinators have created to satisfice their needs as ‘homebrew databases.’ Finally, we identify additional information management challenges that result from the use of these ‘homebrew databases,’ highlighting deficiencies in the appropriateness and usability of databases and information management systems, more generally. How a Freeform Spatial Interface Supports Simple Problem Solving Tasks - Paper - ACM Eser Kandogan IBM Almaden Research Center, Juho Kim IBM Almaden Research Center, Stanford, MIT, Thomas P. Moran IBM Almaden Research Center, Pablo Pedemonte IBM Argentina Abstract » We developed DataBoard, a freeform spatial interface, to support users in simple problem solving tasks. To develop a deeper understanding of the role of space and the tradeoffs between freeform and structured interaction styles in problem solving tasks, we conducted a controlled user study comparing the DataBoard with a spreadsheet and analyzed video data in detail. Beyond improvements in task performance and memory recall, our observations reveal that freeform interfaces can support users in a variety of ways: representing problems flexibly, developing strategies, executing strategies incrementally, tracking problem state easily, reducing mental computation, and verifying solutions perceptually. The spreadsheet also had advantages, and we discuss the tradeoffs. |
Session Chair: Patrick Baudisch (Hasso Plattner Institute) The Trouble with Social Computing Systems Research - alt.chi - ACM Michael S Bernstein MIT, Mark S Ackerman University of Michigan, Ed H Chi Google, Inc., Robert C Miller MIT Abstract » Social computing has led to an explosion of research in understanding users, and it has the potential to similarly revolutionize systems research. However, the number of papers designing and building new sociotechnical systems has not kept pace. We analyze challenges facing social computing systems research, ranging from misaligned methodological incentives, evaluation expectations, double standards, and relevance compared to industry. We suggest improvements for the community to consider so that we can chart the future of our field. Form and Materiality in Interaction Design: A New Approach to HCI - alt.chi - ACM Heekyoung Jung Indiana University, Erik Stolterman Indiana University Abstract » This paper is motivated by the increasing significance of form in design and use of interactive artifacts. The objective of this paper is to conceptualize what we mean by form in the context of interaction design and HCI research and how we can approach it in regard to emerging type of digital materiality. To do this, we first examine conceptual dimensions of form in interactive artifacts through the lens of three existing perspectives with their respective focus on: material, meaning, and making. We then apply these perspectives in our analysis of specific forms of interactive artifacts. Based on this analysis, we suggest a model of four different types of forms: the cognitive, embodied, expressive, and exploratory forms. Reflecting on this model, we propose form-driven interaction design research with its epistemological and methodological implications. How Can We Support Users' Preferential Choice? - alt.chi - ACM Anthony Jameson DFKI, Silvia Gabrielli CREATE-NET, Per Ola Kristensson University of Cambridge, Katharina Reinecke Harvard University, Federica Cena University of Turin, Cristina Gena University of Turin, Fabiana Vernero University of Turin Abstract » Users of computing technology are constantly making choices about how to use the technology which are "preferential" in the sense that there is no correct or incorrect option. We argue that HCI should devote more attention to helping users to make better preferential choices, tapping into the vast pool of relevant psychological research. After offering a quick high-level overview of this research, we introduce four general strategies for exploiting it in interaction design and illustrate these strategies with reference to examples. Looking at selected other paradigms that involve influencing preferential choice, we explain how our framework can lead to greater coverage and conceptual clarity. Of Course I Wouldnʼt Do That in Real Life: Advancing the Arguments for Increasing Realism in HCI Experiments - alt.chi - ACM Letitia Lew Stanford University, Truc Nguyen Stanford University, Solomon Messing Stanford University, Sean Westwood Stanford University Abstract » We offer a nuanced examination of the way that realism can impact internal and external validity in HCI experiments. We show that if an HCI experiment lacks realism across any of four dimensions—appearance, content, task and setting—the lack of realism can confound the study by interacting with the treatment and weakening internal or external validity. We argue furthermore, that realism can be increased while still maintaining control: analogue experiments allow researchers to conduct experiments in more ecologically valid environments and online experiments bridge the gap between the cleanroom and field. While increasing the level of realism in an experiment can introduce noise, technological developments have made it easier to collect rich analytics on behavior and usage. GoSlow: Designing for Slowness, Reflection and Solitude - alt.chi - ACM Justin Cheng Cornell University, Akshay Bapat Cornell University, Gregory Thomas Cornell University, Kevin Tse Cornell University, Nikhil Nawathe Cornell University, Jeremy Crockett Cornell University, Gilly Leshed Cornell University Abstract » We are surrounded by technologies that fuel a fast-paced, at-the-moment, connected life. In contrast, GoSlow is a mobile application designed to help users slow down, contemplate, and be alone. Through serendipWe are surrounded by technologies that fuel a fast-paced, at-the-moment, connected life. In contrast, GoSlow is a mobile application designed to help users slow down, contemplate, and be alone. Through serendipitous moments of pause and reflection, GoSlow offers simple ways for users to cut back and relax, provides an outlet for contemplation and reminiscence, and helps them disconnect and get away. Our user study reveals that GoSlow encourages introspective reflection, slowing down, and can help reduce stress with minimal intervention.itous moments of pause and reflection, GoSlow offers simple ways for users to cut back and relax, provides an outlet for contemplation and reminiscence, and helps them disconnect and get away. Our user study reveals that GoSlow encourages introspective reflection, slowing down, and can help reduce stress with minimal intervention. |
Session Chair: Jacquelyn Martino (IBM Research) An Exploratory Study of Input Modalities for Mobile Devices Used with Museum Exhibits - Paper - ACM Priscilla Jimenez Pazmino University of Illinois at Chicago, Leilah Lyons University of Illinois at Chicago Abstract » New of mobile device features and the growing proportion of visitors carrying mobiles allow the range of museum exhibit design possibilities to be expanded. In particular, we see opportunities for using mobiles to help exhibits scale up to support variable-sized groups of visitors, and to support collaborative visitor-visitor interactions. Because exhibit use is generally one-time-only, any interfaces created for these purposes must be easily learnable, or visitors may not use the exhibit at all. To guide the design of learnable mobile interfaces, we chose to employ the Consistency design principle. Consistency was originally applied to desktop UIs, so we extended the definition to cover three new categories of consistency relevant to ubiquitous computing: Within-Device Consistency, Across-Device Consistency and Within-Context Consistency. We experimentally contrasted designs created from these categories. The results show small differences in learnability, but illustrate that even for one-off situations learnability may not be as important as usability. GroupAixplorer: An Interactive Mobile Guide for Small Groups - Case Study (Long) Martin Wermers RWTH Aachen University, Gero Herkenrath RWTH Aachen University, Jan Borchers RWTH Aachen University Abstract » Museum Audio guides often isolate visitors from each other with little regard for the social needs of a group. We developed a collaborative quest game for small groups on a mobile guide. A user study showed that communication and social interaction among visitors were encouraged instead of hindered and that even quests without much interaction on the device were still popular. It also demonstrated that our concept of having a group leader responsible to start and finish quests as well as organize group progress during the game does not impair the group experience per se, but that careful selection of the member fulfilling that part may be important. Art Loop Open: Designing for the intersection of Art and Technology in an Urban Public Exhibition - Case Study (Long) - ACM Anijo P Mathew Illinois Institute of Technology Abstract » In this case study, we explore the design and implementation of Art Loop Open, a city-wide art exhibition with a cutting edge technologically mediated experience. The case study will enumerate the design process, the collaboration between different decision making entities, as well as the technology layer and the experience design of the exhibition. |
Session Chair: Gillian Hayes (University of California, Irvine) Matters of Life and Death: Locating the End of Life in Lifespan-Oriented HCI Research - Paper - ACM Michael Massimi University of Toronto, William Odom Carnegie Mellon University, Richard Banks Microsoft Research Cambridge, David Kirk University of Nottingham Abstract » Examining developmental periods of the human lifespan has been a useful tradition for focusing HCI research (e.g., technologies for children or the elderly). In this paper, we identify the end of life as another period of the human lifespan that merits consideration by technology designers and researchers. This paper maps out current and future research in HCI at the end of life by first describing how this area raises questions concerning materiality and artifacts, social identities, temporality and methodologies. Having provided a description of the richness of this area, we then frame it against HCI traditions and practices in an orientation we term the lifespan-oriented approach. This paper maps early efforts in end of life research, structures and suggests areas for continued work, and situates the end of life among existing areas of HCI research. I Said Your Name in an Empty Room: Grieving and Continuing Bonds on Facebook - Note - ACM Emily Getty Cornell University, Jessica Cobb Cornell University, Meryl Gabeler Cornell University, Christine Nelson Cornell University, Ellis Weng Cornell University, Jeffrey Hancock Cornell University Abstract » In response to the death of a close friend or relative, bereaved individuals can use technology as part of the grieving process. We present a study that analyzes the messages of the friends and family of the deceased to their Facebook profile before and after their passing. Our analysis reveals that mourners use profiles as a way to maintain a continuing bond with the deceased, as well as a way to accomplish specific front stage bereavement communication, such as sharing memories, expressing sorrow and providing social support. These observations may improve the design of social networking technologies so that they remain useful, sensitive tools for the bereaved. Dealing with Death in Design: Developing Systems for the Bereaved - Paper - ACM Michael Massimi University of Toronto, Ronald M Baecker University of Toronto Abstract » Increasingly, systems are being developed and used in ways that involve end of life issues such as death, dying, and bereavement. Yet design considerations and guidelines for technologists working in this sensitive area are not well-established. We therefore report on exploratory fieldwork consisting of focus groups, observations, and consultation with bereavement experts aimed at understanding how technology might be designed to support bereaved parents. From this fieldwork, we derive a set of considerations useful for researchers and designers developing systems that deal specifically with bereavement, and with the end of life more broadly. These considerations focus on interpersonal communication, new ways of being in the world, and materiality. We conclude with a distillation of these considerations into practical design guidelines for working in this area. |
Low Cost vs. High-End Eye Tracking for Usability Testing - Works In Progress - ACM Sune Alstrup Johansen IT University of Copenhagen, Javier San Agustin IT University of Copenhagen, Henrik Skovsgaard IT University of Copenhagen, John Paulin Hansen IT University of Copenhagen, Martin Tall Duke University Abstract » Accuracy of an open source remote eye tracking system and a state-of-the-art commercial eye tracker was measured 4 times during a usability test. Results from 9 participants showed both devices to be fairly stable over time, but the commercial tracker was more accurate with a mean error of 31 pixels against 59 pixels using the low cost system. This suggests that low cost eye tracking can become a viable alternative, when usability studies need not to distinguish between, for instance, particular words or menu items that participants are looking at, but only between larger areas-of-interest they pay attention to. A Crowdsourcing Model for Receiving Design Critique - Works In Progress - ACM Anbang Xu University of Illinois at Urbana-Champaign, Brian P. Bailey University of Illinois at Urbana-Champaign Abstract » Designers in many domains are increasingly turning to online communities to receive critiques of early design ideas. However, members of these communities may not contribute an effective critique due to limited skills, motivation, or time, and therefore many critiques may not go beyond “I (don’t) like it”. We propose a new approach for designers to receive online critique. Our approach is novel because it adopts a theoretical framework for effective critique and implements the framework on a popular crowdsourcing platform. Preliminary results show that our approach allows designers to acquire quality critiques in a timely manner that compare favorably with critiques produced from a well-known online community. Touch-Bookmark: A Lightweight Navigation and Bookmarking Technique for E-Books - Works In Progress - ACM Dongwook Yoon Korea Institute of Science and Technology, Yongjun Cho Korea Institute of Science and Technology, Kiwon Yeom Korea Institute of Science and Technology, Ji-Hyung Park Korea Institute of Science and Technology Abstract » The navigation function of an e-book significantly influences its usability. In this paper, we introduce Touch-Bookmark (TB), a multitouch navigation technique for e-books. TB enables users to bookmark a page in a casual manner and return to it quickly when required. Moreover, the users can flip between two remote pages by using simple gestures. In a usability test conducted to evaluate our prototype, users found the technique easy to learn, natural to use, and useful for navigation. Analysis of the patterns of interaction gestures helped identify human factors that should be considered when designing touch interfaces for e-books. The factors include navigation strategies, patterns of interaction gestures, types of books, and motor memory. Understanding Email Communication of Persons with Aphasia - Works In Progress - ACM Abdullah Al Mahmud Eindhoven University of Technology, Jean-Bernard Martens Eindhoven University of Technology Abstract » An email program has been developed by the Aphasia Union Netherlands (AVN) to enhance communication between aphasics mutually and with their therapists. In this paper we report intermediate evaluation results of the AVN email program. We evaluated the email program in two ways: a. by analyzing the AVN email server logs and b. by collecting subjective responses through questionnaires. Our results indicate that both aphasics and therapists find the email program useful, despite the fact that they expressed several criticisms about its usability. Therefore, some changes are required to make the program better useable and more widely accessible for the target group. A Context-Sensitive Device to Help People with Autism Cope with Anxiety - Works In Progress - ACM Marziya Mohammedali Curtin University, Dinh Phung Curtin University, Brett Adams Curtin University, Svetha Venkatesh Curtin University Abstract » We describe a smartphone application that helps people with Autism Spectrum Disorder (ASD) cope with anxiety attacks. Our prototype provides a one-touch interface for indicating a panic level. The device’s response—to instruct, soothe, and/or contact carers—is sensitive to the user’s context, consisting of time, location, ambient noise, and nearby friends. Formative evaluation unearths a critical challenge to building assistive technologies for ASD sufferers: can regimented interfaces foster flexible behaviour? Our observations suggest that a delicate balance of design goals is required for a viable assistive technology. The Effects of Screen-Size and Communication Modality on Psychology of Mobile Device Users - Works In Progress - ACM Ki Joon Kim SungKyunKwan University, S. Shyam Sundar Pennsylvania State University, Eunil Park SungKyunKwan University Abstract » Does screen-size matter in mobile devices? There appears to be a move toward larger screens, with recent launches of Apple’s iPad and Samsung’s Galaxy Tab, but do these devices undercut the perceived mobility and affect user attitudes toward the technology? To answer these and related questions, the present study examines the effects of screen-size and communication modality (text vs. video) on mobile device users’ perception of mobility and content as well as attitudes toward technology acceptance. Preliminary data from a between-subjects experiment show that smaller screen-size elicited greater perceived mobility while larger screen-size was key to greater enjoyment. News story in video format played a crucial role in providing greater enjoyment and newsworthiness of the news story while news in text format was perceived to be easier to use on a mobile device. Design implications and limitations are discussed, as we prepare for a constructive replication. On the use of pervasive computing to support patients with obsessive compulsive disorder - Works In Progress - ACM Vassilis-Javed Khan NHTV Breda University of Applied Sciences, Panos Markopoulos Eindhoven University of Technology, Nynke Spijksma Marina de Wolf Hospital Abstract » Obsessive-compulsive disorder (OCD) is a psychiatric disorder affecting 2% to 3% of world population. Patients having this disorder engage in repetitive and discomforting behaviors usually linked to controlling or cleaning. The potential of technical solutions trying to support both patients and therapists has been to a limited extent explored with some encouraging results. However, the use of a mobile phone application has not yet been explored. We present a study of a distributed application, partly running on mobile phone and partly on a website, with four patients suffering from OCD and their therapist. Our qualitative evaluation yields encouraging conclusions for practitioners and developers of such applications. Living with Pain, Staying in Touch: Exploring the Communication Needs of Older Adults with Chronic Pain - Works In Progress - ACM Jessica M David University of Toronto, Alison Benjamin University of Toronto, Ronald M Baecker University of Toronto, Diane J Gromala Simon Fraser University, Jeremy P Birnholtz Cornell University Abstract » For older adults with chronic pain, maintaining social ties can be difficult. Both chronic pain and social isolation compound each other and are associated with poor health outcomes. Our research explores how technology can be used to facilitate communication and support for older adults with chronic pain. We report on preliminary results of field research with 20 participants and deployment of a digital communicating picture frame prototype. We found that chronic pain introduces unique barriers to synchronous contact and that our prototype seemed to fit the needs of these individuals by supporting meaningful asynchronous communication with the possibility for adjustable reciprocity. Ambient Displays: Influencing Movement Patterns - Works In Progress - ACM Tasos Varoudis arch+ech Architecture, Sheep Dalton Open University, Katerina Alexiou Open University, Theodore Zamenopoulos Open University Abstract » Ambient displays are gradually augmenting the principal static elements of architecture, such as walls, transforming space into a dynamic and ever-changing environment. Does the addition of such digital elements influence people’s perception and understanding of space around them? If so, do ambient displays lead to behavioral changes like people’s movement in such environments? In this particular study, a series of experiments were conducted to investigate public interior spaces with embedded ambient displays. The findings are then presented showing how the presence of an ambient display through its visual depth affects and changes movement patterns. This study discusses the ability of an ambient display to refine navigation paths and suggests that its visual depth can enhance its effectiveness. A Tactile Friend Sense for Keeping Groups Together - Works In Progress - ACM Martin Pielot OFFIS Institute for Information Technology, Benjamin Poppinga OFFIS Institute for Information Technology, Wilko Heuten OFFIS Institute for Information Technology, Susanne Boll University of Oldenburg Abstract » Visiting crowded places at night in a group of friends is a common leisure activity in many parts of the world. However, the chaotic nature of such place makes it difficult to keep the group together. Constantly watching out for the others or frequent use of technology (e.g. phone calls or Google Latitude) may be contradictory to the idea of having a jolly night out. We therefore designed FriendSense, a mobile application that acts as a pervasive anchor to one of the friends. Beyond existing solutions it allows to continuously sense the anchored friend’s location through vibro-tactile feedback. In a preliminary field study we investigated how this added sense affects a night out at an Oktoberfest-like festival. We found evidence that FriendSense users were more confident and less stressed with keeping the group together. Recompose: Direct and Gestural Interaction with an Actuated Surface - Works In Progress - ACM Matthew Blackshaw MIT Media Lab, Anthony DeVincenzi MIT Media Lab, David Lakatos MIT Media Lab, Daniel Leithinger MIT Media Lab, Hiroshi Ishii MIT Media Lab Abstract » In this paper we present Recompose, a new system for manipulation of an actuated surface. By collectively utilizing the body as a tool for direct manipulation alongside gestural input for functional manipulation, we show how a user is afforded unprecedented control over an actuated surface. We describe a number of interaction techniques exploring the shared space of direct and gestural input, demonstrating how their combined use can greatly enhance creation and manipulation beyond unaided human capability. Make a Trip an Experience: Sharing In-Car Information with Passengers - Works In Progress - ACM Ohad Inbar Ben-Gurion University of the Negev, Noam Tractinsky Ben-Gurion University of the Negev Abstract » Current in-vehicle information systems (IVIS) are designed for use by a single entity – the driver. In this paper we propose that the benefits of IVIS can increase if we also consider the needs of passengers and their potential contribution as additional information handlers who buffer the driver from information overload. The benefits these “incidental users” of IVIS can reap from having trip-related information shared with them include reduced boredom, increased trust and a sense of inclusion. Drivers’ benefits include less distraction caused by questions previously aimed at them as the exclusive owners of the trip-related information, and reduced information load by allowing passengers to actively control selected in-car systems. Effects of Different Types of Artifacts on Interpretations of Artificial Subtle Expressions (ASEs) - Works In Progress - ACM Takanori Komatsu Shinshu University, Seiji Yamada National Institute of Informatics, Kazuki Kobayashi Shinshu University, Kotaro Funakoshi Honda Research Institute, Mikio Nakano Honda Research Institute Abstract » So far, we already confirmed that the artificial subtle expressions (ASEs) from a robot could convey its internal states to participants accurately and intuitively. In this paper, we investigated whether the ASEs from an on-screen artifact could also convey the artifact’s internal states to participants in order to confirm whether the ASEs can be interpreted consistently for various types of artifacts. The results clearly showed that the ASEs’ interpretations from on-screen artifact were consistent with the ones from robotic agent. Adaptive Eye-Gaze-Guided Interfaces: Design & Performance Evaluation - Works In Progress - ACM Oleg Komogortsev Texas State University-San Marcos, Corey Holland Texas State University-San Marcos, Jose Camou Texas State University-San Marcos Abstract » This paper considers the effects of user interface adaptation based on regional eye tracker accuracy to improve user performance and satisfaction in an eye-gaze-guided application. We objectively and subjectively evaluated the differences between an adaptive interface, in which navigational elements were placed in regions of highest accuracy, and its inverted counterpart, in which navigational elements were placed in regions of lowest accuracy. The results indicate that by accounting for regional accuracy the adaptive interface was able to provide a significant improvement in user performance, though this effect had little bearing on user satisfaction. RegionalSliding: Enhancing Target Selection on Touchscreen-Based Mobile Devices - Works In Progress - ACM Wenchang Xu Tsinghua University, Chun Yu Tsinghua University, Yuanchun Shi Tsinghua University Abstract » Target selection on mobile devices with touchscreens usually gets users into trouble due to the occlusion of the target by the user’s finger and ambiguity about which part of the finger generates the result point. In this paper, we propose a novel technique to enhance target selection on touchscreen-based mobile devices, named RegionalSliding, which selectively renders the initially “selected” target as well as its “surrounding” targets in a non-occluded area when users press down on the screen and enables users to complete the selection with sliding gestures according to the visual feedback from the rendered area. A preliminary user study shows that RegionalSliding increases the selection accuracy and brings good user experience. Why not Use Mobile Phones? An Observational Study of Medical Work - Works In Progress - ACM So Young Lee University of California, Irvine, Sun Young Park University of California, Irvine, Yunan Chen University of California, Irvine Abstract » Previous studies suggest that mobile phones could prevent many communication and information breakdowns that commonly occur in a hospital environment. However, the actual benefits of mobile phones in medical work remain unexplored. We studied mobile phone usage among nurses in an Emergency Department (ED). Surprisingly, mobile phones were not favored by our study participants. We found that mobile phones do not support essential characteristics of nursing work in ED because they lack support for group awareness, informative interruption, and role-based calling. The findings suggest that the design of mobile devices should support nurses’ share of work responsibilities and the need for information transparency. Enhancing Outdoor Navigation Systems through Vibrotactile Feedback - Works In Progress - ACM Dominik Bial University of Duisburg-Essen, Dagmar Kern University of Duisburg-Essen, Florian Alt University of Duisburg-Essen, Albrecht Schmidt University of Stuttgart Abstract » While driving many tasks compete for the attention of the user, mainly via the audio and visual channel. When designing systems depending upon providing feedback to users (e.g., navigation systems), it is a crucial prerequisite to minimize influence on and distraction from the driving task. This becomes even more important when designing systems for the use on motorbikes; space for output devices is scarce, as people are wearing helmets visual feedback is often difficult due to lighting conditions, and audio feedback is limited. In a first step we aimed at creating an understanding as to how information could be communicated in a meaningful way using vibrotactile signals. Therefore, we investigated suitable positions of actuators on the hand, appropriate length of the vibration stimulus, and different vibration patterns. We built a first prototype with 4 vibration actuators attached to the fingertips and asked 4 participants to test our prototype while driving. With this work we envision to lay the foundations for vibrotactile support in navigation systems. Us’em: Motivating Stroke Survivors to Use their Impaired Arm and Hand in Daily Life - Works In Progress - ACM Luuk Beursgens Eindhoven University of Technology, Freek Boesten Maastricht University, Annick Timmermans Adelante Rehabilitation Centre, Henk Seelen Adelante Rehabilitation Centre, Panos Markopoulos Eindhoven University of Technology Abstract » Stroke leaves the majority of its survivors with an impairment of the upper extremity that seriously reduces their quality of life and their ability to live independently. Rehabilitation research has shown that extensive usage of the impaired arm in everyday life can improve arm-hand performance, even in chronic stages after stroke. Such usage though is difficult for patients who need some help to be reminded and motivated for using the impaired arm. This paper presents the user centered design and initial evaluation of Us’em, a watch-like device that provides feedback to patients regarding the usage of their impaired arm-hand in relation to their non-affected upper extremity in order to motivate them to use their affected arm more. Duet for Solo Piano: MirrorFugue for Single User Playing with Recorded Performances - Works In Progress - ACM Xiao Xiao Massachusetts Institute of Technology, Hiroshi Ishii Massachusetts Institute of Technology Abstract » MirrorFugue is an interface that supports symmetric, real-time collaboration on the piano using spatial metaphors to communicate the hand gesture of collaborators. In this paper, we present an extension of MirrorFugue to support single-user interactions with recorded material and outline usage scenarios focusing on practicing and self-reflection. Based on interviews with expert musicians, we discuss how single-user interactions on MirrorFugue relate to larger themes in music learning and suggest directions for future research. OpenID-Enabled Browser: Towards Usable and Secure Web Single Sign-On - Works In Progress - ACM San-Tsai Sun University of British Columbia, Eric Pospisil University of British Columbia, Ildar Muslukhov University of British Columbia, Nuray Dindar University of British Columbia, Kirstie Hawkey Dalhousie University, Konstantin Beznosov University of British Columbia Abstract » OpenID is an open and promising Web single sign-on solution; however, the interaction flows provided by OpenID are inconsistent, counter-intuitive, and vulnerable to phishing attacks. In this work, we investigated the challenges web users face when using OpenID for authentication, and designed a phishing-resistant, privacy-preserving browser add-on to provide a consistent and intuitive single sign-on user experience for the average web users. Children may Expect Drag-and-Drop Instead of Point-and-Click - Works In Progress - ACM Wolmet Barendregt University of Gothenburg, Mathilde M. Bekker Eindhoven University of Technology Abstract » In this paper we present evidence from a pilot study that children may have started to expect the drag-and-drop interaction style. This is in contrast with probably the most cited paper on this topic from 2001, stating that point-and-click is the most appropriate interaction style for children between 6 and 12 years old. Instead of providing children with information on the interaction style expected we developed two point-and-click interfaces and let children explore those interfaces themselves. Children consistently tried to apply the drag-and-drop interaction style both initially and after having discovered the point-and-click style, resulting in problems in interacting with the interfaces. This was especially clear for the type of action having a natural mapping to holding down the mouse-button, such as cutting or drawing lines. In summary, it appears that children have begun to expect the drag-and-drop interaction style and that deviating from this standard may result in serious usability problems. SoloFind: Chains of Interactions with a Mobile Retail Experience System - Works In Progress - ACM Alexander Wiethoff Ludwig-Maximilians-Universität München, Gregor Broll DOCOMO Euro-Labs Abstract » This paper presents SoloFind, a mobile retail experience system for large consumer electronic stores that helps users to retrieve product information. A tangible user interface (TUI) allows customers to collect product information via a simple, Near Field Communication (NFC) based interaction. This data can be customized, reviewed and compared at an interactive kiosk. The simple, touch-like interaction with NFC provides a seamless user experience for customers. This paper focuses on the design of SoloFind, its features and their preliminary evaluation with an experience prototype. Squeeze vs. Tilt: A Comparative Study Using Continuous Tactile Feedback - Works In Progress - ACM Eve Hoggan University of Helsinki HIIT, Dari Trendafilov Nokia, Teemu Ahmaniemi Nokia, Roope Raisamo University of Tampere Abstract » This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile devices and can tactile feedback improve performance? The experiment results show that both input methods are viable but squeezing is significantly faster and more sustainable than tilting (with and without tactile feedback). Evaluating an Automatic Rotation Feature in Collaborative Tabletop Workspaces - Works In Progress - ACM Gianluca Schiavo University of Padova, Giulio Jacucci University of Helsinki, Tommi Ilmonen Multitouch Ltd., Luciano Gamberini University of Padova Abstract » Tabletops are commonly used for collaboration but would benefit from features that help orient objects to individual users disposed around the display. We propose an approach of automatic orientation based on fingers and hand detection as a proxy to determine the position of the user. To contribute to the discussion of the relevance of automatic rotation, we present a comparison study of pairs of participants engaged in both loosely and tightly coupled tasks. We collected performance measures, questionnaires and analyze interactions from video recordings. The results show that automatic rotation is more suitable when the collaboration is loosely coupled. Conversely, in tightly coupled tasks performance are worse and user ratings low when automatic rotations are enabled. We conclude that features such as automatic orientation on tabletop are important and promising but that they need to be critically assessed with respect to their effects on collaboration in both tightly and loosely coupled tasks. Participatory Sensing for Community Building - Works In Progress - ACM Michael Whitney University of North Carolina, Charlotte, Heather Richter Lipford University of North Carolina, Charlotte Abstract » In this research, we