<?xml version="1.0" encoding="UTF-8"?>
<documents>
  <document>
    <docID>CHI10-001</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Estimating residual error rate in recognized handwritten documents using artificial error injection.


Both handwriting recognition systems and their users are error prone. Handwriting recognizers make recognition errors, and users may miss those errors when verifying output. As a result, it is common for recognized documents to contain residual errors. Unfortunately, in some application domains (e.g. health informatics), tolerance for residual errors in recognized handwriting may be very low, and a desire might exist to maximize user accuracy during verification. In this paper, we present a technique that allows us to measure the performance of a user verifying recognizer output. We inject artificial errors into a set of recognized handwritten forms and show that the rate of injected errors and recognition errors caught is highly correlated in real time. Systems supporting user verification can make use of this measure of user accuracy in a variety of ways. For example, they can force users to slow down or can highlight injected errors that were missed, thus encouraging users to take more care.</docText>
    <conference>CHI</conference>
    <term>Performance</term>
    <textkeyword5>documents</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>health</textkeyword5>
    <affiliation>University of Waterloo, Waterloo, ON, Canada</affiliation>
    <keyword>handwriting recognition</keyword>
    <author>Michael Terry</author>
    <author>Edward Lank</author>
    <year>2010</year>
    <author>Ryan Stedman</author>
    <keyword>artificial error</keyword>
    <keyword>residual error</keyword>
  </document>
  <document>
    <docID>CHI10-002</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Predicting the cost of error correction in character-based text entry technologies.


Researchers have developed many models to predict and understand human performance in text entry. Most of the models are specific to a technology or fail to account for human factors and variations in system parameters, and the relationship between them. Moreover, the process of fixing errors and its effects on text entry performance has not been studied. Here, we first analyze real-life text entry error correction behaviors. We then use our findings to develop a new model to predict the cost of error correction for character-based text entry technologies. We validate our model against quantities derived from the literature, as well as with a user study. Our study shows that the predicted and observed cost of error correction correspond well. At the end, we discuss potential applications of our new model.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <keyword>cognitive models</keyword>
    <term>Measurement</term>
    <textkeyword5>text entry</textkeyword5>
    <keyword>text entry</keyword>
    <keyword>mobile phones</keyword>
    <affiliation>York University, Toronto, ON, Canada</affiliation>
    <keyword>error rates</keyword>
    <keyword>error correction</keyword>
    <keyword>prediction</keyword>
    <keyword>handheld devices</keyword>
    <author>Wolfgang Stuerzlinger</author>
    <year>2010</year>
    <author>Ahmed Sabbir Arif</author>
    <keyword>performance metric</keyword>
  </document>
  <document>
    <docID>CHI10-003</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>SHRIMP: solving collision and out of vocabulary problems in mobile predictive input with motion gesture.


Dictionary-based disambiguation (DBD) is a very popular solution for text entry on mobile phone keypads but suffers from two problems: 1. the resolution of encoding collision (two or more words sharing the same numeric key sequence) and 2. entering out-of-vocabulary (OOV) words. In this paper, we present SHRIMP, a system and method that addresses these two problems by integrating DBD with camera based motion sensing that enables the user to express preference through a tilting or movement gesture. SHRIMP (Small Handheld Rapid Input with Motion and Prediction) runs on camera phones equipped with a standard 12-key keypad. SHRIMP maintains the speed advantage of DBD driven predictive text input while enabling the user to overcome DBD collision and OOV problems seamlessly without even a mode switch. An initial empirical study demonstrates that SHRIMP can be learned very quickly, performed immediately faster than MultiTap and handled OOV words more efficiently than DBD.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>empirical study</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <author>Shumin Zhai</author>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>gestures</textkeyword5>
    <keyword>gestures</keyword>
    <keyword>text input</keyword>
    <textkeyword5>text entry</textkeyword5>
    <keyword>mobile devices</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>mobile phones</keyword>
    <textkeyword5>handheld</textkeyword5>
    <author>John Canny</author>
    <keyword>camera phones</keyword>
    <keyword>multitap</keyword>
    <keyword>T9</keyword>
    <textkeyword5>text input</textkeyword5>
    <author>Jingtao Wang</author>
    <year>2010</year>
    <keyword>dictionary-based disambiguation</keyword>
    <keyword>predictive input</keyword>
  </document>
  <document>
    <docID>CHI10-004</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Reactive information foraging for evolving goals.


Information foraging models have predicted the navigation paths of people browsing the web and (more recently) of programmers while debugging, but these models do not explicitly model users' goals evolving over time. We present a new information foraging model called PFIS2 that does model information seeking with potentially evolving goals. We then evaluated variants of this model in a field study that analyzed programmers' daily navigations over a seven-month period. Our results were that PFIS2 predicted users' navigation remarkably well, even though the goals of navigation, and even the information landscape itself, were changing markedly during the pursuit of information.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Experimentation</term>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <textkeyword5>browsing</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>information foraging</textkeyword5>
    <keyword>field study</keyword>
    <textkeyword5>field study</textkeyword5>
    <keyword>programming</keyword>
    <textkeyword5>debugging</textkeyword5>
    <affiliation>Oregon State University, Corvallis, OR, USA</affiliation>
    <keyword>information foraging theory</keyword>
    <author>Margaret Burnett</author>
    <author>Joseph Lawrance</author>
    <author>Rachel Bellamy</author>
    <textkeyword5>information seeking</textkeyword5>
    <year>2010</year>
    <author>Christopher Bogart</author>
    <author>Calvin Swart</author>
  </document>
  <document>
    <docID>CHI10-005</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>How does search behavior change as search becomes more difficult?


Search engines make it easy to check facts online, but finding some specific kinds of information sometimes proves to be difficult. We studied the behavioral signals that suggest that a user is having trouble in a search task. First, we ran a lab study with 23 users to gain a preliminary understanding on how users' behavior changes when they struggle finding the information they're looking for. The observations were then tested with 179 participants who all completed an average of 22.3 tasks from a pool of 100 tasks. The large-scale study provided quantitative support for our qualitative observations from the lab study. When having difficulty in finding information, users start to formulate more diverse queries, they use advanced operators more, and they spend a longer time on the search result page as compared to the successful tasks. The results complement the existing body of research focusing on successful search strategies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>search</textkeyword5>
    <affiliation>Google, Mountain View, CA, USA</affiliation>
    <author>Anne Aula</author>
    <keyword>web search</keyword>
    <keyword>search strategies</keyword>
    <author>Zhiwei Guan</author>
    <year>2010</year>
    <keyword>search engines</keyword>
    <author>Rehan M. Khan</author>
    <keyword>behavioral signals</keyword>
    <keyword>difficult search tasks</keyword>
  </document>
  <document>
    <docID>CHI10-006</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Effects of popularity and quality on the usage of query suggestions during information search.


Many search systems provide users with recommended queries during online information seeking. Although usage statistics are often used to recommend queries, this information is usually not displayed to the user. In this study, we investigate how the presentation of this information impacts use of query suggestions. Twenty-three subjects used an experimental search system to find documents about four topics. Eight query suggestions were provided for each topic: four were high quality queries and four were low quality queries. Fake usage information indicating how many other people used the queries was also provided. For half the queries this information was high and for the other half this information was low. Results showed that subjects could distinguish between high and low quality queries and were not influenced by the usage information. Qualitative data revealed that subjects felt favorable about the suggestions, but the usage information was less important for the search task used in this study.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <keyword>social search</keyword>
    <affiliation>University of North Carolina at Chapel Hill, Chapel Hill, NC, USA</affiliation>
    <textkeyword5>information seeking</textkeyword5>
    <year>2010</year>
    <keyword>search behavior</keyword>
    <author>Diane Kelly</author>
    <author>Amber Cushing</author>
    <author>Maureen Dostert</author>
    <author>Xi Niu</author>
    <author>Karl Gyllstrom</author>
    <keyword>query popularity</keyword>
    <keyword>query quality</keyword>
    <keyword>query recommendation</keyword>
    <keyword>query suggestion</keyword>
    <keyword>usage</keyword>
  </document>
  <document>
    <docID>CHI10-007</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Space to think: large high-resolution displays for sensemaking.


Space supports human cognitive abilities in a myriad of ways. The note attached to the side of the monitor, the papers spread out on the desk, diagrams scrawled on a whiteboard, and even the keys left out on the counter are all examples of using space to recall, reveal relationships, and think. Technological advances have made it possible to construct large display environments in which space has real meaning. This paper examines how increased space affects the way displays are regarded and used within the context of the cognitively demanding task of sensemaking. A pair of studies were conducted demonstrating how the spatial environment supports sensemaking by becoming part of the distributed cognitive process, providing both external memory and a semantic layer.</docText>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <textkeyword5>large displays</textkeyword5>
    <textkeyword5>sensemaking</textkeyword5>
    <keyword>high-resolution displays</keyword>
    <author>Chris North</author>
    <year>2010</year>
    <author>Christopher Andrews</author>
    <author>Alex Endert</author>
    <keyword>large</keyword>
  </document>
  <document>
    <docID>CHI10-008</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Effects of interior bezels of tiled-monitor large displays on visual search, tunnel steering, and target selection.


Tiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how inte-rior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>selection</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <keyword>visual search</keyword>
    <textkeyword5>visual search</textkeyword5>
    <author>Ravin Balakrishnan</author>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <textkeyword5>large displays</textkeyword5>
    <keyword>target selection</keyword>
    <author>Xiaojun Bi</author>
    <year>2010</year>
    <author>Seok-Hyung Bae</author>
    <keyword>interior bezels</keyword>
    <keyword>tiled-monitor large display</keyword>
    <keyword>tunnel steering</keyword>
  </document>
  <document>
    <docID>CHI10-009</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Let's go from the whiteboard: supporting transitions in work through whiteboard capture and reuse.


The use of whiteboards is pervasive across a wide range of work domains. But some of the qualities that make them successful--an intuitive interface, physical working space, and easy erasure--inherently make them poor tools for archival and reuse. If whiteboard content could be made available in times and spaces beyond those supported by the whiteboard alone, how might it be appropriated? We explore this question via ReBoard, a system that automatically captures whiteboard images and makes them accessible through a novel set of user-centered access tools. Through the lens of a seven week workplace field study, we found that by enabling new workflows, ReBoard increased the value of whiteboard content for collaboration.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <keyword>whiteboards</keyword>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>reuse</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <author>Gene Golovchinsky</author>
    <author>Scott Carter</author>
    <author>Jacob T. Biehl</author>
    <keyword>workflow</keyword>
    <year>2010</year>
    <author>Stacy Branham</author>
    <keyword>information reuse and sharing</keyword>
  </document>
  <document>
    <docID>CHI10-010</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Multitasking and monotasking: the effects of mental workload on deferred task interruptions.


Recent research has found that forced interruptions at points of higher mental workload are more disruptive than at points of lower workload. This paper investigates a complementary idea: when users experience deferrable interruptions at points of higher workload, they may tend to defer processing of the interruption until times of lower workload. In an experiment, users performed a mail-browser primary task while being occasionally interrupted by a secondary chat task, evenly distributed between points of higher and lower workload. Analysis showed that 94% of the time, users switched to the interrupting task during periods of lower workload, versus only 6% during periods of higher workload. The results suggest that when interruptions can be deferred, users have a strong tendency to ''monotask'' until primary-task mental workload has been minimized.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>experiment</textkeyword5>
    <keyword>attention</keyword>
    <author>Dario D. Salvucci</author>
    <keyword>interruption</keyword>
    <textkeyword5>interruption</textkeyword5>
    <keyword>chat</keyword>
    <textkeyword5>chat</textkeyword5>
    <textkeyword5>multitasking</textkeyword5>
    <affiliation>Drexel University, Philadelphia, PA, USA</affiliation>
    <keyword>multitasking</keyword>
    <author>Peter Bogunovich</author>
    <keyword>instant messaging (IM)</keyword>
    <year>2010</year>
    <keyword>problem state</keyword>
  </document>
  <document>
    <docID>CHI10-011</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>On reconstruction of task context after interruption.


Theoretical accounts of task resumption after interruption have almost exclusively argued for resumption as a primarily memory-based process. In contrast, for many task domains, resumption can more accurately be represented in terms of a process of reconstruction-perceptual re-encoding of the information necessary to perform the task. This paper discusses a theoretical, computational framework in which one can represent these reconstruction processes and account for aspects of performance, such as measures of resumption lag. The paper also describes computational models of two sample task domains that illustrate the sometimes complex relationship between reconstruction and more general human cognitive, perceptual, and motor processes.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>context</textkeyword5>
    <keyword>attention</keyword>
    <author>Dario D. Salvucci</author>
    <keyword>interruption</keyword>
    <textkeyword5>interruption</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <affiliation>Drexel University, Philadelphia, PA, USA</affiliation>
    <keyword>multitasking</keyword>
    <year>2010</year>
    <keyword>problem state</keyword>
  </document>
  <document>
    <docID>CHI10-012</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Evaluating cues for resuming interrupted programming tasks.


Developers, like all modern knowledge workers, are frequently interrupted and blocked in their tasks. In this paper we present a contextual inquiry into developers' current strategies for resuming interrupted tasks and investigate the effect of automated cues on improving task resumption. We surveyed 371 programmers on the nature of their tasks, interruptions, task suspension and resumption strategies and found that they rely heavily on note-taking across several types of media. We then ran a controlled lab study to compare the effects of two different automated cues to note taking when resuming interrupted programming tasks. The two cues differed in (1) whether activities were summarized in aggregate or presented chronologically and (2) whether activities were presented as program symbols or as code snippets. Both cues performed well: developers using either cue completed their tasks with twice the success rate as those using note-taking alone. Despite the similar performance of the cues, developers strongly preferred the cue that presents activities chronologically as code snippets.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>programming</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>note-taking</textkeyword5>
    <keyword>interruption</keyword>
    <textkeyword5>interruption</textkeyword5>
    <author>Robert DeLine</author>
    <year>2010</year>
    <author>Chris Parnin</author>
    <keyword>cues</keyword>
    <keyword>task resumption</keyword>
  </document>
  <document>
    <docID>CHI10-013</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Multitasking bar: prototype and evaluation of introducing the task concept into a browser.


This paper clarifies two common patterns of multitasking on the Web, namely Multiple Tasks (MT) and Multiple Session Task (MST). To support both of these, the task concept needs to be introduced into a browser. An online pilot survey has revealed which attributes of the task concept are most significant to Web users and as a result a simple prototype, the Multitasking Bar (MB), is proposed based on these findings. The MB copes with the multitasking needs of both MT and MST in the browser by providing functions for task related Web page management and task schedule management. A two-session controlled experiment has been conducted to evaluate the MB and to compare user performance and experience when multitasking on the Web with and without support for MT and MST. Results show that support for both MST and MT significantly improves user task performance efficiency and greatly enhances the user experience when multitasking on the Web.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>experiment</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>survey</textkeyword5>
    <keyword>revisitation</keyword>
    <textkeyword5>multitasking</textkeyword5>
    <keyword>multitasking</keyword>
    <textkeyword5>user experience</textkeyword5>
    <keyword>task</keyword>
    <keyword>browser</keyword>
    <year>2010</year>
    <author>Qing Wang</author>
    <author>Huiyou Chang</author>
    <affiliation>Sun Yat-Sen University, Guangzhou, China</affiliation>
    <keyword>multiple sessions task</keyword>
  </document>
  <document>
    <docID>CHI10-014</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Across boundaries of influence and accountability: the multiple scales of public sector information systems.


The use of ICTs in the public sector has long been touted for its potential to transform the institutions that govern and provide social services. The focus, however, has largely been on systems that are used within particular scales of the public sector, such as at the scale of state or national government, the scale of regional or municipal entity, or at the scale of local service providers. The work presented here takes aim at examining ICT use that crosses these scales of influence and accountability. We report on a year long ethnographic investigation conducted at a variety of social service outlets to understand how a shared information system crosses the boundaries of these very distinct organizations. We put forward that such systems are central to the work done in the public sector and represent a class of collaborative work that has gone understudied.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Management</term>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>W. Keith Edwards</author>
    <keyword>field study</keyword>
    <author>Christopher A. Le Dantec</author>
    <year>2010</year>
    <keyword>cooperative work</keyword>
    <keyword>organizational bound- aries</keyword>
    <keyword>public sector</keyword>
  </document>
  <document>
    <docID>CHI10-015</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A case study of micro-blogging in the enterprise: use, value, and related issues.


This is a case study about the early adoption and use of micro-blogging in a Fortune 500 company. The study used several independent data sources: five months of empirical micro-blogging data, user demographic information from corporate HR records, a web based survey, and targeted interviews. The results revealed that users vary in their posting activities, reading behaviors, and perceived benefits. The analysis also identified barriers to adoption, such as the noise-to-value ratio paradoxes. The findings can help both practitioners and scholars build an initial understanding of how knowledge workers are likely to use micro-blogging in the enterprise.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>interviews</textkeyword5>
    <keyword>social media</keyword>
    <textkeyword5>survey</textkeyword5>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <author>Yan Qu</author>
    <keyword>enterprise</keyword>
    <year>2010</year>
    <keyword>micro-blogging</keyword>
    <author>Jun Zhang</author>
    <author>Jane Cody</author>
    <author>Yulingling Wu</author>
    <affiliation>Pitney Bowes Inc. , Shelton, CT, USA</affiliation>
    <affiliation>Pitney Bowes Inc., Shelton, CT, USA</affiliation>
    <keyword>twitter</keyword>
    <keyword>yammer</keyword>
  </document>
  <document>
    <docID>CHI10-016</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Student socialization in the age of facebook.


Most research regarding online social networks such as Facebook, MySpace, Linked-In and Friendster has looked at these networks in terms of activity within the online network, such as profile management and friending behavior. In this paper we are instead focusing on offline socializing structures around an online social network (exemplified by Facebook) and how this can facilitate in-person social life for students. Because students lead nomadic lives, they find Facebook a particularly useful tool for initiating and managing social gatherings, and as they adopt mobile technologies that can access online social networks, their ad-hoc social life is further enabled. We conclude that online social networks are a powerful tool for encouraging peripheral friendships, important in particular to students. We emphasize that the use of online social networks must be viewed from a perspective of use that involves both mobile and stationary platforms and that it is important to relate online and offline social practices.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <keyword>ubiquitous computing</keyword>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <affiliation>University of California, San Diego, San Diego, CA, USA</affiliation>
    <textkeyword5>facebook</textkeyword5>
    <keyword>social networking</keyword>
    <keyword>mobile applications</keyword>
    <keyword>facebook</keyword>
    <author>Louise Barkhuus</author>
    <year>2010</year>
    <author>Juliana Tashiro</author>
  </document>
  <document>
    <docID>CHI10-017</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Independence and interaction: understanding seniors' privacy and awareness needs for aging in place.


As America's baby boom population gets older, aging in place -- the idea that seniors can remain independent in a comfortable home environment while being monitored and receiving care from family and caregivers living elsewhere -- has received significant attention. Fostering a sense of independence while simultaneously enabling monitoring and frequent interaction can seem paradoxical, however. This raises questions of how we can design technologies that help seniors retain their independence and a sense of comfort, while still interacting with and being monitored regularly by others. We present results from an interview study of 30 seniors, caregivers and relatives in which we sought to understand how they managed their interactions, availability, privacy and independence. Results suggest that they rely on attributes of the physical environment, temporal structures such as routine conversations and activities, and technological mediation.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>awareness</keyword>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>home</textkeyword5>
    <keyword>home</keyword>
    <keyword>privacy</keyword>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <textkeyword5>families</textkeyword5>
    <keyword>seniors</keyword>
    <author>Jeremy Birnholtz</author>
    <year>2010</year>
    <author>McKenzie Jones-Rounds</author>
    <keyword>aging in place</keyword>
  </document>
  <document>
    <docID>CHI10-018</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Contravision: exploring users' reactions to futuristic technology.


How can we best explore the range of users' reactions when developing future technologies that may be controversial, such as personal healthcare systems? Our approach -- ContraVision -- uses futuristic videos, or other narrative forms, that convey either negative or positive aspects of the proposed technology for the same scenarios. We conducted a user study to investigate what range of responses the different versions elicited. Our findings show that the use of two systematically comparable representations of the same technology can elicit a wider spectrum of reactions than a single representation can. We discuss why this is so and the value of obtaining breadth in user feedback for potentially controversial technologies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <keyword>narrative</keyword>
    <textkeyword5>narrative</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <keyword>representations</keyword>
    <keyword>user study</keyword>
    <author>Yvonne Rogers</author>
    <affiliation>The Open University, Milton Keynes, United Kingdom</affiliation>
    <textkeyword5>health care</textkeyword5>
    <affiliation>University of Bath, Bath, United Kingdom</affiliation>
    <keyword>video</keyword>
    <author>Adam N. Joinson</author>
    <year>2010</year>
    <author>Clara Mancini</author>
    <author>Arosha K. Bandara</author>
    <author>Tony Coe</author>
    <author>Lukasz Jedrzejczyk</author>
    <author>Blaine A. Price</author>
    <author>Keerthi Thomas</author>
    <author>Bashar Nuseibeh</author>
    <affiliation>Two Cats Can, Milton Keynes, United Kingdom</affiliation>
    <affiliation>University of Limerick, Limerick, Ireland</affiliation>
    <keyword>contravision</keyword>
    <keyword>personal technology</keyword>
    <keyword>pervasive healthcare</keyword>
  </document>
  <document>
    <docID>CHI10-019</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>I don't mind being logged, but want to remain in control: a field study of mobile activity and context logging.


People have a natural tendency to capture and share their experiences via stories, photos and other mementos. As users are increasingly carrying the enabling devices with them, capturing life events is becoming more spontaneous. The automatic and persistent collecting of information about one's life and behavior is called lifelogging. Lifelogging relieves the user from manually capturing events but also poses many challenges from the user's perspective. We conducted a field study to explore the user experience of mobile phone activity and context logging, a technically feasible form of lifelogging. Our results indicate that users quickly stop to pay attention to the logging, but they want to be in control of logging the most private information. Although logging personal content, such as text messages, is experienced as a possible privacy threat, browsing the content and getting insight to the revealed life patterns was considered interesting and fun.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <affiliation>University of Tampere, Tampere, Finland</affiliation>
    <keyword>user experience</keyword>
    <textkeyword5>privacy</textkeyword5>
    <keyword>field study</keyword>
    <textkeyword5>field study</textkeyword5>
    <affiliation>Nokia Research Center, Finland</affiliation>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>user experience</textkeyword5>
    <keyword>context</keyword>
    <keyword>lifelogging</keyword>
    <year>2010</year>
    <author>Kaisa Väänänen-Vainio-Mattila</author>
    <author>Tuula Kärkkäinen</author>
    <author>Tuomas Vaittinen</author>
    <keyword>mobile phone activity</keyword>
  </document>
  <document>
    <docID>CHI10-020</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Catalyzing social support for breast cancer patients.


Social support is a critical, yet underutilized resource when undergoing cancer care. Underutilization occurs in two conditions: (a) when patients fail to seek out information, material assistance, and emotional support from family and friends or (b) when family and friends fail to meet the individualized needs and preferences of patients. Social networks are most effective when kept up to date on the patient's status, yet updating everyone takes effort that patients cannot always put in. To improve this situation, we describe the results of our participatory design activities with breast cancer patients. During this process, we uncovered the information a social network needs to stay informed as well as a host of barriers to social support that technology could help break down. Our resulting prototype, built using Facebook Connect, includes explicit features to reduce these barriers and thus, promote the healthy outcomes associated with strong social support.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>participatory design</keyword>
    <textkeyword5>social networks</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <textkeyword5>families</textkeyword5>
    <textkeyword5>facebook</textkeyword5>
    <keyword>social networks</keyword>
    <textkeyword5>participatory design</textkeyword5>
    <year>2010</year>
    <author>Meredith M. Skeels</author>
    <author>Wanda Pratt</author>
    <author>Chris Powell</author>
    <author>Kenton T. Unruh</author>
    <keyword>health consumers</keyword>
  </document>
  <document>
    <docID>CHI10-021</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Transforming clinic environments into information workspaces for patients.


Although clinic environments are a primary location for exchanging information with clinicians, patients experience these spaces as harsh environments to access, use, exchange, and manage information. In this paper, we present results from an ethnographic-inspired study of breast cancer patients actively interacting with information in clinic environments. Through observations and interviews, we observed information interactions in awkward physical positions; inefficient use of existing clinical space; separation of patients from their information and lack of support for collaborative document viewing. These factors compromised patients' abilities to manage their information work when they experienced bursts of information exchange, lack of advance information, fragmented attention, and heightened stress in clinic environments. To overcome these challenges, we identify formative strategies to focus attention, encourage collaboration, and improve communication in clinical settings.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>CSCW</keyword>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <keyword>collaboration</keyword>
    <keyword>medical informatics</keyword>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>surface computing</keyword>
    <year>2010</year>
    <author>Meredith M. Skeels</author>
    <author>Wanda Pratt</author>
    <author>Andrea Civan-Hartzler</author>
    <keyword>personal health informatics</keyword>
    <author>Kenton T. Unruh</author>
  </document>
  <document>
    <docID>CHI10-022</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Blowing in the wind: unanchored patient information work during cancer care.


Patients do considerable information work. Technologies that help patients manage health information so they can play active roles in their health-care, such as personal health records, provide patients with effective support for focused and sustained personal health tasks. Yet, little attention has been paid to patients' needs for information management support while on the go and away from their personal health information collections. Through a qualitative field study, we investigated the information work that breast cancer patients do in such 'unanchored settings'. We report on the types of unanchored information work that patients do over the course of cancer treatment, reasons this work is challenging, and strategies used by patients to overcome those challenges. Our description of unanchored patient information work expands our understanding of patients' information practices and points to valuable design directions for supporting critical but unmet needs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>attention</textkeyword5>
    <keyword>user study</keyword>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Predrag Klasnja</author>
    <keyword>mobile computing</keyword>
    <year>2010</year>
    <author>Wanda Pratt</author>
    <author>Andrea Civan-Hartzler</author>
    <keyword>personal health informatics</keyword>
    <author>Kenton T. Unruh</author>
  </document>
  <document>
    <docID>CHI10-023</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Crowdsourcing graphical perception: using mechanical turk to assess visualization design.


Understanding perception is critical to effective visualization design. With its low cost and scalability, crowdsourcing presents an attractive option for evaluating the large design space of visualizations; however, it first requires validation. In this paper, we assess the viability of Amazon's Mechanical Turk as a platform for graphical perception experiments. We replicate previous studies of spatial encoding and luminance contrast and compare our results. We also conduct new experiments on rectangular area perception (as in treemaps or cartograms) and on chart size and gridline spacing. Our results demonstrate that crowdsourced perception experiments are viable and contribute new insights for visualization design. Lastly, we report cost and performance data from our experiments and distill recommendations for the design of crowdsourced studies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <keyword>information visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <keyword>evaluation</keyword>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <keyword>user study</keyword>
    <keyword>crowdsourcing</keyword>
    <author>Jeffrey Heer</author>
    <keyword>graphical perception</keyword>
    <keyword>mechanical turk</keyword>
    <keyword>experimentation</keyword>
    <year>2010</year>
    <author>Michael Bostock</author>
  </document>
  <document>
    <docID>CHI10-024</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>ManyNets: an interface for multiple network analysis and visualization.


Traditional network analysis tools support analysts in studying a single network. ManyNets offers these analysts a powerful new approach that enables them to work on multiple networks simultaneously. Several thousand networks can be presented as rows in a tabular visualization, and then inspected, sorted and filtered according to their attributes. The networks to be displayed can be obtained by subdivision of larger networks. Examples of meaningful subdivisions used by analysts include ego networks, community extraction, and time-based slices. Cell visualizations and interactive column overviews allow analysts to assess the distribution of attributes within particular sets of networks. Details, such as traditional node-link diagrams, are available on demand. We describe a case study analyzing a social network geared towards film recommendations by means of decomposition. A small usability study provides feedback on the use of the interface on a set of tasks issued from the case study.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <keyword>information visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <author>Catherine Plaisant</author>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <keyword>interaction</keyword>
    <author>Jennifer Golbeck</author>
    <keyword>graphical user interfaces</keyword>
    <author>Ben Shneiderman</author>
    <year>2010</year>
    <author>Manuel Freire</author>
    <keyword>exploratory analysis</keyword>
    <keyword>network analysis</keyword>
    <keyword>table interface</keyword>
  </document>
  <document>
    <docID>CHI10-025</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A comparative evaluation on tree visualization methods for hierarchical structures with large fan-outs.


Hierarchical structures with large fan-outs are hard to browse and understand. In the conventional node-link tree visualization, the screen quickly becomes overcrowded as users open nodes that have too many child nodes to fit in one screen. To address this problem, we propose two extensions to the conventional node-link tree visualization: a list view with a scrollbar and a multi-column interface. We compared them against the conventional tree visualization interface in a user study. Results show that users are able to browse and understand the tree structure faster with the multi-column interface than the other two interfaces. Overall, they also liked the multi-column better than others.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>visualization</textkeyword5>
    <keyword>evaluation</keyword>
    <keyword>browsing</keyword>
    <author>Bongshin Lee</author>
    <keyword>tree visualization</keyword>
    <year>2010</year>
    <author>Bohyoung Kim</author>
    <author>Jinwook Seo</author>
    <affiliation>Seoul National University, Seoul, South Korea</affiliation>
    <author>Hyunjoo Song</author>
    <keyword>large fan-outs</keyword>
    <keyword>multi-column layout</keyword>
    <keyword>revisit</keyword>
    <keyword>topology</keyword>
  </document>
  <document>
    <docID>CHI10-026</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The rogue in the lovely black dress: intimacy in world of warcraft.


In this paper we present a critical analysis of player accounts of intimacy and intimate experiences in the massively multiplayer online role-playing game World of Warcraft (WoW). Our analysis explores four characteristics that players articulated about their virtual intimate experiences: the permeability of intimacy across virtual and real worlds, the mundane as the origin of intimacy, the significance of reciprocity and exchange, and the formative role of temporality in shaping understandings and recollections of intimate experiences. We also consider the manifest ways that WoW's software features support and encourage these characteristics.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>virtual worlds</keyword>
    <affiliation>Indiana University, Bloomington, IN, USA</affiliation>
    <author>Jeffrey Bardzell</author>
    <keyword>intimacy</keyword>
    <textkeyword5>role-playing</textkeyword5>
    <keyword>sociability</keyword>
    <keyword>massively multiplayer online games</keyword>
    <textkeyword5>intimacy</textkeyword5>
    <year>2010</year>
    <author>Shaowen Bardzell</author>
    <author>Tyler Pace</author>
    <keyword>reciprocity</keyword>
    <keyword>world of warcraft</keyword>
  </document>
  <document>
    <docID>CHI10-027</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Physical activity motivating games: virtual rewards for real activity.


Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. We present a novel approach aimed at combating this problem in the context of computer games. Rather than explicitly changing the amount of physical and sedentary activity a person sets out to perform, we propose a new game design that leverages user engagement to generate out of game motivation to perform physical activity while playing. In our design, players gain virtual game rewards in return for real physical activity performed. Here we present and evaluate an application of our design to the game Neverball. We adapted Neverball by reducing the time allocated to accomplish the game tasks and motivated players to perform physical activity by offering time based rewards. An empirical evaluation involving 180 participants shows that the participants performed more physical activity, decreased the amount of sedentary playing time, and did not report a decrease in perceived enjoyment of playing the activity motivating version of Neverball.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>empirical evaluation</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <keyword>user study</keyword>
    <keyword>physical activity</keyword>
    <textkeyword5>physical activity</textkeyword5>
    <keyword>motivation</keyword>
    <keyword>game design</keyword>
    <year>2010</year>
    <keyword>serious games</keyword>
    <author>Shlomo Berkovsky</author>
    <author>Mac Coombe</author>
    <author>Jill Freyne</author>
    <author>Dipak Bhandari</author>
    <author>Nilufar Baghaei</author>
    <affiliation>CSIRO, Hobart, Australia</affiliation>
    <keyword>behavioural change</keyword>
  </document>
  <document>
    <docID>CHI10-028</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Understanding and evaluating cooperative games.


Cooperative design has been an integral part of many games. With the success of games like Left4Dead, many game designers and producers are currently exploring the addition of cooperative patterns within their games. Unfortunately, very little research investigated cooperative patterns or methods to evaluate them. In this paper, we present a set of cooperative patterns identified based on analysis of fourteen cooperative games. Additionally, we propose Cooperative Performance Metrics (CPM). To evaluate the use of these CPMs, we ran a study with a total of 60 participants, grouped in 2-3 participants per session. Participants were asked to play four cooperative games (Rock Band 2, Lego Star Wars, Kameo, and Little Big Planet). Videos of the play sessions were annotated using the CPMs, which were then mapped to cooperative patterns that caused them. Results, validated through inter-rater agreement, identify several effective cooperative patterns and lessons for future cooperative game designs.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>games</textkeyword5>
    <keyword>user experience</keyword>
    <keyword>engagement</keyword>
    <affiliation>Simon Fraser University</affiliation>
    <keyword>game design</keyword>
    <year>2010</year>
    <author>Magy Seif El-Nasr</author>
    <author>Bardia Aghabeigi</author>
    <author>David Milam</author>
    <author>Mona Erfani</author>
    <author>Beth Lameman</author>
    <author>Hamid Maygoli</author>
    <author>Sang Mah</author>
    <affiliation>New Media Research and Education, Vancouver, BC, Canada</affiliation>
    <affiliation>Bardel Entertianment, Vancouver, BC, Canada</affiliation>
    <keyword>cooperative game design</keyword>
    <keyword>cooperative patterns</keyword>
    <keyword>testing</keyword>
  </document>
  <document>
    <docID>CHI10-029</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Occlusion-aware interfaces.


We define occlusion-aware interfaces as interaction techniques which know what area of the display is currently occluded, and use this knowledge to counteract potential problems and/or utilize the hidden area. As a case study, we describe the Occlusion-Aware Viewer, which identifies important regions hidden beneath the hand and displays them in a non-occluded area using a bubble-like callout. To determine what is important, we use an application agnostic image processing layer. For the occluded area, we use a user configurable, real-time version of Vogel et al.'s [21] geometric model. In an evaluation with a simultaneous monitoring task, we find the technique can successfully mitigate the effects of occlusion, although issues with ambiguity and stability suggest further refinements. Finally, we present designs for three other occlusion-aware techniques for pop-ups, dragging, and a hidden widget.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>interaction techniques</textkeyword5>
    <author>Ravin Balakrishnan</author>
    <textkeyword5>ambiguity</textkeyword5>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <keyword>pen</keyword>
    <author>Daniel Vogel</author>
    <keyword>occlusion</keyword>
    <keyword>hand</keyword>
    <keyword>image processing</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-030</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>High-precision magnification lenses.


Focus+context interfaces provide in-place magnification of a region of the display, smoothly integrating the focus of attention into its surroundings. Two representations of the data exist simultaneously at two different scales, providing an alternative to classical pan &amp; zoom for navigating multi-scale interfaces. For many practical applications however, the magnification range of focus+context techniques is too limited. This paper addresses this limitation by exploring the quantization problem: the mismatch between visual and motor precision in the magnified region. We introduce three new interaction techniques that solve this problem by

integrating fast navigation and high-precision interaction in the magnified region. Speed couples precision to navigation speed. Key and Ring use a discrete switch between precision levels, the former using a keyboard modifier, the latter by decoupling the cursor from the lens' center. We report on three experiments showing that our techniques make interacting with lenses easier while increasing the range of practical magnification factors, and that performance can be further improved by integrating speed-dependent visual behaviors.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>navigation</keyword>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <affiliation>INRIA and LRI - University Paris-Sud &amp; CNRS, Orsay, France</affiliation>
    <author>Emmanuel Pietriga</author>
    <author>Caroline Appert</author>
    <author>Olivier Chapuis</author>
    <keyword>selection</keyword>
    <keyword>focus+context</keyword>
    <textkeyword5>focus+context</textkeyword5>
    <keyword>lenses</keyword>
    <year>2010</year>
    <keyword>quantization</keyword>
  </document>
  <document>
    <docID>CHI10-031</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Quasi-qwerty soft keyboard optimization.


It has been well understood that optimized soft keyboard layouts improve motor movement efficiency over the standard Qwerty layouts, but have the drawback of long initial visual search time for novice users. To ease the initial searching time on optimized soft keyboards, we explored "Quasi-Qwerty optimization" so that the resulting layouts are close to Qwerty. Our results show that a middle ground between the optimized but new, and the familiar (Qwerty) but inefficient does exist. We show that by allowing letters to move at most one step (key) away from their original positions on Qwerty in an optimization process, one can achieve about half of what free optimization could gain in movement efficiency. An experiment shows that due to users' familiarity with Qwerty, a layout with quasi Qwerty optimization could significantly reduce novice user's visual search time to a level between those of Qwerty and a freely optimized layout. The results in this work provide designers with a new quantitative understanding of the soft keyboard design space.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>search</textkeyword5>
    <author>Shumin Zhai</author>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>visual search</textkeyword5>
    <keyword>QWERTY</keyword>
    <keyword>soft keyboards</keyword>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <author>Xiaojun Bi</author>
    <keyword>touch screens</keyword>
    <keyword>optimization</keyword>
    <year>2010</year>
    <author>Barton A. Smith</author>
  </document>
  <document>
    <docID>CHI10-032</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>An unobtrusive behavioral model of "gross national happiness"


I analyze the use of emotion words for approximately 100 million Facebook users since September of 2007. "Gross national happiness" is operationalized as a standardized difference between the use of positive and negative words, aggregated across days, and present a graph of this metric. I begin to validate this metric by showing that positive and negative word use in status updates covaries with self-reported satisfaction with life (convergent validity), and also note that the graph shows peaks and valleys on days that are culturally and emotionally significant (face validity). I discuss the development and computation of this metric, argue that this metric and graph serves as a representation of the overall emotional health of the nation, and discuss the importance of tracking such metrics.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Verification</term>
    <keyword>emotion</keyword>
    <textkeyword5>emotion</textkeyword5>
    <affiliation>University of Oregon, Eugene, OR, USA</affiliation>
    <term>Measurement</term>
    <textkeyword5>health</textkeyword5>
    <textkeyword5>facebook</textkeyword5>
    <keyword>quantitative methods</keyword>
    <author>Adam D.I. Kramer</author>
    <keyword>facebook</keyword>
    <keyword>statistics</keyword>
    <keyword>psychology</keyword>
    <year>2010</year>
    <keyword>gross national happiness</keyword>
  </document>
  <document>
    <docID>CHI10-033</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The tower of Babel meets web 2.0: user-generated content and its applications in a multilingual context.


This study explores language's fragmenting effect on user-generated content by examining the diversity of knowledge representations across 25 different Wikipedia language editions. This diversity is measured at two levels: the concepts that are included in each edition and the ways in which these concepts are described. We demonstrate that the diversity present is greater than has been presumed in the literature and has a significant influence on applications that use Wikipedia as a source of world knowledge. We close by explicating how knowledge diversity can be beneficially leveraged to create "culturally-aware applications" and "hyperlingual applications".</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <textkeyword5>wikipedia</textkeyword5>
    <keyword>Wikipedia</keyword>
    <author>Darren Gergle</author>
    <affiliation>Northwestern University, Evanston, IL, USA</affiliation>
    <keyword>language</keyword>
    <keyword>semantic relatedness</keyword>
    <year>2010</year>
    <author>Brent Hecht</author>
    <keyword>explicit semantic analysis</keyword>
    <keyword>hyperlingual</keyword>
    <keyword>knowledge diversity</keyword>
    <keyword>multilingual</keyword>
  </document>
  <document>
    <docID>CHI10-034</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Indexicality of language and the art of creating treasures.


The indexicality of language refers to the linkage between the language and the situation of use for determining the meaning of what is being said. In this paper I describe how a player of a location-based treasure hunt game called geocaching uses indexicality of language in creating clues when hiding treasures. Based on this account, the skill, I argue, in creating an exciting treasure depends on understanding the disjunction between the context in which the clue is first interpreted and the context in which it receives its final meaning. An interesting clue should therefore contain both a literal or conventional meaning and a situated meaning, and the situated meaning should only arise when the player is close enough to the treasure.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Languages</term>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <keyword>field study</keyword>
    <keyword>GPS</keyword>
    <keyword>language</keyword>
    <keyword>location-based computing</keyword>
    <keyword>geocache</keyword>
    <keyword>context</keyword>
    <year>2010</year>
    <author>Matti J. Rantanen</author>
    <affiliation>Aalto University, Espoo, Finland</affiliation>
    <keyword>indexicality</keyword>
  </document>
  <document>
    <docID>CHI10-035</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Why pay? exploring how financial incentives are used for question &amp; answer.


Electronic commerce has enabled a number of online pay-for-answer services. However, despite commercial interest, we still lack a comprehensive understanding of how financial incentives support question asking and answering. Using 800 questions randomly selected from a pay-for-answer site, along with site usage statistics, we examined what factors impact askers' decisions to pay. We also explored how financial rewards affect answers, and if question pricing can help organize Q&amp;A exchanges for archival purposes. We found that askers' decisions are two-part--whether or not to pay and how much to pay. Askers are more likely to pay when requesting facts and will pay more when questions are more difficult. On the answer side, our results support prior findings that paying more may elicit a higher number of answers and answers that are longer, but may not elicit higher quality answers (as rated by the askers). Finally, we present evidence that questions with higher rewards have higher archival value, which suggests that pricing can be used to support archival use.</docText>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <textkeyword5>affect</textkeyword5>
    <author>Scott E. Hudson</author>
    <keyword>social computing</keyword>
    <author>Robert E. Kraut</author>
    <author>Gary Hsieh</author>
    <keyword>Q&amp;A</keyword>
    <textkeyword5>q&amp;a</textkeyword5>
    <keyword>question and answer</keyword>
    <keyword>market</keyword>
    <year>2010</year>
    <keyword>pay-for-answer</keyword>
  </document>
  <document>
    <docID>CHI10-036</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Hidden markets: UI design for a P2P backup application.


The Internet has allowed market-based systems to become increasingly pervasive. In this paper we explore the role of user interface (UI) design for these markets. Different UIs induce different mental models which in turn determine how users understand and interact with a market. Thus, the intersection of UI design and economics is a novel and important research area. We make three contributions at this intersection. First, we present a novel design paradigm which we call hidden markets. The primary goal of hidden markets is to hide as much of the market complexities as possible. Second, we explore this new design paradigm using one particular example: a P2P backup application. We explain the market underlying this system and provide a detailed description of the new UI we developed. Third, we present results from a formative usability study. Our findings indicate that a number of users could benefit from a market-based P2P backup system. Most users intuitively understood the give &amp; take principle as well as the bundle constraints of the market. However, the pricing aspect was difficult to discover/understand for many users and thus needs further investigation. Overall, the results are encouraging and show promise for the hidden market paradigm.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>Mary Czerwinski</author>
    <keyword>UI design</keyword>
    <term>Economics</term>
    <affiliation>Harvard University, Cambridge, MA, USA</affiliation>
    <author>Desney S. Tan</author>
    <year>2010</year>
    <author>Sven Seuken</author>
    <author>Kamal Jain</author>
    <keyword>economics</keyword>
    <keyword>market design</keyword>
    <keyword>p2p backup</keyword>
  </document>
  <document>
    <docID>CHI10-037</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Re-examining price as a predictor of answer quality in an online q&amp;a site.


Online question-answering services provide mechanisms for knowledge exchange by allowing users to ask and answer questions on a wide range of topics. A key question for designing such services is whether charging a price has an effect on answer quality. Two field experiments using one such service, Google Answers, offer conflicting answers to this question. To resolve this inconsistency, we re-analyze data from Harper et al. [5] and Chen et al. [2] to study the price effect in greater depth. Decomposing the price effect into two different levels yields results that reconcile those of the two field experiments. Specifically, we find that: (1) a higher price significantly increases the likelihood that a question receives an answer and (2) for questions that receive an answer, there is no significant price effect on answer quality. Additionally, we find that the rater background makes a difference in evaluating answer quality.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <keyword>information quality</keyword>
    <term>Measurement</term>
    <term>Economics</term>
    <keyword>online communities</keyword>
    <keyword>question-answering</keyword>
    <textkeyword5>q&amp;a</textkeyword5>
    <keyword>information exchange</keyword>
    <year>2010</year>
    <author>Grace YoungJoo Jeon</author>
    <author>Yong-Mi Kim</author>
    <author>Yan Chen</author>
    <keyword>knowledge market</keyword>
  </document>
  <document>
    <docID>CHI10-038</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Why users of yahoo!: answers do not answer questions.


Posing a question to an online question and answer community does not guarantee a response. Significant prior work has explored and identified members' motivations for contributing to communities of collective action (e.g., Yahoo! Answers); in contrast it is not well understood why members choose to not answer a question they have already read. To explore this issue, we surveyed 135 active members of Yahoo! Answers. We show that top and regular contributors experience the same reasons to not answer a question: subject nature and composition of the question; perception of how the questioner will receive, interpret and react to their response; and a belief that their response will lose its meaning and get lost in the crowd if too many responses have already been given. Informed by our results, we discuss opportunities to improve the efficacy of the question and answer process, and to encourage greater contributions through improved design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>motivation</textkeyword5>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <textkeyword5>community</textkeyword5>
    <keyword>community</keyword>
    <keyword>motivation</keyword>
    <author>Khai N. Truong</author>
    <keyword>Q&amp;A</keyword>
    <keyword>question and answer</keyword>
    <author>David Dearman</author>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-039</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Crosstrainer: testing the use of multimodal interfaces in situ.


We report the results of an exploratory 8-day field study of CrossTrainer: a mobile game with crossmodal audio and tactile feedback. Our research focuses on the longitudinal effects on performance with audio and tactile feedback, the impact of context such as location and situation on performance and personal modality preference. The results of this study indicate that crossmodal feedback can aid users in entering answers quickly and accurately using a variety of different widgets. Our study shows that there are times when audio is more appropriate than tactile and vice versa and for this reason devices should support both tactile and audio feedback to cover the widest range of environments, user preference, locations and tasks.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>multimodal</textkeyword5>
    <keyword>multimodal interaction</keyword>
    <term>Experimentation</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>multimodal interfaces</textkeyword5>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>tactile feedback</textkeyword5>
    <keyword>tactile feedback</keyword>
    <author>Stephen Brewster</author>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <author>Eve Hoggan</author>
    <keyword>crossmodal interaction</keyword>
    <keyword>mobile touchscreen interaction</keyword>
    <year>2010</year>
    <keyword>audio feedback</keyword>
  </document>
  <document>
    <docID>CHI10-040</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Newport: enabling sharing during mobile calls.


Newport is a collaborative application for sharing context (e.g. location) and content (e.g. photos and notes) during mobile phone calls. People can share during a phone call and sharing ends when the call ends. Newport also supports using a computer during a call to make it easier to share content from the phone or launch screen sharing if the caller is also at a computer. We describe Newport's system design and a formative evaluation with 12 participants to study their experience using Newport to share location, receive directions, share photos, and perform desktop sharing. Participants preferred using Newport to current methods for these tasks. They also preferred limiting sharing location to phone calls compared with publishing it continuously. Tying sharing to a phone call gives individuals a social sense of security, providing a mechanism for exchanging information with unknown people.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <keyword>collaboration</keyword>
    <author>A.J. Bernheim Brush</author>
    <textkeyword5>security</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>mobile phones</keyword>
    <keyword>sharing</keyword>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <year>2010</year>
    <author>Junius A. Gunaratne</author>
    <keyword>desktop sharing</keyword>
  </document>
  <document>
    <docID>CHI10-041</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Attractive phones don't have to work better: independent effects of attractiveness, effectiveness, and efficiency on perceived usability.


Participants sometimes rate products high in usability despite experiencing obvious usability problems (low effectiveness or efficiency). Is it possible that this occurs because high product attractiveness compensates for low effectiveness/efficiency? Previous research has not investigated the interplay between attractiveness, effectiveness, and efficiency to determine whether attractiveness accounts for additional variance in usability ratings beyond that which is explained by effectiveness and efficiency. The present research provides the first test of this idea. Using data from usability testing, we demonstrate that attractiveness, effectiveness, and efficiency each has an independent influence on usability ratings and, in the present research, attractiveness had the largest impact. We report results of quantitative analyses that suggest multiple mechanisms could be responsible for the relationship between attractiveness and usability.</docText>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>usability testing</textkeyword5>
    <term>Measurement</term>
    <keyword>aesthetics</keyword>
    <keyword>mobile phones</keyword>
    <keyword>attractiveness</keyword>
    <keyword>need for cognition</keyword>
    <year>2010</year>
    <author>Jeffrey M. Quinn</author>
    <author>Tuan Q. Tran</author>
    <affiliation>Sprint Nextel, Overland Park, KS, USA</affiliation>
    <keyword>sus</keyword>
    <keyword>system usability scale</keyword>
  </document>
  <document>
    <docID>CHI10-042</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Using reinforcement to strengthen users' secure behaviors.


Users have a strong tendency toward dismissing security dialogs unthinkingly. Prior research has shown that users' responses to security dialogs become significantly more thoughtful when dialogs are polymorphic, and that further improvements can be obtained when dialogs are also audited and auditors penalize users who give unreasonable responses. We contribute an Operant Conditioning model that fits these observations, and, inspired by the model, propose Security Reinforcing Applications (SRAs). SRAs seek to reward users' secure behavior, instead of penalizing insecure behavior. User studies show that SRAs improve users' secure behaviors and that behaviors strengthened in this way do not extinguish after a period of several weeks in which users do not interact with SRAs. Moreover, inspired by Social Learning theory, we propose Vicarious Security Reinforcement (VSR). A user study shows that VSR accelerates SRA benefits.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>theory</textkeyword5>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <affiliation>University of Pittsburgh, Pittsburgh, PA, USA</affiliation>
    <year>2010</year>
    <author>Ricardo Mark Villamarín-Salomón</author>
    <author>José Carlos Brustoloni</author>
    <keyword>audited dialogs</keyword>
    <keyword>context-sensitive guidance</keyword>
    <keyword>observational learning</keyword>
    <keyword>operant conditioning</keyword>
    <keyword>polymorphic dialogs</keyword>
    <keyword>security-reinforcing application</keyword>
    <keyword>social learning theory</keyword>
    <keyword>vicarious learning</keyword>
    <keyword>vicarious security reinforcement</keyword>
  </document>
  <document>
    <docID>CHI10-043</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Who falls for phish? a demographic analysis of phishing susceptibility and effectiveness of interventions.


In this paper we present the results of a roleplay survey instrument administered to 1001 online survey respondents to study both the relationship between demographics and phishing susceptibility and the effectiveness of several anti-phishing educational materials. Our results suggest that women are more susceptible than men to phishing and participants between the ages of 18 and 25 are more susceptible to phishing than other age groups. We explain these demographic factors through a mediation analysis. Educational materials reduced users' tendency to enter information into phishing webpages by 40% percent; however, some of the educational materials we tested also slightly decreased participants' tendency to click on legitimate links.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <term>Measurement</term>
    <textkeyword5>survey</textkeyword5>
    <author>Lorrie Faith Cranor</author>
    <term>Security</term>
    <keyword>role-playing</keyword>
    <textkeyword5>role-playing</textkeyword5>
    <keyword>survey</keyword>
    <keyword>phishing</keyword>
    <textkeyword5>phishing</textkeyword5>
    <keyword>mechanical turk</keyword>
    <author>Ponnurangam Kumaraguru</author>
    <keyword>user behavior</keyword>
    <year>2010</year>
    <author>Steve Sheng</author>
    <author>Julie S. Downs</author>
    <author>Mandy B. Holbrook</author>
    <affiliation>Indraprastha Institute of Information Technology , New Delhi, India</affiliation>
    <keyword>social engineering</keyword>
  </document>
  <document>
    <docID>CHI10-044</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The true cost of unusable password policies: password use in the wild.


HCI research published 10 years ago pointed out that many users cannot cope with the number and complexity of passwords, and resort to insecure workarounds as a consequence. We present a study which re-examined password policies and password practice in the workplace today.

32 staff members in two organisations kept a password diary for 1 week, which produced a sample of 196 passwords. The diary was followed by an interview which covered details of each password, in its context of use.

