This Volume 3 of conference proceedings contains 69 papers. Topics discussed include human performance points, web design, motion and estimation, sensible navigation search, structuring software, tangible interfaces, ...
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This Volume 3 of conference proceedings contains 69 papers. Topics discussed include human performance points, web design, motion and estimation, sensible navigation search, structuring software, tangible interfaces, three dimensional navigation, information scent and public displays.
Given the importance of our non-human companions, do we not want to extend social media to our non-human co-species? If "human computer interfaces" should be designed for "anyone.anywhere." (the t...
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ISBN:
(纸本)9781605582474
Given the importance of our non-human companions, do we not want to extend social media to our non-human co-species? If "human computer interfaces" should be designed for "anyone.anywhere." (the theme of chi2001), then why not for all species? Recent pioneering efforts have shown that computer mediated interactions between humans and dogs, cats, chickens, cows, hamsters, and other species are technically possible. These efforts excite the imagination and challenge our understanding the basic nature of computer mediated interaction.
Direct manipulation involves a large number of interacting psychological mechanisms that make the performance of a given interface hard to predict on intuitive or informal grounds. This paper applies cognitive modelin...
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ISBN:
(纸本)9781581133271
Direct manipulation involves a large number of interacting psychological mechanisms that make the performance of a given interface hard to predict on intuitive or informal grounds. This paper applies cognitive modeling to explain the subtle effects produced by using a keypad versus a touchscreen in a performance-critical laboratory task.
Group meetings and other non-desk situations require that people be able to interact at a distance from a display surface. This paper describes a technique using a laser pointer and a camera to accomplish just such in...
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ISBN:
(纸本)9781581133271
Group meetings and other non-desk situations require that people be able to interact at a distance from a display surface. This paper describes a technique using a laser pointer and a camera to accomplish just such interactions. Calibration techniques are given to synchronize the display and camera coordinates. A series of interactive techniques are described for navigation and entry of numbers, times, dates, text, enumerations and lists of items. The issues of hand jitter, detection error, slow sampling and latency are discussed in each of the interactive techniques.
This is a perspective paper on community networks - sociotechnical infrastructures supporting villages, towns, and neighborhoods. Community networking is well-established, world wide, and addresses critical societal i...
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ISBN:
(纸本)9781581133271
This is a perspective paper on community networks - sociotechnical infrastructures supporting villages, towns, and neighborhoods. Community networking is well-established, world wide, and addresses critical societal issues, such as the "crisis of community" and the sociality of the Internet. However, community network projects have not emphasized evaluation. Relatively little is known about the economic, social, and psychological consequences of community networks for the individuals, groups, and communities served. Evaluating community networks is a momentous mutual opportunity for the development of chi evaluation methodologies and for bringing technical chi expertise to bear on societal issues.
As a more diverse population of users moves online, understanding how to help those groups work together and leverage their diverse skills poses a significant challenge for human-computer interaction. This paper prese...
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ISBN:
(纸本)9781581133271
As a more diverse population of users moves online, understanding how to help those groups work together and leverage their diverse skills poses a significant challenge for human-computer interaction. This paper presents a case study of the design of an online community that supports kids interviewing elders to build up a shared database of oral history. Two pilot studies with existing technology are presented, and a software design based on those studies is described. In addition, a formative evaluation of the software is discussed, along with future work. This work shows the value of prototyping with existing technology in order to uncover user needs in an online environment.
Quiet Calls is a technology allowing mobile telephone users to respond to telephone conversations without talking aloud. QC-Hold, a Quiet Calls prototype, combines three buttons for responding to calls with a PDA/mobi...
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ISBN:
(纸本)9781581133271
Quiet Calls is a technology allowing mobile telephone users to respond to telephone conversations without talking aloud. QC-Hold, a Quiet Calls prototype, combines three buttons for responding to calls with a PDA/mobile phone unit to silently send pre-recorded audio directly into the phone. This permits a mixed-mode communication where callers in public settings use a quiet means of communication, and other callers experience a voice telephone call. An evaluation of QC-Hold shows that it is easily used and suggests ways in which Quiet Calls offers a new form of communication, extending the choices offered by synchronous phone calling and asynchronous voicemail.
The Internet has dramatically changed how people sell and buy goods. In recent years we have seen the emergence of electronic marketplaces that leverage information technology to create more efficient markets (e.g., o...
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ISBN:
(纸本)9781581133271
The Internet has dramatically changed how people sell and buy goods. In recent years we have seen the emergence of electronic marketplaces that leverage information technology to create more efficient markets (e.g., online auctions) to bring together buyers and sellers with greater effectiveness at a massive scale. Despite the growing interest in and importance of such marketplaces, our understanding of how the design of the marketplace affects its use is still quite limited. This paper presents a detailed case study of a currently operational massive scale online auction marketplace. The main focus is to gain initial insights into the effects of the design of the marketplace. The results of the study point to several important considerations and implications not only for the design of online marketplaces but also for the design of large-scale websites where effective locating of information is key to user success.
A growing social problem in the U.S., and elsewhere, is supporting older adults who want to continue living independently, as opposed to moving to an institutional care setting. One key part of this complex problem is...
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ISBN:
(纸本)9781581133271
A growing social problem in the U.S., and elsewhere, is supporting older adults who want to continue living independently, as opposed to moving to an institutional care setting. One key part of this complex problem is providing awareness of senior adults' day-to-day activities, promoting peace of mind for extended family members. In this paper, we introduce the concept of a digital family portrait that provides qualitative visualizations of a family member's daily life. Leveraging a familiar household object, the picture frame, our design populates the frame with iconic imagery summarizing 28 days. In a final implementation, the digital family portrait would gather information from sensors in the home.
On the Web, users typically forage for information by navigating from page to page along Web links. Their surfing patterns or actions are guided by their information needs. Researchers need tools to explore the comple...
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ISBN:
(纸本)1581133278
On the Web, users typically forage for information by navigating from page to page along Web links. Their surfing patterns or actions are guided by their information needs. Researchers need tools to explore the complex interactions between user needs, user actions, and the structures and contents of the Web. In this paper, we describe two computational methods for understanding the relationship between user needs and user actions. First, for a particular pattern of surfing, we seek to infer the associated information need. Second, given an information need, and some pages as starting points, we attempt to predict the expected surfing patterns. The algorithms use a concept called "information scent", which is the subjective sense of value and cost of accessing a page based on perceptual cues. We present an empirical evaluation of these two algorithms, and show their effectiveness.
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