explore the viability of using participatory sensing as a means to enhance a sense of community. To accomplish this, we are developing and deploying a suite of participatory sensing applications, where users explicitly report on the state of their environment, such as the location of the bus. In doing so, community members become reliant on each other for valuable information about the community. By better understanding the relationship between participatory sensing and community, we inform the design and research of similar participatory sensing, or crowd-sourced sensing applications. Towards User-Centered Mashups: Exploring User Needs for Composite Web Services - Works In Progress - ACM Kaisa Väänänen-Vainio-Mattila Tampere University of Technology, Minna Wäljas Tampere University of Technology Abstract » The Web contains a vast amount of services supporting users in various facets of life. In mashup or composite Web services, elements from various services are combined to create a service which suits users’ needs. Our goal was to explore what kind of composite services users would need. We conducted semi-structured interviews with nine Web service users to investigate their experiences of service composition and expectations to future services. We also asked the participants to sketch their ideal composite service UI for both PC and mobile device. Our results indicate that service users do not yet have much experience of mashups but there is a need to merge functionality and data from different services to achieve the customized, integrated Web service. This work contributes to the development of future Web services and mashup tools. Five Strategies for Supporting Healthy Behavior Change - Works In Progress - ACM Yevgeniy Medynskiy Georgia Institute of Technology, Svetlana Yarosh Georgia Institute of Technology, Elizabeth Mynatt Georgia Institute of Technology Abstract » There is an ongoing search for theoretical foundations and design principles for interactive systems that support healthy behavior change. In this work-in-progress, we present several behavior change strategies that are currently used in effective health self-management interventions. We then discuss how these strategies can be used in applications that support behavior change in the health/wellness domain. Interaction and Rendering Techniques for Handheld Phantograms - Works In Progress - ACM Finn Ericsson KTH, Alex Olwal KTH Abstract » We present a number of rendering and interaction techniques that exploit the user's viewpoint for improved realism and immersion in 3D applications on handheld devices. Unlike 3D graphics on stationary screens, graphics on handheld devices are seldom regarded from a fixed perspective. This is particularly true for recent mobile platforms, where it is increasingly popular to use device orientation for interaction. We describe a set of techniques for improved perception of rendered 3D content. View-point correct anamorphosis and stereoscopy are discussed along with ways to approximate the spatial relationship between the user and the device. We present the design and implementation of a prototype phantogram viewer that was used to explore these methods for interaction with real-time photorealistic 3D models on commercially available mobile devices. Puchi Planet : A Tangible Interface Design for Hospitalized Children - Works In Progress - ACM Shinsuke Akabane Keio University, Johnson Leu Keio University, Hiromi Iwadate Keio University, Jae Won Choi Keio University, Chin Ching Chang Keio University, Saori Nakayama Keio University, Madoka Terasaki Keio University, Hala Eldemellawy Keio University, Masa Inakage Keio University, Susumu Furukawa Keio University Abstract » This paper describes the concept, design and prototype of a tangible user interface (TUI) based toy set for the purpose to bring fun into the lives of hospitalized children. The objective is to encourage children to interact with others and satisfy their curiosity of the outside world. This prototype takes the form of a play set that provides the experience of taking a jet tour and seeing different scenes around the world. CapWidgets: Tangile Widgets versus Multi-Touch Controls on Mobile Devices - Works In Progress - ACM Sven Kratz University of Munich, Tilo Westermann Deutsche Telekom Laboratories, TU Berlin, Michael Rohs University of Munich, Georg Essl University of Michigan Abstract » We present CapWidgets, passive tangible controls for capacitive touch screens. CapWidgets bring back physical controls to off-the-shelf multi-touch surfaces as found in mobile phones and tablet computers. While the user touches the widget, the surface detects the capacitive marker on the widget’s underside. We study the relative performance of this tangible interaction with direct multi-touch interaction and our experimental results show that user performance and preferences are not automatically in favor of tangible widgets and careful design is necessary to validate their properties. Me Hates This: Exploring Different Levels of User Feedback for (Usability) Bug Reporting - Works In Progress - ACM Florian Heller RWTH Aachen University, Leonhard Lichtschlag RWTH Aachen University, Moritz Wittenhagen RWTH Aachen University, Thorsten Karrer RWTH Aachen University, Jan Borchers RWTH Aachen University Abstract » User feedback for deployed software systems ranges from simple one-bit-feedback to full-blown bug reports. While detailed bug reports are very helpful for the developers to track down problems, the expertise and commitment required from the user is high. We analyzed existing user report systems and propose a flexible and independent hard- and software architecture to collect user feedback. We report our results from a preliminary two-week user study testing the system in the field and discuss challenges and solutions for the collection of multiple levels of user feedback through different modalities. TOK – a Tangible Interface for Storytelling - Works In Progress - ACM Cristina Sylla University of Minho, Pedro Branco University of Minho, Clara Coutinho University of Minho, Eduarda Coquet University of Minho, David Škaroupka Brno University of Technology Abstract » We present the design of the first prototype of TOK - a tangible interface for children to create their own stories. Based on data collected with two groups of five years old preschoolers we present our findings regarding the interaction design of the system. The picture cards have shown to generate ideas, acting as input for the creation of stories, promoting creativity while proposing a framework that supports and guides the construction of logical structures. This is a first step in an effort to build a toolkit of tangible interfaces allowing children and teachers to build their own digital enhanced learning activities. Collision Avoidance in Virtual Environments through Aural Spacial Awareness - Works In Progress - ACM Christian Afonso University of Hamburg, Steffi Beckhaus University of Hamburg Abstract » In this paper we describe a new technique to make users aurally aware of walls surrounding them in a Virtual Environment (VE). This Collision Avoidance (CA) technique improves upon familiar Collision Notification (CN) feedback by constantly informing the user of his proximity to his surroundings through the playback of directional sounds. To render the aural CA feedback we use spatial sound played over surround loudspeakers, in addition to haptic feedback from a vibrating sound floor to signify collisions. Evaluating the Embodiment Benefits of a Paper-Based TUI for Educational Simulations - Works In Progress - ACM Tia Shelley University of Illinois at Chicago, Leilah Lyons University of Illinois at Chicago, Moira Zellner University of Illinois at Chicago, Emily Minor University of Illinois at Chicago Abstract » Many claims have been made regarding the potential benefits of Tangible User Interfaces (TUIs). Presented here is an experiment assessing the usability, problem solving, and collaboration benefits of a TUI for direct placement tasks in spatially-explicit simulations for environmental science education. To create a low-cost deployment for single-computer classrooms, the TUI uses a webcam and computer vision to recognize the placement of paper symbols on a map. An authentic green infrastructure urban planning problem was used as the task for a within-subjects with rotation experiment with 20 pairs of participants. Because no prior experimental study has isolated the influence of the embodied nature of the TUI on usability, problem solving, and collaboration, a control condition was designed to highlight the impact of embodiment. While this study did not establish the usability benefits suggested by prior research, certain problem solving and collaboration advantages were measured. The Life Frame: Responding to the Elderly People's Need of Remembering - Works In Progress - ACM Sabina Giorgi Sapienza University of Rome, Alessandra Talamo Sapienza university of Rome, Barbara Mellini Sapienza University of Rome Abstract » The paper describes the research project “The Life frame” which aims to investigate the added value of digitizing memories for elderly people. It reports the ethnographic research undertaken in order to develop a framework including both devices and services. Data were gathered on the use of mementos in the homes of 241 elderly people and on the technologies that they used, the purpose being to identify the different psychological functions that mementos perform in the homes of this specific target group and to understand the potential use of digital technologies. In the paper we discuss our findings and initial insights for the design of the Life Frame, a device integrated with services for enhancing elderly people’s personal memories. Framework for Measuring Social Affinity for CSCW Software - Works In Progress - ACM Michael A Oren Iowa State University, Stephen B Gilbert Iowa State Universtiy Abstract » Using surveys as a means for assessing group common ground has the possibility of social desirability bias where the results may suggest a higher team affinity rating than may actually exist. To evaluate efforts to improve affinity within interdisciplinary design teams, we developed an empirical measurement of affinity based on behavior and conversation in order to compare affinity differences between workgroups more precisely. This methodology can be used for remote or co-located teams and offers HCI researchers a more powerful method of evaluating group affinity. Move-It: Interactive Sticky Notes Actuated by Shape Memory Alloys - Works In Progress - ACM Kathrin Probst Upper Austria University of Applied Sciences, Thomas Seifried Upper Austria University of Applied Sciences, Michael Haller Upper Austria University of Applied Sciences, Kentaro Yasu Keio University, Maki Sugimoto Keio University, Masahiko Inami Keio University Abstract » A lot of people still rely on pen and paper for taking short notes. Post-Its® are still the most popular paper media for informal note taking. In this paper, we present the design and implementation of Move-It, a system that combines the affordances of note taking on paper with the capabilities of computer systems. Furthermore, we present how common Post-It® notes can be actuated by shape memory alloys, thus become interactive sticky notes giving active physical feedback. Child-robot Interaction: Playing Alone or Together? - Works In Progress - ACM Suleman Shahid Tilburg center for Cognition and Communication, Tilburg University, Emiel Krahmer Tilburg center for Cognition and Communication, Tilburg University, Marc Swerts Tilburg center for Cognition and Communication, Tilburg University Abstract » In this paper we propose a new method to evaluate child-robot interaction, by asking whether playing a game with a state-of-the-art social robot is more similar to playing this game alone or with a friend. Subjective fun scores suggest that children have more fun playing with the robot than playing alone, but have more fun still when playing with a friend. A perception test of selected fragments indicates that children are more expressive when playing with the robot than they are when playing alone, but less expressive than when playing with a friend. Taken together these results show that playing a game together with a state-of-the-art social robot is more fun than playing alone, and approaches playing with a friend, although more work needs to be done to achieve the latter level. Topicality, Time, and Sentiment in Online News Comments - Works In Progress - ACM Nicholas Diakopoulos Rutgers University, Mor Naaman Rutgers University Abstract » In this paper we examine the relationships between news comment topicality, temporality, sentiment, and quality in a dataset of 54,540 news comments. Initial observations indicate that comment sentiments, both positive and negative, can be useful indicators of discourse quality, and that aggregate temporal patterns in positive sentiment exist on comment threads. Children’s Drawing and Telling of Sustainability in the Home - Works In Progress - ACM Audrey Desjardins Simon Fraser University, Ron Wakkary Simon Fraser University Abstract » This paper describes a pilot study about children’s perspective on environmental sustainability in the home through the drawing-telling technique. We utilize the drawing-telling technique as described by Susan Wright [6] for interviewing children about issues related to sustainability. The participants (children from age 10 to 13) were asked to draw two houses (current and ideal) and then describe their drawings in terms of sustainable actions and features. This pilot study is an initial step to investigate if there are opportunities to develop eco-visualizations (EVs) with children in mind and shows that the drawing-telling technique is useful in researching sustainability and children. MusEEGk: A Brain Computer Musical Interface - Works In Progress - ACM Yee Chieh (Denise) Chew Georgia Institute of Technology, Eric Caspary Georgia Institute of Technology Abstract » We present a novel integration of a brain-computer interface (BCI) with a music step sequencer composition program. Previous BCIs that utilize EEG data to form music provide users little control over the final composition or do not provide enough feedback. Our interface allows a user to create and modify a melody in real time and provides continuous aural and visual feedback to the user, thus affording them a controllable means to achieve creative expression. TableCross: Exuding a Shared Space into Personal Spaces to Encourage Its Voluntary Maintenance - Works In Progress - ACM Kazushi Nishimoto Japan Advanced Institute of Science and Technology, Akari Ikenoue Japan Advanced Institute of Science and Technology, Koji Shimizu Japan Advanced Institute of Science and Technology, Tomonori Tajima Japan Advanced Institute of Science and Technology, Yuta Tanaka Japan Advanced Institute of Science and Technology, Yutaka Baba Japan Advanced Institute of Science and Technology, Xihong Wang Japan Advanced Institute of Science and Technology Abstract » A shared space should be cooperatively maintained by all users. However, due to social loafing, often nobody maintains it and its condition worsens. We propose exudation of a shared space. Part of a shared space is exuded into personal workspaces so that office workers are forced to subjectively experience the atmosphere of the shared space, even while they remain at their personal workspaces. This paper illustrates the first prototype named “TableCross,” which reflects the degree of disorder of a table in a shared space to the desktop of each worker’s PC. We also report some results of our pilot user study. Interactivity Sketcher: Crafting and Experiencing Interactivity Qualities - Works In Progress - ACM Jong-bum Woo KAIST, Da-jung Kim KAIST, Suin Kim KAIST, Jaesung Jo KAIST, Youn-kyung Lim KAIST Abstract » In this paper, we introduce the Interactivity Sketcher, which is an interactivity designing tool that can visualize and experience invisible interactivity in a tangible way by controlling Interactivity Attributes(IAs). The Interactivity Sketcher is composed of the IA application, input devices, output devices, and IA controllers. The Interactivity Sketcher can help to explore various qualities of interactivity by visualizing and manipulating the relationship between an input and an output through the IA controllers and the IA application. We expect that this tool will enable interaction designers to visualize their own thoughts of interactivity qualities so that they will be able to create their design as if they had ‘sketched’ it. Predictive Error Behavior Model of On-screen Keyboard Users - Works In Progress - ACM Siddharth Jain IIT Guwahati, Samit Bhattacharya IIT Guwahati Abstract » On-screen keyboards are becoming ubiquitous with increasing use in mobile devices and touch-screens. In this work, we present a novel predictive error model which relates accuracy of an on-screen keyboard user to a given layout using the distance between keys. The model is developed from empirical data with the aim to predict the error rate of a user from the layout specification alone. Our proposed model can be combined with the existing quantitative design approaches for designing keyboards having high text-entry speed and accuracy. Weak Inter-Rater Reliability In Heuristic Evaluation Of Video Games - Works In Progress - ACM Gareth R White The University of Sussex, Pejman Mirza-babaei The University of Sussex, Graham McAllister The University of Sussex, Judith Good The University of Sussex Abstract » Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available heuristics, a user test of a commercial game is conducted with 6 participants in which 88 issues are identified, against which 146 heuristics are rated for relevance by 3 evaluators. Weak inter-rater reliability is calculated with Krippendorff's Alpha of 0.343, refuting validation of any of the available heuristics. This weak reliability is due to the high complexity of video games, resulting in evaluators interpreting different reasonable causes and solutions for the issues, and hence the wide variance in their ratings of the heuristics. guitAR – Supporting Guitar Learning through Mobile Projection - Works In Progress - ACM Markus Löchtefeld German Research Center for Artificial Intelligence (DFKI), Sven Gehring German Research Center for Artificial Intelligence (DFKI), Ralf Jung German Research Center for Artificial Intelligence (DFKI), Antonio Krüger German Research Center for Artificial Intelligence (DFKI) Abstract » The guitar is one of the most widespread instruments amongst autodidacts, but even though a huge amount of learning material exists, it is still hard to learn especially without a guitar teacher. In this paper we propose an Augmented Reality application called guitAR that assists guitar students mastering their instrument using a projector phone. With the projector phone mounted at the headstock of the guitar, the fret board and the strings of the guitar are in the field of projection of the phone. By projecting instructions directly onto the strings of the guitar the user is easily able to realize where the fingers have to be placed on the fretboard (fingering) to play a certain chord or a tone sequence correctly. Emotion Faces: the Design and Evaluation of a Game for Preschool Children - Works In Progress - ACM Lynne Humphries University of Sunderland, Sharon McDonald University of Sunderland Abstract » We describe the design and initial evaluation of an interactive game that enables preschool children to practise a basic social skill: emotion recognition. Users construct faces to represent 5 basic emotions through the manipulation of individual face parts. An iterative user-centred design process was used to gather image and sound data for the game. A field evaluation revealed that the children (7 boys and 4 girls) enjoyed playing the game and were able to match facial expression to emotions. Girls employed a different approach to game play than boys and achieved a higher success rate but made fewer overall attempts. Affective and co-operative activity was evident with the children showing joint attention and mirroring of emotions during play. Exploring Trust in Group-to-Group Video-Conferencing - Works In Progress - ACM Petr Slovák Masaryk university, Peter Novák Masaryk university, Pavel Troubil Masaryk university, Petr Holub Masaryk university, Erik C. Hofer University of Michigan Abstract » Previous work has shown that supporting trust via computer-mediated communication can be a challenge, especially among strangers. In this paper, we report on an experiment comparing two group-to-group video-conferencing environments and face-to-face communication in their ability to support trust and mutual cooperation in a social dilemma task. There are pronounced differences in participant behaviour between the two video-conferencing designs, indicating higher mutual trust in one of the video-conferencing conditions. The decisive factor seems to be a discrepancy in the type of group identity that develops during the game. Moreover, our results suggest that a combination of personal displays and a unique video-stream of each participant present in the better video-conferencing condition contributed to this result. From dance to touch : movement qualities for interaction design - Works In Progress - ACM Sarah Fdili Alaoui LIMSI-CNRS and IRCAM-CNRS, Baptiste Caramiaux IRCAM-CNRS, Marcos Serrano ENSADLab/Drii Abstract » In this paper we address the question of extending user experience in large scale tactile displays. Our contribution is a non task-oriented interaction technique based on modern dance for the creation of aesthetically pleasant large scale tactile interfaces. This approach is based on dance movement qualities applied to touch interaction allowing for natural gestures in large touch displays. We used specific movements from a choreographic glossary and developed a robust movement quality recognition process. To illustrate our approach, we propose a media installation called A light touch, where touch is used to control a light spot reacting to movement qualities. The Diversity Donut: Enabling Participant Control Over the Diversity of Recommended Responses - Works In Progress - ACM David Wong University of California, Berkeley, Siamak Faridani University of California, Berkeley, Ephrat Bitton University of California, Berkeley, Björn Hartmann University of California, Berkeley, Ken Goldberg University of California, Berkeley Abstract » Most online discussion interfaces organize textual responses using linear lists. Such lists do not scale to the number of responses and cannot convey the diversity of the participants who have contributed. The Opinion Space system is designed to address these issues. In this paper, we augment Opinion Space with two features. The first is a new user interface tool and recommendation system: the Diversity Donut (Figure 1). While the Diversity Donut did not establish a statistical advantage over other recommendation methods, participant self-reported data suggested that participants found the Diversity Donut to yield the most diverse set of comments. The second contribution is a new dimensionality reduction technique in Opinion Space: Canonical Correlation Analysis (CCA). Our analysis suggests that CCA is a better algorithm for opinion visualization than Principal Component Analysis (PCA). Beyond Pointing and Clicking: How do Newer Interaction Modalities Affect User Engagement? - Works In Progress - ACM S. Shyam Sundar Penn State University, Sungkyunkwan University, Qian Xu Elon University, Saraswathi Bellur Penn State University, Jeeyun Oh Penn State University, Haiyan Jia Penn State University Abstract » Modern interfaces offer users a wider range of interaction modalities beyond pointing and clicking, such as dragging, sliding, zooming, and flipping through images. But, do they offer any distinct psychological advantages? We address this question with an experiment (N = 128) testing the relative contributions made by six interaction modalities (zoom-in/out, drag, slide, mouse-over, cover-flow and click-to-download) to user engagement with identical content. Data suggest that slide is better at aiding memory than the other modalities, whereas cover-flow and mouse-over generate more user actions. Mouse-over, click-to-download, and zoom-in/out tend to foster more favorable attitudes among power users, whereas cover-flow and slide generate more positive attitudes among non-power users. Design implications are discussed. BiCEP: Bimanual Color Exploration Plugin - Works In Progress - ACM Berto Gonzalez UNC Charlotte, Celine Latulipe UNC Charlotte Abstract » In this paper we describe a bimanual color exploration plugin (BiCEP) that allows a user to choose colors along three dimensions: hue, saturation, and brightness without mode switching between these dimensions. The plugin differs from other color selection tools by allowing users to simultaneously change all three dimensions utilizing a laptop trackpad with multi-touch tracking capabilities. We believe this methodology will improve the range of color exploration by allowing users to more easily explore a wider range of colors. MultiPress: Releasing Keys for MultiTap Segmentation - Works In Progress - ACM Seunghwan Lee KAIST, Jaehyun Han KAIST, Geehyuk Lee KAIST Abstract » While MultiTap is one of the most popular text entry methods for mobile phones, it has a fundamental weakness known as MultiTap segmentation problem. Based on the observation that the thumb does not leave the keys between tapping actions, we designed a MultiTap segmentation method where the release action of the thumb is used to indicate input completion. A user study using a touch-sensing keypad prototype to explore the feasibility of the idea and a comparison test to access its benefit revealed promising results supporting the effectiveness of the proposed segmentation method. Arrange-A-Space: Tabletop Interfaces and Gender Collaboration - Works In Progress - ACM Daniel Richert Indiana University, Ammar Halabi Indiana University, Anna Eaglin Indiana University, Matthew Edwards Indiana University, Shaowen Bardzell Indiana University Abstract » Collaborative technologies, such as shared tabletop interfaces, are becoming increasingly pervasive. Meanwhile, social dynamics have long been a major area of inquiry in HCI and CSCW. With a few notable exceptions, little has been done that addresses the roles gender identities play in shaping collaborative work. In this paper, we make the case for a deeper consideration of gender in our field through a study that investigates issues surrounding gendered collaboration around a tabletop interface. We report our findings and conclude with recommendations for future work in this area. Informed Consent and Users' Attitudes to Logging in Large Scale Trials - Works In Progress - ACM Alistair Morrison University of Glasgow, Owain Brown University of Glasgow, Donald McMillan University of Glasgow, Matthew Chalmers University of Glasgow Abstract » The HCI community has begun to use ‘app store’-style software repositories as a distribution channel for research applications. A number of ethical challenges present themselves in this setting, not least that of gaining informed consent from potential participants before logging data on their use of the software. We note that standard ‘terms and conditions’ pages have proved unsuccessful in communicating relevant information to users, and explore further means of conveying researchers’ intent and allowing opt-out mechanisms. We test the hypothesis that revealing collected information to users will affect their level of concern at being recorded and find that users are more concerned when presented with a personalised representation of recorded data, and consequently stop using the application sooner. Also described is a means of allowing between-groups experiments in such mass participation trials. Gathering Text Entry Metrics on Android Devices - Works In Progress - ACM Steven J. Castellucci York University, I. Scott MacKenzie York University Abstract » We developed an application to gather text entry speed and accuracy metrics on Android devices. This paper details the features of the application and describes a pilot study to demonstrate its utility. We evaluated and compared three mobile text entry methods: QWERTY typing, handwriting recognition, and shape writing recognition. Handwriting was the slowest and least accurate technique. QWERTY was faster than shape writing, but we found no significant difference in accuracy between the two techniques. Mobile Phones and Information Capture in the Workplace - Works In Progress - ACM Amrita Thakur Ricoh Innovations, Inc. Stanford University, Michael Gormish Ricoh Innovations, Inc., Berna Erol Ricoh Innovations, Inc. Abstract » Smartphones (mobile phones with downloadable applications) are being used for far more than making calls and reading email. We investigated the use of phones for information capture for work purposes through interviews, multiple free response surveys, and two multiple choice surveys. While we expected and found taking pictures to be useful for work, we were surprised at the extent of audio, video, and note taking done on the phone, and the impact on other devices. Our work also suggests future mobile information capture for work will increase more due to cultural changes than technological improvements. Phone-Based Motion Control in VR - Analysis of degrees of freedom - Works In Progress - ACM Amal Benzina Technische Universität München, Marcus Toennis Technische Universität München, Gudrun Klinker Technische Universität München, Ashry Mohamed The German University in Cairo Abstract » We introduce a one-handed travel technique for virtual environments (VE), we call Phone-Based Motion Control. The travel technique uses a mobile phone with integrated sensors as a 3D spatial input device. We benefit from the touch capability to change the viewpoint translation in the VE, while the orientation of the viewpoint in the VE is controlled by the built-in sensors. The travel interaction clearly distinguishes between translation (touch based translation control) and rotation (steer based rotation control), putting each set of degrees of freedom to a separate interaction technique. This work examines how many degrees of freedom are needed to perform the travel task as easy as possible. It also investigates different mapping functions between the user's actions and the viewpoint reactions in the VR. For that purpose, four metaphors are developed for the steer based rotation control technique. The results of the user study indicate the trend that 4 DOF metaphors perform best, and that the usage of a mobile roll to control the viewpoint is the desired mapping. Crowdsourcing Suggestions to Programming Problems for Dynamic Web Development Languages - Works In Progress - ACM Dhawal Mujumdar University of California, Berkeley, Manuel Kallenbach RWTH Aachen, Brandon Liu University of California, Berkeley, Björn Hartmann University of California, Berkeley Abstract » Developers increasingly consult online examples and message boards to find solutions to common programming tasks. On the web, finding solutions to debugging problems is harder than searching for working code. Prior research introduced a social recommender system, HelpMeOut, that crowdsources debugging suggestions by presenting fixes to errors that peers have applied in the past. However, HelpMeOut only worked for statically typed, compiled programming languages like Java. We investigate how suggestions can be provided for dynamic, interpreted web development languages. Our primary insight is to instrument test-driven development to collect examples of bug fixes. We present Crowd::Debug, a tool for Ruby programmers that realizes these benefits. Video Summarization via Crowdsourcing - Works In Progress - ACM Shao-Yu Wu Academia Sinica, Ruck Thawonmas Ritsumeikan University, Kuan-Ta Chen Academia Sinica Abstract » Although video summarization has been studied extensively, existing schemes are neither lightweight nor generalizable to all types of video content. To generate accurate abstractions of all types of video, we propose a framework called Click2SMRY, which leverages the wisdom of the crowd to generate video summaries with a low workload for workers. The framework is lightweight because workers only need to click a dedicated key when they feel that the video being played is reaching a highlight. One unique feature of the framework is that it can generate different abstraction levels of video summaries according to viewers’ preferences in real time. The results of experiments conducted to evaluate the framework demonstrate that it can generate satisfactory summaries for different types of video clips. “I Don’t Like Crumbs on My Keyboard”: Eating Behaviors of World of Warcraft Players - Works In Progress - ACM Natalie DeWitt Indiana University, David Lohrmann Indiana University Abstract » Computer gamers are often categorized as being unhealthy due to lack of physical activity and poor eating habits. This mixed methods study revealed that computer gamers, specifically World of Warcraft players, are highly conscious of their food choices and eating decisions either because they value their health or because certain foods impede game play. In order to facilitate healthy behaviors in the game, researchers must consider the reasons why gamers choose certain foods to consume during game play. Investigating Phicon Feedback in Non-Visual Tangible User Interfaces - Works In Progress - ACM David McGookin University of Glasgow, Stephen Brewster University of Glasgow Abstract » We investigated ways that users could interact with Phicons in non-visual tabletop tangible user interfaces (TUIs). We carried out a brainstorming and rapid prototyping session with a blind usability expert, using two different non-visual TUI scenarios to quickly explore the design space. From this, we derived a basic set of guidelines and interactions that are common in both scenarios, and which we believe are common in most non-visual tabletop TUI applications. Future work is focused on validating our findings in a fully functioning system. VisualWikiCurator: A Corporate Wiki Plugin - Works In Progress - ACM Nicholas Kong Palo Alto Research Center (PARC), Gregorio Convertino Palo Alto Research Center (PARC), Benjamin Hanrahan Palo Alto Research Center (PARC), Ed Chi Palo Alto Research Center (PARC) Abstract » Knowledge workers who maintain corporate wikis face high costs for organizing and updating content on wikis. This problem leads to low adoption rates and compromises the utility of such tools in organizations. We describe a system that seeks to reduce the interactions costs of updating and organizing wiki pages by combining human and machine intelligence. We then present preliminary results of an ongoing evaluation of the tool. Descriptive Analysis of Physical Activity Conversations on Twitter - Works In Progress - ACM Logan Kendall University of Washington, Andrea Hartzler University of Washington, Predrag Klasnja University of Washington, Wanda Pratt University of Washington Abstract » This paper explores how people are using Twitter.com to manage and share information about health-promoting physical activity. We analyzed archived posts, called “tweets”, from Twitter.com to learn about the range, patterns, and captured metadata associated with muscle-strengthening, aerobic, and flexibility-enhancing physical activities. The content analysis describes how people are using Twitter to post about their health-related fitness activities. These findings can support the design of supportive tools and applications connected with the social media platform. Social Yoga Mats: Reinforcing Synergy between Physical and