We find that users are in general concerned to maintain security, but that existing security policies are too inflexible to match their capabilities, and the tasks and contexts in which they operate. As a result, these password policies can place demands on users which impact negatively on their productivity and, ultimately, that of the organisation.

We conclude that, rather than focussing password policies on maximizing password strength and enforcing frequency alone, policies should be designed using HCI principles to help the user to set an appropriately strong password in a specific context of use.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <affiliation>University College London, London, United Kingdom</affiliation>
    <keyword>usable security</keyword>
    <keyword>passwords</keyword>
    <author>M. Angela Sasse</author>
    <year>2010</year>
    <author>Philip G. Inglesant</author>
    <keyword>password policy</keyword>
  </document>
  <document>
    <docID>CHI10-045</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Exploiting knowledge-in-the-head and knowledge-in-the-social-web: effects of domain expertise on exploratory search in individual and social search environments.


Our study compared how experts and novices performed exploratory search using a traditional search engine and a social tagging system. As expected, results showed that social tagging systems could facilitate exploratory search for both experts and novices. We, however, also found that experts were better at interpreting the social tags and generating search keywords, which made them better at finding information in both interfaces. Specifically, experts found more general information than novices by better interpretation of social tags in the tagging system; and experts also found more domain-specific information by generating more of their own keywords. We found a dynamic interaction between knowledge-in-the-head and knowledge-in-the-social-web that although information seekers are more and more reliant on information from the social Web, domain expertise is still important in guiding them to find and evaluate the information. Implications on the design of social search systems that facilitate exploratory search are also discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Performance</term>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>tagging</textkeyword5>
    <author>Wai-Tat Fu</author>
    <author>Thomas George Kannampallil</author>
    <keyword>exploratory search</keyword>
    <year>2010</year>
    <keyword>search behavior</keyword>
    <author>Ruogu Kang</author>
    <keyword>domain expertise</keyword>
  </document>
  <document>
    <docID>CHI10-046</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Interactive effects of age and interface differences on search strategies and performance.


We present results from an experiment that studied the information search behavior of younger and older adults in a medical decision-making task. To study how different combination of tasks and interfaces influenced search strategies and decision-making outcomes, we varied information structures of two interfaces and presented different task descriptions to participants. We found that younger adults tended to use different search strategies in different combination of tasks and interfaces, and older adults tended to use the same top-down strategies across conditions. We concluded that older adults were able to perform mental transformation of medical terms more effectively than younger adults. Thus older adults did not require changing strategies to maintain the same level of performance.</docText>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>web search</keyword>
    <author>Wai-Tat Fu</author>
    <author>Jessie Chin</author>
    <keyword>age differences</keyword>
    <keyword>cost-benefit analysis</keyword>
    <keyword>search strategies</keyword>
    <year>2010</year>
    <keyword>interface affordance</keyword>
    <keyword>knowledge structure</keyword>
  </document>
  <document>
    <docID>CHI10-047</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Children's roles using keyword search interfaces at home.


Children want to find information about their world, but there are barriers to finding what they seek. Young people have varying abilities to formulate multi-step queries and comprehend search results. Challenges in understanding where to type, confusion about what tools are available, and frustration with how to parse the results page all have led to a lack of perceived search success for children 7-11 years old. In this paper, we describe seven search roles children display as information seekers using Internet keyword interfaces, based on a home study of 83 children ages 7, 9, and 11. These roles are defined not only by the children's search actions, but also by who influences their searching, their perceived success, and trends in age and gender. These roles suggest a need for new interfaces that expand the notion of keywords, scaffold results, and develop a search culture among children.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>culture</textkeyword5>
    <textkeyword5>children</textkeyword5>
    <author>Allison Druin</author>
    <keyword>children</keyword>
    <textkeyword5>search</textkeyword5>
    <keyword>Internet</keyword>
    <textkeyword5>home</textkeyword5>
    <affiliation>Google, Mountain View, CA, USA</affiliation>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>gender</textkeyword5>
    <keyword>search</keyword>
    <keyword>query formulation</keyword>
    <author>Hilary Hutchinson</author>
    <year>2010</year>
    <author>Evan Golub</author>
    <author>Elizabeth Foss</author>
    <author>Leshell Hatley</author>
    <keyword>search engines</keyword>
    <keyword>search results</keyword>
    <keyword>typing</keyword>
  </document>
  <document>
    <docID>CHI10-048</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The infrastructure problem in HCI.


HCI endeavors to create human-centered computer systems, but underlying technological infrastructures often stymie these efforts. We outline three specific classes of user experience difficulties caused by underlying technical infrastructures, which we term constrained possibilities, unmediated interaction, and interjected abstractions. We explore how prior approaches in HCI have addressed these issues, and discuss new approaches that will be required for future progress. We argue that the HCI community must become more deeply involved with the creation of technical infrastructures. Doing so, however, requires a substantial expansion to the methodological toolbox of HCI.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <keyword>toolkits</keyword>
    <author>W. Keith Edwards</author>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>user experience</textkeyword5>
    <author>Erika Shehan Poole</author>
    <author>Mark W. Newman</author>
    <keyword>infrastructure</keyword>
    <year>2010</year>
    <keyword>human-centered design</keyword>
  </document>
  <document>
    <docID>CHI10-049</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>BuzzWear: alert perception in wearable tactile displays on the wrist.


We present two experiments to evaluate wrist-worn wearable tactile displays (WTDs) that provide easy to perceive alerts for on-the-go users. The first experiment (2304 trials, 12 participants) focuses on the perception sensitivity of tactile patterns and reveals that people discriminate our 24 tactile patterns with up to 99% accuracy after 40 minutes of training. Among the four parameters (intensity, starting point, temporal pattern, and direction) that vary in the 24 patterns, intensity is the most difficult parameter to distinguish and temporal pattern is the easiest. The second experiment (9900 trials, 15 participants) focuses on dual task performance, exploring users' abilities to perceive three incoming alerts from two mobile devices (WTD and mobile phone) with and without visual distraction. The second experiment reveals that, when visually distracted, users' reactions to incoming alerts become slower for the mobile phone but not for the WTD.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>experiment</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>mobile</textkeyword5>
    <keyword>attention</keyword>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>wearables</textkeyword5>
    <keyword>wearable computing</keyword>
    <textkeyword5>mobile devices</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <author>Seungyon "Claire" Lee</author>
    <author>Thad Starner</author>
    <year>2010</year>
    <keyword>tactile display</keyword>
  </document>
  <document>
    <docID>CHI10-050</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>i*CATch: a scalable plug-n-play wearable computing framework for novices and children.


There has been much recent work in wearable computing that is directed at democratization of the field, to make it more accessible to the general public and more easily used by the hobbyist user. As the field becomes more diversified, there has also been a shift away from the highly specialized functionality of earlier applications towards aesthetics, creativity, design and self-expression, as well as a push towards using wearable computing as an outreach tool to broaden interest and exposure in engineering and computing.

This paper presents the design and development of the i*CATch wearable computing framework, which was developed specifically for children and novices to the field. The i*CATch framework is based upon a bus-based architecture, and is more scalable than the current alternatives. It consists of a set of plug-and-play components, a construction platform with a standardized interface, and an easy-to-use hybrid text-graphical integrated development environment. We will also present results of the evaluation of the i*CATch framework in real teaching environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>children</textkeyword5>
    <textkeyword5>creativity</textkeyword5>
    <textkeyword5>wearables</textkeyword5>
    <keyword>wearable computing</keyword>
    <textkeyword5>wearable computing</textkeyword5>
    <textkeyword5>aesthetics</textkeyword5>
    <keyword>construction kits</keyword>
    <keyword>e-textiles</keyword>
    <keyword>electronic textiles</keyword>
    <author>Grace Ngai</author>
    <author>Stephen C.F. Chan</author>
    <author>Joey C.Y. Cheung</author>
    <author>Winnie W.Y. Lau</author>
    <affiliation>Hong Kong Polytechnic University, Kowloon, Hong Kong</affiliation>
    <keyword>computational textiles</keyword>
    <keyword>smart textiles</keyword>
    <year>2010</year>
    <author>Vincent T.Y. Ng</author>
    <author>Sam S.S. Choy</author>
    <author>Jason T.P. Tse</author>
    <keyword>i*catch</keyword>
  </document>
  <document>
    <docID>CHI10-051</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Skinput: appropriating the body as an input surface.


We present Skinput, a technology that appropriates the human body for acoustic transmission, allowing the skin to be used as an input surface. In particular, we resolve the location of finger taps on the arm and hand by analyzing mechanical vibrations that propagate through the body. We collect these signals using a novel array of sensors worn as an armband. This approach provides an always available, naturally portable, and on-body finger input system. We assess the capabilities, accuracy and limitations of our technique through a two-part, twenty-participant user study. To further illustrate the utility of our approach, we conclude with several proof-of-concept applications we developed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>audio interfaces</keyword>
    <textkeyword5>sensors</textkeyword5>
    <keyword>gestures</keyword>
    <author>Chris Harrison</author>
    <author>Desney S. Tan</author>
    <author>Dan Morris</author>
    <keyword>buttons</keyword>
    <year>2010</year>
    <keyword>bio-acoustics</keyword>
    <keyword>finger input</keyword>
    <keyword>on-body interaction</keyword>
    <keyword>projected displays</keyword>
  </document>
  <document>
    <docID>CHI10-052</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Hand in hand with the material: designing for suppleness.


Designing for a supple interaction, involving users bodily and emotionally into a 'dance' with a system is a challenging task. Any break-ups in interaction become fatal to the sensual, fluent, bodily and social experience sought. A user-centered, iterative design cycle is therefore required.

But getting to know the affordances of the digital material used to build the application plays an equally important role in the design process. The 'feel' of the digital material properties sometimes even determines what the design should be. We describe three situations in which the properties and affordances of sensor network technologies guided our design process of FriendSense -- a system for expressing friendship and emotional closeness through movement. We show how the sensor node look and feel, choice of sensors, limitations of the radio signal strength and coverage, as well as iterative prototyping to properly exploit the software/algorithmic possibilities guided our design process.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>emotion</keyword>
    <textkeyword5>sensors</textkeyword5>
    <textkeyword5>design process</textkeyword5>
    <keyword>design</keyword>
    <author>Kristina Höök</author>
    <keyword>suppleness</keyword>
    <textkeyword5>prototyping</textkeyword5>
    <keyword>friends</keyword>
    <author>Petra Sundström</author>
    <keyword>sensor networks</keyword>
    <year>2010</year>
    <affiliation>Mobile Life @ Stockholm University, Kista, Sweden</affiliation>
    <keyword>computer material</keyword>
    <keyword>movement interaction</keyword>
    <keyword>sensor node</keyword>
  </document>
  <document>
    <docID>CHI10-053</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The Case of the Disappearing Ox: Seeing Through Digital Images to an Analysis of Ancient Texts.


There are numerous settings where people examine, scrutinize and discuss the details of images in the course of their work. In most medical domains, scans and x-rays are used in the diagnosis of cases; in most areas of science, methods of visualization have been adopted to assist in the analysis of data; and images of different kinds are critical for many research fields in the social sciences and humanities. It is not surprising that recently technologies have been proposed to assist with the analysis and examination of images. In this paper, we consider requirements for technologies in a rather distinctive domain of research, the classics. Drawing upon an analysis of the detailed ways in which classicists work with digital images, we discuss the requirements for systems to support researchers in this domain, and also provide further considerations on the general development of image processing technologies and visualization techniques.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>CSCW</keyword>
    <textkeyword5>visualization</textkeyword5>
    <keyword>interaction analysis</keyword>
    <affiliation>King's College, London, United Kingdom</affiliation>
    <author>Paul Luff</author>
    <keyword>usability</keyword>
    <keyword>ethnomethodology</keyword>
    <keyword>requirements engineering</keyword>
    <year>2010</year>
    <author>Grace de la Flor</author>
    <author>Marina Jirotka</author>
    <author>John Pybus</author>
    <author>Ruth Kirkham</author>
    <author>Annamaria Carusi</author>
    <affiliation>University of Oxford, Oxford, United Kingdom</affiliation>
    <keyword>workplace studies</keyword>
  </document>
  <document>
    <docID>CHI10-054</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The implications of improvisational acting and role-playing on design methodologies.


For decades designers have used theatre metaphors to describe design methodologies and have used performance techniques to enhance the design process, two of which are improvisational acting and role-playing. Unfortunately, most design literature does not differentiate between these two practices even while using them in combination with various design methods. This paper discusses how improvisation and role-playing have been employed during the design process and why they are distinct from one another. The authors draw upon their current research involving improvisational acting and compare it with other role-playing research which examines role-playing from both a serious and entertainment angle. They conclude through this comparison that both performance techniques have their place in the design process and that more informed definitions of each technique can aid designers in deciding which technique's properties will benefit them the most.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>design process</textkeyword5>
    <keyword>role-playing</keyword>
    <textkeyword5>role-playing</textkeyword5>
    <keyword>performance</keyword>
    <keyword>improvisation</keyword>
    <textkeyword5>design methods</textkeyword5>
    <keyword>design methodologies</keyword>
    <year>2010</year>
    <author>Ben Medler</author>
    <author>Brian Magerko</author>
    <keyword>theatre</keyword>
  </document>
  <document>
    <docID>CHI10-055</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>d.note: revising user interfaces through change tracking, annotations, and alternatives.


Interaction designers typically revise user interface prototypes by adding unstructured notes to storyboards and screen printouts. How might computational tools increase the efficacy of UI revision? This paper introduces d.note, a revision tool for user interfaces expressed as control flow diagrams. d.note introduces a command set for modifying and annotating both appearance and behavior of user interfaces; it also defines execution semantics so proposed changes can be tested immediately. The paper reports two studies that compare production and interpretation of revisions in d.note to freeform sketching on static images (the status quo). The revision production study showed that testing of ideas during the revision process led to more concrete revisions, but that the tool also affected the type and number of suggested changes. The revision interpretation study showed that d.note revisions required fewer clarifications, and that additional techniques for expressing revision intent could be beneficial.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user interfaces</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>sketching</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <keyword>prototyping</keyword>
    <keyword>annotation</keyword>
    <author>Scott R. Klemmer</author>
    <author>Björn Hartmann</author>
    <year>2010</year>
    <author>Sean Follmer</author>
    <author>Antonio Ricciardi</author>
    <author>Timothy Cardenas</author>
    <keyword>interaction design tools</keyword>
    <keyword>revision</keyword>
  </document>
  <document>
    <docID>CHI10-056</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>FrameWire: a tool for automatically extracting interaction logic from paper prototyping tests.


Paper prototyping offers unique affordances for interface design. However, due to its spontaneous nature and the limitations of paper, it is difficult to distill and communicate a paper prototype design and its user test findings to a wide audience. To address these issues, we created FrameWire, a computer vision-based system that automatically extracts interaction flows from the video recording of paper prototype user tests. Based on the extracted logic, FrameWire offers two distinct benefits for designers: a structural view of the video recording that allows a designer or a stakeholder to easily distill and understand the design concept and user interaction behaviors, and automatic generation of interactive HTML-based prototypes that can be easily tested with a larger group of users as well as "walked through" by other stakeholders. The extraction is achieved by automatically aggregating video frame sequences into an interaction flow graph based on frame similarities and a designer-guided clustering process. The results of evaluating FrameWire with realistic paper prototyping tests show that our extraction approach is feasible and FrameWire is a promising tool for enhancing existing prototyping practice.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>interface design</textkeyword5>
    <author>James A. Landay</author>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>clustering</textkeyword5>
    <textkeyword5>prototyping</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Morgan Dixon</author>
    <author>Katherine Everitt</author>
    <author>Xiang Cao</author>
    <author>Yang Li</author>
    <keyword>programming by demonstration</keyword>
    <textkeyword5>computer vision</textkeyword5>
    <keyword>paper prototyping</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-057</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Example-centric programming: integrating web search into the development environment.


The ready availability of online source-code examples has fundamentally changed programming practices. However, current search tools are not designed to assist with programming tasks and are wholly separate from editing tools. This paper proposes that embedding a task-specific search engine in the development environment can significantly reduce the cost of finding information and thus enable programmers to write better code more easily. This paper describes the design, implementation, and evaluation of Blueprint, a Web search interface integrated into the Adobe Flex Builder development environment that helps users locate example code. Blueprint automatically augments queries with code context, presents a code-centric view of search results, embeds the search experience into the editor, and retains a link between copied code and its source. A comparative laboratory study found that Blueprint enables participants to write significantly better code and find example code significantly faster than with a standard Web browser. Analysis of three months of usage logs with 2,024 users suggests that task-specific search interfaces can significantly change how and when people search the Web.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <textkeyword5>web search</textkeyword5>
    <textkeyword5>web browser</textkeyword5>
    <affiliation>Adobe Systems, San Francisco, CA, USA</affiliation>
    <author>Mira Dontcheva</author>
    <author>Scott R. Klemmer</author>
    <author>Joel Brandt</author>
    <year>2010</year>
    <author>Marcos Weskamp</author>
    <keyword>example-centric development</keyword>
  </document>
  <document>
    <docID>CHI10-058</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Timeline collaboration.


This paper explores timelines as a web-based tool for collaboration between citizens and municipal caseworkers. The paper takes its outset in a case study of planning and control of parental leave; a process that may involve surprisingly many actors. As part of the case study, a web-based timeline, CaseLine, was designed. This design crosses the boundaries between leisure and work, in ways that are different from what is often seen in current HCI. The timeline has several roles on these boundaries: It is a shared planning and visualization tool that may be used by parents and caseworkers alone or together, it serves as a contract and a sandbox, as a record and a plan, as inspiration for planning and an authoritative road, as a common information space and a fragmented exchange. Serving all these roles does not happen smoothly, and the paper discusses the challenges of such timeline interaction in, and beyond this case.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <keyword>collaboration</keyword>
    <keyword>social navigation</keyword>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <year>2010</year>
    <author>Morten Bohøj</author>
    <author>Nikolaj Gandrup Borchorst</author>
    <author>Niels Olof Bouvin</author>
    <author>Susanne Bødker</author>
    <author>Pär-Ola Zander</author>
    <keyword>timeline interaction</keyword>
  </document>
  <document>
    <docID>CHI10-059</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Informal interactions in nonprofit networks.


Nonprofit organizations often need to excel in coordinating with other organizations and must do so in a variety of contexts and levels from the informal to the formal. Their ability to accomplish their mission can critically depend on their efficacy in managing dependencies on others for tasks, accessing needed resources, raising their profile in the community, and achieving their goals. Although much research has been done to understand systems for supporting formal coordination between organizations, there is a gap in understanding how informal coordination can be supported by systems. As a first step towards addressing this gap, we conducted a field study of a network of nonprofit organizations, focusing specifically on informal interactions among them. Based on this study, we characterize informal coordination between organizations and the context for such interactions. Our findings point to a need to further explore a class of interorganizational interactions that may not be adequately explored or understood by our research community.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>context</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>W. Keith Edwards</author>
    <author>Elizabeth D. Mynatt</author>
    <textkeyword5>coordination</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <author>Jennifer Stoll</author>
    <year>2010</year>
    <keyword>informal coordination</keyword>
    <keyword>interorganizational information systems</keyword>
    <keyword>nonprofit organizations</keyword>
    <keyword>organizational networks</keyword>
  </document>
  <document>
    <docID>CHI10-060</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Managing nomadic knowledge: a case study of the European social forum.


In this paper we portray a specific type of knowledge which we term 'nomadic knowledge'. It is required periodically by different actors and travels along foreseeable paths between groups or communities of actors. This type of knowledge lets us question generally held assumptions about the way knowledge is enacted. We illustrate our point with an ethnographical field study analyzing the European Social Forum (ESF), a network of political activist organizations. In this network different actors organize a periodic (biannual) event in which some 13,000 activists participated in 2008. We investigate how knowledge about organizing and managing the ESF is transferred between two events respectively, the actors and communities involved. Our study highlights the specific challenges in sharing nomadic knowledge and the consequences of deficiencies on the organizing process. The paper contributes to a better understanding of knowledge sharing practices and opens new directions for technical support.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Management</term>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <keyword>knowledge management</keyword>
    <author>Volker Wulf</author>
    <keyword>knowledge sharing</keyword>
    <keyword>community informatics</keyword>
    <year>2010</year>
    <author>Saqib Saeed</author>
    <author>Volkmar Pipek</author>
    <author>Markus Rohde</author>
    <affiliation>University of Siegen, Siegen, Germany</affiliation>
    <keyword>ethnographic case study</keyword>
    <keyword>nomadic knowledge</keyword>
  </document>
  <document>
    <docID>CHI10-061</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Eliza meets the wizard-of-oz: evaluating social acceptability.


What authoring possibilities arise by blending machine and human control of live embodied character experiences? This paper explores two different "behind-the-scenes" roles for human operators during a three-month gallery installation of an embodied character experience. In the Transcription role, human operators type players' spoken utterances; then, algorithms interpret the player's intention, choose from pre-authored dialogue based on local and global narrative contexts, and procedurally animate two embodied characters. In the Discourse role, human operators select from semantic categories to interpret player intention; algorithms use this "discourse act" to automate character dialogue and animation. We compare these two methods of blending control using game logs and interviews, and document how the amateur operators initially resisted having to learn the Discourse version, but eventually preferred having the authorial control it afforded. This paper also outlines a design space for blending machine and human control in live character experiences.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>animation</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>narrative</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <keyword>Wizard of Oz</keyword>
    <textkeyword5>interviews</textkeyword5>
    <author>Manish Mehta</author>
    <author>Blair MacIntyre</author>
    <author>Michael Mateas</author>
    <keyword>interactive drama</keyword>
    <author>Steven P. Dow</author>
    <affiliation>University of California: Santa Cruz, Santa Cruz, CA</affiliation>
    <textkeyword5>wizard-of-oz</textkeyword5>
    <year>2010</year>
    <keyword>artificial intelligence</keyword>
    <keyword>embodied characters</keyword>
  </document>
  <document>
    <docID>CHI10-062</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A stage-based model of personal informatics systems.


People strive to obtain self-knowledge. A class of systems called personal informatics is appearing that help people collect and reflect on personal information. However, there is no comprehensive list of problems that users experience using these systems, and no guidance for making these systems more effective. To address this, we conducted surveys and interviews with people who collect and reflect on personal information. We derived a stage-based model of personal informatics systems composed of five stages (preparation, collection, integration, reflection, and action) and identified barriers in each of the stages. These stages have four essential properties: barriers cascade to later stages; they are iterative; they are user-driven and/or system-driven; and they are uni-faceted or multi-faceted. From these properties, we recommend that personal informatics systems should 1) be designed in a holistic manner across the stages; 2) allow iteration between stages; 3) apply an appropriate balance of automated technology and user control within each stage to facilitate the user experience; and 4) explore support for associating multiple facets of people's lives to enrich the value of systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <author>Anind K. Dey</author>
    <textkeyword5>interviews</textkeyword5>
    <keyword>reflection</keyword>
    <textkeyword5>user experience</textkeyword5>
    <keyword>collections</keyword>
    <author>Jodi Forlizzi</author>
    <keyword>model</keyword>
    <author>Ian Li</author>
    <year>2010</year>
    <keyword>barriers</keyword>
    <keyword>personal informatics</keyword>
  </document>
  <document>
    <docID>CHI10-063</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Deception and magic in collaborative interaction.


We explore the ways in which interfaces can be designed to deceive users so as to create the illusion of magic. We present a study of an experimental performance in which a magician used a computer vision system to conduct a series of illusions based on the well-known 'three cups' magic trick. We explain our findings in terms of the two broad strategies of misdirecting attention and setting false expectations, articulating specific tactics that were employed in each case. We draw on existing theories of collaborative and spectator interfaces, ambiguity and interpretation, and trajectories through experiences to explain our findings in broader HCI terms. We also extend and integrate current theory to provide refined sensitising concepts for analysing deceptive interactions.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>theory</textkeyword5>
    <textkeyword5>trajectories</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>ambiguity</textkeyword5>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Steve Benford</author>
    <keyword>trajectories</keyword>
    <keyword>interaction</keyword>
    <keyword>performance</keyword>
    <keyword>deception</keyword>
    <textkeyword5>deception</textkeyword5>
    <keyword>spectator interface</keyword>
    <textkeyword5>computer vision</textkeyword5>
    <keyword>ambiguity</keyword>
    <keyword>magic</keyword>
    <author>Tony Pridmore</author>
    <year>2010</year>
    <author>Joe Marshall</author>
    <keyword>feedthrough</keyword>
    <keyword>misdirection</keyword>
  </document>
  <document>
    <docID>CHI10-064</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>FingerCloud: uncertainty and autonomy handover incapacitive sensing.


We describe a particle filtering approach to inferring finger movements on capacitive sensing arrays. This technique allows the efficient combination of human movement models with accurate sensing models, and gives high-fidelity results with low-resolution sensor grids and tracks finger height. Our model provides uncertainty estimates, which can be linked to the interaction to provide appropriately smoothed responses as sensing perfomance degrades; system autonomy is increased as estimates of user behaviour become less certain. We demonstrate the particle filter approach with a map browser running with a very small sensor board, where finger position uncertainty is linked to autonomy handover.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>sensing</textkeyword5>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <author>John Williamson</author>
    <author>Roderick Murray-Smith</author>
    <keyword>uncertainty</keyword>
    <year>2010</year>
    <author>Craig Stewart</author>
    <author>Simon Rogers</author>
    <keyword>capacitive sensing</keyword>
    <keyword>h-metaphor</keyword>
    <keyword>particle filters</keyword>
    <keyword>probabilistic interaction</keyword>
  </document>
  <document>
    <docID>CHI10-065</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The generalized perceived input point model and how to double touch accuracy by extracting fingerprints.


It is generally assumed that touch input cannot be accurate because of the fat finger problem, i.e., the softness of the fingertip combined with the occlusion of the target by the finger. In this paper, we show that this is not the case. We base our argument on a new model of touch inaccuracy. Our model is not based on the fat finger problem, but on the perceived input point model. In its published form, this model states that touch screens report touch location at an offset from the intended target. We generalize this model so that it represents offsets for individual finger postures and users. We thereby switch from the traditional 2D model of touch to a model that considers touch a phenomenon in 3-space. We report a user study, in which the generalized model explained 67% of the touch inaccuracy that was previously attributed to the fat finger problem.

In the second half of this paper, we present two devices that exploit the new model in order to improve touch accuracy. Both model touch on per-posture and per-user basis in order to increase accuracy by applying respective offsets. Our RidgePad prototype extracts posture and user ID from the user's fingerprint during each touch interaction. In a user study, it achieved 1.8 times higher accuracy than a simulated capacitive baseline condition. A prototype based on optical tracking achieved even 3.3 times higher accuracy. The increase in accuracy can be used to make touch interfaces more reliable, to pack up to 3.32 > 10 times more controls into the same surface, or to bring touch input to very small mobile devices.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>touch</textkeyword5>
    <keyword>pointing</keyword>
    <textkeyword5>mobile</textkeyword5>
    <keyword>touchpads</keyword>
    <term>Measurement</term>
    <textkeyword5>mobile devices</textkeyword5>
    <keyword>mobile devices</keyword>
    <author>Patrick Baudisch</author>
    <textkeyword5>touch screens</textkeyword5>
    <keyword>touch</keyword>
    <affiliation>Hasso Plattner Institute, Potsdam, Germany</affiliation>
    <keyword>touch screens</keyword>
    <keyword>input</keyword>
    <year>2010</year>
    <author>Christian Holz</author>
    <keyword>6dof</keyword>
    <keyword>fingerprint scanner</keyword>
    <keyword>precision</keyword>
    <keyword>targeting</keyword>
  </document>
  <document>
    <docID>CHI10-066</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Finger-count &amp; radial-stroke shortcuts: 2 techniques for augmenting linear menus on multi-touch surfaces.


We propose Radial-Stroke and Finger-Count Shortcuts, two techniques aimed at augmenting the menubar on multi-touch surfaces. We designed these multi-finger two-handed interaction techniques in an attempt to overcome the limitations of direct pointing on interactive surfaces, while maintaining compatibility with traditional interaction techniques. While Radial-Stroke Shortcuts exploit the well-known advantages of Radial Strokes, Finger-Count Shortcuts exploit multi-touch by simply counting the number of fingers of each hand in contact with the surface. We report the results of an experimental evaluation of our technique, focusing on expert-mode performance. Finger-Count Shortcuts outperformed Radial-Stroke Shortcuts in terms of both easiness of learning and performance speed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <author>Yves Guiard</author>
    <textkeyword5>interaction techniques</textkeyword5>
    <keyword>two-handed interaction</keyword>
    <textkeyword5>interactive surface</textkeyword5>
    <textkeyword5>multi-touch</textkeyword5>
    <author>Eric Lecolinet</author>
    <keyword>multi-touch</keyword>
    <textkeyword5>two-handed interaction</textkeyword5>
    <year>2010</year>
    <author>Gilles Bailly</author>
    <affiliation>Telecom-Paristech, paris, France</affiliation>
    <affiliation>Telecom-ParisTech, paris, France</affiliation>
    <keyword>menu techniques</keyword>
    <keyword>multi-finger interaction</keyword>
  </document>
  <document>
    <docID>CHI10-067</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Speech dasher: fast writing using speech and gaze.


Speech Dasher allows writing using a combination of speech and a zooming interface. Users first speak what they want to write and then they navigate through the space of recognition hypotheses to correct any errors. Speech Dasher's model combines information from a speech recognizer, from the user, and from a letter-based language model. This allows fast writing of anything predicted by the recognizer while also providing seamless fallback to letter-by-letter spelling for words not in the recognizer's predictions. In a formative user study, expert users wrote at 40 (corrected) words per minute. They did this despite a recognition word error rate of 22%. Furthermore, they did this using only speech and the direction of their gaze (obtained via an eye tracker).</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <keyword>speech recognition</keyword>
    <keyword>eye tracking</keyword>
    <textkeyword5>gaze</textkeyword5>
    <keyword>multimodal interfaces</keyword>
    <textkeyword5>language</textkeyword5>
    <affiliation>University of Cambridge, Cambridge, United Kingdom</affiliation>
    <textkeyword5>zooming</textkeyword5>
    <author>Keith Vertanen</author>
    <year>2010</year>
    <author>David J.C. MacKay</author>
  </document>
  <document>
    <docID>CHI10-068</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>NiCEBook: supporting natural note taking.


In this paper, we present NiCEBook, a paper notebook that supports taking, structuring and reusing notes. Through a study of note-taking habits, we observed that different strategies are used to organize and share notes. Based on these observations, we developed a design for a notebook that combines different approaches to better support these activities. The details of our design were informed by an additional online survey. We emphasize the need to examine the characteristics of taking notes with paper notebooks in order to develop a digital system that resembles the quality of traditional writing. With NiCEBook, we present a solution that combines the flexibility and simplicity of taking notes on paper with the benefits of a digital representation. We demonstrate the capabilities of our system through customized views, searching and sharing functionality.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Performance</term>
    <textkeyword5>sharing</textkeyword5>
    <keyword>paper interfaces</keyword>
    <textkeyword5>note-taking</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <keyword>note-taking</keyword>
    <keyword>tagging</keyword>
    <year>2010</year>
    <author>Peter Brandl</author>
    <author>Christoph Richter</author>
    <author>Michael Haller</author>
    <affiliation>Upper Austria University of Applied Sciences, Hagenberg, Austria</affiliation>
    <keyword>digital notebook</keyword>
    <keyword>digital pen</keyword>
    <keyword>structuring</keyword>
  </document>
  <document>
    <docID>CHI10-069</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The NiCE Discussion Room: Integrating Paper and Digital Media to Support Co-Located Group Meetings.


Current technological solutions that enable content creation and sharing during group discussion meetings are often cumbersome to use, and are commonly abandoned for traditional paper-based tools, which provide flexibility in supporting a wide range of working styles and task activities that may occur in a given meeting. Paper-based tools, however, have their own drawbacks; paper-based content is difficult to modify or replicate. We introduce a novel digital meeting room design, the NiCE Discussion Room, which integrates digital and paper tools into a cohesive system with an intuitive pen-based interface. The combination of digital and paper media provides groups with a flexible design solution that enables them to create, access, and share information and media from a variety of sources to facilitate group discussions. This paper describes the design solution, along with results from a user study conducted to evaluate the usability and utility of the system.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <keyword>interactive surface</keyword>
    <textkeyword5>pen</textkeyword5>
    <keyword>design</keyword>
    <affiliation>University of Waterloo, Waterloo, ON, Canada</affiliation>
    <keyword>co-located collaboration</keyword>
    <keyword>pen-based interfaces</keyword>
    <author>Stacey D. Scott</author>
    <year>2010</year>
    <author>Peter Brandl</author>
    <author>Christoph Richter</author>
    <author>Michael Haller</author>
    <affiliation>Upper Austria University of Applied Sciences, Hagenberg, Austria</affiliation>
    <author>Jakob Leitner</author>
    <author>Thomas Seifried</author>
    <author>James R. Wallace</author>
    <author>Adam Gokcezade</author>
    <author>Seth Hunter</author>
    <keyword>digital meeting room</keyword>
    <keyword>multi-user input</keyword>
  </document>
  <document>
    <docID>CHI10-070</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Weightless walls and the future office.


In this paper we describe how future office environments can benefit from the addition of weightless walls virtual, sound blocking walls created using headsets. We particularly focus on exploring how different interaction techniques can be employed to efficiently create, erase, or edit the layouts of these walls, and envisioning how they could impact the overall office experience. Metaphorically, the end effect of integrating weightless walls into offices is that space will be treated in a way similar to how random access memory is treated in PCs; as a shared resource open to dynamic allocations, and whose usage is periodically optimized in real time according to the collective activities of the occupants. Furthermore, we view weightless walls as harbingers of the emergence of synthetic space the eventual fusion of the architectural environment with the distinctive properties of digital bits.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <year>2010</year>
    <author>Yuichiro Takeuchi</author>
    <affiliation>Sony CSL, Tokyo, Japan</affiliation>
    <keyword>active noise control</keyword>
    <keyword>office design</keyword>
    <keyword>smart furniture</keyword>
    <keyword>synthetic space</keyword>
    <keyword>weightless wall</keyword>
  </document>
  <document>
    <docID>CHI10-071</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Access Control for Home Data Sharing: Attitudes, Needs and Practices.


As digital content becomes more prevalent in the home, non-technical users are increasingly interested in sharing that content with others and accessing it from multiple devices. Not much is known about how these users think about controlling access to this data. To better understand this, we conducted semi-structured, in-situ interviews with 33 users in 15 households. We found that users create ad-hoc access-control mechanisms that do not always work; that their ideal policies are complex and multi-dimensional; that a priori policy specification is often insufficient; and that people's mental models of access control and security are often misaligned with current systems. We detail these findings and present a set of associated guidelines for designing usable access-control systems for the home environment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>home</textkeyword5>
    <keyword>privacy</keyword>
    <author>Lorrie Faith Cranor</author>
    <keyword>security</keyword>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <keyword>access control</keyword>
    <author>Lujo Bauer</author>
    <author>Michael K. Reiter</author>
    <author>Kami Vaniea</author>
    <affiliation>University of North Carolina at Chapel Hill, Chapel Hill, NC, USA</affiliation>
    <keyword>home computing</keyword>
    <year>2010</year>
    <author>Joanna Bresee</author>
    <author>Michelle L. Mazurek</author>
    <author>J. P. Arsenault</author>
    <author>Nitin Gupta</author>
    <author>Iulia Ion</author>
    <author>Christina Johns</author>
    <author>Daniel Lee</author>
    <author>Yuan Liang</author>
    <author>Jenny Olsen</author>
    <author>Brandon Salmon</author>
    <author>Richard Shay</author>
    <author>Gregory R. Ganger</author>
    <affiliation>ETH Zurich, Zurich, Switzerland</affiliation>
  </document>
  <document>
    <docID>CHI10-072</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Sharing conversation and sharing life: video conferencing in the home.


Video conferencing is a technology that families and friends use to connect with each other over distance. However, even with such technology readily available, we still do not have a good understanding of how video conferencing systems are used by people as a part of their domestic communication practices. For this reason, we have conducted interviews with 21 adults in the United States to understand video conferencing routines in the home and to inform the design of future domestic communication technologies. Our findings illustrate the importance of discerning availability and willingness to video conference prior to calling, the need to share everyday life activities in addition to conversation, and a need for new privacy protecting strategies that focus on autonomy and solitude as opposed to confidentiality.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <keyword>media space</keyword>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>home</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <keyword>families</keyword>
    <keyword>video conferencing</keyword>
    <author>Carman Neustaedter</author>
    <affiliation>Kodak Research Labs, Rochester, NY, USA</affiliation>
    <textkeyword5>video conferencing</textkeyword5>
    <keyword>domestic</keyword>
    <year>2010</year>
    <author>Tejinder K. Judge</author>
  </document>
  <document>
    <docID>CHI10-073</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Who's hogging the bandwidth: the consequences of revealing the invisible in the home.


As more technologies enter the home, householders are burdened with the task of digital housekeeping-managing and sharing digital resources like bandwidth. In response to this, we created and evaluated a domestic tool for bandwidth management called Home Watcher. Our field trial showed that when resource contention amongst different household members is made visible, people's understanding of bandwidth changes and household politics are revealed. In this paper, we describe the consequences of showing real time resource usage in a home, and how this varies depending on the social make up of the household.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>home</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <textkeyword5>field trial</textkeyword5>
    <author>Abigail Sellen</author>
    <author>Richard Harper</author>
    <author>Marshini Chetty</author>
    <year>2010</year>
    <author>Richard Banks</author>
    <author>Tim Regan</author>
    <author>Christos Gkantsidis</author>
    <author>Thomas Karagiannis</author>
    <author>Peter Key</author>
    <keyword>bandwidth monitoring</keyword>
    <keyword>home broadband</keyword>
    <keyword>home networks</keyword>
  </document>
  <document>
    <docID>CHI10-074</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Investigating narrative in mobile games for seniors.


Narratives are an intimate part of our lives. Based on beha-vioral research suggesting that older adults tend to process text better at discourse level, this study investigates the im-pact of narrative structure on the enjoyment level of older game players. Two variations of a casual memory mobile game were built, one with a narrative and the other one without. Nineteen senior citizens, differentiated according to their play orientation, play-tested the games. Results show that embedding narratives in mobile games enhances the play experience of older adults, irrespective of their play style. This may have implications both for game developers and for seniors' acceptance of casual games.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>narrative</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <textkeyword5>im</textkeyword5>
    <keyword>mobile games</keyword>
    <affiliation>National University of Singapore, Singapore, Singapore</affiliation>
    <keyword>elderly</keyword>
    <author>Henry Been-Lirn Duh</author>
    <year>2010</year>
    <author>Sharon Lynn Chu Yew Yee</author>
    <author>Francis Quek</author>
    <keyword>enjoyment</keyword>
    <keyword>narrative structure</keyword>
  </document>
  <document>
    <docID>CHI10-075</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A study of tabbed browsing among mozilla firefox users.


We present a study which investigated how and why users of Mozilla Firefox use multiple tabs and windows during web browsing. The detailed web browsing usage of 21 participants was logged over a period of 13 to 21 days each, and was supplemented by qualitative data from diary entries and interviews. Through an examination of several measures of their tab usage, we show that our participants had a strong preference for the use of tabs rather than multiple windows. We report the reasons they cited for using tabs, and the advantages over multiple windows. We identify several common tab usage patterns which browsers could explicitly support. Finally, we look at how tab usage affects web page revisitation. Most of our participants switched tabs more often than they used the back button, making tab switching the second most important navigation mechanism in the browser, after link clicking.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>browsing</textkeyword5>
    <keyword>World Wide Web</keyword>
    <textkeyword5>navigation</textkeyword5>
    <keyword>web browsing</keyword>
    <author>Ravin Balakrishnan</author>
    <textkeyword5>interviews</textkeyword5>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <textkeyword5>revisitation</textkeyword5>
    <textkeyword5>web browsing</textkeyword5>
    <keyword>hypertext</keyword>
    <keyword>web browser interfaces</keyword>
    <year>2010</year>
    <author>Patrick Dubroy</author>
    <keyword>tabbed document interfaces</keyword>
    <keyword>tabs</keyword>
  </document>
  <document>
    <docID>CHI10-076</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Using text animated transitions to support navigation in document histories.


This article examines the benefits of using text animated transitions for navigating in the revision history of textual documents. We propose an animation technique for smoothly transitioning between different text revisions, then present the Diffamation system. Diffamation supports rapid exploration of revision histories by combining text animated transitions with simple navigation and visualization tools. We finally describe a user study showing that smooth text animation allows users to track changes in the evolution of textual documents more effectively than flipping pages.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>visualization</textkeyword5>
    <author>Jean-Daniel Fekete</author>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>animation</textkeyword5>
    <textkeyword5>history</textkeyword5>
    <affiliation>INRIA and LRI - University Paris-Sud &amp; CNRS, Orsay, France</affiliation>
    <author>Fanny Chevalier</author>
    <affiliation>Microsoft Research - INRIA Joint Centre, Orsay, France</affiliation>
    <author>Pierre Dragicevic</author>
    <author>Anastasia Bezerianos</author>
    <keyword>text editing</keyword>
    <year>2010</year>
    <affiliation>INIRA, Orsay, France</affiliation>
    <affiliation>Ecole Centrale Paris, Paris, France</affiliation>
    <keyword>animated transitions</keyword>
    <keyword>revision control</keyword>
  </document>
  <document>
    <docID>CHI10-077</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Dynamic query interface for spatial proximity query with degree-of-interest varied by distance to query point.


In this paper we present an interactive query interface called "TrapezoidBox" to support spatial proximity queries where users' degree of interest varies depending upon the degree of separation from the point of interest. Spatial proximity queries are commonly built in information seeking tasks especially on online maps. If not impossible, it is hard to formulate spatial proximity queries using existing dynamic query widgets such as range sliders. TrapezoidBox allows users to easily build spatial proximity queries by interactively adjusting a trapezoidal function. Our controlled user study results show that TrapezoidBox has several advantages over a baseline interface with range sliders.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>information seeking</textkeyword5>
    <keyword>degree of interest</keyword>
    <year>2010</year>
    <author>Bohyoung Kim</author>
    <author>Jinwook Seo</author>
    <affiliation>Seoul National University, Seoul, South Korea</affiliation>
    <author>Myoungsu Cho</author>
    <author>Dong Kyun Jeong</author>
    <author>Yeong-Gil Shin</author>
    <affiliation>Samsung Advanced Institute of Technology, Yongin, South Korea</affiliation>
    <keyword>dynamic query interface</keyword>
    <keyword>spatial proximity query</keyword>
    <keyword>tab interface</keyword>
    <keyword>visual information seeking</keyword>
  </document>
  <document>
    <docID>CHI10-078</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Learning on the job: characterizing the programming knowledge and learning strategies of web designers.


This paper reports on a study of professional web designers and developers. We provide a detailed characterization of their knowledge of fundamental programming concepts elicited through card sorting. Additionally, we present qualitative findings regarding their motivation to learn new concepts and the learning strategies they employ. We find a high level of recognition of basic concepts, but we identify a number of concepts that they do not fully understand, consider difficult to learn, and use infrequently. We also note that their learning process is motivated by work projects and often follows a pattern of trial and error. We conclude with implications for end-user programming researchers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>programming</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>motivation</textkeyword5>
    <keyword>informal learning</keyword>
    <textkeyword5>end-user programming</textkeyword5>
    <year>2010</year>
    <author>Brian Dorn</author>
    <author>Mark Guzdial</author>
    <keyword>web development</keyword>
  </document>
  <document>
    <docID>CHI10-079</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A strategy-centric approach to the design of end-user debugging tools.


End-user programmers' code is notoriously buggy. This problem is amplified by the increasing complexity of end users' programs. To help end users catch errors early and reliably, we employ a novel approach for the design of end-user debugging tools: a focus on supporting end users' effective debugging strategies. This paper makes two contributions. We first demonstrate the potential of a strategy-centric approach to tool design by presenting StratCel, an add-in for Excel. Second, we show the benefits of this design approach: participants using StratCel found twice as many bugs as participants using standard Excel, they fixed four times as many bugs, and all this in only a small fraction of the time. Other contributions included: a boost in novices' debugging performance near experienced participants' improved levels, validated design guidelines, a discussion of the generalizability of this approach, and several opportunities for future research.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <author>George G. Robertson</author>
    <textkeyword5>debugging</textkeyword5>
    <affiliation>Oregon State University, Corvallis, OR, USA</affiliation>
    <author>Margaret Burnett</author>
    <keyword>end-user software engineering</keyword>
    <author>Valentina Grigoreanu</author>
    <year>2010</year>
    <affiliation>Microsoft Corporation and Oregon State University, Redmond, WA, USA</affiliation>
    <affiliation>Microsoft Research, Northeast Harbor, ME, USA</affiliation>
    <keyword>debugging strategies</keyword>
    <keyword>debugging tools</keyword>
    <keyword>tool design</keyword>
  </document>
  <document>
    <docID>CHI10-080</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Here's what i did: sharing and reusing web activity with ActionShot.


ActionShot is an integrated web browser tool that creates a fine-grained history of users' browsing activities by continually recording their browsing actions at the level of interactions, such as button clicks and entries into form fields. ActionShot provides interfaces to facilitate browsing and searching through this history, sharing portions of the history through established social networking tools such as Facebook, and creating scripts that can be used to repeat previous interactions at a later time. ActionShot can also create short textual summaries for sequences of interactions. In this paper, we describe the ActionShot and our initial explorations of the tool through field deployments within our organization and a lab study. Overall, we found that ActionShot's history features provide value beyond typical browser history interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <term>Algorithms</term>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>history</textkeyword5>
    <keyword>reuse</keyword>
    <textkeyword5>social networking</textkeyword5>
    <textkeyword5>web browser</textkeyword5>
    <author>Jeffrey Nichols</author>
    <keyword>CoScripter</keyword>
    <textkeyword5>facebook</textkeyword5>
    <keyword>sharing</keyword>
    <keyword>social networking</keyword>
    <author>Tessa Lau</author>
    <author>Clemens Drews</author>
    <author>Allen Cypher</author>
    <author>Ian Li</author>
    <year>2010</year>
    <keyword>ActionShot</keyword>
    <keyword>web browser history</keyword>
  </document>
  <document>
    <docID>CHI10-081</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Avaaj Otalo: a field study of an interactive voice forum for small farmers in rural India.


In this paper we present the results of a field study of Avaaj Otalo (literally, "voice stoop"), an interactive voice application for small-scale farmers in Gujarat, India. Through usage data and interviews, we describe how 51 farmers used the system over a seven month pilot deployment. The most popular feature of Avaaj Otalo was a forum for asking questions and browsing others' questions and responses on a range of agricultural topics. The forum developed into a lively social space with the emergence of norms, persistent moderation, and a desire for both structured interaction with institutionally sanctioned authorities and open discussion with peers. For all 51 users this was the first experience participating in an online community of any sort. In terms of usability, simple menu-based navigation was readily learned, with users preferring numeric input over speech. We conclude by discussing implications of our findings for designing voice-based social media serving rural communities in India and elsewhere.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <keyword>India</keyword>
    <keyword>voice user interfaces</keyword>
    <keyword>interactive voice-response systems (IVRs)</keyword>
    <textkeyword5>online communities</textkeyword5>
    <textkeyword5>social media</textkeyword5>
    <author>Tapan S. Parikh</author>
    <keyword>ICTD</keyword>
    <author>Neil Patel</author>
    <author>Paresh Dave</author>
    <affiliation>IBM India Research Laboratory, New Delhi, India</affiliation>
    <affiliation>Development Support Center, Ahmedabad, India</affiliation>
    <year>2010</year>
    <author>Deepti Chittamuru</author>
    <author>Anupam Jain</author>
    <keyword>voice forum</keyword>
  </document>
  <document>
    <docID>CHI10-082</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>An exploratory study of unsupervised mobile learning in rural India.


Cellphones have the potential to improve education for the millions of underprivileged users in the developing world. However, mobile learning in developing countries remains under-studied. In this paper, we argue that cellphones are a perfect vehicle for making educational opportunities accessible to rural children in places and times that are more convenient than formal schooling. We carried out participant observations to identify the opportunities in their everyday lives for mobile learning. We next conducted a 26-week study to investigate the extent to which rural children will voluntarily make use of cellphones to access educational content. Our results show a reasonable level of academic learning and motivation. We also report on the social context around these results. Our goal is to examine the feasibility of mobile learning in out-of-school settings in rural, underdeveloped areas, and to help more researchers learn how to undertake similarly difficult studies around mobile computing in the developing world.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>children</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>motivation</textkeyword5>
    <keyword>cell phones</keyword>
    <keyword>India</keyword>
    <textkeyword5>education</textkeyword5>
    <keyword>informal learning</keyword>
    <author>John Canny</author>
    <textkeyword5>mobile computing</textkeyword5>
    <author>Matthew Kam</author>
    <author>Anuj Kumar</author>
    <keyword>developing countries</keyword>
    <keyword>mobile learning</keyword>
    <author>Anuj Tewari</author>
    <year>2010</year>
    <author>Deepti Chittamuru</author>
    <author>Geeta Shroff</author>
    <keyword>out-of-school learning</keyword>
  </document>
  <document>
    <docID>CHI10-083</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Where there's a will there's a way: mobile media sharing in urban india.


We present the results of a qualitative study of the sharing and consumption of entertainment media on low-cost mobile phones in urban India, a practice which has evolved into a vibrant, informal socio-technical ecosystem. This wide-ranging phenomenon includes end users, mobile phone shops, and content distributors, and exhibits remarkable ingenuity. Even more impressive is the number of obstacles which have been surmounted in its establishment, from the technical (interface complexity, limited Internet access, viruses), to the broader socioeconomic (cost, language, legality, institutional rules, lack of privacy), all seemingly due to a strong desire to be entertained.

Our findings carry two implications for projects in HCI seeking to employ technology in service of social and economic development. First, although great attention is paid to the details of UI in many such projects, we find that sufficient user motivation towards a goal turns UI barriers into mere speed bumps. Second, we suggest that needs assessments carry an inherent bias towards what outsiders consider needs, and that identified "needs" may not be as strongly felt as perceived.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>motivation</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>qualitative studies</textkeyword5>
    <author>Kentaro Toyama</author>
    <affiliation>Microsoft Research India, Bangalore, India</affiliation>
    <author>Indrani Medhi</author>
    <keyword>mobile phones</keyword>
    <keyword>sharing</keyword>
    <keyword>video</keyword>
    <keyword>social networking</keyword>
    <year>2010</year>
    <author>Thomas N. Smyth</author>
    <author>Satish Kumar</author>
    <keyword>bluetooth</keyword>
  </document>
  <document>
    <docID>CHI10-084</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Patterns of usage in an enterprise file-sharing service: publicizing, discovering, and telling the news.


How do people use an enterprise file-sharing service? We describe patterns of usage in a social file-sharing service that was deployed in a large multinational enterprise. Factor analyses revealed four factors: Upload &amp; Publicize (regarding one's own files); Annotate &amp; Watch (add information to files and maintain awareness); Discover &amp; Tell (find files uploaded by other users, and communicate to additional users about those files); and Refind (re-use one's own files). We explore the attributes of users who score highly on each of these factors, and we propose implications for design to encourage innovation in usage.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <author>David R. Millen</author>
    <keyword>social software</keyword>
    <affiliation>IBM Research, Cambridge, MA, USA</affiliation>
    <author>Michael J. Muller</author>
    <keyword>enterprise</keyword>
    <keyword>file sharing</keyword>
    <author>Jonathan Feinberg</author>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-085</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The life and times of files and information: a study of desktop provenance.


