CHI 2013 TOCHI Papers with Video Previews

Backtracking Events as Indicators of Usability Problems in Creation-Oriented Applications David Akers, Robin Jeffries, Matthew Simpson, Terry Winograd Three experiments demonstrate that backtracking events such as undo are useful indicators of usability problems for creation-oriented applications. This insight yields a new cost-effective usability evaluation method, backtracking analysis.
Enriching Archaeological Parks with Contextual Sounds and Mobile Technology Carmelo Ardito, Maria Francesca Costabile, Antonella De Angeli, Rosa Lanzilotti Explore! is an educational pervasive game for pupils exploring sites of cultural interest. The soundscape model implemented in Explore! helps visitors to navigate a site and feel its historical atmosphere.
Window Brokers: Collaborative Display Space Control Richard B Arthur, Dan R Olsen Take collaborative control of a display space you do not own in a familiar, platform-independent way without transmitting new software to the display or other participating devices.
Physical Activity Motivating Games: Be Active and Get Your Own Reward Shlomo Berkovsky, Jill Freyne, Mac Coombe We present a game design that leverages the playfulness of games to motivate players to perform mild physical activity. This design can potentially change the way players interact with games.
Supporting Personal Narrative for Children with Complex Communication Needs Rolf Black, Annalu Waller, Ross Turner, Ehud Reiter “How was School today. . . ?” uses sensor based data-to-text technology to generate personal narratives. Children with cerebral palsy are able to tell parents about their school day.
Beyond Recommendations: Local Review Websites and Their Impact Barry Brown Study of how reviews are used on the Yelp and Tripadvisor websites, develops new implications for recommendation systems.
Study of Polynomial Mapping Functions in Video-Oculography Eye Trackers Juan J. J. Cerrolaza, Arantxa Villanueva, Rafael Cabeza In this study we enlighten one of the most employed and least explored techniques for gaze estimation in eye-tracking systems. We obtain a sort of precise and simpler alternative equations.
Designing a Multi-Slate Reading Environment to Support Active Reading Activities Nicholas Y Chen, François V Guimbretière, Abigail J Sellen Researchers have identified numerous requirements for systems aiming to support active reading. We survey these requirements and present interactions for a multi-slate reading environment that address them in a comprehensive manner.
"Without the Clutter of Unimportant Words": Descriptive Keyphrases for Text Visualization Jason Chuang, Christopher D Manning, Jeffrey Heer We study how people summarize text using descriptive phrases, develop a novel algorithm for extracting keyphrases, and demonstrate how our algorithms enable novel text visualization designs.
A Predictive Speller Controlled by a Brain-Computer Interface Based on Motor Imagery Tiziano D'Albis, Rossella Blatt, Roberto Tedesco, Licia Sbattella, Matteo Matteucci Persons suffering from severe motor disorders have limited possibilities to communicate. We present a speller, based on a brain-computer interface, improved by a smart UI and a text predictor.
What Does Touch Tell Us About Emotions in Touchscreen-Based Gameplay? Yuan Gao, Nadia Bianchi-Berthouze, Hongying Meng The paper contributes a method to automatically recognize users’ emotional states from their touch behaviour in touch-based computer games. It also discusses its generalization to other types of applications.
All you Need is Love: Current Strategies of Mediating Intimate Relationships through Technology Marc Hassenzahl, Stephanie Heidecker, Kai Eckoldt, Sarah Diefenbach, Uwe Hillmann There is a growing interest in creating a "relatedness" experience through technology. Our review of 143 artifacts revealed six strategies designer/researcher use: Awareness, expressivity, physicalness, gift giving, joint action, memories.
An Empirical Study of the“Prototype Walkthrough”: A Studio-Based Activity for HCI Education Christopher Hundhausen, Dana Fairbrother, Marian Petre Presents video analysis of the prototype walkthrough, a studio-based learning activity for HCI education. Results suggest that the activity provides valuable opportunities for students to actively learn HCI design.
Strong Concepts: Intermediate-level Knowledge in Interaction Design Research Kristina Höök, Jonas Löwgren Design-oriented research can construct knowledge that is more abstracted than particular instances, without being at the scope of generalized theories. We propose an intermediate design knowledge form: strong concepts.