Social Activity - Works In Progress - ACM Karl Maybach IT University of Copenhagen, Arun Nagargoje IT University of Copenhagen, Tomas Sokoler IT University of Copenhagen Abstract » This paper discusses our early research into the design space for digital technologies that extend the existing synergistic relationship between physical and social activity from fitness centers to the home. We focus on yoga activity for senior citizens and explore the concept of social yoga mats, which spread awareness of individuals’ exercise activities within a peer group. We describe the concept, hardware sketches, exploratory co-design process and discuss our findings and early reflections into this design space. Understanding and Designing Cool Technologies for Teenagers - Works In Progress - ACM Janet Read University of Central Lancashire, Daniel Fitton University of Central Lancashire, Benjamin Cowan The University of Birmingham, Russell Beale The University of Birmingham, Yukang Guo Swansea University, Matthew Horton University of Central Lancashire Abstract » This paper describes how initial principles for the designs of an interactive application were informed from a study of ‘coolness’ with two different ages of teenagers. The study used drawings to examine how teenagers might design their environments and these were then analysed by the research team based on a set of characteristics of cool that were drawn from the literature. Results from the teenagers’ drawings demonstrate some change in emphasis between the younger and older age groups and between the genders. A design space around innovation and rebellion is implicated in the findings. Automatically adapting web pages to heterogeneous devices - Works In Progress - ACM Chinmay Eishan Kulkarni Stanford University, Scott R Klemmer Stanford University Abstract » Smartphones and other handheld devices have become popular and powerful Internet access devices, yet the Web is still largely optimized for the desktop. We describe a system that automatically transforms desktop-optimized pages to ones better suited to the target device. The system leverages existing platform-customized sites as examples of good design, identifies consistent components across these sites, and renders the desktop page into these components. Leveraging Trust Relationships in Digital Backchannel Communications - Works In Progress - ACM Syavash Nobarany University of British Columbia, Mona Haraty University of British Columbia, Sidney S Fels University of British Columbia, Brian D Fisher Simon Fraser University Abstract » Discussions during lecture can clarify lecture points for audience members and help them deepen their understanding. However, the fast-pace of lectures and the large number of attendees can make these discussions impossible. Although digital backchannels have been used to address this problem, they present some drawbacks such as increasing distractions and not providing valuable information. We suggest incorporating audience members’ levels of trust in the knowledge of other members into the design of backchannel communication systems. Based on this approach, we present methods and design considerations to overcome the aforementioned drawbacks of the previous backchannel communication systems. Promoting A Physical Security Mental Model For Personal Firewall Warnings - Works In Progress - ACM Fahimeh Raja University of British Columbia, Kirstie Hawkey Dalhousie University, Steven Hsu University of British Columbia, Kai-Le Wang University of British Columbia, Konstantin Beznosov University of British Columbia Abstract » We used an iterative process to design personal firewall warnings in which the functionality of a firewall is visualized based on a physical security mental model. We performed a study to determine the degree to which our proposed warnings are understandable for our participants, and the degree to which they convey the risks and encourage safe behavior as compared to warnings based on those from a popular personal firewall. Initial results show that our warnings facilitate the comprehension of warning information, better communicate risk, and increase the likelihood of safe behavior. Moreover, they provided participants with a better understanding of both the functionality of a personal firewall and the consequences of their actions. The Role of Commitment Devices and Self-shaping in Persuasive Technology - Works In Progress - ACM Neema Moraveji Stanford University, Ryo Akasaka Stanford University, Roy Pea Stanford University, B.J. Fogg Stanford University Abstract » 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. Trust-aware Privacy Control for Social Media - Works In Progress - ACM Na Li Ecole Polytechnique Fédérale de Lausanne, Maryam Najafian Razavi Ecole Polytechnique Fédérale de Lausanne, Denis Gillet Ecole Polytechnique Fédérale de Lausanne Abstract » Due to the huge exposure of personal information in social media, a challenge now is to design effective privacy mechanisms that protect against unauthorized access to social data. In this paper, a trust model for social media is first presented. Based on the trust model, a trust-aware privacy control protocol is proposed, that exploits the underlying inter-entity trust information. The objective is to design a fine-grained privacy scheme that ensures a user’s online information is disclosed only to sufficiently trustworthy parties. Four Factors of Change – Adaptations of Everyday Design - Works In Progress - ACM Ron Wakkary Simon Fraser University, Leah Maestri Simon Fraser University Abstract » This paper is a follow up study of a 2005-2006 study of everyday design. This follow-up study is an opportunity to gain insights into the social evolution of everyday design systems in the home. We report on changes to five systems and discuss how these changes occurred over the last four to five years. We identify four factors related to the changes 1) shared intent 2) mutual intelligibility, 3) materiality-substitutability, and 4) fit. Designing Flexible EMR Systems for Recording and Summarizing Doctor-Patient Interactions - Works In Progress - ACM Kyle Larkin Arizona State University, Aisling Kelliher Arizona State University Abstract » Electronic Medical Records (EMR) are increasingly transitioning from desktop systems to mobile devices. This innovation presents challenges to medical practitioners in terms of doctor-patient interaction, patient record integrity and continuing reliance on paper-based annotation schemas. We describe findings from a pilot study of EMR use by physicians in a family medical clinic and propose guidelines for the design of mobile EMR systems. These guidelines seek to fuse the dynamic capabilities of digital systems with the immediacy and personal nature of paper-based records. intangibleCanvas: Free-Air Finger Painting on a Projected Canvas - Works In Progress - ACM Jon Moeller Texas A&M University, Nic Lupfer Texas A&M University, Bill Hamilton Texas A&M University, Haiqiao Lin Texas A&M University, Andruid Kerne Texas A&M University Abstract » With the advent of new sensing technologies, precision free-air interaction is becoming viable as a contender for the next generation of expressive, embodied interaction modalities. ZeroTouch, a novel multi-touch sensor that allows for free-air multi-finger, multi-object sensing, is one example of this next generation of free-air interfaces. We develop its use in a digitally-projected finger painting application, placing the see-through multitouch sensor in direct line-of-sight between an artist and a remote canvas. This allows the artist to reach through the sensor and paint on the intangibleCanvas as if it were directly in front of them. An iPad is employed as a multimodal workspace for color selection. We evaluate the system through an informal walk-up-and-play installation and comparative study, developing implications for interaction design using this type of precision free-air interface. Evaluating Software for Communities Using Social Affordances - Works In Progress - ACM Ben Hanrahan Virginia Tech, Sameer Ahuja Virginia Tech, Manuel Perez-Quinones Virginia Tech, Andrea Kavanaugh Virginia Tech Abstract » In this paper we discuss the problems faced when building software for communities. In particular, we introduce the formative evaluation method that emerged while developing two social network sites (SNSs). We acknowledge that the success of software for communities is due, in part, to the network effect, which is difficult to predict. We also acknowl- edge that traditional usability (e.g., individual user perfor- mance) is required, but not sufficient, for the success of a social network. We hypothesize that a missing piece of cur- rent evaluations are the social affordances provided by the system and how well they encourage users into social action. In this paper we present the rationale behind our evaluation, two examples of the evaluation, and discuss the evaluation’s utility and future work. Pupillary Response Based Cognitive Workload Index under Luminance and Emotional Changes - Works In Progress - ACM Jie Xu National ICT Australia, Yang Wang National ICT Australia, Fang Chen National ICT Australia, Ho Choi National ICT Australia, Guanzhong Li National ICT Australia, Siyuan Chen National ICT Australia, Sazzad Hussain National ICT Australia Abstract » Pupillary response has been widely accepted as a physiological index of cognitive workload. It can be reliably measured with video-based eye trackers in a non-intrusive way. However, in practice commonly used measures such as pupil size or dilation might fail to evaluate cognitive workload due to various factors unrelated to workload, including luminance condition and emotional arousal. In this work, we investigate machine learning based feature extraction techniques that can both robustly index cognitive workload and adaptively handle changes of pupillary response caused by confounding factors unrelated to workload. Heuristics for Evaluating IT Security Management Tools - Works In Progress - ACM Pooya Jaferian University of British Columbia, Kirstie Hawkey Dalhousie University, Andreas Sotirakopoulos University of British Columbia, Konstantin Beznosov University of British Columbia Abstract » The usability of IT security management (ITSM) tools is hard to evaluate by regular methods, making heuristic evaluation attractive. However, ITSM occurs within a complex and collaborative context that involves diverse stakeholders; this makes standard usability heuristics difficult to apply. We propose a set of ITSM usability heuristics that are based on activity theory and supported by prior research. We performed a study to compare the use of the ITSM heuristics to Nielsen's heuristics for the evaluation of a commercial identity management system. Our preliminary results show that our new ITSM heuristics performed well in finding usability problems. However, we need to perform the study with more participants and perform more detailed analysis to precisely show the differences in applying the ITSM heuristics as compared to Nielsen’s heuristics. Who Needs Energy Management? Reducing Energy Consumption in Manufacturing Industries - Early Results of Research into Industrial Energy Management Users - Works In Progress Daniela K. Busse SAP Labs (Palo Alto) Abstract » In this Work-in-Progress report, research into the potential target users for an Industrial Energy Management solution is being discussed with reference to both on-site and remote user interviews conducted in 2010 with Energy Managers of several US companies in high energy-intensity manufacturing industries. Supporting Visually Impaired Navigation: A Needs-finding Study - Works In Progress - ACM Pablo-Alejandro Quinones University of Michigan, Tammy Greene University of Michigan, Rayoung Yang University of Michigan, Mark Newman University of Michigan Abstract » In this paper, we investigate the requirements for designing systems to support wayfinding for visually impaired individuals. We report the results of an interview study with 20 individuals with visual impairments, asking about their way-finding tools, techniques, and obstacles. Our findings provide an account of the practices followed when navigating familiar, unfamiliar, and dynamic environments, and common breakdowns encountered during the wayfinding process. The findings from this study suggest ways of implementing a location-based system to assist in the recovery from various obstacles. Beyond Drunk Texting: Investigating Recorded Media Sharing at Parties - Works In Progress - ACM Gavin Elster University of Washington, Lawrence Gabriel University of Washington, Anton Grobman University of Washington Abstract » We conducted field observations and interviews of college-aged users at parties to understand how they share recorded media. We collected 36 observations from seven private parties and conducted semi-structured follow-up interviews with six selected participants observed at the parties. Three different sharing themes emerged from our data which we term participatory, personal, and open sharing. The type of sharing used in a particular instance was strongly influenced by the context of the environment and the content of the media being shared. DARLS: Differencing and Merging Diagrams Using Dual View, Animation, Re-Layout, Layers and a Storyboard - Works In Progress - ACM Loutfouz Zaman York University, Ashish Kalra NIT Kurukshetra, Wolfgang Stuerzlinger York University Abstract » We present a new system for visualizing and merging differences in diagrams. It uses animation, dual views, a storyboard, relative re-layout, and layering to visualize differences. The system is also capable of differencing UML class diagrams. An evaluation produced positive results for animation and dual views with difference layer. Audience Visualization Influences Disclosures in Online Social Networks - Works In Progress - ACM Kelly Caine Indiana University, Lorraine G. Kisselburgh Purdue University, Louise Lareau Purdue University Abstract » One of the major concerns about online social networks (OSNs) is privacy. We introduce visualization and numeric audience information as potential interface solutions to the problem of privacy behaviors that are misaligned with privacy preferences. Findings from a large experiment with participants of all ages and from a broad range of backgrounds suggest that for both current and potential users, augmenting an interface with a visualization or numeric display of the audience helps people disclose in a way that is more in line with their own preferences. We conclude by proposing that audience visualization and quantification tools have the potential to assist users in achieving their privacy goals while using OSNs and have the potential to enhance privacy in other information systems as well. Shepherding the Crowd: Managing and Providing Feedback to Crowd Workers - Works In Progress - ACM Steven Dow Stanford University, Anand Kulkarni University of California, Berkeley, Brie Bunge Stanford University, Truc Nguyen Stanford University, Scott Klemmer Stanford University, Björn Hartmann University of California, Berkeley Abstract » Micro-task platforms provide a marketplace for hiring people to do short-term work for small payments. Requesters often struggle to obtain high-quality results, especially on content-creation tasks, because work cannot be easily verified and workers can move to other tasks without consequence. Such platforms provide little opportunity for workers to reflect and improve their task performance. Timely and task-specific feedback can help crowd workers learn, persist, and produce better results. We analyze the design space for crowd feedback and introduce Shepherd, a prototype system for visualizing crowd work, providing feedback, and promoting workers into shepherding roles. This paper describes our current progress and our plans for system development and evaluation. Postcolonial Language and Culture Theory for HCI4D - Works In Progress - ACM Samantha Merritt Indiana University, Shaowen Bardzell Indiana University Abstract » As technology design spreads to less technologically developed countries, issues of cultural identity, language, and values manifest in the form of methodological and ethical challenges for HCI4D designers. We offer a new theoretical perspective, in the context of HCI4D design, to advance the HCI postcolonial critique and highlight fundamentally Western design practices. Application of Thiong’o’s language and culture theory provides a tool for designers and researchers to face assumptions, cultural communication, and the potential repercussions in cross-cultural design. Upon future development, this postcolonial orientation could be used to create responsible, successful designs and create awareness of inadvertent Western language culture embedded in HCI4D design. Better Brain Interfacing for the Masses: Progress in Event-Related Potential Detection using Commercial Brain Computer Interfaces - Works In Progress - ACM Mick Grierson Goldsmiths, University of London, Chris Kiefer Goldsmiths, University of London Abstract » Event-Related Potential (ERP) techniques are commonly used by researchers from a range of disciplines including psychology and medicine to stimulate meaningful ERP signals from the brain and interpret them through Electroencephalography (EEG). ERP signals are in most cases able to reliably reflect cognitive processes, and are widely used in Brain Computer Interface (BCI) research. We present work in progress towards the application of these techniques to emerging consumer-grade BCI technology. Our approach has an impact on the reliability and usability of consumer Brain Computer Interfaces in commercial contexts, and is already being adopted by our industry partners in the games and entertainment sector. It could also significantly reduce the cost and complexity of certain types of large scale ERP research. This work is being undertaken by the Embodied AudioVisual Interaction (EAVI) group at Goldsmiths, University of London, and is supported by the Arts and Humanities Research Council. “Does It Know I’m Not Maintaining Good Posture?”: An In-Home Play Study of Wii Fit - Works In Progress - ACM Lindsay Reynolds Cornell University, Steven Ibara Cornell University, Victoria Schwanda Cornell University, Dan Cosley Cornell University Abstract » Persuasive technologies designed to improve the health and fitness of users are becoming increasingly popular. One example is Nintendo's Wii Fit, which has achieved commercial success. Despite this success, many people ultimately abandon this technology. Past work explored reasons for leaving, but retroactively. This study examines the reactions of first-time users of Wii Fit, through a one-time interview pilot study as well as an in-depth, month-long study in which participants used Wii Fit in their homes. We briefly present themes from the pilot study, as well as case studies from two month-long study participants, which shows how opinions and behaviors changed over time. The Role of Dynamic Digital Menu Boards in Consumer Decision Making - Works In Progress - ACM Anicia Peters Iowa State University, Brian Mennecke Iowa State University Abstract » Digital Signage has become a common-place feature in many public spaces and retail establishments; yet, only limited research has been reported to date on these technologies. For example, questions such as their effect on decision-making, cognitive load, and purchase behavior have yet to be examined. In an effort to attract more attention and increase effectiveness, venders of digital signage are rapidly enhancing features and capabilities for these displays. For example, displays are moving from simple 2d screens to 3d auto-stereoscopic screens, screens featuring multimodal forms of interaction are replacing static displays, and display-only screens are being replaced by displays capable of recognizing user characteristics. An important “new” type of display is the dynamic digital menu board, which combines digital signage with the power of video. Surprisingly, despite its increasingly common use in areas as diverse as education and retail, only limited academic research on digital signage has been conducted in areas such as marketing with little attention coming from the HCI field. Our research is focused on addressing this shortcoming by applying theories from HCI, marketing, and information systems to investigate the role of video and dynamic digital menu board display characteristics on consumer decision-making. We hypothesize that each consumer decision-making stage will be affected by the “vividness” of video in dynamic digital menu boards. CalmMeNow: Exploratory Research and Design of Stress Mitigating Mobile Interventions - Works In Progress - ACM Pablo Paredes University of California, Berkeley, Matthew Chan University of California, Berkeley Abstract » This paper describes design explorations for stress mitigation on mobile devices based on three types of interventions: haptic feedback, games and social networks. The paper offers a qualitative assessment of the usability of these three types of interventions together with an initial analysis of their potential efficacy. Social networking and games show great potential for stress relief. Lastly, the paper discusses key findings and considerations for long-term studies of stress mitigation in HCI, as well as a list of aspects to be considered when designing calming interventions. Using Gaze Patterns to Study and Predict Reading Struggles due to Distraction - Works In Progress - ACM Vidhya Navalpakkam Yahoo! Research, Justin Rao Yahoo! Research, Malcolm Slaney Yahoo! Research Abstract » We analyze gaze patterns to study how users in online reading environments cope with visual distraction, and we report gaze markers that identify reading difficulties due to distraction. The amount of visual distraction is varied from none, medium to high by presenting irrelevant graphics beside the reading content in one of 3 conditions: no graphic, static or animated graphics. We find that under highly-distracting conditions, a struggling reader puts more effort into the text — she takes a longer time to comprehend the text, performs more fixations on the text and frequently revisits previously read content. Furthermore, she reports an unpleasant reading experience. Interestingly, we find that whether the user is distracted and struggles or not can be predicted from gaze patterns alone with up to 80% accuracy and up to 15% better than with non-gaze based features. This suggests that gaze patterns can be used to detect key events such as user struggle/frustration while reading. Facilitating Photographic Documentation of Accessibility in Street Scenes - Works In Progress - ACM Marynel Vázquez Carnegie Mellon University, Aaron Steinfeld Carnegie Mellon University Abstract » We present two interactive approaches for assisting users with visual impairments during photographic documentation of transit accessibility. We are working on an application for camera-enabled mobile devices that drives image composition towards highlighting visual information that is expected to be most relevant. In one interaction modality the user is guided trough small device motions that are expected to center the estimated region of interest in street photographs. In the other modality, the user captures the scene while pictures are processed, and the system alerts when enough data has been collected. The image that best aligns with our attention-getting composition model is then selected for documentation purposes. The specific design of these interactions is evolving to promote small motion behaviors by the user. Future work includes user studies. Places in Spaces: Common Ground in Virtual Worlds - Works In Progress - ACM N. Sadat Shami IBM Research, Thomas Erickson IBM Research, Wendy Kellogg IBM Research, David Levine IBM Research Abstract » Virtual worlds can allow conversational participants to achieve common ground in situations where the information volume and need for clarification is low. We argue in favor of this assertion through an examination of a semi-structured activity among hundreds of users held in a virtual world. Through the idea of 'implicit grounding', we argue that the affordances of contextualized space can allow users to achieve common ground in a low information volume, low clarification need activity. We use the success of the event to re-examine and extend Clark and Brennan's work on grounding in communication. Open Source Interface Politics: Identity, Acceptance, Trust, and Lobbying - Works In Progress - ACM Roshanak Zilouchian Moghaddam University of Illinois at Urbana Champaign, Michael Twidale University of Illinois at Urbana Champaign, Kora Bongen University of Illinois at Urbana Champaign Abstract » A study of the Drupal open source project shows the problematic status of usability designers with respect to the larger developer community. Issues of power, trust, and identity arise and affect the way that usability recommendations are acted on or ignored. Making a straightforward case for a particular interface design can be insufficient to convince developers. Instead various additional lobbying strategies may be employed to build up support for the design. Multi-Jump: Jump Roping Over Distances - Works In Progress - ACM Lining Yao Massachusetts Institute of Technology, Sayamindu Dasgupta Massachusetts Institute of Technology, Nadia Cheng Massachusetts Institute of Technology, Jason Spingarn-Koff Massachusetts Institute of Technology, Ostap Rudakevych Harvard University, Hiroshi Ishii Massachusetts Institute of Technology Abstract » Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our ‘Multi-Jump’ jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments. Privacy in Domestic Environments - Works In Progress - ACM Peter J. Radics Virginia Tech, Denis Gracanin Virginia Tech Abstract » While there is a growing body of research on privacy, most of the work puts the focus on information privacy. Physical and psychological privacy issues receive little to no attention. However, the introduction of technology into our lives can cause problems with regard to these aspects of privacy. This is especially true when it comes to our homes, both as nodes of our social life and places for relaxation. This paper presents the results of a study intended to capture a part of the phenomenology of privacy in domestic environments. Supporting Children's Creativity through Tangible User Interfaces - Works In Progress - ACM Allen Bevans Simon Fraser University, Ying-Ting Hsiao Simon Fraser University, Alissa Antle Simon Fraser University Abstract » We outline a preliminary research approach intended to explore the potential of tangible user interfaces (TUI’s) in supporting children’s creative problem solving activities, specifically those requiring the generation of divergent solutions. Our approach is grounded in theoretical notions taken from psychology, neuroscience, and developmental cognition. We detail a TUI currently in development called the Invention Workbench, and summarize how theoretical considerations have shaped the design of the interface. The Role of Modality in Virtual Manipulative Design - Works In Progress - ACM Seungoh Paek Teachers College, Columbia University, Dan Hoffman Teachers College, Columbia University, Antonios Saravanos Teachers College, Columbia University, John Black Teachers College, Columbia University, Charles Kinzer Teachers College, Columbia University Abstract » The current study examines aspects of multimedia design in virtual learning environments. It compares touch and mouse input methods in conjunction with audio and visual feedback in an effort to improve young children’s math learning. Fifty-nine (N=59) second grade students played Puzzle Blocks (PBs), a virtual manipulative designed to introduce students to the concept of multiplication through repetitive addition. All participants showed significant learning outcomes after playing PBs for five sessions. The results show that having auditory feedback is a more influential factor than input method. Implications are discussed. Line Following: A Path to Spatial Thinking Skills - Works In Progress - ACM Megen E Brittell University of Oregon Abstract » Encoding cursor position and directional information in synthesized audio feedback facilitates line following. This technique will aid interpretation and spatial understanding of irregularly shaped line features (e.g. rivers, state boundaries) making maps more accessible to users who are blind or visually impaired. IDEAS: An Interface Design Experience for the Autistic Spectrum - Works In Progress - ACM Laura Benton University of Bath, Hilary Johnson University of Bath, Mark Brosnan University of Bath, Emma Ashwin University of Bath, Beate Grawemeyer University of Bath Abstract » Designing products and services to meet the specific requirements of children with Autism Spectrum Disorder (ASD) can be difficult due to their wide ranging and individual needs. Participatory Design (PD) is a design method that could be used to better meet these needs, by giving this population an opportunity to directly contribute to software designed for their use. Researchers have begun to involve children with ASD in the design process, but there is not yet a design method specifically adapted to support the potential difficulties this group may experience during PD sessions. This paper presents a new design method, IDEAS, which attempts to fulfill this need. The development of this method is described along with an initial pilot undertaken to determine the feasibility of using this method with an ASD population. The results indicate that the majority of children with ASD were able to produce a successful final design using this method, and have the potential to be involved in PD sessions as part of a design team. Enhancing Blog Readability for Non-native English Readers in the Enterprise - Works In Progress - ACM Chen-Hsiang Yu MIT CSAIL, Jennifer Thom-Santelli IBM T.J. Watson Research Center, David Millen IBM T.J. Watson Research Center Abstract » Blogs are an important platform for people to access and share information, particularly in corporate settings where users rely on these systems for their work. However, because a global enterprise is multilingual, not all employees can understand the shared information in these systems easily if the content is written in a user’s non-native language. As a result, this research focuses on enhancing the readability of blogs in enterprise social software for this group of users. The pilot user study of Japanese and Chinese bloggers suggest there are two main challenges: finding an interesting blog post to read and encountering difficulties in reading blog posts as currently rendered. Based on these findings, we designed and implemented a Firefox extension, Clearly, which uses web customization techniques to improve these two levels of readability issues. Interactive Surface Technology for a Mobile Command Centre - Works In Progress - ACM Victor Cheung University of Waterloo, Nader Cheaib University of Waterloo, Stacey D Scott University of Waterloo Abstract » In this paper, Contextual Inquiry is used to analyze the work inside a mobile command centre of a volunteer group, which provides specialized services and equipment to support events ranging from community-sponsored events to emergency incidents. The suitability and feasibility of utilizing interactive surface technology to support collaboration and coordination, using the mobile command centre as a hub for multiple agencies, are examined. Findings and lessons learned from this work can also inform the design of such technology for more general event organization and emergency response settings. Mobile SoundAR: Your phone on your head - Works In Progress - ACM Syed Naseh Hussaini Mobile Life @ II Abstract » Sound localization plays an important role in providing a believable sound based augmented reality. Human auditory system uses several cues for sound localization and thus it is important to render these cues in virtual environment as well. Though all cues complement each other, head motion is one cue that can work individually to help locate the direction of sound source. Affixing sensors on the head of the user have been used previously by researchers to reintroduce head motion in virtual soundscape and study it. Modern smart phones with motion detecting sensors are becoming highly pervasive in today's society. Such smart phones open up possibilities for early prototyping and testing of ideas, that previously required high fi gadgetry. Wearing the phone on head can track the head movement using gyroscope and accelerometer. This paper discusses development of prototypes to provide head tracking using iPhone4 to provide a believable sound augmentation. Enhancing Mobile Browsing and Reading - Works In Progress - ACM Chen-Hsiang Yu MIT CSAIL, Robert C. Miller MIT CSAIL Abstract » Although the web browser has become a standard interface for information access on the Web, the mobile web browser on the smartphone does not hold the same interest to mobile users. A survey with 11 mobile users shows that only 18% of the participants like mobile web browsers, whereas 82% of them like other mobile applications. This research focuses on understanding mobile users’ difficulties and proposes innovative ideas to enhance mobile web browsing. This research enhances mobile browsing and reading in three directions: (1) dynamically generating mobile web sites for browsing (2) using orientation sensor information to detect natural interactions and text-to-speech (TTS) to continue reading between different activities, and (3) providing a speech interface to ease web navigation and supporting dialog programming for repetitive tasks. The Read4Me Browser is a prototype system built to demonstrate the proposed ideas. Exploring Technological Opportunities for Cognitive Impairment Screening - Student Research Competition - ACM Hyungsin Kim Georgia Institute of Technology Abstract » In this paper, I present continuous research on developing a novel computerized screening tool for people with cognitive impairment. With the quickly growing aging population, more effectively accessible screening tools need to be developed. In order to gain an in-depth understanding of the possible technological opportunities, I conducted clinical practice observations, surveys, and interviews with older adults, as well as medical practitioners, such as neurologists and neuropsychologists. Based on the analysis results, I identify several issues in the current practice. I then present an ongoing progression of the development in order to solve the issues with future directions. How User Reviews Influence Older and Younger Adults’ Credibility Judgments of Online Health Information - Student Research Competition - ACM Vera Liao University of Illinois at Urbana Champaign Abstract » A laboratory study was conducted to explore whether user reviews, a common Web 2.0 feature on healthcare website, would have differential influence on younger and older adults’ judgment of information credibility. We found that when credibility cues in user reviews were consistent with those in Website contents, older adults benefited more from this supplementary information than younger adults, which allowed older adults to make better credibility judgments. When credibility cues in user reviews were inconsistent with those in Website contents, older adults were less influenced by the user reviews. Results have important implications on how user reviews may facilitate credibility judgment of online health information by older adults. Send Me Bubbles: Multimodal Performance and Social Acceptability - Student Research Competition - ACM Julie Rico Williamson University of Glasgow Abstract » The use of performance as the focus of interaction