In the field of Human-Computer Interaction, provenance refers to the history and genealogy of a document or file. Provenance helps us to understand the evolution and relationships of files; how and when different versions of a document were created, or how different documents in a collection build on each other through copy-paste events. Though methods for tracking provenance and the subsequent use of this meta-data have been proposed and developed into tools, there have been no studies documenting the types and frequency of provenance events in typical computer use. This is knowledge essential for the design of efficient query methods and information displays. We conducted a longitudinal study of knowledge workers at Intel Corporation tracking provenance events in their computer use. We also interviewed knowledge workers to determine the effectiveness of provenance cues for document recall. Our data shows that provenance relationships are common, and provenance cues aid recall.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>history</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <author>Carlos Jensen</author>
    <affiliation>Oregon State University, Corvallis, OR, USA</affiliation>
    <keyword>documents</keyword>
    <year>2010</year>
    <author>Jill Cao</author>
    <author>Heather Lonsdale</author>
    <author>Eleanor Wynn</author>
    <author>Michael Slater</author>
    <author>Thomas G. Dietterich</author>
    <affiliation>Intel Corporation, Hillsboro, OR, USA</affiliation>
    <keyword>desktop search</keyword>
    <keyword>file organization</keyword>
    <keyword>provenance</keyword>
  </document>
  <document>
    <docID>CHI10-086</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The effect of audience design on labeling, organizing, and finding shared files.


In an online experiment, I apply theory from psychology and communications to find out whether group information management tasks are governed by the same communication processes as conversation. This paper describes results that replicate previous research, and expand our knowledge about audience design and packaging for future reuse when communication is mediated by a co-constructed artifact like a file-and-folder hierarchy. Results indicate that it is easier for information consumers to search for files in hierarchies created by information producers who imagine their intended audience to be someone similar to them, independent of whether the producer and consumer actually share common ground. This research helps us better understand packaging choices made by information producers, and the direct implications of those choices for other users of group information systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>theory</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>common ground</keyword>
    <textkeyword5>common ground</textkeyword5>
    <textkeyword5>reuse</textkeyword5>
    <author>Emilee Rader</author>
    <affiliation>Northwestern University, Evanston, IL, USA</affiliation>
    <year>2010</year>
    <keyword>audience design</keyword>
    <keyword>file labeling and organizing</keyword>
    <keyword>group information management</keyword>
  </document>
  <document>
    <docID>CHI10-087</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Fitting an activity-centric system into an ecology of workplace tools.


Knowledge workers expend considerable effort managing fragmentation, characterized by constant switching among digital artifacts, when executing work activities. Activity-centric computing (ACC) systems attempt to address this problem by organizing activity-related artifacts together. But are ACC systems effective at reducing fragmentation? In this paper, we present a two-part study of workers using Lotus Activities, an ACC system deployed for over two years in a large company. First, we surveyed workers to understand the ecology of workplace tools they use for various tasks. Second, we interviewed 22 Lotus Activities users to investigate how this ACC tool fits amongst their ecology of existing collaboration tools and affects work fragmentation. Our results indicate that Lotus Activities works in concert with certain other tools to successfully ease fragmentation for a specific type of activity. We identify design characteristics that contribute to this result.</docText>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <keyword>CSCW</keyword>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>collaboration</textkeyword5>
    <keyword>user study</keyword>
    <keyword>workplace</keyword>
    <author>Tara Matthews</author>
    <author>Aruna D. Balakrishnan</author>
    <keyword>office</keyword>
    <year>2010</year>
    <author>Thomas P. Moran</author>
    <keyword>activity-centric computing</keyword>
  </document>
  <document>
    <docID>CHI10-088</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Mobile music touch: mobile tactile stimulation for passive learning.


Mobile Music Touch (MMT) helps teach users to play piano melodies while they perform other tasks. MMT is a lightweight, wireless haptic music instruction system consisting of fingerless gloves and a mobile Bluetooth enabled computing device, such as a mobile phone. Passages to be learned are loaded into the mobile phone and are played repeatedly while the user performs other tasks. As each note of the music plays, vibrators on each finger in the gloves activate, indicating which finger is used to play each note. We present two studies on the efficacy of MMT. The first measures 16 subjects' ability to play a passage after using MMT for 30 minutes while performing a reading comprehension test. The MMT system was significantly more effective than a control condition where the passage was played repeatedly but the subjects' fingers were not vibrated. The second study compares the amount of time required for 10 subjects to replay short, randomly generated passages using passive training versus active training. Participants with no piano experience could repeat the passages after passive training while subjects with piano experience often could not.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>touch</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <textkeyword5>music</textkeyword5>
    <keyword>haptic</keyword>
    <keyword>tactile</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>music</keyword>
    <author>Thad Starner</author>
    <keyword>wearables</keyword>
    <author>Gil Weinberg</author>
    <year>2010</year>
    <author>Kevin Huang</author>
    <author>Ellen Do</author>
    <author>Daniel Kohlsdorf</author>
    <author>Claas Ahlrichs</author>
    <author>Ruediger Leibrandt</author>
    <affiliation>Universiaet Bremen, Bremen, Germany</affiliation>
    <affiliation>Universitaet Bremen, Bremen, Germany</affiliation>
    <keyword>passive training</keyword>
  </document>
  <document>
    <docID>CHI10-089</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Characteristics of pressure-based input for mobile devices.


We conducted a series of user studies to understand and clarify the fundamental characteristics of pressure in user interfaces for mobile devices. We seek to provide insight to clarify a longstanding discussion on mapping functions for pressure input. Previous literature is conflicted about the correct transfer function to optimize user performance. Our study results suggest that the discrepancy can be explained by different signal conditioning circuitry and with improved signal conditioning the user-performed precision relationship is linear. We also explore the effects of hand pose when applying pressure to a mobile device from the front, the back, or simultaneously from both sides in a pinching movement. Our results indicate that grasping type input outperforms single-sided input and is competitive with pressure input against solid surfaces. Finally we provide an initial exploration of non-visual multimodal feedback, motivated by the desire for eyes-free use of mobile devices. The findings suggest that non-visual pressure input can be executed without degradation in selection time but suffers from accuracy problems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>multimodal</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>selection</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <keyword>input devices</keyword>
    <textkeyword5>mobile</textkeyword5>
    <keyword>interaction techniques</keyword>
    <textkeyword5>feedback</textkeyword5>
    <keyword>tactile feedback</keyword>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <textkeyword5>mobile devices</textkeyword5>
    <keyword>mobile devices</keyword>
    <author>Sven Kratz</author>
    <affiliation>Deutsche Telekom Laboratories, TU Berlin, Berlin, Germany</affiliation>
    <author>Michael Rohs</author>
    <keyword>haptic feedback</keyword>
    <keyword>pressure-based interaction</keyword>
    <keyword>pressure input</keyword>
    <year>2010</year>
    <author>Craig Stewart</author>
    <author>Georg Essl</author>
  </document>
  <document>
    <docID>CHI10-090</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>LayerPaint: a multi-layer interactive 3D painting interface.


Painting on 3D surfaces is an important operation in computer graphics, virtual reality, and computer aided design. The painting styles in existing WYSIWYG systems can be awkward, due to the difficulty in rotating or aligning an object for proper viewing during the painting. This paper proposes a multi-layer approach to building a practical, robust, and novel WYSIWYG interface for efficient painting on 3D models. The paintable area is not limited to the front-most visible surface on the screen as in conventional WYSIWYG interfaces. We can efficiently and interactively draw long strokes across different depth layers, and unveil occluded regions that one would like to see or paint on. In addition, since the painting is now depth-sensitive, we can avoid various potential painting artifacts and limitations in the conventional painting interfaces. This multi-layer approach brings in several novel painting operations that contribute to a more compelling WYSIWYG 3D painting interface; this is particular useful when dealing with complicated objects with occluded parts and objects that cannot be easily parameterized. We evaluated our system with 23 users, including both artists and novice painters, and obtained positive experimental results and feedback from them. The user study results demonstrate the efficacy of our novel interface over conventional painting interfaces.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <term>Algorithms</term>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>virtual reality</textkeyword5>
    <year>2010</year>
    <author>Chi-Wing Fu</author>
    <affiliation>Nanyang Technological University, Singapore, Singapore</affiliation>
    <author>Jiazhi Xia</author>
    <author>Ying He</author>
    <keyword>3d painting</keyword>
    <keyword>depth segmentation</keyword>
    <keyword>wysiwyg interface</keyword>
  </document>
  <document>
    <docID>CHI10-091</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The effects of diversity on group productivity and member withdrawal in online volunteer groups.


The "wisdom of crowds" argument emphasizes the importance of diversity in online collaborations, such as open source projects and Wikipedia. However, decades of research on diversity in offline work groups have painted an inconclusive picture. On the one hand, the broader range of insights from a diverse group can lead to improved outcomes. On the other hand, individual differences can lead to conflict and diminished performance. In this paper, we examine the effects of group diversity on the amount of work accomplished and on member withdrawal behaviors in the context of WikiProjects. We find that increased diversity in experience with Wikipedia increases group productivity and decreases member withdrawal -- up to a point. Beyond that point, group productivity remains high, but members are more likely to withdraw. Strikingly, no such diminishing returns were observed for differences in member interest, which increases productivity and decreases member withdrawal in a linear fashion. Our results suggest that the low visibility of individual differences in online groups may allow them to harvest more of the benefits of diversity while bearing less of the cost. We discuss how our findings can inform further research of online collaboration.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Experimentation</term>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <affiliation>University of Minnesota, Minneapolis, MN, USA</affiliation>
    <textkeyword5>wikipedia</textkeyword5>
    <keyword>Wikipedia</keyword>
    <keyword>performance</keyword>
    <author>Jilin Chen</author>
    <author>Yuqing Ren</author>
    <author>John Riedl</author>
    <year>2010</year>
    <keyword>diversity</keyword>
    <keyword>online volunteer group</keyword>
  </document>
  <document>
    <docID>CHI10-092</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Gender demographic targeting in sponsored search.


In this research, we evaluate the effect of gender in analyzing the performance of sponsored search advertising. We examine a log file with data comprised of nearly 7,000,000 records spanning 33 consecutive months of a search engine marketing campaign from a major US retailer. We classify key phrases selected for the campaign with a probability of being targeted for a specific gender and then compare the consumer actions using the critical sponsored search metrics of impressions, clicks, cost-per-click, sales revenue, orders, and items sold. Findings from our analysis show that the gender-orientation of the key phrase is a significant determinant in predicting behaviors and performance, with statistically different consumer behaviors for all attributes as the probability of a male or female keyword phrase changes. However, gender neutral phrases perform the best overall, calling into question the benefits of demographic targeting. Insight from this research could result in sponsored results being more effectively targeted to searchers and potential consumers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>search</textkeyword5>
    <term>Measurement</term>
    <affiliation>The Pennsylvania State University, University Park, PA, USA</affiliation>
    <term>Economics</term>
    <textkeyword5>gender</textkeyword5>
    <keyword>gender</keyword>
    <year>2010</year>
    <author>Bernard J. Jansen</author>
    <author>Lauren Solomon</author>
    <keyword>gender personalization</keyword>
    <keyword>keyword advertising</keyword>
    <keyword>pay-per-click</keyword>
    <keyword>ppc</keyword>
    <keyword>sponsored search</keyword>
    <keyword>target audience description</keyword>
  </document>
  <document>
    <docID>CHI10-093</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Exploring the workplace communication ecology.


The modern workplace is inherently collaborative, and this collaboration relies on effective communication among co-workers. Many communication tools -- email, blogs, wikis, Twitter, etc. -- have become increasingly available and accepted in workplace communications. In this paper, we report on a study of communications technologies used over a one year period in a small US corporation. We found that participants used a large number of communication tools for different purposes, and that the introduction of new tools did not impact significantly the use of previously-adopted technologies. Further, we identified distinct classes of users based on patterns of tool use. This work has implications for the design of technology in the evolving ecology of communication tools.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>communication</textkeyword5>
    <keyword>evaluation</keyword>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <keyword>communication</keyword>
    <textkeyword5>email</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <keyword>collaboration</keyword>
    <textkeyword5>wiki</textkeyword5>
    <textkeyword5>blogs</textkeyword5>
    <keyword>wiki</keyword>
    <author>Thea Turner</author>
    <author>Gene Golovchinsky</author>
    <author>Pernilla Qvarfordt</author>
    <keyword>instant messaging (IM)</keyword>
    <keyword>blogs</keyword>
    <author>Jacob T. Biehl</author>
    <keyword>email</keyword>
    <keyword>phones</keyword>
    <author>Maribeth Back</author>
    <keyword>face-to-face</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-094</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Making muscle-computer interfaces more practical.


Recent work in muscle sensing has demonstrated the poten-tial of human-computer interfaces based on finger gestures sensed from electrodes on the upper forearm. While this approach holds much potential, previous work has given little attention to sensing finger gestures in the context of three important real-world requirements: sensing hardware suitable for mobile and off-desktop environments, elec-trodes that can be put on quickly without adhesives or gel, and gesture recognition techniques that require no new training or calibration after re-donning a muscle-sensing armband. In this note, we describe our approach to over-coming these challenges, and we demonstrate average clas-sification accuracies as high as 86% for pinching with one of three fingers in a two-session, eight-person experiment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <author>James A. Landay</author>
    <textkeyword5>gestures</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Desney S. Tan</author>
    <textkeyword5>gesture recognition</textkeyword5>
    <author>Dan Morris</author>
    <keyword>electromyography (emg)</keyword>
    <author>T. Scott Saponas</author>
    <keyword>muscle-computer interfaces</keyword>
    <year>2010</year>
    <author>Jim Turner</author>
  </document>
  <document>
    <docID>CHI10-095</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A novel brain-computer interface using a multi-touch surface.


We present a novel integration of a brain-computer interface (BCI) with a multi-touch surface. BCIs based on the P300 paradigm often use a visual stimulus of a flashing character to elicit an event related potential in the brain's EEG signal. Traditionally, P300-based BCI paradigms use a grid layout of visual targets, commonly an alphabet, and allow users to select targets using their thoughts. In our new system a multi-touch table senses objects placed upon its surface and the system can highlight the objects on the table by flashing an area of light around them. This allows us to construct a P300-based BCI that uses a user-assembled collection of objects as targets, rather than a pre-determined grid layout. An experiment shows that our new paradigm works just as well as the traditional paradigms, thus highlighting the potential for BCIs to be integrated in a broader range of situations.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>brain-computer interface</keyword>
    <keyword>p300 evoked potential</keyword>
    <affiliation>University College London, London, United Kingdom</affiliation>
    <textkeyword5>multi-touch</textkeyword5>
    <author>Anthony Steed</author>
    <year>2010</year>
    <keyword>multi-touch interfaces</keyword>
    <author>Beste F. Yuksel</author>
    <author>Michael Donnerer</author>
    <author>James Tompkin</author>
  </document>
  <document>
    <docID>CHI10-096</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The influence of implicit and explicit biofeedback in first-person shooter games.


To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psycho¬physiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures.

According to our experiment, implicit biofeedback does not produce significant effects in player experience in an FPS game. In the explicit biofeedback conditions, players were more immersed and positively affected, and they were able to manipulate the game play with the biosignal interface. We recommend exploring the possibilities of using explicit biofeedback interaction in commercial games.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <keyword>games</keyword>
    <textkeyword5>avatars</textkeyword5>
    <author>Toni Laitinen</author>
    <author>Timo Saari</author>
    <keyword>affective computing</keyword>
    <year>2010</year>
    <author>Kai Kuikkaniemi</author>
    <author>Marko Turpeinen</author>
    <author>Ilkka Kosunen</author>
    <author>Niklas Ravaja</author>
    <affiliation>Helsinki Institute for Information Technology, Espoo, Finland</affiliation>
    <affiliation>Center for Knowledge and Innovation Research, Helsinki, Finland</affiliation>
    <keyword>biofeedback</keyword>
    <keyword>biosignals</keyword>
    <keyword>explicit biofeedback</keyword>
    <keyword>implicit biofeedback</keyword>
    <keyword>playing</keyword>
  </document>
  <document>
    <docID>CHI10-097</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment.


The combination of virtual reality (VR) and brain measurements is a promising development of HCI, but the maturation of this paradigm requires more knowledge about how brain activity is influenced by parameters of VR applications. To this end we investigate the influence of two prominent VR parameters, 3d-motion and interactivity, while brain activity is measured for a mental rotation task, using functional MRI (fMRI). A mental rotation network of brain areas is identified, matching previous results. The addition of interactivity increases the activation in core areas of this network, with more profound effects in frontal and preparatory motor areas. The increases from 3d-motion are restricted to primarily visual areas. We relate these effects to emerging theories of cognition and potential applications for brain-computer interfaces (BCIs). Our results demonstrate one way to provoke increased activity in task-relevant areas, making it easier to detect and use for adaptation and development of HCI.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <term>Measurement</term>
    <affiliation>Umeå University, Umeå, Sweden</affiliation>
    <keyword>reality-based interaction</keyword>
    <textkeyword5>virtual reality</textkeyword5>
    <keyword>fMRI</keyword>
    <year>2010</year>
    <author>Daniel Sjölie</author>
    <author>Kenneth Bodin</author>
    <author>Eva Elgh</author>
    <author>Johan Eriksson</author>
    <author>Lars-Erik Janlert</author>
    <author>Lars Nyberg</author>
    <keyword>bci</keyword>
    <keyword>brain imaging</keyword>
    <keyword>vrfmri</keyword>
  </document>
  <document>
    <docID>CHI10-098</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Scale detection for a priori gesture recognition.


Gesture-based interfaces provide expert users with an efficient form of interaction but they require a learning effort for novice users. To address this problem, some on-line guiding techniques display all available gestures in response to partial input. However, partial input recognition algorithms are scale dependent while most gesture recognizers support scale independence (i.e., the same shape at different scales actually invokes the same command). We propose an algorithm for estimating the scale of any partial input in the context of a gesture recognition system and illustrate how it can be used to improve users' experience with gesture-based systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>input</textkeyword5>
    <term>Algorithms</term>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <keyword>gestures</keyword>
    <affiliation>INRIA and LRI - University Paris-Sud &amp; CNRS, Orsay, France</affiliation>
    <author>Caroline Appert</author>
    <keyword>stroke</keyword>
    <textkeyword5>gesture recognition</textkeyword5>
    <keyword>recognition</keyword>
    <keyword>scale</keyword>
    <year>2010</year>
    <author>Olivier Bau</author>
  </document>
  <document>
    <docID>CHI10-099</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Insight into goal-directed movement strategies.


The current paper proposes a novel method of analyzing goal-directed movements by dividing them into distinct movement intervals. We demonstrate how the description of the first and second most prominent movement intervals in terms of duration and length can provide insight into the applied movement strategies under different conditions. This method, although demonstrated for goal-directed movements, has the potential to be generalized to other types of movements, such as steering movements.</docText>
    <conference>CHI</conference>
    <term>Performance</term>
    <term>Measurement</term>
    <affiliation>Eindhoven University of Technology, Eindhoven, Netherlands</affiliation>
    <affiliation>Philips Research, Eindhoven, Netherlands</affiliation>
    <author>Jean-Bernard Martens</author>
    <author>Dzmitry Aliakseyeu</author>
    <keyword>pointing tasks</keyword>
    <year>2010</year>
    <author>Karin Nieuwenhuizen</author>
    <keyword>computer input devices</keyword>
    <keyword>movement analysis</keyword>
  </document>
  <document>
    <docID>CHI10-100</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Usable gestures for mobile interfaces: evaluating social acceptability.


Gesture-based mobile interfaces require users to change the way they use technology in public settings. Since mobile phones are part of our public appearance, designers must integrate gestures that users perceive as acceptable for pub-lic use. This topic has received little attention in the litera-ture so far. The studies described in this paper begin to look at the social acceptability of a set of gestures with re-spect to location and audience in order to investigate possi-ble ways of measuring social acceptability. The results of the initial survey showed that location and audience had a significant impact on a user's willingness to perform ges-tures. These results were further examined through a user study where participants were asked to perform gestures in different settings (including a busy street) over repeated trials. The results of this work provide gesture design rec-ommendations as well as social acceptability evaluation guidelines.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <author>Stephen Brewster</author>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>evaluation methodology</keyword>
    <keyword>gesture interfaces</keyword>
    <year>2010</year>
    <author>Julie Rico</author>
    <keyword>design recommendations</keyword>
    <keyword>social acceptability</keyword>
  </document>
  <document>
    <docID>CHI10-101</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>iCanDraw: using sketch recognition and corrective feedback to assist a user in drawing human faces.


When asked to draw, many people are hesitant because they consider themselves unable to draw well. This paper describes the first system for a computer to provide direction and feedback for assisting a user to draw a human face as accurately as possible from an image. Face recognition is first used to model the features of a human face in an image, which the user wishes to replicate. Novel sketch recognition algorithms were developed to use the information provided by the face recognition to evaluate the hand-drawn face. Two design iterations and user studies led to nine design principles for providing such instruction, presenting reference media, giving corrective feedback, and receiving actions from the user. The result is a proof-of-concept application that can guide a person through step-by-step instruction and generated feedback toward producing his/her own sketch of a human face in a reference image.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <year>2010</year>
    <author>Daniel Dixon</author>
    <author>Manoj Prasad</author>
    <author>Tracy Hammond</author>
    <affiliation>Texas A&amp;M University, College Station, TX, USA</affiliation>
    <keyword>assistive and corrective feedback</keyword>
    <keyword>computer-aided instruction</keyword>
    <keyword>pen-input computing</keyword>
    <keyword>sketch recognition</keyword>
  </document>
  <document>
    <docID>CHI10-102</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Exploring the accessibility and appeal of surface computing for older adult health care support.


This paper examines accessibility issues of surface computing with older adults and explores the appeal of surface computing for health care support. We present results from a study involving 20 older adults (age 60 to 88) performing gesture-based interactions on a multitouch surface. Older adults were able to successfully perform all actions on the surface computer, but some gestures that required two fingers (resize) and fine motor movement (rotate) were problematic. Ratings for ease of use and ease of performing each action as well as time required to figure out an action were similar to that of younger adults. Older adults reported that the surface computer was less intimidating, less frustrating, and less overwhelming than a traditional computer. The idea of using a surface computer for health care support was well-received by participants. We conclude with a discussion of design issues involving surface computing for older adults and use of this technology for health care.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>health care</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <keyword>health care</keyword>
    <textkeyword5>multi-touch</textkeyword5>
    <author>James D. Hollan</author>
    <affiliation>University of California, San Diego, San Diego, CA, USA</affiliation>
    <author>Anne Marie Piper</author>
    <keyword>multi-touch</keyword>
    <keyword>surface computing</keyword>
    <textkeyword5>accessibility</textkeyword5>
    <year>2010</year>
    <keyword>older adults</keyword>
    <author>Ross Campbell</author>
  </document>
  <document>
    <docID>CHI10-103</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Patients, pacemakers, and implantable defibrillators: human values and security for wireless implantable medical devices.


Implantable medical devices (IMDs) improve patients' quality of life and help sustain their lives. In this study, we explore patient views and values regarding their devices to inform the design of computer security for wireless IMDs. We interviewed 13 individuals with implanted cardiac devices. Key questions concerned the evaluation of 8 mockups of IMD security systems. Our results suggest that some systems that are technically viable are nonetheless undesirable to patients. Patients called out a number of values that affected their attitudes towards the systems, including perceived security, safety, freedom from unwanted cultural and historical associations, and self-image. In our analysis, we extend the Value Sensitive Design value dams and flows technique in order to suggest multiple, complementary systems; in our discussion, we highlight some of the usability, regulatory, and economic complexities that arise from offering multiple options. We conclude by offering design guidelines for future security systems for IMDs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>usability</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>security</keyword>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <textkeyword5>safety</textkeyword5>
    <textkeyword5>value sensitive design</textkeyword5>
    <author>Tadayoshi Kohno</author>
    <keyword>safety</keyword>
    <author>Batya Friedman</author>
    <year>2010</year>
    <author>Alan Borning</author>
    <author>Tamara Denning</author>
    <author>Brian T. Gill</author>
    <author>William H. Maisel</author>
    <affiliation>Seattle Pacific University, Seattle, WA, USA</affiliation>
    <affiliation>Medical Device Safety Institute, Beth Israel Deaconess Medical Center, and Harvard Medical School, Boston, MA, USA</affiliation>
    <keyword>defibrillators</keyword>
    <keyword>embodied technologies</keyword>
    <keyword>implantable medical devices</keyword>
    <keyword>medical device security</keyword>
    <keyword>value dams and flows</keyword>
  </document>
  <document>
    <docID>CHI10-104</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>One size does not fit all: applying the transtheoretical model to energy feedback technology design.


Global warming, and the climate change it induces, is an urgent global issue. One remedy to this problem, and the focus of this paper, is to motivate sustainable energy usage behaviors by people. One approach is the development of technologies that provide real-time, continuous feedback of energy usage. However, there is one problem - most tech-nologies use a "one-size-fits-all" solution, providing the same feedback to differently motivated individuals at different stages of readiness, willingness and ableness to change. In this paper, we synthesize a wide range of motivational psychology literature to develop a motivational framework based on the Transtheoretical (aka Stages of Behavior Change) Model. For each stage, we state the mo-tivational goal(s), and recommendation(s) for how technol-ogies can reach these goals. Each goal and recommendation is supported by a rationale based on motivational literature. Each recommendation is supported by a simple textual example illustrating one way to apply the recommendation.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>feedback</textkeyword5>
    <keyword>design</keyword>
    <affiliation>University of Calgary, Calgary, AB, Canada</affiliation>
    <author>Saul Greenberg</author>
    <keyword>sustainability</keyword>
    <keyword>feedback</keyword>
    <author>Elaine M. Huang</author>
    <year>2010</year>
    <author>Helen Ai He</author>
    <keyword>motivational theory</keyword>
  </document>
  <document>
    <docID>CHI10-105</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Small business applications of sourcemap: a web tool for sustainable design and supply chain transparency.


This paper introduces sustainable design applications for small businesses through the Life Cycle Assessment and supply chain publishing platform Sourcemap.org. This web-based tool was developed through a year-long participatory design process with five small businesses in Scotland and in New England. Sourcemap was used as a diagnostic tool for carbon accounting, design and supply chain management. It offers a number of ways to market sustainable practices through embedded and printed visualizations. Our experiences confirm the potential of web sustainability tools and social media to expand the discourse and to negotiate the diverse goals inherent in social and environmental sustainability.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>participatory design</keyword>
    <term>Experimentation</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>visualization</textkeyword5>
    <author>Hiroshi Ishii</author>
    <textkeyword5>design process</textkeyword5>
    <keyword>transparency</keyword>
    <keyword>sustainability</keyword>
    <keyword>social networks</keyword>
    <author>Leonardo Bonanni</author>
    <author>Matthew Hockenberry</author>
    <textkeyword5>sustainability</textkeyword5>
    <textkeyword5>social media</textkeyword5>
    <keyword>product design</keyword>
    <textkeyword5>participatory design</textkeyword5>
    <year>2010</year>
    <author>David Zwarg</author>
    <author>Chris Csikszentmihalyi</author>
    <affiliation>Avencia Inc., Cambridge, MA, USA</affiliation>
    <keyword>agriculture</keyword>
    <keyword>food and drink</keyword>
    <keyword>hospitality</keyword>
    <keyword>life cycle assessment</keyword>
    <keyword>marketing</keyword>
    <keyword>small business</keyword>
    <keyword>supply chain</keyword>
  </document>
  <document>
    <docID>CHI10-106</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>FeedWinnower: layering structures over collections of information streams.


Information overload is a growing threat to the productivity of today's knowledge workers, who need to keep track of multiple streams of information from various sources. RSS feed readers are a popular choice for syndicating information streams, but current tools tend to contribute to the overload problem instead of solving it. We introduce FeedWinnower, an enhanced feed aggregator that helps readers to filter feed items by four facets (topic, people, source, and time), thus facilitating feed triage. The combination of the four facets provides a powerful way for users to slice and dice their personal feeds. In addition, we present a formative evaluation of the prototype conducted with 15 knowledge workers in two different organizations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <author>Gregorio Convertino</author>
    <author>Ed H. Chi</author>
    <author>Lichan Hong</author>
    <author>Bongwon Suh</author>
    <keyword>information overload</keyword>
    <textkeyword5>information overload</textkeyword5>
    <keyword>faceted browsing</keyword>
    <year>2010</year>
    <keyword>information stream</keyword>
    <author>Sanjay Kairam</author>
    <keyword>feed reader</keyword>
    <keyword>rss feed</keyword>
    <keyword>rss overload</keyword>
  </document>
  <document>
    <docID>CHI10-107</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Tools-at-hand and learning in multi-session, collaborative search.


Improving search interfaces and algorithms are major foci of HCI and information retrieval (IR) research respectively. However, less attention has been given to understanding how users collect, manage, organize, and share the results they find from conducting searches on the Web and designing tools to support their needs. In this paper, we present results from a study in which we interviewed 30 people in three cohorts (academic researchers, corporate workers, and people looking for medical information) about their current practices conducting, managing, and sharing information from on-going, exploratory searches. We report results on users' current practices, tool use, areas of difficulties and associated coping strategies with emphasis on how information seekers use a variety of "tools-at-hand" beyond search engines and web browsers as they search, process, and share results, and on the learning processes that occur as they seek and use information over time.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>hci</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>web browser</textkeyword5>
    <keyword>collaborative search</keyword>
    <keyword>personal information management</keyword>
    <keyword>information seeking</keyword>
    <affiliation>University of North Carolina at Chapel Hill, Chapel Hill, NC, USA</affiliation>
    <keyword>exploratory search</keyword>
    <textkeyword5>information retrieval</textkeyword5>
    <author>Gary Marchionini</author>
    <year>2010</year>
    <author>Robert Capra</author>
    <author>Javier Velasco-Martin</author>
    <author>Katrina Muller</author>
  </document>
  <document>
    <docID>CHI10-108</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Share: a programming environment for loosely bound cooperation.


We introduce a programming environment entitled Share that is designed to encourage loosely bound cooperation between individuals within communities of practice through the sharing of code. Loosely bound cooperation refers to the opportunity community members have to assist and share resources with one another while maintaining their autonomy and independent practice. We contrast this model with forms of collaboration that enable large numbers of distributed individuals to collaborate on large scale works where they are guided by a shared vision of what they are collectively trying to achieve. We hypothesize that providing fine-grained, publicly visible attribution of code sharing activity within a community can provide socially motivated encouragement for code sharing. We present an overview of the design of our tool and the objectives that guided its design and a discussion of a small-scale deployment of our prototype among members of a particular community of practice.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <keyword>CSCW</keyword>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <keyword>visualization</keyword>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <author>Judith Donath</author>
    <keyword>collaboration</keyword>
    <textkeyword5>community</textkeyword5>
    <keyword>community</keyword>
    <keyword>social software</keyword>
    <keyword>programming</keyword>
    <affiliation>Harvard University, Cambridge, MA, USA</affiliation>
    <keyword>cooperation</keyword>
    <year>2010</year>
    <author>Yannick Assogba</author>
    <keyword>open source</keyword>
  </document>
  <document>
    <docID>CHI10-109</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Enhancing directed content sharing on the web.


To find interesting, personally relevant web content, people rely on friends and colleagues to pass links along as they encounter them. In this paper, we study and augment link-sharing via e-mail, the most popular means of sharing web content today. Armed with survey data indicating that active sharers of novel web content are often those that actively seek it out, we developed FeedMe, a plug-in for Google Reader that makes directed sharing of content a more salient part of the user experience. FeedMe recommends friends who may be interested in seeing content that the user is viewing, provides information on what the recipient has seen and how many emails they have received recently, and gives recipients the opportunity to provide lightweight feedback when they appreciate shared content. FeedMe introduces a novel design space within mixed-initiative social recommenders: friends who know the user voluntarily vet the material on the user's behalf. We performed a two-week field experiment (N=60) and found that FeedMe made it easier and more enjoyable to share content that recipients appreciated and would not have found otherwise.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>user experience</textkeyword5>
    <author>David R. Karger</author>
    <author>Michael Bernstein</author>
    <textkeyword5>recommender systems</textkeyword5>
    <keyword>blogs</keyword>
    <author>Robert C. Miller</author>
    <year>2010</year>
    <author>Adam Marcus</author>
    <keyword>friendsourcing</keyword>
    <keyword>rss</keyword>
    <keyword>social link sharing</keyword>
  </document>
  <document>
    <docID>CHI10-110</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Cultural difference in image tagging.


Do people from different cultures tag digital images differently? The current study compared the content of tags for digital images created by two cultural groups: European Americans and Chinese. In line with previous findings on cultural differences in attentional patterns, we found similar cultural differences in the order of the image parts (e.g., foreground or background objects) that people tag. We found that for European Americans, the first tag was more likely assigned to the main objects than that by Chinese; but for Chinese, the first tag was more likely assigned to the overall description or relations between objects in the images. The findings had significant implications for designing cultural-sensitive tools to facilitate the tagging and search process of digital media, as well as for developing data-mining tools that identify user profiles based on their tagging patterns and cultural origins.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <textkeyword5>search</textkeyword5>
    <keyword>attention</keyword>
    <textkeyword5>tagging</textkeyword5>
    <author>Wai-Tat Fu</author>
    <keyword>annotation</keyword>
    <keyword>tagging</keyword>
    <keyword>perception</keyword>
    <year>2010</year>
    <author>Wei Dong</author>
    <keyword>cultural difference</keyword>
    <keyword>image tagging</keyword>
  </document>
  <document>
    <docID>CHI10-111</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Social tagging revamped: supporting the users' need of self-promotion through persuasive techniques.


People share pictures online to increase their social presence. However, recent studies have shown that most of the content shared in social networks is not looked at by peers. Proper metadata can be generated and used to improve the retrieval of this content. In spite of this, we still lack solutions for collecting valid descriptors of content that can be used effectively in the context of social information navigation. In this paper, we propose a mechanism based on persuasive techniques to support peers in providing metadata for multimedia content that can be used for a person's self-promotion. Through an iterative design and experimentation process, we demonstrate how this methodology can be used effectively to increase one's social presence thus building more enjoyable, rich, and creative content that is shared in the social network. In addition, we highlight implications that inform the design of social games with a purpose.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <textkeyword5>multimedia</textkeyword5>
    <keyword>metadata</keyword>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>methodology</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>social presence</textkeyword5>
    <textkeyword5>tagging</textkeyword5>
    <keyword>information overload</keyword>
    <keyword>social networks</keyword>
    <keyword>self-presentation</keyword>
    <author>Mauro Cherubini</author>
    <year>2010</year>
    <author>Alejandro Gutierrez</author>
    <author>Rodrigo de Oliveira</author>
    <author>Nuria Oliver</author>
    <affiliation>Telefonica Research, Barcelona, Spain</affiliation>
    <keyword>facebook fatigue</keyword>
    <keyword>mutual modeling</keyword>
  </document>
  <document>
    <docID>CHI10-112</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Some observations on the "live" collaborative tagging of audio conferences in the enterprise.


This paper describes preliminary findings related to a system for "live" collaborative tagging of enterprise meetings taking place on an audio bridge between distributed participants. Participants can apply tags to different points of the interaction as it is ongoing and can see, in near real-time, the "flow" of tags as they are being contributed. Two novel types of tags are proposed: "deep tags" that apply to a portion of the interaction and "instant tags" that apply to an instant of the interaction. Our system is being used by enterprise users and we analyze a corpus of 737 live-tags collected from 16 conversations that took place over several months. We found that the live-tags for audio have slightly different characteristics from Web 2.0 tags: they are longer and confer affordances on the audio like description and summarization. Some observations on the "cognitive cost" of live-tagging are offered.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <keyword>multimedia</keyword>
    <textkeyword5>tagging</textkeyword5>
    <keyword>annotation</keyword>
    <keyword>note-taking</keyword>
    <keyword>activity capture</keyword>
    <year>2010</year>
    <author>Shreeharsh Kelkar</author>
    <author>Ajita John</author>
    <author>Doree Duncan Seligmann</author>
    <affiliation>Avaya Labs Research, Basking Ridge, NJ, USA</affiliation>
    <keyword>audio recording</keyword>
    <keyword>collaborative tagging</keyword>
  </document>
  <document>
    <docID>CHI10-113</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Perceptions and practices of usability in the free/open source software (FoSS) community.


This paper presents results from a study examining perceptions and practices of usability in the free/open source software (FOSS) community. 27 individuals associated with 11 different FOSS projects were interviewed to understand how they think about, act on, and are motivated to address usability issues. Our results indicate that FOSS project members possess rather sophisticated notions of software usability, which collectively mirror definitions commonly found in HCI textbooks. Our study also uncovered a wide range of practices that ultimately work to improve software usability. Importantly, these activities are typically based on close, direct interpersonal relationships between developers and their core users, a group of users who closely follow the project and provide high quality, respected feedback. These relationships, along with positive feedback from other users, generate social rewards that serve as the primary motivations for attending to usability issues on a day-to-day basis. These findings suggest a need to reconceptualize HCI methods to better fit this culture of practice and its corresponding value system.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>culture</textkeyword5>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <affiliation>University of Waterloo, Waterloo, ON, Canada</affiliation>
    <author>Michael Terry</author>
    <author>Matthew Kay</author>
    <year>2010</year>
    <author>Ben Lafreniere</author>
    <keyword>bleeding edge users</keyword>
    <keyword>core users</keyword>
    <keyword>reference users</keyword>
  </document>
  <document>
    <docID>CHI10-114</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>End-user mashup programming: through the design lens.


Programming has recently become more common among ordinary end users of computer systems. We believe that these end-user programmers are not just coders but also designers, in that they interlace making design decisions with coding rather than treating them as two separate phases. To better understand and provide support for the programming and design needs of end users, we propose a design theory-based approach to look at end-user programming. Toward this end, we conducted a think-aloud study with ten end users creating a web mashup. By analyzing users' verbal and behavioral data using Schön's reflection-in-action design model and the notion of ideations from creativity literature, we discovered insights into end-user programmers' problem-solving attempts, successes, and obstacles, with accompanying implications for the design of end-user programming environments for mashups. The contribution of our work is three-fold: 1) the methodology of using a design lens to view programming, 2) evidence, through insights gained, of the usefulness of this approach, and 3) the implications themselves.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>theory</textkeyword5>
    <keyword>end-user programming</keyword>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>methodology</textkeyword5>
    <textkeyword5>creativity</textkeyword5>
    <keyword>design</keyword>
    <keyword>mashups</keyword>
    <affiliation>Drexel University, Philadelphia, PA, USA</affiliation>
    <affiliation>Oregon State University, Corvallis, OR, USA</affiliation>
    <textkeyword5>end-user programming</textkeyword5>
    <author>Yann Riche</author>
    <author>Margaret Burnett</author>
    <author>Susan Wiedenbeck</author>
    <author>Valentina Grigoreanu</author>
    <year>2010</year>
    <author>Jill Cao</author>
    <affiliation>Riche Design, Seattle, USA</affiliation>
    <affiliation>Oregon State University, Microsoft Corporation, Redmond, USA</affiliation>
  </document>
  <document>
    <docID>CHI10-115</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>What would other programmers do: suggesting solutions to error messages.


Interpreting compiler errors and exception messages is challenging for novice programmers. Presenting examples of how other programmers have corrected similar errors may help novices understand and correct such errors. This paper introduces HelpMeOut, a social recommender system that aids the debugging of error messages by suggesting solutions that peers have applied in the past. HelpMeOut comprises IDE instrumentation to collect examples of code changes that fix errors; a central database that stores fix reports from many users; and a suggestion interface that, given an error, queries the database for a list of relevant fixes and presents these to the programmer. We report on implementations of this architecture for two programming languages. An evaluation with novice programmers found that the technique can suggest useful fixes for 47% of errors after 39 person-hours of programming in an instrumented environment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>programming</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <author>Scott R. Klemmer</author>
    <author>Joel Brandt</author>
    <keyword>debugging</keyword>
    <textkeyword5>debugging</textkeyword5>
    <textkeyword5>recommender systems</textkeyword5>
    <keyword>recommender systems</keyword>
    <author>Björn Hartmann</author>
    <year>2010</year>
    <author>Daniel MacDougall</author>
  </document>
  <document>
    <docID>CHI10-116</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Where are you pointing? the accuracy of deictic pointing in CVEs.


Deictic reference -- pointing at things during conversation -- is ubiquitous in human communication, and should also be an important tool in distributed collaborative virtual environments (CVEs). Pointing gestures can be complex and subtle, however, and pointing is much more difficult in the virtual world. In order to improve the richness of interaction in CVEs, it is important to provide better support for pointing and deictic reference, and a first step in this support is to determine how well people can interpret the direction that another person is pointing. To investigate this question, we carried out two studies. The first identified several ways that people point towards distant targets, and established that not all pointing requires high accuracy. This suggested that natural CVE pointing could potentially be successful; but no knowledge is available about whether even moderate accuracy is possible in CVEs. Therefore, our second study looked more closely at how accurately people can produce and interpret the direction of pointing gestures in CVEs. We found that although people are more accurate in the real world, the differences are smaller than expected; our results show that deixis can be successful in CVEs for many pointing situations, and provide a foundation for more comprehensive support of deictic pointing.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <keyword>pointing</keyword>
    <textkeyword5>gestures</textkeyword5>
    <keyword>gestures</keyword>
    <affiliation>University of Saskatchewan, Saskatoon, SK, Canada</affiliation>
    <author>Carl Gutwin</author>
    <keyword>avatars</keyword>
    <author>Nelson Wong</author>
    <keyword>collaborative virtual enviroments (CVEs)</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-117</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Lie tracking: social presence, truth and deception in avatar-mediated telecommunication.


The success of visual telecommunication systems depends on their ability to transmit and display users' natural nonverbal behavior. While video-mediated communication (VMC) is the most widely used form of interpersonal remote interaction, avatar-mediated communication (AMC) in shared virtual environments is increasingly common. This paper presents two experiments investigating eye tracking in AMC. The first experiment compares the degree of social presence experienced in AMC and VMC during truthful and deceptive discourse. Eye tracking data (gaze, blinking, and pupil size) demonstrates that oculesic behavior is similar in both mediation types, and uncovers systematic differences between truth telling and lying. Subjective measures show users' psychological arousal to be greater in VMC than AMC. The second experiment demonstrates that observers of AMC can more accurately detect truth and deception when viewing avatars with added oculesic behavior driven by eye tracking. We discuss implications for the design of future visual telecommunication media interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Experimentation</term>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>eye tracking</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <keyword>eye tracking</keyword>
    <textkeyword5>video</textkeyword5>
    <keyword>video-mediated communication</keyword>
    <textkeyword5>mediated communication</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <keyword>virtual environments</keyword>
    <keyword>trust</keyword>
    <textkeyword5>social presence</textkeyword5>
    <affiliation>University College London, London, United Kingdom</affiliation>
    <textkeyword5>avatars</textkeyword5>
    <keyword>deception</keyword>
    <textkeyword5>deception</textkeyword5>
    <keyword>social presence</keyword>
    <textkeyword5>video-mediated communication</textkeyword5>
    <author>Anthony Steed</author>
    <year>2010</year>
    <author>William Steptoe</author>
    <author>Aitor Rovira</author>
    <author>John Rae</author>
    <affiliation>Roehampton University, London, United Kingdom</affiliation>
    <keyword>avatar-mediated communication</keyword>
  </document>
  <document>
    <docID>CHI10-118</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Embodied social proxy: mediating interpersonal connection in hub-and-satellite teams.


Current business conditions have given rise to distributed teams that are mostly collocated except for one remote member. These "hub-and-satellite" teams face the challenge of the satellite colleague being out-of-sight and out-of-mind. We developed a telepresence device, called an Embodied Social Proxy (ESP), which represents the satellite coworker 24x7. Beyond using ESPs in our own group, we deployed an ESP in four product teams within our company for six weeks. We studied how ESP was used through ethnographic observations, surveys, and usage log data. ESP not only increased the satellite worker's ability to fully participate in meetings, it also increased the hub's attention and affinity towards the satellite. The continuous physical presence of ESP in each team improved the interpersonal social connections between hub and satellite colleagues.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>George G. Robertson</author>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <author>Kori M. Inkpen</author>
    <author>Gina Venolia</author>
    <keyword>empirical study</keyword>
    <keyword>distributed collaboration</keyword>
    <author>Bongshin Lee</author>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <keyword>telepresence</keyword>
    <textkeyword5>telepresence</textkeyword5>
    <author>John C. Tang</author>
    <author>Sara Bly</author>
    <year>2010</year>
    <author>Ruy Cervantes</author>
    <affiliation>Sara Bly Consulting, North Plains, OR, USA</affiliation>
    <keyword>embodied video conferencing</keyword>
  </document>
  <document>
    <docID>CHI10-119</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>MOSES: exploring new ground in media and post-conflict reconciliation.


While the history of traditional media in post-conflict peace building efforts is rich and well studied, the potential for interactive new media technologies in this area has gone unexplored. In cooperation with the Truth and Reconciliation Commission of Liberia, we have constructed a novel interactive kiosk system, called MOSES, for use in that country's post-conflict reconciliation effort. The system allows the sharing of video messages between Liberians throughout the country, despite the presence of little or no communications infrastructure. In this paper, we describe the MOSES system, including several innovative design elements. We also present a novel design methodology we employed to manage the various distances between our design team and the intended user group in Liberia. Finally, we report on a qualitative study of the system with 27 participants from throughout Liberia. The study found that participants saw MOSES as giving them a voice and connecting them to other Liberians throughout the country; that the system was broadly usable by low-literate, novice users without human assistance; that the embodied conversational agent used in our design shows considerable promise; that users generally ascribed foreign involvement to the system; and that the system encouraged heavily group-oriented usage.</docText>
    <conference>CHI</conference>
    <term>Performance</term>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>methodology</textkeyword5>
    <textkeyword5>history</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>qualitative studies</textkeyword5>
    <keyword>user generated content</keyword>
    <year>2010</year>
    <author>Thomas N. Smyth</author>
    <author>John Etherton</author>
    <author>Michael L. Best</author>
    <keyword>conversational agent</keyword>
    <keyword>liberia</keyword>
    <keyword>new media</keyword>
    <keyword>post-conflict reconciliation</keyword>
  </document>
  <document>
    <docID>CHI10-120</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Blogging in a region of conflict: supporting transition to recovery.


The blogosphere is changing how people experience war and conflict. We conducted an analysis of 125 blogs written by Iraqi citizens experiencing extreme disruption in their country. We used Hoffman's [8] stages of recovery model to understand how blogs support people in a region where conflict is occurring. We found that blogs create a safe virtual environment where people could interact, free of the violence in the physical environment and of the strict social norms of their changing society in wartime. Second, blogs enable a large network of global support through their interactive and personal nature. Third, blogs enable people experiencing a conflict to engage in dialogue with people outside their borders to discuss their situation. We discuss how blogs enable people to collaboratively interpret conflict through communities of interest and discussion with those who comment. We discuss how technology can better support blog use in a global environment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>virtual environments</textkeyword5>
    <keyword>community</keyword>
    <textkeyword5>blogs</textkeyword5>
    <keyword>empirical study</keyword>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <author>Gloria Mark</author>
    <author>Ban Al-Ani</author>
    <author>Bryan Semaan</author>
    <keyword>disrupted environments</keyword>
    <keyword>blogs</keyword>
    <year>2010</year>
    <keyword>understanding the user</keyword>
  </document>
  <document>
    <docID>CHI10-121</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Microblogging during two natural hazards events: what twitter may contribute to situational awareness.


We analyze microblog posts generated during two recent, concurrent emergency events in North America via Twitter, a popular microblogging service. We focus on communications broadcast by people who were "on the ground" during the Oklahoma Grassfires of April 2009 and the Red River Floods that occurred in March and April 2009, and identify information that may contribute to enhancing situational awareness (SA). This work aims to inform next steps for extracting useful, relevant information during emergencies using information extraction (IE) techniques.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>University of Colorado at Boulder, Boulder, CO, USA</affiliation>
    <textkeyword5>awareness</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <author>Leysia Palen</author>
    <keyword>disasters</keyword>
    <year>2010</year>
    <keyword>micro-blogging</keyword>
    <author>Sarah Vieweg</author>
    <author>Amanda L. Hughes</author>
    <author>Kate Starbird</author>
    <keyword>crisis informatics</keyword>
    <keyword>emergency</keyword>
    <keyword>hazards</keyword>
    <keyword>situational awareness</keyword>
  </document>
  <document>
    <docID>CHI10-122</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The secure haptic keypad: a tactile password system.


Authentication in public spaces poses significant security risks. Most significantly, passwords can be stolen, potentially leading to fraud. A common method to steal a PIN is through an observation attack, either using a camera or through direct observation (e.g. shoulder-surfing). This paper addresses this problem by presenting the design and implementation of a novel input keypad which uses tactile cues as means to compose a password. In this system, passwords are encoded as a sequence of randomized vibration patterns, making it visually impossible for an observer to detect which items are selected. An evaluation of this system shows it outperforms previous interfaces which have used tactile feedback to obfuscate passwords.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <keyword>user study</keyword>
    <textkeyword5>tactile feedback</textkeyword5>
    <keyword>security</keyword>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <author>Ian Oakley</author>
    <affiliation>Korea Advanced Institute of Science and Technology, Daejeon, South Korea</affiliation>
    <year>2010</year>
    <keyword>tactile ui</keyword>
    <author>Andrea Bianchi</author>
    <author>Dong Soo Kwon</author>
    <affiliation>Universidade da Madeira, Campus da Penteada, Funchal, Portugal</affiliation>
    <keyword>pin entry</keyword>
  </document>
  <document>
    <docID>CHI10-123</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Multi-touch authentication on tabletops.


The introduction of tabletop interfaces has given rise to the need for the development of secure and usable authentication techniques that are appropriate for the co-located collaborative settings for which they have been designed. Most commonly, user authentication is based on something you know, but this is a particular problem for tabletop interfaces, as they are particularly vulnerable to shoulder surfing given their remit to foster co-located collaboration. In other words, tabletop users would typically authenticate in full view of a number of observers. In this paper, we introduce and evaluate a number of novel tabletop authentication schemes that exploit the features of multi-touch interaction in order to inhibit shoulder surfing. In our pilot work with users, and in our formal user-evaluation, one authentication scheme - Pressure-Grid - stood out, significantly enhancing shoulder surfing resistance when participants used it to enter both PINs and graphical passwords.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>tabletop</textkeyword5>
    <term>Security</term>
    <textkeyword5>multi-touch</textkeyword5>
    <keyword>graphical passwords</keyword>
    <keyword>user authentication</keyword>
    <author>Pam Briggs</author>
    <year>2010</year>
    <keyword>multi-touch interaction</keyword>
    <author>David Kim</author>
    <author>Paul Dunphy</author>
    <author>Jonathan Hook</author>
    <author>John Nicholson</author>
    <author>James Nicholson</author>
    <author>Patrick Olivier</author>
    <affiliation>Newcastle University, Newcastle upon Tyne, United Kingdom</affiliation>
    <affiliation>Northumbria University, Newcastle upon Tyne, United Kingdom</affiliation>
    <keyword>shoulder surfing</keyword>
  </document>
  <document>
    <docID>CHI10-124</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>ColorPIN: securing PIN entry through indirect input.


Automated teller machine (ATM) frauds are increasing drastically these days. When analyzing the most common attacks and the reasons for successful frauds, it becomes apparent that the main problem lies in the PIN based authentication which in itself does not provide any security features (besides the use of asterisks). That is, security is solely based on a user's behavior. Indirect input is one way to solve this problem. This mostly comes at the costs of adding overhead to the input process. We present ColorPIN, an authentication mechanism that uses indirect input to provide security enhanced PIN entry. At the same time, ColorPIN remains a one-to-one relationship between the length of the PIN and the required number of clicks. A user study showed that ColorPIN is significantly more secure than standard PIN entry while enabling good authentication speed in comparison with related systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <keyword>security</keyword>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <affiliation>University of Munich, Munich, Germany</affiliation>
    <author>Heinrich Hussmann</author>
    <keyword>authentication</keyword>
    <author>Alexander De Luca</author>
    <keyword>ATMs</keyword>
    <year>2010</year>
    <author>Katja Hertzschuch</author>
    <keyword>colorpin</keyword>
  </document>
  <document>
    <docID>CHI10-125</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Shoulder-surfing resistance with eye-gaze entry in cued-recall graphical passwords.


