CHI 2013 Papers with Video Previews
Paper: Interaction Techniques for Creating and Exchanging Content with Public Displays This paper presents Digifieds, a digital public notice area. We compare interaction techniques for exchanging content with public displays and show that user preferences are based on situation and privacy awareness.
Paper: Play it by Ear: A Case for Serendipitous Discovery of Places with Musicons Field study investigating user performance and emotional engagement of various audio-based cues, especially musicons, during POI discovery. Helps location-based service designers design more enjoyable cues for serendipitous journeys.
Paper: Your Left Hand Can Do It Too! Investigating Intermanual, Symmetric Gesture Transfer on Touchscreens This work examines intermanual gesture transfer, i.e., learning a gesture with one hand and performing it with the other. It was found that stroke-based gestures transfer, and do so symmetrically.
Paper: Analyzing User-Generated YouTube Videos to Understand Touchscreen Use by People with Motor Impairments To inform accessible touchscreen design, we analyzed 187 YouTube videos depicting people with physical disabilities interacting with mobile touchscreen devices. We report on challenges observed and user-initiated adaptations being made.
Paper: Designing Mobile Health Technology for Bipolar Disorder: A Field Trial of the MONARCA System We conducted a 14 week field trial of the MONARCA system with 12 patients, reporting on their experiences. Furthermore, the paper discusses three questions regarding design of personal health technologies.
Paper: Squaring the Circle: How Framing Influences User Behavior around a Seamless Cylindrical Display Analyzes user behavior around a cylindrical and seamless interactive column display in the wild. Helps to better understand how framing influences user positions around more complex non-planar display shapes.
Paper: Octopus: Evaluating Touchscreen Keyboard Correction and Recognition Algorithms via “Remulation” Proposed and tested remulation, an efficient method for evaluating touchscreen keyboards by replicating prior user study data in real-time, on-device simulation. Implemented Octopus, a remulation-based evaluation tool.
Paper: Control Your Game-Self: Effects of Controller Type on Enjoyment, Motivation, and Personality in Game We show that controller choice affects a player’s enjoyment and motivation of a game, but also affects a player’s perception of themselves during play as measured by their in-game personality.
Paper: Write Here, Write Now!: An Experimental Study of Group Maintenance in Collaborative Writing We present a laboratory study of dyads writing together. Results suggest that communication via comments and chat is positively related to social outcomes in synchronous, but not asynchronous, writing.
Note: Stroke Rehabilitation with a Sensing Surface We propose a multisensory environment that tracks movements on a sensing platform for patients with a spectrum of cognitive and physical ability. Our study elaborates an interaction model that motivates patients in continued therapeutic engagement.
Paper: Prototyping in PLACE: A Scalable Approach to Developing Location-Based Apps and Games PLACE is a framework for prototyping location-based apps and games that considers location, activities, and collective experience over time. PLACE is evaluated with Floracaching, a Geocaching game for citizen science.
Paper: MultiNet: Reducing Interaction Overhead in Domestic Wireless Networks A novel method for securely associating devices with domestic wireless networks. Where the interaction is lightweight and consistent across all devices; improving usability, decreasing interaction overhead and enabling access revocation.
Paper: GravitySpace: Tracking Users and Their Poses in a Smart Room Using a Pressure-Sensing Floor Introduces new approach to tracking people and objects in smart rooms based on a high-resolution pressure-sensitive floor. Provides consistent wall-to-wall coverage, is less susceptible and less privacy-critical than camera-based systems.
Note: EyeContext: Recognition of High-level Contextual Cues from Human Visual Behaviour We present EyeContext, a system to automatically infer high-level contextual cues from visual behaviour. We demonstrate the large information content available in long-term visual behaviour that's potentially useful for eye-based behavioural monitoring or life logging.
Paper: I See You There! Developing Identity-Preserving Embodied Interaction for Museum Exhibits Describes a system that merges input from RFID and Kinect using a probabilistic model: combines fine-grained tracking with identity preservation, supporting the design of personalized embodied interaction for museum exhibits
Note: iRotateGrasp: Automatic Screen Rotation based on Grasp of Mobile Devices Our paper shows that grasps can be used to rotate screens to more accurately match users’ view orientation in both upright and horizontal postures by implementing and evaluating a real-time grasp sensing and recognition prototype.