provides the opportunity for exploratory and individual experiences but can also put users in an uncomfortable position. This paper presents an initial user study of a mobile remote awareness application in which users can control their own fish in a virtual fish tank using multimodal input from an external sensing device, where the input styles are created and performed by participants in an open ended sensing model. The study was designed in order to better understand the issues of performance when audience members are both casual passersby and familiar others watching remotely. Additionally, this study investigated the creation of performances and the effects of props when used in different social settings. The study involved pairs of participants interacting with the system in both public and private locations over repeated sessions. The results of this study show how users created and interpreted performances as well as how their consideration of passersby influenced their experiences. Frankenstein and Human Error: Device-Oriented Steps are More Problematic than Task-Oriented Ones - Student Research Competition - ACM Maartje Ament University College London Abstract » Most errors in routine procedures are merely annoying, but they can have severe consequences in safety- critical systems such as medical devices. The current work investigates whether errors are more likely to occur on device-oriented steps (those concerned only with the operation of the device) than on task-oriented ones (those that help the user achieve their main task goal). Error rates were recorded on a routine toy task, with several carefully controlled device- and task- oriented steps. Results show that error rates are substantially higher on device-oriented steps, and step times are longer. The findings demonstrate that a step’s relevance to the task goal plays an important role in the occurrence of slip errors. They further highlight the problems associated with device-oriented steps, and make a strong case for avoiding them as much as possible in interface design. A Scalable and Tiling Multi-Monitor Aware Window Manager - Student Research Competition - ACM Joona Antero Laukkanen University of Tampere Abstract » The design of a prototypical scalable and tiling multi-monitor aware window manager is described that may overcome some of the layout management problems encountered with tiling window managers. The system also features a novel approach to monitor configuration in which monitors are treated as independent movable viewports to the large virtual desktop. This approach is expected to address a number of distal access and monitor configuration problems. In particular, it will enable many uses of multiple monitors that require dynamic or flexible monitor configurations. Sharing Stories "in the wild:" A Mobile Storytelling Case Study - Student Research Competition - ACM Elizabeth Bonsignore University of Maryland Abstract » Today’s mobile devices are natively equipped with multimedia means for children to capture and share their daily experiences. However, designing authoring tools that effectively integrate the discrete media-capture components of mobile devices to enable rich expression remains a challenge. We report results of a study on the observed use of StoryKit, a mobile application that integrates multimodal media-capture tools to support the creation of multimedia stories on the iPhone/iPod Touch/iPad. The primary objectives of the study were to explore the ways in which StoryKit enables individuals to create and share personal stories; and to investigate how the created stories themselves might inform the design of mobile storytelling applications. Its results suggest that StoryKit’s relatively simple but well-integrated interface enables the creation of vibrant, varied narratives. Further, genre analysis of the types of stories created revealed a surprising volume and diversity of use in educational contexts. Trusting Experience Oriented Design - Student Research Competition - ACM Aisling Ann O'Kane Mobile Life @ KTH Royal Institute of Technology Abstract » Although trust and affective experiences have been linked in HCI research, a connection between traditional trust research for automation and experience design has not be made. This paper aims to start this discussion by showing the connection between experience-oriented HCI design and trust in automation through an experimental study of the Lega, a companion device for enriching experiences in museums. An experience-oriented HCI design approach was used to create this device and although it is not traditional automation, this study presents the links found between this approach and the bases of trust in automation, performance, process, and purpose, with regards to experience qualities of transparency, ambiguity, and usefulness, respectively. Code Gestalt: A Software Visualization Tool for Human Beings - Student Research Competition - ACM Christopher Kurtz RWTH Aachen University Abstract » Programmers are often faced with the necessity to visualize source code and grasp its structure. In a survey we studied how developers deal with this task. Based on our findings, we present the software visualization tool Code Gestalt, which assists programmers in quickly creating class diagrams. We evaluated and refined our concept using two prototypes. As a result, Code Gestalt introduces the tag overlay and thematic relations. These augmentations to class diagrams display similarities in the vocabulary used in the underlying source code. This simple, yet effective toolset empowers the user to explore and visualize software systems. The preliminary results of a user study investigating Code Gestalt indicate good usability. Cultural Difference in Image Searching - Student Research Competition - ACM Wei Dong University of Illinois at Urbana Champaign Abstract » Previous studies suggested that people from Eastern and Western cultural origins tagged digital images in different ways due to cultural difference in attentional patterns [2]. This study was conducted to examine whether Easterners and Westerners also exhibited dif-ferent behavioral patterns when searching for digital images. European Americans (EA) and Chinese were asked to general search keywords and to draw ideal target images for image searching tasks. Consistent with previous studies, results showed that Chinese were more likely to generate search keywords describing the overall properties of the target images than EA. When drawing ideal target images, EA assigned more space to the main objects than Chinese. The findings provided significant implications for designing cultural-sensitive tools to facilitate image search. The Influence of Grids on Spatial and Content Memory - Student Research Competition - ACM Svenja Leifert University of Konstanz Abstract » In this paper we present an experiment that aims at understanding the influence that (visual) grid-based structuring of user interfaces can have on spatial and content memory. By the term grid we refer to two different aspects. On the one hand, this relates to the structured alignment, the layout of objects on a canvas. On the other hand, a grid can also be indicated visually by inserting lines that form an array which divides a canvas into smaller fields. In both cases we detected a strong positive influence on spatial memory. On content memory, however, grids have a less beneficial influence. Only if grid lines are visible, the structured alignment has a positive effect. On the other hand, the visibility of grid lines always leads to worse results in content memory performance, independent of the spatial arrangement. Digital Commemoration: Surveying the Social Media Revival of Historical Crises - Student Research Competition - ACM Sophia B. Liu University of Colorado at Boulder Abstract » Social media has facilitated coordination efforts to help save lives, but are people using social media after the emergency phase? To answer this question, the author conducted a study surveying the social media revival of 111 crisis events that occurred over the past 50 years to examine if social media is being used to commemorate historical crises. Quantitative and qualitative social media metrics on each event were collected to determine their social media presence. The findings show that people are using social media to sustain the living record of past crises as an attempt to prevent disasters and strengthen resilience to future crises. Technological and social hazards that occurred before the social media age tended to exhibit a higher social media presence than natural hazards. Also, the revival of past crises typically occurred when they were linked to recent crises that exhibited similar causes, effects, and vulnerabilities. Issues in the construction and implementation of the survey inform the development of sociotechnical systems designed to collect, manage, and analyze historical events through the cyberinfrastructure. |
Lifetime Research Award: Filling in the H in HCI - Special Events Terry Winograd Stanford University Abstract » Over the decades since the original framing of HCI as dealing with the "human information processor" we have seen an ongoing expansion of the field's perspective on the human side of the interaction. The human is physically embodied, non-rational, emotional, and social. An individual human's activity is part of collective and interactive groups. Every human is enmeshed in a specific economic and political environment as well as a global environment. Each time we broaden our view, we raise new challenges and opportunities for designing interactions with computers and information devices. I will reflect on the ways in which the field has introduced new dimensions of humanness over the years, and how that has shaped the research agenda and the kinds of designs we create. I will speculate on where this may go in the future, and how we might expect to see HCI evolving further. |
Session Chair: Loren Terveen (University of Minnesota) Enhancing Interactional Synchrony with an Ambient Display - Paper - ACM Madeline Balaam Newcastle University, Geraldine Fitzpatrick Technical University of Vienna, Judith Good University of Sussex, Eric Harris University of Sussex Abstract » Nonverbal communication is an essential part of face-to-face social interaction, conveying information about emotion and interpersonal relationships. The rigorous sensing capabilities of pervasive technologies and the subtle nature of ambient technologies make them ideal to support the production of nonverbal communication in social interactions. In this paper we present a study using an ambient technology that supports nonverbal communication, and specifically nonverbal behaviours associated with rapport. We show that an ambient display can influence a participant’s nonverbal behaviour, and that participants are not aware of this change in their behaviour. We discuss these findings in terms of the design and ethical issues that it raises, and define an agenda for future work. Issues in Evaluating Ambient Displays In the Wild: Two Case Studies - Paper - ACM William R Hazlewood Indiana University, Erik Stolterman Indiana University, Kay Connelly Indiana University Abstract » In this paper we discus the complex task of evaluating ambient displays, concentrating on issues within in-situ deployments. We start by describing how these technologies have been evaluated in lab settings, where the focus has been primarily on issues of usability, and argue strongly for the necessity of in-situ evaluation. We then present two case studies involving in-situ evaluations, and from these derive issues that hindered the researchers from being able to delve more deeply into the overall impact of their implementations. We conclude with our own suggestions on possible alternatives to explore for evaluating ambient displays, which are based on the issues derived from our case studies. Does MoodyBoard Make Internet Use more Secure? Evaluating an Ambient Security Visualization Tool - Note - ACM Alexander De Luca University of Munich, Bernhard Frauendienst University of Munich, Max-Emanuel Maurer University of Munich, Julian Seifert University of Duisburg-Essen, Doris Hausen University of Munich, Niels Kammerer University of Munich, Heinrich Hussmann University of Munich Abstract » Internet users are targets for ever-advancing phishing- and other attacks. The risks are, for example, to disclose credit card information or passwords to unauthorized instances. One approach to help users with insecure situations is provided by MoodyBoard, which uses ambient information to highlight potential risks. In this paper, we present findings from an evaluation of this system. Two user studies were conducted in order to find out whether an ambient security tool can protect users during sensitive tasks. We designed a pilot study to find out whether users understand the warnings and a security study to see if it helps to protect users from phishing attacks. Results show that MoodyBoard users behaved significantly more secure. Peripheral Computing During Presentations: Perspectives on Costs and Preferences - Note - ACM Shamsi T. Iqbal Microsoft Research, Jonathan Grudin Microsoft Research, Eric Horvitz Microsoft Research Abstract » Despite the common use of mobile computing devices to communicate and access information, the effects of peripheral computing tasks on people’s attention is not well understood. Studies that have identified consequences of multitasking in diverse domains have largely focused on influences on productivity. We have yet to understand perceptions and preferences regarding the use of computing devices for potentially extraneous tasks in settings such as presentations at seminars and colloquia. We explore costs and attitudes about the use of computing devices by people attending presentations. We find that audience members who use devices believe that they are missing content being presented and are concerned about social costs. Other attendees report being less offended by multitasking around them than the device users may realize. |
Session Chair: Ed Cutrell (Microsoft Research) Utilizing Multimedia Capabilities of Mobile Phones to Support Teaching in Schools in Rural Panama - Paper - ACM Elba del Carmen Valderrama Bahamondez University Duisburg-Essen / University of Stuttgart, Christian Winkler University Duisburg-Essen, Albrecht Schmidt University of Stuttgart Abstract » Providing good education is one of the major challenges for humanity. In many developing regions in the world improv-ing educational standards is seen as a central building block for improving socio-economic situation of society. Based on our research in Panama we report on how mobile phones can be used as educational tools. In contrast to personal computers mobile phones are widely available and in Panama over 80% of the children have access to phones. We report on four different studies building on one another. We conducted surveys, focus groups, and group interviews with several hundred teachers and pupils to assess opportunities, needs, and threads for using phones in teaching and learning. Based on the feedback received we created a set of use cases and finally evaluated these in a field study in a rural multigrade school in Panama. Our findings suggest that current phones with multimedia capabilities provide a valuable resource for teaching and learning across many subjects. In particular recording of audio and video, programs for drawing, and taking photos were used in very creative and constructive ways beyond the use cases envisioned by us and initial skepticism of parents turned into support. Infrastructures for low-cost laptop use in Mexican schools - Paper - ACM Ruy Cervantes Univerisity of California, Irvine, Mark Warschauer Univerisity of California, Irvine, Bonnie Nardi Univerisity of California, Irvine, Nithya Sambasivan Univerisity of California, Irvine Abstract » In recent years, a number of low-cost laptops have been created for children’s education, most notably the XO, developed by One Laptop per Child to embody principles of constructionist learning, and the ClassmatePC, designed by Intel to fit within and improve traditional education. We report on a series of field studies in Mexican elementary schools that deployed the XO or ClassmatePC. Although both devices are promoted as valuable for improving education in developing countries, our studies suggest that creating the social and technical infrastructures needed to sustain school laptop use is far more complex than what technology designers assume. Utilizing DVD Players as Low-Cost Offline Internet Browsers - Note ![]() Gaurav Paruthi Microsoft Research India, William Thies Microsoft Research India Abstract » In the developing world, computers and Internet access remain rare. However, there are other devices that can be used to deliver information, including TVs and DVD players. In this paper, we work to bridge this gap by delivering offline Internet content on DVD, for interactive playback on ordinary DVD players. Using the remote control, users can accomplish all of the major functions available in a Web browser, including navigation, hyperlinks, and search. As our driving application, we map the entirety of schools-wikipedia.org -- encompassing 5,500 articles and 259,000 screens -- to a double-layer DVD. We evaluate our system via a study of 20 low-income users in Bangalore, India. Using our DVD as reference, participants are able to answer factual questions with over 90% success. While most participants prefer to use a computer if one is available, for resource-poor environments the DVD platform could represent a viable and low-cost alternative. |
User Experience Management Post Mergers and Acquisitions - Panel - ACM Janaki Kumar SAP Labs, LLC, Dan Rosenberg SAP Labs, LLC, Michael Arent SAP Labs, LLC, Anna Wichansky Oracle, Madhuri Kolhatkar Oracle, Esin Kiris CA, Russell Wilson CA, Arnold Lund Microsoft Corporation Abstract » This panel will discuss the prominent trend of business consolidations in the enterprise software industry and proffer best practice management techniques for user experience teams following a successfully achieved merger or acquisition. Our panelists are UX managers who have experienced multiple mergers or acquisitions and will represent both the acquiring and acquired companies’ perspectives. This panel builds on the success of a SIG organized at CH 2010. It will focus in on the UX management aspect post M&A, since this was most interesting to our audience. We will discuss design and technical challenges such as multiple UI technologies and platforms, navigation paradigms and menu structures, interaction behaviors, visual designs, as well as cultural and organizational challenges such as different maturity levels of UX teams, User Centered Design practices, job titles, talent management, geographical distribution and other cultural differences. Our goal is to explore best practice solutions that could help other UX managers facing similar challenges. |
Session Chair: James Fogarty (University of Washington) Importance-Driven Compositing Window Management - Paper ![]() Manuela Waldner Graz University of Technology, Markus Steinberger Graz University of Technology, Raphael Grasset University of Canterbury, Dieter Schmalstieg Graz University of Technology Abstract » In this paper we present importance-driven compositing window management, which considers windows not only as basic rectangular shapes but also integrates the importance of the windows' content using a bottom-up visual attention model. Based on this information, importance-driven compositing optimizes the spatial window layout for maximum visibility and interactivity of occluded content in combination with see-through windows. We employ this technique for emerging window manager functions to minimize information overlap caused by popping up windows or floating toolbars and to improve the access to occluded window content. An initial user study indicates that our technique provides a more effective and satisfactory access to occluded information than the well-adopted Alt+Tab window switching technique and see-through windows without optimized spatial layout. Content and Hierarchy in Pixel-Based Methods for Reverse Engineering Interface Structure - Paper - ACM Morgan Dixon University of Washington, Daniel Leventhal University of Washington, James Fogarty University of Washington Abstract » The rigidity and fragmentation of GUI toolkits are fundamentally limiting the progress and impact of interaction research. Pixel-based methods offer unique potential for addressing these challenges independent of the implementation of any particular interface or toolkit. This work builds upon Prefab, which enables the modification of existing interfaces. We present new methods for hierarchical models of complex widgets, real-time interpretation of interface content, and real-time interpretation of content and hierarchy throughout an entire interface. We validate our new methods through implementations of four applications: Stencils-based tutorials, ephemeral adaptation, interface translation, and end-user interface customization. We demonstrate these enhancements in complex existing applications created from different user interface toolkits running on different operating systems. Client TouchPoint Modeling: Understanding Client Interactions in the Context of Service Delivery - Note - ACM Aqueasha M Martin Clemson University, Yolanda A Rankin IBM Research - Almaden, Joe Bolinger The Ohio State University Abstract » Service delivery organizations oftentimes overlook opportunities to cultivate client relationships due to a lack of awareness of the totality of touchpoints, or interactions, that occur between service delivery personnel and client personnel over time. To enable service delivery organizations to strategically manage their client relationships, we introduce the first phase of the Client TouchPoint Modeling (CTM) process in which service delivery teams create a touchpoint map of their collective interactions across a client account. Participatory design sessions with service delivery personnel informed the design of a CTM TouchPoint Map prototype. Through these sessions, we also discovered a more collaborative approach to CTM, one in which service delivery team members work together to co-construct a unified account map in a way that promotes team transparency and sensemaking of the service experience. Using Predictive Human Performance Models to Inspire and Support UI Design Recommendations - Note ![]() Bonnie E John IBM T. J. Watson Research Center / Carnegie Mellon University Abstract » Predictive human performance modeling has traditionally been used to make quantitative comparisons between alternative designs (e.g., task execution time for skilled users) instead of identifying UI problems or making design recommendations. This note investigates how reliably novice modelers can extract design recommendations from their models. Many HCI evaluation methods have been plagued by the “evaluator effect” [3], i.e., different people using the same method find different UI problems. Our data and analyses show that predictive human performance modeling is no exception. Novice modelers using CogTool [5] display a 34% Any-Two Agreement in their design recommendations, a result in the upper quartile of evaluator effect studies. However, because these recommendations are grounded in models, they may have more reliable impact on measurable performance than recommendations arising from less formal methods. |
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Exhibit Hall Open
Ballroom C/D
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Student Research Competition & Works In Progress
Poster Interactions: Group 1 Work-in-Progress (WIP100-299) and Student Research Competition
Ballroom Foyer
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Coco - The Therapy Robot - Interactivity - ACM Katharina Tran phuc University of Applied Sciences Darmstadt, Torsten Racky University of Applied Sciences Darmstadt, Florian Roth University of Applied Sciences Darmstadt, Iris Wegmann University of Applied Sciences Darmstadt, Christoph Busch University of Applied Sciences Darmstadt, Claudia Söller-Eckert University of Applied Sciences Darmstadt, Mara Pilz University of Applied Sciences Darmstadt, Katharina Horst University of Applied Sciences Darmstadt Abstract » Coco is a therapeutic robot designed for elderly people in nursing homes or other care facilities. It is an electronic pet that represents a friend and helper who animates, reminds and motivates its owner. He has 4 main functions: reading, singing, a calendar function and quiz games and can be operated by voice, remote control or base buttons. Pressure sensors in Coco's back react to touch. He interacts with its owner on its own initiative, suggesting to read, sing or play. Coco's memory and activity settings can be customised by carers or relatives. The prototype was implemented with Lego Mindstorms and successfully tested by a focus group. Touch and Copy, Touch and Paste - Interactivity - ACM Pranav Mistry MIT Media Lab, Suranga Nanayakkara MIT Media Lab, Pattie Maes MIT Media Lab Abstract » SPARSH explores a novel interaction method to seamlessly transfer data between digital devices in a fun and intuitive way. The user touches whatever data item he or she wants to copy from a device. At that moment, the data item is conceptually saved in the user. Next, the user touches the other device he or she wants to paste/pass the saved content into. SPARSH uses touch-based interactions as indications for what to copy and where to pass it. Technically, the actual transfer of media happens via the information cloud. Mouseless - a Computer Mouse as Small as Invisible - Interactivity - ACM Pranav Mistry MIT Media Lab, Pattie Maes MIT Media Lab Abstract » Mouseless is a novel input device that provides the familiarity of interaction of a physical computer mouse without requiring a real hardware mouse. It consists of an IR laser beam and an IR camera, both of which are embedded in a computer. Mouseless proposes a number of novel additional gestural interactions while supporting all the conventional computer mouse interactions. We present the design and implementation of various Mouseless prototype systems. Obfuscating Authentication Through Haptics, Sound and Light - Interactivity - ACM Andrea Bianchi Korea Advanced Institute of Science and Technology, Ian Oakley Madeira Interactive Technologies Institute, University of Madeira, Dong-Soo Kwon Korea Advanced Institute of Science and Technology Abstract » Sensitive digital content associated with or owned by individuals now pervades everyday life. Mediating accessing to it in ways that are usable and secure is an ongoing challenge. We present a series of five PIN entry and transmission systems that address observation attacks in public spaces via shoulder surfing or camera recording. They do this through the use of novel modalities including audio cues, haptic cues and modulated visible light. Each prototype is introduced and motivated, and its strengths and weaknesses are considered. Blinky Blocks: A Physical Ensemble Programming Platform - Interactivity - ACM Brian T Kirby Carnegie Mellon University, Michael Ashley-Rollman Carnegie Mellon University, Seth Copen Goldstein Carnegie Mellon University Abstract » A major impediment to understanding programmable matter is the lack of an existing system with sufficiently many modules of sufficient capabilities. We present the requirements of physically distributed ensembles and discuss the use of the distributed programming language Meld to program ensembles of these units. We demonstrate a new system designed to meet these requirements called Blinky Blocks and discuss the hardware design we used to create 100 of these modules. humanaquarium: Exploring Audience, Participation, and Interaction - Interactivity Robyn Taylor University of Alberta, Guy Schofield Newcastle University, John Shearer Newcastle University, Jayne Wallace Newcastle University, Peter Wright Newcastle University, Pierre Boulanger University of Alberta, Patrick Olivier Newcastle University Abstract » humanaquarium is a movable performance space designed to explore the dialogical relationship between artist and audience. Two musicians perform inside the cube-shaped box, collaborating with participants to co-create an aesthetic audio-visual experience. The front wall of the humanaquarium is a touch-sensitive FTIR window. Max/MSP is used to translate the locations of touches on the window into control data, manipulating the tracking of software synthesizers and audio effects generated in Ableton Live, and influencing a Jitter visualization projected upon the rear wall of the cube. 3D-Press - Tangible 3D Haptics on Touch Surfaces: Virtual Compliance - Interactivity - ACM Johan Kildal Nokia Research Center Abstract » Suitability of current haptic three-dimensional user interface (3D-UI) technologies is low for mobile interaction. 3D-Press in reviewed in this paper: a technique to create the haptic illusion that when pressing on a rigid surface is feels compliant. The fact that the illusion is intramodal (haptics only involved in creating it), and that the technology required is simple and with low energy demands, makes it ideal for mobile use. The parameters used in the implementation of 3D-Press influence the characteristics of the illusion. Graffito: Crowd-based Performative Interaction at Festivals - Interactivity - ACM Jennifer Sheridan BigDog Interactive Ltd, Nick Bryan-Kinns Queen Mary University of London, Stuart Reeves University of Nottingham, Joe Marshall University of Nottingham, Giles Lane Proboscis Abstract » Crowd-based events are generating new forms of crowd-based performative interaction. Nightclubs and festivals are at the cutting edge of crowd-based interaction with ubiquitous computing. The social capital of crowd-based interaction is not well understood and is usually limited to one-off events. Our intention is to explore the possibility for generating a lifelong contextual footprint of crowd-based performative interaction. Galvanic Skin Response-Derived Bookmarking of an Audio Stream - Interactivity - ACM Matthew K.X.J. Pan The University of British Columbia, Gordon Jih-Shiang Chang The University of British Columbia, Gokhan H. Himmetoglu The University of British Columbia, AJung Moon The University of British Columbia, Thomas W. Hazelton The University of British Columbia, Karon E. MacLean The University of British Columbia, Elizabeth A. Croft The University of British Columbia Abstract » We demonstrate a novel interaction paradigm driven by implicit, low-attention user control, accomplished by monitoring a user‟s physiological state. We have designed and prototyped this interaction for a first use case of bookmarking an audio stream, to holistically explore the implicit interaction concept. A listener‟s galvanic skin conductance (GSR) is monitored for orienting responses (ORs) to external interruptions; our research prototype then automatically bookmarks the media such that the user can attend to the interruption, then resume listening from the point he/she is interrupted. MediaDiver: Viewing and Annotating Multi-View Video - Interactivity - ACM Gregor Miller University of British Columbia, Sidney Fels University of British Columbia, Abir Al Hajri University of British Columbia, Michael Ilich University of British Columbia, Zoltan Foley-Fisher University of British Columbia, Manuel Fernandez University of British Columbia, Daesik Jang Kunsan National University Abstract » Our novel rich media interface called MediaDiver demonstrates our new interaction techniques for viewing and annotating multiple view video. The demonstration allows attendees to experience novel moving target selection methods (called Hold and Chase), new multi-view selection techniques, automated quality of view analysis to switch viewpoints to follow targets, integrated annotation methods for viewing or authoring meta-content and advanced context sensitive transport and timeline functions. As users have become increasingly sophisticated when managing navigation and viewing of hyper-documents, they transfer their expectations to new media. We demonstrate the technology required to meet these expectations for video. Thus users will be able to directly click on objects in the video to link to more information or other video, easily change camera views and mark-up the video with their own content. The applications of this technology stretch from home video management to broadcast quality media production, which may be consumed on both desktop and mobile platforms. TagURIt: A Proximity-based Game of Tag Using Lumalive e-Textile Displays - Interactivity - ACM Sylvia H Cheng Queen's University, Kibum Kim Queen's University, Roel Vertegaal Queen's University Abstract » We present an electronic game of tag that uses proximity sensing and Lumalive displays on garments. In our game of tag, each player physically represents a location-tagged Universal Resource Indicator (URI). The URIs, one chaser and two target players, wear touch-sensitive Lumalive display shirts. The goal of the game is for the chaser to capture a token displayed on one of the Lumalive shirts, by pressing a touch sensor located on the shirt. When the chaser is in close proximity to the token player, the token jumps to the shirt of the second closest player, making this children’s game more challenging for adult players. Our system demonstrates the use of interactive e-textile displays to remove the technological barrier between contact and proximity in the real world, and the seamless representation of gaming information from the virtual world in that real world. Frictional Widgets: Enhancing Touch Interfaces with Programmable Friction - Interactivity - ACM Vincent Levesque University of British Columbia, Louise Oram University of British Columbia, Karon MacLean University of British Columbia, Andy Cockburn University of Canterbury, Nicholas Marchuk Northwestern University, Dan Johnson Northwestern University, J. Edward Colgate Northwestern University, Michael Peshkin Northwestern University Abstract » Touch interactions occur through flat surfaces that lack the tactile richness of physical interfaces. We explore the design possibilities offered by augmenting touchscreens with programmable surface friction. Four exemplar applications – an alarm clock, a file manager, a game, and a text editor – demonstrate tactile effects that improve touch interactions by enhancing physicality, performance, and subjective satisfaction. SnowGlobe: A Spherical Fish-Tank VR Display - Interactivity - ACM John Bolton Queen's University, Kibum Kim Queen's University, Roel Vertegaal Queen's University Abstract » We present a spherical display with Fish-Tank VR as a means for interacting with three-dimensional objects. We implemented the spherical display by reflecting a projected image off a hemispherical mirror, allowing for a seamless curvilinear display surface. Diffuse illumination is used for detecting touch points on the sphere. The user’s head position and the position of the sphere are also tracked using a Vicon motion capture device. Users can perform multi-touch gestures to interact with 3D content on the spherical display. Our system relies on the metaphor of a snow globe. Users can walk around a display while maintaining motion parallax corrected viewpoints of the object on the display. They can interact with the 3D object using multitouch interaction techniques, allowing for rotating and scaling of the 3D model on the display. ZeroTouch: A Zero-Thickness Optical Multi-Touch Force Field - Interactivity - ACM Jon Moeller Texas A&M University, Andruid Kerne Texas A&M University, Sashikanth Damaraju Texas A&M University Abstract » We present zero-thickness optical multi-touch sensing, a technique that simplifies sensor/display integration, and enables new forms of interaction not previously possible with other multi-touch sensing techniques. Using low-cost modulated infrared sensors to quickly determine the visual hull of an interactive area, we enable robust real-time sensing of fingers and hands, even in the presence of strong ambient lighting. Our technology allows for 20+ fingers to be detected, many more than through prior visual hull techniques, and our use of wide-angle optoelectonics allows for excellent touch resolution, even in the corners of the sensor. With the ability to track objects in free space, as well as its use as a traditional multi-touch sensor, ZeroTouch opens up a new world of interaction possibilities. Immersive VR: A Non-pharmacological Analgesic for Chronic Pain? - Interactivity - ACM Diane Gromala Simon Fraser University, Meehae Song Simon Fraser University, Ji-Dong Yim Simon Fraser University, Tyler Fox Simon Fraser University, Steven J Barnes University of British Columbia, Mark Nazemi Simon Fraser University, Chris Shaw Simon Fraser University, Pam Squire, MD University of British Columbia Abstract » We describe the research work being carried out by the Transforming Pain Research Group – the only group whose work is entirely focused on the use of immersive VR for chronic pain management. Unlike VR research for acute or short-term pain, which relies on pain "distraction," this research posits a new paradigm for the use of VR. In addition to providing an overview of our work, the present paper also describes one of our current works in detail: the Virtual Meditative Walk. |