We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help users remember multiple distinct passwords. Our 45-participant lab study is the first evaluation of gaze-based password entry via user-selected points on images. CGP's usability is potentially acceptable, warranting further refinement and study.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <keyword>eye tracking</keyword>
    <textkeyword5>gaze</textkeyword5>
    <term>Security</term>
    <keyword>graphical passwords</keyword>
    <keyword>usable security</keyword>
    <author>Sonia Chiasson</author>
    <year>2010</year>
    <author>Alain Forget</author>
    <author>Robert Biddle</author>
    <affiliation>Carleton University, Ottawa, ON, Canada</affiliation>
  </document>
  <document>
    <docID>CHI10-126</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Visual vs. compact: a comparison of privacy policy interfaces.


In this paper, we compare the impact of two different privacy policy representations -- AudienceView and Expandable Grids -- on users modifying privacy policies for a social network site. Despite the very different interfaces, there were very few differences in user performance. However, users had clear, and different, preferences and acknowledged the tradeoffs between the two representations. Our results imply that while either interface would be a usable option for policy settings, a combination may appeal to a wider audience and offer the best of both worlds.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>privacy</textkeyword5>
    <affiliation>University of Minnesota, Minneapolis, MN, USA</affiliation>
    <textkeyword5>social networks</textkeyword5>
    <keyword>privacy</keyword>
    <term>Security</term>
    <author>Robert W. Reeder</author>
    <textkeyword5>social network sites</textkeyword5>
    <keyword>social network sites</keyword>
    <affiliation>University of North Carolina at Charlotte, Charlotte, NC, USA</affiliation>
    <year>2010</year>
    <author>Heather Richter Lipford</author>
    <author>Jason Watson</author>
    <author>Michael Whitney</author>
    <author>Katherine Froiland</author>
    <keyword>access control policy</keyword>
  </document>
  <document>
    <docID>CHI10-127</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Pointassist for older adults: analyzing sub-movement characteristics to aid in pointing tasks.


Perceptual, cognitive and motor deficits cause many older adults to have difficulty conducting pointing tasks on computers. Many strategies have been discussed in the HCI community to aid older adults and others in pointing tasks. We present a different approach in PointAssist, software that aids in pointing tasks by analyzing the characteristics of sub-movements, detecting when users have difficulty pointing, and triggering a precision mode that slows the speed of the cursor in those cases. PointAssist is designed to help maintain pointing skills, runs as a background process working with existing software, is not vulnerable to clusters of targets or targets in the way, and does not modify the visual appearance or the feel of user interfaces. There is evidence from a prior study that PointAssist helps young children conduct pointing tasks. In this paper, we present a study evaluating PointAssist with twenty older adults (ages 66-88). The study participants benefited from greater accuracy when using PointAssist, when compared to using the "enhance pointer precision" option in Windows XP. In addition, we provide evidence of correlations between neuropsychological measures, pointing performance, and PointAssist detecting pointing difficulty.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>children</textkeyword5>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <keyword>pointing</keyword>
    <textkeyword5>community</textkeyword5>
    <keyword>assistive technology</keyword>
    <keyword>accuracy</keyword>
    <author>Juan Pablo Hourcade</author>
    <year>2010</year>
    <keyword>older adults</keyword>
    <author>Christopher M. Nguyen</author>
    <author>Keith B. Perry</author>
    <author>Natalie L. Denburg</author>
    <affiliation>University of Iowa, Iowa City, IA, USA</affiliation>
  </document>
  <document>
    <docID>CHI10-128</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Steadied-bubbles: combining techniques to address pen-based pointing errors for younger and older adults.


Tablet PCs are gaining popularity but many older adults still struggle with pointing, particularly with two error types: missing, landing and lifting outside the target bounds; and slipping, landing on the target, but slipping off before lifting. To solve these problems, we examined the feasibility of extending and combining existing techniques designed for younger users and the mouse, focusing our investigation on the Bubble cursor and Steady Clicks techniques. Through a laboratory experiment with younger and older adults, we showed that both techniques can be adapted for use in a pen interface, and that combining the two techniques provides greater support than either technique on its own. Though our results were especially pertinent to the older group, both ages benefited from the designs. We also found that technique performance depended on task context. From these findings we established guidelines for technique selection.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>selection</textkeyword5>
    <textkeyword5>tablets</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>pen</textkeyword5>
    <keyword>error prevention</keyword>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Joanna McGrenere</author>
    <author>Karyn Moffatt</author>
    <keyword>pointing facilitation</keyword>
    <keyword>pen-based interaction</keyword>
    <year>2010</year>
    <keyword>older adults</keyword>
  </document>
  <document>
    <docID>CHI10-129</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Learning to Text: An Interaction Analytic Study of How Seniors Learn to Enter Text on Mobile Phones.


This paper is based on an interaction analysis of video recordings of seniors being instructed in the use of texting. Learning to text is a complex ordeal for the elderly, which not only involves grasping such complex phenomena as hierarchically organized menus and text prediction technology, but also more mundane and seemingly simple skills as pressing the keys. The latter is the primary focus of the analysis, as this is a common and taken for granted skill upon which many HCI systems rely. We show how the seniors struggle with learning to press in a sequence, embodying the timing and rhythm of key pressing, and orchestrating their vision and pressing. The study contributes to the general field of mobile phone design for the elderly, to our knowledge on how people appropriate and learn to use new technologies, as well as adds to models explaining novice users' mastering of text input.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <keyword>cell phones</keyword>
    <keyword>text input</keyword>
    <keyword>video analysis</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>seniors</keyword>
    <keyword>mobile phones</keyword>
    <keyword>interaction analysis</keyword>
    <textkeyword5>text input</textkeyword5>
    <year>2010</year>
    <author>Alexandra Weilenmann</author>
    <affiliation>University of Gothenburg, Göteborg, Sweden</affiliation>
    <keyword>novice users</keyword>
    <keyword>texting</keyword>
  </document>
  <document>
    <docID>CHI10-130</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Touch-display keyboards: transforming keyboards into interactive surfaces.


In spite of many advances in GUI workstations, the keyboard has remained limited to text entry and basic command invocation. In this work, we introduce the Touch-Display Keyboard (TDK), a novel keyboard that combines the physical-ergonomic qualities of the conventional keyboard with dynamic display and touch-sensing embedded in each key. The TDK effectively transforms the keyboard into an interactive surface that is seamlessly integrated with the interaction space of GUIs, extending graphical output, mouse interaction and three-state input to the keyboard. This gives rise to an entirely new design space of interaction across keyboard, mouse and screen, for which we provide a first systematic analysis in this paper. We illustrate the emerging design opportunities with a host of novel interaction concepts and techniques, and show how these contribute to expressiveness of GUIs, exploration and learning of keyboard interfaces, and interface customization across graphics display and physical keyboard.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <keyword>interactive surface</keyword>
    <textkeyword5>text entry</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <textkeyword5>interactive surface</textkeyword5>
    <textkeyword5>customization</textkeyword5>
    <affiliation>Lancaster University, Lancaster, United Kingdom</affiliation>
    <keyword>graphical user interfaces</keyword>
    <author>Nicolas Villar</author>
    <year>2010</year>
    <author>Florian Block</author>
    <author>Hans Gellersen</author>
    <keyword>i/o device</keyword>
    <keyword>interface customization</keyword>
    <keyword>touch-display keyboard</keyword>
  </document>
  <document>
    <docID>CHI10-131</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>iCon: utilizing everyday objects as additional, auxiliary and instant tabletop controllers.


This work describes a novel approach to utilizing everyday objects of users as additional, auxiliary, and instant tabletop controllers. Based on this approach, a prototype platform, called iCon, is developed to explore the possible design. Field studies and user studies reveal that utilizing everyday objects such as auxiliary input devices might be appropriate under a multi-task scenario. User studies further demonstrate that daily objects can generally be applied in low precision circumstances, low engagement with selected objects, and medium-to-high frequency of use. The proposed approach allows users to interact with computers while not altering their original work environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>input devices</textkeyword5>
    <keyword>tangible user interface</keyword>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>tabletop</textkeyword5>
    <affiliation>National Taiwan University, Taipei, Taiwan Roc</affiliation>
    <author>Kai-Yin Cheng</author>
    <author>Bing-Yu Chen</author>
    <year>2010</year>
    <author>Rong-Hao Liang</author>
    <author>Rung-Huei Laing</author>
    <author>Sy-Yen Kuo</author>
    <affiliation>National Taiwan University of Science and Technology, Taipei, Taiwan Roc</affiliation>
    <keyword>everyday object</keyword>
    <keyword>tabletop controller</keyword>
  </document>
  <document>
    <docID>CHI10-132</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Lumino: tangible blocks for tabletop computers based on glass fiber bundles.


Tabletop computers based on diffuse illumination can track fiducial markers placed on the table's surface. In this paper, we demonstrate how to do the same with objects arranged in a three-dimensional structure without modifying the table. We present lumino, a system of building blocks. In addition to a marker, each block contains a glass fiber bundle. The bundle optically guides the light reflected off markers in the higher levels down to the table surface, where the table's built-in camera reads it. While guiding marker images down, the bundle optically scales and rearranges them. It thereby fits the images of an entire vertical arrangement of markers into the horizontal space usually occupied by a single 2D marker. We present six classes of blocks and matching marker designs, each of which is optimized for different requirements. We show three demo applications. One of them is a construction kit that logs and critiques constructions. The presented blocks are unpowered and maintenance-free, keeping larger numbers of blocks manageable.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>tangible</textkeyword5>
    <textkeyword5>tabletop</textkeyword5>
    <keyword>tabletop</keyword>
    <author>Patrick Baudisch</author>
    <affiliation>Hasso Plattner Institute, Potsdam, Germany</affiliation>
    <keyword>tangible</keyword>
    <keyword>construction kits</keyword>
    <keyword>building blocks</keyword>
    <year>2010</year>
    <author>Torsten Becker</author>
    <author>Frederik Rudeck</author>
    <keyword>fiducial markers</keyword>
    <keyword>glass fiber bundles</keyword>
    <keyword>stacking</keyword>
  </document>
  <document>
    <docID>CHI10-133</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Opinion space: a scalable tool for browsing online comments.


Internet users are increasingly inclined to contribute comments to online news articles, videos, product reviews, and blogs. The most common interface for comments is a list, sorted by time of entry or by binary ratings. It is widely recognized that such lists do not scale well and can lead to "cyberpolarization," which serves to reinforce extreme opinions. We present Opinion Space: a new online interface incorporating ideas from deliberative polling, dimensionality reduction, and collaborative filtering that allows participants to visualize and navigate through a diversity of comments. This self-organizing system automatically highlights the comments found most insightful by users from a range of perspectives. We report results of a controlled user study. When Opinion Space was compared with a chronological List interface, participants read a similar diversity of comments. However, they were significantly more engaged with the system, and they had significantly higher agreement with and respect for the comments they read.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>browsing</textkeyword5>
    <term>Algorithms</term>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>blogs</textkeyword5>
    <keyword>collaborative filtering</keyword>
    <textkeyword5>collaborative filtering</textkeyword5>
    <author>Kimiko Ryokai</author>
    <year>2010</year>
    <author>Siamak Faridani</author>
    <author>Ephrat Bitton</author>
    <author>Ken Goldberg</author>
    <keyword>comment browsing</keyword>
    <keyword>deliberative polling</keyword>
    <keyword>dimensionality reduction</keyword>
    <keyword>opinion mining</keyword>
    <keyword>opinion visualization</keyword>
    <keyword>perceptual maps</keyword>
    <keyword>very large scale conversations</keyword>
  </document>
  <document>
    <docID>CHI10-134</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Short and tweet: experiments on recommending content from information streams.


More and more web users keep up with newest information through information streams such as the popular micro-blogging website Twitter. In this paper we studied content recommendation on Twitter to better direct user attention. In a modular approach, we explored three separate dimensions in designing such a recommender: content sources, topic interest models for users, and social voting. We implemented 12 recommendation engines in the design space we formulated, and deployed them to a recommender service on the web to gather feedback from real Twitter users. The best performing algorithm improved the percentage of interesting content to 72% from a baseline of 33%. We conclude this work by discussing the implications of our recommender design and how our design can generalize to other information streams.</docText>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <keyword>social filtering</keyword>
    <term>Algorithms</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>attention</textkeyword5>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <author>Les Nelson</author>
    <textkeyword5>feedback</textkeyword5>
    <affiliation>University of Minnesota, Minneapolis, MN, USA</affiliation>
    <author>Ed H. Chi</author>
    <author>Michael Bernstein</author>
    <textkeyword5>recommender systems</textkeyword5>
    <keyword>recommender systems</keyword>
    <author>Rowan Nairn</author>
    <author>Jilin Chen</author>
    <year>2010</year>
    <keyword>information stream</keyword>
    <keyword>topic modeling</keyword>
  </document>
  <document>
    <docID>CHI10-135</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Characterizing debate performance via aggregated twitter sentiment.


Television broadcasters are beginning to combine social micro-blogging systems such as Twitter with television to create social video experiences around events. We looked at one such event, the first U.S. presidential debate in 2008, in conjunction with aggregated ratings of message sentiment from Twitter. We begin to develop an analytical methodology and visual representations that could help a journalist or public affairs person better understand the temporal dynamics of sentiment in reaction to the debate video. We demonstrate visuals and metrics that can be used to detect sentiment pulse, anomalies in that pulse, and indications of controversial topics that can be used to inform the design of visual analytic systems for social media events.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>methodology</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <keyword>annotation</keyword>
    <affiliation>Yahoo! Research, Santa Clara, CA, USA</affiliation>
    <keyword>tv</keyword>
    <author>Nicholas A. Diakopoulos</author>
    <keyword>video</keyword>
    <textkeyword5>social media</textkeyword5>
    <keyword>affect</keyword>
    <year>2010</year>
    <affiliation>Rutgers University, New Brunswick, NJ, USA</affiliation>
    <author>David A. Shamma</author>
    <keyword>debate</keyword>
    <keyword>journalism</keyword>
    <keyword>sentiment</keyword>
  </document>
  <document>
    <docID>CHI10-136</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Dandelion: supporting coordinated, collaborative authoring in Wikis.


Dandelion is a tool that extends wikis to support coordinated, collaborative authoring using a tag-based approach. Specifically, users can insert tags in a wiki page to specify various co-authoring tasks. These tags can then be executed to help drive and manage the collaboration workflow, and provide content-centric collaboration awareness for all the co-authors. Four successful pilot deployments and positive user feedback show the practical value of Dandelion, especially its value in supporting a structured, collaborative authoring process often seen in business settings.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <keyword>awareness</keyword>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <affiliation>IBM Research - China, Beijing, China</affiliation>
    <textkeyword5>wiki</textkeyword5>
    <keyword>coordination</keyword>
    <keyword>collaborative authoring</keyword>
    <year>2010</year>
    <author>Michelle X. Zhou</author>
    <author>Changyan Chi</author>
    <author>Min Yang</author>
    <author>Wenpeng Xiao</author>
    <author>Yiqin Yu</author>
    <author>Xiaohua Sun</author>
  </document>
  <document>
    <docID>CHI10-137</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Constructing identities through storytelling in diabetes management.


The continuing epidemics of diabetes and obesity create much need for information technologies that can help individuals engage in proactive health management. Yet many of these technologies focus on such pragmatic issues as collecting and presenting health information and modifying individuals' behavior. At the same time, researchers in clinical community argue that individuals' perception of their identity has dramatic consequences for their health behaviors. In this paper we discuss results of a deployment study of a mobile health monitoring application. We show how individuals with considerable diabetes experience found a unique way to adopt this health-monitoring application to construct and negotiate their identities as persons with a chronic disease. We argue that viewing health management from identity construction perspective opens new opportunities for research and design in technologies for health.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>learning</keyword>
    <keyword>ubiquitous computing</keyword>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>identity</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <author>Elizabeth D. Mynatt</author>
    <textkeyword5>storytelling</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <keyword>reflection</keyword>
    <keyword>diabetes</keyword>
    <author>Lena Mamykina</author>
    <author>Daniel Greenblatt</author>
    <keyword>chronic disease management</keyword>
    <author>Andrew D. Miller</author>
    <year>2010</year>
    <affiliation>SMART Technologies, Calgary, Canada</affiliation>
  </document>
  <document>
    <docID>CHI10-138</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Self-monitoring, self-awareness, and self-determination in cardiac rehabilitation.


The application of self-monitoring technologies to the problem of promoting health-related behavioural change has been an active area of research for many years. This paper reports on our investigations into health-related behavioural change within the context of a cardiac rehabilitation programme, and considers the role that self-monitoring currently plays and may play in the future. We carried out semi-structured interviews with nineteen cardiac rehabilitation participants. Our main findings relate to distinctions between implicit and conscious change, tensions between cardiac rehabilitation and everyday life, the importance of self-awareness and self-determination, and an overall reluctance towards unnecessary self-monitoring. In view of these findings, we then offer suggestions as to how self-monitoring technologies can be designed to suit this particular context of use.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <keyword>physical activity</keyword>
    <textkeyword5>health</textkeyword5>
    <author>Matthew Chalmers</author>
    <year>2010</year>
    <author>Julie Maitland</author>
    <affiliation>National Research Council Canada Institute for Information Technology, Fredericton, NB, Canada</affiliation>
    <keyword>cardiac rehabilitation</keyword>
    <keyword>dietary intake</keyword>
    <keyword>health-related behavioural change</keyword>
    <keyword>self-monitoring</keyword>
  </document>
  <document>
    <docID>CHI10-139</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Negotiating boundaries: managing disease at home.


To move treatment successfully from the hospital to that of technology assisted self-care at home, it is vital in the design of such technologies to understand the setting in which the health IT should be used. Based on qualitative studies we find that people engage in elaborate boundary work to maintain the order of the home when managing disease and adopting new healthcare technology. In our analysis we relate this boundary work to two continuums of visibility-invisibility and integration-segmentation in disease management. We explore five factors that affect the boundary work: objects, activities, places, character of disease, and collaboration. Furthermore, the processes are explored of how boundary objects move between social worlds pushing and shaping boundaries. From this we discuss design implications for future healthcare technologies for the home.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>home</textkeyword5>
    <keyword>home</keyword>
    <textkeyword5>health care</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <textkeyword5>qualitative studies</textkeyword5>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <author>Stinne Aaløkke Ballegaard</author>
    <keyword>healthcare technology</keyword>
    <year>2010</year>
    <author>Rikke Aarhus</author>
    <keyword>boundary object</keyword>
    <keyword>boundary work</keyword>
    <keyword>compliance</keyword>
    <keyword>disease management</keyword>
    <keyword>self-care</keyword>
  </document>
  <document>
    <docID>CHI10-140</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Momentum: getting and staying on topic during a brainstorm.


Despite the prevalent use of group brainstorming for problem solving and decision-making within organizations, brainstorming sessions often lack focus and fail to produce quality ideas. We describe Momentum, a tool that elicits topic-oriented responses prior to a group brainstorm. In an exploratory study, we found qualitative differences in task focus, quality and rate of ideation, and efficiency of storytelling between users and non-users of the tool.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>storytelling</textkeyword5>
    <author>Darren Gergle</author>
    <affiliation>Northwestern University, Evanston, IL, USA</affiliation>
    <author>Patti Bao</author>
    <keyword>group creativity</keyword>
    <author>Elizabeth Gerber</author>
    <keyword>brainstorming</keyword>
    <keyword>creativity support tools</keyword>
    <year>2010</year>
    <author>David Hoffman</author>
  </document>
  <document>
    <docID>CHI10-141</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Layered elaboration: a new technique for co-design with children.


As technology for children becomes more mobile, social, and distributed, our design methods and techniques must evolve to better explore these new directions. This paper reports on "Layered Elaboration," a co-design technique created to support these evolving needs. .Layered Elaboration allows design teams to generate ideas through an iterative process in which each version leaves prior ideas intact while extending concepts. Layered Elaboration is a useful technique as it enables co-design to take place asynchronously and does not require much space or many resources. Our intergenerational team, including adults and children ages 7 -- 11 years old, used the technique to design both a game about history and a prototype of an instructional game about energy conservation.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>children</textkeyword5>
    <author>Allison Druin</author>
    <keyword>children</keyword>
    <keyword>cooperative inquiry</keyword>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>history</textkeyword5>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>design methods</textkeyword5>
    <year>2010</year>
    <author>Evan Golub</author>
    <author>Greg Walsh</author>
    <author>Elizabeth M. Bonsignore</author>
    <author>Elizabeth Foss</author>
    <author>Leshell Hatley</author>
    <author>Mona Leigh Guha</author>
    <author>Sonia Franckel</author>
    <keyword>co-design</keyword>
    <keyword>layered elaboration</keyword>
    <keyword>low-tech prototyping</keyword>
    <keyword>storyboarding</keyword>
  </document>
  <document>
    <docID>CHI10-142</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Don't just stare at me!


Communication is more effective and persuasive when participants establish rapport. Tickle-Degnen and Rosenthal [57] argue rapport arises when participants exhibit mutual attentiveness, positivity and coordination. In this paper, we investigate how these factors relate to perceptions of rapport when users interact via avatars in virtual worlds. In this study, participants told a story to what they believed was the avatar of another participant. In fact, the avatar was a computer program that systematically manipulated levels of attentiveness, positivity and coordination. In contrast to Tickel-Degnen and Rosenthal's findings, high-levels of mutual attentiveness alone can dramatically lower perceptions of rapport in avatar communication. Indeed, an agent that attempted to maximize mutual attention performed as poorly as an agent that was designed to convey boredom. Adding positivity and coordination to mutual attentiveness, on the other hand, greatly improved rapport. This work unveils the dependencies between components of rapport and informs the design of agents and avatars in computer mediated communication.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>virtual worlds</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>mediated communication</textkeyword5>
    <keyword>gaze</keyword>
    <textkeyword5>computer-mediated communication</textkeyword5>
    <textkeyword5>coordination</textkeyword5>
    <textkeyword5>avatars</textkeyword5>
    <year>2010</year>
    <author>Ning Wang</author>
    <author>Jonathan Gratch</author>
    <affiliation>University of Southern California, Marina del Rey, CA, USA</affiliation>
    <keyword>rapport</keyword>
    <keyword>virtual agent</keyword>
  </document>
  <document>
    <docID>CHI10-143</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Video playdate: toward free play across distance.


We present an empirical investigation of video-mediated free play between 13 pairs of friends (ages 7 and 8). The pairs spent 10 minutes playing with each of four different prototypes we developed to support free play over videoconferencing. We coded each interaction for the types of play and the amount of social play observed. The children in our study were largely successful in playing together across videoconferencing, though challenges in managing visibility, attention, and intersubjectivity made it more difficult than face-to-face play. We also found that our prototypes supported some types of play to varying degrees. Our contribution lies in identifying these design tradeoffs and providing directions for future design of video-mediated communication systems for children.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>children</textkeyword5>
    <keyword>children</keyword>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>communication</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>mediated communication</textkeyword5>
    <keyword>CMC</keyword>
    <author>Kori M. Inkpen</author>
    <author>A.J. Bernheim Brush</author>
    <keyword>video conferencing</keyword>
    <textkeyword5>video conferencing</textkeyword5>
    <textkeyword5>video-mediated communication</textkeyword5>
    <year>2010</year>
    <author>Svetlana Yarosh</author>
    <keyword>free play</keyword>
  </document>
  <document>
    <docID>CHI10-144</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Where should i turn: moving from individual to collaborative navigation strategies to inform the interaction design of future navigation systems.


The design of in-vehicle navigation systems fails to take into account the social nature of driving and automobile navigation. In this paper, we consider navigation as a social activity among drivers and navigators to improve design of such systems. We explore the implications of moving from a map-centered, individually-focused design paradigm to one based upon collaborative human interaction during the navigation task. We conducted a qualitative interaction design study of navigation among three types of teams: parents and their teenage children, couples, and unacquainted individuals. We found that collaboration varied among these different teams, and was influenced by social role, as well as the task role of driver or navigator. We also found that patterns of prompts, maneuvers, and confirmations varied among the three teams. We identify overarching practices that differ greatly from the literature on individual navigation. From these discoveries, we present design implications that can be used to inform future navigation systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>children</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <keyword>interaction design</keyword>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>interaction design</textkeyword5>
    <keyword>GPS</keyword>
    <textkeyword5>driving</textkeyword5>
    <affiliation>Northwestern University, Evanston, IL, USA</affiliation>
    <author>Jodi Forlizzi</author>
    <year>2010</year>
    <author>William C. Barley</author>
    <author>Thomas Seder</author>
    <affiliation>General Motors Corporation, Warren, MI, USA</affiliation>
    <keyword>in-car navigation</keyword>
  </document>
  <document>
    <docID>CHI10-145</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Studying driver attention and behaviour for three configurations of GPS navigation in real traffic driving.


Global Positioning System (GPS) navigation systems were amongst the top selling consumer technologies in 2008 and research has indicated that such technologies could affect driving behaviour. In this paper, we study how different output configurations (audio, visual and audio-visual) of a GPS system affect driving behaviour and performance. We conducted field experiments in real traffic with 30 subjects. Our results illustrated that visual output not only causes a substantial amount of eye glances, but also led to a decrease in driving performance. Adding audio output decreased the number of eye glances, but we found no significant effects on driving performance. Although the audio configuration implied much fewer eye glances and improved driving performance, several participants expressed preference for the audio/visual output.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>gps</textkeyword5>
    <keyword>GPS</keyword>
    <keyword>field experiment</keyword>
    <textkeyword5>driving</textkeyword5>
    <affiliation>Aalborg University, Aalborg, Denmark</affiliation>
    <keyword>driving</keyword>
    <author>Mikael B. Skov</author>
    <keyword>eye glances</keyword>
    <keyword>in-vehicle systems</keyword>
    <keyword>output modalities</keyword>
    <year>2010</year>
    <author>Brit Susan Jensen</author>
    <author>Nissanthen Thiruravichandran</author>
    <keyword>navigation guide</keyword>
  </document>
  <document>
    <docID>CHI10-146</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Cars, calls, and cognition: investigating driving and divided attention.


Conversing on cell phones while driving an automobile is a common practice. We examine the interference of the cognitive load of conversational dialog with driving tasks, with the goal of identifying better and worse times for conversations during driving. We present results from a controlled study involving 18 users using a driving simulator. The driving complexity and conversation type were manipulated in the study, and performance was measured for factors related to both the primary driving task and secondary conversation task. Results showed significant interactions between the primary and secondary tasks, where certain combinations of complexity and conversations were found especially detrimental to driving. We present the studies and analyses and relate the findings to prior work on multiple resource models of cognition. We discuss how the results can frame thinking about policies and technologies aimed at enhancing driving safety.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <keyword>attention</keyword>
    <author>Eric Horvitz</author>
    <keyword>cell phones</keyword>
    <textkeyword5>cell phones</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>safety</textkeyword5>
    <textkeyword5>driving</textkeyword5>
    <keyword>driving</keyword>
    <author>Shamsi T. Iqbal</author>
    <year>2010</year>
    <author>Yun-Cheng Ju</author>
    <keyword>dual task performance</keyword>
  </document>
  <document>
    <docID>CHI10-147</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Homeless young people's experiences with information systems: life and work in a community technology center.


This paper explores how homeless young people, aged 13-25, make use of information systems in daily life. Observed in a community technology center, four different examples of uses are described: i) Using digital tools to find employment, ii) Telling stories with representations of the built world, iii) Portraying life on the street with video, and iv) Constructing online identities. From these examples and a discussion of this community, a framework of ecological considerations is proposed. This framework distinguishes between elements of 'life' on the street (Self-Reliance, Vulnerability, and Basic Needs) and 'work' in the community technology center (Conformity, Youth-Adult Relationships, and Goals). Any information system for homeless young people must engage the tensions and opportunities that arise from these two different perspectives of homelessness.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>identity</keyword>
    <year>2010</year>
    <author>Jill Palzkill Woelfer</author>
    <author>David G. Hendry</author>
    <keyword>digital media</keyword>
    <keyword>homelessness</keyword>
    <keyword>youth</keyword>
  </document>
  <document>
    <docID>CHI10-148</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Feminist HCI: taking stock and outlining an agenda for design.


Feminism is a natural ally to interaction design, due to its central commitments to issues such as agency, fulfillment, identity, equity, empowerment, and social justice. In this paper, I summarize the state of the art of feminism in HCI and propose ways to build on existing successes to more robustly integrate feminism into interaction design research and practice. I explore the productive role of feminism in analogous fields, such as industrial design, architecture, and game design. I introduce examples of feminist interaction design already in the field. Finally, I propose a set of femi-nist interaction design qualities intended to support design and evaluation processes directly as they unfold.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <keyword>interaction design</keyword>
    <textkeyword5>identity</textkeyword5>
    <keyword>design</keyword>
    <textkeyword5>interaction design</textkeyword5>
    <keyword>HCI</keyword>
    <keyword>gender</keyword>
    <year>2010</year>
    <author>Shaowen Bardzell</author>
    <affiliation>School of Informatics and Computing, Indiana University , Bloomington, USA</affiliation>
    <keyword>feminism</keyword>
    <keyword>feminist HCI</keyword>
    <keyword>feminist design qualities</keyword>
    <keyword>feminist standpoint theory</keyword>
  </document>
  <document>
    <docID>CHI10-149</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Postcolonial computing: a lens on design and development.


As our technologies travel to new cultural contexts and our designs and methods engage new constituencies, both our design and analytical practices face significant challenges. We offer postcolonial computing as an analytical orientation to better understand these challenges. This analytic orientation inspires four key shifts in our approach to HCI4D efforts: generative models of culture, development as a historical program, uneven economic relations, and cultural epistemologies. Then, through reconsideration of the practices of engagement, articulation and translation in other contexts, we offer designers and researchers ways of understanding use and design practice to respond to global connectivity and movement.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>culture</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>Paul Dourish</author>
    <term>Economics</term>
    <keyword>ICT4D</keyword>
    <author>Rebecca E. Grinter</author>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <keyword>culture</keyword>
    <keyword>design methods</keyword>
    <term>Legal Aspects</term>
    <author>Janet Vertesi</author>
    <year>2010</year>
    <author>Lilly Irani</author>
    <author>Kavita Philip</author>
    <keyword>postcolonial theory</keyword>
    <keyword>sts</keyword>
  </document>
  <document>
    <docID>CHI10-150</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Integrating Text with Video and 3D Graphics: The Effects of Text Drawing Styles on Text Readability.


There have been many studies of computer based text reading. However, only a few have considered text integrated with video and 3D graphics. This paper presents an investigation into the effects of varying (a) text drawing style (plain, billboard, Anti-Interference, shadow), (b) image polarity (positive and negative), and (c) background style (video and 3D) on text readability. Reading speed and accuracy were measured and subjective views of participants recorded.

Results showed that: (a) there was little difference in reading performance for the video and 3D backgrounds; (b) the negative presentation outperformed the positive presentation; (c) the billboard drawing styles supported the best performance; subjective comments showed a preference for the billboard style. We therefore suggest, for reading tasks, that designers of interfaces for games, video, and augmented reality provide billboard style to maximize readability for the widest range of applications.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>games</textkeyword5>
    <keyword>augmented reality</keyword>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>aesthetics</keyword>
    <textkeyword5>augmented reality</textkeyword5>
    <keyword>readability</keyword>
    <year>2010</year>
    <author>Jacek Jankowski</author>
    <author>Krystian Samp</author>
    <author>Izabela Irzynska</author>
    <author>Marek Jozwowicz</author>
    <author>Stefan Decker</author>
    <affiliation>Digital Enterprise Research Institute, National University of Ireland, Galway, Ireland</affiliation>
    <keyword>3d graphics</keyword>
    <keyword>image polarity</keyword>
    <keyword>legibility</keyword>
    <keyword>text drawing styles</keyword>
  </document>
  <document>
    <docID>CHI10-151</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Apatite: a new interface for exploring APIs.


We present Apatite, a new tool that aids users in learning and understanding a complex API by visualizing the common associations between its various components. Current object-oriented API documentation is usually navigated in a fixed tree structure, starting with a package and then filtering by a specific class. For large APIs, this scheme is overly restrictive, because it prevents users from locating a particular action without first knowing which class it belongs to. Apatite's design instead enables users to search across any level of an API's hierarchy. This is made possible by the introduction of a novel interaction technique that presents popular items from multiple categories simultaneously, determining their relevance by approximating the strength of their association using search engine data. The design of Apatite was refined through iterative usability testing, and it has been released publicly as a web application.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <author>Brad A. Myers</author>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>usability testing</textkeyword5>
    <keyword>visualization</keyword>
    <textkeyword5>search</textkeyword5>
    <keyword>browsing</keyword>
    <term>Documentation</term>
    <textkeyword5>interaction techniques</textkeyword5>
    <keyword>web applications</keyword>
    <year>2010</year>
    <author>Daniel S. Eisenberg</author>
    <author>Jeffrey Stylos</author>
    <keyword>api documentation</keyword>
    <keyword>search tools</keyword>
  </document>
  <document>
    <docID>CHI10-152</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Push-and-pull switching: window switching based on window overlapping.


We propose Push-and-Pull Switching, a window switching technique using window overlapping to implicitly define groups. Push-and-Pull Switching enables switching between groups and restacking the focused window to any position to change its group membership. The technique was evaluated in an experiment which found that Push-and-Pull Switching improves switching performance by more than 50% compared to other switching techniques in different scenarios. A longitudinal user study indicates that participants invoked this switching technique 15% of the time on single monitor displays and that they found it easy to understand and use.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <textkeyword5>experiment</textkeyword5>
    <author>Géry Casiez</author>
    <keyword>window switching</keyword>
    <keyword>window management</keyword>
    <year>2010</year>
    <author>Quan Xu</author>
    <affiliation>LIFL &amp; INRIA Lille, University of Lille, Lille, France</affiliation>
    <keyword>overlapping</keyword>
  </document>
  <document>
    <docID>CHI10-153</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Animated UI transitions and perception of time: a user study on animated effects on a mobile screen.


The capability to present advanced graphics in the present mobile devices can be utilized to improve their usability and overall user experience. Mobile devices have limitations compared to PCs due to their inferior computing power and small screens, but a successful design of animated transitions can hide processing delays and make the user experience smoother. In this paper, we describe the design of animated transitions and present a user study on how they are perceived. The results show that in the transition between two images, bringing up the next image earlier dominates the perception of a fast transition over other variables examined in the study.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <keyword>UI design</keyword>
    <keyword>user study</keyword>
    <affiliation>Nokia Research Center, Finland</affiliation>
    <textkeyword5>mobile devices</textkeyword5>
    <textkeyword5>user experience</textkeyword5>
    <author>Jonna Häkkilä</author>
    <year>2010</year>
    <author>Ari-Heikki Sarjanoja</author>
    <author>Jussi Huhtala</author>
    <author>Jani Mäntyjärvi</author>
    <author>Minna Isomursu</author>
    <affiliation>VTT Technical Research Centre of Finland, Oulu, Finland</affiliation>
    <keyword>ui animations</keyword>
    <keyword>ui transitions</keyword>
  </document>
  <document>
    <docID>CHI10-154</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Interactive optimization for steering machine classification.


Interest has been growing within HCI on the use of machine learning and reasoning in applications to classify such hidden states as user intentions, based on observations. HCI researchers with these interests typically have little expertise in machine learning and often employ toolkits as relatively fixed "black boxes" for generating statistical classifiers. However, attempts to tailor the performance of classifiers to specific application requirements may require a more sophisticated understanding and custom-tailoring of methods. We present ManiMatrix, a system that provides controls and visualizations that enable system builders to refine the behavior of classification systems in an intuitive manner. With ManiMatrix, users directly refine parameters of a confusion matrix via an interactive cycle of re-classification and visualization. We present the core methods and evaluate the effectiveness of the approach in a user study. Results show that users are able to quickly and effectively modify decision boundaries of classifiers to tai-lor the behavior of classifiers to problems at hand.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <term>Algorithms</term>
    <keyword>visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>toolkits</textkeyword5>
    <author>Eric Horvitz</author>
    <keyword>decision-theory</keyword>
    <textkeyword5>machine learning</textkeyword5>
    <author>Desney S. Tan</author>
    <author>Bongshin Lee</author>
    <textkeyword5>classification</textkeyword5>
    <author>Ashish Kapoor</author>
    <keyword>interactive machine learning</keyword>
    <keyword>interactive optimization</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-155</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A longitudinal study of how highlighting web content change affects people's web interactions.


The Web is constantly changing, but most tools used to access Web content deal only with what can be captured at a single instance in time. As a result, Web users may not have a good understanding of the changes that occur. In this paper we show that making Web content change explicitly visible allows people to interact with the Web in new ways. We present a longitudinal study in which 30 people used a Web browser plug-in that caches visited pages and highlights text changes to those pages when revisited. We used a survey to capture their understanding of Web page change and their own revisitation patterns at the beginning of use and after one month. For a majority of the participants, we also logged their Web page visits and associated content change. Exposing change is more valuable to our participants than initially expected, making them aware of how dynamic content they visit is and changing their interactions with it.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>Susan Dumais</author>
    <term>Measurement</term>
    <textkeyword5>survey</textkeyword5>
    <author>Jaime Teevan</author>
    <textkeyword5>revisitation</textkeyword5>
    <keyword>revisitation</keyword>
    <keyword>re-finding</keyword>
    <textkeyword5>web browser</textkeyword5>
    <keyword>longitudinal study</keyword>
    <year>2010</year>
    <author>Daniel J. Liebling</author>
    <keyword>web dynamics</keyword>
  </document>
  <document>
    <docID>CHI10-156</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Examining multiple potential models in end-user interactive concept learning.


End-user interactive concept learning is a technique for interacting with large unstructured datasets, requiring insights from both human-computer interaction and machine learning. This note re-examines an assumption implicit in prior interactive machine learning research, that interaction should focus on the question "what class is this object?". We broaden interaction to include examination of multiple potential models while training a machine learning system. We evaluate this approach and find that people naturally adopt revision in the interactive machine learning process and that this improves the quality of their resulting models for difficult concepts.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>human-computer interaction</textkeyword5>
    <textkeyword5>machine learning</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>James Fogarty</author>
    <author>Saleema Amershi</author>
    <author>Desney S. Tan</author>
    <author>Ashish Kapoor</author>
    <year>2010</year>
    <keyword>end-user interactive concept learning</keyword>
  </document>
  <document>
    <docID>CHI10-157</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Signed networks in social media.


Relations between users on social media sites often reflect a mixture of positive (friendly) and negative (antagonistic) interactions. In contrast to the bulk of research on social networks that has focused almost exclusively on positive interpretations of links between people, we study how the interplay between positive and negative relationships affects the structure of on-line social networks. We connect our analyses to theories of signed networks from social psychology. We find that the classical theory of structural balance tends to capture certain common patterns of interaction, but that it is also at odds with some of the fundamental phenomena we observe --- particularly related to the evolving, directed nature of these on-line networks. We then develop an alternate theory of status that better explains the observed edge signs and provides insights into the underlying social mechanisms. Our work provides one of the first large-scale evaluations of theories of signed networks using on-line datasets, as well as providing a perspective for reasoning about social media sites.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>theory</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <textkeyword5>social networks</textkeyword5>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <textkeyword5>social media</textkeyword5>
    <year>2010</year>
    <author>Jure Leskovec</author>
    <author>Daniel Huttenlocher</author>
    <author>Jon Kleinberg</author>
    <keyword>positive and negative edges</keyword>
    <keyword>signed networks</keyword>
    <keyword>status theory</keyword>
    <keyword>structural balance</keyword>
    <keyword>trust and distrust</keyword>
  </document>
  <document>
    <docID>CHI10-158</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Why it's quick to be square: modelling new and existing hierarchical menu designs.


We consider different hierarchical menu and toolbar-like interface designs from a theoretical perspective and show how a model based on visual search time, pointing time, decision time and expertise development can assist in understanding and predicting interaction performance. Three hierarchical menus designs are modelled -- a traditional pull-down menu, a pie menu and a novel Square Menu with its items arranged in a grid -- and the predictions are validated in an empirical study. The model correctly predicts the relative performance of the designs -- both the eventual dominance of Square Menus compared to traditional and pie designs and a performance crossover as users gain experience. Our work shows the value of modelling in HCI design, provides new insights about performance with different hierarchical menu designs, and demonstrates a new high-performance menu type.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>empirical study</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <keyword>menus</keyword>
    <textkeyword5>visual search</textkeyword5>
    <affiliation>University of Saskatchewan, Saskatoon, SK, Canada</affiliation>
    <author>Pourang Irani</author>
    <affiliation>University of Manitoba, Winnipeg, MAN, Canada</affiliation>
    <author>Andy Cockburn</author>
    <affiliation>University of Canterbury, Christchurch, New Zealand</affiliation>
    <author>Carl Gutwin</author>
    <keyword>hierarchical menus</keyword>
    <author>David Ahlström</author>
    <affiliation>Klagenfurt University, Klagenfurt, Austria</affiliation>
    <year>2010</year>
    <keyword>performance models</keyword>
  </document>
  <document>
    <docID>CHI10-159</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>pCubee: a perspective-corrected handheld cubic display.


In this paper, we describe the design of a personal cubic display that offers novel interaction techniques for static and dynamic 3D content. We extended one-screen Fish Tank VR by arranging five small LCD panels into a box shape that is light and compact enough to be handheld. The display uses head-coupled perspective rendering and a real-time physics simulation engine to establish an interaction metaphor of having real objects inside a physical box that a user can hold and manipulate. We evaluated our prototype as a visualization tool and as an input device by comparing it with a conventional LCD display and mouse for a 3D tree-tracing task. We found that bimanual interaction with pCubee and a mouse offered the best performance and was most preferred by users. pCubee has potential in 3D visualization and interactive applications such as games, storytelling and education, as well as viewing 3D maps, medical and architectural data.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>input devices</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>storytelling</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>user interfaces</keyword>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <textkeyword5>education</textkeyword5>
    <textkeyword5>handheld</textkeyword5>
    <keyword>user evaluation</keyword>
    <keyword>multi-screen displays</keyword>
    <keyword>physical interaction</keyword>
    <keyword>3D visualization</keyword>
    <author>Sidney Fels</author>
    <keyword>handheld devices</keyword>
    <year>2010</year>
    <author>Ian Stavness</author>
    <author>Billy Lam</author>
    <keyword>fish tank vr</keyword>
  </document>
  <document>
    <docID>CHI10-160</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Bias towards regular configuration in 2D pointing.


Extending Fitts' law to more than one dimension has been recognized as having important implications for HCI. In spite of the progress made over the years, however, it is still far from a resolved issue. Our work approaches this problem from the viewpoint of a configuration space, which has served as a useful conceptual framework for understanding human preference in perception. Notably, human are found to be biased towards regular configurations. In this work, we extended the configuration space framework to the domain of motor behavior, analyzed 2D pointing, and developed five models to account for the performance. An extensive experiment was conducted to measure the fit of the derived models and that of three previous models. Consistent with our hypothesis, the model reflecting a bias towards regular configuration was found to have the most satisfactory fit with the data. The paper concludes with discussions on improving understanding of Fitts' law and the implications for HCI.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <term>Experimentation</term>
    <keyword>Fitts' law</keyword>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>fitts' law</textkeyword5>
    <year>2010</year>
    <author>Huahai Yang</author>
    <author>Xianggang Xu</author>
    <affiliation>Civil Aviation Medical Center, Beijing, China</affiliation>
    <keyword>2d pointing</keyword>
    <keyword>configuration space</keyword>
  </document>
  <document>
    <docID>CHI10-161</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Digital drumming: a study of co-located, highly coordinated, dyadic collaboration.


Collaborative drumming is a creative human activity that requires a high degree of coordination among the participants. In this study, inexperienced drummer and experienced drummer participants were paired with a computer or experienced human drummer counterpart and given the task of producing musical rhythms on the fly. We found differing patterns of music production across the computer and human conditions. Participants intentionally and unintentionally assumed leadership roles depending on the dyad dynamic. Also noted were differences in the needs of inexperienced and experienced participants for visual and verbal cues for coordination. In our study, participants did not treat computers as other humans, but seemed to engage a more complex evaluation of the situation. This study contributes to the growing body of knowledge on how people respond to and interact with technology to accomplish complex, collaborative tasks.</docText>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <term>Performance</term>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>coordination</textkeyword5>
    <keyword>turn-taking</keyword>
    <textkeyword5>music</textkeyword5>
    <keyword>collaboration</keyword>
    <keyword>coordination</keyword>
    <author>Steve Harrison</author>
    <year>2010</year>
    <author>Bobby Beaton</author>
    <author>Deborah Tatar</author>
    <keyword>computer agent</keyword>
    <keyword>drumming</keyword>
  </document>
  <document>
    <docID>CHI10-162</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>G-nome surfer: a tabletop interface for collaborative exploration of genomic data.


Molecular and computational biologists develop new insights by gathering heterogeneous data from genomic databases and leveraging bioinformatics tools. Through a qualitative study with 17 participants, we found that molecular and computational biologists experience difficulties interpreting, comparing, annotating, sharing, and relating this vast amount of biological information. We further observed that such interactions are critical for forming new scientific hypotheses. These observations motivated the creation of G-nome Surfer, a tabletop interface for collaborative exploration of genomic data that implements multi-touch and tangible interaction techniques. G-nome Surfer was developed in close collaboration with domain scientists and is aimed at lowering the threshold for using bioinformatics tools. A first-use study with 16 participants found that G-nome Surfer enables users to gain biological insights that are based on multiple forms of evidence with minimal overhead.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>tangible</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>tabletop</textkeyword5>
    <textkeyword5>qualitative studies</textkeyword5>
    <textkeyword5>multi-touch</textkeyword5>
    <keyword>tabletop interaction</keyword>
    <author>Orit Shaer</author>
    <keyword>reality-based interaction</keyword>
    <year>2010</year>
    <author>Guy Kol</author>
    <author>Megan Strait</author>
    <author>Chloe Fan</author>
    <author>Catherine Grevet</author>
    <author>Sarah Elfenbein</author>
    <affiliation>Wellesley College, Wellesley, MA, USA</affiliation>
    <affiliation>Babson College, Babson Park, MA, USA</affiliation>
    <keyword>bioinformatics</keyword>
    <keyword>genome browser</keyword>
  </document>
  <document>
    <docID>CHI10-163</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>America is like Metamucil: fostering critical and creative thinking about metaphor in political blogs.


Blogs are becoming an increasingly important medium -- socially, academically, and politically. Much research has involved analyzing blogs, but less work has considered how such analytic techniques might be incorporated into tools for blog readers. A new tool, metaViz, analyzes political blogs for potential conceptual metaphors and presents them to blog readers. This paper presents a study exploring the types of critical and creative thinking fostered by metaViz as evidenced by user comments and discussion on the system. These results indicate the effectiveness of various system features at fostering critical thinking and creativity, specifically in terms of deep, structural reasoning about metaphors and creatively extending existing metaphors. Furthermore, the results carry broader implications beyond blogs and politics about exploring alternate configurations between computation and human thought.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>creativity</textkeyword5>
    <keyword>blog readers</keyword>
    <textkeyword5>blogs</textkeyword5>
    <keyword>creativity</keyword>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <author>Bill Tomlinson</author>
    <author>Eric P.S. Baumer</author>
    <keyword>metaphor</keyword>
    <year>2010</year>
    <author>Jordan Sinclair</author>
    <keyword>computational metaphor identification</keyword>
    <keyword>critical thinking</keyword>
    <keyword>political blogs</keyword>
  </document>
  <document>
    <docID>CHI10-164</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Understanding dispute resolution online: using text to reflect personal and substantive issues in conflict.


Conflict is a natural part of human communication with implications for the work and well-being of a community. It can cause projects to stall or fail. Alternatively new insights can be produced that are valuable to the community, and membership can be strengthened. We describe how Wikipedia mediators create and maintain a 'safe space'. They help conflicting parties to express, recognize and respond positively to their personal and substantive differences. We show how the 'mutability' of wiki text can be used productively by mediators: to legitimize and restructure the personal and substantive issues under dispute; to actively and visibly differentiate personal from substantive elements in the dispute, and to maintain asynchronous engagement by adjusting expectations of timeliness. We argue that online conflicts could be effectively conciliated in other text-based web communities, provided power differences can be controlled, by policies and technical measures for maintaining special 'safe' conflict resolution spaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Management</term>
    <textkeyword5>communication</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>wikipedia</textkeyword5>
    <textkeyword5>wiki</textkeyword5>
    <affiliation>University of Bath, Bath, United Kingdom</affiliation>
    <keyword>Wikipedia</keyword>
    <keyword>conflict</keyword>
    <keyword>virtual communities</keyword>
    <year>2010</year>
    <author>Matt Billings</author>
    <author>Leon A. Watts</author>
    <keyword>online dispute resolution</keyword>
  </document>
  <document>
    <docID>CHI10-165</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Presenting diverse political opinions: how and how much.


Is a polarized society inevitable, where people choose to be exposed to only political news and commentary that reinforces their existing viewpoints? We examine the relationship between the numbers of supporting and challenging items in a collection of political opinion items and readers' satisfaction, and then evaluate whether simple presentation techniques such as highlighting agreeable items or showing them first can increase satisfaction when fewer agreeable items are present. We find individual differences: some people are diversity-seeking while others are challenge-averse. For challenge-averse readers, highlighting appears to make satisfaction with sets of mostly agreeable items more extreme, but does not increase satisfaction overall, and sorting agreeable content first appears to decrease satisfaction rather than increasing it. These findings have important implications for builders of websites that aggregate content reflecting different positions.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <keyword>design</keyword>
    <keyword>news</keyword>
    <author>Paul Resnick</author>
    <keyword>preferences</keyword>
    <year>2010</year>
    <keyword>diversity</keyword>
    <author>Sean A. Munson</author>
    <keyword>news aggregators</keyword>
    <keyword>opinion</keyword>
    <keyword>politics</keyword>
    <keyword>presentation</keyword>
    <keyword>selective exposure</keyword>
  </document>
  <document>
    <docID>CHI10-166</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Propitious aggregation: reducing participant burden in ego-centric network data collection.


One of the central challenges of ego-centric or personal social network research is minimizing the quantity of data that is requested from research participants while ensuring high data accuracy and validity. In general, collecting data about increasingly larger ego-centric networks places an increasing burden on respondents. The web-based Propitious Aggregation of Social Networks (PASN, http://pro.pitio.us) survey instrument reduces this burden by leveraging network data already available in the context of social network websites, and by providing an intuitive click-and-drag interface for survey responses. An experiment was conducted (N = 85), and the PASN method was found to produce networks which were significantly larger and more diverse than those produced using standard survey methods, yet required significantly lower time investments from participants.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>user interfaces</keyword>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <keyword>social network sites</keyword>
    <keyword>social networks</keyword>
    <keyword>methods</keyword>
    <year>2010</year>
    <author>Derek Lackaff</author>
    <affiliation>University of Texas at Austin, Austin, TX, USA</affiliation>
    <keyword>computer-assisted self interviews</keyword>
  </document>
  <document>
    <docID>CHI10-167</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Trying too hard: effects of mobile agents' (Inappropriate) social expressiveness on trust, affect and compliance.


Mobile services can provide users with information relevant to their current circumstances. Distant services in turn can acquire local information from people in an area of interest. Socially expressive agent behaviour has been suggested as a way to build reciprocal relationships and to increase user response to such requests. This between-subject, Wizard-of-Oz experiment aimed to investigate the potential of such behaviours. 44 participants performed a search task in an urgent context while being interrupted by a mobile agent that both provided and requested information. The socially expressive behaviour shown in this study did not increase compliance to requests; it instead reduced trust in provided information and compliance to warnings. It also negatively impacted the affective experience of users scoring lower on empathy as a personality trait. Inappropriate social expressiveness can have serious consequences; we here elaborate on the reasons for our negative results.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <keyword>trust</keyword>
    <textkeyword5>trust</textkeyword5>
    <author>Vanessa Evers</author>
    <affiliation>University of Amsterdam, Amsterdam, Netherlands</affiliation>
    <keyword>autonomy</keyword>
    <author>Henriette Cramer</author>
    <author>Bob Wielinga</author>
    <textkeyword5>empathy</textkeyword5>
    <keyword>mobile interaction</keyword>
    <textkeyword5>wizard-of-oz</textkeyword5>
    <year>2010</year>
    <author>Tim van Slooten</author>
    <author>Mattijs Ghijsen</author>
    <affiliation>University of Amsterdam, Mobile Life Centre, SICS, Kista, Sweden</affiliation>
    <keyword>social expressiveness</keyword>
  </document>
  <document>
    <docID>CHI10-168</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A simple index for multimodal flexibility.