Paper: Food Practices as Situated Action: Exploring and designing for everyday food practices with households This paper describes everyday practices of food shopping, preparation and consumption. The paper contributes design recommendations and rich descriptions of the configuration of food practices.
Note: Virtual Birding: Extending an Environmental Pastime into the Virtual World for Citizen Science This paper investigates how to engage the experienced birder with local knowledge to extend their hobby online. We explore interaction designs for identifying bird vocalisations in large recorded audio datasets gathered through environmental acoustic monitoring.
Paper: Building Open Bridges: Collaborative Remixing and Reuse of Open Educational Resources across Organisations We broaden understanding of open collaborations through analysing a cross-organisational initiative to remix and reuse Open Educational Resources. We define emerging practices and issues as openness evolves in different domains.
Paper: Social Media and the Police—Tweeting Practices of British Police Forces during the August 2011 Riots Analyzes the Twitter use by the London Metropolitan and the Greater Manchester Police during the riots in August 2011. Shows that the forces developed very different practices to appropriate Twitter.
Paper: AnyType: Provoking Reflection and Exploration with Aesthetic Interaction AnyType generates unique typefaces from photographs of shapes people find in their environment. In keeping with the principles of aesthetic interaction, AnyType supports opportunities for surprise, storytelling, and expression.
Paper: Motif Simplification: Improving Network Visualization Readability with Fan, Connector, and Clique Glyphs It is difficult to visualize large networks. Motif simplification reduces network complexity by replacing common, repeating patterns with representative glyphs. Our controlled study shows this is helpful for many tasks.
Paper: My Profile Is My Password, Verify Me! The Privacy/Convenience Tradeoff of Facebook Connect We experimentally measure informed consent across users of Facebook Connect, the most widely-used single sign-on (SSO) implementation, to examine whether users understand they are trading privacy for convenience.
Paper: Protecting the Home: Exploring the Roles of Technology and Citizen Activism from a Burglar's Perspective Examines how burglars perceive deterrents. Finds that alarms, cameras, etc. do not dissuade burglars. In-person citizen activism is the strongest deterrent. Presents implications for crime prevention technology and activist research.
Paper: The Dubuque Electricity Portal: Evaluation of a City-Scale Residential Electricity Consumption Feedback System Evaluation of an electricity portal deployed to 765 homes for 20 weeks that used feedback and social techniques to support decreased electricity consumption. Can assist designers of residential feedback systems. \
Paper: Brainstorm, Chainstorm, Cheatstorm, Tweetstorm: New Ideation Strategies for Distributed HCI Design In this paper we describe the results of a design-driven study of “cheatstorming,” a new collaborative ideation technique, to demonstrate how ideation need not require the generation of new ideas.
Paper: SPRWeb: Preserving Subjective Responses to Website Colour Schemes through Automatic Recolouring SPRWeb equalizes website experience for people with colour vision deficiency by improving colour differentiation (like previous recolouring tools), but also maintains the original colour scheme's subjective properties ('warmth', 'weight', 'activity').
Paper: Same Translation but Different Experience: The Effects of Highlighting on Machine-Translated Conversations This study demonstrates that keyword highlighting is useful for improving the quality of MT-mediated communication. It informs the design of tools to support communication and collaboration across language boundaries.
Paper: Adaptive Automation and Cue Invocation: The Effect of Cue Timing on Operator Error Hybrid adaptive automation, which uses critical-events and eye-movements, was compared with critical-event invocation. Both systems reduced errors, but cue timing affected the types of errors made in a supervisory-control task.
Paper: Indoor Weather Stations: Investigating a Ludic Approach to Environmental HCI Through Batch Prototyping Three ‘weatherstations’, designed to take a ludic approach to environmental issues, were deployed to twenty households. The result is a distinctive example of environmental HCI, batch production, and ludic design.
Paper: "I Need to Try This!": A Statistical Overview of Pinterest We use a quantitative approach to study activity, gender and distinctiveness on Pinterest. This work serves as an early snapshot of Pinterest that later work can leverage.
Paper: MorePhone: A Study of Actuated Shape Deformations for Flexible Thin-Film Smartphone Notifications Presents a shape changing flexible smartphone that actuates its body for the purpose of providing notifications. Empirically evaluates mapping between shape actuations, urgency and notification type.
Note: Effects of Visualization and Note-Taking on Sensemaking and Analysis The utility of intelligence analysis tools’ individual features is rarely tested. Through experiment, we tested the utility of visualization and notetaking. Our Results question potential constraints on their individual utility.