Low Cost vs. High-End Eye Tracking for Usability Testing - Works In Progress - ACM Sune Alstrup Johansen IT University of Copenhagen, Javier San Agustin IT University of Copenhagen, Henrik Skovsgaard IT University of Copenhagen, John Paulin Hansen IT University of Copenhagen, Martin Tall Duke University Abstract » Accuracy of an open source remote eye tracking system and a state-of-the-art commercial eye tracker was measured 4 times during a usability test. Results from 9 participants showed both devices to be fairly stable over time, but the commercial tracker was more accurate with a mean error of 31 pixels against 59 pixels using the low cost system. This suggests that low cost eye tracking can become a viable alternative, when usability studies need not to distinguish between, for instance, particular words or menu items that participants are looking at, but only between larger areas-of-interest they pay attention to. A Crowdsourcing Model for Receiving Design Critique - Works In Progress - ACM Anbang Xu University of Illinois at Urbana-Champaign, Brian P. Bailey University of Illinois at Urbana-Champaign Abstract » Designers in many domains are increasingly turning to online communities to receive critiques of early design ideas. However, members of these communities may not contribute an effective critique due to limited skills, motivation, or time, and therefore many critiques may not go beyond “I (don’t) like it”. We propose a new approach for designers to receive online critique. Our approach is novel because it adopts a theoretical framework for effective critique and implements the framework on a popular crowdsourcing platform. Preliminary results show that our approach allows designers to acquire quality critiques in a timely manner that compare favorably with critiques produced from a well-known online community. Touch-Bookmark: A Lightweight Navigation and Bookmarking Technique for E-Books - Works In Progress - ACM Dongwook Yoon Korea Institute of Science and Technology, Yongjun Cho Korea Institute of Science and Technology, Kiwon Yeom Korea Institute of Science and Technology, Ji-Hyung Park Korea Institute of Science and Technology Abstract » The navigation function of an e-book significantly influences its usability. In this paper, we introduce Touch-Bookmark (TB), a multitouch navigation technique for e-books. TB enables users to bookmark a page in a casual manner and return to it quickly when required. Moreover, the users can flip between two remote pages by using simple gestures. In a usability test conducted to evaluate our prototype, users found the technique easy to learn, natural to use, and useful for navigation. Analysis of the patterns of interaction gestures helped identify human factors that should be considered when designing touch interfaces for e-books. The factors include navigation strategies, patterns of interaction gestures, types of books, and motor memory. Understanding Email Communication of Persons with Aphasia - Works In Progress - ACM Abdullah Al Mahmud Eindhoven University of Technology, Jean-Bernard Martens Eindhoven University of Technology Abstract » An email program has been developed by the Aphasia Union Netherlands (AVN) to enhance communication between aphasics mutually and with their therapists. In this paper we report intermediate evaluation results of the AVN email program. We evaluated the email program in two ways: a. by analyzing the AVN email server logs and b. by collecting subjective responses through questionnaires. Our results indicate that both aphasics and therapists find the email program useful, despite the fact that they expressed several criticisms about its usability. Therefore, some changes are required to make the program better useable and more widely accessible for the target group. A Context-Sensitive Device to Help People with Autism Cope with Anxiety - Works In Progress - ACM Marziya Mohammedali Curtin University, Dinh Phung Curtin University, Brett Adams Curtin University, Svetha Venkatesh Curtin University Abstract » We describe a smartphone application that helps people with Autism Spectrum Disorder (ASD) cope with anxiety attacks. Our prototype provides a one-touch interface for indicating a panic level. The device’s response—to instruct, soothe, and/or contact carers—is sensitive to the user’s context, consisting of time, location, ambient noise, and nearby friends. Formative evaluation unearths a critical challenge to building assistive technologies for ASD sufferers: can regimented interfaces foster flexible behaviour? Our observations suggest that a delicate balance of design goals is required for a viable assistive technology. The Effects of Screen-Size and Communication Modality on Psychology of Mobile Device Users - Works In Progress - ACM Ki Joon Kim SungKyunKwan University, S. Shyam Sundar Pennsylvania State University, Eunil Park SungKyunKwan University Abstract » Does screen-size matter in mobile devices? There appears to be a move toward larger screens, with recent launches of Apple’s iPad and Samsung’s Galaxy Tab, but do these devices undercut the perceived mobility and affect user attitudes toward the technology? To answer these and related questions, the present study examines the effects of screen-size and communication modality (text vs. video) on mobile device users’ perception of mobility and content as well as attitudes toward technology acceptance. Preliminary data from a between-subjects experiment show that smaller screen-size elicited greater perceived mobility while larger screen-size was key to greater enjoyment. News story in video format played a crucial role in providing greater enjoyment and newsworthiness of the news story while news in text format was perceived to be easier to use on a mobile device. Design implications and limitations are discussed, as we prepare for a constructive replication. On the use of pervasive computing to support patients with obsessive compulsive disorder - Works In Progress - ACM Vassilis-Javed Khan NHTV Breda University of Applied Sciences, Panos Markopoulos Eindhoven University of Technology, Nynke Spijksma Marina de Wolf Hospital Abstract » Obsessive-compulsive disorder (OCD) is a psychiatric disorder affecting 2% to 3% of world population. Patients having this disorder engage in repetitive and discomforting behaviors usually linked to controlling or cleaning. The potential of technical solutions trying to support both patients and therapists has been to a limited extent explored with some encouraging results. However, the use of a mobile phone application has not yet been explored. We present a study of a distributed application, partly running on mobile phone and partly on a website, with four patients suffering from OCD and their therapist. Our qualitative evaluation yields encouraging conclusions for practitioners and developers of such applications. Living with Pain, Staying in Touch: Exploring the Communication Needs of Older Adults with Chronic Pain - Works In Progress - ACM Jessica M David University of Toronto, Alison Benjamin University of Toronto, Ronald M Baecker University of Toronto, Diane J Gromala Simon Fraser University, Jeremy P Birnholtz Cornell University Abstract » For older adults with chronic pain, maintaining social ties can be difficult. Both chronic pain and social isolation compound each other and are associated with poor health outcomes. Our research explores how technology can be used to facilitate communication and support for older adults with chronic pain. We report on preliminary results of field research with 20 participants and deployment of a digital communicating picture frame prototype. We found that chronic pain introduces unique barriers to synchronous contact and that our prototype seemed to fit the needs of these individuals by supporting meaningful asynchronous communication with the possibility for adjustable reciprocity. Ambient Displays: Influencing Movement Patterns - Works In Progress - ACM Tasos Varoudis arch+ech Architecture, Sheep Dalton Open University, Katerina Alexiou Open University, Theodore Zamenopoulos Open University Abstract » Ambient displays are gradually augmenting the principal static elements of architecture, such as walls, transforming space into a dynamic and ever-changing environment. Does the addition of such digital elements influence people’s perception and understanding of space around them? If so, do ambient displays lead to behavioral changes like people’s movement in such environments? In this particular study, a series of experiments were conducted to investigate public interior spaces with embedded ambient displays. The findings are then presented showing how the presence of an ambient display through its visual depth affects and changes movement patterns. This study discusses the ability of an ambient display to refine navigation paths and suggests that its visual depth can enhance its effectiveness. A Tactile Friend Sense for Keeping Groups Together - Works In Progress - ACM Martin Pielot OFFIS Institute for Information Technology, Benjamin Poppinga OFFIS Institute for Information Technology, Wilko Heuten OFFIS Institute for Information Technology, Susanne Boll University of Oldenburg Abstract » Visiting crowded places at night in a group of friends is a common leisure activity in many parts of the world. However, the chaotic nature of such place makes it difficult to keep the group together. Constantly watching out for the others or frequent use of technology (e.g. phone calls or Google Latitude) may be contradictory to the idea of having a jolly night out. We therefore designed FriendSense, a mobile application that acts as a pervasive anchor to one of the friends. Beyond existing solutions it allows to continuously sense the anchored friend’s location through vibro-tactile feedback. In a preliminary field study we investigated how this added sense affects a night out at an Oktoberfest-like festival. We found evidence that FriendSense users were more confident and less stressed with keeping the group together. Recompose: Direct and Gestural Interaction with an Actuated Surface - Works In Progress - ACM Matthew Blackshaw MIT Media Lab, Anthony DeVincenzi MIT Media Lab, David Lakatos MIT Media Lab, Daniel Leithinger MIT Media Lab, Hiroshi Ishii MIT Media Lab Abstract » In this paper we present Recompose, a new system for manipulation of an actuated surface. By collectively utilizing the body as a tool for direct manipulation alongside gestural input for functional manipulation, we show how a user is afforded unprecedented control over an actuated surface. We describe a number of interaction techniques exploring the shared space of direct and gestural input, demonstrating how their combined use can greatly enhance creation and manipulation beyond unaided human capability. Make a Trip an Experience: Sharing In-Car Information with Passengers - Works In Progress - ACM Ohad Inbar Ben-Gurion University of the Negev, Noam Tractinsky Ben-Gurion University of the Negev Abstract » Current in-vehicle information systems (IVIS) are designed for use by a single entity – the driver. In this paper we propose that the benefits of IVIS can increase if we also consider the needs of passengers and their potential contribution as additional information handlers who buffer the driver from information overload. The benefits these “incidental users” of IVIS can reap from having trip-related information shared with them include reduced boredom, increased trust and a sense of inclusion. Drivers’ benefits include less distraction caused by questions previously aimed at them as the exclusive owners of the trip-related information, and reduced information load by allowing passengers to actively control selected in-car systems. Effects of Different Types of Artifacts on Interpretations of Artificial Subtle Expressions (ASEs) - Works In Progress - ACM Takanori Komatsu Shinshu University, Seiji Yamada National Institute of Informatics, Kazuki Kobayashi Shinshu University, Kotaro Funakoshi Honda Research Institute, Mikio Nakano Honda Research Institute Abstract » So far, we already confirmed that the artificial subtle expressions (ASEs) from a robot could convey its internal states to participants accurately and intuitively. In this paper, we investigated whether the ASEs from an on-screen artifact could also convey the artifact’s internal states to participants in order to confirm whether the ASEs can be interpreted consistently for various types of artifacts. The results clearly showed that the ASEs’ interpretations from on-screen artifact were consistent with the ones from robotic agent. Adaptive Eye-Gaze-Guided Interfaces: Design & Performance Evaluation - Works In Progress - ACM Oleg Komogortsev Texas State University-San Marcos, Corey Holland Texas State University-San Marcos, Jose Camou Texas State University-San Marcos Abstract » This paper considers the effects of user interface adaptation based on regional eye tracker accuracy to improve user performance and satisfaction in an eye-gaze-guided application. We objectively and subjectively evaluated the differences between an adaptive interface, in which navigational elements were placed in regions of highest accuracy, and its inverted counterpart, in which navigational elements were placed in regions of lowest accuracy. The results indicate that by accounting for regional accuracy the adaptive interface was able to provide a significant improvement in user performance, though this effect had little bearing on user satisfaction. RegionalSliding: Enhancing Target Selection on Touchscreen-Based Mobile Devices - Works In Progress - ACM Wenchang Xu Tsinghua University, Chun Yu Tsinghua University, Yuanchun Shi Tsinghua University Abstract » Target selection on mobile devices with touchscreens usually gets users into trouble due to the occlusion of the target by the user’s finger and ambiguity about which part of the finger generates the result point. In this paper, we propose a novel technique to enhance target selection on touchscreen-based mobile devices, named RegionalSliding, which selectively renders the initially “selected” target as well as its “surrounding” targets in a non-occluded area when users press down on the screen and enables users to complete the selection with sliding gestures according to the visual feedback from the rendered area. A preliminary user study shows that RegionalSliding increases the selection accuracy and brings good user experience. Why not Use Mobile Phones? An Observational Study of Medical Work - Works In Progress - ACM So Young Lee University of California, Irvine, Sun Young Park University of California, Irvine, Yunan Chen University of California, Irvine Abstract » Previous studies suggest that mobile phones could prevent many communication and information breakdowns that commonly occur in a hospital environment. However, the actual benefits of mobile phones in medical work remain unexplored. We studied mobile phone usage among nurses in an Emergency Department (ED). Surprisingly, mobile phones were not favored by our study participants. We found that mobile phones do not support essential characteristics of nursing work in ED because they lack support for group awareness, informative interruption, and role-based calling. The findings suggest that the design of mobile devices should support nurses’ share of work responsibilities and the need for information transparency. Enhancing Outdoor Navigation Systems through Vibrotactile Feedback - Works In Progress - ACM Dominik Bial University of Duisburg-Essen, Dagmar Kern University of Duisburg-Essen, Florian Alt University of Duisburg-Essen, Albrecht Schmidt University of Stuttgart Abstract » While driving many tasks compete for the attention of the user, mainly via the audio and visual channel. When designing systems depending upon providing feedback to users (e.g., navigation systems), it is a crucial prerequisite to minimize influence on and distraction from the driving task. This becomes even more important when designing systems for the use on motorbikes; space for output devices is scarce, as people are wearing helmets visual feedback is often difficult due to lighting conditions, and audio feedback is limited. In a first step we aimed at creating an understanding as to how information could be communicated in a meaningful way using vibrotactile signals. Therefore, we investigated suitable positions of actuators on the hand, appropriate length of the vibration stimulus, and different vibration patterns. We built a first prototype with 4 vibration actuators attached to the fingertips and asked 4 participants to test our prototype while driving. With this work we envision to lay the foundations for vibrotactile support in navigation systems. Us’em: Motivating Stroke Survivors to Use their Impaired Arm and Hand in Daily Life - Works In Progress - ACM Luuk Beursgens Eindhoven University of Technology, Freek Boesten Maastricht University, Annick Timmermans Adelante Rehabilitation Centre, Henk Seelen Adelante Rehabilitation Centre, Panos Markopoulos Eindhoven University of Technology Abstract » Stroke leaves the majority of its survivors with an impairment of the upper extremity that seriously reduces their quality of life and their ability to live independently. Rehabilitation research has shown that extensive usage of the impaired arm in everyday life can improve arm-hand performance, even in chronic stages after stroke. Such usage though is difficult for patients who need some help to be reminded and motivated for using the impaired arm. This paper presents the user centered design and initial evaluation of Us’em, a watch-like device that provides feedback to patients regarding the usage of their impaired arm-hand in relation to their non-affected upper extremity in order to motivate them to use their affected arm more. Duet for Solo Piano: MirrorFugue for Single User Playing with Recorded Performances - Works In Progress - ACM Xiao Xiao Massachusetts Institute of Technology, Hiroshi Ishii Massachusetts Institute of Technology Abstract » MirrorFugue is an interface that supports symmetric, real-time collaboration on the piano using spatial metaphors to communicate the hand gesture of collaborators. In this paper, we present an extension of MirrorFugue to support single-user interactions with recorded material and outline usage scenarios focusing on practicing and self-reflection. Based on interviews with expert musicians, we discuss how single-user interactions on MirrorFugue relate to larger themes in music learning and suggest directions for future research. OpenID-Enabled Browser: Towards Usable and Secure Web Single Sign-On - Works In Progress - ACM San-Tsai Sun University of British Columbia, Eric Pospisil University of British Columbia, Ildar Muslukhov University of British Columbia, Nuray Dindar University of British Columbia, Kirstie Hawkey Dalhousie University, Konstantin Beznosov University of British Columbia Abstract » OpenID is an open and promising Web single sign-on solution; however, the interaction flows provided by OpenID are inconsistent, counter-intuitive, and vulnerable to phishing attacks. In this work, we investigated the challenges web users face when using OpenID for authentication, and designed a phishing-resistant, privacy-preserving browser add-on to provide a consistent and intuitive single sign-on user experience for the average web users. Children may Expect Drag-and-Drop Instead of Point-and-Click - Works In Progress - ACM Wolmet Barendregt University of Gothenburg, Mathilde M. Bekker Eindhoven University of Technology Abstract » In this paper we present evidence from a pilot study that children may have started to expect the drag-and-drop interaction style. This is in contrast with probably the most cited paper on this topic from 2001, stating that point-and-click is the most appropriate interaction style for children between 6 and 12 years old. Instead of providing children with information on the interaction style expected we developed two point-and-click interfaces and let children explore those interfaces themselves. Children consistently tried to apply the drag-and-drop interaction style both initially and after having discovered the point-and-click style, resulting in problems in interacting with the interfaces. This was especially clear for the type of action having a natural mapping to holding down the mouse-button, such as cutting or drawing lines. In summary, it appears that children have begun to expect the drag-and-drop interaction style and that deviating from this standard may result in serious usability problems. SoloFind: Chains of Interactions with a Mobile Retail Experience System - Works In Progress - ACM Alexander Wiethoff Ludwig-Maximilians-Universität München, Gregor Broll DOCOMO Euro-Labs Abstract » This paper presents SoloFind, a mobile retail experience system for large consumer electronic stores that helps users to retrieve product information. A tangible user interface (TUI) allows customers to collect product information via a simple, Near Field Communication (NFC) based interaction. This data can be customized, reviewed and compared at an interactive kiosk. The simple, touch-like interaction with NFC provides a seamless user experience for customers. This paper focuses on the design of SoloFind, its features and their preliminary evaluation with an experience prototype. Squeeze vs. Tilt: A Comparative Study Using Continuous Tactile Feedback - Works In Progress - ACM Eve Hoggan University of Helsinki HIIT, Dari Trendafilov Nokia, Teemu Ahmaniemi Nokia, Roope Raisamo University of Tampere Abstract » This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile devices and can tactile feedback improve performance? The experiment results show that both input methods are viable but squeezing is significantly faster and more sustainable than tilting (with and without tactile feedback). Evaluating an Automatic Rotation Feature in Collaborative Tabletop Workspaces - Works In Progress - ACM Gianluca Schiavo University of Padova, Giulio Jacucci University of Helsinki, Tommi Ilmonen Multitouch Ltd., Luciano Gamberini University of Padova Abstract » Tabletops are commonly used for collaboration but would benefit from features that help orient objects to individual users disposed around the display. We propose an approach of automatic orientation based on fingers and hand detection as a proxy to determine the position of the user. To contribute to the discussion of the relevance of automatic rotation, we present a comparison study of pairs of participants engaged in both loosely and tightly coupled tasks. We collected performance measures, questionnaires and analyze interactions from video recordings. The results show that automatic rotation is more suitable when the collaboration is loosely coupled. Conversely, in tightly coupled tasks performance are worse and user ratings low when automatic rotations are enabled. We conclude that features such as automatic orientation on tabletop are important and promising but that they need to be critically assessed with respect to their effects on collaboration in both tightly and loosely coupled tasks. Participatory Sensing for Community Building - Works In Progress - ACM Michael Whitney University of North Carolina, Charlotte, Heather Richter Lipford University of North Carolina, Charlotte Abstract » In this research, we explore the viability of using participatory sensing as a means to enhance a sense of community. To accomplish this, we are developing and deploying a suite of participatory sensing applications, where users explicitly report on the state of their environment, such as the location of the bus. In doing so, community members become reliant on each other for valuable information about the community. By better understanding the relationship between participatory sensing and community, we inform the design and research of similar participatory sensing, or crowd-sourced sensing applications. Towards User-Centered Mashups: Exploring User Needs for Composite Web Services - Works In Progress - ACM Kaisa Väänänen-Vainio-Mattila Tampere University of Technology, Minna Wäljas Tampere University of Technology Abstract » The Web contains a vast amount of services supporting users in various facets of life. In mashup or composite Web services, elements from various services are combined to create a service which suits users’ needs. Our goal was to explore what kind of composite services users would need. We conducted semi-structured interviews with nine Web service users to investigate their experiences of service composition and expectations to future services. We also asked the participants to sketch their ideal composite service UI for both PC and mobile device. Our results indicate that service users do not yet have much experience of mashups but there is a need to merge functionality and data from different services to achieve the customized, integrated Web service. This work contributes to the development of future Web services and mashup tools. Five Strategies for Supporting Healthy Behavior Change - Works In Progress - ACM Yevgeniy Medynskiy Georgia Institute of Technology, Svetlana Yarosh Georgia Institute of Technology, Elizabeth Mynatt Georgia Institute of Technology Abstract » There is an ongoing search for theoretical foundations and design principles for interactive systems that support healthy behavior change. In this work-in-progress, we present several behavior change strategies that are currently used in effective health self-management interventions. We then discuss how these strategies can be used in applications that support behavior change in the health/wellness domain. Interaction and Rendering Techniques for Handheld Phantograms - Works In Progress - ACM Finn Ericsson KTH, Alex Olwal KTH Abstract » We present a number of rendering and interaction techniques that exploit the user's viewpoint for improved realism and immersion in 3D applications on handheld devices. Unlike 3D graphics on stationary screens, graphics on handheld devices are seldom regarded from a fixed perspective. This is particularly true for recent mobile platforms, where it is increasingly popular to use device orientation for interaction. We describe a set of techniques for improved perception of rendered 3D content. View-point correct anamorphosis and stereoscopy are discussed along with ways to approximate the spatial relationship between the user and the device. We present the design and implementation of a prototype phantogram viewer that was used to explore these methods for interaction with real-time photorealistic 3D models on commercially available mobile devices. Puchi Planet : A Tangible Interface Design for Hospitalized Children - Works In Progress - ACM Shinsuke Akabane Keio University, Johnson Leu Keio University, Hiromi Iwadate Keio University, Jae Won Choi Keio University, Chin Ching Chang Keio University, Saori Nakayama Keio University, Madoka Terasaki Keio University, Hala Eldemellawy Keio University, Masa Inakage Keio University, Susumu Furukawa Keio University Abstract » This paper describes the concept, design and prototype of a tangible user interface (TUI) based toy set for the purpose to bring fun into the lives of hospitalized children. The objective is to encourage children to interact with others and satisfy their curiosity of the outside world. This prototype takes the form of a play set that provides the experience of taking a jet tour and seeing different scenes around the world. CapWidgets: Tangile Widgets versus Multi-Touch Controls on Mobile Devices - Works In Progress - ACM Sven Kratz University of Munich, Tilo Westermann Deutsche Telekom Laboratories, TU Berlin, Michael Rohs University of Munich, Georg Essl University of Michigan Abstract » We present CapWidgets, passive tangible controls for capacitive touch screens. CapWidgets bring back physical controls to off-the-shelf multi-touch surfaces as found in mobile phones and tablet computers. While the user touches the widget, the surface detects the capacitive marker on the widget’s underside. We study the relative performance of this tangible interaction with direct multi-touch interaction and our experimental results show that user performance and preferences are not automatically in favor of tangible widgets and careful design is necessary to validate their properties. Me Hates This: Exploring Different Levels of User Feedback for (Usability) Bug Reporting - Works In Progress - ACM Florian Heller RWTH Aachen University, Leonhard Lichtschlag RWTH Aachen University, Moritz Wittenhagen RWTH Aachen University, Thorsten Karrer RWTH Aachen University, Jan Borchers RWTH Aachen University Abstract » User feedback for deployed software systems ranges from simple one-bit-feedback to full-blown bug reports. While detailed bug reports are very helpful for the developers to track down problems, the expertise and commitment required from the user is high. We analyzed existing user report systems and propose a flexible and independent hard- and software architecture to collect user feedback. We report our results from a preliminary two-week user study testing the system in the field and discuss challenges and solutions for the collection of multiple levels of user feedback through different modalities. TOK – a Tangible Interface for Storytelling - Works In Progress - ACM Cristina Sylla University of Minho, Pedro Branco University of Minho, Clara Coutinho University of Minho, Eduarda Coquet University of Minho, David Škaroupka Brno University of Technology Abstract » We present the design of the first prototype of TOK - a tangible interface for children to create their own stories. Based on data collected with two groups of five years old preschoolers we present our findings regarding the interaction design of the system. The picture cards have shown to generate ideas, acting as input for the creation of stories, promoting creativity while proposing a framework that supports and guides the construction of logical structures. This is a first step in an effort to build a toolkit of tangible interfaces allowing children and teachers to build their own digital enhanced learning activities. Collision Avoidance in Virtual Environments through Aural Spacial Awareness - Works In Progress - ACM Christian Afonso University of Hamburg, Steffi Beckhaus University of Hamburg Abstract » In this paper we describe a new technique to make users aurally aware of walls surrounding them in a Virtual Environment (VE). This Collision Avoidance (CA) technique improves upon familiar Collision Notification (CN) feedback by constantly informing the user of his proximity to his surroundings through the playback of directional sounds. To render the aural CA feedback we use spatial sound played over surround loudspeakers, in addition to haptic feedback from a vibrating sound floor to signify collisions. Evaluating the Embodiment Benefits of a Paper-Based TUI for Educational Simulations - Works In Progress - ACM Tia Shelley University of Illinois at Chicago, Leilah Lyons University of Illinois at Chicago, Moira Zellner University of Illinois at Chicago, Emily Minor University of Illinois at Chicago Abstract » Many claims have been made regarding the potential benefits of Tangible User Interfaces (TUIs). Presented here is an experiment assessing the usability, problem solving, and collaboration benefits of a TUI for direct placement tasks in spatially-explicit simulations for environmental science education. To create a low-cost deployment for single-computer classrooms, the TUI uses a webcam and computer vision to recognize the placement of paper symbols on a map. An authentic green infrastructure urban planning problem was used as the task for a within-subjects with rotation experiment with 20 pairs of participants. Because no prior experimental study has isolated the influence of the embodied nature of the TUI on usability, problem solving, and collaboration, a control condition was designed to highlight the impact of embodiment. While this study did not establish the usability benefits suggested by prior research, certain problem solving and collaboration advantages were measured. The Life Frame: Responding to the Elderly People's Need of Remembering - Works In Progress - ACM Sabina Giorgi Sapienza University of Rome, Alessandra Talamo Sapienza university of Rome, Barbara Mellini Sapienza University of Rome Abstract » The paper describes the research project “The Life frame” which aims to investigate the added value of digitizing memories for elderly people. It reports the ethnographic research undertaken in order to develop a framework including both devices and services. Data were gathered on the use of mementos in the homes of 241 elderly people and on the technologies that they used, the purpose being to identify the different psychological functions that mementos perform in the homes of this specific target group and to understand the potential use of digital technologies. In the paper we discuss our findings and initial insights for the design of the Life Frame, a device integrated with services for enhancing elderly people’s personal memories. Framework for Measuring Social Affinity for CSCW Software - Works In Progress - ACM Michael A Oren Iowa State University, Stephen B Gilbert Iowa State Universtiy Abstract » Using surveys as a means for assessing group common ground has the possibility of social desirability bias where the results may suggest a higher team affinity rating than may actually exist. To evaluate efforts to improve affinity within interdisciplinary design teams, we developed an empirical measurement of affinity based on behavior and conversation in order to compare affinity differences between workgroups more precisely. This methodology can be used for remote or co-located teams and offers HCI researchers a more powerful method of evaluating group affinity. Move-It: Interactive Sticky Notes Actuated by Shape Memory Alloys - Works In Progress - ACM Kathrin Probst Upper Austria University of Applied Sciences, Thomas Seifried Upper Austria University of Applied Sciences, Michael Haller Upper Austria University of Applied Sciences, Kentaro Yasu Keio University, Maki Sugimoto Keio