Most interactive tasks engage more than one of the user's exteroceptive senses and are therefore multimodal. In real world situations with multitasking and distractions, the key aspect of multimodality is not which modalities can be allocated to the interactive task but which are free to be allocated to something else. We present the multi¬modal flexibility index (MFI), calculated from changes in users' performance induced by blocking of sensory modalities. A high score indicates that the highest level of performance is achievable regardless of the modalities available and, conversely, a low score that performance will be severely hampered unless all modalities are allocated to the task. Various derivatives describe unimodal and bimodal effects. Results from a case study (mobile text entry) illustrate how an interface that is superior to others in absolute terms is the worst from the multimodal flexibility perspective. We discuss the suitability of MFI for evaluation of interactive prototypes.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>multimodal</textkeyword5>
    <keyword>multimodal interaction</keyword>
    <textkeyword5>mobile</textkeyword5>
    <keyword>attention</keyword>
    <textkeyword5>text entry</textkeyword5>
    <author>Antti Oulasvirta</author>
    <textkeyword5>multitasking</textkeyword5>
    <keyword>multitasking</keyword>
    <year>2010</year>
    <author>Joanna Bergstrom-Lehtovirta</author>
    <affiliation>Aalto University and University of Helsinki, Helsinki, Finland</affiliation>
    <keyword>mobile human-computer interaction</keyword>
    <keyword>modality allocation</keyword>
  </document>
  <document>
    <docID>CHI10-169</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Social gravity: a virtual elastic tether for casual, privacy-preserving pedestrian rendezvous.


We describe a virtual "tether" for mobile devices that allows groups to have quick, simple and privacy-preserving meetups. Our design provides cues which allow dynamic coordination of rendezvous without revealing users' positions. Using accelerometers and magnetometers, combined with GPS positioning and non-visual feedback, users can probe and sense a dynamic virtual object representing the nearest meeting point. The Social Gravity system makes social bonds tangible in a virtual world which is geographically grounded, using haptic feedback to help users rendezvous. We show dynamic navigation using this physical model-based system to be efficient and robust in significant field trials, even in the presence of low-quality positioning. The use of simulators to build models of mobile geolocated systems for pre-validation purposes is discussed, and results compared with those from our trials. Our results show interesting behaviours in the social coordination task, which lead to guidelines for geosocial interaction design. The Social Gravity system proved to be very successful in allowing groups to rendezvous efficiently and simply and can be implemented using only commercially available hardware.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>tangible</textkeyword5>
    <keyword>navigation</keyword>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <textkeyword5>interaction design</textkeyword5>
    <textkeyword5>coordination</textkeyword5>
    <keyword>mobile</keyword>
    <author>Stephen Brewster</author>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <textkeyword5>mobile devices</textkeyword5>
    <textkeyword5>gps</textkeyword5>
    <keyword>GPS</keyword>
    <textkeyword5>field trial</textkeyword5>
    <author>Matt Jones</author>
    <affiliation>Swansea University, Swansea, United Kingdom</affiliation>
    <author>John Williamson</author>
    <author>Roderick Murray-Smith</author>
    <keyword>vibrotactile</keyword>
    <year>2010</year>
    <author>Craig Stewart</author>
    <author>Simon Robinson</author>
    <keyword>geosocial interaction</keyword>
  </document>
  <document>
    <docID>CHI10-170</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Temporal hybridity: footage with instant replay in real time.


In this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in the light of recent developments in computing technology and we present some design implications to support amateur video production.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>empirical study</textkeyword5>
    <keyword>editing</keyword>
    <textkeyword5>video</textkeyword5>
    <author>Mark Perry</author>
    <author>Oskar Juhlin</author>
    <author>Arvid Engström</author>
    <keyword>collaborative search</keyword>
    <keyword>social interaction</keyword>
    <keyword>video</keyword>
    <affiliation>Linköping University, Linköping, Sweden</affiliation>
    <affiliation>Brunel University, London, United Kingdom</affiliation>
    <keyword>television</keyword>
    <year>2010</year>
    <author>Mathias Broth</author>
    <affiliation>Mobile Life, Interactive Institute, Stockholm, Sweden</affiliation>
    <keyword>control room</keyword>
    <keyword>media production</keyword>
    <keyword>streaming</keyword>
  </document>
  <document>
    <docID>CHI10-171</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Experience, adjustment, and engagement: the role of video in law enforcement.


Questions about the effectiveness of increasingly ubiquitous video technology in law enforcement have prompted an examination of the practices surrounding this technology. We present the results of a multi-site study aimed at understanding the use of video in several phases of law enforcement, from crime prevention and response to investigation and prosecution. Our findings show that while video has provided numerous benefits to law enforcement agencies, in many cases the technology either fails to support key facets of work or introduces new tasks that present an additional burden to workers. We discuss the need to incorporate human experience and tacit knowledge, operator engagement, and the greater ecosystem of work into video deployments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>contextual inquiry</keyword>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <keyword>ubiquitous computing</keyword>
    <textkeyword5>video</textkeyword5>
    <affiliation>University of Calgary, Calgary, AB, Canada</affiliation>
    <author>Elaine M. Huang</author>
    <author>Joe Tullio</author>
    <keyword>qualitative studies</keyword>
    <keyword>surveillance</keyword>
    <year>2010</year>
    <author>David Wheatley</author>
    <author>Harry Zhang</author>
    <author>Claudia Guerrero</author>
    <author>Amruta Tamdoo</author>
    <affiliation>Motorola, Inc., Schaumburg, IL, USA</affiliation>
    <keyword>law enforcement</keyword>
    <keyword>video technologies</keyword>
  </document>
  <document>
    <docID>CHI10-172</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>ToolClips: an investigation of contextual video assistance for functionality understanding.


We investigate the use of on-line contextual video assistance to improve the learnability of software functionality. After discussing motivations and design goals for such forms of assistance, we present our new technique, ToolClips. ToolClips augment traditional tooltips to provide users with quick and contextual access to both textual and video assistance. In an initial study we found that users successfully integrated ToolClip usage into the flow of their primary tasks to overcome learnability difficulties. In a second study, we found that with ToolClips, users successfully completed 7 times as many unfamiliar tasks, in comparison to using a commercial professionally developed on-line help system. Users also retained the information obtained from ToolClips, performing tasks significantly faster one week later.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <term>Documentation</term>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <author>George Fitzmaurice</author>
    <keyword>learnability</keyword>
    <author>Tovi Grossman</author>
    <affiliation>Autodesk Research, Toronto, ON, Canada</affiliation>
    <keyword>help</keyword>
    <year>2010</year>
    <keyword>balloon help</keyword>
    <keyword>toolclips</keyword>
    <keyword>tooltips</keyword>
    <keyword>understanding</keyword>
    <keyword>video tool tips</keyword>
  </document>
  <document>
    <docID>CHI10-173</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Prefab: implementing advanced behaviors using pixel-based reverse engineering of interface structure.


Current chasms between applications implemented with different user interface toolkits make it difficult to implement and explore potentially important interaction techniques in new and existing applications, limiting the progress and impact of human-computer interaction research. We examine an approach based in the single most common characteristic of all graphical user interface toolkits, that they ultimately paint pixels to a display. We present Prefab, a system for implementing advanced behaviors through the reverse engineering of the pixels in graphical interfaces. Informed by how user interface toolkits paint interfaces, Prefab features a separation of the modeling of widget layout from the recognition of widget appearance. We validate Prefab in implementations of three applications: target-aware pointing techniques, Phosphor transitions, and Side Views parameter spectrums. Working only from pixels, we demonstrate a single implementation of these enhancements in complex existing applications created in different user interface toolkits running on different windowing systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>toolkits</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Morgan Dixon</author>
    <author>James Fogarty</author>
    <keyword>user interface toolkits</keyword>
    <year>2010</year>
    <keyword>pixel-based reverse engineering</keyword>
    <keyword>prefab</keyword>
  </document>
  <document>
    <docID>CHI10-174</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>GUI testing using computer vision.


Testing a GUI's visual behavior typically requires human testers to interact with the GUI and to observe whether the expected results of interaction are presented. This paper presents a new approach to GUI testing using computer vision for testers to automate their tasks. Testers can write a visual test script that uses images to specify which GUI components to interact with and what visual feedback to be observed. Testers can also generate visual test scripts by demonstration. By recording both input events and screen images, it is possible to extract the images of components interacted with and the visual feedback seen by the demonstrator, and generate a visual test script automatically. We show that a variety of GUI behavior can be tested using this approach. Also, we show how this approach can facilitate good testing practices such as unit testing, regression testing, and test-driven development.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Reliability</term>
    <textkeyword5>input</textkeyword5>
    <term>Algorithms</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>computer vision</textkeyword5>
    <author>Robert C. Miller</author>
    <year>2010</year>
    <author>Tsung-Hsiang Chang</author>
    <author>Tom Yeh</author>
    <keyword>gui automation</keyword>
    <keyword>gui testing</keyword>
    <keyword>test by demonstration</keyword>
  </document>
  <document>
    <docID>CHI10-175</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Faster progress bars: manipulating perceived duration with visual augmentations.


Human perception of time is fluid, and can be manipulated in purposeful and productive ways. In this note, we propose and evaluate variations on two visual designs for progress bars that alter users' perception of time passing, and "appear" faster when in fact they are not. As a baseline, we use standard, solid-color progress bars, prevalent in many user interfaces. In a series of direct comparison tests, we are able to rank how these augmentations compare to one another. We then show that these designs yield statistically significantly shorter perceived durations than progress bars seen in many modern interfaces, including Mac OSX. Progress bars with animated ribbing that move backwards in a decelerating manner proved to have the strongest effect. In a final experiment, we measured the effect of this particular progress bar design and showed that it reduces the perceived duration among our participants by 11%.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user interfaces</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <author>Scott E. Hudson</author>
    <author>Chris Harrison</author>
    <keyword>perception</keyword>
    <year>2010</year>
    <author>Zhiquan Yeo</author>
    <keyword>induced motion</keyword>
    <keyword>perceived performance</keyword>
    <keyword>percent-done indicators</keyword>
    <keyword>progress bars</keyword>
  </document>
  <document>
    <docID>CHI10-176</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Evaluation of progressive image loading schemes.


Although network bandwidth has increased dramatically, high-resolution images often take several seconds to load, and considerably longer on mobile devices over wireless connections. Progressive image loading techniques allow for some visual content to be displayed prior to the whole file being downloaded. In this note, we present an empirical evaluation of popular progressive image loading methods, and derive one novel technique from our findings. Results suggest a spiral variation of bilinear interlacing can yield an improvement in content recognition time.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>empirical evaluation</textkeyword5>
    <author>Anind K. Dey</author>
    <textkeyword5>mobile</textkeyword5>
    <keyword>web browsing</keyword>
    <author>Scott E. Hudson</author>
    <author>Chris Harrison</author>
    <textkeyword5>mobile devices</textkeyword5>
    <year>2010</year>
    <keyword>downloading</keyword>
    <keyword>progressive image loading</keyword>
  </document>
  <document>
    <docID>CHI10-177</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Friends only: examining a privacy-enhancing behavior in facebook.


Privacy practices in social network sites often appear paradoxical, as content-sharing behavior stands in conflict with the need to reduce disclosure-related harms. In this study we explore privacy in social network sites as a contextual information practice, managed by a process of boundary regulation. Drawing on a sample survey of undergraduate Facebook users, we examine a particular privacy-enhancing practice: having a friends-only Facebook profile. Particularly, we look at the association between network composition, expectancy violations, interpersonal privacy practices and having a friends-only profile. We find that expectancy violations by weak ties and increased levels of interpersonal privacy management are positively associated with having a friends-only profile. We conclude with a discussion of how these findings may be integrated into the design of systems to facilitate interaction while enhancing individual privacy.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Management</term>
    <textkeyword5>sharing</textkeyword5>
    <keyword>communication</keyword>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <keyword>privacy</keyword>
    <term>Security</term>
    <textkeyword5>facebook</textkeyword5>
    <textkeyword5>social network sites</textkeyword5>
    <keyword>social network sites</keyword>
    <affiliation>University of North Carolina at Chapel Hill, Chapel Hill, NC, USA</affiliation>
    <keyword>social networking</keyword>
    <keyword>facebook</keyword>
    <year>2010</year>
    <author>Fred Stutzman</author>
    <author>Jacob Kramer-Duffield</author>
    <keyword>behavioral modeling</keyword>
  </document>
  <document>
    <docID>CHI10-178</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Moving beyond untagging: photo privacy in a tagged world.


Photo tagging is a popular feature of many social network sites that allows users to annotate uploaded images with those who are in them, explicitly linking the photo to each person's profile. In this paper, we examine privacy concerns and mechanisms surrounding these tagged images. Using a focus group, we explored the needs and concerns of users, resulting in a set of design considerations for tagged photo privacy. We then designed a privacy enhancing mechanism based on our findings, and validated it using a mixed methods approach. Our results identify the social tensions that tagging generates, and the needs of privacy tools to address the social implications of photo privacy management.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <keyword>privacy</keyword>
    <textkeyword5>tagging</textkeyword5>
    <keyword>photo sharing</keyword>
    <textkeyword5>social network sites</textkeyword5>
    <keyword>social network sites</keyword>
    <keyword>facebook</keyword>
    <affiliation>University of North Carolina at Charlotte, Charlotte, NC, USA</affiliation>
    <year>2010</year>
    <author>Heather Richter Lipford</author>
    <author>Andrew Besmer</author>
  </document>
  <document>
    <docID>CHI10-179</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Standardizing privacy notices: an online study of the nutrition label approach.


Earlier work has shown that consumers cannot effectively find information in privacy policies and that they do not enjoy using them. In our previous research we developed a standardized table format for privacy policies. We compared this standardized format, and two short variants (one tabular, one text) with the current status quo: full text natural-language policies and layered policies. We conducted an online user study of 764 participants to test if these three more-intentionally designed, standardized privacy policy formats, assisted by consumer education, can benefit consumers. Our results show that standardized privacy policy presentations can have significant positive effects on accuracy and speed of information finding and on reader enjoyment of privacy policies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>language</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <keyword>privacy</keyword>
    <author>Lorrie Faith Cranor</author>
    <author>Patrick Gage Kelley</author>
    <term>Security</term>
    <textkeyword5>education</textkeyword5>
    <keyword>policy</keyword>
    <keyword>standardization</keyword>
    <year>2010</year>
    <author>Joanna Bresee</author>
    <author>Lucian Cesca</author>
    <keyword>information design</keyword>
    <keyword>p3p</keyword>
  </document>
  <document>
    <docID>CHI10-180</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Family story play: reading with young children (and elmo) over a distance.


We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>children</textkeyword5>
    <keyword>children</keyword>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <keyword>agents</keyword>
    <textkeyword5>families</textkeyword5>
    <keyword>literacy</keyword>
    <keyword>video conferencing</keyword>
    <author>Hayes Raffle</author>
    <author>Rafael Ballagas</author>
    <affiliation>Nokia Research Center, Palo Alto, CA, USA</affiliation>
    <textkeyword5>video conferencing</textkeyword5>
    <keyword>reading</keyword>
    <author>Joseph Kaye</author>
    <year>2010</year>
    <author>Janet Go</author>
    <author>Mirjana Spasojevic</author>
    <author>Sean Follmer</author>
    <author>Glenda Revelle</author>
    <author>Hiroshi Horii</author>
    <author>Emily Reardon</author>
    <author>Koichi Mori</author>
    <affiliation>Joan Ganz Cooney Center at Sesame Workshop, New York, NY, USA</affiliation>
    <affiliation>Sesame Workshop, New York, NY, USA</affiliation>
    <keyword>dialogic reading</keyword>
    <keyword>family communication</keyword>
    <keyword>grandparents</keyword>
  </document>
  <document>
    <docID>CHI10-181</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing with mobile digital storytelling in rural Africa.


We reflect on activities to design a mobile application to enable rural people in South Africa's Eastern Cape to record and share their stories, which have implications for 'cross-cultural design,' and the wider use of stories in design. We based our initial concept for generating stories with audio and photos on cell-phones on a scenario informed by abstracting from digital storytelling projects globally and our personal experience. But insights from ethnography, and technology experiments involving storytelling, in a rural village led us to query our grounding assumptions and usability criteria. So, we implemented a method using cell-phones to localise storytelling, involve rural users and probe ways to incorporate visual and audio media. Products from this method helped us to generate design ideas for our current prototype which offers great flexibility. Thus we present a new way to depict stories digitally and a process for improving such software.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>storytelling</textkeyword5>
    <keyword>mobile devices</keyword>
    <keyword>digital storytelling</keyword>
    <keyword>ICT4D</keyword>
    <textkeyword5>ethnography</textkeyword5>
    <keyword>rural</keyword>
    <year>2010</year>
    <author>Gary Marsden</author>
    <affiliation>University of Cape Town, Cape Town, South Africa</affiliation>
    <author>Nicola J. Bidwell</author>
    <author>Thomas Reitmaier</author>
    <author>Susan Hansen</author>
    <affiliation>James Cook University, Cairns, Australia</affiliation>
    <affiliation>University of Technology Sydney, Sydney, Australia</affiliation>
    <keyword>cross-cultural</keyword>
    <keyword>dialogical approach to design</keyword>
    <keyword>oral knowledge</keyword>
  </document>
  <document>
    <docID>CHI10-182</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Let's play chinese characters: mobile learning approaches via culturally inspired group games.


In many developing countries such as India and China, low educational levels often hinder economic empowerment. In this paper, we argue that mobile learning games can play an important role in the Chinese literacy acquisition process. We report on the unique challenges in the learning Chinese language, especially its logographic writing system. Based on an analysis of 25 traditional Chinese games currently played by children in China, we present the design and implementation of two culturally inspired mobile group learning games, Multimedia Word and Drumming Strokes. These two mobile games are designed to match Chinese children's understanding of everyday games. An informal evaluation reveals that these two games have the potential to enhance the intuitiveness and engagement of traditional games, and children may improve their knowledge of Chinese characters through group learning activities such as controversy, judgments and self-correction during the game play.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>children</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>multimedia</textkeyword5>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>language</textkeyword5>
    <keyword>ICT4D</keyword>
    <keyword>mobile games</keyword>
    <affiliation>Nokia Research Center, Palo Alto, CA, USA</affiliation>
    <author>John Canny</author>
    <author>Matthew Kam</author>
    <keyword>traditional games</keyword>
    <author>Guozhong Dai</author>
    <author>Hongan Wang</author>
    <author>Feng Tian</author>
    <author>Vidya Setlur</author>
    <keyword>developing countries</keyword>
    <author>Jingtao Wang</author>
    <year>2010</year>
    <author>Fei Lv</author>
    <author>Wencan Luo</author>
    <affiliation>Institute of Software, Chinese Academy of Sciences, Beijing, China</affiliation>
    <keyword>chinese education</keyword>
    <keyword>chinese literacy</keyword>
    <keyword>literacy acquisition</keyword>
  </document>
  <document>
    <docID>CHI10-183</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Expressive robots in education: varying the degree of social supportive behavior of a robotic tutor.


Teaching is inherently a social interaction between teacher and student. Despite this knowledge, many educational tools, such as vocabulary training programs, still model the interaction in a tutoring scenario as unidirectional knowledge transfer rather than a social dialog. Therefore, ongoing research aims to develop virtual agents as more appropriate media in education. Virtual agents can induce the perception of a life-like social interaction partner that communicates through natural modalities such as speech, gestures and emotional expressions. This effect can be additionally enhanced with a physical robotic embodiment.

This paper presents the development of social supportive behaviors for a robotic tutor to be used in a language learning application. The effect of these behaviors on the learning performance of students was evaluated. The results support that employing social supportive behavior increases learning efficiency of students.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <keyword>education</keyword>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <affiliation>Eindhoven University of Technology, Eindhoven, Netherlands</affiliation>
    <textkeyword5>social interaction</textkeyword5>
    <keyword>human-robot interaction</keyword>
    <textkeyword5>education</textkeyword5>
    <keyword>social interaction</keyword>
    <affiliation>Philips Research, Eindhoven, Netherlands</affiliation>
    <author>Christoph Bartneck</author>
    <keyword>tutoring</keyword>
    <year>2010</year>
    <author>Martin Saerbeck</author>
    <author>Tom Schut</author>
    <author>Maddy D. Janse</author>
  </document>
  <document>
    <docID>CHI10-184</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Exploring affective technologies for the classroom with the subtle stone.


Constructive emotional experiences are strongly related to effective learning. Yet, it is challenging for teachers, researchers and students alike to understand the emotions experienced in the classroom setting. Advances in wireless and sensor technologies open up possibilities for better supporting emotions. However, little work has explored how affective technologies in the classroom might operate. This paper describes a study where 15 high school students used the Subtle Stone: a tangible technology designed to support students' active emotional communication in the classroom. We report on how the students used and experienced this technology, and the values they demonstrated through this use: flexibility, privacy, agency, voice and reflection. We conclude by examining future possibilities for affective technologies in the classroom.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <keyword>learning</keyword>
    <keyword>emotion</keyword>
    <textkeyword5>emotion</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <author>Rosemary Luckin</author>
    <textkeyword5>privacy</textkeyword5>
    <affiliation>University of Sussex, Brighton, United Kingdom</affiliation>
    <keyword>affect</keyword>
    <year>2010</year>
    <author>Madeline Balaam</author>
    <author>Geraldine Fitzpatrick</author>
    <author>Judith Good</author>
    <affiliation>Vienna University of Technology, Vienna, Austria</affiliation>
    <affiliation>London Knowledge Lab, London, United Kingdom</affiliation>
    <keyword>affective technologies</keyword>
    <keyword>classroom</keyword>
    <keyword>emotional communication</keyword>
    <keyword>subtle stone</keyword>
  </document>
  <document>
    <docID>CHI10-185</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>vSked: evaluation of a system to support classroom activities for children with autism.


Visual schedules--the use of symbols to represent a series of activities or steps--have been successfully used by caregivers to help children with autism to understand, structure, and predict activities in their daily lives. Building from in-depth fieldwork and participatory design sessions, we developed vSked, an interactive and collaborative visual scheduling system designed for elementary school classrooms. We evaluated vSked in situ in one autism-specific classroom over three weeks. In this paper, we present the design principles, technical solution, and results from this successful deployment. Use of vSked resulted in reductions in staff effort required to use visual supports. vSked also resulted in improvements in the perceived quality and quantity of communication and social interactions in the classroom.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>children</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>communication</textkeyword5>
    <keyword>education</keyword>
    <keyword>assistive technology</keyword>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <keyword>autism</keyword>
    <textkeyword5>participatory design</textkeyword5>
    <author>Gillian R. Hayes</author>
    <year>2010</year>
    <author>Sen H. Hirano</author>
    <author>Michael T. Yeganyan</author>
    <author>Gabriela Marcu</author>
    <author>David H. Nguyen</author>
    <author>Lou Anne Boyd</author>
    <affiliation>Orange County Department of Education, Fullerton, CA, USA</affiliation>
    <keyword>visual supports</keyword>
  </document>
  <document>
    <docID>CHI10-186</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Comparing user performance with single-finger, whole-hand, and hybrid pointing devices.


Researchers have explored pointing devices operated by a single finger, but their advantage was not clear compared to conventional mice controlled by the whole hand. To incorporate the benefits of both, we prototyped hybrid pointing devices that combined both finger and hand movement to control the cursor, and experimentally compared their performance with single-finger and whole-hand devices. Results showed that such hybrid devices have the potential to improve pointing performance in terms of time, error, and bandwidth, especially for precise pointing.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>pointing</textkeyword5>
    <keyword>pointing</keyword>
    <keyword>mouse</keyword>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <author>Shahram Izadi</author>
    <keyword>finger</keyword>
    <author>Xiang Cao</author>
    <keyword>experimental studies</keyword>
    <author>Nicolas Villar</author>
    <keyword>hand</keyword>
    <year>2010</year>
    <keyword>hybrid</keyword>
  </document>
  <document>
    <docID>CHI10-187</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>How users manipulate deformable displays as input devices.


This study is aimed at understanding deformation-based user gestures by observing users interacting with artificial deformable displays with various levels of flexibility. We gained user-defined gestures that would help with the design and implementation of deformation-based interface, without considering current technical limitations. We found that when a display material gave more freedom from deformation, the level of consensus of gestures among the users as well as the intuitiveness and preferences were all enhanced. This study offers implications for deformation-based interaction which will be helpful for both designers and engineers who are trying to set the direction for future interface and technology development.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>input devices</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <keyword>user interfaces</keyword>
    <keyword>gestures</keyword>
    <author>Sang-Su Lee</author>
    <keyword>flexible displays</keyword>
    <year>2010</year>
    <author>Sohyun Kim</author>
    <author>Bopil Jin</author>
    <author>Eunji Choi</author>
    <author>Boa Kim</author>
    <author>Xu Jia</author>
    <author>Daeeop Kim</author>
    <author>Kun-pyo Lee</author>
    <affiliation>KAIST, Daejon, South Korea</affiliation>
    <keyword>deformation</keyword>
    <keyword>organic user interface</keyword>
  </document>
  <document>
    <docID>CHI10-188</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Cord input: an intuitive, high-accuracy, multi-degree-of-freedom input method for mobile devices.


A cord, although simple in form, has many interesting physical affordances that make it powerful as an input device. Not only can a length of cord be grasped in different locations, but also pulled, twisted and bent---four distinct and expressive dimensions that could potentially act in concert. Such an input mechanism could be readily integrated into headphones, backpacks, and clothing. Once grasped in the hand, a cord can be used in an eyes-free manner to control mobile devices, which often feature small screens and cramped buttons. In this note, we describe a proof-of-concept cord-based sensor, which senses three of the four input dimensions we propose. In addition to a discussion of potential uses, we also present results from our preliminary user study. The latter sought to compare the targeting performance and selection accuracy of different cord-based input modalities. We conclude with brief set of design recommendations drawn upon results from our study.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>selection</textkeyword5>
    <textkeyword5>input devices</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <author>Scott E. Hudson</author>
    <keyword>wearable computing</keyword>
    <author>Chris Harrison</author>
    <textkeyword5>mobile devices</textkeyword5>
    <author>Jennifer Mankoff</author>
    <author>Julia Schwarz</author>
    <keyword>mobile interaction</keyword>
    <year>2010</year>
    <keyword>cord-based input</keyword>
  </document>
  <document>
    <docID>CHI10-189</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Minput: enabling interaction on small mobile devices with high-precision, low-cost, multipoint optical tracking.


We present Minput, a sensing and input method that enables intuitive and accurate interaction on very small devices -- ones too small for practical touch screen use and with limited space to accommodate physical buttons. We achieve this by incorporating two, inexpensive and high-precision optical sensors (like those found in optical mice) into the underside of the device. This allows the entire device to be used as an input mechanism, instead of the screen, avoiding occlusion by fingers. In addition to x/y translation, our system also captures twisting motion, enabling many interesting interaction opportunities typically found in larger and far more complex systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>touch</textkeyword5>
    <keyword>pointing</keyword>
    <textkeyword5>sensors</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <author>Scott E. Hudson</author>
    <keyword>gestures</keyword>
    <author>Chris Harrison</author>
    <textkeyword5>mobile devices</textkeyword5>
    <keyword>sensors</keyword>
    <keyword>mobile devices</keyword>
    <textkeyword5>touch screens</textkeyword5>
    <keyword>touch screens</keyword>
    <keyword>input</keyword>
    <keyword>spatially aware displays</keyword>
    <year>2010</year>
    <keyword>optical tracking</keyword>
  </document>
  <document>
    <docID>CHI10-190</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>How power users help and hinder open bug reporting.


Many power users that contribute to open source projects have no intention of becoming regular contributors; they just want a bug fixed or a feature implemented. How often do these users participate in open source projects and what do they contribute? To investigate these questions, we analyzed the reports of Mozilla contributors who reported problems but were never assigned problems to fix. These analyses revealed that over 11 years and millions of reports, most of these 150,000 users reported non-issues that devolved into technical support, redundant reports with little new information, or narrow, expert feature requests. Reports that did lead to changes were reported by a comparably small group of experienced, frequent reporters, mostly before the release of Firefox 1. These results suggest that the primary value of open bug reporting is in recruiting talented reporters, and not in deriving value from the masses.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Andrew J. Ko</author>
    <keyword>open source software (oss)</keyword>
    <year>2010</year>
    <author>Parmit K. Chilana</author>
    <keyword>bugzilla</keyword>
    <keyword>firefox</keyword>
    <keyword>mozilla</keyword>
  </document>
  <document>
    <docID>CHI10-191</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Bringing the field into focus: user-centered design of a patient expertise locator.


Managing personal aspects of health is challenging for many patients, particularly those facing a serious condition such as cancer. Finding experienced patients, who can share their knowledge from managing a similar health situation, is of tremendous value. Users of health-related social software form a large base of such knowledge, yet these tools often lack features needed to locate peers with expertise. Informed directly by our field work with breast cancer patients, we designed a patient expertise locator for users of online health communities. Using feedback from two focus groups with breast cancer survivors, we took our design through two iterations. Focus groups concluded that expertise locating features proved useful for extending social software. They guided design enhancements by suggesting granular user control through (1) multiple mechanisms to identify expertise, (2) detailed user profiles to select expertise, and (3) varied collaboration levels. Our user-centered approach links field work to design through close collaboration with patients. By illustrating trade-offs made when sharing sensitive health information, our findings inform the incorporation of expertise locating features into social software for patients.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user-centered design</textkeyword5>
    <keyword>CSCW</keyword>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <keyword>collaboration</keyword>
    <textkeyword5>health</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>David W. McDonald</author>
    <keyword>expertise locating</keyword>
    <keyword>user-centered design</keyword>
    <keyword>recommendation systems</keyword>
    <textkeyword5>social software</textkeyword5>
    <year>2010</year>
    <author>Meredith M. Skeels</author>
    <author>Wanda Pratt</author>
    <author>Chris Powell</author>
    <author>Andrea Civan-Hartzler</author>
    <keyword>personal health informatics</keyword>
    <author>Marlee Mukai</author>
  </document>
  <document>
    <docID>CHI10-192</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>What do you know? experts, novices and territoriality in collaborative systems.


When experts participate in collaborative systems, tension may arise between them and novice contributors. In particular, when experts perceive novices as a bother or a threat, the experts may express territoriality: behaviors communicating ownership of a target of interest. In this paper, we describe the results of a user study of a mobile social tagging system deployed within a museum gallery to a group of novices and experts collaboratively tagging part of the collection. We observed that experts express greater feelings of ownership towards their contributions to the system and the museum in general. Experts were more likely than novices to participate at higher rates and to negatively evaluate contributions made by others. We suggest a number of design strategies to balance experts' expressions of territoriality so as to motivate their participation while discouraging exclusionary behaviors.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user study</textkeyword5>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <textkeyword5>mobile</textkeyword5>
    <keyword>collaboration</keyword>
    <keyword>territoriality</keyword>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <author>Jennifer Thom-Santelli</author>
    <textkeyword5>museums</textkeyword5>
    <author>Dan Cosley</author>
    <textkeyword5>tagging</textkeyword5>
    <author>Geri Gay</author>
    <year>2010</year>
    <keyword>experts</keyword>
    <keyword>novices</keyword>
  </document>
  <document>
    <docID>CHI10-193</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>An empirical task analysis of warehouse order picking using head-mounted displays.


Evaluations of task guidance systems often focus on evaluations of new technologies rather than comparing the nuances of interaction across the various systems. One common domain for task guidance systems is warehouse order picking. We present a method involving an easily reproducible ecologically motivated order picking environment for quantitative user studies designed to reveal differences in interactions. Using this environment, we perform a 12 participant within-subjects experiment demonstrating the advantages of a head-mounted display based picking chart over a traditional text-based pick list, a paper-based graphical pick chart, and a mobile pick-by-voice system. The test environment proved sufficiently sensitive, showing statistically significant results along several metrics with the head-mounted display system performing the best. We also provide a detailed analysis of the strategies adopted by our participants.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>experiment</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>mobile</textkeyword5>
    <keyword>wearable computers</keyword>
    <author>Thad Starner</author>
    <term>Standardization</term>
    <keyword>head-mounted display</keyword>
    <year>2010</year>
    <author>Kimberly A. Weaver</author>
    <author>Hannes Baumann</author>
    <author>Hendrick Iben</author>
    <author>Michael Lawo</author>
    <affiliation>Universität Bremen, Bremen, Germany</affiliation>
    <keyword>order picking</keyword>
  </document>
  <document>
    <docID>CHI10-194</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Where is my team: supporting situation awareness with tactile displays.


A group of friends visiting a crowded and noisy music festival is an example of a situation where knowing the location of other people is important, but where external factors, such as darkness or noise, can limit the ability to keep track of the others. By combining theories about situation awareness and cognitive processing we inferred that communicating information via the sense of touch is a promising approach in such situations. We therefore investigated how to present the location of several people using a tactile torso display. In particular we focused on encoding spatial distances in the tactile signals. We experimentally compared encoding spatial distances in the rhythm, duration, and intensity of a tactile signal. Our findings show that all parameters are suited to encode distances. None of it was clearly outperformed. We then embedded our tactile location encoding into a fast-paced 3D multiplayer game. In this game, team play and the awareness of the team members' locations are crucial for the success in the game. The results provides evidence that the locations of the team members could be processed effectively despite the game's high cognitive demands. In addition, the team equipped with the tactile display showed a better team play and a higher situation awareness.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>music</textkeyword5>
    <year>2010</year>
    <keyword>tactile ui</keyword>
    <author>Martin Pielot</author>
    <author>Oliver Krull</author>
    <author>Susanne Boll</author>
    <affiliation>OFFIS Institute for Information Technology, Oldenburg, Germany</affiliation>
    <affiliation>University of Oldenburg, Oldenburg, Germany</affiliation>
    <keyword>situation awareness</keyword>
    <keyword>spatial information encoding</keyword>
  </document>
  <document>
    <docID>CHI10-195</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Clutching at straws: using tangible interaction to provide non-visual access to graphs.


We present a tangible user interface (TUI) called Tangible Graph Builder, that has been designed to allow visually impaired users to access graph and chart-based data. We describe the current paper-based materials used to allow independent graph construction and browsing, before discussing how researchers have applied virtual haptic and non-speech audio techniques to provide more flexible access. We discuss why, although these technologies overcome many of the problems of non-visual graph access, they also introduce new issues and why the application of TUIs is important. An evaluation of Tangible Graph Builder with 12 participants (8 sight deprived, 4 blind) revealed key design requirements for non-visual TUIs, including phicon design and handling marker detection failure. We finish by presenting future work and improvements to our system.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>audio</textkeyword5>
    <keyword>tangible user interface</keyword>
    <textkeyword5>haptic</textkeyword5>
    <keyword>graphs</keyword>
    <author>Stephen Brewster</author>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <textkeyword5>tangible user interface</textkeyword5>
    <author>David McGookin</author>
    <keyword>visual impairment</keyword>
    <year>2010</year>
    <author>Euan Robertson</author>
    <keyword>haptic interaction</keyword>
  </document>
  <document>
    <docID>CHI10-196</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Understanding the impact of abstracted audio preview of SMS.


Despite the availability of other mobile messaging applications, SMS has kept its position as a heavily used communication technology. However, there are many situations in which it is inconvenient or inappropriate to check a message's content immediately. In this paper, we introduce the concept of audio previews of SMS. Based on a real-time analysis of the content of a message, we provide auditory cues in addition to the notification tone upon receiving an SMS. We report on a field trial with 20 participants and show that the use of audio-enhanced SMS affects the reading and writing behavior of users. Our work is motivated by the results of an online survey among 347 SMS users of whose we analyzed 3400 text messages.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>notification</textkeyword5>
    <keyword>user study</keyword>
    <affiliation>Nokia Research Center, Finland</affiliation>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>field trial</textkeyword5>
    <keyword>mobile phones</keyword>
    <author>Albrecht Schmidt</author>
    <keyword>SMS</keyword>
    <author>Jonna Häkkilä</author>
    <year>2010</year>
    <author>Ari-Heikki Sarjanoja</author>
    <author>Alireza Sahami Shirazi</author>
    <author>Florian Alt</author>
    <affiliation>University of Duisburg-Essen, Essen, Germany</affiliation>
    <keyword>auditory ui</keyword>
    <keyword>emoticon</keyword>
  </document>
  <document>
    <docID>CHI10-197</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Effects of automated transcription quality on non-native speakers' comprehension in real-time computer-mediated communication.


Real-time transcription has been shown to be valuable in facilitating non-native speakers' comprehension in real-time communication. Automated speech recognition (ASR) technology is a critical ingredient for its practical deployment. This paper presents a series of studies investigating how the quality of transcripts generated by an ASR system impacts user comprehension and subjective evaluation. Experiments are first presented comparing performance across three different transcription conditions: no transcript, a perfect transcript, and a transcript with Word Error Rate (WER) =20%. We found 20% WER was the most likely critical point for transcripts to be just acceptable and useful. Then we further examined a lower WER of 10% (a lower bound for today's state-of-the-art systems) employing the same experimental design. The results indicated that at 10% WER comprehension performance was significantly improved compared to the no-transcript condition. Finally, implications for further system development and design are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>speech recognition</textkeyword5>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>mediated communication</textkeyword5>
    <keyword>CMC</keyword>
    <textkeyword5>computer-mediated communication</textkeyword5>
    <keyword>experiment</keyword>
    <affiliation>IBM Research - China, Beijing, China</affiliation>
    <author>Yingxin Pan</author>
    <author>Danning Jiang</author>
    <author>Michael Picheny</author>
    <author>Yong Qin</author>
    <keyword>non-native speakers</keyword>
    <keyword>real-time transcription</keyword>
    <affiliation>Chinese Academy of Sciences, Beijing, China</affiliation>
    <year>2010</year>
    <author>Lin Yao</author>
    <keyword>automated speech recognition</keyword>
  </document>
  <document>
    <docID>CHI10-198</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>What do people ask their social networks, and why? a survey study of status message q&amp;a behavior.


People often turn to their friends, families, and colleagues when they have questions. The recent, rapid rise of online social networking tools has made doing this on a large scale easy and efficient. In this paper we explore the phenomenon of using social network status messages to ask questions. We conducted a survey of 624 people, asking them to share the questions they have asked and answered of their online social networks. We present detailed data on the frequency of this type of question asking, the types of questions asked, and respondents' motivations for asking their social networks rather than using more traditional search tools like Web search engines. We report on the perceived speed and quality of the answers received, as well as what motivates people to respond to questions seen in their friends' status messages. We then discuss the implications of our findings for the design of next-generation search tools.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>web search</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>social networking</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <author>Jaime Teevan</author>
    <keyword>web search</keyword>
    <textkeyword5>families</textkeyword5>
    <author>Meredith Ringel Morris</author>
    <author>Katrina Panovich</author>
    <keyword>social search</keyword>
    <keyword>Q&amp;A</keyword>
    <textkeyword5>q&amp;a</textkeyword5>
    <keyword>social networks</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-199</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Affirming the self through online profiles: beneficial effects of social networking sites.


Self-affirmation is the process of bringing to awareness important aspects of the self, such as values, goals, and treasured characteristics. When affirmed, individuals are more open-minded and less defensive. This study examines whether social networking tools, such as Facebook, have self-affirming value. Participants were asked to either spend time on their own Facebook profiles, or on a stranger's profile. Afterwards, they were given negative feedback on a task. Participants who spent time on their own profiles were more accepting of the feedback, and less likely to engage in ego-protective mechanisms, such as derogating the task or the evaluator. In fact, they behaved identically to participants who completed a classic self-affirmation manipulation. The theoretical contributions of this paper include (1) identifying intrapersonal effects of online self-presentation and (2) extending self-affirmation theory to include social media use.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>social networking</textkeyword5>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <textkeyword5>facebook</textkeyword5>
    <textkeyword5>social media</textkeyword5>
    <keyword>social networking sites</keyword>
    <keyword>self-presentation</keyword>
    <author>Catalina L. Toma</author>
    <year>2010</year>
    <keyword>media effects</keyword>
    <keyword>self-affirmation</keyword>
  </document>
  <document>
    <docID>CHI10-200</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Improving social game engagement on facebook through enhanced socio-contextual information.


In this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual social information in the form of a variety of social network indices. Through comparison with a concurrent control trial using an identical game without the enhanced social information, it was shown that the additional contextual data increased the frequency of social activity between players engaged in the game. Despite this increase in activity, there was little increase in growth of the player-base when compared to the control condition. These findings corroborate previous work that showed how socio-contextual enhancement can increase performance on task-driven games, whilst also suggesting that it can increase activity and engagement when provided as context for non task-driven game environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>social visualization</keyword>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>facebook</textkeyword5>
    <keyword>social gaming</keyword>
    <keyword>social network analysis</keyword>
    <affiliation>University of Lincoln, Lincoln, United Kingdom</affiliation>
    <year>2010</year>
    <author>Ben Kirman</author>
    <author>Shaun Lawson</author>
    <author>Conor Linehan</author>
    <author>Francesco Martino</author>
    <author>Luciano Gamberini</author>
    <author>Andrea Gaggioli</author>
    <affiliation>University of Padova, Padova, Italy</affiliation>
    <affiliation>Istituto Auxologico Italiano, Milan, Italy</affiliation>
    <keyword>mediated interaction</keyword>
    <keyword>social context</keyword>
  </document>
  <document>
    <docID>CHI10-201</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The role of community and groupware in geocache creation and maintenance.


Applications that provide location-based experiences are an increasingly viable design space given the proliferation of GPS-enabled mobile devices. However, these applications are in their infancy, and we do not yet know what design factors will contribute to their success. For this reason, we have studied the well-established location-based experience of geocaching. We report on the results of a survey of geocachers along with observations from our own in-depth geocaching activities. Our findings illustrate that geocaching permits users to create a range of experiences for others within a permeable yet restricted culture of norms. Once created, geocaches are maintained by the community of geocachers through a well-designed groupware system. Here maintenance acts can be performed "in the small," given their lightweight and well-defined nature, and become less about maintenance and more about personal participation. These findings provide insight into how community and groupware can be leveraged to support applications for location-based experiences.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>culture</textkeyword5>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>groupware</textkeyword5>
    <textkeyword5>mobile devices</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>gps</textkeyword5>
    <keyword>GPS</keyword>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Carman Neustaedter</author>
    <affiliation>Kodak Research Labs, Rochester, NY, USA</affiliation>
    <author>Anthony Tang</author>
    <year>2010</year>
    <author>Judge K. Tejinder</author>
    <keyword>geocaching</keyword>
    <keyword>location-based experiences</keyword>
  </document>
  <document>
    <docID>CHI10-202</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Doctors and psychosocial information: records and reuse in inpatient care.


We conducted a field-based study at a large teaching hospital to examine doctors' use and documentation of patient care information, with a special focus on a patient's psychosocial information. We were particularly interested in the gaps between the medical work and any representations of the patient. The paper describes how doctors record this information for immediate and long-term use. We found that doctors documented a considerable amount of psychosocial information in their electronic health records (EHR) system. Yet, we also observed that such information was recorded selectively, and a medicalized view-point is a key contributing factor. Our study shows how missing or problematic representations of a patient affect work activities and patient care. We accordingly suggest that EHR systems could be made more usable and useful in the long run, by supporting both representations of medical processes and of patients.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>CSCW</keyword>
    <textkeyword5>affect</textkeyword5>
    <term>Documentation</term>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>reuse</textkeyword5>
    <author>Mark S. Ackerman</author>
    <author>Xiaomu Zhou</author>
    <keyword>medical records</keyword>
    <author>Kai Zheng</author>
    <keyword>electronic patient records</keyword>
    <keyword>organizational memory</keyword>
    <keyword>psychosocial information</keyword>
    <textkeyword5>health</textkeyword5>
    <year>2010</year>
    <keyword>ehr</keyword>
    <keyword>health informatics</keyword>
    <keyword>physician information needs</keyword>
  </document>
  <document>
    <docID>CHI10-203</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Supporting coordination in surgical suites: physical aspects of common information spaces.


To accommodate frequent emergencies, interruptions, and delays, hospital staff continually make and coordinate changes to the surgery schedule. The technical and social aspects of coordination in surgical suites have been described by prior studies. This paper addresses an understudied aspect of coordination: the physical environment. Based on a field study of four surgical suites in two large academic centers, we show how the physical layout of hallways and rooms, and barriers and spaces around displays and key coordinators, support or fail to support the common information spaces used for coordination. We use the concept "information hotspots" to represent how physical places and their characteristics facilitate coordination. We developed design principles based on the concept of information hotspots that should guide architectural considerations for coordination in dynamic environments such as hospitals.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <keyword>whiteboards</keyword>
    <textkeyword5>interruption</textkeyword5>
    <textkeyword5>coordination</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <keyword>coordination</keyword>
    <author>Susan R. Fussell</author>
    <author>Sara Kiesler</author>
    <keyword>shared displays</keyword>
    <author>Peter G. Scupelli</author>
    <year>2010</year>
    <author>Yan Xiao</author>
    <author>Mark D. Gross</author>
    <affiliation>Baylor Health Care System, Dallas, TX, USA</affiliation>
    <keyword>electronic scheduling</keyword>
    <keyword>physical environment</keyword>
  </document>
  <document>
    <docID>CHI10-204</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Documenting transitional information in EMR.


An observational study was conducted to examine EMR-based documentation in an Emergency Department (ED), with an emphasis on computerized documentation activities in the complex flow of clinical processes. This study revealed a gap between the formal EMR documentation and the actual clinical workflow, which leads ED staff to rely on intermediate - transitional artifacts to facilitate their work. The analysis of these transitional artifacts in four different clinical workflows shows that the EMR system's inability to document procedural information, capture key information, and present information according to the actual clinical workflow are accountable for leading to the use of transitional artifacts. The findings of this study call for designing EMR system not only for keeping patients' formal records, but also for documenting transitional information in the chart-writing process.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>documents</textkeyword5>
    <keyword>medical records</keyword>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <year>2010</year>
    <author>Yunan Chen</author>
    <keyword>clinical documentation</keyword>
    <keyword>clinical workflow</keyword>
    <keyword>emr</keyword>
    <keyword>transitional artifacts</keyword>
  </document>
  <document>
    <docID>CHI10-205</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Understanding the space for co-design in riders' interactions with a transit service.


The recent advances in web 2.0 technologies and the rapid adoption of smart phones raises many opportunities for public services to improve their services by engaging their users (who are also owners of the service) in co-design: a dialog where users help design the services they use. To investigate this opportunity, we began a service design project investigating how to create repeated information exchanges between riders and a transit agency in order to create a virtual "place" from which the dialog on services could take place. Through interviews with riders, a workshop with a transit agency, and speed dating of design concepts, we have developed a design direction. Specifically, we propose a service that combines vehicle location and "fullness" ratings provided by riders with dynamic route change information from the transit agency as a foundation for a dialog around riders conveying input for continuous service improvement.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <keyword>social computing</keyword>
    <textkeyword5>interviews</textkeyword5>
    <author>John Zimmerman</author>
    <author>Anthony Tomasic</author>
    <keyword>web 2.0</keyword>
    <keyword>research through design</keyword>
    <year>2010</year>
    <author>Daisy Yoo</author>
    <author>Aaron Steinfeld</author>
    <keyword>public service</keyword>
    <keyword>service design</keyword>
    <keyword>transit</keyword>
  </document>
  <document>
    <docID>CHI10-206</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>OneBusAway: results from providing real-time arrival information for public transit.


Public transit systems play an important role in combating traffic congestion, reducing carbon emissions, and promoting compact, sustainable urban communities. The usability of public transit can be significantly enhanced by providing good traveler information systems. We describe OneBusAway, a set of transit tools focused on providing real-time arrival information for Seattle-area bus riders. We then present results from a survey of OneBusAway users that show a set of important positive outcomes: strongly increased overall satisfaction with public transit, decreased waiting time, increased transit trips per week, increased feelings of safety, and even a health benefit in terms of increased distance walked when using transit. Finally, we discuss the design and policy implications of these results and plans for future research in this area.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>mobile devices</keyword>
    <keyword>health</keyword>
    <textkeyword5>safety</textkeyword5>
    <keyword>sustainability</keyword>
    <keyword>safety</keyword>
    <year>2010</year>
    <author>Alan Borning</author>
    <author>Brian Ferris</author>
    <author>Kari Watkins</author>
    <keyword>public transit</keyword>
    <keyword>real-time information</keyword>
    <keyword>walking</keyword>
  </document>
  <document>
    <docID>CHI10-207</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Biketastic: sensing and mapping for better biking.


Bicycling is an affordable, environmentally friendly alternative transportation mode to motorized travel. A common task performed by bikers is to find good routes in an area, where the quality of a route is based on safety, efficiency, and enjoyment. Finding routes involves trial and error as well as exchanging information between members of a bike community. Biketastic is a platform that enriches this experimentation and route sharing process making it both easier and more effective. Using a mobile phone application and online map visualization, bikers are able to document and share routes, ride statistics, sensed information to infer route roughness and noisiness, and media that documents ride experience. Biketastic was designed to ensure the link between information gathering, visualization, and bicycling practices. In this paper, we present architecture and algorithms for route data inferences and visualization. We evaluate the system based on feedback from bicyclists provided during a two-week pilot.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>sharing</textkeyword5>
    <term>Algorithms</term>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>safety</textkeyword5>
    <affiliation>University of California, Los Angeles, Los Angeles, CA, USA</affiliation>
    <year>2010</year>
    <author>Sasank Reddy</author>
    <author>Katie Shilton</author>
    <author>Gleb Denisov</author>
    <author>Christian Cenizal</author>
    <author>Deborah Estrin</author>
    <author>Mani Srivastava</author>
    <keyword>location based services</keyword>
    <keyword>map visualization</keyword>
    <keyword>mobile sensing systems</keyword>
    <keyword>participatory sensing</keyword>
  </document>
  <document>
    <docID>CHI10-208</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A death in the family: opportunities for designing technologies for the bereaved.


Following the death of a loved one, bereaved family members use technology in several ways to respond to their loss. However, very little is known about how technology intersects with the lives of the bereaved. We present a survey and interview study which examines how the bereaved inherit personal digital devices, use technology to remember the deceased, and reflect on their own digital estates. The study provides one of the first characterizations of technology use by the bereaved, and presents a set of empirically-grounded design opportunities and challenges.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>interviews</textkeyword5>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <keyword>memory</keyword>
    <author>Michael Massimi</author>
    <author>Ronald Baecker</author>
    <year>2010</year>
    <keyword>bereaved</keyword>
    <keyword>death</keyword>
    <keyword>inheritance</keyword>
    <keyword>thanatosensitive design</keyword>
  </document>
  <document>
    <docID>CHI10-209</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Passing on &amp; putting to rest: understanding bereavement in the context of interactive technologies.


While it can be a delicate and emotionally-laden topic, new technological trends compel us to confront a range of problems and issues about death and bereavement. This area presents complex challenges and the associated literature is extensive. In this paper we offer a way of slicing through several perspectives in the social sciences to see clearly a set of salient issues related to bereavement. Following this, we present a theoretical lens to provide a way of conceptualizing how the HCI community could begin to approach such issues. We then report field evidence from 11 in-depth interviews conducted with bereaved participants and apply the proposed lens to unpack key emergent problems and tensions. We conclude with a discussion on how the HCI design space might be sensitized to better support the social processes that unfold when bereavement occurs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>David Kirk</author>
    <author>Abigail Sellen</author>
    <author>Richard Harper</author>
    <author>William Odom</author>
    <year>2010</year>
    <author>Richard Banks</author>
    <keyword>bereavement</keyword>
    <keyword>digital persistence</keyword>
    <keyword>understanding people</keyword>
  </document>
  <document>
    <docID>CHI10-210</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Fear and the city: role of mobile services in harnessing safety and security in urban use contexts.