Paper: Swiss-Cheese Extended: An Object Recognition Method for Ubiquitous Interfaces based on Capacitive Proximity Sensing Swiss-Cheese Extended proposes a novel real-time method for recognizing continuous object parameters with capacitive proximity sensors. The method is evaluated with a study of a multi-hand interaction device.
Paper: Understanding Palm-Based Imaginary Interfaces: The Role of Visual and Tactile Cues when Browsing The main contribution of this paper is an exploration into the inherent properties of palm-based imaginary interfaces and how the available visual and tactile cues are responsible for user performance.
Paper: HACHIStack: Dual-Layer Photo Touch Sensing for Haptic and Auditory Tapping Interaction Extends photo touch sensor architecture that can measure the approaching velocity and predict its contact time with the surface. Demonstrates its applications including no-delay haptic feedback for tapping interaction.
Paper: Combining Crowdsourcing and Google Street View to Identify Street-level Accessibility Problems In this paper, we investigate the feasibility of using untrained crowd workers from Amazon Mechanical Turk (turkers) to find, label, and assess sidewalk accessibility problems in Google Street View imagery
Paper: AD-Binning: Leveraging Around Device Space for Storing, Browsing and Retrieving Mobile Device Content Presents AD-Binning, a novel interface for future small-screen mobile devices equipped with around-device sensing capabilities, with which screen content can be off-loaded in around-device-space to improve browsing and interaction efficiency.
Note: LightCloth: Senseable Illuminating Optical Fiber Cloth for Creating Interactive Surfaces LightCloth is a fabric interface that enables illumination, light communication, and position sensing. We added a sensory function to diffusive optical fibers, and widened the possibilities for new fabric interactions.
Paper: "Shared Joy is Double Joy": The Social Practices of User Networks Within Group Shopping Sites eCommerce has transformed with the emergence of social, apps and mobile. One emerging area is group shopping sites. We investigate these users' routines, sharing networks, purpose and chosen mediums.
Note: CrashAlert: Enhancing Peripheral Alertness for Eyes-Busy Mobile Interaction while Walking CrashAlert improves safety when walking and texting with smartphones. CrashAlert uses a depth camera to create ambient visualizations of the obstacles ahead of the user. Results show safer walking behaviors without compromising performance.
Note: 8D: Interacting with a Relightable Glasses-Free 3D Display We contribute a real-time, relightable, glasses-free 3D display with horizontal and vertical parallax, two interaction scenarios: relightable objects and virtual x-ray, and propose an architecture for future light field interaction devices.
Paper: Investigating the Use of Circles in Social Networks to Support Independence of Individuals with Autism Explores using communication circle on a social network site for young adults with autism. Provides implications for social intervention and technical design to support independence of the special needs population.
Paper: Activity-Centric Support for Ad Hoc Knowledge Work - A Case Study of co-Activity Manager The core contribution of this paper is the design of a desktop manager that supports personal and collaborative activity-centric workflows with integrated activity-centric collaboration and interruption management tools.
Paper: Evaluation of Tablet Apps to Encourage Social Interaction in Children with Autism Spectrum Disorders Comparison of app-based and paper-based activities by children with autism spectrum disorders. Using the apps was associated with increased verbal communication, physical interaction, and supportive comments.
Paper: Whoo.ly: Facilitating Information Seeking For Hyperlocal Communities Using Social Media We present Whoo.ly, an extraction service for hyperlocal information: events, topics, people and places; from neighborhood-specific tweets. We demonstrate that users prefer its use for neighborhood exploration over competing approaches.
Paper: Don't Hide in the Crowd! Increasing Social Transparency Between Peer Workers Improves Crowdsourcing Outcomes Our study suggests that a careful combination of methods that increase social transparency and different peer-dependent reward schemes can significantly improve crowdsourcing outcomes.
Paper: Mastering the Art of War: How Patterns of Gameplay Influence Skill in Halo We look at patterns of skill through large-scale gameplay analysis and player surveys to identify how different factors (play intensity, skill change over time, demographics, breaks, and prior games played) affect players' skill in Halo.
Paper: Contextifier: Automatic Generation of Annotated Stock Visualizations We present the Contextifier system for automatic annotated stock visualizations from company news. Contextifier’s algorithms, informed by news professional visualizations, account for visual salience, contextual relevance, and notable company events.