University, Masahiko Inami Keio University Abstract » A lot of people still rely on pen and paper for taking short notes. Post-Its® are still the most popular paper media for informal note taking. In this paper, we present the design and implementation of Move-It, a system that combines the affordances of note taking on paper with the capabilities of computer systems. Furthermore, we present how common Post-It® notes can be actuated by shape memory alloys, thus become interactive sticky notes giving active physical feedback. Child-robot Interaction: Playing Alone or Together? - Works In Progress - ACM Suleman Shahid Tilburg center for Cognition and Communication, Tilburg University, Emiel Krahmer Tilburg center for Cognition and Communication, Tilburg University, Marc Swerts Tilburg center for Cognition and Communication, Tilburg University Abstract » In this paper we propose a new method to evaluate child-robot interaction, by asking whether playing a game with a state-of-the-art social robot is more similar to playing this game alone or with a friend. Subjective fun scores suggest that children have more fun playing with the robot than playing alone, but have more fun still when playing with a friend. A perception test of selected fragments indicates that children are more expressive when playing with the robot than they are when playing alone, but less expressive than when playing with a friend. Taken together these results show that playing a game together with a state-of-the-art social robot is more fun than playing alone, and approaches playing with a friend, although more work needs to be done to achieve the latter level. Topicality, Time, and Sentiment in Online News Comments - Works In Progress - ACM Nicholas Diakopoulos Rutgers University, Mor Naaman Rutgers University Abstract » In this paper we examine the relationships between news comment topicality, temporality, sentiment, and quality in a dataset of 54,540 news comments. Initial observations indicate that comment sentiments, both positive and negative, can be useful indicators of discourse quality, and that aggregate temporal patterns in positive sentiment exist on comment threads. Children’s Drawing and Telling of Sustainability in the Home - Works In Progress - ACM Audrey Desjardins Simon Fraser University, Ron Wakkary Simon Fraser University Abstract » This paper describes a pilot study about children’s perspective on environmental sustainability in the home through the drawing-telling technique. We utilize the drawing-telling technique as described by Susan Wright [6] for interviewing children about issues related to sustainability. The participants (children from age 10 to 13) were asked to draw two houses (current and ideal) and then describe their drawings in terms of sustainable actions and features. This pilot study is an initial step to investigate if there are opportunities to develop eco-visualizations (EVs) with children in mind and shows that the drawing-telling technique is useful in researching sustainability and children. MusEEGk: A Brain Computer Musical Interface - Works In Progress - ACM Yee Chieh (Denise) Chew Georgia Institute of Technology, Eric Caspary Georgia Institute of Technology Abstract » We present a novel integration of a brain-computer interface (BCI) with a music step sequencer composition program. Previous BCIs that utilize EEG data to form music provide users little control over the final composition or do not provide enough feedback. Our interface allows a user to create and modify a melody in real time and provides continuous aural and visual feedback to the user, thus affording them a controllable means to achieve creative expression. TableCross: Exuding a Shared Space into Personal Spaces to Encourage Its Voluntary Maintenance - Works In Progress - ACM Kazushi Nishimoto Japan Advanced Institute of Science and Technology, Akari Ikenoue Japan Advanced Institute of Science and Technology, Koji Shimizu Japan Advanced Institute of Science and Technology, Tomonori Tajima Japan Advanced Institute of Science and Technology, Yuta Tanaka Japan Advanced Institute of Science and Technology, Yutaka Baba Japan Advanced Institute of Science and Technology, Xihong Wang Japan Advanced Institute of Science and Technology Abstract » A shared space should be cooperatively maintained by all users. However, due to social loafing, often nobody maintains it and its condition worsens. We propose exudation of a shared space. Part of a shared space is exuded into personal workspaces so that office workers are forced to subjectively experience the atmosphere of the shared space, even while they remain at their personal workspaces. This paper illustrates the first prototype named “TableCross,” which reflects the degree of disorder of a table in a shared space to the desktop of each worker’s PC. We also report some results of our pilot user study. Interactivity Sketcher: Crafting and Experiencing Interactivity Qualities - Works In Progress - ACM Jong-bum Woo KAIST, Da-jung Kim KAIST, Suin Kim KAIST, Jaesung Jo KAIST, Youn-kyung Lim KAIST Abstract » In this paper, we introduce the Interactivity Sketcher, which is an interactivity designing tool that can visualize and experience invisible interactivity in a tangible way by controlling Interactivity Attributes(IAs). The Interactivity Sketcher is composed of the IA application, input devices, output devices, and IA controllers. The Interactivity Sketcher can help to explore various qualities of interactivity by visualizing and manipulating the relationship between an input and an output through the IA controllers and the IA application. We expect that this tool will enable interaction designers to visualize their own thoughts of interactivity qualities so that they will be able to create their design as if they had ‘sketched’ it. Predictive Error Behavior Model of On-screen Keyboard Users - Works In Progress - ACM Siddharth Jain IIT Guwahati, Samit Bhattacharya IIT Guwahati Abstract » On-screen keyboards are becoming ubiquitous with increasing use in mobile devices and touch-screens. In this work, we present a novel predictive error model which relates accuracy of an on-screen keyboard user to a given layout using the distance between keys. The model is developed from empirical data with the aim to predict the error rate of a user from the layout specification alone. Our proposed model can be combined with the existing quantitative design approaches for designing keyboards having high text-entry speed and accuracy. Weak Inter-Rater Reliability In Heuristic Evaluation Of Video Games - Works In Progress - ACM Gareth R White The University of Sussex, Pejman Mirza-babaei The University of Sussex, Graham McAllister The University of Sussex, Judith Good The University of Sussex Abstract » Heuristic evaluation promises to be a low-cost usability evaluation method, but is fraught with problems of subjective interpretation, and a proliferation of competing and contradictory heuristic lists. This is particularly true in the field of games research where no rigorous comparative validation has yet been published. In order to validate the available heuristics, a user test of a commercial game is conducted with 6 participants in which 88 issues are identified, against which 146 heuristics are rated for relevance by 3 evaluators. Weak inter-rater reliability is calculated with Krippendorff's Alpha of 0.343, refuting validation of any of the available heuristics. This weak reliability is due to the high complexity of video games, resulting in evaluators interpreting different reasonable causes and solutions for the issues, and hence the wide variance in their ratings of the heuristics. guitAR – Supporting Guitar Learning through Mobile Projection - Works In Progress - ACM Markus Löchtefeld German Research Center for Artificial Intelligence (DFKI), Sven Gehring German Research Center for Artificial Intelligence (DFKI), Ralf Jung German Research Center for Artificial Intelligence (DFKI), Antonio Krüger German Research Center for Artificial Intelligence (DFKI) Abstract » The guitar is one of the most widespread instruments amongst autodidacts, but even though a huge amount of learning material exists, it is still hard to learn especially without a guitar teacher. In this paper we propose an Augmented Reality application called guitAR that assists guitar students mastering their instrument using a projector phone. With the projector phone mounted at the headstock of the guitar, the fret board and the strings of the guitar are in the field of projection of the phone. By projecting instructions directly onto the strings of the guitar the user is easily able to realize where the fingers have to be placed on the fretboard (fingering) to play a certain chord or a tone sequence correctly. Emotion Faces: the Design and Evaluation of a Game for Preschool Children - Works In Progress - ACM Lynne Humphries University of Sunderland, Sharon McDonald University of Sunderland Abstract » We describe the design and initial evaluation of an interactive game that enables preschool children to practise a basic social skill: emotion recognition. Users construct faces to represent 5 basic emotions through the manipulation of individual face parts. An iterative user-centred design process was used to gather image and sound data for the game. A field evaluation revealed that the children (7 boys and 4 girls) enjoyed playing the game and were able to match facial expression to emotions. Girls employed a different approach to game play than boys and achieved a higher success rate but made fewer overall attempts. Affective and co-operative activity was evident with the children showing joint attention and mirroring of emotions during play. Exploring Trust in Group-to-Group Video-Conferencing - Works In Progress - ACM Petr Slovák Masaryk university, Peter Novák Masaryk university, Pavel Troubil Masaryk university, Petr Holub Masaryk university, Erik C. Hofer University of Michigan Abstract » Previous work has shown that supporting trust via computer-mediated communication can be a challenge, especially among strangers. In this paper, we report on an experiment comparing two group-to-group video-conferencing environments and face-to-face communication in their ability to support trust and mutual cooperation in a social dilemma task. There are pronounced differences in participant behaviour between the two video-conferencing designs, indicating higher mutual trust in one of the video-conferencing conditions. The decisive factor seems to be a discrepancy in the type of group identity that develops during the game. Moreover, our results suggest that a combination of personal displays and a unique video-stream of each participant present in the better video-conferencing condition contributed to this result. From dance to touch : movement qualities for interaction design - Works In Progress - ACM Sarah Fdili Alaoui LIMSI-CNRS and IRCAM-CNRS, Baptiste Caramiaux IRCAM-CNRS, Marcos Serrano ENSADLab/Drii Abstract » In this paper we address the question of extending user experience in large scale tactile displays. Our contribution is a non task-oriented interaction technique based on modern dance for the creation of aesthetically pleasant large scale tactile interfaces. This approach is based on dance movement qualities applied to touch interaction allowing for natural gestures in large touch displays. We used specific movements from a choreographic glossary and developed a robust movement quality recognition process. To illustrate our approach, we propose a media installation called A light touch, where touch is used to control a light spot reacting to movement qualities. The Diversity Donut: Enabling Participant Control Over the Diversity of Recommended Responses - Works In Progress - ACM David Wong University of California, Berkeley, Siamak Faridani University of California, Berkeley, Ephrat Bitton University of California, Berkeley, Björn Hartmann University of California, Berkeley, Ken Goldberg University of California, Berkeley Abstract » Most online discussion interfaces organize textual responses using linear lists. Such lists do not scale to the number of responses and cannot convey the diversity of the participants who have contributed. The Opinion Space system is designed to address these issues. In this paper, we augment Opinion Space with two features. The first is a new user interface tool and recommendation system: the Diversity Donut (Figure 1). While the Diversity Donut did not establish a statistical advantage over other recommendation methods, participant self-reported data suggested that participants found the Diversity Donut to yield the most diverse set of comments. The second contribution is a new dimensionality reduction technique in Opinion Space: Canonical Correlation Analysis (CCA). Our analysis suggests that CCA is a better algorithm for opinion visualization than Principal Component Analysis (PCA). Beyond Pointing and Clicking: How do Newer Interaction Modalities Affect User Engagement? - Works In Progress - ACM S. Shyam Sundar Penn State University, Sungkyunkwan University, Qian Xu Elon University, Saraswathi Bellur Penn State University, Jeeyun Oh Penn State University, Haiyan Jia Penn State University Abstract » Modern interfaces offer users a wider range of interaction modalities beyond pointing and clicking, such as dragging, sliding, zooming, and flipping through images. But, do they offer any distinct psychological advantages? We address this question with an experiment (N = 128) testing the relative contributions made by six interaction modalities (zoom-in/out, drag, slide, mouse-over, cover-flow and click-to-download) to user engagement with identical content. Data suggest that slide is better at aiding memory than the other modalities, whereas cover-flow and mouse-over generate more user actions. Mouse-over, click-to-download, and zoom-in/out tend to foster more favorable attitudes among power users, whereas cover-flow and slide generate more positive attitudes among non-power users. Design implications are discussed. BiCEP: Bimanual Color Exploration Plugin - Works In Progress - ACM Berto Gonzalez UNC Charlotte, Celine Latulipe UNC Charlotte Abstract » In this paper we describe a bimanual color exploration plugin (BiCEP) that allows a user to choose colors along three dimensions: hue, saturation, and brightness without mode switching between these dimensions. The plugin differs from other color selection tools by allowing users to simultaneously change all three dimensions utilizing a laptop trackpad with multi-touch tracking capabilities. We believe this methodology will improve the range of color exploration by allowing users to more easily explore a wider range of colors. MultiPress: Releasing Keys for MultiTap Segmentation - Works In Progress - ACM Seunghwan Lee KAIST, Jaehyun Han KAIST, Geehyuk Lee KAIST Abstract » While MultiTap is one of the most popular text entry methods for mobile phones, it has a fundamental weakness known as MultiTap segmentation problem. Based on the observation that the thumb does not leave the keys between tapping actions, we designed a MultiTap segmentation method where the release action of the thumb is used to indicate input completion. A user study using a touch-sensing keypad prototype to explore the feasibility of the idea and a comparison test to access its benefit revealed promising results supporting the effectiveness of the proposed segmentation method. Arrange-A-Space: Tabletop Interfaces and Gender Collaboration - Works In Progress - ACM Daniel Richert Indiana University, Ammar Halabi Indiana University, Anna Eaglin Indiana University, Matthew Edwards Indiana University, Shaowen Bardzell Indiana University Abstract » Collaborative technologies, such as shared tabletop interfaces, are becoming increasingly pervasive. Meanwhile, social dynamics have long been a major area of inquiry in HCI and CSCW. With a few notable exceptions, little has been done that addresses the roles gender identities play in shaping collaborative work. In this paper, we make the case for a deeper consideration of gender in our field through a study that investigates issues surrounding gendered collaboration around a tabletop interface. We report our findings and conclude with recommendations for future work in this area. Informed Consent and Users' Attitudes to Logging in Large Scale Trials - Works In Progress - ACM Alistair Morrison University of Glasgow, Owain Brown University of Glasgow, Donald McMillan University of Glasgow, Matthew Chalmers University of Glasgow Abstract » The HCI community has begun to use ‘app store’-style software repositories as a distribution channel for research applications. A number of ethical challenges present themselves in this setting, not least that of gaining informed consent from potential participants before logging data on their use of the software. We note that standard ‘terms and conditions’ pages have proved unsuccessful in communicating relevant information to users, and explore further means of conveying researchers’ intent and allowing opt-out mechanisms. We test the hypothesis that revealing collected information to users will affect their level of concern at being recorded and find that users are more concerned when presented with a personalised representation of recorded data, and consequently stop using the application sooner. Also described is a means of allowing between-groups experiments in such mass participation trials. Gathering Text Entry Metrics on Android Devices - Works In Progress - ACM Steven J. Castellucci York University, I. Scott MacKenzie York University Abstract » We developed an application to gather text entry speed and accuracy metrics on Android devices. This paper details the features of the application and describes a pilot study to demonstrate its utility. We evaluated and compared three mobile text entry methods: QWERTY typing, handwriting recognition, and shape writing recognition. Handwriting was the slowest and least accurate technique. QWERTY was faster than shape writing, but we found no significant difference in accuracy between the two techniques. Mobile Phones and Information Capture in the Workplace - Works In Progress - ACM Amrita Thakur Ricoh Innovations, Inc. Stanford University, Michael Gormish Ricoh Innovations, Inc., Berna Erol Ricoh Innovations, Inc. Abstract » Smartphones (mobile phones with downloadable applications) are being used for far more than making calls and reading email. We investigated the use of phones for information capture for work purposes through interviews, multiple free response surveys, and two multiple choice surveys. While we expected and found taking pictures to be useful for work, we were surprised at the extent of audio, video, and note taking done on the phone, and the impact on other devices. Our work also suggests future mobile information capture for work will increase more due to cultural changes than technological improvements. Phone-Based Motion Control in VR - Analysis of degrees of freedom - Works In Progress - ACM Amal Benzina Technische Universität München, Marcus Toennis Technische Universität München, Gudrun Klinker Technische Universität München, Ashry Mohamed The German University in Cairo Abstract » We introduce a one-handed travel technique for virtual environments (VE), we call Phone-Based Motion Control. The travel technique uses a mobile phone with integrated sensors as a 3D spatial input device. We benefit from the touch capability to change the viewpoint translation in the VE, while the orientation of the viewpoint in the VE is controlled by the built-in sensors. The travel interaction clearly distinguishes between translation (touch based translation control) and rotation (steer based rotation control), putting each set of degrees of freedom to a separate interaction technique. This work examines how many degrees of freedom are needed to perform the travel task as easy as possible. It also investigates different mapping functions between the user's actions and the viewpoint reactions in the VR. For that purpose, four metaphors are developed for the steer based rotation control technique. The results of the user study indicate the trend that 4 DOF metaphors perform best, and that the usage of a mobile roll to control the viewpoint is the desired mapping. Crowdsourcing Suggestions to Programming Problems for Dynamic Web Development Languages - Works In Progress - ACM Dhawal Mujumdar University of California, Berkeley, Manuel Kallenbach RWTH Aachen, Brandon Liu University of California, Berkeley, Björn Hartmann University of California, Berkeley Abstract » Developers increasingly consult online examples and message boards to find solutions to common programming tasks. On the web, finding solutions to debugging problems is harder than searching for working code. Prior research introduced a social recommender system, HelpMeOut, that crowdsources debugging suggestions by presenting fixes to errors that peers have applied in the past. However, HelpMeOut only worked for statically typed, compiled programming languages like Java. We investigate how suggestions can be provided for dynamic, interpreted web development languages. Our primary insight is to instrument test-driven development to collect examples of bug fixes. We present Crowd::Debug, a tool for Ruby programmers that realizes these benefits. Video Summarization via Crowdsourcing - Works In Progress - ACM Shao-Yu Wu Academia Sinica, Ruck Thawonmas Ritsumeikan University, Kuan-Ta Chen Academia Sinica Abstract » Although video summarization has been studied extensively, existing schemes are neither lightweight nor generalizable to all types of video content. To generate accurate abstractions of all types of video, we propose a framework called Click2SMRY, which leverages the wisdom of the crowd to generate video summaries with a low workload for workers. The framework is lightweight because workers only need to click a dedicated key when they feel that the video being played is reaching a highlight. One unique feature of the framework is that it can generate different abstraction levels of video summaries according to viewers’ preferences in real time. The results of experiments conducted to evaluate the framework demonstrate that it can generate satisfactory summaries for different types of video clips. “I Don’t Like Crumbs on My Keyboard”: Eating Behaviors of World of Warcraft Players - Works In Progress - ACM Natalie DeWitt Indiana University, David Lohrmann Indiana University Abstract » Computer gamers are often categorized as being unhealthy due to lack of physical activity and poor eating habits. This mixed methods study revealed that computer gamers, specifically World of Warcraft players, are highly conscious of their food choices and eating decisions either because they value their health or because certain foods impede game play. In order to facilitate healthy behaviors in the game, researchers must consider the reasons why gamers choose certain foods to consume during game play. Investigating Phicon Feedback in Non-Visual Tangible User Interfaces - Works In Progress - ACM David McGookin University of Glasgow, Stephen Brewster University of Glasgow Abstract » We investigated ways that users could interact with Phicons in non-visual tabletop tangible user interfaces (TUIs). We carried out a brainstorming and rapid prototyping session with a blind usability expert, using two different non-visual TUI scenarios to quickly explore the design space. From this, we derived a basic set of guidelines and interactions that are common in both scenarios, and which we believe are common in most non-visual tabletop TUI applications. Future work is focused on validating our findings in a fully functioning system. VisualWikiCurator: A Corporate Wiki Plugin - Works In Progress - ACM Nicholas Kong Palo Alto Research Center (PARC), Gregorio Convertino Palo Alto Research Center (PARC), Benjamin Hanrahan Palo Alto Research Center (PARC), Ed Chi Palo Alto Research Center (PARC) Abstract » Knowledge workers who maintain corporate wikis face high costs for organizing and updating content on wikis. This problem leads to low adoption rates and compromises the utility of such tools in organizations. We describe a system that seeks to reduce the interactions costs of updating and organizing wiki pages by combining human and machine intelligence. We then present preliminary results of an ongoing evaluation of the tool. Descriptive Analysis of Physical Activity Conversations on Twitter - Works In Progress - ACM Logan Kendall University of Washington, Andrea Hartzler University of Washington, Predrag Klasnja University of Washington, Wanda Pratt University of Washington Abstract » This paper explores how people are using Twitter.com to manage and share information about health-promoting physical activity. We analyzed archived posts, called “tweets”, from Twitter.com to learn about the range, patterns, and captured metadata associated with muscle-strengthening, aerobic, and flexibility-enhancing physical activities. The content analysis describes how people are using Twitter to post about their health-related fitness activities. These findings can support the design of supportive tools and applications connected with the social media platform. Social Yoga Mats: Reinforcing Synergy between Physical and Social Activity - Works In Progress - ACM Karl Maybach IT University of Copenhagen, Arun Nagargoje IT University of Copenhagen, Tomas Sokoler IT University of Copenhagen Abstract » This paper discusses our early research into the design space for digital technologies that extend the existing synergistic relationship between physical and social activity from fitness centers to the home. We focus on yoga activity for senior citizens and explore the concept of social yoga mats, which spread awareness of individuals’ exercise activities within a peer group. We describe the concept, hardware sketches, exploratory co-design process and discuss our findings and early reflections into this design space. Understanding and Designing Cool Technologies for Teenagers - Works In Progress - ACM Janet Read University of Central Lancashire, Daniel Fitton University of Central Lancashire, Benjamin Cowan The University of Birmingham, Russell Beale The University of Birmingham, Yukang Guo Swansea University, Matthew Horton University of Central Lancashire Abstract » This paper describes how initial principles for the designs of an interactive application were informed from a study of ‘coolness’ with two different ages of teenagers. The study used drawings to examine how teenagers might design their environments and these were then analysed by the research team based on a set of characteristics of cool that were drawn from the literature. Results from the teenagers’ drawings demonstrate some change in emphasis between the younger and older age groups and between the genders. A design space around innovation and rebellion is implicated in the findings. Automatically adapting web pages to heterogeneous devices - Works In Progress - ACM Chinmay Eishan Kulkarni Stanford University, Scott R Klemmer Stanford University Abstract » Smartphones and other handheld devices have become popular and powerful Internet access devices, yet the Web is still largely optimized for the desktop. We describe a system that automatically transforms desktop-optimized pages to ones better suited to the target device. The system leverages existing platform-customized sites as examples of good design, identifies consistent components across these sites, and renders the desktop page into these components. Leveraging Trust Relationships in Digital Backchannel Communications - Works In Progress - ACM Syavash Nobarany University of British Columbia, Mona Haraty University of British Columbia, Sidney S Fels University of British Columbia, Brian D Fisher Simon Fraser University Abstract » Discussions during lecture can clarify lecture points for audience members and help them deepen their understanding. However, the fast-pace of lectures and the large number of attendees can make these discussions impossible. Although digital backchannels have been used to address this problem, they present some drawbacks such as increasing distractions and not providing valuable information. We suggest incorporating audience members’ levels of trust in the knowledge of other members into the design of backchannel communication systems. Based on this approach, we present methods and design considerations to overcome the aforementioned drawbacks of the previous backchannel communication systems. Promoting A Physical Security Mental Model For Personal Firewall Warnings - Works In Progress - ACM Fahimeh Raja University of British Columbia, Kirstie Hawkey Dalhousie University, Steven Hsu University of British Columbia, Kai-Le Wang University of British Columbia, Konstantin Beznosov University of British Columbia Abstract » We used an iterative process to design personal firewall warnings in which the functionality of a firewall is visualized based on a physical security mental model. We performed a study to determine the degree to which our proposed warnings are understandable for our participants, and the degree to which they convey the risks and encourage safe behavior as compared to warnings based on those from a popular personal firewall. Initial results show that our warnings facilitate the comprehension of warning information, better communicate risk, and increase the likelihood of safe behavior. Moreover, they provided participants with a better understanding of both the functionality of a personal firewall and the consequences of their actions. The Role of Commitment Devices and Self-shaping in Persuasive Technology - Works In Progress - ACM Neema Moraveji Stanford University, Ryo Akasaka Stanford University, Roy Pea Stanford University, B.J. Fogg Stanford University Abstract » 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. Trust-aware Privacy Control for Social Media - Works In Progress - ACM Na Li Ecole Polytechnique Fédérale de Lausanne, Maryam Najafian Razavi Ecole Polytechnique Fédérale de Lausanne, Denis Gillet Ecole Polytechnique Fédérale de Lausanne Abstract » Due to the huge exposure of personal information in social media, a challenge now is to design effective privacy mechanisms that protect against unauthorized access to social data. In this paper, a trust model for social media is first presented. Based on the trust model, a trust-aware privacy control protocol is proposed, that exploits the underlying inter-entity trust information. The objective is to design a fine-grained privacy scheme that ensures a user’s online information is disclosed only to sufficiently trustworthy parties. Four Factors of Change – Adaptations of Everyday Design - Works In Progress - ACM Ron Wakkary Simon Fraser University, Leah Maestri Simon Fraser University Abstract » This paper is a follow up study of a 2005-2006 study of everyday design. This follow-up study is an opportunity to gain insights into the social evolution of everyday design systems in the home. We report on changes to five systems and discuss how these changes occurred over the last four to five years. We identify four factors related to the changes 1) shared intent 2) mutual intelligibility, 3) materiality-substitutability, and 4) fit. Designing Flexible EMR Systems for Recording and Summarizing Doctor-Patient Interactions - Works In Progress - ACM Kyle Larkin Arizona State University, Aisling Kelliher Arizona State University Abstract » Electronic Medical Records (EMR) are increasingly transitioning from desktop systems to mobile devices. This innovation presents challenges to medical practitioners in terms of doctor-patient interaction, patient record integrity and continuing reliance on paper-based annotation schemas. We describe findings from a pilot study of EMR use by physicians in a family medical clinic and propose guidelines for the design of mobile EMR systems. These guidelines seek to fuse the dynamic capabilities of digital systems with the immediacy and personal nature of paper-based records. intangibleCanvas: Free-Air Finger Painting on a Projected Canvas - Works In Progress - ACM Jon Moeller Texas A&M University, Nic Lupfer Texas A&M University, Bill Hamilton Texas A&M University, Haiqiao Lin Texas A&M University, Andruid Kerne Texas A&M University Abstract » With the advent of new sensing technologies, precision free-air interaction is becoming viable as a contender for the next generation of expressive, embodied interaction modalities. ZeroTouch, a novel multi-touch sensor that allows for free-air multi-finger, multi-object sensing, is one example of this next generation of free-air interfaces. We develop its use in a digitally-projected finger painting application, placing the see-through multitouch sensor in direct line-of-sight between an artist and a remote canvas. This allows the artist to reach through the sensor and paint on the intangibleCanvas as if it were directly in front of them. An iPad is employed as a multimodal workspace for color selection. We evaluate the system through an informal walk-up-and-play installation and comparative study, developing implications for interaction design using this type of precision free-air interface. Evaluating Software for Communities Using Social Affordances - Works In Progress - ACM Ben Hanrahan Virginia Tech, Sameer Ahuja Virginia Tech, Manuel Perez-Quinones Virginia Tech, Andrea Kavanaugh Virginia Tech Abstract » In this paper we discuss the problems faced when building software for communities. In particular, we introduce the formative evaluation method that emerged while developing two social network sites (SNSs). We acknowledge that the success of software for communities is due, in part, to the network effect, which is difficult to predict. We also acknowl- edge that traditional usability (e.g., individual user perfor- mance) is required, but not sufficient, for the success of a social network. We hypothesize that a missing piece of cur- rent evaluations are the social affordances provided by the system and how well they encourage users into social action. In this paper we present the rationale behind our evaluation, two examples of the evaluation, and discuss the evaluation’s utility and future work. Pupillary Response Based Cognitive Workload Index under Luminance and Emotional Changes - Works In Progress - ACM Jie Xu National ICT Australia, Yang Wang National ICT Australia, Fang Chen National ICT Australia, Ho Choi National ICT Australia, Guanzhong Li National ICT Australia, Siyuan Chen National ICT Australia, Sazzad Hussain National ICT Australia Abstract » Pupillary response has been widely accepted as a physiological index of cognitive workload. It can be reliably measured with video-based eye trackers in a non-intrusive way. However, in practice commonly used measures such as pupil size or dilation might fail to evaluate cognitive workload due to various factors unrelated to workload, including luminance condition and emotional arousal. In this work, we investigate machine learning based feature extraction techniques that can both robustly index cognitive workload and adaptively handle changes of pupillary response caused by confounding factors unrelated to workload. Heuristics for Evaluating IT Security Management Tools - Works In Progress - ACM Pooya Jaferian University of British Columbia, Kirstie Hawkey Dalhousie University, Andreas Sotirakopoulos University of British Columbia, Konstantin Beznosov University of British Columbia Abstract » The usability of IT security management (ITSM) tools is hard to evaluate by regular methods, making heuristic evaluation attractive. However, ITSM occurs within a complex and collaborative context that involves diverse stakeholders; this makes standard usability heuristics difficult to apply. We propose a set of