This paper describes investigation of a mobile communication system that helps alleviate fear experienced in the urban context. In order to obtain empirically grounded insights for the concept design, urban females in their twenties and thirties and living in Bangalore, New Delhi and San Francisco, were studied. More than 200 females filled in an online survey. Extensive qualitative data for 13 participants were collected through week long diaries, semi-structured interviews, and situated participative enactment of scenarios. Fear-related concerns were voiced both in India and the U.S., suggesting that reducing fear, particularly in a pedestrian context after the onset of darkness, could be a globally applicable need. User research findings into subjective experiences of fear, contexts in which they occur, and behavioral strategies were used to design a mobile service titled ComfortZones. This concept was developed to the level of a high fidelity prototype and tested in a field trial in India. The investigation highlights further opportunities for design, particularly the notion of emphasizing positive and socially successful qualities of cities to communities concerned with their safety and security.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <keyword>user interfaces</keyword>
    <textkeyword5>interviews</textkeyword5>
    <affiliation>Nokia Research Center, Finland</affiliation>
    <textkeyword5>survey</textkeyword5>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <textkeyword5>field trial</textkeyword5>
    <textkeyword5>safety</textkeyword5>
    <keyword>user-centered design</keyword>
    <affiliation>Nokia Research Center, Palo Alto, CA, USA</affiliation>
    <author>Jan Blom</author>
    <year>2010</year>
    <author>Janet Go</author>
    <author>Mirjana Spasojevic</author>
    <author>Divya Viswanathan</author>
    <author>Karthik Acharya</author>
    <author>Robert Ahonius</author>
    <affiliation>Nokia Research Center, Lausanne, Switzerland</affiliation>
    <affiliation>Nokia Research Center, Bangalore, India</affiliation>
  </document>
  <document>
    <docID>CHI10-211</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>UpStream: motivating water conservation with low-cost water flow sensing and persuasive displays.


Water is our most precious and most rapidly declining natural resource. We explore pervasive technology as an approach for promoting water conservation in public and private spaces. We hope to motivate immediate reduction in water use as well as higher-order behaviors (seeking new information, etc) through unobtrusive low-cost water flow sensing and several persuasive displays. Early prototypes were installed at public faucets and a private (shared) shower, logging water usage first without and then with ambient displays. This pilot study led to design iterations, culminating in long-term deployment of sensors in four private showers over the course of three weeks. Sensors first logged baseline water usage without visualization. Then, two display styles, ambient and numeric, were deployed in random order, each showing individual and average water consumption. Quantitative data along with participants' feedback contrast the effectiveness of numeric displays against abstract visualization in this very important domain of water conservation and public health.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>sensors</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <textkeyword5>ambient displays</textkeyword5>
    <keyword>persuasive technology</keyword>
    <keyword>sustainability</keyword>
    <keyword>ambient displays</keyword>
    <author>Eric Paulos</author>
    <year>2010</year>
    <author>Stacey Kuznetsov</author>
  </document>
  <document>
    <docID>CHI10-212</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>InAir: sharing indoor air quality measurements and visualizations.


This paper describes inAir, a tool for sharing measurements and visualizations of indoor air quality within one's social network. Poor indoor air quality is difficult for humans to detect through sight and smell alone and can contribute to the development of chronic diseases. Through a four-week long study of fourteen households as six groups, we found that inAir (1) increased awareness of, and reflection on air quality, (2) promoted behavioral changes that resulted in improved indoor air quality, and (3) demonstrated the persuasive power of sharing for furthering improvements to indoor air quality in terms of fostering new social awareness and behavior changes as well as strengthening social bonds and prompting collaborative efforts across social networks to improve human health and well being.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>health</textkeyword5>
    <keyword>sensors</keyword>
    <keyword>health</keyword>
    <keyword>persuasive technology</keyword>
    <keyword>iPhone</keyword>
    <keyword>sustainability</keyword>
    <keyword>domestic technology</keyword>
    <author>Eric Paulos</author>
    <year>2010</year>
    <author>Sunyoung Kim</author>
    <keyword>air quality</keyword>
    <keyword>environment</keyword>
  </document>
  <document>
    <docID>CHI10-213</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Exploring sustainable design with reusable paper.


This paper explores the need for sustainable design with paper: how people really print and how we can take advantage of novel, reusable paper technology. We conducted two studies to investigate user's printing behavior. A key finding of the first study was that users often need an intermediate state between the electronic and physical forms of their documents. The second study examined users' predictions of which types of documents required this intermediate state. We formulate these findings into design guidelines that take into account: examination phase, transitions, cognitive and emotional reasons, and task- and event-relevant documents. Finally, we discuss how the different physical characteristics of reusable paper affect the user interface and could effectively support sustainable design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <author>Wendy Mackay</author>
    <keyword>sustainability</keyword>
    <author>Julie Wagner</author>
    <year>2010</year>
    <affiliation>INRIA, Paris, France</affiliation>
    <keyword>printing</keyword>
    <keyword>reusable paper</keyword>
    <keyword>sustainable design</keyword>
  </document>
  <document>
    <docID>CHI10-214</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Finding the lost treasure: understanding reuse of used computing devices.


In this paper, we report our findings on the adoption practices of used personal digital assistants (PDAs) to inform reuse of outdated computing products. Our interviews with 12 eBay users who bought used PDAs showed a variety of ways in which users indirectly supported sustainability. This allowed us to re-examine sustainability as something that is dynamically and arbitrarily shaped by the users and not just dependent on the sustainable feature of the product. We end with design implications for supporting users' shaping of sustainability.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>reuse</textkeyword5>
    <keyword>reuse</keyword>
    <keyword>sustainability</keyword>
    <keyword>sustainable interaction design</keyword>
    <author>Kevin Nam</author>
    <textkeyword5>sustainability</textkeyword5>
    <textkeyword5>pdas</textkeyword5>
    <year>2010</year>
    <author>Jina Huh</author>
    <author>Nikhil Sharma</author>
    <keyword>situated sustainability</keyword>
  </document>
  <document>
    <docID>CHI10-215</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Physician-driven management of patient progress notes in an intensive care unit.


We describe fieldwork in which we studied hospital ICU physicians and their strategies and documentation aids for composing patient progress notes. We then present a clinical documentation prototype, activeNotes, that supports the creation of these notes, using techniques designed based on our fieldwork. ActiveNotes integrates automated, context-sensitive patient data retrieval, and user control of automated data updates and alerts via tagging, into the documentation process. We performed a qualitative study of activeNotes with 15 physicians at the hospital to explore the utility of our information retrieval and tagging techniques. The physicians indicated their desire to use tags for a number of purposes, some of them extensions to what we intended, and others new to us and unexplored in other systems of which we are aware. We discuss the physicians' responses to our prototype and distill several of their proposed uses of tags: to assist in note content management, communication with other clinicians, and care delivery.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>interaction techniques</keyword>
    <keyword>user interfaces</keyword>
    <textkeyword5>tagging</textkeyword5>
    <textkeyword5>qualitative studies</textkeyword5>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Steven Feiner</author>
    <keyword>input</keyword>
    <textkeyword5>information retrieval</textkeyword5>
    <author>Jennifer Lai</author>
    <year>2010</year>
    <author>Lauren Wilcox</author>
    <author>Jie Lu</author>
    <author>Desmond Jordan</author>
    <keyword>medical user interfaces</keyword>
  </document>
  <document>
    <docID>CHI10-216</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Mobile-izing health workers in rural India.


Researchers have long been interested in the potential of ICTs to enable positive change in developing regions communities. In these environments, ICT interventions often fail because political, social and cultural forces work against the changes ICTs entail. We argue that familiar uses of ICTs for information services in these contexts are less potent than their use for persuasion and motivation in order to facilitate change. We focus on India's rural maternal health system where health workers are employed in villages to persuade pregnant women to utilize health services. Health workers face challenges due to resistance to change in the village, and because of their limited education, training and status. These factors appear to reduce the motivation of health workers and impair their performance. For two months, we deployed short videos on mobile phones designed to persuade village women and motivate health workers. We also asked health workers to record their own videos. While our results are preliminary, they show evidence that the creation and use of videos did help (1) engage village women in dialogue, (2) show positive effects toward health worker motivation and learning, and (3) motivate key community influencers to participate in promoting the health workers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>motivation</textkeyword5>
    <keyword>persuasion</keyword>
    <textkeyword5>community</textkeyword5>
    <author>Edward Cutrell</author>
    <textkeyword5>health</textkeyword5>
    <keyword>health care</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>education</textkeyword5>
    <affiliation>Microsoft Research India, Bangalore, India</affiliation>
    <keyword>mobile phones</keyword>
    <keyword>motivation</keyword>
    <author>John Canny</author>
    <keyword>ICTD</keyword>
    <keyword>developing regions</keyword>
    <author>Divya Ramachandran</author>
    <keyword>qualitative research</keyword>
    <year>2010</year>
    <author>Prabhu Dutta Das</author>
    <affiliation>Dhirubhai Ambani Institute of Information and Communication Technology, Ahmedabad, India</affiliation>
  </document>
  <document>
    <docID>CHI10-217</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>"Who's scribing?": documenting patient encounter during trauma resuscitation.


With healthcare moving towards electronic health records, it is important to understand existing work practices to design effective systems. We conducted an observational study in a Level I trauma center to examine the documentation process and the role of the nurse recorder in trauma resuscitation. We identified several difficulties with current recording practices, including the late arrival of the nurse recorder, parallel activities of the trauma team, and multitasking by the recorder. Our observations showed that the recorder's role extends beyond archival responsibilities. The recorder, with the help of a paper record, manages the resuscitation process, rather than passively documenting it. Our findings highlighted the complexity of the recorder's role and the need to consider documentation in the broader context of trauma teamwork. We proposed a set of design challenges that emphasize important aspects of trauma care to be considered when designing technologies to support the documentation process.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>health care</textkeyword5>
    <keyword>medical records</keyword>
    <textkeyword5>health</textkeyword5>
    <textkeyword5>multitasking</textkeyword5>
    <year>2010</year>
    <affiliation>Rutgers University, New Brunswick, NJ, USA</affiliation>
    <author>Aleksandra Sarcevic</author>
    <keyword>collocated teams</keyword>
    <keyword>documentation methods</keyword>
    <keyword>trauma resuscitation</keyword>
  </document>
  <document>
    <docID>CHI10-218</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Social network activity and social well-being.


Previous research has shown a relationship between use of social networking sites and feelings of social capital. However, most studies have relied on self-reports by college students. The goals of the current study are to (1) validate the common self-report scale using empirical data from Facebook, (2) test whether previous findings generalize to older and international populations, and (3) delve into the specific activities linked to feelings of social capital and loneliness. In particular, we investigate the role of directed interaction between pairs---such as wall posts, comments, and "likes" --- and consumption of friends' content, including status updates, photos, and friends' conversations with other friends. We find that directed communication is associated with greater feelings of bonding social capital and lower loneliness, but has only a modest relationship with bridging social capital, which is primarily related to overall friend network size. Surprisingly, users who consume greater levels of content report reduced bridging and bonding social capital and increased loneliness. Implications for designs to support well-being are discussed.</docText>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <textkeyword5>social networks</textkeyword5>
    <textkeyword5>social networking</textkeyword5>
    <textkeyword5>facebook</textkeyword5>
    <author>Moira Burke</author>
    <keyword>social network sites</keyword>
    <author>Cameron Marlow</author>
    <author>Thomas Lento</author>
    <affiliation>Facebook, Palo Alto, CA, USA</affiliation>
    <keyword>social capital</keyword>
    <keyword>loneliness</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-219</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Predicting influence in an online community of creators.


This paper introduces the concept of Online Communities of Creators (OCOCs), which are a subset of social network sites in which the core activity is sharing personal, original creations. Next it defines two distinct types of influence, Project Influence and Social Influence. Project Influence is a measure of the degree to which the community recognizes members' work. Social Influence is a measure of how much a member is a social bridge between otherwise unconnected members. These two types of influence are studied in an online programming community called the Scratch Online Community. Two multiple linear regressions determine the factors that predict each of the two types of influence. The factors predicting each were distinct, suggesting that these are two distinct constructs in this community.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>programming</textkeyword5>
    <keyword>influence</keyword>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>social networks</textkeyword5>
    <keyword>social media</keyword>
    <textkeyword5>social network sites</textkeyword5>
    <keyword>SNS</keyword>
    <textkeyword5>online communities</textkeyword5>
    <year>2010</year>
    <author>Elisabeth Sylvan</author>
    <affiliation>TERC, Cambridge, MA, USA</affiliation>
    <keyword>content creators</keyword>
    <keyword>online communities of creators</keyword>
  </document>
  <document>
    <docID>CHI10-220</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Lurking? cyclopaths? a quantitative lifecycle analysis of user behavior in a geowiki.


Online communities produce rich behavioral datasets, e.g., Usenet news conversations, Wikipedia edits, and Facebook friend networks. Analysis of such datasets yields important insights (like the "long tail" of user participation) and suggests novel design interventions (like targeting users with personalized opportunities and work requests). However, certain key user data typically are unavailable, specifically viewing, pre-registration, and non-logged-in activity. The absence of data makes some questions hard to answer; ac- cess to it can strengthen, extend, or cast doubt on previous results. We report on analysis of user behavior in Cyclopath, a geographic wiki and route-finder for bicyclists. With access to viewing and non-logged-in activity data, we were able to: (a) replicate and extend prior work on user lifecycles in Wikipedia, (b) bring to light some pre-registration activity, thus testing for the presence of "educational lurking," and (c) demonstrate the locality of geographic activity and how editing and viewing are geographically correlated.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <author>Loren Terveen</author>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <author>Thomas Erickson</author>
    <affiliation>University of Minnesota, Minneapolis, MN, USA</affiliation>
    <author>Reid Priedhorsky</author>
    <textkeyword5>wikipedia</textkeyword5>
    <textkeyword5>wiki</textkeyword5>
    <keyword>wiki</keyword>
    <textkeyword5>facebook</textkeyword5>
    <textkeyword5>online communities</textkeyword5>
    <keyword>lurking</keyword>
    <year>2010</year>
    <author>Katherine Panciera</author>
    <keyword>geographic volunteer work</keyword>
    <keyword>geowiki</keyword>
    <keyword>open content</keyword>
    <keyword>volunteered geographic information</keyword>
  </document>
  <document>
    <docID>CHI10-221</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Motivations to participate in online communities.


A consistent theoretical and practical challenge in the design of socio-technical systems is that of motivating users to participate in and contribute to them. This study examines the case of Everything2.com users from the theoretical perspectives of Uses and Gratifications and Organizational Commitment to compare individual versus organizational motivations in user participation. We find evidence that users may continue to participate in a site for different reasons than those that led them to the site. Feelings of belonging to a site are important for both anonymous and registered users across different types of uses. Long-term users felt more dissatisfied with the site than anonymous users. Social and cognitive factors seem to be more important than issues of usability in predicting contribution to the site.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <keyword>motivation</keyword>
    <keyword>online communities</keyword>
    <textkeyword5>online communities</textkeyword5>
    <affiliation>Michigan State University, East Lansing, MI, USA</affiliation>
    <author>Cliff A.C. Lampe</author>
    <keyword>lurker</keyword>
    <year>2010</year>
    <author>Rick Wash</author>
    <author>Alcides Velasquez</author>
    <author>Elif Ozkaya</author>
    <keyword>peripheral participation</keyword>
  </document>
  <document>
    <docID>CHI10-222</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Motivating expressive writing with a text-to-sound application.


Writing about emotional experiences has been shown to have long-term physical and mental health benefits, but it also creates short-term discomfort. We designed a system to motivate expressive writing by enhancing enjoyment and pleasure. Using automated language analysis, we designed a system that maps sound onto categories of language resulting in a musical interpretation of expressive writing texts. An experimental design compared the experience of 126 participants across musical and non-musical writing platforms Participants found the musical system to be more pleasurable.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>language</textkeyword5>
    <term>Measurement</term>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <textkeyword5>health</textkeyword5>
    <author>Geri Gay</author>
    <keyword>health</keyword>
    <keyword>creative tools</keyword>
    <author>Amy L. Gonzales</author>
    <keyword>text analysis</keyword>
    <year>2010</year>
    <author>Tiffany Y. Ng</author>
    <author>OJ Zhao</author>
    <keyword>expressive writing</keyword>
    <keyword>music system</keyword>
    <keyword>sound mapping</keyword>
  </document>
  <document>
    <docID>CHI10-223</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Artificial subtle expressions: intuitive notification methodology of artifacts.


We describe artificial subtle expressions (ASEs) as intuitive notification methodology for artifacts' internal states for users. We prepared two types of audio ASEs; one was a flat artificial sound (flat ASE), and the other was a sound that decreased in pitch (decreasing ASE). These two ASEs were played after a robot made a suggestion to the users. Specifically, we expected that the decreasing ASE would inform users of the robot's lower level of confidence about the suggestions. We then conducted a simple experiment to observe whether the participants accepted or rejected the robot's suggestion in terms of the ASEs. The results showed that they accepted the robot's suggestion when the flat ASE was used, whereas they rejected it when the decreasing ASE was used. Therefore, we found that the ASEs succeeded in conveying the robot's internal state to the users accurately and intuitively.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>methodology</textkeyword5>
    <textkeyword5>notification</textkeyword5>
    <author>Seiji Yamada</author>
    <year>2010</year>
    <author>Takanori Komatsu</author>
    <author>Kazuki Kobayashi</author>
    <author>Kotaro Funakoshi</author>
    <author>Mikio Nakano</author>
    <affiliation>Shinshu University, Ueda, Japan</affiliation>
    <affiliation>Nationl Institute of Informatics, Tokyo, Japan</affiliation>
    <affiliation>Shinshu University, Nagano, Japan</affiliation>
    <affiliation>Honda Research Institute Japan Co., Ltd, Wako, Japan</affiliation>
    <keyword>accurate</keyword>
    <keyword>artificial subtle expressions (ases)</keyword>
    <keyword>complementary</keyword>
    <keyword>intuitive</keyword>
    <keyword>simple</keyword>
  </document>
  <document>
    <docID>CHI10-224</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>SoundNet: investigating a language composed of environmental sounds.


Auditory displays have been used in both human-machine and computer interfaces. However, the use of non-speech audio in assistive communication for people with language disabilities, or in other applications that employ visual representations, is still under-investigated. In this paper, we introduce SoundNet, a linguistic database that associates natural environmental sounds with words and concepts. A sound labeling study was carried out to verify SoundNet associations and to investigate how well the sounds evoke concepts. A second study was conducted using the verified SoundNet data to explore the power of environmental sounds to convey concepts in sentence contexts, compared with conventional icons and animations. Our results show that sounds can effectively illustrate (especially concrete) concepts and can be applied to assistive interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>speech</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <term>Languages</term>
    <textkeyword5>language</textkeyword5>
    <keyword>assistive technology</keyword>
    <affiliation>Princeton University, Princeton, NJ, USA</affiliation>
    <author>Xiaojuan Ma</author>
    <author>Perry R. Cook</author>
    <year>2010</year>
    <author>Christiane Fellbaum</author>
    <keyword>environmental sound</keyword>
    <keyword>soundnet</keyword>
  </document>
  <document>
    <docID>CHI10-225</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Detecting professional versus personal closeness using an enterprise social network site.


In this work we analyze the behavior on a company-internal social network site to determine which interaction patterns signal closeness between colleagues. Regression analysis suggests that employee behavior on social network sites (SNSs) reveals information about both professional and personal closeness. While some factors are predictive of general closeness (e.g. content recommendations), other factors signal that employees feel personal closeness towards their colleagues, but not professional closeness (e.g. mutual profile commenting). This analysis contributes to our understanding of how SNS behavior reflects relationship multiplexity: the multiple facets of our relationships with SNS connections.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>The Pennsylvania State University, University Park, PA, USA</affiliation>
    <textkeyword5>social networks</textkeyword5>
    <keyword>social media</keyword>
    <author>David R. Millen</author>
    <affiliation>IBM Research, Cambridge, MA, USA</affiliation>
    <textkeyword5>social network sites</textkeyword5>
    <keyword>social network sites</keyword>
    <keyword>tie strength</keyword>
    <author>Joan M. DiMicco</author>
    <year>2010</year>
    <keyword>organizations</keyword>
    <author>Anna Wu</author>
    <keyword>multiplexity</keyword>
    <keyword>workplace relationships</keyword>
  </document>
  <document>
    <docID>CHI10-226</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Lessons learned from blog muse: audience-based inspiration for bloggers.


Blogging in the enterprise is increasingly popular and recent research has shown that there are numerous benefits for both individuals and the organization, e.g. developing reputation or sharing knowledge. However, participation is very low, blogs are often abandoned and few users realize those benefits. We have designed and implemented a novel system -- called Blog Muse -- whose goal is to inspire potential blog writers by connecting them with their audience through a topic-suggestion system. We describe our system design and report results from a 4-week study with 1004 users who installed our tool. Our data indicate that topics requested by users are effective at inspiring bloggers to write and lead to more social interactions around the resulting entries.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>sharing</textkeyword5>
    <author>David R. Millen</author>
    <keyword>social software</keyword>
    <textkeyword5>blogs</textkeyword5>
    <affiliation>IBM Research, Cambridge, MA, USA</affiliation>
    <keyword>blogs</keyword>
    <author>Werner Geyer</author>
    <author>Casey Dugan</author>
    <keyword>participation</keyword>
    <keyword>recommendations</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-227</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Mapping the landscape of sustainable HCI.


With the recent growth in sustainable HCI, now is a good time to map out the approaches being taken and the intellectual commitments that underlie the area, to allow for community discussion about where the field should go. Here, we provide an empirical analysis of how sustainable HCI is defining itself as a research field. Based on a corpus of published works, we identify (1) established genres in the area, (2) key unrecognized intellectual differences, and (3) emerging issues, including urgent avenues for further exploration, opportunities for interdisciplinary engagement, and key topics for debate.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>community</textkeyword5>
    <keyword>sustainability</keyword>
    <author>Phoebe Sengers</author>
    <keyword>reflective HCI</keyword>
    <author>Carl DiSalvo</author>
    <keyword>sustainable HCI</keyword>
    <year>2010</year>
    <author>Hrönn Brynjarsdóttir</author>
    <affiliation>Information Science, Ithaca, NY, USA</affiliation>
  </document>
  <document>
    <docID>CHI10-228</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Home, habits, and energy: examining domestic interactions and energy consumption.


This paper presents findings from a qualitative study of people's everyday interactions with energy-consuming products and systems in the home. Initial results from a large online survey are also considered. This research focuses not only on "conservation behavior" but importantly investigates interactions with technology that may be characterized as "normal consumption" or "over-consumption." A novel vocabulary for analyzing and designing energy-conserving interactions is proposed based on our findings, including: cutting, trimming, switching, upgrading, and shifting. Using the proposed vocabulary, and informed by theoretical developments from various literatures, this paper demonstrates ways in which everyday interactions with technology in the home are performed without conscious consideration of energy consumption but rather are unconscious, habitual, and irrational. Implications for the design of energy-conserving interactions with technology and broader challenges for HCI research are proposed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <textkeyword5>home</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>qualitative studies</textkeyword5>
    <author>Diane J. Schiano</author>
    <keyword>sustainability</keyword>
    <keyword>sustainable interaction design</keyword>
    <author>James Pierce</author>
    <author>Eric Paulos</author>
    <year>2010</year>
    <affiliation>Yahoo!, Inc., Sunnyvale, CA, USA</affiliation>
    <keyword>energy</keyword>
  </document>
  <document>
    <docID>CHI10-229</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Studying always-on electricity feedback in the home.


The recent emphasis on sustainability has made consumers more aware of their responsibility for saving resources, in particular, electricity. Consumers can better understand how to save electricity by gaining awareness of their consumption beyond the typical monthly bill. We conducted a study to understand consumers' awareness of energy consumption in the home and to determine their requirements for an interactive, always-on interface for exploring data to gain awareness of home energy consumption. In this paper, we describe a three-stage approach to supporting electricity conservation routines: raise awareness, inform complex changes, and maintain sustainable routines. We then present the findings from our study to support design implications for energy consumption feedback interfaces.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>participatory design</keyword>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>home</textkeyword5>
    <keyword>home</keyword>
    <affiliation>Oregon State University, Corvallis, OR, USA</affiliation>
    <keyword>behavior change</keyword>
    <textkeyword5>sustainability</textkeyword5>
    <author>Yann Riche</author>
    <year>2010</year>
    <author>Jonathan Dodge</author>
    <author>Ronald A. Metoyer</author>
    <affiliation>Riche Design, Seattle, WA, USA</affiliation>
    <keyword>electricity feedback</keyword>
  </document>
  <document>
    <docID>CHI10-230</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The design of eco-feedback technology.


Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>history</textkeyword5>
    <author>James A. Landay</author>
    <textkeyword5>motivation</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Leah Findlater</author>
    <author>Jon Froehlich</author>
    <keyword>survey</keyword>
    <keyword>reflective HCI</keyword>
    <year>2010</year>
    <keyword>eco-feedback</keyword>
    <keyword>environmental hci</keyword>
  </document>
  <document>
    <docID>CHI10-231</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Mobile taskflow in context: a screenshot study of smartphone usage.


The impact of interruptions on workflow and productivity has been extensively studied in the PC domain, but while fragmented user attention is recognized as an inherent aspect of mobile phone usage, little formal evidence exists of its effect on mobile productivity. Using a survey and a screenshot-based diary study we investigated the types of barriers people face when performing tasks on their mobile phones, the ways they follow up with such suspended tasks, and how frustrating the experience of task disruption is for mobile users. From 386 situated samples provided by 12 iPhone and 12 Pocket PC users, we distill a classification of barriers to the completion of mobile tasks. Our data suggest that moving to a PC to complete a phone task is common, yet not inherently problematic, depending on the task. Finally, we relate our findings to prior design guidelines for desktop workflow, and discuss how the guidelines can be extended to mitigate disruptions to mobile taskflow.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>interruption</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>survey</textkeyword5>
    <author>Brian R. Meyers</author>
    <author>Gonzalo Ramos</author>
    <textkeyword5>mobile phones</textkeyword5>
    <author>Amy K. Karlson</author>
    <textkeyword5>classification</textkeyword5>
    <keyword>diary study</keyword>
    <textkeyword5>diary study</textkeyword5>
    <author>Shamsi T. Iqbal</author>
    <author>John C. Tang</author>
    <year>2010</year>
    <author>Kathy Lee</author>
    <affiliation>Microsoft, Bellevue, WA, USA</affiliation>
    <affiliation>Microsoft Research, Mountain View, CA, USA</affiliation>
    <keyword>cross-device tasks</keyword>
    <keyword>mobile taskflow</keyword>
  </document>
  <document>
    <docID>CHI10-232</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>An adaptive speed-call list algorithm and its evaluation with ESM.


We designed an algorithm to build a speed-call list adaptively based on mobile phone call logs. Call logs provide the time-dependent calling patterns of mobile phone users, and therefore a speed-call list based on them will be more successful in recommending a desired number than a speed-call list based on recent calls only. This paper presents the design process of our algorithm for an adaptive speed-call list, its verification result with recorded call logs, and in-situ evaluation results of the algorithm using an Experience Sampling Method (ESM) system.</docText>
    <conference>CHI</conference>
    <term>Verification</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Algorithms</term>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>design process</textkeyword5>
    <keyword>experience-sampling method</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>experience sampling</textkeyword5>
    <affiliation>Korea Advanced Institute of Science and Technology, Daejeon, South Korea</affiliation>
    <year>2010</year>
    <author>Seunghwan Lee</author>
    <author>Jungsuk Seo</author>
    <author>Geehyuk Lee</author>
    <keyword>adaptive speed-call list</keyword>
    <keyword>call recommendation</keyword>
    <keyword>calling pattern</keyword>
  </document>
  <document>
    <docID>CHI10-233</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Evaluation of text entry methods for Korean mobile phones, a user study.


This paper reports the results of a user study designed to evaluate text entry methods for mobile phones used in Korea. At present the keypad layout for Korean mobile phones has not been standardized and different manufacturers produce phones with different layouts. Included in the evaluation are three of the dominant text entry methods: Chon-ji-in, EZ-Hangul, and SKY. The metrics used in the analysis are key strokes per character, words per minute, and total error rate. The results suggest that SKY offers a good balance between speed, effort, and accuracy. The paper also introduces a phrase set that has high correlation with the Korean language and could be used in other experiments on Korean text entry methods.</docText>
    <conference>CHI</conference>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <keyword>evaluation</keyword>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <textkeyword5>text entry</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>mobile phones</keyword>
    <year>2010</year>
    <author>Ivaylo Ilinkin</author>
    <author>Sunghee Kim</author>
    <affiliation>Gettysburg College, Gettysburg, PA, USA</affiliation>
    <keyword>hangul</keyword>
    <keyword>korean text entry</keyword>
  </document>
  <document>
    <docID>CHI10-234</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Pensieve: supporting everyday reminiscence.


Reminiscing is a valuable activity that people of all ages spontaneously and informally partake in as part of their everyday lives. This paper discusses the design and use of Pensieve, a system that supports everyday reminiscence by emailing memory triggers to people that contain either social media content they previously created on third-party websites or text prompts about common life experiences. We discuss how the literature on reminiscence informed Pensieve's design, then analyze data from 91 users over five months. We find that people value spontaneous reminders to reminisce as well as the ability to write about their reminiscing. Shorter, more general triggers draw more responses, as do triggers containing people's own photos-although responses to photos tended to contain more metadata elements than storytelling elements. We compare these results to data from a second, Pensieve-like system developed for Facebook, and suggest a number of important aspects to consider for both designers and researchers around technology and reminiscence.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>storytelling</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <keyword>social media</keyword>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <author>Dan Cosley</author>
    <keyword>autobiographical memory</keyword>
    <textkeyword5>facebook</textkeyword5>
    <textkeyword5>social media</textkeyword5>
    <year>2010</year>
    <author>S. Tejaswi Peesapati</author>
    <author>Victoria Schwanda</author>
    <author>Johnathon Schultz</author>
    <author>Matt Lepage</author>
    <author>So-yae Jeong</author>
    <keyword>episodic memory</keyword>
    <keyword>reminiscence</keyword>
  </document>
  <document>
    <docID>CHI10-235</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Involving reflective users in design.


We draw on the idea of the reflective practitioner to consider how end users can directly contribute to user experience design discussions in open source projects. People with expertise in their own use context but without programming or user experience analysis and design skills can provide reflections on personal experiences.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>user experience</keyword>
    <textkeyword5>user experience</textkeyword5>
    <author>Paula M. Bach</author>
    <author>Michael Twidale</author>
    <year>2010</year>
    <keyword>floss</keyword>
    <keyword>reflective practitioner</keyword>
  </document>
  <document>
    <docID>CHI10-236</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing games for learning: insights from conversations with designers.


This paper presents insights about design practices that can lead to effective and fun games for learning, gleaned from interviews with experienced game developers. We based our approach on Schön's notion of practitioners evolving shared 'appreciation systems' for discussing and critiquing work, and aimed to gather and share some of game designers' 'appreciation system' for games and learning. The resulting insights provide valuable pointers to other designers in the CHI community crafting game-like experiences.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>games</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <author>Katherine Isbister</author>
    <textkeyword5>community</textkeyword5>
    <author>Mary Flanagan</author>
    <keyword>game design</keyword>
    <year>2010</year>
    <affiliation>New York University, New York, NY, USA</affiliation>
    <author>Chelsea Hash</author>
    <affiliation>Dartmouth College, Hanover, NH, USA</affiliation>
    <keyword>appreciation system</keyword>
    <keyword>design patterns</keyword>
    <keyword>design practice</keyword>
    <keyword>games and education</keyword>
    <keyword>games for learning</keyword>
  </document>
  <document>
    <docID>CHI10-237</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Now let me see where i was: understanding how lifelogs mediate memory.


Lifelogging technologies can capture both mundane and important experiences in our daily lives, resulting in a rich record of the places we visit and the things we see. This study moves beyond technology demonstrations, in aiming to better understand how and why different types of Lifelogs aid memory. Previous work has demonstrated that Lifelogs can aid recall, but that they do many other things too. They can help us look back at the past in new ways, or to reconstruct what we did in our lives, even if we don't recall exact details. Here we extend the notion of Lifelogging to include locational information. We augment streams of Lifelog images with geographic data to examine how different types of data (visual or locational) might affect memory. Our results show that visual cues promote detailed memories (akin to recollection). In contrast locational information supports inferential processes -- allowing participants to reconstruct habits in their behaviour.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>affect</textkeyword5>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>memory</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <keyword>GPS</keyword>
    <author>David Kirk</author>
    <author>Steve Whittaker</author>
    <author>Abigail Sellen</author>
    <keyword>memory</keyword>
    <keyword>SenseCam</keyword>
    <affiliation>The University of Sheffield, Sheffield, United Kingdom</affiliation>
    <keyword>lifelogging</keyword>
    <author>Vaiva Kalnikaite</author>
    <keyword>remembering</keyword>
    <keyword>psychology</keyword>
    <year>2010</year>
    <keyword>geo-visual lifelogging</keyword>
    <keyword>wearable data capture</keyword>
  </document>
  <document>
    <docID>CHI10-238</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The prayer companion: openness and specificity, materiality and spirituality.


In this paper we describe the Prayer Companion, a device we developed as a resource for the spiritual activity of a group of cloistered nuns. The device displays a stream of information sourced from RSS news feeds and social networking sites to suggest possible topics for prayers. The nuns have engaged with the device enthusiastically over the first ten months of an ongoing deployment, and, notwithstanding some initial irritation with the balance of content, report that it plays a significant and continuing role in their prayer life. We discuss how we balanced specificity in the design with a degree of openness for interpretation to create a resource that the nuns could both understand and appropriate, describe the importance of materiality to the device's successful adoption, consider its implications as a design for older people, and reflect on the example it provides of how computation may serve spirituality.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <author>William Gaver</author>
    <keyword>interaction design</keyword>
    <author>John Bowers</author>
    <affiliation>Goldsmiths College, University of London, London, United Kingdom</affiliation>
    <author>Andy Boucher</author>
    <author>Nadine Jarvis</author>
    <textkeyword5>social networking</textkeyword5>
    <affiliation>University of York, York, United Kingdom</affiliation>
    <author>Mark Blythe</author>
    <author>Peter Wright</author>
    <keyword>older people</keyword>
    <keyword>materiality</keyword>
    <keyword>research through design</keyword>
    <year>2010</year>
    <affiliation>Sheffield Hallum University, Sheffield, United Kingdom</affiliation>
    <keyword>interpretability</keyword>
    <keyword>spirituality</keyword>
  </document>
  <document>
    <docID>CHI10-239</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>What's your idea? a case study of a grassroots innovation pipeline within a large software company.


Establishing a grassroots innovation pipeline has come to the fore as strategy for nurturing innovation within large organizations. A key element of such pipelines is the use of an idea management system that enables and encourages community ideation on defined business problems. The value of these systems can be highly sensitive to design choices, as different designs may influence participation. We report the results of a case study examining the use of one particular idea management system and pipeline. We analyzed the content, interaction, and participation from three creativity challenges organized via the pipeline and conducted interviews with users to uncover motivations for participating and perceptions of the outcomes. Additional interviews were conducted with senior managers to learn about the objectives, successes, and unique nature of the pipeline. From the results, we formulate recommendations for improving the design of idea management systems and execution of the pipelines within organizations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <affiliation>University of Illinois at Urbana-Champaign, Urbana, IL, USA</affiliation>
    <textkeyword5>motivation</textkeyword5>
    <author>Eric Horvitz</author>
    <textkeyword5>creativity</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <author>Brian P. Bailey</author>
    <textkeyword5>community</textkeyword5>
    <keyword>creativity</keyword>
    <year>2010</year>
    <keyword>organizations</keyword>
    <keyword>idea management</keyword>
    <keyword>innovation</keyword>
  </document>
  <document>
    <docID>CHI10-240</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Asl-stem forum: enabling sign language to grow through online collaboration.


American Sign Language (ASL) currently lacks agreed-upon signs for complex terms in scientific fields, causing deaf students to miss or misunderstand course material. Furthermore, the same term or concept may have multiple signs, resulting in inconsistent standards and strained collaboration. The ASL-STEM Forum is an online, collaborative, video forum for sharing ASL signs and discussing them. An initial user study of the Forum has shown its viability and revealed lessons in accommodating varying user types, from lurkers to advanced contributors, until critical mass is achieved.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Anna C. Cavender</author>
    <author>Jeffrey P. Bigham</author>
    <keyword>video</keyword>
    <keyword>deaf</keyword>
    <year>2010</year>
    <author>Daniel S. Otero</author>
    <author>Richard E. Ladner</author>
    <affiliation>University of Rochester, Rochester, NY, USA</affiliation>
    <keyword>american sign language</keyword>
    <keyword>forum</keyword>
    <keyword>stem</keyword>
  </document>
  <document>
    <docID>CHI10-241</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Curator: a game with a purpose for collection recommendation.


Collection recommender systems suggest groups of items that work well as a whole. The interaction effects between items is an important consideration, but the vast space of possible collections makes it difficult to analyze. In this paper, we present a class of games with a purpose for building collections where users create collections and, using an output agreement model, they are awarded points based on the collections that match. The data from these games will help researchers develop guidelines for collection recommender systems among other applications. We conducted a pilot study of the game prototype which indicated that it was fun and challenging for users, and that the data obtained had the characteristics necessary to gain insights into the interaction effects among items. We present the game and these results followed by a discussion of the next steps necessary to bring games to bear on the problem of creating harmonious groups.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>games</textkeyword5>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>recommender systems</textkeyword5>
    <keyword>recommender systems</keyword>
    <author>Jennifer Golbeck</author>
    <keyword>human computation</keyword>
    <keyword>games with a purpose</keyword>
    <year>2010</year>
    <author>Greg Walsh</author>
    <keyword>serious games</keyword>
  </document>
  <document>
    <docID>CHI10-242</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Modeling dwell-based eye pointing target acquisition.


We propose a quantitative model for dwell-based eye pointing tasks. Using the concepts of information theory to analogize eye pointing, we define an index of difficulty (IDeye) for the corresponding tasks in a similar manner to the definition that Fitts made for hand pointing. According to our validations in different situations, IDeye, which takes account of the distinct characteristics of rapid saccades and involuntary eye jitters, can accurately and meaningfully describe eye pointing tasks. To the best of our knowledge, this work is the first successful attempt to model eye gaze interactions.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>theory</textkeyword5>
    <term>Experimentation</term>
    <keyword>Fitts' law</keyword>
    <textkeyword5>target acquisition</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <term>Measurement</term>
    <author>Xiangshi Ren</author>
    <affiliation>Kochi University of Technology, Kochi, Japan</affiliation>
    <keyword>modeling</keyword>
    <keyword>eye pointing</keyword>
    <affiliation>Peking University, Beijing, China</affiliation>
    <author>Xinyong Zhang</author>
    <author>Hongbin Zha</author>
    <year>2010</year>
    <affiliation>Renmin University of China; Peking University, Beijing, China</affiliation>
    <keyword>information theory</keyword>
  </document>
  <document>
    <docID>CHI10-243</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Gazemarks: gaze-based visual placeholders to ease attention switching.


Many tasks require attention switching. For example, searching for information on one sheet of paper and then entering this information onto another one. With paper we see that people use fingers or objects as placeholders. Using these simple aids, the process of switching attention between displays can be simplified and speeded up. With large or multiple visual displays we have many tasks where both attention areas are on the screen and where using a finger as a placeholder is not suitable. One way users deal with this is to use the mouse and highlight their current focus. However, this also has its limitations -- in particular in environments where there is no pointing device. Our approach is to utilize the user's gaze position to provide a visual placeholder. The last area where a user fixated on the screen (before moving their attention away) is highlighted; we call this visual reminder a Gazemark. Gazemarks ease orientation and the resumption of the interrupted task when coming back to this display. In this paper we report on a study where the effectiveness of using Gazemarks was investigated, in particular we show how they can ease attention switching. Our results show faster completion times for a resumed simple visual search task when using this technique. The paper analyzes relevant parameters for the implementation of Gazemarks and discusses some further application areas for this approach.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>visual search</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <author>Paul Marshall</author>
    <author>Albrecht Schmidt</author>
    <year>2010</year>
    <author>Dagmar Kern</author>
    <affiliation>Pervasive Computing and User Interface Engineering Group, University of Duisburg-Essen, Essen, Germany</affiliation>
    <affiliation>Pervasive Interaction Lab, Open University, Milton Keynes, United Kingdom</affiliation>
    <keyword>attention switching</keyword>
    <keyword>eye-gaze interaction</keyword>
    <keyword>gazemarks</keyword>
  </document>
  <document>
    <docID>CHI10-244</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Knowing where and when to look in a time-critical multimodal dual task.


Human-computer systems intended for time-critical multitasking need to be designed with an understanding of how humans can coordinate and interleave perceptual, memory, and motor processes. This paper presents human performance data for a highly-practiced time-critical dual task. In the first of the two interleaved tasks, participants tracked a target with a joystick. In the second, participants keyed-in responses to objects moving across a radar display. Task manipulations include the peripheral visibility of the secondary display (visible or not) and the presence or absence of auditory cues to assist with the radar task. Eye movement analyses reveal extensive coordination and overlapping of human information processes and the extent to which task manipulations helped or hindered dual task performance. For example, auditory cues helped only a little when the secondary display was peripherally visible, but they helped a lot when it was not peripherally visible.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>multimodal</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>presence</textkeyword5>
    <author>Anthony J. Hornof</author>
    <keyword>eye tracking</keyword>
    <textkeyword5>eye movements</textkeyword5>
    <affiliation>University of Oregon, Eugene, OR, USA</affiliation>
    <term>Measurement</term>
    <textkeyword5>coordination</textkeyword5>
    <keyword>multimodal</keyword>
    <textkeyword5>memory</textkeyword5>
    <textkeyword5>multitasking</textkeyword5>
    <keyword>multitasking</keyword>
    <author>Tim Halverson</author>
    <keyword>cognitive strategies</keyword>
    <keyword>visual displays</keyword>
    <year>2010</year>
    <author>Yunfeng Zhang</author>
    <keyword>auditory displays</keyword>
  </document>
  <document>
    <docID>CHI10-245</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Towards customizable games for stroke rehabilitation.


Stroke is the leading cause of long term disability among adults in industrialized nations. The partial paralysis that stroke patients often experience can make independent living difficult or impossible. Research suggests that many of these patients could recover by performing hundreds of daily repetitions of motions with their affected limbs. Yet, only 31% of patients perform the exercises recommended by their therapists. Home-based stroke rehabilitation games may help motivate stroke patients to perform the necessary exercises to recover. In this paper, we describe a formative study in which we designed and user tested stroke rehabilitation games with both stroke patients and therapists. We describe the lessons we learned about what makes games useful from a therapeutic point of view.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>games</textkeyword5>
    <keyword>design</keyword>
    <textkeyword5>home</textkeyword5>
    <keyword>video games</keyword>
    <affiliation>University of California, San Diego, San Diego, CA, USA</affiliation>
    <author>Caitlin Kelleher</author>
    <year>2010</year>
    <author>Gazihan Alankus</author>
    <author>Amanda Lazar</author>
    <author>Matt May</author>
    <affiliation>Washington University in St. Louis, St. Louis, MO, USA</affiliation>
    <keyword>stroke rehabilitation</keyword>
  </document>
  <document>
    <docID>CHI10-246</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing patient-centric information displays for hospitals.


Electronic medical records are increasingly comprehensive, and this vast repository of information has already contri-buted to medical efficiency and hospital procedure. However, this information is not typically accessible to patients, who are frequently under-informed and unclear about their own hospital courses. In this paper, we propose a design for in-room, patient-centric information displays, based on iterative design with physicians. We use this as the basis for a Wizard-of-Oz study in an emergency department, to assess patient and provider responses to in-room information displays. 18 patients were presented with real-time information displays based on their medical records. Semi-structured interviews with patients, family members, and hospital staff reveal that subjective response to in-room displays was overwhelmingly positive, and through these interviews we elicited guidelines regarding specific information types, privacy, use cases, and information presentation techniques. We describe these findings, and we discuss the feasibility of a fully-automatic implementation of our design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Desney S. Tan</author>
    <author>Dan Morris</author>
    <textkeyword5>wizard-of-oz</textkeyword5>
    <year>2010</year>
    <author>Lauren Wilcox</author>
    <author>Justin Gatewood</author>
    <affiliation>Washington Hospital Center, Washington, DC, USA</affiliation>
    <keyword>electronic medical records</keyword>
    <keyword>patient awareness</keyword>
  </document>
  <document>
    <docID>CHI10-247</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Supporting sandtray therapy on an interactive tabletop.


We present the iterative design of a virtual sandtray application for a tabletop display. The purpose of our prototype is to support sandtray therapy, a form of art therapy typically used for younger clients. A significant aspect of this therapy is the insight gained by the therapist as they observe the client interact with the figurines they use to create a scene in the sandtray. In this manner, the therapist can gain increased understanding of the client's psyche. We worked with three sandtray therapists throughout the evolution of our prototype. We describe the details of the three phases of this design process: initial face-to-face meetings, iterative design and development via distance collaboration, and a final face-to-face feedback session. This process revealed that our prototype was sufficient for therapists to gain insight about a person's psyche through their interactions with the virtual sandtray.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>children</keyword>
    <keyword>cooperative design</keyword>
    <textkeyword5>design process</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>tabletop</textkeyword5>
    <affiliation>University of Calgary, Calgary, AB, Canada</affiliation>
    <author>Sheelagh Carpendale</author>
    <affiliation>University of Groningen, Groningen, Netherlands</affiliation>
    <keyword>surfaces</keyword>
    <keyword>multi-touch</keyword>
    <keyword>tabletop displays</keyword>
    <author>Mark Hancock</author>
    <keyword>therapy</keyword>
    <year>2010</year>
    <author>Thomas ten Cate</author>
    <author>Tobias Isenberg</author>
    <keyword>sandtray</keyword>
    <keyword>sticky tools</keyword>
  </document>
  <document>
    <docID>CHI10-248</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>MAGIC: a motion gesture design tool.


Devices capable of gestural interaction through motion sensing are increasingly becoming available to consumers; however, motion gesture control has yet to appear outside of game consoles. Interaction designers are frequently not expert in pattern recognition, which may be one reason for this lack of availability. Another issue is how to effectively test gestures to ensure that they are not unintentionally activated by a user's normal movements during everyday usage. We present MAGIC, a gesture design tool that addresses both of these issues, and detail the results of an evaluation.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <keyword>gestures</keyword>
    <author>Thad Starner</author>
    <author>Daniel Ashbrook</author>
    <year>2010</year>
    <affiliation>Nokia Research Center, Santa Monica, CA, USA</affiliation>
  </document>
  <document>
    <docID>CHI10-249</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Protractor: a fast and accurate gesture recognizer.


Protractor is a novel gesture recognizer that can be easily implemented and quickly customized for different users. Protractor uses a nearest neighbor approach, which recognizes an unknown gesture based on its similarity to each of the known gestures, e.g., training samples or examples given by a user. In particular, it employs a novel method to measure the similarity between gestures, by calculating a minimum angular distance between them with a closed-form solution. As a result, Protractor is more accurate, naturally covers more gesture variation, runs significantly faster and uses much less memory than its peers. This makes Protractor suitable for mobile computing, which is limited in processing power and memory. An evaluation on both a previously published gesture data set and a newly collected gesture data set indicates that Protractor outperforms its peers in many aspects.</docText>
    <conference>CHI</conference>
    <term>Performance</term>
    <term>Algorithms</term>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <affiliation>Google, Mountain View, CA, USA</affiliation>
    <keyword>gesture recognition</keyword>
    <textkeyword5>mobile computing</textkeyword5>
    <author>Yang Li</author>
    <keyword>gesture-based interaction</keyword>
    <year>2010</year>
    <keyword>nearest neighbor approach</keyword>
    <keyword>template-based approach</keyword>
  </document>
  <document>
    <docID>CHI10-250</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>GesText: accelerometer-based gestural text-entry systems.


Accelerometers are common on many devices, including those required for text-entry. We investigate how to enter text with devices that are solely enabled with accelerometers. The challenge of text-entry with such devices can be overcome by the careful investigation of the human limitations in gestural movements with accelerometers. Preliminary studies provide insight into two potential text-entry designs that purely use accelerometers for gesture recognition. In two experiments, we evaluate the effectiveness of each of the text-entry designs. The first experiment involves novice users over a 45 minute period while the second investigates the possible performance increases over a four day period. Our results reveal that a matrix-based text-entry system with a small set of simple gestures is the most efficient (5.4wpm) and subjectively preferred by participants.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>text entry</textkeyword5>
    <keyword>text entry</keyword>
    <affiliation>University of Bristol, Bristol, United Kingdom</affiliation>
    <author>Sriram Subramanian</author>
    <author>Pourang Irani</author>
    <affiliation>University of Manitoba, Winnipeg, MAN, Canada</affiliation>
    <author>Jason Alexander</author>
    <textkeyword5>gesture recognition</textkeyword5>
    <keyword>gesture input</keyword>
    <keyword>accelerometer</keyword>
    <year>2010</year>
    <author>Eleanor Jones</author>
    <author>Andreas Andreou</author>
    <keyword>mid-air</keyword>
  </document>
  <document>
    <docID>CHI10-251</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Predicting Chinese text entry speeds on mobile phones.


Chinese text entry on mobile phones is critical considering the large number of Chinese speakers worldwide and as a key task in many core applications. But there is still a lack of both empirical data and predictive models that explore the pattern of user behavior in the process. We propose a model to predict user performance with two types of Chinese pinyin input methods on mobile phones. The model integrates a language model (digraph probability) with Fitts' law for key presses, a keystroke-level model for navigation, and a linear model for visual search in pinyin marks and Chinese characters. We tested the model by comparing its predictions with the empirical measures. The predictions are satisfactory and the percentage differences are all within 4% of the empirical results, suggesting that the model can be used to evaluate user performance of Chinese pinyin text entry solutions on mobile phones.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>visual search</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <affiliation>University of Tampere, Tampere, Finland</affiliation>
    <textkeyword5>text entry</textkeyword5>
    <keyword>text entry</keyword>
    <keyword>mobile</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>fitts' law</textkeyword5>
    <author>Kari-Jouko Räihä</author>
    <keyword>performance</keyword>
    <keyword>model</keyword>
    <year>2010</year>
    <author>Ying Liu</author>
    <affiliation>Nokia Research Center, Beijing, China</affiliation>
    <keyword>chinese</keyword>
    <keyword>speed</keyword>
  </document>
  <document>
    <docID>CHI10-252</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Chinese online communities: balancing managementcontrol and individual autonomy.


Existing studies of online social communities mainly focus on communities in the United States. Since Chinese social beliefs and behaviors largely differ from that of Americans, we hypothesize that Chinese online communities also greatly differ from their U.S. counterparts. In particular, we believe that Chinese online communities must balance management control and individual autonomy to accommodate both Chinese tradition and the social nature of online societies. In this paper, we present three studies to test our hypothesis. First, we use a structured observation (Study I) to examine community governance practices of 32 Chinese and American social sites. Based on the identified community governance practices, we use a cross-cultural survey of 208 Chinese and Americans (Study II) to learn about their behavior and attitude toward these practices. Finally, we interview 38 Chinese users (Study III) to help us further understand how Chinese online communities balance the needs of management and users. Not only do the studies confirm our hypothesis, but they also help us abstract two key design implications of social software to meet the needs of Chinese.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>interviews</textkeyword5>
    <affiliation>IBM Research - China, Beijing, China</affiliation>
    <author>Yingxin Pan</author>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <keyword>social software</keyword>
    <keyword>online communities</keyword>
    <textkeyword5>online communities</textkeyword5>
    <textkeyword5>social software</textkeyword5>
    <keyword>China</keyword>
    <year>2010</year>
    <author>Michelle X. Zhou</author>
    <author>Qinying Liao</author>
    <author>Fei Ma</author>
    <keyword>community management</keyword>
    <keyword>online governance</keyword>
  </document>
  <document>
    <docID>CHI10-253</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>How socio-economic structure influences rural users' acceptance of mobile entertainment.