“Spindex” (Speech Index) Enhances Menus on Touch Screen Devices with Tapping, Wheeling, and Flicking Myoung Hoon Jeon, Bruce N. Walker, Abhishek Srivastava Advanced auditory cues (spindex) enhance multimodal and auditory menus on a smartphone, making user inputs via tapping, wheeling, and flicking gestures more efficient, faster, and more enjoyable.
Embodied Cognition And The Magical Future Of Interaction Design David Kirsh Explores what world-class choreography and dance teaches us about embodied cognition & creativity. Explains how bodies absorb tools and how bodies and things are used for thinking.
Moving and Making Strange: An Embodied Approach to Movement-based Interaction Design Lian Loke, Toni Robertson We offer a methodology for the design and evaluation of movement-based interactions with technology, where the felt experience of moving is valued along with the perspectives of observer and machine.
Embedded Interaction: the accomplishment of actions in everyday and video-mediated environments Paul K Luff, Marina Jirotka, Naomi Yamashita, Hideaki Kuzuoka, Christian Heath, Grace Eden This paper suggests how interactional studies of everyday interaction can both help shape the development of complex technologies for collaboration and also be informed by experiments with prototype systems.
On the Naturalness of Touchless: Putting the “Interaction” Back into NUI Kenton P O'Hara, Richard harper, Helena M. Mentis, Abigail J Sellen, Alex S Taylor Using examples of gestural interaction from surgery and urban screen gaming, we discuss the notion of naturalness in NUI narratives as an occasioned property of interaction rather than inherent property of an interface.
The Impact of Interface Affordances on Human Ideation, Problem Solving and Inferential Reasoning Sharon L. Oviatt, Adrienne Cohen, Andrea Miller, Kumi Hodge, Ariana Mann Computer input capabilities have communications affordances that can substantially facilitate people’s ability to produce ideas, solve problems correctly, and make accurate inferences about information, with the magnitude of improvement 9-38%.
Enabling the Blind to See Gestures Francis Quek, Francisco CMB Oliveira Our contributions are on the understanding of how gestural interaction may be designed as part of a multimodal system and on applying Durish's embodiment theory to solving practical issues. \
Teamwork Errors in Trauma Resuscitation Aleksandra Sarcevic, Ivan Marsic, Randall S. Burd Proposes a model of teamwork and a classification of team errors based on an observational study of emergency medical teams. Identifies key information structures for computerized support of team cognition.
ExoBuilding: Physiologically Driven Adaptive Architecture Holger M Schnädelbach, Ainojie Irune, David S Kirk, Kevin Glover, Patrick R Brundell The study of ExoBuilding demonstrates how this prototypical building, exposing respiration and heart beat, changes respiratory behaviour of its inhabitants and how it effects their state of relaxation.
Two-Part Models Capture the Impact of Gain on Pointing Performance Garth Shoemaker, Takayuki Tsukitani, Yoshifumi Kitamura, Kellogg S. Booth The paper provides empirical evidence of limitations in Fitts's Law and demonstrates how a two-part formulation by Welford's provides a model that naturally takes into account control-display gain.
Interaction Design for and with the Lived Body: Some Implications of Merleau-Ponty’s Phenomenology Dag Svanaes The body as experienced by the user has to a large extent been absent in HCI. The paper exemplifies how the field can benefit from Merleau-Ponty’s phenomenology of the body. \
Co-Narrating a Conflict: An Interactive Tabletop to Facilitate Attitudinal Shifts Massimo Zancanaro, Oliviero Stock, Zvi Eisikovits, Chaya Koren, Patrice (Tamar) L Weiss A tabletop designed to support reconciliation of a conflict allows escalation and de-escalation during shared narration. An experiment with Israeli-Jewish and Palestinian-Arab demonstrated a shift of attitude toward the other. \
User-Experience from an Inference Perspective Paul van Schaik, Marc Hassenzahl, Jonathan Ling The research provides consistent evidence for how people infer specific user-experience attributes of an interactive product from other attributes or broader evaluations, such as beauty or an overall evaluation.