ITSM usability heuristics that are based on activity theory and supported by prior research. We performed a study to compare the use of the ITSM heuristics to Nielsen's heuristics for the evaluation of a commercial identity management system. Our preliminary results show that our new ITSM heuristics performed well in finding usability problems. However, we need to perform the study with more participants and perform more detailed analysis to precisely show the differences in applying the ITSM heuristics as compared to Nielsen’s heuristics. Who Needs Energy Management? Reducing Energy Consumption in Manufacturing Industries - Early Results of Research into Industrial Energy Management Users - Works In Progress Daniela K. Busse SAP Labs (Palo Alto) Abstract » In this Work-in-Progress report, research into the potential target users for an Industrial Energy Management solution is being discussed with reference to both on-site and remote user interviews conducted in 2010 with Energy Managers of several US companies in high energy-intensity manufacturing industries. Supporting Visually Impaired Navigation: A Needs-finding Study - Works In Progress - ACM Pablo-Alejandro Quinones University of Michigan, Tammy Greene University of Michigan, Rayoung Yang University of Michigan, Mark Newman University of Michigan Abstract » In this paper, we investigate the requirements for designing systems to support wayfinding for visually impaired individuals. We report the results of an interview study with 20 individuals with visual impairments, asking about their way-finding tools, techniques, and obstacles. Our findings provide an account of the practices followed when navigating familiar, unfamiliar, and dynamic environments, and common breakdowns encountered during the wayfinding process. The findings from this study suggest ways of implementing a location-based system to assist in the recovery from various obstacles. Beyond Drunk Texting: Investigating Recorded Media Sharing at Parties - Works In Progress - ACM Gavin Elster University of Washington, Lawrence Gabriel University of Washington, Anton Grobman University of Washington Abstract » We conducted field observations and interviews of college-aged users at parties to understand how they share recorded media. We collected 36 observations from seven private parties and conducted semi-structured follow-up interviews with six selected participants observed at the parties. Three different sharing themes emerged from our data which we term participatory, personal, and open sharing. The type of sharing used in a particular instance was strongly influenced by the context of the environment and the content of the media being shared. DARLS: Differencing and Merging Diagrams Using Dual View, Animation, Re-Layout, Layers and a Storyboard - Works In Progress - ACM Loutfouz Zaman York University, Ashish Kalra NIT Kurukshetra, Wolfgang Stuerzlinger York University Abstract » We present a new system for visualizing and merging differences in diagrams. It uses animation, dual views, a storyboard, relative re-layout, and layering to visualize differences. The system is also capable of differencing UML class diagrams. An evaluation produced positive results for animation and dual views with difference layer. Audience Visualization Influences Disclosures in Online Social Networks - Works In Progress - ACM Kelly Caine Indiana University, Lorraine G. Kisselburgh Purdue University, Louise Lareau Purdue University Abstract » One of the major concerns about online social networks (OSNs) is privacy. We introduce visualization and numeric audience information as potential interface solutions to the problem of privacy behaviors that are misaligned with privacy preferences. Findings from a large experiment with participants of all ages and from a broad range of backgrounds suggest that for both current and potential users, augmenting an interface with a visualization or numeric display of the audience helps people disclose in a way that is more in line with their own preferences. We conclude by proposing that audience visualization and quantification tools have the potential to assist users in achieving their privacy goals while using OSNs and have the potential to enhance privacy in other information systems as well. Shepherding the Crowd: Managing and Providing Feedback to Crowd Workers - Works In Progress - ACM Steven Dow Stanford University, Anand Kulkarni University of California, Berkeley, Brie Bunge Stanford University, Truc Nguyen Stanford University, Scott Klemmer Stanford University, Björn Hartmann University of California, Berkeley Abstract » Micro-task platforms provide a marketplace for hiring people to do short-term work for small payments. Requesters often struggle to obtain high-quality results, especially on content-creation tasks, because work cannot be easily verified and workers can move to other tasks without consequence. Such platforms provide little opportunity for workers to reflect and improve their task performance. Timely and task-specific feedback can help crowd workers learn, persist, and produce better results. We analyze the design space for crowd feedback and introduce Shepherd, a prototype system for visualizing crowd work, providing feedback, and promoting workers into shepherding roles. This paper describes our current progress and our plans for system development and evaluation. Postcolonial Language and Culture Theory for HCI4D - Works In Progress - ACM Samantha Merritt Indiana University, Shaowen Bardzell Indiana University Abstract » As technology design spreads to less technologically developed countries, issues of cultural identity, language, and values manifest in the form of methodological and ethical challenges for HCI4D designers. We offer a new theoretical perspective, in the context of HCI4D design, to advance the HCI postcolonial critique and highlight fundamentally Western design practices. Application of Thiong’o’s language and culture theory provides a tool for designers and researchers to face assumptions, cultural communication, and the potential repercussions in cross-cultural design. Upon future development, this postcolonial orientation could be used to create responsible, successful designs and create awareness of inadvertent Western language culture embedded in HCI4D design. Better Brain Interfacing for the Masses: Progress in Event-Related Potential Detection using Commercial Brain Computer Interfaces - Works In Progress - ACM Mick Grierson Goldsmiths, University of London, Chris Kiefer Goldsmiths, University of London Abstract » Event-Related Potential (ERP) techniques are commonly used by researchers from a range of disciplines including psychology and medicine to stimulate meaningful ERP signals from the brain and interpret them through Electroencephalography (EEG). ERP signals are in most cases able to reliably reflect cognitive processes, and are widely used in Brain Computer Interface (BCI) research. We present work in progress towards the application of these techniques to emerging consumer-grade BCI technology. Our approach has an impact on the reliability and usability of consumer Brain Computer Interfaces in commercial contexts, and is already being adopted by our industry partners in the games and entertainment sector. It could also significantly reduce the cost and complexity of certain types of large scale ERP research. This work is being undertaken by the Embodied AudioVisual Interaction (EAVI) group at Goldsmiths, University of London, and is supported by the Arts and Humanities Research Council. “Does It Know I’m Not Maintaining Good Posture?”: An In-Home Play Study of Wii Fit - Works In Progress - ACM Lindsay Reynolds Cornell University, Steven Ibara Cornell University, Victoria Schwanda Cornell University, Dan Cosley Cornell University Abstract » Persuasive technologies designed to improve the health and fitness of users are becoming increasingly popular. One example is Nintendo's Wii Fit, which has achieved commercial success. Despite this success, many people ultimately abandon this technology. Past work explored reasons for leaving, but retroactively. This study examines the reactions of first-time users of Wii Fit, through a one-time interview pilot study as well as an in-depth, month-long study in which participants used Wii Fit in their homes. We briefly present themes from the pilot study, as well as case studies from two month-long study participants, which shows how opinions and behaviors changed over time. The Role of Dynamic Digital Menu Boards in Consumer Decision Making - Works In Progress - ACM Anicia Peters Iowa State University, Brian Mennecke Iowa State University Abstract » Digital Signage has become a common-place feature in many public spaces and retail establishments; yet, only limited research has been reported to date on these technologies. For example, questions such as their effect on decision-making, cognitive load, and purchase behavior have yet to be examined. In an effort to attract more attention and increase effectiveness, venders of digital signage are rapidly enhancing features and capabilities for these displays. For example, displays are moving from simple 2d screens to 3d auto-stereoscopic screens, screens featuring multimodal forms of interaction are replacing static displays, and display-only screens are being replaced by displays capable of recognizing user characteristics. An important “new” type of display is the dynamic digital menu board, which combines digital signage with the power of video. Surprisingly, despite its increasingly common use in areas as diverse as education and retail, only limited academic research on digital signage has been conducted in areas such as marketing with little attention coming from the HCI field. Our research is focused on addressing this shortcoming by applying theories from HCI, marketing, and information systems to investigate the role of video and dynamic digital menu board display characteristics on consumer decision-making. We hypothesize that each consumer decision-making stage will be affected by the “vividness” of video in dynamic digital menu boards. CalmMeNow: Exploratory Research and Design of Stress Mitigating Mobile Interventions - Works In Progress - ACM Pablo Paredes University of California, Berkeley, Matthew Chan University of California, Berkeley Abstract » This paper describes design explorations for stress mitigation on mobile devices based on three types of interventions: haptic feedback, games and social networks. The paper offers a qualitative assessment of the usability of these three types of interventions together with an initial analysis of their potential efficacy. Social networking and games show great potential for stress relief. Lastly, the paper discusses key findings and considerations for long-term studies of stress mitigation in HCI, as well as a list of aspects to be considered when designing calming interventions. Using Gaze Patterns to Study and Predict Reading Struggles due to Distraction - Works In Progress - ACM Vidhya Navalpakkam Yahoo! Research, Justin Rao Yahoo! Research, Malcolm Slaney Yahoo! Research Abstract » We analyze gaze patterns to study how users in online reading environments cope with visual distraction, and we report gaze markers that identify reading difficulties due to distraction. The amount of visual distraction is varied from none, medium to high by presenting irrelevant graphics beside the reading content in one of 3 conditions: no graphic, static or animated graphics. We find that under highly-distracting conditions, a struggling reader puts more effort into the text — she takes a longer time to comprehend the text, performs more fixations on the text and frequently revisits previously read content. Furthermore, she reports an unpleasant reading experience. Interestingly, we find that whether the user is distracted and struggles or not can be predicted from gaze patterns alone with up to 80% accuracy and up to 15% better than with non-gaze based features. This suggests that gaze patterns can be used to detect key events such as user struggle/frustration while reading. Facilitating Photographic Documentation of Accessibility in Street Scenes - Works In Progress - ACM Marynel Vázquez Carnegie Mellon University, Aaron Steinfeld Carnegie Mellon University Abstract » We present two interactive approaches for assisting users with visual impairments during photographic documentation of transit accessibility. We are working on an application for camera-enabled mobile devices that drives image composition towards highlighting visual information that is expected to be most relevant. In one interaction modality the user is guided trough small device motions that are expected to center the estimated region of interest in street photographs. In the other modality, the user captures the scene while pictures are processed, and the system alerts when enough data has been collected. The image that best aligns with our attention-getting composition model is then selected for documentation purposes. The specific design of these interactions is evolving to promote small motion behaviors by the user. Future work includes user studies. Places in Spaces: Common Ground in Virtual Worlds - Works In Progress - ACM N. Sadat Shami IBM Research, Thomas Erickson IBM Research, Wendy Kellogg IBM Research, David Levine IBM Research Abstract » Virtual worlds can allow conversational participants to achieve common ground in situations where the information volume and need for clarification is low. We argue in favor of this assertion through an examination of a semi-structured activity among hundreds of users held in a virtual world. Through the idea of 'implicit grounding', we argue that the affordances of contextualized space can allow users to achieve common ground in a low information volume, low clarification need activity. We use the success of the event to re-examine and extend Clark and Brennan's work on grounding in communication. Open Source Interface Politics: Identity, Acceptance, Trust, and Lobbying - Works In Progress - ACM Roshanak Zilouchian Moghaddam University of Illinois at Urbana Champaign, Michael Twidale University of Illinois at Urbana Champaign, Kora Bongen University of Illinois at Urbana Champaign Abstract » A study of the Drupal open source project shows the problematic status of usability designers with respect to the larger developer community. Issues of power, trust, and identity arise and affect the way that usability recommendations are acted on or ignored. Making a straightforward case for a particular interface design can be insufficient to convince developers. Instead various additional lobbying strategies may be employed to build up support for the design. Multi-Jump: Jump Roping Over Distances - Works In Progress - ACM Lining Yao Massachusetts Institute of Technology, Sayamindu Dasgupta Massachusetts Institute of Technology, Nadia Cheng Massachusetts Institute of Technology, Jason Spingarn-Koff Massachusetts Institute of Technology, Ostap Rudakevych Harvard University, Hiroshi Ishii Massachusetts Institute of Technology Abstract » Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our ‘Multi-Jump’ jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments. Privacy in Domestic Environments - Works In Progress - ACM Peter J. Radics Virginia Tech, Denis Gracanin Virginia Tech Abstract » While there is a growing body of research on privacy, most of the work puts the focus on information privacy. Physical and psychological privacy issues receive little to no attention. However, the introduction of technology into our lives can cause problems with regard to these aspects of privacy. This is especially true when it comes to our homes, both as nodes of our social life and places for relaxation. This paper presents the results of a study intended to capture a part of the phenomenology of privacy in domestic environments. Supporting Children's Creativity through Tangible User Interfaces - Works In Progress - ACM Allen Bevans Simon Fraser University, Ying-Ting Hsiao Simon Fraser University, Alissa Antle Simon Fraser University Abstract » We outline a preliminary research approach intended to explore the potential of tangible user interfaces (TUI’s) in supporting children’s creative problem solving activities, specifically those requiring the generation of divergent solutions. Our approach is grounded in theoretical notions taken from psychology, neuroscience, and developmental cognition. We detail a TUI currently in development called the Invention Workbench, and summarize how theoretical considerations have shaped the design of the interface. The Role of Modality in Virtual Manipulative Design - Works In Progress - ACM Seungoh Paek Teachers College, Columbia University, Dan Hoffman Teachers College, Columbia University, Antonios Saravanos Teachers College, Columbia University, John Black Teachers College, Columbia University, Charles Kinzer Teachers College, Columbia University Abstract » The current study examines aspects of multimedia design in virtual learning environments. It compares touch and mouse input methods in conjunction with audio and visual feedback in an effort to improve young children’s math learning. Fifty-nine (N=59) second grade students played Puzzle Blocks (PBs), a virtual manipulative designed to introduce students to the concept of multiplication through repetitive addition. All participants showed significant learning outcomes after playing PBs for five sessions. The results show that having auditory feedback is a more influential factor than input method. Implications are discussed. Line Following: A Path to Spatial Thinking Skills - Works In Progress - ACM Megen E Brittell University of Oregon Abstract » Encoding cursor position and directional information in synthesized audio feedback facilitates line following. This technique will aid interpretation and spatial understanding of irregularly shaped line features (e.g. rivers, state boundaries) making maps more accessible to users who are blind or visually impaired. IDEAS: An Interface Design Experience for the Autistic Spectrum - Works In Progress - ACM Laura Benton University of Bath, Hilary Johnson University of Bath, Mark Brosnan University of Bath, Emma Ashwin University of Bath, Beate Grawemeyer University of Bath Abstract » Designing products and services to meet the specific requirements of children with Autism Spectrum Disorder (ASD) can be difficult due to their wide ranging and individual needs. Participatory Design (PD) is a design method that could be used to better meet these needs, by giving this population an opportunity to directly contribute to software designed for their use. Researchers have begun to involve children with ASD in the design process, but there is not yet a design method specifically adapted to support the potential difficulties this group may experience during PD sessions. This paper presents a new design method, IDEAS, which attempts to fulfill this need. The development of this method is described along with an initial pilot undertaken to determine the feasibility of using this method with an ASD population. The results indicate that the majority of children with ASD were able to produce a successful final design using this method, and have the potential to be involved in PD sessions as part of a design team. Enhancing Blog Readability for Non-native English Readers in the Enterprise - Works In Progress - ACM Chen-Hsiang Yu MIT CSAIL, Jennifer Thom-Santelli IBM T.J. Watson Research Center, David Millen IBM T.J. Watson Research Center Abstract » Blogs are an important platform for people to access and share information, particularly in corporate settings where users rely on these systems for their work. However, because a global enterprise is multilingual, not all employees can understand the shared information in these systems easily if the content is written in a user’s non-native language. As a result, this research focuses on enhancing the readability of blogs in enterprise social software for this group of users. The pilot user study of Japanese and Chinese bloggers suggest there are two main challenges: finding an interesting blog post to read and encountering difficulties in reading blog posts as currently rendered. Based on these findings, we designed and implemented a Firefox extension, Clearly, which uses web customization techniques to improve these two levels of readability issues. Interactive Surface Technology for a Mobile Command Centre - Works In Progress - ACM Victor Cheung University of Waterloo, Nader Cheaib University of Waterloo, Stacey D Scott University of Waterloo Abstract » In this paper, Contextual Inquiry is used to analyze the work inside a mobile command centre of a volunteer group, which provides specialized services and equipment to support events ranging from community-sponsored events to emergency incidents. The suitability and feasibility of utilizing interactive surface technology to support collaboration and coordination, using the mobile command centre as a hub for multiple agencies, are examined. Findings and lessons learned from this work can also inform the design of such technology for more general event organization and emergency response settings. Mobile SoundAR: Your phone on your head - Works In Progress - ACM Syed Naseh Hussaini Mobile Life @ II Abstract » Sound localization plays an important role in providing a believable sound based augmented reality. Human auditory system uses several cues for sound localization and thus it is important to render these cues in virtual environment as well. Though all cues complement each other, head motion is one cue that can work individually to help locate the direction of sound source. Affixing sensors on the head of the user have been used previously by researchers to reintroduce head motion in virtual soundscape and study it. Modern smart phones with motion detecting sensors are becoming highly pervasive in today's society. Such smart phones open up possibilities for early prototyping and testing of ideas, that previously required high fi gadgetry. Wearing the phone on head can track the head movement using gyroscope and accelerometer. This paper discusses development of prototypes to provide head tracking using iPhone4 to provide a believable sound augmentation. Enhancing Mobile Browsing and Reading - Works In Progress - ACM Chen-Hsiang Yu MIT CSAIL, Robert C. Miller MIT CSAIL Abstract » Although the web browser has become a standard interface for information access on the Web, the mobile web browser on the smartphone does not hold the same interest to mobile users. A survey with 11 mobile users shows that only 18% of the participants like mobile web browsers, whereas 82% of them like other mobile applications. This research focuses on understanding mobile users’ difficulties and proposes innovative ideas to enhance mobile web browsing. This research enhances mobile browsing and reading in three directions: (1) dynamically generating mobile web sites for browsing (2) using orientation sensor information to detect natural interactions and text-to-speech (TTS) to continue reading between different activities, and (3) providing a speech interface to ease web navigation and supporting dialog programming for repetitive tasks. The Read4Me Browser is a prototype system built to demonstrate the proposed ideas. Exploring Technological Opportunities for Cognitive Impairment Screening - Student Research Competition - ACM Hyungsin Kim Georgia Institute of Technology Abstract » In this paper, I present continuous research on developing a novel computerized screening tool for people with cognitive impairment. With the quickly growing aging population, more effectively accessible screening tools need to be developed. In order to gain an in-depth understanding of the possible technological opportunities, I conducted clinical practice observations, surveys, and interviews with older adults, as well as medical practitioners, such as neurologists and neuropsychologists. Based on the analysis results, I identify several issues in the current practice. I then present an ongoing progression of the development in order to solve the issues with future directions. How User Reviews Influence Older and Younger Adults’ Credibility Judgments of Online Health Information - Student Research Competition - ACM Vera Liao University of Illinois at Urbana Champaign Abstract » A laboratory study was conducted to explore whether user reviews, a common Web 2.0 feature on healthcare website, would have differential influence on younger and older adults’ judgment of information credibility. We found that when credibility cues in user reviews were consistent with those in Website contents, older adults benefited more from this supplementary information than younger adults, which allowed older adults to make better credibility judgments. When credibility cues in user reviews were inconsistent with those in Website contents, older adults were less influenced by the user reviews. Results have important implications on how user reviews may facilitate credibility judgment of online health information by older adults. Send Me Bubbles: Multimodal Performance and Social Acceptability - Student Research Competition - ACM Julie Rico Williamson University of Glasgow Abstract » The use of performance as the focus of interaction provides the opportunity for exploratory and individual experiences but can also put users in an uncomfortable position. This paper presents an initial user study of a mobile remote awareness application in which users can control their own fish in a virtual fish tank using multimodal input from an external sensing device, where the input styles are created and performed by participants in an open ended sensing model. The study was designed in order to better understand the issues of performance when audience members are both casual passersby and familiar others watching remotely. Additionally, this study investigated the creation of performances and the effects of props when used in different social settings. The study involved pairs of participants interacting with the system in both public and private locations over repeated sessions. The results of this study show how users created and interpreted performances as well as how their consideration of passersby influenced their experiences. Frankenstein and Human Error: Device-Oriented Steps are More Problematic than Task-Oriented Ones - Student Research Competition - ACM Maartje Ament University College London Abstract » Most errors in routine procedures are merely annoying, but they can have severe consequences in safety- critical systems such as medical devices. The current work investigates whether errors are more likely to occur on device-oriented steps (those concerned only with the operation of the device) than on task-oriented ones (those that help the user achieve their main task goal). Error rates were recorded on a routine toy task, with several carefully controlled device- and task- oriented steps. Results show that error rates are substantially higher on device-oriented steps, and step times are longer. The findings demonstrate that a step’s relevance to the task goal plays an important role in the occurrence of slip errors. They further highlight the problems associated with device-oriented steps, and make a strong case for avoiding them as much as possible in interface design. A Scalable and Tiling Multi-Monitor Aware Window Manager - Student Research Competition - ACM Joona Antero Laukkanen University of Tampere Abstract » The design of a prototypical scalable and tiling multi-monitor aware window manager is described that may overcome some of the layout management problems encountered with tiling window managers. The system also features a novel approach to monitor configuration in which monitors are treated as independent movable viewports to the large virtual desktop. This approach is expected to address a number of distal access and monitor configuration problems. In particular, it will enable many uses of multiple monitors that require dynamic or flexible monitor configurations. Sharing Stories "in the wild:" A Mobile Storytelling Case Study - Student Research Competition - ACM Elizabeth Bonsignore University of Maryland Abstract » Today’s mobile devices are natively equipped with multimedia means for children to capture and share their daily experiences. However, designing authoring tools that effectively integrate the discrete media-capture components of mobile devices to enable rich expression remains a challenge. We report results of a study on the observed use of StoryKit, a mobile application that integrates multimodal media-capture tools to support the creation of multimedia stories on the iPhone/iPod Touch/iPad. The primary objectives of the study were to explore the ways in which StoryKit enables individuals to create and share personal stories; and to investigate how the created stories themselves might inform the design of mobile storytelling applications. Its results suggest that StoryKit’s relatively simple but well-integrated interface enables the creation of vibrant, varied narratives. Further, genre analysis of the types of stories created revealed a surprising volume and diversity of use in educational contexts. Trusting Experience Oriented Design - Student Research Competition - ACM Aisling Ann O'Kane Mobile Life @ KTH Royal Institute of Technology Abstract » Although trust and affective experiences have been linked in HCI research, a connection between traditional trust research for automation and experience design has not be made. This paper aims to start this discussion by showing the connection between experience-oriented HCI design and trust in automation through an experimental study of the Lega, a companion device for enriching experiences in museums. An experience-oriented HCI design approach was used to create this device and although it is not traditional automation, this study presents the links found between this approach and the bases of trust in automation, performance, process, and purpose, with regards to experience qualities of transparency, ambiguity, and usefulness, respectively. Code Gestalt: A Software Visualization Tool for Human Beings - Student Research Competition - ACM Christopher Kurtz RWTH Aachen University Abstract » Programmers are often faced with the necessity to visualize source code and grasp its structure. In a survey we studied how developers deal with this task. Based on our findings, we present the software visualization tool Code Gestalt, which assists programmers in quickly creating class diagrams. We evaluated and refined our concept using two prototypes. As a result, Code Gestalt introduces the tag overlay and thematic relations. These augmentations to class diagrams display similarities in the vocabulary used in the underlying source code. This simple, yet effective toolset empowers the user to explore and visualize software systems. The preliminary results of a user study investigating Code Gestalt indicate good usability. Cultural Difference in Image Searching - Student Research Competition - ACM Wei Dong University of Illinois at Urbana Champaign Abstract » Previous studies suggested that people from Eastern and Western cultural origins tagged digital images in different ways due to cultural difference in attentional patterns [2]. This study was conducted to examine whether Easterners and Westerners also exhibited dif-ferent behavioral patterns when searching for digital images. European Americans (EA) and Chinese were asked to general search keywords and to draw ideal target images for image searching tasks. Consistent with previous studies, results showed that Chinese were more likely to generate search keywords describing the overall properties of the target images than EA. When drawing ideal target images, EA assigned more space to the main objects than Chinese. The findings provided significant implications for designing cultural-sensitive tools to facilitate image search. The Influence of Grids on Spatial and Content Memory - Student Research Competition - ACM Svenja Leifert University of Konstanz Abstract » In this paper we present an experiment that aims at understanding the influence that (visual) grid-based structuring of user interfaces can have on spatial and content memory. By the term grid we refer to two different aspects. On the one hand, this relates to the structured alignment, the layout of objects on a canvas. On the other hand, a grid can also be indicated visually by inserting lines that form an array which divides a canvas into smaller fields. In both cases we detected a strong positive influence on spatial memory. On content memory, however, grids have a less beneficial influence. Only if grid lines are visible, the structured alignment has a positive effect. On the other hand, the visibility of grid lines always leads to worse results in content memory performance, independent of the spatial arrangement. Digital Commemoration: Surveying the Social Media Revival of Historical Crises - Student Research Competition - ACM Sophia B. Liu University of Colorado at Boulder Abstract » Social media has facilitated coordination efforts to help save lives, but are people using social media after the emergency phase? To answer this question, the author conducted a study surveying the social media revival of 111 crisis events that occurred over the past 50 years to examine if social media is being used to commemorate historical crises. Quantitative and qualitative social media metrics on each event were collected to determine their social media presence. The findings show that people are using social media to sustain the living record of past crises as an attempt to prevent disasters and strengthen resilience to future crises. Technological and social hazards that occurred before the social media age tended to exhibit a higher social media presence than natural hazards. Also, the revival of past crises typically occurred when they were linked to recent crises that exhibited similar causes, effects, and vulnerabilities. Issues in the construction and implementation of the survey inform the development of sociotechnical systems designed to collect, manage, and analyze historical events through the cyberinfrastructure. |
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Facebook for Health: Opportunities and Challenges for Driving Behavior Change - Panel - ACM Margaret E Morris Intel, Sunny Consolvo Intel, Sean Munson University of Michigan, Kevin Patrick UC San Diego, Janice Tsai Microsoft, Adam D.I. Kramer Facebook Abstract » Obesity, mood, and associated behaviors spread within social networks [1]. Facebook, the primary representation of these networks, shapes our perceptions of social norms and the expectations we set for ourselves. As such, Facebook holds potential to influence health behaviors of individuals and improve public health. This panel explores that potential from a variety of perspectives including psychology, public health, privacy, and design innovation. Panelists include: Margie Morris and Sunny Consolvo, researchers at Intel who have created novel mobile health and Facebook applications; Sean Munson, a social computing researcher at University of Michigan; Kevin Patrick, of UCSD, who is investigating social media for preventing and reducing weight gain in young adults; and Janice Tsai, from Microsoft, who focuses on privacy implications of Facebook. This panel will identify opportunities for health interventions on Facebook to have a broad social impact, challenges to implementing effective interventions on this dynamic platform, appropriate research methods, and considerations related to privacy and ethics. |