Mobile entertainment services are rapidly and widely developing. However, in emerging markets like Chinese rural area, entertainment related services are still not fully accepted by mobile phone users. This primary research aimed to study Chinese rural people's acceptance for mobile entertainment, to provide comprehensive models, and to explain the problem from its socio-economic roots. Interview and survey data were collected. Using explorative factor analysis method, two mobile entertainment acceptance models were built: one for rural people in North China and the other in East China. The models show that "social influence" is the most influential factor for north rural users while users' "self efficacy" carries the largest weight in East China. Both factors are more important than "product and service quality". The socio-economic roots of the results were analyzed from the differences between the traditional interdependent society in North China and the more independent society in East China. It primarily reveals the possibility to predict users' technology acceptance with socio-economic variables. Implications for mobile entertainment design were discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <affiliation>Tsinghua University, Beijing, China</affiliation>
    <year>2010</year>
    <author>Ying Liu</author>
    <affiliation>Nokia Research Center, Beijing, China</affiliation>
    <author>Jun Liu</author>
    <author>Pei-Luen Patrick Rau</author>
    <author>Hui Li</author>
    <author>Xia Wang</author>
    <author>Dingjun Li</author>
    <keyword>chinese rural people</keyword>
    <keyword>explorative factor analysis</keyword>
    <keyword>mobile entertainment</keyword>
    <keyword>socio-economic structure</keyword>
    <keyword>technology acceptance</keyword>
  </document>
  <document>
    <docID>CHI10-254</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Multi-touch techniques for exploring large-scale 3D astrophysical simulations.


Enabling efficient exploration of large-scale virtual environments such as those simulating astrophysical environments is highly challenging. Astrophysical virtual worlds span exceptionally large spatial scales occupied mostly by empty space, and this makes it difficult for the user to comprehend the spatial context during exploratory navigation. Public exhibits, where novice users have little experience using complicated virtual navigation interfaces, pose additional challenges.

To address these issues, we propose multi-touch techniques to deliver an effective interface to navigate the unique features of large-scale 3D environments such as astrophysical simulations. In this work, we carefully study conventional multi-touch methods and adapt them to the practical requirements of this application. A novel technique called the powers-of-ten ladder is introduced to support efficient movement across huge spatial scales using multi-touch interactions. We also investigate user experiences with various multi-touch finger gestures on our prototype digital planetarium.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>virtual worlds</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>multi-touch</textkeyword5>
    <year>2010</year>
    <author>Chi-Wing Fu</author>
    <affiliation>Nanyang Technological University, Singapore, Singapore</affiliation>
    <keyword>multi-touch interaction</keyword>
    <author>Wooi-Boon Goh</author>
    <author>Junxiang Allen Ng</author>
    <keyword>astronomy</keyword>
    <keyword>large spatial scale</keyword>
    <keyword>navigation control</keyword>
  </document>
  <document>
    <docID>CHI10-255</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Graspables revisited: multi-touch vs. tangible input for tabletop displays in acquisition and manipulation tasks.


We present an experimental comparison of multi-touch and tangible user interfaces for basic interface actions. Twelve participants completed manipulation and acquisition tasks on an interactive surface in each of three conditions: tangible user interface; multi-touch; and mouse and puck. We found that interface control objects in the tangible condition were easiest to acquire and, once acquired, were easier/more accurate to manipulate. Further qualitative analysis suggested that in the evaluated tasks tangibles offer greater adaptability of control and specifically highlighted a problem of exit error that can undermine fine-grained control in multi-touch interactions. We discuss the implications of these findings for interface design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>interface design</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <keyword>interactive surface</keyword>
    <keyword>TUI</keyword>
    <textkeyword5>tabletop</textkeyword5>
    <affiliation>University of Cambridge, Cambridge, United Kingdom</affiliation>
    <author>Philip Tuddenham</author>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>David Kirk</author>
    <keyword>tangible</keyword>
    <author>Shahram Izadi</author>
    <textkeyword5>interactive surface</textkeyword5>
    <textkeyword5>multi-touch</textkeyword5>
    <textkeyword5>tangible user interface</textkeyword5>
    <keyword>multi-touch</keyword>
    <keyword>input</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-256</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The design and evaluation of multitouch marking menus.


Despite the considerable quantity of research directed towards multitouch technologies, a set of standardized UI components have not been developed. Menu systems provide a particular challenge, as traditional GUI menus require a level of pointing precision inappropriate for direct finger input. Marking menus are a promising alternative, but have yet to be investigated or adapted for use within multitouch systems. In this paper, we first investigate the human capabilities for performing directional chording gestures, to assess the feasibility of multitouch marking menus. Based on the positive results collected from this study, and in particular, high angular accuracy, we discuss our new multitouch marking menu design, which can increase the number of items in a menu, and eliminate a level of depth. A second experiment showed that multitouch marking menus perform significantly faster than traditional hierarchal marking menus, reducing acquisition times in both novice and expert usage modalities.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <author>George Fitzmaurice</author>
    <keyword>marking menus</keyword>
    <textkeyword5>marking menus</textkeyword5>
    <textkeyword5>multi-touch</textkeyword5>
    <author>Tovi Grossman</author>
    <affiliation>Autodesk Research, Toronto, ON, Canada</affiliation>
    <keyword>multi-finger input</keyword>
    <keyword>multi-touch displays</keyword>
    <year>2010</year>
    <author>G. Julian Lepinski</author>
  </document>
  <document>
    <docID>CHI10-257</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Multi-lifespan information system design: a research initiative for the hci community.


This CHI Note proposes a new research initiative for the HCI community: multi-lifespan information system design. The central idea begins with the identification of categories of problems that are unlikely to be solved within a single human lifespan. Three such categories are proposed: limitations of the human psyche, limitations of the structure of society, and slower moving natural time-scales. We then examine possible opportunities and roles for information systems to help construct longer-term solutions to such problems and, in turn, identify key challenges for such systems. Finally, we conclude by discussing significant real world problems that would benefit from a multi-lifespan design approach and point to open questions. This CHI Note's key contribution entails the articulation of a promising new research initiative for the HCI community.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <keyword>design approaches</keyword>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <term>Security</term>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Batya Friedman</author>
    <year>2010</year>
    <author>Lisa P. Nathan</author>
    <keyword>multi-lifespan information system design</keyword>
    <keyword>research initiative</keyword>
  </document>
  <document>
    <docID>CHI10-258</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing interactivity in media interfaces: a communications perspective.


Interactivity has become ubiquitous in the digital media landscape. Numerous interactive tools are designed, tested, deployed and evaluated. Yet, we do not have generalizable knowledge about the larger concept of interactivity and its psychological impact on user experience. As a first step toward a theory of interface interactivity, this paper identifies three species of interactivity corresponding to three central elements of communication - source, medium, and message. Interactivity situated in any of these three loci of communication can provide cues and affordances that operate either individually or together to capture users' attention and determine the nature and depth of their processing of online content as well as contribute to their perceptions, attitudes and behavioral intentions. This paper discusses psychological mechanisms by which the three classes of interactivity tools affect users, with the specific purpose of drawing out design implications and outlining UI challenges for strategic development of interactive interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Performance</term>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>user experience</textkeyword5>
    <keyword>customization</keyword>
    <keyword>interactivity</keyword>
    <affiliation>Penn State University, University Park, PA, USA</affiliation>
    <year>2010</year>
    <author>S. Shyam Sundar</author>
    <author>Qian Xu</author>
    <author>Saraswathi Bellur</author>
    <keyword>modality</keyword>
    <keyword>online sources</keyword>
    <keyword>perceptual bandwidth</keyword>
    <keyword>user enagement</keyword>
  </document>
  <document>
    <docID>CHI10-259</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing with interactive example galleries.


Designers often use examples for inspiration; examples offer contextualized instances of how form and content integrate. Can interactive example galleries bring this practice to everyday users doing design work, and does working with examples help the designs they create? This paper explores whether people can realize significant value from explicit mechanisms for designing by example modification. We present the results of three studies, finding that independent raters prefer designs created with the aid of examples, that examples may benefit novices more than experienced designers, that users prefer adaptively selected examples to random ones, and that users make use of multiple examples when creating new designs. To enable these studies and demonstrate how software tools can facilitate designing with examples, we introduce interface techniques for browsing and borrowing from a corpus of examples, manifest in the Adaptive Ideas Web design tool. Adaptive Ideas leverages a faceted metadata interface for viewing and navigating example galleries.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>browsing</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <author>Scott R. Klemmer</author>
    <keyword>examples</keyword>
    <author>Brian Lee</author>
    <textkeyword5>web design</textkeyword5>
    <keyword>design thinking</keyword>
    <year>2010</year>
    <author>Savil Srivastava</author>
    <author>Ranjitha Kumar</author>
    <author>Ronen Brafman</author>
    <affiliation>Palantir Technologies, Palo Alto, CA, USA</affiliation>
    <affiliation>Ben-Gurion University, Beer-Sheva, Israel</affiliation>
  </document>
  <document>
    <docID>CHI10-260</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Worlds of information: designing for engagement at a public multi-touch display.


In designing for engagement at a public multi-touch installation, we identified supporting multiple users and allowing for gradual discovery as challenges. In this paper, we present Worlds of Information, a multi-touch application featuring 3D Worlds, which provide access to different content. These 3D widgets gradually unfold and allow for temporal navigation of multimedia in parallel, while also providing a 2D plane where media can be shared. We report on a field trial at an exhibition using questionnaires and video ethnography. We studied engagement through questions adapted from Flow, Presence and Intrinsic Motivation questionnaires, which showed that users, overall, had a positive and social experience with the installation. The worlds effectively invited multiple users and provided for parallel interaction. While functionality was discovered gradually through social learning, the study demonstrates the challenges of designing multi-touch applications for walk-up-and-use displays.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>multimedia</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>field trial</keyword>
    <textkeyword5>field trial</textkeyword5>
    <author>Giulio Jacucci</author>
    <author>Peter Peltonen</author>
    <author>Ann Morrison</author>
    <textkeyword5>multi-touch</textkeyword5>
    <textkeyword5>ethnography</textkeyword5>
    <keyword>public displays</keyword>
    <author>Toni Laitinen</author>
    <year>2010</year>
    <keyword>multi-touch interfaces</keyword>
    <author>Gabriela T. Richard</author>
    <author>Jari Kleimola</author>
    <author>Lorenza Parisi</author>
    <affiliation>Aalto University, Helsinki, Finland</affiliation>
    <affiliation>New York University, New York, NY, USA</affiliation>
    <affiliation>Sapienza Università di Roma, Rom, Italy</affiliation>
    <keyword>3d multi-touch</keyword>
    <keyword>design for engagement</keyword>
    <keyword>parallel interaction</keyword>
  </document>
  <document>
    <docID>CHI10-261</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing urban media façades: cases and challenges.


Media façades comprise a category of urban computing concerned with the integration of displays into the built environment, including buildings and street furniture. This paper identifies and discusses eight challenges faced when designing urban media façades. The challenges concern a broad range of issues: interfaces, physical integration, robustness, content, stakeholders, situation, social relations, and emerging use. The challenges reflect the fact that the urban setting as a domain for interaction design is characterized by a number of circumstances and socio-cultural practices that differ from those of other domains. In order to exemplify the challenges and discuss how they may be addressed, we draw on our experiences from five experimental design cases, ranging from a 180 m2 interactive building façade to displays integrated into bus shelters.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <keyword>interaction design</keyword>
    <textkeyword5>interaction design</textkeyword5>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <textkeyword5>urban computing</textkeyword5>
    <keyword>urban</keyword>
    <keyword>public space</keyword>
    <year>2010</year>
    <author>Peter Dalsgaard</author>
    <author>Kim Halskov</author>
    <keyword>media facades</keyword>
  </document>
  <document>
    <docID>CHI10-262</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Touch projector: mobile interaction through video.


In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Verification</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>touch</textkeyword5>
    <keyword>input devices</keyword>
    <textkeyword5>mobile</textkeyword5>
    <keyword>augmented reality</keyword>
    <textkeyword5>video</textkeyword5>
    <keyword>interaction techniques</keyword>
    <textkeyword5>mobile devices</textkeyword5>
    <author>Sean Gustafson</author>
    <keyword>mobile devices</keyword>
    <author>Patrick Baudisch</author>
    <affiliation>Hasso Plattner Institute, Potsdam, Germany</affiliation>
    <textkeyword5>handheld</textkeyword5>
    <textkeyword5>zooming</textkeyword5>
    <keyword>multi-display environments</keyword>
    <affiliation>University of Munich, Munich, Germany</affiliation>
    <keyword>multi-touch</keyword>
    <textkeyword5>handheld devices</textkeyword5>
    <textkeyword5>mobile interaction</textkeyword5>
    <year>2010</year>
    <author>Sebastian Boring</author>
    <author>Dominikus Baur</author>
    <author>Andreas Butz</author>
  </document>
  <document>
    <docID>CHI10-263</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>High accuracy position and orientation detection in two-dimensional communication network.


In this paper we describe a method of high accuracy device position and orientation detection for HCI environments. Our position and orientation detection is an additional function to the Two-Dimensional Communication technology, which enables devices placed on a thin sheet to achieve two key functions for ubiquitous computing, to communicate one another and to receive electricity through the sheet wirelessly. This paper discusses the method developed to specify the positions and orientation of devices placed on the sheet. It evaluates the accuracy of obtained position and orientation through an experiment using a prototype of our positioning sensor.</docText>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>ubiquitous computing</keyword>
    <textkeyword5>ubiquitous computing</textkeyword5>
    <affiliation>The University of Tokyo, Tokyo, Japan</affiliation>
    <year>2010</year>
    <author>Kei Nakatsuma</author>
    <author>Hiroyuki Shinoda</author>
    <keyword>capacitance sensing</keyword>
    <keyword>device localization</keyword>
    <keyword>surface-like device</keyword>
    <keyword>two-dimensional communication (2dc)</keyword>
  </document>
  <document>
    <docID>CHI10-264</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Rethinking RFID: awareness and control for interaction with RFID systems.


People now routinely carry radio frequency identification (RFID) tags - in passports, driver's licenses, credit cards, and other identifying cards - from which nearby RFID readers can access privacy-sensitive information. The problem is that people are often unaware of security and privacy risks associated with RFID, likely because the technology remains largely invisible and uncontrollable for the individual. To mitigate this problem, we introduce a collection of novel yet simple and inexpensive tag designs. Our tags provide reader awareness, where people get visual, audible, or tactile feedback as tags come into the range of RFID readers. Our tags also provide information control, where people can allow or disallow access to the information stored on the tag by how they touch, orient, move, press or illuminate the tag.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <keyword>awareness</keyword>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>tactile feedback</textkeyword5>
    <author>Alex S. Taylor</author>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <keyword>privacy</keyword>
    <affiliation>University of Calgary, Calgary, AB, Canada</affiliation>
    <term>Security</term>
    <textkeyword5>security</textkeyword5>
    <keyword>sensors</keyword>
    <author>Saul Greenberg</author>
    <keyword>feedback</keyword>
    <keyword>control</keyword>
    <author>Nicolas Villar</author>
    <keyword>RFID</keyword>
    <year>2010</year>
    <author>Nicolai Marquardt</author>
  </document>
  <document>
    <docID>CHI10-265</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>SensorTune: a mobile auditory interface for DIY wireless sensor networks.


Wireless Sensor Networks (WSNs) allow the monitoring of activity or environmental conditions over a large area, from homes to industrial plants, from agriculture fields to forests and glaciers. They can support a variety of applications, from assisted living to natural disaster prevention. WSNs can, however, be challenging to setup and maintain, reducing the potential for real-world adoption. To address this limitation, this paper introduces SensorTune, a novel mobile interface to support non-expert users in iteratively setting up a WSN. SensorTune uses non-speech audio to present to its users information regarding the connectivity of the network they are setting up, allowing them to decide how to extend it. To simplify the interpretation of the data presented, the system adopts the metaphor of tuning a consumer analog radio, a very common and well known operation. A user study was conducted in which 20 subjects setup real multi-hop networks inside a large building using a limited number of wireless nodes. Subjects repeated the task with SensorTune and with a comparable mobile GUI interface. Experimental results show a statistically significant difference in the task completion time and a clear preference of users for the auditory interface.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <keyword>user study</keyword>
    <author>Enrico Costanza</author>
    <keyword>mobile HCI</keyword>
    <author>Jeffrey Huang</author>
    <year>2010</year>
    <author>Jacques Panchard</author>
    <author>Guillaume Zufferey</author>
    <author>Julien Nembrini</author>
    <author>Julien Freudiger</author>
    <author>Jean-Pierre Hubaux</author>
    <affiliation>Ecole Polytechnique Fédérale de Lausanne, Lausanne, Switzerland</affiliation>
    <keyword>network deployment</keyword>
    <keyword>sonification</keyword>
    <keyword>wireless sensor network</keyword>
  </document>
  <document>
    <docID>CHI10-266</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>API usability peer reviews: a method for evaluating the usability of application programming interfaces.


We describe a usability inspection method to evaluate Application Programming Interfaces (APIs). We found the method useful as it identified usability defects in Microsoft's .NET Framework, of which 59% were new and 21% were fixed. Based on a comparison of usability defects identified between API usability peer reviews and API usability tests, API usability tests were found to expose design issues related to actually using an API whereas API usability peer reviews were found to expose the design rationale of an API. We reflect on the efficiency and productivity of each method: each API usability test is equivalent to 16 API usability peer reviews with the former having a 2.5x productivity advantage. We discuss how API usability peer reviews can be used in conjunction with API usability tests to increase usability coverage on APIs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>usability</textkeyword5>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>programming</textkeyword5>
    <keyword>usability inspection</keyword>
    <textkeyword5>usability inspection</textkeyword5>
    <keyword>usability evaluation method (uem)</keyword>
    <year>2010</year>
    <author>Umer Farooq</author>
    <author>Leon Welicki</author>
    <author>Dieter Zirkler</author>
    <keyword>api usability</keyword>
    <keyword>software bugs</keyword>
    <keyword>usability breakdowns</keyword>
  </document>
  <document>
    <docID>CHI10-267</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Understanding usability practices in complex domains.


Although usability methods are widely used for evaluating conventional graphical user interfaces and websites, there is a growing concern that current approaches are inadequate for evaluating complex, domain-specific tools. We interviewed 21 experienced usability professionals, including in-house experts, external consultants, and managers working in a variety of complex domains, and uncovered the challenges commonly posed by domain complexity and how practitioners work around them. We found that despite the best efforts by usability professionals to get familiar with complex domains on their own, the lack of formal domain expertise can be a significant hurdle for carrying out effective usability evaluations. Partnerships with domain experts lead to effective results as long as domain experts are willing to be an integral part of the usability team. These findings suggest that for achieving usability in complex domains, some fundamental educational changes may be needed in the training of usability professionals.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>usability testing and evaluation</keyword>
    <author>Andrew J. Ko</author>
    <author>Jacob O. Wobbrock</author>
    <keyword>usability research</keyword>
    <year>2010</year>
    <author>Parmit K. Chilana</author>
    <keyword>collaboration models</keyword>
    <keyword>complex domains</keyword>
  </document>
  <document>
    <docID>CHI10-268</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Average task times in usability tests: what to report?


The distribution of task time data in usability studies is positively skewed. Practitioners who are aware of this positive skew tend to report the sample median. Monte Carlo simulations using data from 61 large-sample usability tasks showed that the sample median is a biased estimate of the population median. Using the geometric mean to estimate the center of the population will, on average, have 13% less error and 22% less bias than the sample median. Other estimates of the population center (trimmed, harmonic and Winsorized means) had worse performance than the sample median.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <term>Measurement</term>
    <author>Jeff Sauro</author>
    <author>James R. Lewis</author>
    <affiliation>IBM Software Group, Boca Raton, FL, USA</affiliation>
    <keyword>usability evaluation</keyword>
    <keyword>Monte Carlo simulation</keyword>
    <year>2010</year>
    <affiliation>Oracle Corporation, Measuring Usability LLC, Denver, CO, USA</affiliation>
    <keyword>geometric mean</keyword>
    <keyword>median</keyword>
    <keyword>task times</keyword>
  </document>
  <document>
    <docID>CHI10-269</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Designing a technological playground: a field study of the emergence of play in household messaging.


We present findings from a field study of Wayve, a situated messaging device for the home that incorporates handwriting and photography. Wayve was used by 24 households (some of whom were existing social networks of family and friends) over a three-month period. We consider the various types of playfulness that emerged during the study, both through the sending of Wayve messages and through the local display of photos and notes. The findings are explored in the context of the literature on play, with the aim of identifying aspects of Wayve's design, as well as the context in which it was used, that engendered playfulness. We also highlight the role of play in social relationships, before concluding with design implications.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>context</textkeyword5>
    <keyword>communication</keyword>
    <textkeyword5>home</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <keyword>games</keyword>
    <textkeyword5>social networks</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <keyword>situated displays</keyword>
    <textkeyword5>families</textkeyword5>
    <keyword>families</keyword>
    <author>Abigail Sellen</author>
    <author>Richard Harper</author>
    <author>Siân E. Lindley</author>
    <keyword>messaging</keyword>
    <keyword>friendship</keyword>
    <keyword>play</keyword>
    <keyword>photography</keyword>
    <year>2010</year>
    <keyword>scribble</keyword>
  </document>
  <document>
    <docID>CHI10-270</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The family window: the design and evaluation of a domestic media space.


Families have a strong need to connect with their loved ones over distance. However, most technologies do not provide the same feelings of connectedness that one feels from seeing remote family members. Hence our goal was to understand if a video connection, in the form of a media space, could help families feel more connected and what design factors would be critical for its success. To answer this, we designed a video media space called the Family Window and deployed it within the homes of two families for eight months and four families for five weeks. Our results show that always-on video can lead to an increase in feelings of connectedness by providing availability awareness and opportunities for sharing everyday life. However usage and value of such media spaces hinges on close-knit relationships and control over one's autonomy.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>awareness</keyword>
    <textkeyword5>media space</textkeyword5>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <keyword>media space</keyword>
    <textkeyword5>families</textkeyword5>
    <keyword>families</keyword>
    <author>Carman Neustaedter</author>
    <affiliation>Kodak Research Labs, Rochester, NY, USA</affiliation>
    <keyword>video</keyword>
    <keyword>domestic</keyword>
    <year>2010</year>
    <author>Tejinder K. Judge</author>
    <author>Andrew F. Kurtz</author>
  </document>
  <document>
    <docID>CHI10-271</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>FM radio: family interplay with sonic mementos.


Digital mementos are increasingly problematic, as people acquire large amounts of digital belongings that are hard to access and often forgotten. Based on fieldwork with 10 families, we designed a new type of embodied digital memento, the FM Radio. It allows families to access and play sonic mementos of their previous holidays. We describe our underlying design motivation where recordings are presented as a series of channels on an old fashioned radio. User feedback suggests that the device met our design goals: being playful and intriguing, easy to use and social. It facilitated family interaction, and allowed ready access to mementos, thus sharing many of the properties of physical mementos that we intended to trigger.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <keyword>narrative</keyword>
    <textkeyword5>feedback</textkeyword5>
    <keyword>audio</keyword>
    <keyword>tangible interaction</keyword>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <textkeyword5>families</textkeyword5>
    <author>Steve Whittaker</author>
    <author>Daniela Petrelli</author>
    <affiliation>University of Sheffield, Sheffield, United Kingdom</affiliation>
    <keyword>memory</keyword>
    <author>Nicolas Villar</author>
    <affiliation>Rice University, Houston, TX, USA</affiliation>
    <author>Vaiva Kalnikaite</author>
    <year>2010</year>
    <author>Lina Dib</author>
    <keyword>mementos</keyword>
  </document>
  <document>
    <docID>CHI10-272</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Think-aloud protocols: a comparison of three think-aloud protocols for use in testing data-dissemination web sites for usability.


We describe an empirical, between-subjects study on the use of think-aloud protocols in usability testing of a federal data-dissemination Web site. This double-blind study used three different types of think-aloud protocols: a traditional protocol, a speech-communication protocol, and a coaching protocol. A silent condition served as the control. Eighty participants were recruited and randomly pre-assigned to one of four conditions. Accuracy and efficiency measures were collected, and participants rated their subjective satisfaction with the site. Results show that accuracy is significantly higher in the coaching condition than in the other conditions. The traditional protocol and the speech-communication protocol are not statistically different from each other with regard to accuracy. Participants in the coaching condition are more satisfied with the Web site than participants in the traditional or speech-communication condition. In addition, there are no significant differences with respect to efficiency (time-on-task). This paper concludes with recommendations for usability practitioners.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>usability testing</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <keyword>experimental design</keyword>
    <keyword>usability testing</keyword>
    <keyword>user-centered design</keyword>
    <keyword>think-aloud</keyword>
    <keyword>user testing</keyword>
    <keyword>verbalization</keyword>
    <year>2010</year>
    <author>Erica L. Olmsted-Hawala</author>
    <author>Elizabeth D. Murphy</author>
    <author>Sam Hawala</author>
    <author>Kathleen T. Ashenfelter</author>
    <affiliation>U.S. Census Bureau, Wasthington DC, DC, USA</affiliation>
    <affiliation>U.S. Census Bureau, Washington DC, DC, USA</affiliation>
  </document>
  <document>
    <docID>CHI10-273</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Powerful and consistent analysis of likert-type ratingscales.


Likert-type scales are used extensively during usability evaluations, and more generally evaluations of interactive experiences, to obtain quantified data regarding attitudes, behaviors, and judgments of participants. Very often this data is analyzed using parametric statistics like the Student t-test or ANOVAs. These methods are chosen to ensure higher statistical power of the test (which is necessary in this field of research and practice where sample sizes are often small), or because of the lack of software to handle multi-factorial designs nonparametrically. With this paper we present to the HCI audience new developments from the field of medical statistics that enable analyzing multiple factor designs nonparametrically. We demonstrate the necessity of this approach by showing the errors in the parametric treatment of nonparametric data in experiments of the size typically reported in HCI research. We also provide a practical resource for researchers and practitioners who wish to use these new methods.</docText>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <affiliation>Eindhoven University of Technology, Eindhoven, Netherlands</affiliation>
    <author>Panos Markopoulos</author>
    <author>Clifford Nass</author>
    <keyword>usability evaluation</keyword>
    <year>2010</year>
    <author>Maurits Clemens Kaptein</author>
    <keyword>nonparametric statistics</keyword>
    <keyword>researchmethods</keyword>
  </document>
  <document>
    <docID>CHI10-274</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Measuring the user experience on a large scale: user-centered metrics for web applications.


More and more products and services are being deployed on the web, and this presents new challenges and opportunities for measurement of user experience on a large scale. There is a strong need for user-centered metrics for web applications, which can be used to measure progress towards key goals, and drive product decisions. In this note, we describe the HEART framework for user-centered metrics, as well as a process for mapping product goals to metrics. We include practical examples of how HEART metrics have helped product teams make decisions that are both data-driven and user-centered. The framework and process have generalized to enough of our company's own products that we are confident that teams in other organizations will be able to reuse or adapt them. We also hope to encourage more research into metrics based on large-scale behavioral data.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <term>Measurement</term>
    <textkeyword5>reuse</textkeyword5>
    <affiliation>Google, Mountain View, CA, USA</affiliation>
    <textkeyword5>user experience</textkeyword5>
    <keyword>metrics</keyword>
    <author>Kerry Rodden</author>
    <keyword>web applications</keyword>
    <author>Hilary Hutchinson</author>
    <year>2010</year>
    <author>Xin Fu</author>
    <keyword>log analysis</keyword>
    <keyword>web analytics</keyword>
  </document>
  <document>
    <docID>CHI10-275</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Are your participants gaming the system? screening mechanical turk workers.


In this paper we discuss a screening process used in conjunction with a survey administered via Amazon.com's Mechanical Turk. We sought an easily implementable method to disqualify those people who participate but don't take the study tasks seriously. By using two previously pilot tested screening questions, we identified 764 of 1,962 people who did not answer conscientiously. Young men seem to be most likely to fail the qualification task. Those that are professionals, students, and non-workers seem to be more likely to take the task seriously than financial workers, hourly workers, and other workers. Men over 30 and women were more likely to answer seriously.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <textkeyword5>survey</textkeyword5>
    <author>Lorrie Faith Cranor</author>
    <keyword>crowdsourcing</keyword>
    <keyword>survey</keyword>
    <keyword>mechanical turk</keyword>
    <year>2010</year>
    <author>Steve Sheng</author>
    <author>Julie S. Downs</author>
    <author>Mandy B. Holbrook</author>
    <keyword>screening</keyword>
  </document>
  <document>
    <docID>CHI10-276</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Trained to accept? a field experiment on consent dialogs.


A typical consent dialog was shown in 2 x 2 x 3 experimental variations to 80,000 users of an online privacy tool. We find that polite requests and button texts pointing to a voluntary decision decrease the probability of consent---in contrast to findings in social psychology. Our data suggests that subtle positive effects of polite requests indeed exist, but stronger negative effects of heuristic processing dominate the aggregated results. Participants seem to be habituated to coercive interception dialogs---presumably due to ubiquitous EULAs---and blindly accept terms the more their presentation resembles a EULA. Response latency and consultation of online help were taken as indicators to distinguish more systematic from heuristic responses.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <term>Security</term>
    <keyword>field experiment</keyword>
    <keyword>user behavior</keyword>
    <keyword>informed consent</keyword>
    <year>2010</year>
    <author>Rainer Böhme</author>
    <author>Stefan Köpsell</author>
    <affiliation>International Computer Science Institute, Berkeley, CA, USA</affiliation>
    <affiliation>Technische Universität Dresden, Dresden, Germany</affiliation>
    <keyword>an.on/jondonym</keyword>
    <keyword>default button</keyword>
    <keyword>eula</keyword>
    <keyword>privacy notices</keyword>
  </document>
  <document>
    <docID>CHI10-277</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Spyn: augmenting the creative and communicative potential of craft.


We present data collected from a field study of 12 needle-crafters introduced to Spyn-mobile phone software that associates digital records (audio/visual media, text, and geographic data) with locations on fabric. We observed leisure needle-crafters use Spyn to create one or more handmade garments over two to four weeks and then give those garments to friends, partners, and family members. Using Spyn, creators left behind digital and physical traces that heightened recipients' appreciation for the gift and enabled a diverse set of meanings to emerge. Digital engagements with Spyn became a means for unraveling the value of the gift: recipients used digital information associated with the physical objects to interpret the story behind the objects and their creators. We discuss the nature of this relationship between digital and physical material and its implications for craft.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>craft</keyword>
    <keyword>creativity</keyword>
    <author>Daniela K. Rosner</author>
    <keyword>process</keyword>
    <keyword>material</keyword>
    <keyword>storytelling</keyword>
    <keyword>design process</keyword>
    <author>Kimiko Ryokai</author>
    <year>2010</year>
    <keyword>crochet</keyword>
    <keyword>gift exchange</keyword>
    <keyword>knitting</keyword>
    <keyword>tangibility</keyword>
  </document>
  <document>
    <docID>CHI10-278</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Toque: designing a cooking-based programming language for and with children.


An intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real-world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>children</textkeyword5>
    <author>Allison Druin</author>
    <keyword>children</keyword>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>input devices</textkeyword5>
    <term>Languages</term>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>storytelling</textkeyword5>
    <keyword>education</keyword>
    <textkeyword5>language</textkeyword5>
    <keyword>tangible user interface</keyword>
    <keyword>design</keyword>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <affiliation>Northwestern University, Evanston, IL, USA</affiliation>
    <keyword>programming languages</keyword>
    <year>2010</year>
    <author>Evan Golub</author>
    <author>Greg Walsh</author>
    <author>Elizabeth M. Bonsignore</author>
    <author>Sureyya Tarkan</author>
    <author>Vibha Sazawal</author>
    <author>Zeina Atrash</author>
  </document>
  <document>
    <docID>CHI10-279</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Cooking with robots: designing a household system working in open environments.


We propose a cooking system that operates in an open environment. The system cooks a meal by pouring various ingredients into a boiling pot on an induction heating cooker and adjusts the heating strength according to the user's instructions. We then describe how the system incorporates robotic- and human-specific elements in a shared workspace so as to achieve a cooperative rudimentary cooking capability. First, we use small mobile robots instead of built-in arms to save space, improve flexibility and increase safety. Second, we use detachable visual markers to allow the user to easily configure the real-world environment. Third, we provide a graphical user interface to display detailed cooking instructions to the user. We hope insights obtained in this experiment will be useful for the design of other household systems in the future.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <author>Takeo Igarashi</author>
    <keyword>human-robot interaction</keyword>
    <textkeyword5>safety</textkeyword5>
    <author>Daisuke Sakamoto</author>
    <author>Masahiko Inami</author>
    <year>2010</year>
    <author>Yuta Sugiura</author>
    <author>Anusha Withana</author>
    <affiliation>Keio University, JST ERATO IGARASHI Design UI Project, Yokohama, Japan</affiliation>
    <affiliation>The University of Tokyo, JST ERATO IGARASHI Design UI Project, Tokyo, Japan</affiliation>
    <keyword>cooking interface</keyword>
    <keyword>cooking procedure</keyword>
    <keyword>cooking with robots</keyword>
  </document>
  <document>
    <docID>CHI10-280</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>LensMouse: augmenting the mouse with an interactive touch display.


We introduce LensMouse, a novel device that embeds a touch-screen display -- or tangible 'lens' -- onto a mouse. Users interact with the display of the mouse using direct touch, whilst also performing regular cursor-based mouse interactions. We demonstrate some of the unique capabili-ties of such a device, in particular for interacting with auxil-iary windows, such as toolbars, palettes, pop-ups and dia-log-boxes. By migrating these windows onto LensMouse, challenges such as screen real-estate use and window man-agement can be alleviated. In a controlled experiment, we evaluate the effectiveness of LensMouse in reducing cursor movements for interacting with auxiliary windows. We also consider the concerns involving the view separation that results from introducing such a display-based device. Our results reveal that overall users are more effective with LenseMouse than with auxiliary application windows that are managed either in single or dual-monitor setups. We conclude by presenting other application scenarios that LensMouse could support.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>tangible</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>touch</textkeyword5>
    <keyword>input devices</keyword>
    <textkeyword5>experiment</textkeyword5>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <author>Pourang Irani</author>
    <affiliation>University of Manitoba, Winnipeg, MAN, Canada</affiliation>
    <textkeyword5>touch screens</textkeyword5>
    <author>Shahram Izadi</author>
    <author>Xiang Cao</author>
    <author>Xing-Dong Yang</author>
    <affiliation>University of Alberta, Edmonton, Canada</affiliation>
    <year>2010</year>
    <author>Edward Mak</author>
    <author>David McCallum</author>
    <keyword>mouse and lens</keyword>
    <keyword>mouse augmented display</keyword>
    <keyword>tangible lens</keyword>
    <keyword>touch display on mouse</keyword>
    <keyword>touch mouse</keyword>
  </document>
  <document>
    <docID>CHI10-281</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Pacer: fine-grained interactive paper via camera-touch hybrid gestures on a cell phone.


PACER is a gesture-based interactive paper system that supports fine-grained paper document content manipulation through the touch screen of a cameraphone. Using the phone's camera, PACER links a paper document to its digital version based on visual features. It adopts camera-based phone motion detection for embodied gestures (e.g. marquees, underlines and lassos), with which users can flexibly select and interact with document details (e.g. individual words, symbols and pixels). The touch input is incorporated to facilitate target selection at fine granularity, and to address some limitations of the embodied interaction, such as hand jitter and low input sampling rate. This hybrid interaction is coupled with other techniques such as semi-real time document tracking and loose physical-digital document registration, offering a gesture-based command system. We demonstrate the use of PACER in various scenarios including work-related reading, maps and music score playing. A preliminary user study on the design has produced encouraging user feedback, and suggested future research for better understanding of embodied vs. touch interaction and one vs. two handed interaction.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>selection</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <keyword>paper interfaces</keyword>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <keyword>cell phones</keyword>
    <textkeyword5>cell phones</textkeyword5>
    <keyword>gestures</keyword>
    <textkeyword5>music</textkeyword5>
    <textkeyword5>embodied interaction</textkeyword5>
    <textkeyword5>touch screens</textkeyword5>
    <keyword>touch</keyword>
    <keyword>embodied interfaces</keyword>
    <author>Lynn Wilcox</author>
    <author>Chunyuan Liao</author>
    <author>Qiong Liu</author>
    <year>2010</year>
    <author>Bee Liew</author>
    <keyword>camera</keyword>
    <keyword>fine-grained</keyword>
  </document>
  <document>
    <docID>CHI10-282</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>MouseLight: bimanual interactions on digital paper using a pen and a spatially-aware mobile projector.


MouseLight is a spatially-aware standalone mobile projector with the form factor of a mouse that can be used in combination with digital pens on paper. By interacting with the projector and the pen bimanually, users can visualize and modify the virtually augmented contents on top of the paper, and seamlessly transition between virtual and physical information. We present a high fidelity hardware prototype of the system and demonstrate a set of novel interactions specifically tailored to the unique properties of MouseLight. MouseLight differentiates itself from related systems such as PenLight in two aspects. First, MouseLight presents a rich set of bimanual interactions inspired by the ToolGlass interaction metaphor, but applied to physical paper. Secondly, our system explores novel displaced interactions, that take advantage of the independent input and output that is spatially aware of the underneath paper. These properties enable users to issue remote commands such as copy and paste or search. We also report on a preliminary evaluation of the system which produced encouraging observations and feedback.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <author>George Fitzmaurice</author>
    <textkeyword5>pen</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <author>Francois Guimbretiere</author>
    <author>Tovi Grossman</author>
    <affiliation>Autodesk Research, Toronto, ON, Canada</affiliation>
    <author>Hyunyoung Song</author>
    <keyword>digital pen input</keyword>
    <keyword>mobile projector</keyword>
    <keyword>spatially-aware display</keyword>
    <year>2010</year>
  </document>
  <document>
    <docID>CHI10-283</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>How routine learners can support family coordination.


Researchers have detailed the importance of routines in how people live and work, while also cautioning system designers about the importance of people's idiosyncratic behavior patterns and the challenges they would present to learning systems. We wish to take up their challenge, and offer a vision of how simple sensing technology could capture and model idiosyncratic routines, enabling applications to solve many real world problems.

To identify how a simple routine learner can demonstrate this in support of family coordination, we conducted six months of nightly interviews with six families, focusing on how they make and execute plans. Our data reveals that only about 40% of events unfold in a routine manner. When deviations do occur, family members often need but do not have access to accurate information about their routines. With about 90% of their content concerning deviations, not routines, families do not rely on calendars to support them during these moments. We discuss how coordination tools, like calendars and reminder systems, would improve coordination and reduce stress when augmented with routine information, and how commercial mobile phones can support the automatic creation of routine models.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>learning</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <keyword>learning</keyword>
    <textkeyword5>sensing</textkeyword5>
    <author>Anind K. Dey</author>
    <textkeyword5>mobile</textkeyword5>
    <keyword>calendars</keyword>
    <textkeyword5>coordination</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <keyword>mobile</keyword>
    <textkeyword5>families</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <author>John Zimmerman</author>
    <keyword>location</keyword>
    <keyword>planning</keyword>
    <keyword>reminders</keyword>
    <year>2010</year>
    <author>Scott Davidoff</author>
  </document>
  <document>
    <docID>CHI10-284</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>The design and evaluation of an end-user-deployable, whole house, contactless power consumption sensor.


We present the design, development, and evaluation of an end-user installable, whole house power consumption sensing system capable of gathering accurate real-time power use that does not require installing a current transformer around the electrical feeds in a home. Rather, our sensor system offers contactless operation by simply placing it on the outside of the breaker panel in a home. Although there are a number of existing commercial systems for gathering energy use in a home, almost none can easily and safely be installed by a homeowner (especially for homes in the U.S.). Our approach leverages advances in magnetoresistive materials and circuit design to allow contactless operation by reliably sensing the magnetic field induced by the 60 Hz current and a closed loop circuit allows us to precisely infer the power consumption in real-time. The contribution of this work is an enabling technology for researchers in the fields of Ubiquitous Computing and Human-Computer Interaction wanting to conduct practical large-scale deployments of end-user-deployable energy monitoring applications. We discuss the technical details, the iterative design, and end-user evaluations of our sensing approach.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Performance</term>
    <keyword>ubiquitous computing</keyword>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>ubiquitous computing</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>home</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>sustainability</keyword>
    <keyword>sensing</keyword>
    <author>Shwetak N. Patel</author>
    <affiliation>Duke University, Durham, NC, USA</affiliation>
    <keyword>smart homes</keyword>
    <year>2010</year>
    <author>Sidhant Gupta</author>
    <author>Matthew S. Reynolds</author>
    <keyword>energy monitoring</keyword>
  </document>
  <document>
    <docID>CHI10-285</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>InPhase: evaluation of a communication system focused on "happy coincidences" of daily behaviors.


To supplement existing forms of communication such as telephone and e-mail, this research proposes a new method of communicating "awareness" between people who are separated by long distances. In this paper, we investigate cases where coincidences in daily activities lead to casual conversation and thus intimacy and togetherness. We propose a new method of communicating these "happy coincidences" between a pair of remotely located locations. By equipping furniture and appliances such as doors, sofas, refrigerators and televisions with sensors, we developed a system wherein these items are connected to remote equivalents and their near simultaneous use is communicated. We conducted a two month field test of the system in a laboratory setting and a three month field test in an actual home. The study showed that the participant felt the presence of other people and thought about, imagined or even confirmed the habits of others by intentionally triggering the coincidence notification.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>awareness</keyword>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>sensors</textkeyword5>
    <keyword>communication</keyword>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>notification</textkeyword5>
    <textkeyword5>home</textkeyword5>
    <keyword>synchronization</keyword>
    <textkeyword5>intimacy</textkeyword5>
    <year>2010</year>
    <author>Hitomi Tsujita</author>
    <author>Koji Tsukada</author>
    <author>Siio Itiro</author>
    <affiliation>Ochanomizu University, Tokyo, Japan</affiliation>
    <keyword>coincidences</keyword>
  </document>
  <document>
    <docID>CHI10-286</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>O job can you return my mojo: improving human engagement and enjoyment in routine activities.


Unlike machines, we humans are prone to boredom when we perform routine activities for long periods of time. Workers' mental engagement in boring tasks diminishes, which eventually, compromises their performance. The result is a double-whammy because the workers do not get job satisfaction and their employers do not receive optimal return on investment. This paper proposes a novel way for improving workers' mental engagement and hence, enjoyment, in routine activities. Specifically, we propose to blend in routine tasks mild mental/physical challenges. To test our hypothesis, we chose to experiment on a monitoring task typical of security guard operations. We combined this routine task with an iPhone-based game to make it more enjoyable. The results from 10 participants show that their mental engagement and enjoyment were significantly higher during the combined task.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <term>Performance</term>
    <keyword>human-computer interaction</keyword>
    <textkeyword5>experiment</textkeyword5>
    <author>Dvijesh Shastri</author>
    <author>Ioannis Pavlidis</author>
    <affiliation>University of Houston, Houston, TX, USA</affiliation>
    <keyword>stress monitoring</keyword>
    <keyword>thermal imaging</keyword>
    <textkeyword5>security</textkeyword5>
    <year>2010</year>
    <author>Yuichi Fujiki</author>
    <author>Ross Buffington</author>
    <author>Panagiotis Tsiamyrtzis</author>
    <affiliation>Belmont University, Nashville, TN, USA</affiliation>
    <affiliation>Athens University of Business and Economics, Athens, Greece</affiliation>
    <keyword>computer games</keyword>
    <keyword>human engagement and performance</keyword>
  </document>
  <document>
    <docID>CHI10-287</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Identifying drivers and hindrances of social user experience in web services.


Social activity is becoming a central contributor to user experience (UX) in many modern Web services. The motivations, norms and rules of online communities have been widely researched, however, social activity and its UX in modern Web services is a less studied area. We conducted a four-week-long field study with three Web services -- Facebook, Nokia Sports Tracker and Dopplr -- which all support social activity. The aim of this study was to identify the central drivers and hindrances of social UX, user experience of online social activity. Our results show that the main drivers of social UX include self-expression, reciprocity, learning and curiosity, whereas unsuitability of content and functionality, incompleteness of user networks and lack of trust and privacy are often experienced as hindrances for social UX. Our findings also reveal the pragmatic and hedonic nature of the drivers and hindrances. The results can be used to inform design and evaluation of social UX in Web services.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>motivation</textkeyword5>
    <affiliation>University of Tampere, Tampere, Finland</affiliation>
    <keyword>user experience</keyword>
    <textkeyword5>privacy</textkeyword5>
    <keyword>social activity</keyword>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>trust</textkeyword5>
    <affiliation>University of Oulu, Oulu, Finland</affiliation>
    <textkeyword5>user experience</textkeyword5>
    <textkeyword5>facebook</textkeyword5>
    <textkeyword5>online communities</textkeyword5>
    <keyword>web services</keyword>
    <year>2010</year>
    <author>Kaisa Väänänen-Vainio-Mattila</author>
    <author>Minna Wäljas</author>
    <author>Jarno Ojala</author>
    <author>Katarina Segerståhl</author>
    <affiliation>Tampere University of Technology, Nokia Research Center, Tampere, Finland</affiliation>
  </document>
  <document>
    <docID>CHI10-288</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Code bubbles: a working set-based interface for code understanding and maintenance.


Developers spend significant time reading and navigating code fragments spread across multiple locations. The file-based nature of contemporary IDEs makes it prohibitively difficult to create and maintain a simultaneous view of such fragments. We propose a novel user interface metaphor for code understanding based on collections of lightweight, editable fragments called bubbles, which form concurrently visible working sets. We present the results of a qualitative usability evaluation, and the results of a quantitative study which indicates Code Bubbles significantly improved code understanding time, while reducing navigation interactions over a widely-used IDE, for two controlled tasks.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>Brown University, Providence, RI, USA</affiliation>
    <affiliation>University of Central Florida, Orlando, FL, USA</affiliation>
    <author>Andrew Bragdon</author>
    <author>Robert Zeleznik</author>
    <author>Joseph J. LaViola, Jr.</author>
    <textkeyword5>usability evaluation</textkeyword5>
    <keyword>Java</keyword>
    <year>2010</year>
    <author>Steven P. Reiss</author>
    <author>Suman Karumuri</author>
    <author>William Cheung</author>
    <author>Joshua Kaplan</author>
    <author>Christopher Coleman</author>
    <author>Ferdi Adeputra</author>
    <keyword>bubbles</keyword>
    <keyword>multi-view</keyword>
    <keyword>simultaneous views</keyword>
    <keyword>source code</keyword>
  </document>
  <document>
    <docID>CHI10-289</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>How to support designers in getting hold of the immaterial material of software.


When designing novel GUI controls, interaction designers are challenged by the "immaterial" materiality of the digital domain; they lack tools that effectively support a reflecting conversation with the material of software as they attempt to conceive, refine, and communicate their ideas. To investigate this situation, we conducted two participatory design workshops. In the first workshop, focused on conceiving, we observed that designers want to invent controls by exploring gestures, context, and examples. In the second workshop, on refining and communicating, designers proposed tools that could refine movement, document context through usage scenarios, and support the use of examples. In this workshop they struggled to effectively communicate their ideas for developers because their ideas had not been fully explored. In reflecting on this struggle, we began to see an opportunity for the output of a design tool to be a boundary object that would allow for an ongoing conversation between the design and the material of software, in which the developer acts as a mediator for software.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <author>Brad A. Myers</author>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <keyword>communication</keyword>
    <textkeyword5>gestures</textkeyword5>
    <author>John Zimmerman</author>
    <textkeyword5>participatory design</textkeyword5>
    <keyword>design process</keyword>
    <keyword>tools</keyword>
    <year>2010</year>
    <author>Fatih Kursat Ozenc</author>
    <author>Miso Kim</author>
    <author>Stephen Oney</author>
    <keyword>interactive controls</keyword>
  </document>
  <document>
    <docID>CHI10-290</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Enhancing web page readability for non-native readers.


Readers face many obstacles on today's Web, including distracting content competing for the user's attention and other factors interfering with comfortable reading. On today's primarily English-language Web, non-native readers encounter even more problems, even if they have some fluency in English. In this paper, we focus on the presentation of content and propose a new transformation method, Jenga Format, to enhance web page readability. To evaluate the Jenga Format, we conducted a user study on 30 Asian users with moderate English fluency and the results indicated that the proposed transformation method improved reading comprehension without negatively affecting reading speed. We also describe Froggy, a Firefox extension which implements the Jenga format.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <author>Robert C. Miller</author>
    <year>2010</year>
    <author>Chen-Hsiang Yu</author>
    <keyword>readability enhancement</keyword>
    <keyword>reading comprehension</keyword>
    <keyword>web page customization</keyword>
  </document>
  <document>
    <docID>CHI10-291</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Countertop responsive mirror: supporting physical retail shopping for sellers, buyers and companions.


We examine opportunities for ubiquitous technologies in retail shopping, jewelry shopping in this case, to supplement the unique information needs inherent to physical trials of tactile products. We describe an iterative design approach to develop a mirror system that records and matches images across jewelry trials called the Countertop Responsive Mirror. The key technological distinction of our system from prior technologies is the use of "matched access," which automatically retrieves images that match a scene shown in separately accessed images. This not only helps shoppers compare jewelry but also promotes interactions among all parties during shopping. We report qualitative findings from multiple field trials of the system. This paper contributes to a body of research on the design and introduction of new technologies into retail shopping that provide value to all users without disruption to their normative practices and behaviors.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Algorithms</term>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>field trial</textkeyword5>
    <author>Alan Walendowski</author>
    <author>Bo Begole</author>
    <author>Brinda Dalal</author>
    <year>2010</year>
    <author>Maurice Chu</author>
    <keyword>camera system</keyword>
    <keyword>computer vision application</keyword>
    <keyword>digital mirror</keyword>
    <keyword>implicit interaction</keyword>
    <keyword>jewelry</keyword>
    <keyword>matched access</keyword>
    <keyword>retail</keyword>
    <keyword>shopping</keyword>
  </document>
  <document>
    <docID>CHI10-292</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Investigating the opportunity for a smart activity bag.


As long as people have traveled, they have constructed bags to help them carry more items than their hands will hold. While quite effective at keeping things together, bags do a poor job of communicating when something is missing. We propose that there exists an opportunity for the HCI community to improve the quality of people's lives by creating bags that have knowledge of people's schedules and equipment needs, can sense their contents, and can communicate when something has been forgotten. To investigate this opportunity, we conducted a field study with six dual-income families. Through interviews and observations we investigated their experiences using bags to organize equipment needed for children's enrichment activities. Based on the findings we generated 100 concepts and conducted a needs validation session to better understand the best opportunity to improve people's lives with technical intervention. This paper reports on our field study and needs validation session, and shares insights on the opportunities and implications of a smart activity bag.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>children</textkeyword5>
    <textkeyword5>hci</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <keyword>ubiquitous computing</keyword>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <keyword>mobile devices</keyword>
    <author>John Zimmerman</author>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <keyword>research through design</keyword>
    <keyword>reminders</keyword>
    <year>2010</year>
    <author>Sun Young Park</author>
    <keyword>dual-income family</keyword>
    <keyword>needs validation</keyword>
    <keyword>smart bag</keyword>
    <keyword>speed dating</keyword>
  </document>
  <document>
    <docID>CHI10-293</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>A model of symbol size discrimination in scatterplots.


Symbols are used in scatterplots to encode data in a way that is appropriate for perception through human visual channels. Symbol size is believed to be the second dominant channel after color. We study symbol size perception in scatterplots in the context of analytic tasks requiring size discrimination. More specifically, we performed an experiment to measure human performance in three visual analytic tasks. Circles are used as the representative symbol, with eight, linearly varying radii; 24 persons, divided across three groups, participated; and both objective and subjective measures were obtained. We propose a model to describe the results. The perception of size is assumed to be an early step in the complex cognitive process to mediate discrimination, and psychophysical laws are used to describe this perceptual mapping. Different mapping schemes are compared by regression on the experimental data. The results show that approximate homogeneity of size perception exists in our complex tasks and can be closely described by a power law transformation with an exponent of 0.4. This yields an optimal scale for symbol size discrimination.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Experimentation</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <affiliation>Eindhoven University of Technology, Eindhoven, Netherlands</affiliation>
    <author>Jarke J. van Wijk</author>
    <author>Jean-Bernard Martens</author>
    <year>2010</year>
    <author>Jing Li</author>
    <keyword>graphical encoding</keyword>
    <keyword>quantitative model</keyword>
    <keyword>scatterplots</keyword>
    <keyword>size discrimination</keyword>
    <keyword>symbol size</keyword>
    <keyword>user experiment</keyword>
    <keyword>visual analytic task</keyword>
  </document>
  <document>
    <docID>CHI10-294</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Individual models of color differentiation to improve interpretability of information visualization.