Paper: Canyon: Providing Location Awareness of Multiple Moving Objects in a Detail View on Large Displays A novel interaction technique, Canyon, was implemented and evaluated addressing the problem of data exiting a person's field of view on large displays. Results indicate higher accuracy and comparable speed.
Paper: Turkopticon: Interrupting Worker Invisibility in Amazon Mechanical Turk With Turkopticon, we contribute an example of a long-term systems building project that reworks employer-worker relations in Amazon Mechanical Turk. We analyze the system in feminist, infrastrastructural, and political terms.
Paper: Infrastructure and Vocation: Field, Calling, and Computation in Ecology Ethnographic study exploring relationship between computational change and ecology as a vocation. Argues that new computational development remediates ecology's crucial field relations, with implications for design and engagement.
Paper: Codeable Objects: Computational Design and Digital Fabrication for Novice Programmers The combination of programing and digital fabrication offers compelling new opportunities for creative expression. Codeable Objects is a computational-design tool to support novice programmers in production of personal, physical artifacts.
Paper: A Comparative Evaluation of Touch-Based Methods to Bind Mobile Devices for Collaborative Interactions Reports a comparative evaluation of three different methods that allow collocated users to bind their mobile devices together. Crucial for enabling collaborative experiences such as sharing photos or playing games.
Paper: On the Relation of Ordinary Gestures to TV Screens: General Lessons for the Design of Collaborative Interactive Techniques If natural and social gesturing in front of TV screens are on-goingly and collaboratively shaped, then viewers might need to adapt such behaviour to emerging gesture tracking technology.
Paper: Make It Move: A Movement Design Method of Simple Standing Products Based on Systematic Mapping of Torso Movements & Product Messages For affective movement design of daily products, this paper brought human movement expertise and product design expertise together through a step-by-step research procedure by using mediated prototyping, the robotic torso
Paper: Favors from Facebook Friends: Unpacking Dimensions of Social Capital This paper provides an innovative way of using Williams’ (2006) social capital measures which are the most widely-used social capital measures in social media studies.
Note: Studying Spatial Memory and Map Navigation Performance on Projector Phones with Peephole Interaction Uses a map navigation task and compares users’ navigation performance with touch screen interaction to peephole interaction, users’ location recall performance, and observers’ location recall performance.
Paper: inAir: A Longitudinal study of Indoor Air Quality Measurements and Visualizations This work aims at understanding the indoor air quality dynamics with respect to indoor activities and analyzing behavioral and quantitative changes towards improving air quality from a longitudinal deployment study.
Paper: EventHurdle: Supporting Designers’ Exploratory Interaction Prototyping with Gesture-Based Sensors This paper presents EventHurdle, a visual gesture authoring tool for designers that supports connecting gesture-based sensors, visually intuitive gesture definitions, and easy prototyping without programming expertise.
Paper: What Makes You Click: Exploring Visual Signals to Entice Interaction on Public Displays We investigate mechanisms for enticing interaction on public displays. Eight visual signals were developed and deployed on a university campus to study which visual elements work best at enticing interaction.
Paper: Accessible Online Content Creation By End Users End-user generated content is common, yet often not accessibility. Our case studies of online communities that create accessible content, shows the importance of negotiated and community-defined notions of accessibility.
Paper: All the News that’s Fit to Read: A Study of Social Annotations for News Reading Compares annotations for news in logged-in and logged-out contexts. When logged-out, annotations by companies are persuasive, but by strangers aren't. When logged-in, friend annotations are persuasive and improve satisfaction.
Paper: The Presentation of Health-Related Search Results and Its Impact on Negative Emotional Outcomes This experiment demonstrates features of health symptom search results that can influence negative emotional outcomes, with results suggesting strategies for web developers and users to help avoid such effects.
Note: How Categories Come to Matter We present and discuss interviews with Siri users as a means to understand the role categories play in the design of user studies and of technologies.
Note: SpaceTop: Integrating 2D and Spatial 3D Interactions in a See-through Desktop Environment SpaceTop is a concept that integrates 2D and 3D spatial interactions in a desktop workspace. It extends the desktop interface with interaction technology and visualization techniques that enable seamless transitions between 2D and 3D manipulations.
Note: Binocular Cursor: Enabling Selection on Transparent Displays Troubled by Binocular Parallax Transparent displays are about to be commercialized, yet it is troubled by binocular parallax. We propose a measure to quantify the usability degradation caused by binocular parallax, and an interaction strategy.