Games and Entertainment Community: Towards Forming a Robust and Ongoing Community - SIG Meeting - ACM Regina Bernhaupt IRIT, Katherine Isbister NYU Polytechnic Institute, USA Abstract » The community of games and entertainment includes researchers and practitioners focusing on player-centered development and evaluation of all forms of games and applications that focus on entertainment. Games and entertainment have been represented in all CHI venues including workshops, tutorials, papers, and notes; in fact this community at CHI is already present, but as yet only loosely connected and defined as such. This year Games and Entertainment was selected as a Special Community at CHI—this SIG is meant to explore how we can build a robust and ongoing community around this topic at CHI. |
Session Chair: Mor Naaman (Rutgers University) "Voluntweeters": Self-Organizing by Digital Volunteers in Times of Crisis - Paper ![]() Kate Starbird University of Colorado, Boulder, Leysia Palen University of Colorado, Boulder Abstract » This empirical study of “digital volunteers” in the aftermath of the January 12, 2010 Haiti earthquake describes their behaviors and mechanisms of self-organizing in the information space of a microblogging environment, where collaborators were newly found and distributed across continents. The paper explores the motivations, resources, activities and products of digital volunteers. It describes how seemingly small features of the technical environment offered structure for self-organizing, while considering how the social-technical milieu enabled individual capacities and collective action. Using social theory about self-organizing, the research offers insight about features of coordination within a setting of massive interaction. Social Media Ownership: Using Twitter as a Window onto Current Attitudes and Beliefs - Paper - ACM Catherine C. Marshall Microsoft Research, Silicon Valley, Frank Shipman Texas A&M University Abstract » Social media, by its very nature, introduces questions about ownership. Ownership comes into play most crucially when we investigate how social media is saved or archived; how it is reused; and whether it can be removed or deleted. We investigate these social media ownership issues using a Mechanical Turk survey of Twitter users; the survey uses open-ended questions and statements of belief about realistic Twitter-based scenarios to give us a window onto current attitudes and beliefs. Our findings reveal that respondents take a liberal attitude toward saving and storing the tweets that they encounter. More caution is exercised with republishing the material, and still more with sharing the material among friends and associates. Respondents approach removal of this type of lightweight social media most cautiously. The material’s provenance and the respondents’ relationship to the material (whether they are the author or subject) has considerable bearing on what they feel they can do with it. Fragile Online Relationship: A First Look at Unfollow Dynamics in Twitter - Paper - ACM Haewoon Kwak KAIST, Hyunwoo Chun KAIST, Sue Moon KAIST Abstract » We analyze the dynamics of the behavior known as ‘unfollow’ in Twitter. We collected daily snapshots of the online relationships of 1.2 million Korean-speaking users for 51 days as well as all of their tweets. We found that Twitter users frequently unfollow. We then discover the major factors, including the reciprocity of the relationships, the duration of a relationship, the followees’ informativeness, and the overlap of the relationships, which affect the decision to unfollow. We conduct interview with 22 Korean respondents to supplement the quantitative results. They unfollowed those who left many tweets within a short time, created tweets about uninteresting topics, or tweeted about the mundane details of their lives. To the best of our knowledge, this work is the first systematic study of the unfollow behavior in Twitter. The Impact of Network Structure on Breaking Ties in Online Social Networks: Unfollowing on Twitter - Note - ACM Funda Kivran-Swaine Rutgers University, Priya Govindan Rutgers University, Mor Naaman Rutgers University Abstract » We investigate the breaking of ties between individuals in the online social network of Twitter, a hugely popular social media service. Building on sociology concepts such as strength of ties, embeddedness, and status, we explore how network structure alone influences tie breaks – the common phenomena of an individual ceasing to “follow” another in Twitter’s directed social network. We examine these relationships using a dataset of 245,586 Twitter "follow" edges, and the persistence of these edges after nine months. We show that structural properties of individuals and dyads at Time 1 have a significant effect on the existence of edges at Time 2, and connect these findings to the social theories that motivated the study. Computing Political Preference among Twitter Followers - Note - ACM Jennifer Golbeck University of Maryland, Derek Hansen University of Maryland Abstract » There is great interest in understanding media bias and political information seeking preferences. As many media outlets create online personas, we seek to automatically estimate the political preferences of their audience, rather than of the outlet itself. In this paper, we present a novel method for computing preference among an organization’s Twitter followers. We present an application of this technique to estimate political preference of the audiences of U.S. media outlets. We also discuss how these results may be used and extended. |
Session Chair: Justine Cassell (Carnegie Mellon University) Using Fast Interaction to Create Intense Experiences - Paper - ACM Joe Marshall University of Nottingham, Steve Benford University of Nottingham Abstract » Several emerging strands of HCI involve connecting physical exercise activity with digital interactive systems to create intense combined experiences, for example pervasive games, GPS based exercise games and ‘exertion interfaces’. Many of these systems are mobile, used outside in public, whilst moving quickly through the environment. In this paper, we argue that the combination of moving fast and interacting with a digital system allows us to create a powerfully intense experience for participants, and that key to this is careful attention to the way in which movement is combined with digital content. We study an interactive art experience in which a person runs whilst listening to poetry. Based on this study and other HCI research, we present a framework for mixing physical and interactive content, based on 3 dimensions, which describe ways that a movement activity may itself create intense experiences, followed by a set of tactics for combining intense movement and interactive content. A VJ Centered Exploration of Expressive Interaction - Paper - ACM Jonathan Hook Newcastle University, David Green Newcastle University, John McCarthy University College Cork, Stuart Taylor Microsoft Research Cambridge, Peter Wright Newcastle University, Patrick Olivier Newcastle University Abstract » This paper identifies key themes of expressive interaction for VJs. VJs are visual artists who use digital media to express themselves to an audience during a live audio-visual performance. Those designing for the expressive use of technology can gain insight from an articulation of expressive interaction from the perspective of VJ practice. This is developed using a novel qualitative methodology designed to be sensitive to the subtle and tacit nature of expression. We detail our methodology, present the results of its application to a group of VJs and conclude with a discussion of the implications our findings may have for those wishing to design for VJs, or those in related domains that involve expressive interaction with technology. Placing a Value on Aesthetics in Online Casual Games - Note ![]() Erik Andersen University of Washington, Yun-En Liu University of Washington, Rich Snider University of Washington, Roy Szeto University of Washington, Zoran Popović University of Washington Abstract » Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains unclear. Seeking to estimate this value in two popular Flash games, we conducted a series of large-scale A/B tests in which we selectively removed aesthetic improvements and examined the effect of each component on play time, progress, and return rate. We found that music and sound effects had little or no effect on player retention in either game, while animations caused users to play more. We also found, counterintuitively, that optional rewards caused players to play less in both games. In one game, this gameplay modification affected play time three times as much as the largest aesthetic variation. Our methodology provides a way to determine where resources may be best spent during the game design and development process. Kinetic Tiles - Note - ACM Hyunjung Kim Korea Advanced Institute of Science and Technology, Woohun Lee Korea Advanced Institute of Science and Technology Abstract » We propose and demonstrate Kinetic Tiles, modular construction units for kinetic animations. Three different design methods are explored and evaluated for kinetic animation with the Kinetic Tiles using preset movements, design via animation toolkit, and design via direct input. It is expected that the Kinetic Tiles, as a new design and architecture material, will assist designers to introduce kinetic expressions to the surfaces of everyday objects and spaces. SandCanvas: A Multi-touch Art Medium Inspired by Sand Animation - Paper ![]() Rubaiat Habib Kazi National University of Singapore, Kien Chuan Chua National University of Singapore, Shengdong Zhao National University of Singapore, Richard Davis Singapore Management University, Kok-Lim Low National University of Singapore Abstract » Sand animation is a performance art technique in which an artist tells stories by creating animated images with sand. Inspired by this medium, we have developed a new multi-touch digital artistic medium named SandCanvas that simplifies the creation of sand animations. SandCanvas also goes beyond traditional sand animation with tools for mixing sand animation with video and replicating recorded free-form hand gestures. In this paper, we analyze common sand animation hand gestures, present SandCanvas’s intuitive UI, and describe implementation challenges we encountered. We also present an evaluation with professional and novice artists that shows the importance and unique affordances of this new medium. |
Session Chair: Steven Dow (Stanford University) The New Good: Exploring the Potential of Philosophy of Technology to Contribute to Human-Computer Interaction - Paper - ACM Daniel Fallman Interactive Institute Abstract » As a result of the increased interest in issues such as engagement, affection, and meaning, contemporary human-computer interaction (HCI) has increasingly come to examine the nature of interactions between artifacts, humans, and environments through concepts such as user experience and meaning. In the transition from usability metrics to user experience, what appears lacking is a more explicit characterization of what it is HCI now strives for as a discipline—i.e. what constitutes a ‘good’ user experience? Through a detailed look at two contemporary philosophies of technology—Albert Borgmann’s notion of the device paradigm and Don Ihde’s non-neutrality of technology- mediated experience—this paper seeks to explore the potential of the philosophy of technology to contribute new insights and provide well-grounded conceptual tools for coming to terms with what may become HCI’s ‘new good’. Understanding Interaction Design Practices - Paper - ACM Elizabeth Goodman University of California, Erik Stolterman Indiana University, Ron Wakkary Simon Fraser University Abstract » There is an undesirable gap between HCI research aimed at influencing interaction design practice and the practitioners in question. To close this gap, we advocate a theoretical and methodological focus on the day-to-day, lived experience of designers. To date, this type of theory-generative, experientially oriented research has focused on the users of technologies, not the designers. In contrast, we propose that HCI researchers turn their attention to producing theories of interaction design practice that resonate with practitioners themselves. In part one of this paper, we describe the mismatch between HCI research and interaction design practices. Then we present vignettes from an observational study of commercial design practice to illustrate the issues at hand. In part two, we discuss methodological and theoretical changes in research practice that might support the goal of integrating HCI research with interaction design practices. We then discuss current research methods and theories to identify changes that might enlarge our view on practice. In part three, we elaborate on our theoretically minded agenda and a kind of ideal-type theory. Complex Interaction - ToCHI Lars-Erik Janlert Umeå University, Erik Stolterman Indiana University, Bloomington Abstract » An almost explosive growth of complexity puts pressure on people in their everyday doings. Digital artifacts and systems are at the core of this development. How should we handle complexity aspects when designing new interactive devices and systems? In this article we begin an analysis of interaction complexity. We portray different views of complexity; we explore not only negative aspects of complexity, but also positive, making a case for the existence of benign complexity. We argue that complex interaction is not necessarily bad, but designers need a deeper understanding of interaction complexity and need to treat it in a more intentional and thoughtful way. We examine interaction complexity as it relates to different loci of complexity: internal, external, and mediated complexity. Our purpose with these analytical exercises is to pave the way for design that is informed by a more focused and precise understanding of interaction complexity. Indexicality: understanding mobile human-computer interaction in context - ToCHI Jesper Kjeldskov Aalborg University, Jeni Paay Aalborg University Abstract » A lot of research has been done within the area of mobile computing and context-awareness over the last 15 years, and the idea of systems adapting to their context has produced promising results for overcoming some of the challenges of user interaction with mobile devices within various specialised domains. However, today it is still the case that only a limited body of theoretically grounded knowledge exists that can explain the relationship between users, mobile system user interfaces, and their context. Lack of such knowledge limits our ability to elevate learning from the mobile systems we develop and study from a concrete to an abstract level. Consequently, the research field is impeded in its ability to leap forward and is limited to incremental steps from one design to the next. Addressing the problem of this void, this article contributes to the body of knowledge about mobile interaction design by promoting a theoretical approach for describing and understanding the relationship between user interface representations and user context. Specifically, we promote the concept of indexicality derived from semiotics as an analytical concept that can be used to describe and understand a design. We illustrate the value of the indexicality concept through an analysis of empirical data from evaluations of three prototype systems in use. Based on our analytical and empirical work we promote the view that users interpret information in a mobile computer user interface through creation of meaningful indexical signs based on the ensemble of context and system.As urban environments become increasingly hybridhybridized, mixing the social, built and digital in compelling ways, physical and digital spaces, designing for computing in the city presents new challenges – how do we understand such hybridization, and then respond to it as designers? Here we synthesize requires researchers and interaction designers to explore the intersections between physical and social context, and pervasive computing technologies. This article combinearlier work in es ideas from human-computer interaction (HCI), sociology and architecture in order to deliberately influence the design of digital systems with an understanding of their built and social context of use. We propose, illustrate and evaluate a to investigate physical and social context of an urban environment, and to use this understanding in interaction design of a pervasive computing system for that environment. The major contribution of this research is the demonstration of a multi-disciplinary approach combining rapid ethnography, architectural analysis, design sketching and paper prototyping to drive interaction design. Following the approach we are able to The multi-disciplinary approach is described in detail, and outcomes are presented in the form of conceptual framewprovide orks, which provide empirically grounded representations of the socio-physical context of use, in this case s of ppeople socializing in urban spaces. We then use . It is then demonstrated how this understanding these frameworks can be used to influence the design of a context aware system to be used whilst ‘out on the town’. We believe that the approach is of value more generally, particularly when achieving powerfully situated interactions is the design ambition. |
Session Chair: Shaowen Bardzell (Indiana University) Learning Patterns of Pick-ups and Drop-offs to Support Busy Family Coordination - Paper - ACM Scott Davidoff Carnegie Mellon University, Brian D. Ziebart Carnegie Mellon University, John Zimmerman Carnegie Mellon University, Anind K. Dey Carnegie Mellon University Abstract » Part of being a parent is taking responsibility for arranging and supplying transportation of children between various events. Dual-income parents frequently develop routines to help manage transportation with a minimal amount of attention. On days when families deviate from their routines, effective logistics can often depend on knowledge of the routine location, availability and intentions of other family members. Since most families rarely document their routine activities, making that needed information unavailable, coordination breakdowns are much more likely to occur. To address this problem we demonstrate the feasibility of learning family routines using mobile phone GPS. We describe how we (1) detect pick-ups and drop-offs; (2) predict which parent will perform a future pick-up or drop-off; and (3) infer if a child will be left at an activity. We discuss how these routine models give digital calendars, reminder and location systems new capabilities to help prevent breakdowns, and improve family life. Mediated Parent-Child Contact in Work-Separated Families - Paper - ACM Svetlana Yarosh Georgia Institute of Technology, Gregory D Abowd Georgia Institute of Technology Abstract » Parents and children in families living with regular separation due to work develop strategies to manage being apart. We interviewed 14 pairs of parents and children (ages 7 – 13) from work-separated families to understand their experiences and the strategies that they use to keep their family together. Parents focus on combining scheduled synchronous and spontaneous asynchronous communication to maintain a constant presence in the life of the child. Children, on the other hand, focus on other sources of support, on other activities, and on the eventual reunion. Both the remote parent and the child rely heavily on a collocated adult to maintain awareness and contact. We compare work-separated families with other types of separation and highlight opportunities for new designs. Hello, is Grandma there? Let’s Read! StoryVisit: Family Video Chat and Connected E-Books - Paper - ACM Hayes Raffle Nokia Research Center, Glenda Revelle University of Arkansas, Koichi Mori Nokia Research Center, Rafael Ballagas Nokia Research Center, Kyle Buza Nokia Research Center, Hiroshi Horii Nokia Research Center, Joseph 'Jofish' Kaye Nokia Research Center, Kristin Cook Sesame Workshop, Natalie Freed Nokia Research Center, MIT Media Lab, Janet Go Nokia Research Center, Mirjana Spasojevic Nokia Research Center Abstract » StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading children’s story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book. We report on research with 61 families – over 200 users including parents, children and long-distance readers – who used StoryVisit in their homes with a long-distance reader for at least one reading session. In addition, we report qualitative findings regarding nineteen of the families who participated in telephone interviews and four families who were monitored and interviewed by researchers at home. Results show that connected e-book video chat sessions last about five times as long as the typical video chats reported in previous research on families with young children. Moreover, the addition of an animated character increased session lengths by another 50%. StoryVisit usage peaked for families with three year olds, showing that sustained distance interactions with very young children are possible if communication technologies incorporate joint activities that engage children and adults. Family Portals: Connecting Families Through A Multifamily Media Space - Paper - ACM Tejinder K. Judge Virginia Tech, Carman Neustaedter Simon Fraser University, Steve Harrison Virginia Tech, Andrew Blose Kodak Research Laboratories Abstract » Video conferencing allows distance-separated family members to interact somewhat akin to being together at the same place and time. Yet most video conferencing systems are designed for phone-like calls between only two locations. Using such systems for long interactions or social gatherings with multiple families is cumbersome, if not impossible. For this reason, we wanted to explore how families would make use of a video system that permitted sharing everyday life over extended periods of time between multiple locations. We designed a media space called Family Portals that provides shared video between three locations and deployed it within the homes of six families. Results show that the media space increased feelings of connectedness and the focus on a triad, in contrast to a dyad, caused new styles of interaction to emerge. Despite this, families experienced new privacy challenges and non-adoption by some family members, not previously seen in dyadic family media spaces. |
Session Chair: Jaime Teevan (Microsoft Research) The Information Flaneur: A Fresh Look at Information Seeking - Paper - ACM Marian Doerk University of Calgary, Sheelagh Carpendale University of Calgary, Carey Williamson University of Calgary Abstract » We introduce the information flaneur as a new human-centred view on information seeking that is grounded in interdisciplinary research. We use the metaphor of the urban flaneur making sense of a city as an inspiring lens that brings together diverse perspectives. These perspectives shift information seeking towards a more optimistic outlook: the information flaneur represents curious, creative, and critical information seeking. The resulting information-seeking model conceptualizes the interrelated nature between information activities and experiences as a continuum between horizontal exploration and vertical immersion. Motivated by enabling technological trends and inspired by the information flaneur, we present explorability as a new guiding principle for design and raise research challenges regarding the representation of information abstractions and details. No Clicks, No Problem: Using Cursor Movements to Understand and Improve Search - Paper ![]() Jeff Huang University of Washington, Ryen W. White Microsoft Research, Susan Dumais Microsoft Research Abstract » Understanding how people interact with search engines is important in improving search quality. Web search engines typically analyze queries and clicked results, but these actions provide limited signals regarding search interaction. Laboratory studies often use richer methods such as gaze tracking, but this is impractical at Web scale. In this paper, we examine mouse cursor behavior on search engine results pages (SERPs), including not only clicks but also cursor movements and hovers over different page regions. We: (i) report an eye-tracking study showing that cursor position is closely related to eye gaze, especially on SERPs; (ii) present a scalable approach to capture cursor movements, and an analysis of search result examination behavior evident in these large-scale cursor data; and (iii) describe two applications (estimating search result relevance and distinguishing good from bad abandonment) that demonstrate the value of capturing cursor data. Our findings help us better understand how searchers use cursors on SERPs and can help design more effective search systems. Our scalable cursor tracking method may also be useful in non-search settings. Enhancing Credibility Judgment of Web Search Results - Paper - ACM Yusuke Yamamoto Kyoto University, Katsumi Tanaka Kyoto University Abstract » In this paper, we propose a system for helping users to judge the credibility of Web search results and to search for credible Web pages. Conventional Web search engines present only titles, snippets, and URLs for users, which give few clues to judge the credibility of Web search results. Moreover, ranking algorithms of the conventional Web search engines are often based on relevance and popularity of Web pages. Towards credibility-oriented Web search, our proposed system provides users with the following three functions: (1) calculation and visualization of several scores of Web search results on the main credibility aspects, (2) prediction of user's credibility judgment model through user's credibility feedback for Web search results, and (3) re-ranking of Web search results based on user's predicted credibility model. Experimental results suggest that our system enables users - in particular, users with knowledge about search topics - to find credible Web pages from a list of Web search results more efficiently than conventional Web search interfaces. Augmenting Web Pages and Search Results to Support Credibility Assessment - Paper - ACM Julia Schwarz Carnegie Mellon University, Microsoft Research, Meredith Morris Microsoft Research Abstract » The presence (and, sometimes, prominence) of incorrect and misleading content on the Web can have serious consequences for people who increasingly rely on the internet as their information source for topics such as health, politics, and financial advice. In this paper, we identify and collect several page features (such as popularity among specialized user groups) that are currently difficult or impossible for end users to assess, yet provide valuable signals regarding credibility. We then present visualizations designed to augment search results and Web pages with the most promising of these features. Our lab evaluation finds that our augmented search results are particularly effective at increasing the accuracy of users’ credibility assessments, highlighting the potential of data aggregation and simple interventions to help people make more informed decisions as they search for information online. |
Session Chair: Xiang Cao (Microsoft Research) Touch Input on Curved Surfaces - Paper - ACM Anne Roudaut Hasso Plattner Institute, Henning Pohl Hasso Plattner Institute, Patrick Baudisch Hasso Plattner Institute Abstract » Advances in sensing technology are currently bringing touch input to non-planar surfaces, ranging from spherical touch screens to prototypes the size and shape of a ping-pong ball. To help interface designers create usable interfaces on such devices, we determine how touch surface curvature affects targeting. We present a user study in which participants acquired targets on surfaces of different curvature and at locations of different slope. We find that surface convexity increases pointing accuracy, and in particular reduces the offset between the input point perceived by users and the input point sensed by the device. Concave surfaces, in contrast, are subject to larger error offsets. This is likely caused by how concave surfaces hug the user’s finger, thus resulting in a larger contact area. The effect of slope on targeting, in contrast, is unexpected at first sight. Some targets located downhill from the user’s perspective are subject to error offsets in the opposite direction from all others. This appears to be caused by participants acquiring these targets using a different finger posture that lets them monitor the position of their fingers more effectively. Audience Behavior around Large Interactive Cylindrical Screens - Paper - ACM Gilbert Beyer University of Munich, Florian Alt University of Duisburg-Essen, Jörg Müller Deutsche Telekom Laboratories, TU Berlin, Albrecht Schmidt University of Stuttgart, Karsten Isakovic Fraunhofer FIRST, Stefan Klose Fraunhofer FIRST, Manuel Schiewe Fraunhofer FIRST, Ivo Haulsen Fraunhofer FIRST Abstract » Non-planar screens, such as columns, have been a popular means for displaying information for a long time. In contrast to traditional displays their digital counterparts are mainly flat and rectangular due to current technological constraints. However, we envision bendable displays to be available in the future, which will allow for creating new forms of displays with new properties. In this paper we explore cylindrical displays as a possible form of such novel public displays. We present a prototype and report on a user study, comparing the influence of the display shape on user behavior and user experience between flat and cylindrical displays. The results indicate that people move more in the vicinity of cylindrical displays and that there is no longer a default position when it comes to interaction. As a result, such displays are especially suitable to keep people in motion and to support gesture-like interaction. MotionBeam: A Metaphor for Character Interaction with Handheld Projectors - Paper - ACM Karl D.D. Willis Carnegie Mellon University, Disney Research, Ivan Poupyrev Disney Research, Takaaki Shiratori Disney Research Abstract » We present the MotionBeam metaphor for character interaction with handheld projectors. Our work draws from the tradition of pre-cinema handheld projectors that use direct physical manipulation to control projected imagery. With our prototype system, users interact and control projected characters by moving and gesturing with the handheld projector itself. This creates a unified interaction style where input and output are tied together within a single device. We introduce a set of interaction principles and present prototype applications that provide clear examples of the MotionBeam metaphor in use. Finally we describe observations and insights from a preliminary user study with our system. 3D Projection on Physical Objects: Design Insights from Five Real Life Cases - Paper - ACM Peter Dalsgaard Aarhus University, Kim Halskov Aarhus University Abstract » 3D projection on physical objects is a particular kind of Augmented Reality that augments a physical object by projecting digital content directly onto it, rather than by using a mediating device, such as a mobile phone or a head-mounted display. In this paper, we present five cases in which we have developed installations that employ 3D projection on physical objects. The installations have been developed in collaboration with external partners and have been put into use in real-life settings such as museums, exhibitions and interaction design laboratories. On the basis of these cases, we present and discuss three central design insights concerning new potentials for well-known 3D effects, dynamics between digital world and physical world, and relations between object, content and context. |
Session Chair: Susan Fussell (Cornell University) Online Contribution Practices in Countries that Engage in Internet Blocking and Censorship - Paper - ACM Irina Shklovski IT University of Copenhagen, Nalini Kotamraju IT University of Copenhagen Abstract » In this article we describe people’s online contribution practices in contexts in which the government actively blocks access to or censors the Internet. We argue that people experience blocking as confusing, as a motivation for self-censorship online, as a cause of impoverishment of available content and as a real threat of personal persecution. Challenging ideas of blocking as a monolithic, abstract policy, we discuss five strategies with which Internet users navigate blocking: self-censorship, cultivating technical savvy, reliance on social ties to relay blocked content, use of already blocked sites for content production as a form of protection and practiced transparency. We also discuss strategies that forum owners and blogging platform providers employ to deal with and to avoid blocking. We conclude by advocating for more research that acknowledges the complexity of the contexts in which all Internet users contribute to the Internet and social media. Real-time Collaborative Editing Behavior in U.S. and Japanese Distributed Teams - Paper - ACM Lauren Scissors Northwestern University, N. Sadat Shami IBM T.J. Watson Research Center, Tatsuya Ishihara IBM Tokyo Research Laboratory, Steven Rohall IBM T.J. Watson Research Center, Shin Saito IBM Tokyo Research Laboratory Abstract » While there are tools that allow distributed teams to collaboratively edit in real time, little work examines this practice among real teams doing real work. Even less is known about how teams from different countries make use of real-time collaborative editing tools. The current work highlights results from a qualitative user study of real-world Japanese and U.S. distributed work teams who used LiveDeck, a real-time slide editing and whiteboarding tool. Through the implementation of various novel features used as probes, differences in behavior and attitudes between team members were uncovered. Differences in the use of slide navigation options, anonymity features, and pop-up ‘emotes’ representing nonverbal gestures are discussed. Cultural Differences on Visual Self-Presentation through Social Networking Site Profile Images - Note - ACM Chen Zhao Microsoft Research Asia, Gonglue Jiang Harvard Universtiy Abstract » A profile image is one of the most important personal attributes on social networking sites (SNSs). The current study examines whether self-presentation on SNSs is related to national culture and how forms of self-presentation differ between American and Chinese users. We accomplish this by analyzing profile images on two social networking sites, Facebook in the US and Renren in China. Our findings indicate that self-presentation is sensitive to national culture: Chinese users are more likely to customize their profile images than Americans. Our study suggests that there is a need to design social networking website features that better support profile construction for international users. MonoTrans2: A New Human Computation System to Support Monolingual Translation - Note - ACM Chang Hu University of Maryland, Benjamin B Bederson University of Maryland, Philip Resnik University of Maryland, Yakov Kronrod University of Maryland Abstract » In this paper, we present MonoTrans2, a new user interface to support monolingual translation; that is, translation by people who speak only the source or target language, but not both. Compared to previous systems, MonoTrans2 supports multiple edits in parallel, and shorter tasks with less translation context. In an experiment translating children's books, we show that MonoTrans2 is able to substantially close the gap between machine translation and human bilingual translations. The percentage of sentences rated 5 out of 5 for fluency and adequacy by both bilingual evaluators in our study increased from 10% for Google Translate output to 68% for MonoTrans2. |