Note: A Preliminary Investigation of Human Adaptations for Various Virtual Eyes in Video See-Through HMDs We investigated whether any differences in visuomotor and adaptation trends exist across 16 distinct VD conditions. The performance tasks studied were of two types: foot placement and finger touch.
Paper: Real-Time Perception-Level Translation from Audio Signals to Vibrotactile Effects This paper presents an automatic translation framework that creates vibrotactile effects from audio content with explicit understandings of the perceptual consequences, for easy production of tactile effects for multimedia content.
Paper: Sublimate: State-Changing Virtual and Physical Rendering to Augment Interaction with Shape Displays Sublimate co-locates spatial 3D visuals with actuated shape displays. We introduce interfaces and applications that combine virtual graphics and physical form, and explores the transitions between those states.
Paper: Flights in my Hands: Coherence Concerns in Designing Strip’TIC, a Tangible Space for Air Traffic Controllers We reflect upon the design of a paper-based tangible space to support air traffic control. We propose a new account of coherence for mixed interaction that integrates cognitive externalization mechanisms.
Paper: Beyond the Filter Bubble: Interactive Effects of Perceived Threat and Topic Involvement on Selective Exposure to Information Investigated whether information bubble can emerge from people's preferential selection between attitude reinforcing versus attitude challenging information in an online environment, and the roles situational factors and personal factors play.
Note: SidePoint: A Peripheral Knowledge Panel for Presentation Slide Authoring Implements an implicit search and peripheral panel system for presentation authoring by showing concise knowledge items relevant to the slide content, and investigates the benefits and issues of such peripheral knowledge panels.
Paper: Optimizing Challenge in an Educational Game Using Large-Scale Design Experiments Online experiments (>80,000 game players in >14,400 conditions) optimized challenge to maximize engagement and learning in an educational game. Alas, what was optimal for engagement was not optimal for learning.
Paper: The Power of Play: Design Lessons for Increasing the Lifespan of Outdated Computers Why is Visicalc obsolete, but not Super Mario Bros? The continued success of 8-bit computers in developing countries shows how hedonic utility (aka fun) can dramatically extend computer lifespans.
Note: Muscle-Propelled Force Feedback: Bringing Force Feedback to Mobile Devices We propose mobile force feedback devices by eliminating motors and instead actuating the user’s muscles using electrical stimulation. Without the motors, we obtain substantially smaller and more energy-efficient devices.
Paper: Consent for All: Revealing the Hidden Complexity of Terms and Conditions Stimulus paper and plug-in surfacing the readability of web-based terms and conditions. Highlights the role of documents in the online consent process and calls for better readability and design practice.
Paper: Using Crowdsourcing to Support Pro-Environmental Community Activism We developed mobile applications and investigated motivational techniques to support crowdsourcing and pro-environmental community activism. The paper offers new insights and recommendations for environmental technologies targeting communities, rather than individuals.
Paper: Community Insights: Helping Community Leaders Enhance the Value of Enterprise Online Communities Evidence-based design and evaluation of a novel tool that provides community leaders with useful, actionable, and contextualized analytics. Benefits designers of and practitioners using analytic tools to foster successful communities.
Paper: The Space Between the Notes: Adding Expressive Pitch Control to the Piano Keyboard This paper presents an extended keyboard interface that engages with pianists' existing training and expertise. Touch sensors add expressive vibrato and pitch bend capabilities without interfering with traditional technique.
Paper: Some Evidence for the Impact of Limited Education on Hierarchical User Interface Navigation Experimental study shows limited education impacting the ability to navigate a hierarchical UI, even when text-free. Can benefit designers interested in recommendations for UI hierarchies for people with limited education.
Paper: From Codes to Patterns: Designing Interactive Decoration for Tableware A collaboration between ceramic designers, technologists and a restaurant reveals strategies for creating aesthetic decorative pattern for plates and other tableware that contain multiple embedded visual codes hidden within them.
Paper: The Challenges of Specifying Intervals and Absences in Temporal Queries: A Graphical Language Approach Our contributions incude an assessment of the primary user difficulties in specifying queries involving intervals and absences, and two novel temporal query interfaces, designed to offer intuitive access to a wide range of temporal relationships.
Paper: Crowdfunding inside the Enterprise: Employee-Initiatives for Innovation and Collaboration Crowdfunding behind a company firewall showed diverse projects, inter-organizational collaborations, and collaborative motivations. Potential interest for HCI researchers, organizational practitioners, and consultants.
Paper: Labor Dynamics in a Mobile Micro-Task Market This paper provides an in-depth exploration of labor dynamics in mobile task markets which require spatial mobility based on a year-long dataset from a leading mobile crowdsourcing platform.
Paper: Everyday Activities and Energy Consumption: How Families Understand the Relationship Describes a study of how families tie their everyday routines to their understanding of energy consumption. Outlines how designs can leverage calendars and increase shared knowledge of consumption between family members.
Paper: Fragmentation and Transition: Understanding Perceptions of Virtual Possessions among Young Adults in Spain, South Korea and the United States Contributes an investigation of young adults' value construction practices with their virtual possessions in South Korea, Spain and the United States and proposes design opportunities in this emerging design space.
Paper: Technology Preferences and Routines for Sharing Health Information during the Treatment of a Chronic Illness Describes design implications for technologies to support sharing health information within families coping with a chronic illness. Using a mixed-method approach, presents findings outlining affective benefits and costs of communication tools.
Paper: I am What I Eat: Identity & Critical Thinking in an Online Health Forum for Kids We discuss the design and evaluation of an online forum—TalkBack—that encourages children to critically analyze the messaging in food advertisements and their attitudes towards marketed foods.
Paper: Electric Materialities and Interactive Technology Characterizes electric technology by three forms of materiality: the electric object, its electric materiality, and electric power. Presents and analyzes novel interactive form prototypes.
Paper: Digital Apartheid: An Ethnographic Account of Racialised HCI in Cape Town Hip-Hop Ethnography of Cape Town hip-hop performers exploring how technology such as social media supports yet inhibits the development and sustainment of their careers. Raises implications for HCI4D and post-colonial computing.
Paper: In-body Experiences: Embodiment, Control, and Trust in Robot-Mediated Communication Presents empirical results of a controlled experiment on the effects of embodiment and control on trust in user interactions. Offers design guidelines and theoretical implications for robot-mediated communication systems.
Paper: Why Interactive Learning Environments Can Have It All: Resolving Design Conflicts Between Competing Goals We present a principled, approach to resolving conflicts between competing goals in educational settings. We provide evidence that our approach lead to the development of a successful interactive learning environment.
Paper: Job Opportunities through Entertainment: Virally Spread Speech-Based Services for Low-Literate Users A speech-based entertainment service spread virally to low-literate Pakistani telephone users, exceeding 85,000 users and 495,000 calls in four months, while spreading low-skill job opportunities to 27,000 of them.
Paper: Predicting Users' First Impressions of Website Aesthetics With a Quantification of Perceived Visual Complexity and Colorfulness We collected colorfulness, complexity, and overall visual appeal ratings from 548 volunteers. Utilizing these data, we developed models that accurately predict perceived visual complexity and perceived colorfulness in websites based on computational image statistics.
Paper: The Dynamics of Younger and Older Adult’s Paired Behavior when Playing an Interactive Silhouette Game We present the design and evaluation of an intergenerational game with 60 younger and older players, and report on the communicative and cooperative interaction, with subsequent recommendations.
Note: Distraction Beyond the Driver: Predicting the Effects of In-Vehicle Interaction on Surrounding Traffic Describes a method for simulating the effects of driver distraction across multiple vehicles. Allows users to rapidly prototype and evaluate in-vehicle interfaces based on their potential for distraction.
Paper: Testing the Robustness and Performance of Spatially Consistent Interfaces Examines how view transformations such as scaling and rotation influence item selection time. Demonstrates that scaling, which maintains spatial consistency, allows faster performance than the commonly used 'reflow' layout scheme.
Paper: Creating and Analyzing Stereoscopic 3D Graphical User Interfaces in Digital Games Supports GUI designers with a design space to create stereoscopic 3D GUIs for games. Our evaluation shows that perceptual, spatial and diegetic integration provide helpful constraints for influencing user experience.
Paper: Personal Clipboards for Individual Copy-and-Paste on Shared Multi-User Surfaces Introduces personal clipboards for individual copy-and-paste to multi-user surfaces by implementing three clipboard systems. Provides better understanding of user-identification strategies and can guide the design of personalized surface applications.
Note: Using Contextual Integrity to Examine Interpersonal Information Boundary on Social Network Sites Through a case analysis of Friendship Pages on Facebook, this paper identifies users' interpersonal privacy concerns that are rooted from informational norms outlined in the theory of contextual integrity.
Paper: Deep Conservation in Urban India and its Implications for the Design of Conservation Technologies We present a study of energy, water and fuel conservation practices in urban India to highlight a culture of deep conservation and identify new \ opportunities for relevant resource conservation technologies.
Paper: “I read my Twitter the next morning and was astonished” A Conversational Perspective on Twitter Regrets Presents the results of a large-scale online survey that compares regretted tweets and regrets from in-person conversations. Examines the context, timing, means of awareness, and repair strategies for the regrettable messages.
Paper: Delivering Patients to Sacré Coeur: Collective Intelligence in Digital Volunteer Communities This study examines the activities of digital volunteers during crisis events, using a distributed cognition perspective to demonstrate how individual ICT users function together as a collectively intelligent cognitive system.
Paper: Flexpad: Highly Flexible Bending Interactions for Projected Handheld Displays Introduces highly flexible handheld displays as user interfaces. Contributes a novel real-time method for capturing complex deformations of flexible surfaces and novel interactions that leverage highly flexible deformations of displays.
Paper: Still Looking: Investigating Seamless Gaze-supported Selection, Positioning, and Manipulation of Distant Targets Describes and compares interaction techniques for combining gaze/head and touch input for fluently selecting, positioning and manipulating distant graphical objects. This can help supporting more seamless interactions with distant displays.
Paper: Messaging to Your Doctors: Understanding Patient-Provider Communications via a Portal System The paper presents a qualitative study on patient-provider communication messages via a patient portal system. We analyze communication themes and investigate portal's impacts on healthcare delivery and information management issues.
Paper: Improving Digital Object Handoff Using the Space Above the Table We developed and evaluated two new above-the-table digital object handoff techniques, Force-Field and a new innovation ElectroTouch, and found they are significantly faster and less error-prone than traditional surface-only techniques.
Paper: The Design and Field Observation of a Haptic Notification System for Timing Awareness During Oral Presentations A novel presentation timing approach (automated tactile cues augment chair-speaker communication) is explored with iterative design and observation in live conference settings. Qualitative evaluation generates stakeholder needs and design recommendations.
Note: Three Perspectives on Behavior Change for Serious Games We introduce a model of behavior change and persuasion from Environmental Studies and consider its application for serious games for sustainability alongside two other commonly used models.
Paper: Design to Promote Mindfulness Practice and Sense of Self for Vulnerable Women in Secure Hospital Services Introduces the design concept of interactive artifacts to engage women with severe mental health problems in therapeutic skills practice. Provides insights from our collaboration with hospital staff for the design.
Paper: Authoring Personal Histories: Exploring the Timeline as a Framework for Meaning Making We present a study of how older people made digital timelines using Project Greenwich. We explore how the constraints of the timeline metaphor offer a framework for authoring and making.
Paper: Individual User Characteristics and Information Visualization: Connecting the Dots through Eye Tracking We present results from an eye tracking user study, showing that a user’s cognitive abilities have a significant impact on gaze behavior when performing common information visualization tasks.
Paper: Reveal-it!: The Impact of a Social Visualization Projection on Public Awareness and Discourse This paper investigates the challenges for a public visualization of a socially-relevant dataset, for the goal of changing the civic awareness of onlookers, through the evaluation of three real-world case studies.
Paper: Crossing the Bridge over Norman's Gulf of Execution: Revealing Feedforward's True Identity We reframe feedforward and disambiguate it from feedback and perceived affordances. We describe a reference framework for designers that allows them to explore and recognize different opportunities for feedforward.
Paper: Turbulence in the Clouds: Challenges of Cloud-Based Information Work Presents results of a qualitative study of information management in the cloud. Describes challenges that will be relevant to designers involved with both cloud-based services and federated identity management.
Paper: Body-centric Design Space for Multi-surface Interaction BodyScape, a body-centric design space, allows researchers and practitioners to describe, classify and systematically compare existing multi-surface interaction techniques, individually or in combination, as well as generate new interaction techniques.
Paper: Collaborative Sensemaking on a Digital Tabletop and Personal Tablets: Prioritization, Comparisons, and Tableaux We describe an investigation of the support that three different display configurations provided for a collaborative sensemaking task: a digital table; personal tablets; and both the tabletop and personal tablets.
Paper: Instagram at the Museum: Communicating the Museum Experience through Social Photo Sharing Analyzing both instagrams and practices of instagramming, we examine the resources and concerns that shape the user-driven creation, organisation and sharing of social, multi-layered, aesthetic documents of museum experiences.
Paper: Phoneprioception: Enabling Mobile Phones to Infer Where They Are Kept We examined where people keep their phones through interviews and an ESM study and demonstrate that reasonably accurate classifications are possible with industry-standard sensors, improved by several other low-cost sensors.
Paper: Fighting against the Wall: Social Media use by Political Activists in a Palestinian Village We analyze practices of political activists in a Palestinian village, who demonstrate against Israel’s settlement policy and the separation wall. We describe how social media is appropriated to facilitate interaction ‘on the ground’.
Paper: “I want to imagine how that place looks”: Designing Technologies to Support Connectivity Between Africans Living Abroad and Home We asked African-born students how they used ICTs to connect with family in their home countries. Findings informed a prototype we evaluated. We discuss novel features to include in interfaces designed to support transnational communication.
Paper: WorldKit: Rapid and Easy Creation of Ad-hoc Interactive Applications on Everyday Surfaces Describes a paired depth-camera and projector system for on-the-world interaction and a software kit for application development: provides an inexpensive way to support interactions on everyday surfaces.
Paper: CommunityCompare: Visually Comparing Communities for Online Community Leaders in the Enterprise Design and evaluation of a new visual, comparison-based analytic system, CommunityCompare, to help leaders assess and identify actions to improve community health. Can enhance design of systems for community leaders.
Paper: I Can Do Text Analytics! Designing Development Tools for Novice Developers Describe a user centered iterative design process that developed a tool for text analytics, which enables novice developers to write high quality information extractors on par with state of the art with minimal training.
Paper: Shifting Dynamics or Breaking Sacred Traditions? The Role of Technology in Twelve-Step Fellowships Presents in-depth interviews with member of twelve-step recovery groups to understand the role of technology in these communities. Relates these findings to wider questions of design in social computing.
Paper: Making Touchscreen Keyboards Adaptive to Keys, Hand Postures, and Individuals - A Hierarchical Spatial Backoff Model Approach We propose a hierarchical spatial backoff model for improving text entry accuracy on touchscreen keyboards. This approach adapts the underlying spatial model to input hand postures, individuals, and key positions, reducing error rate by 13.2%.
Paper: Probing Bus Stop for Insights on Transit Co-design We investigate how social computing might support citizens co-design their transit service. We conducted a field study with public transit riders, exploring the issues and controversies that reveal conflicting communities.
Paper: Envisioning Across Generations: A Multi-lifespan Information System for International Justice in Rwanda With this research we investigate how to account for multi-generational perspectives in the design of multi-lifespan information systems, particularly in support of long-term peace-building and international justice.
Paper: A Value Sensitive Action-Reflection Model: Evolving a Co-Design Space with Stakeholder and Designer Prompts We introduce the Value Sensitive Action-Reflection Model: a co-design method focus on the social context of use and values that lie with individuals, groups, and societies.
Paper: A Text Message a Day Keeps the Pulmonologist Away This paper encourages the use of ubiquitous technology for the primary stakeholder, and promotes designing technology to both replicate and extend results by using a social theory of behavior change.
Paper: The Many Faces of Facebook: Experiencing Social Media as Performance, Exhibition, and Personal Archive We bring new perspectives to the design of social media by drawing from Goffman’s theatrical metaphor and Hogan’s exhibition approach to explore how people manage social media data over time.
Paper: AutoGami: A Low-cost Rapid Prototyping Toolkit for Automated Movable Paper Craft We presents a systematic analysis of the design space for automated movable paper craft, and developed a low-cost rapid prototyping toolkit for automated movable paper craft using the technology of selective inductive power transmission.
Paper: Mobile Advertising: Evaluating the Effects of Animation, User and Content Relevance Study on animation, user and content relevance on mobile ads. Results indicate personal relevance leads to better experiences, content relevance to better ad recall and blinking animation affects user experience.
Paper: Design Research by Proxy: using Children as Researchers to gain Contextual Knowledge about User Experience. This paper explores the use of participants as research collaborators in contextual user research. A case study was conducted to investigate if and how children can perform as research collaborators.