Color is commonly used to represent categories and values in many computer applications, but differentiating these colors can be difficult in many situations (e.g., for users with color vision deficiency (CVD), or in bright light). Current solutions to this problem can adapt colors based on standard simulations of CVD, but these models cover only a fraction of the ways in which color perception can vary. To improve the specificity and accuracy of these approaches, we have developed the first ever individualized model of color differentiation (ICD). The model is based on a short calibration performed by a particular user for a particular display, and so automatically covers all aspects of the user's ability to see and differentiate colors in an environment. In this paper we introduce the new model and the manner in which differentiability limits are predicted. We gathered empirical data from 16 users to assess the model's accuracy and robustness. We found that the model is highly effective at capturing individual differentiation abilities, works for users with and without CVD, can be tuned to balance accuracy and color availability, and can serve as the basis for improved color adaptation schemes.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <keyword>visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>information visualization</textkeyword5>
    <affiliation>University of Saskatchewan, Saskatoon, SK, Canada</affiliation>
    <keyword>assistive technology</keyword>
    <author>Carl Gutwin</author>
    <keyword>color blindness</keyword>
    <year>2010</year>
    <author>David R. Flatla</author>
    <keyword>color differentiation</keyword>
    <keyword>color vision deficiency</keyword>
  </document>
  <document>
    <docID>CHI10-295</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Useful junk? the effects of visual embellishment on comprehension and memorability of charts.


Guidelines for designing information charts (such as bar charts) often state that the presentation should reduce or remove 'chart junk' - visual embellishments that are not essential to understanding the data. In contrast, some popular chart designers wrap the presented data in detailed and elaborate imagery, raising the questions of whether this imagery is really as detrimental to understanding as has been proposed, and whether the visual embellishment may have other benefits. To investigate these issues, we conducted an experiment that compared embellished charts with plain ones, and measured both interpretation accuracy and long-term recall. We found that people's accuracy in describing the embellished charts was no worse than for plain charts, and that their recall after a two-to-three-week gap was significantly better. Although we are cautious about recommending that all charts be produced in this style, our results question some of the premises of the minimalist approach to chart design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>information visualization</keyword>
    <textkeyword5>experiment</textkeyword5>
    <affiliation>University of Saskatchewan, Saskatoon, SK, Canada</affiliation>
    <author>Regan L. Mandryk</author>
    <author>Carl Gutwin</author>
    <keyword>memorability</keyword>
    <year>2010</year>
    <author>Scott Bateman</author>
    <author>Aaron Genest</author>
    <author>David McDine</author>
    <author>Christopher Brooks</author>
    <keyword>charts</keyword>
    <keyword>imagery</keyword>
  </document>
  <document>
    <docID>CHI10-296</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Intermediated technology use in developing communities.


We describe a prevalent mode of information access in low-income communities of the developing world--intermediated interactions. They enable persons for whom technology is inaccessible due to non-literacy, lack of technology-operation skills, or financial constraints, to benefit from technologies through digitally skilled users--thus, expanding the reach of technologies. Reporting the results of our ethnography in two urban slums of Bangalore, India, we present three distinct intermediated interactions: inputting intent into the device in proximate enabling, interpretation of device output in proximate translation, and both input of intent and interpretation of output in surrogate usage. We present some requirements and challenges in interface design of these interactions and explain how they are different from direct interactions. We then explain the broader effects of these interactions on low-income communities, and present some implications for design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>interface design</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <author>Edward Cutrell</author>
    <author>Kentaro Toyama</author>
    <affiliation>Microsoft Research India, Bangalore, India</affiliation>
    <keyword>ICT4D</keyword>
    <textkeyword5>ethnography</textkeyword5>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <year>2010</year>
    <author>Nithya Sambasivan</author>
    <keyword>hci4d</keyword>
    <author>Bonnie Nardi</author>
    <keyword>human-mediated computer interaction</keyword>
    <keyword>intermediated interactions</keyword>
    <keyword>urban slums</keyword>
  </document>
  <document>
    <docID>CHI10-297</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Deliberate interactions: characterizing technology use in Nairobi, Kenya.


We present results from a qualitative study examining how professionals living and working in Nairobi, Kenya regularly use ICT in their everyday lives. There are two contributions of this work for the HCI community. First, we provide empirical evidence demonstrating constraints our participants encountered when using technology in an infrastructure-poor setting. These constraints are limited bandwidth, high costs, differing perceptions of responsiveness, and threats to physical and virtual security. Second, we use our findings to critically evaluate the "access, anytime and anywhere" construct shaping the design of future technologies. We present an alternative vision called deliberate interactions--a planned and purposeful interaction style that involves offline preparation and discuss ways ICT can support this online usage behavior.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>hci</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>security</textkeyword5>
    <affiliation>Intel Research, Berkeley, CA, USA</affiliation>
    <textkeyword5>qualitative studies</textkeyword5>
    <author>Susan P. Wyche</author>
    <author>Marshini Chetty</author>
    <keyword>urban computing</keyword>
    <author>Rebecca E. Grinter</author>
    <author>Paul M. Aoki</author>
    <year>2010</year>
    <keyword>hci4d</keyword>
    <author>Thomas N. Smyth</author>
    <keyword>Kenya</keyword>
    <keyword>everyday technology</keyword>
  </document>
  <document>
    <docID>CHI10-298</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>After access: challenges facing mobile-only internet users in the developing world.


This study reports results of an ethnographic action research study, exploring mobile-centric internet use. Over the course of 13 weeks, eight women, each a member of a livelihoods collective in urban Cape Town, South Africa, received training to make use of the data (internet) features on the phones they already owned. None of the women had previous exposure to PCs or the internet. Activities focused on social networking, entertainment, information search, and, in particular, job searches. Results of the exercise reveal both the promise of, and barriers to, mobile internet use by a potentially large community of first-time, mobile-centric users. Discussion focuses on the importance of self-expression and identity management in the refinement of online and offline presences, and considers these forces relative to issues of gender and socioeconomic status.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>identity</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>social networking</textkeyword5>
    <affiliation>Microsoft Research India, Bangalore, India</affiliation>
    <keyword>ICT4D</keyword>
    <textkeyword5>gender</textkeyword5>
    <keyword>developing world</keyword>
    <keyword>mobile internet</keyword>
    <year>2010</year>
    <keyword>hci4d</keyword>
    <author>Gary Marsden</author>
    <affiliation>University of Cape Town, Cape Town, South Africa</affiliation>
    <author>Shikoh Gitau</author>
    <author>Jonathan Donner</author>
  </document>
  <document>
    <docID>CHI10-299</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>ViralVCD: tracing information-diffusion paths with low cost media in developing communities.


We describe ViralVCD: a low cost method for tracing paths of information diffusion in developing communities using physical media. We instituted a participatory video framework for creation and dissemination of developmental videos in seven urban slums and peri-urban communities of Bangalore, India. By combining a call-in contest with Video CDs, we were able to measure developmental impact as well as elicit data on social networks and technology usage practices. In particular, our technique was able to extract data from multiple layers-social, technological, and developmental. ViralVCD allowed us to identify key actors and map information diffusion, as well as technology ownership and access. These findings have implications for HCI initiatives targeting low income locales and populations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>hci</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <textkeyword5>video</textkeyword5>
    <author>Edward Cutrell</author>
    <textkeyword5>social networks</textkeyword5>
    <author>Kentaro Toyama</author>
    <affiliation>Microsoft Research India, Bangalore, India</affiliation>
    <affiliation>University of California, Irvine, Irvine, CA, USA</affiliation>
    <keyword>tracking</keyword>
    <keyword>methods</keyword>
    <year>2010</year>
    <author>Nithya Sambasivan</author>
    <keyword>hci4d</keyword>
    <keyword>diffusion</keyword>
    <keyword>low-cost media</keyword>
  </document>
  <document>
    <docID>CHI10-300</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Interactivity and non-interactivity on tabletops.


In the growing field of tabletop computing research, there has been an understandable focus on interactive aspects of tabletop use, in terms of technology, design, and behavioural analysis. In this paper, I highlight the importance of considering also non-interactive aspects of tabletop computing and the mutually dependent relationship between interactive and non-interactive. We illustrate aspects of this relationship using findings from a deployment of an interactive tabletop in a public setting. The findings highlight how consequences of interaction can impact on non-interactive behaviours and intentions and how non-interactive actions can constrain interactive behaviours on the tabletop. In doing this we aim to raise more awareness of the relationship between interactivity and non-interactivity within tabletop computing research.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>tabletop</textkeyword5>
    <keyword>tabletop</keyword>
    <affiliation>Microsoft Research, Cambridge, United Kingdom</affiliation>
    <keyword>interactivity</keyword>
    <author>Kenton O'Hara</author>
    <year>2010</year>
    <keyword>non-interactivity</keyword>
  </document>
  <document>
    <docID>CHI10-301</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Clutch-free panning and integrated pan-zoom control on touch-sensitive surfaces: the cyclostar approach.


This paper introduces two novel navigation techniques, CycloPan, for clutch-free 2D panning and browsing, and CycloZoom+, for integrated 2D panning and zooming. These techniques instantiate a more generic concept which we call Cyclo* (CycloStar). The basic idea is that users can exert closed-loop control over several continuous variables by voluntarily modulating the parameters of a sustained oscillation. Touch-sensitive surfaces tend to offer impoverished input resources. Cyclo* techniques seem particularly promising on these surfaces because oscillations have multiple geometrical and kinematic parameters many of which may be used as controls. While CycloPan and CycloZoom+ are compatible with each other and with much of the state of the art, our experimental evaluations suggest that these two novel techniques outperform flicking and rubbing techniques.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <keyword>input techniques</keyword>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <author>Yves Guiard</author>
    <keyword>touchpads</keyword>
    <textkeyword5>zooming</textkeyword5>
    <keyword>zooming</keyword>
    <keyword>touch screens</keyword>
    <author>Eric Lecolinet</author>
    <keyword>oscillatory motion</keyword>
    <keyword>multi-scale navigation</keyword>
    <year>2010</year>
    <author>Sylvain Malacria</author>
    <affiliation>Télécom ParisTech, Paris, France</affiliation>
    <keyword>elliptic gestures</keyword>
    <keyword>panning</keyword>
  </document>
  <document>
    <docID>CHI10-302</docID>
    <docDate>April 10, 2010</docDate>
    <docSource>Proceedings of the 28th international conference on Human factors in computing systems</docSource>
    <docText>Touching the void: direct-touch interaction for intangible displays.


In this paper, we explore the challenges in applying and investigate methodologies to improve direct-touch interaction on intangible displays. Direct-touch interaction simplifies object manipulation, because it combines the input and display into a single integrated interface. While traditional tangible display-based direct-touch technology is commonplace, similar direct-touch interaction within an intangible display paradigm presents many challenges. Given the lack of tactile feedback, direct-touch interaction on an intangible display may show poor performance even on the simplest of target acquisition tasks. In order to study this problem, we have created a prototype of an intangible display. In the initial study, we collected user discrepancy data corresponding to the interpretation of 3D location of targets shown on our intangible display. The result showed that participants performed poorly in determining the z-coordinate of the targets and were imprecise in their execution of screen touches within the system. Thirty percent of positioning operations showed errors larger than 30mm from the actual surface. This finding triggered our interest to design a second study, in which we quantified task time in the presence of visual and audio feedback. The pseudo-shadow visual feedback was shown to be helpful both in improving user performance and satisfaction.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>target acquisition</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>tactile</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>tactile feedback</textkeyword5>
    <affiliation>National Taiwan University, Taipei, Taiwan Roc</affiliation>
    <author>Li-Wei Chan</author>
    <author>Jane Hsu</author>
    <author>Yi-Ping Hung</author>
    <author>Mike Y. Chen</author>
    <year>2010</year>
    <author>Hui-Shan Kao</author>
    <author>Ming-Sui Lee</author>
    <keyword>direct-touch interaction</keyword>
    <keyword>intangible display</keyword>
    <keyword>virtual panel</keyword>
  </document>
  <document>
    <docID>CHI00-001</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Unleashed: Web tablet integration into the home.


To understand how web access from a portable tablet appliance changes the way people use the Internet, MediaOne gave families pen-based tablet computers with a wireless connection to our high-speed data network. We used ethnographic and usability methods to understand how tablets would be integrated into household activities and to define user requirements for such devices. Participants viewed the tablet as conceptually different from a PC. The tablet enabled a high degree of multitasking with household activities, yet flaws in form and function affected use. Results suggest that correctly designed portable Internet appliances will fill a special role in peoples' daily lives, particularly if these devices share information with each other. They will allow spontaneous access to information and communication anywhere.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>tablets</textkeyword5>
    <keyword>pen-based computing</keyword>
    <textkeyword5>pen</textkeyword5>
    <term>Measurement</term>
    <keyword>ethnography</keyword>
    <textkeyword5>home</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <textkeyword5>multitasking</textkeyword5>
    <keyword>ergonomics</keyword>
    <keyword>handheld computers</keyword>
    <year>2000</year>
    <author>Anne McClard</author>
    <author>Patricia Somers</author>
    <affiliation>MediaOne Labs, 10355 Westmoor Drive, Suite 100, Westminster, CO</affiliation>
    <keyword>Internet appliances</keyword>
  </document>
  <document>
    <docID>CHI00-002</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Predicting text entry speed on mobile phones.


We present a model for predicting expert text entry rates for several input methods on a 12-key mobile phone keypad. The model includes a movement component based on Fitts' law and a linguistic component based on digraph, or letter-pair, probabilities. Predictions are provided for one-handed thumb and two-handed index finger input. For the traditional multi-press method or the lesser-used two-key method, predicted expert rates vary from about 21 to 27 words per minute (wpm). The relatively new T9 method works with a disambiguating algorithm and inputs each character with a single key press. Predicted expert rates vary from 41 wpm for one-handed thumb input to 46 wpm for two-handed index finger input. These figures are degraded somewhat depending on the user's strategy in coping with less-than-perfect disambiguation. Analyses of these strategies are presented.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Algorithms</term>
    <keyword>Fitts' law</keyword>
    <keyword>human-performance modeling</keyword>
    <textkeyword5>mobile</textkeyword5>
    <author>I. Scott MacKenzie</author>
    <term>Measurement</term>
    <keyword>mobile systems</keyword>
    <textkeyword5>text entry</textkeyword5>
    <keyword>text entry</keyword>
    <affiliation>Nokia Research Center, Finland</affiliation>
    <textkeyword5>mobile phones</textkeyword5>
    <textkeyword5>fitts' law</textkeyword5>
    <keyword>mobile phones</keyword>
    <keyword>keypad input</keyword>
    <author>Miika Silfverberg</author>
    <year>2000</year>
    <author>Panu Korhonen</author>
    <affiliation>Dept. of Mathematics &amp; Statistics, York University, Toronto, Ontario, Canada M3J 1P3</affiliation>
    <keyword>digraph frequencies</keyword>
  </document>
  <document>
    <docID>CHI00-003</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Developing a context-aware electronic tourist guide: some issues and experiences.


In this paper, we describe our experiences of developing and evaluating GUIDE, an intelligent electronic tourist guide. The GUIDE system has been built to overcome many of the limitations of the traditional information and navigation tools available to city visitors. For example, group-based tours are inherently inflexible with fixed starting times and fixed durations and (like most guidebooks) are constrained by the need to satisfy the interests of the majority rather than the specific interests of individuals. Following a period of requirements capture, involving experts in the field of tourism, we developed and installed a system for use by visitors to Lancaster. The system combines mobile computing technologies with a wireless infrastructure to present city visitors with information tailored to both their personal and environmental contexts. In this paper we present an evaluation of GUIDE, focusing on the quality of the visitor's experience when using the system.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>evaluation</keyword>
    <textkeyword5>navigation</textkeyword5>
    <keyword>user interface design</keyword>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <term>Measurement</term>
    <keyword>context-aware</keyword>
    <textkeyword5>context-aware</textkeyword5>
    <keyword>mobile computing</keyword>
    <textkeyword5>mobile computing</textkeyword5>
    <year>2000</year>
    <author>Keith Cheverst</author>
    <author>Nigel Davies</author>
    <author>Keith Mitchell</author>
    <author>Adrian Friday</author>
    <author>Christos Efstratiou</author>
    <affiliation>Distributed Multimedia Research Group, Department of Computing, Lancaster University, Lancaster, LA14YR, U.K.</affiliation>
    <keyword>adaptive hypermedia</keyword>
  </document>
  <document>
    <docID>CHI00-004</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Measuring the allocation of control in a 6 degree-of-freedom docking experiment.


Coordination definitions and metrics are reviewed from the motor control, biomedical, and human factors literature. This paper presents an alternative measurement called the M-metric, the product of the simultaneity and efficiency of a trajectory, as a means of quantifying allocation of control within a docking task. A 6 degree-of-freedom (DOF) longitudinal virtual docking task experiment was conducted to address how control is allocated across six DOFs, how allocation of control changes with extended practice, and if differences in the allocation of control are input device dependent. The results show that operators, rather than controlling all 6 DOFs equally, allocate their control to the rotational and translational DOFs separately, and switch control between the two groups. With practice, allocation of control within the translational and rotational subsets increases at a faster rate than across all 6 DOFs together.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>input devices</textkeyword5>
    <keyword>input devices</keyword>
    <textkeyword5>trajectories</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>interaction techniques</keyword>
    <term>Measurement</term>
    <textkeyword5>coordination</textkeyword5>
    <keyword>coordination</keyword>
    <keyword>evaluation methods</keyword>
    <keyword>motor control</keyword>
    <year>2000</year>
    <author>Maurice R. Masliah</author>
    <author>Paul Milgram</author>
    <affiliation>Ergonomics in Teleoperation and Control (ETC) Lab, Department of Mechanical and Industrial Engineering, University of Toronto, Toronto, Ontario, Canada, M5S 3G8</affiliation>
    <keyword>6 degree-of-freedom control</keyword>
    <keyword>allocation of control</keyword>
    <keyword>the M-metric</keyword>
    <keyword>virtual docking task</keyword>
  </document>
  <document>
    <docID>CHI00-005</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Symmetric bimanual interaction.


We present experimental work that explores the factors governing symmetric bimanual interaction in a two-handed task that requires the user to track a pair of targets, one target with each hand. A symmetric bimanual task is a two-handed task in which each hand is assigned an identical role. In this context, we explore three main experimental factors. We vary the distance between the pair of targets to track: as the targets become further apart, visual diversion increases, forcing the user to divide attention between the two targets. We also vary the demands of the task by using both a slow and a fast tracking speed. Finally, we explore visual integration of sub-tasks: in one condition, the two targets to track are connected by a line segment which visually links the targets, while in the other condition there is no connecting line. Our results indicate that all three experimental factors affect the degree of parallelism, which we quantify using a new metric of bimanual parallelism. However, differences in tracking error between the two hands are affected only by the visual integration factor.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>affect</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <keyword>interaction techniques</keyword>
    <keyword>two-handed input</keyword>
    <author>Ken Hinckley</author>
    <author>Ravin Balakrishnan</author>
    <term>Measurement</term>
    <keyword>input</keyword>
    <keyword>symmetric interaction</keyword>
    <year>2000</year>
    <affiliation>Aliaslwavefront, 210 King Street East, Toronto, Ontario, Canada M5A 1J7 and Dept. of Computer Science, University of Toronto, Toronto, Ontario, Canada M5S 3G4</affiliation>
    <keyword>Guiard theory</keyword>
  </document>
  <document>
    <docID>CHI00-006</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Two-handed input using a PDA and a mouse.


We performed several experiments using a Personal Digital Assistant (PDA) as an input device in the non-dominant hand along with a mouse in the dominant hand. A PDA is a small hand-held palm-size computer like a 3Com Palm Pilot or a Windows CE device. These are becoming widely available and are easily connected to a PC. Results of our experiments indicate that people can accurately and quickly select among a small numbers of buttons on the PDA using the left hand without looking, and that, as predicted, performance does decrease as the number of buttons increases. Homing times to move both hands between the keyboard and devices are only about 10% to 15% slower than times to move a single hand to the mouse, suggesting that acquiring two devices does not cause a large penalty. In an application task, we found that scrolling web pages using buttons or a scroller on the PDA matched the speed of using a mouse with a conventional scroll bar, and beat the best two-handed times reported in an earlier experiment. These results will help make two-handed interactions with computers more widely available and more effective.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <author>Brad A. Myers</author>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>input devices</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>ubiquitous computing</keyword>
    <keyword>two-handed input</keyword>
    <textkeyword5>scrolling</textkeyword5>
    <keyword>PDA</keyword>
    <textkeyword5>pda</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>handheld</textkeyword5>
    <keyword>smart environments</keyword>
    <keyword>handheld computers</keyword>
    <keyword>Pebbles</keyword>
    <keyword>PalmPilot</keyword>
    <year>2000</year>
    <author>Kin Pou Lie</author>
    <author>Bo-Chieh Yang</author>
    <keyword>Windows CE</keyword>
  </document>
  <document>
    <docID>CHI00-007</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The effects of animated characters on anxiety, task performance, and evaluations of user interfaces.


Animated characters are common in user interfaces, but important questions remain about whether characters work in all situations and for all users. This experiment tested the effects of different character presentations on user anxiety, task performance, and subjective evaluations of two commerce websites. There were three character conditions (no character, a character that ignored the user, and a character that closely monitored work on the website). Users were separated into two groups that had different attitudes about accepting help from others: people with control orientations that were external (users thought that other people controlled their success) and those with internal orientations (users thought they were in control). Results showed that the effects of monitoring and individual differences in thoughts about control worked as they do in real life. Users felt more anxious when characters monitored their website work and this effect was strongest for users with an external control orientation. Monitoring characters also decreased task performance, but increased trust in website content. Results are discussed in terms of design considerations that maximize the positive influence of animated agents.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <textkeyword5>trust</textkeyword5>
    <keyword>social facilitation</keyword>
    <keyword>locus of control</keyword>
    <year>2000</year>
    <author>Raoul Rickenberg</author>
    <author>Byron Reeves</author>
    <keyword>animated characters</keyword>
    <keyword>social agents</keyword>
  </document>
  <document>
    <docID>CHI00-008</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Helper agent: designing an assistant for human-human interaction ina virtual meeting space.


This paper introduces a new application area for agents in the computer interface: the support of human-human interaction. We discuss an interface agent prototype that is designed to support human-human communication in virtual environments. The prototype interacts with users strategically during conversation, spending most of its time listening. The prototype mimics a party host, trying to find a safe common topic for guests whose conversation has lagged. We performed an experimental evaluation of the prototype's ability to assist in cross-cultural conversations. We designed the prototype to introduce safe or unsafe topics to conversation pairs, through a series of questions and suggestions. The agent made positive contributions to participants' experience of the conversation, influenced their perception of each other and of each others' national group, and even seemed to effect their style of behavior. We discuss the implications of our research for the design of social agents to support human-human interaction.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <author>Katherine Isbister</author>
    <author>Clifford Nass</author>
    <author>Toru Ishida</author>
    <keyword>cross-cultural communication</keyword>
    <author>Hideyuki Nakanishi</author>
    <keyword>human-human interaction</keyword>
    <year>2000</year>
    <affiliation>NTT Open Lab, 2-4 Hikaridai, Seika-cho, Soraku-gun, Kyoto 619-0237, JAPAN</affiliation>
    <affiliation>Department of Social Informatics, Kyoto University, Kyoto 606-8501, JAPAN</affiliation>
    <keyword>social interface agents</keyword>
    <keyword>virtual meeting place</keyword>
  </document>
  <document>
    <docID>CHI00-009</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Agents to assist in finding help.


When a novice needs help, often the best solution is to find a human expert who is capable of answering the novice's questions. But often, novices have difficulty characterizing their own questions and expertise and finding appropriate experts. Previous attempts to assist expertise location have provided matchmaking services, but leave the task of classifying knowledge and queries to be performed manually by the participants. We introduce Expert Finder, an agent that automatically classifies both novice and expert knowledge by autonomously analyzing documents created in the course of routine work. Expert Finder works in the domain of Java programming, where it relates a user's Java class usage to an independent domain model. User models are automatically generated that allow accurate matching of query to expert without either the novice or expert filling out skill questionnaires. Testing showed that automatically generated profiles matched well with experts' own evaluation of their skills, and we achieved a high rate of matching novice questions with appropriate experts.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <term>Languages</term>
    <textkeyword5>programming</textkeyword5>
    <keyword>agents</keyword>
    <term>Measurement</term>
    <author>Henry Lieberman</author>
    <textkeyword5>user models</textkeyword5>
    <year>2000</year>
    <author>Adriana Vivacqua</author>
    <keyword>Java</keyword>
    <keyword>expertise location</keyword>
    <keyword>help systems</keyword>
    <keyword>matchmaking</keyword>
  </document>
  <document>
    <docID>CHI00-010</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Lurker demographics: counting the silent.


As online groups grow in number and type, understanding lurking is becoming increasingly important. Recent reports indicate that lurkers make up over 90% of online groups, yet little is known about them.

This paper presents a demographic study of lurking in email-based discussion lists (DLs) with an emphasis on health and software-support DLs. Four primary questions are examined. One, how prevalent is lurking, and do health and software-support DLs differ? Two, how do lurking levels vary as the definition is broadened from zero posts in 12 weeks to 3 or fewer posts in 12 weeks? Three, is there a relationship between lurking and the size of the DL, and four, is there a relationship between lurking and traffic level?

When lurking is defined as no posts, the mean lurking level for all DLs is lower than the reported 90%. Health-support DLs have on average significantly fewer lurkers (46%) than software-support DLs (82%). Lurking varies widely ranging from 0 to 99%. The relationships between lurking, group size and traffic are also examined.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>email</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>health</textkeyword5>
    <keyword>email</keyword>
    <keyword>newsgroups</keyword>
    <year>2000</year>
    <keyword>lurking</keyword>
    <author>Blair Nonnecke</author>
    <author>Jenny Preece</author>
    <affiliation>Dept. of Information Systems, 1000 Hilltop Circle, Baltimore, MD</affiliation>
    <keyword>BBS</keyword>
    <keyword>demographic</keyword>
    <keyword>discussion list</keyword>
    <keyword>health-support</keyword>
    <keyword>lurker</keyword>
    <keyword>membership</keyword>
    <keyword>traffic</keyword>
  </document>
  <document>
    <docID>CHI00-011</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Talking in circles: designing a spatially-grounded audioconferencing environment.


This paper presents Talking in Circles, a multimodal audioconferencing environment whose novel design emphasizes spatial grounding with the aim of supporting naturalistic group interaction behaviors. Participants communicate primarily by speech and are represented as colored circles in a two-dimensional space. Behaviors such as subgroup conversations and social navigation are supported through circle mobility as mediated by the environment and the crowd and distance-based attenuation of the audio. The circles serve as platforms for the display of identity, presence and activity: graphics are synchronized to participants' speech to aid in speech-source identification and participants can sketch in their circle, allowing a pictorial and gestural channel to complement the audio. We note user experiences through informal studies as well as design challenges we have faced in the creation of a rich environment for computer-mediated communication.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>multimodal</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>audio</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <keyword>interaction design</keyword>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>identity</textkeyword5>
    <textkeyword5>mediated communication</textkeyword5>
    <keyword>multimodal interfaces</keyword>
    <keyword>computer-mediated communication</keyword>
    <keyword>audio</keyword>
    <keyword>media space</keyword>
    <keyword>representations</keyword>
    <textkeyword5>computer-mediated communication</textkeyword5>
    <term>Measurement</term>
    <keyword>gestures</keyword>
    <author>Judith Donath</author>
    <textkeyword5>mobility</textkeyword5>
    <keyword>social navigation</keyword>
    <keyword>speech</keyword>
    <keyword>drawing</keyword>
    <year>2000</year>
    <author>Roy Rodenstein</author>
    <keyword>multicast</keyword>
  </document>
  <document>
    <docID>CHI00-012</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Jotmail: a voicemail interface that enables you to see what was said.


Voicemail is a pervasive, but under-researched tool for workplace communication. Despite potential advantages of voicemail over email, current phone-based voicemail UIs are highly problematic for users. We present a novel, Web-based, voicemail interface, Jotmail. The design was based on data from several studies of voicemail tasks and user strategies. The GUI has two main elements: (a) personal annotations that serve as a visual analogue to underlying speech; (b) automatically derived message header information. We evaluated Jotmail in an 8-week field trial, where people used it as their only means for accessing voicemail. Jotmail was successful in supporting most key voicemail tasks, although users' electronic annotation and archiving behaviors were different from our initial predictions. Our results argue for the utility of a combination of annotation based indexing and automatically derived information, as a general technique for accessing speech archives.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>annotation</textkeyword5>
    <term>Languages</term>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <author>Richard C. Davis</author>
    <textkeyword5>email</textkeyword5>
    <keyword>empirical evaluation</keyword>
    <term>Measurement</term>
    <textkeyword5>field trial</textkeyword5>
    <author>Steve Whittaker</author>
    <keyword>annotation</keyword>
    <keyword>note-taking</keyword>
    <keyword>voicemail</keyword>
    <keyword>speech as data</keyword>
    <author>Julia Hirschberg</author>
    <keyword>asynchronous communication</keyword>
    <keyword>speech access</keyword>
    <year>2000</year>
    <author>Urs Muller</author>
    <affiliation>ATT Labs-Research, 180 Park Avenue, Florham Park, NJ</affiliation>
    <affiliation>Virtual Ink Corporation, 56 Roland St. Suite 306, Boston, MA</affiliation>
  </document>
  <document>
    <docID>CHI00-013</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Instructional interventions in computer-based tutoring: differential impact on learning time and accuracy.


We can reliably build “second generation” intelligent computer tutors that are approximately half as effective as human tutors. This paper evaluates two interface enhancements designed to improve the effectiveness of one successful second generation tutor, the ACT Programming Tutor. One enhancement employs animated feedback to make key data structure relationships salient. The second enhancement employs subgoal scaffolding to support students in developing simple programming plans. Both interventions were successful, but had very different impacts on student effort required to achieve mastery in the tutor environment and on subsequent posttest accuracy. These results represent a step forward in closing the gap between computer tutors and human tutors.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <term>Languages</term>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <term>Measurement</term>
    <keyword>animation</keyword>
    <keyword>intelligent tutoring systems</keyword>
    <author>Albert T. Corbett</author>
    <keyword>instructional interface design</keyword>
    <keyword>student modeling</keyword>
    <year>2000</year>
    <author>Holly Trask</author>
    <affiliation>American Management Systems, 12601 Fair Lakes Circle, Fairfax, VA</affiliation>
    <keyword>plan scaffolding</keyword>
  </document>
  <document>
    <docID>CHI00-014</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Keystroke level analysis of email message organization.


Organization of email messages takes an increasing amount of time for many email users. Research has demonstrated that users develop very different strategies to handle this organization. In this paper, the relationship between the different organization strategies and the time necessary to use a certain strategy is illustrated by a mathematical model based on keystroke-level analysis. The model estimates time usage for archiving and retrieving email messages for individual users. Besides explaining why users develop different strategies to organize email messages, the model can also be used to advise users individually when to start using folders, clean messages, learn the search functionality, and using filters to store messages. Similar models could assist evaluation of different interface designs where the number of items increase with time.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>search</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>email</textkeyword5>
    <term>Measurement</term>
    <keyword>users</keyword>
    <keyword>email</keyword>
    <keyword>model</keyword>
    <year>2000</year>
    <author>Olle Bälter</author>
    <affiliation>Interaction and Presentation Laboratory, Nada, Royal Institute of Technology, SE-100 44 Stockholm, Sweden</affiliation>
    <keyword>organisation of messages</keyword>
  </document>
  <document>
    <docID>CHI00-015</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Using naming time to evaluate quality predictors for model simplification.


Model simplification researchers require quality heuristics to guide simplification, and quality predictors to allow comparison of different simplification algorithms. However, there has been little evaluation of these heuristics or predictors. We present an evaluation of quality predictors. Our standard of comparison is naming time, a well established measure of recognition from cognitive psychology. Thirty participants named models of familiar objects at three levels of simplification. Results confirm that naming time is sensitive to model simplification. Correlations indicate that view-dependent image quality predictors are most effective for drastic simplifications, while view-independent three-dimensional predictors are better for more moderate simplifications.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Measurement</term>
    <author>Benjamin Watson</author>
    <year>2000</year>
    <author>Alinda Friedman</author>
    <author>Aaron McGaffey</author>
    <affiliation>Dept. Computing Science, 615 General Services Bldg., University of Alberta, Edmonton, Alberta, Canada T6G 2H1</affiliation>
    <affiliation>Dept. Psychology, University of Alberta, Edmonton, Alberta, Canada T6G 2E9</affiliation>
    <keyword>human vision</keyword>
    <keyword>image quality</keyword>
    <keyword>model simplification</keyword>
    <keyword>naming time</keyword>
    <keyword>simplification metrics</keyword>
  </document>
  <document>
    <docID>CHI00-016</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Interactive textbook and interactive Venn diagram: natural and intuitive interfaces on augmented desk system.


This paper describes two interface prototypes which we have developed on our augmented desk interface system, EnhancedDesk. The first application is Interactive Textbook, which is aimed at providing an effective learning environment. When a student opens a page which describes experiments or simulations, Interactive Textbook automatically retrieves digital contents from its database and projects them onto the desk. Interactive Textbook also allows the student hands-on ability to interact with the digital contents. The second application is the Interactive Venn Diagram, which is aimed at supporting effective information retrieval. Instead of keywords, the system uses real objects such as books or CDs as keys for retrieval. The system projects a circle around each book; data corresponding the book are then retrieved and projected inside the circle. By moving two or more circles so that the circles intersect each other, the user can compose a Venn diagram interactively on the desk. We also describe the new technologies introduced in EnhancedDesk which enable us to implement these applications.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>information retrieval</keyword>
    <keyword>augmented reality</keyword>
    <keyword>education</keyword>
    <keyword>computer vision</keyword>
    <author>Yoshinori Kobayashi</author>
    <author>Hideki Koike</author>
    <textkeyword5>information retrieval</textkeyword5>
    <year>2000</year>
    <author>Yoichi Sato</author>
    <author>Hiroaki Tobita</author>
    <author>Motoki Kobayashi</author>
    <affiliation>Graduate School of Information Systems, University of Electro-Communications, 1-5-1, Chofugaoka, Chofu, Tokyo 182-8585, Japan</affiliation>
    <affiliation>Institute of Industrial Engineering, University of Tokyo, 7-22-1, Roppongi, Minato-ku, Tokyo 106-0032, Japan</affiliation>
    <keyword>Venn diagram</keyword>
    <keyword>computer supported learning</keyword>
    <keyword>finger/hand recognition</keyword>
  </document>
  <document>
    <docID>CHI00-017</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>curlybot: designing a new class of computational toys.


We introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development — ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can record how it has been moved on any flat surface and then play back that motion accurately and repeatedly. Children can use curlybot to develop intuitions for advanced mathematical and computational concepts, like differential geometry, through play away from a traditional computer.

In our preliminary studies, we found that children learn to use curlybot quickly. They readily establish an affective and body syntonic connection with curlybot, because of its ability to remember all of the intricacies of their original gesture; every pause, acceleration, and even the shaking in their hand is recorded. Programming by example in this context makes the educational ideas implicit in the design of curlybot accessible to young children.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <keyword>children</keyword>
    <term>Performance</term>
    <term>Management</term>
    <keyword>learning</keyword>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <author>Hiroshi Ishii</author>
    <keyword>tangible interface</keyword>
    <keyword>education</keyword>
    <textkeyword5>gestures</textkeyword5>
    <keyword>toy</keyword>
    <year>2000</year>
    <author>Victor Su</author>
    <author>Phil Frei</author>
    <author>Bakhtiar Mikhak</author>
  </document>
  <document>
    <docID>CHI00-018</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>HandSCAPE: a vectorizing tape measure for on-site measuring applications.


We introduce HandSCAPE, an orientation-aware digital tape measure, as an input device for digitizing field measurements, and visualizing the volume of the resulting vectors with computer graphics. Using embedded orientation-sensing hardware, HandSCAPE captures relevant vectors on each linear measurements and transmits this data wirelessly to a remote computer in real-time. To guide us in design, we have closely studied the intended users, their tasks, and the physical workplaces to extract the needs from real worlds. In this paper, we first describe the potential utility of HandSCAPE for three on-site application areas: archeological surveys, interior design, and storage space allocation. We then describe the overall system which includes orientation sensing, vector calculation, and primitive modeling. With exploratory usage results, we conclude our paper for interface design issues and future developments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>interface design</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>input devices</textkeyword5>
    <keyword>input devices</keyword>
    <textkeyword5>sensing</textkeyword5>
    <author>Hiroshi Ishii</author>
    <keyword>tangible interface</keyword>
    <term>Measurement</term>
    <keyword>physical interaction</keyword>
    <year>2000</year>
    <author>Victor Su</author>
    <author>Jay Lee</author>
    <author>Sandia Ren</author>
    <keyword>field measurement tool</keyword>
    <keyword>on-site applications</keyword>
    <keyword>orientation-aware</keyword>
  </document>
  <document>
    <docID>CHI00-019</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Bringing order to the Web: automatically categorizing search results.


We developed a user interface that organizes Web search results into hierarchical categories. Text classification algorithms were used to automatically classify arbitrary search results into an existing category structure on-the-fly. A user study compared our new category interface with the typical ranked list interface of search results. The study showed that the category interface is superior both in objective and subjective measures. Subjects liked the category interface much better than the list interface, and they were 50% faster at finding information that was organized into categories. Organizing search results allows users to focus on items in categories of interest rather than having to browse through all the results sequentially.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>classification</keyword>
    <author>Susan Dumais</author>
    <keyword>World Wide Web</keyword>
    <term>Algorithms</term>
    <textkeyword5>search</textkeyword5>
    <term>Documentation</term>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <keyword>user interfaces</keyword>
    <term>Measurement</term>
    <keyword>user study</keyword>
    <textkeyword5>web search</textkeyword5>
    <textkeyword5>classification</textkeyword5>
    <keyword>search</keyword>
    <author>Hao Chen</author>
    <keyword>text categorization</keyword>
    <year>2000</year>
    <keyword>support vector machine</keyword>
  </document>
  <document>
    <docID>CHI00-020</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Enhancing a digital book with a reading recommender.


Digital books can significantly enhance the reading experience, providing many functions not available in printed books. In this paper we study a particular augmentation of digital books that provides readers with customized recommendations. We systematically explore the application of spreading activation over text and citation data to generate useful recommendations. Our findings reveal that for the tasks performed in our corpus, spreading activation over text is more useful than citation data. Further, fusing text and citation data via spreading activation results in the most useful recommendations. The fused spreading activation techniques outperform traditional text-based retrieval methods. Finally, we introduce a preliminary user interface for the display of recommendations from these algorithms.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>information visualization</keyword>
    <term>Algorithms</term>
    <term>Documentation</term>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <term>Measurement</term>
    <author>Ed H. Chi</author>
    <textkeyword5>recommender systems</textkeyword5>
    <keyword>bibliometrics</keyword>
    <author>Allison Woodruff</author>
    <author>Stuart K. Card</author>
    <author>James Pitkow</author>
    <year>2000</year>
    <keyword>recommendations</keyword>
    <author>Rich Gossweiler</author>
    <keyword>3D book</keyword>
    <keyword>degree of interest</keyword>
    <keyword>spreading activation</keyword>
  </document>
  <document>
    <docID>CHI00-021</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The scent of a site: a system for analyzing and predicting information scent, usage, and usability of a Web site.


Designers and researchers of users' interactions with the World Wide Web need tools that permit the rapid exploration of hypotheses about complex interactions of user goals, user behaviors, and Web site designs. We present an architecture and system for the analysis and prediction of user behavior and Web site usability. The system integrates research on human information foraging theory, a reference model of information visualization and Web data-mining techniques. The system also incorporates new methods of Web site visualization (Dome Tree, Usage Based Layouts), a new predictive modeling technique for Web site use (Web User Flow by Information Scent, WUFIS), and new Web usability metrics.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <keyword>information visualization</keyword>
    <keyword>World Wide Web</keyword>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>information visualization</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <keyword>information foraging</keyword>
    <textkeyword5>information foraging</textkeyword5>
    <term>Measurement</term>
    <author>Ed H. Chi</author>
    <author>Peter Pirolli</author>
    <keyword>usability</keyword>
    <textkeyword5>information scent</textkeyword5>
    <keyword>information scent</keyword>
    <textkeyword5>world wide web</textkeyword5>
    <keyword>data mining</keyword>
    <author>James Pitkow</author>
    <year>2000</year>
    <keyword>dome tree</keyword>
    <keyword>longest repeated subsequences</keyword>
    <keyword>usage-based layout</keyword>
  </document>
  <document>
    <docID>CHI00-022</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Browsing digital video.


Video in digital format played on programmable devices presents opportunities for significantly enhancing the user's viewing experience. For example, time compression and pause removal can shorten the viewing time for a video, textual and visual indices can allow personalized navigation through the content, and random-access digital storage allows instantaneous seeks into the content. To understand user behavior when such capabilities are available, we built a software video browsing application that combines many such features. We present results from a user study where users browsed video in six different categories: classroom lectures, conference presentations, entertainment shows, news, sports, and travel. Our results show that the most frequently used features were time compression, pause removal, and navigation using shot boundaries. Also, the behavior was different depending on the content type, and we present a classification. Finally, the users found the browser to be very useful. Two main reasons were: i) the ability to save time and ii) the feeling of control over what content they watched.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>browsing</textkeyword5>
    <keyword>digital video</keyword>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <author>Francis C. Li</author>
    <textkeyword5>video</textkeyword5>
    <keyword>video browsing</keyword>
    <author>Anoop Gupta</author>
    <author>Liwei He</author>
    <author>Elizabeth Sanocki</author>
    <keyword>time-compression</keyword>
    <term>Measurement</term>
    <textkeyword5>classification</textkeyword5>
    <textkeyword5>video browsing</textkeyword5>
    <author>Yong Rui</author>
    <year>2000</year>
    <keyword>next-generation video playback interfaces</keyword>
    <keyword>pause removal</keyword>
    <keyword>video indexing</keyword>
  </document>
  <document>
    <docID>CHI00-023</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Comparing presentation summaries: slides vs. reading vs. listening.


As more audio and video technical presentations go online, it becomes imperative to give users effective summarization and skimming tools so that they can find the presentation they want and browse through it quickly. In a previous study, we reported three automated methods for generating audio-video summaries and a user evaluation of those methods. An open question remained about how well various text/image only techniques will compare to the audio-video summarizations. This study attempts to fill that gap.

This paper reports a user study that compares four possible ways of allowing a user to skim a presentation: 1) PowerPoint slides used by the speaker during the presentation, 2) the text transcript created by professional transcribers from the presentation, 3) the transcript with important points highlighted by the speaker, and 4) a audio-video summary created by the speaker. Results show that although some text-only conditions can match the audio-video summary, users have a marginal preference for audio-video (ANOVA f=3.067, p=0.087). Furthermore, different styles of slide-authoring (e.g., detailed vs. big-points only) can have a big impact on their effectiveness as summaries, raising a dilemma for some speakers in authoring for on-demand previewing versus that for live audiences.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <term>Algorithms</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <keyword>multimedia</keyword>
    <keyword>video browsing</keyword>
    <author>Anoop Gupta</author>
    <author>Jonathan Grudin</author>
    <author>Liwei He</author>
    <author>Elizabeth Sanocki</author>
    <term>Measurement</term>
    <year>2000</year>
    <keyword>video summarization</keyword>
    <keyword>digital video library</keyword>
    <keyword>video abstraction</keyword>
    <keyword>video skim</keyword>
  </document>
  <document>
    <docID>CHI00-024</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>An interactive comic book presentation for exploring video.


This paper presents a method for generating compact pictorial summarizations of video. We developed a novel approach for selecting still images from a video suitable for summarizing the video and for providing entry points into it. Images are laid out in a compact, visually pleasing display reminiscent of a comic book or Japanese manga. Users can explore the video by interacting with the presented summary. Links from each keyframe start video playback and/or present additional detail. Captions can be added to presentation frames to include commentary or descriptions such as the minutes of a recorded meeting. We conducted a study to compare variants of our summarization technique. The study participants judged the manga summary to be significantly better than the other two conditions with respect to their suitability for summaries and navigation, and their visual appeal.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <textkeyword5>video</textkeyword5>
    <keyword>video browsing</keyword>
    <term>Measurement</term>
    <author>Gene Golovchinsky</author>
    <author>Andreas Girgensohn</author>
    <year>2000</year>
    <keyword>video summarization</keyword>
    <author>John Boreczky</author>
    <author>Shingo Uchihashi</author>
    <keyword>keyframe extraction</keyword>
  </document>
  <document>
    <docID>CHI00-025</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Face to interface: facial affect in (hu)man and machine.


Facial expression of emotion (or “facial affect”) is rapidly becoming an area of intense interest in the computer science and interaction design communities. Ironically, this interest comes at a time when the classic findings on perception of human facial affect are being challenged in the psychological research literature, largely on methodological grounds. This paper presents two studies on perception of facial affect. Experiment 1 provides new data on the recognition of human facial expressions, using experimental methods and analyses designed to systematically address the criticisms and help resolve this controversy. Experiment 2 is a user study on affect in a prototype robot face; the results are compared to the human data of Experiment 1. Together they provide a demonstration of how basic and more applied research can mutually contribute to this rapidly developing field.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>affect</textkeyword5>
    <keyword>emotion</keyword>
    <textkeyword5>emotion</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <affiliation>Interval Research Corporation, 1801 Page Mill Road, Palo Alto, CA</affiliation>
    <textkeyword5>interaction design</textkeyword5>
    <term>Measurement</term>
    <author>Diane J. Schiano</author>
    <keyword>affect</keyword>
    <keyword>affective computing</keyword>
    <author>Sheryl M. Ehrlich</author>
    <author>Kyle Sheridan</author>
    <keyword>face</keyword>
    <keyword>facial affect</keyword>
    <keyword>facial expression of emotion</keyword>
    <keyword>nonverbal communication</keyword>
    <year>2000</year>
    <author>Krisnawan Rahardja</author>
  </document>
  <document>
    <docID>CHI00-026</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Hedonic and ergonomic quality aspects determine a software's appeal.


The present study examines the role of subjectively perceived ergonomic quality (e.g. simplicity, controllability) and hedonic quality (e.g. novelty, originality) of a software system in forming a judgement of appeal. A hypothesised research model is presented. The two main research question are: (1) Are ergonomic and hedonic quality subjectively different quality aspects that can be independently perceived by the users? and (2) Is the judgement of appeal formed by combining and weighting ergonomic and hedonic quality and which weights are assigned?

The results suggest that both quality aspects can be independently perceived by users. Moreover, they almost equally contributed to the appeal of the tested software prototypes. A simple averaging model implies that both quality aspects will compensate each other.

Limitations and practical implication of the results are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Measurement</term>
    <author>Marc Hassenzahl</author>
    <year>2000</year>
    <author>Axel Platz</author>
    <author>Michael Burmester</author>
    <author>Katrin Lehner</author>
    <affiliation>Corporate Technology - User Interface Design, Siemens AG, 81730 Munich, Germany</affiliation>
    <keyword>emotional usability</keyword>
    <keyword>hedonic components</keyword>
    <keyword>joy of use</keyword>
    <keyword>perceived software quality</keyword>
  </document>
  <document>
    <docID>CHI00-027</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Alternatives: exploring information appliances through conceptual design proposals.


As a way of mapping a design space for a project on information appliances, we produced a workbook describing about twenty conceptual design proposals. On the one hand, they serve as suggestions that digital devices might embody values apart from those traditionally associated with functionality and usefulness. On the other, they are examples of research through design, balancing concreteness with openness to spur the imagination, and using multiplicity to allow the emergence of a new design space. Here we describe them both in terms of content and process, discussing first the values they address and then how they were crafted to encourage a broad discussion with our partners that could inform future stages of design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>design research</keyword>
    <affiliation>The Royal College of Art, London, UK</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <keyword>home</keyword>
    <year>2000</year>
    <author>Bill Gaver</author>
    <author>Heather Martin</author>
    <keyword>conceptual design</keyword>
    <keyword>information appliances</keyword>
  </document>
  <document>
    <docID>CHI00-028</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>An observational study of how objects support engineering design thinking and communication: implications for the design of tangible media.


There has been an increasing interest in objects within the HCI field particularly with a view to designing tangible interfaces. However, little is known about how people make sense of objects and how objects support thinking. This paper presents a study of groups of engineers using physical objects to prototype designs, and articulates the roles that physical objects play in supporting their design thinking and communications. The study finds that design thinking is heavily dependent upon physical objects, that designers are active and opportunistic in seeking out physical props and that the interpretation and use of an object depends heavily on the activity. The paper discusses the trade-offs that designers make between speed and accuracy of models, and specificity and generality in choice of representations. Implications for design of tangible interfaces are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>user models</keyword>
    <textkeyword5>communication</textkeyword5>
    <keyword>interaction design</keyword>
    <keyword>cognitive models</keyword>
    <textkeyword5>tangible interface</textkeyword5>
    <keyword>augmented reality</keyword>
    <keyword>tangible media</keyword>
    <author>Margot Brereton</author>
    <year>2000</year>
    <keyword>design thinking</keyword>
    <author>Ben McGarry</author>
    <affiliation>Department of Computer Science and Electrical Engineering, University of Queensland, Brisbane, QLD 4072 Australia</affiliation>
  </document>
  <document>
    <docID>CHI00-029</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Tagged handles: merging discrete and continuous manual control.


Discrete and continuous modes of manual control are fundamentally different: buttons select or change state, while handles persistently modulate an analog parameter. User interfaces for many electronically aided tasks afford only one of these modes when both are needed. We describe an integration of two kinds of physical interfaces (tagged objects and force feedback) that enables seamless execution of such multimodal tasks while applying the benefits of physicality; and demonstrate application scenarios with conceptual and engineering prototypes. Our emphasis is on sharing insights gained in a design case study, including expert user reactions.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>multimodal</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>sharing</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <affiliation>Interval Research Corporation, 1801 Page Mill Road, Palo Alto, CA</affiliation>
    <textkeyword5>feedback</textkeyword5>
    <keyword>haptic</keyword>
    <keyword>tangible</keyword>
    <textkeyword5>force feedback</textkeyword5>
    <author>Scott S. Snibbe</author>
    <keyword>design process</keyword>
    <author>Karon E. MacLean</author>
    <keyword>force feedback</keyword>
    <keyword>tools</keyword>
    <year>2000</year>
    <author>Golan Levin</author>
    <keyword>container</keyword>
    <keyword>continuous</keyword>
    <keyword>discrete</keyword>
    <keyword>tagged object</keyword>
    <keyword>token</keyword>
  </document>
  <document>
    <docID>CHI00-030</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Traversable interfaces between real and virtual worlds.


Traversable interfaces establish the illusion that virtual and physical worlds are joined together and that users can physically cross from one to the other. Our design for a traversable interface combines work on tele-embodiment, mixed reality boundaries and virtual environments. It also exploits non-solid projection surfaces, of which we describe four examples. Our design accommodates the perspectives of users who traverse the interface and also observers who are present in the connected physical and virtual worlds, an important consideration for performance and entertainment applications. A demonstrator supports encounters between members of our laboratory and remote visitors.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>virtual environments</textkeyword5>
    <keyword>augmented reality</keyword>
    <textkeyword5>virtual worlds</textkeyword5>
    <keyword>virtual environments</keyword>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Boriana Koleva</author>
    <author>Holger Schnädelbach</author>
    <author>Chris Greenhalgh</author>
    <author>Steve Benford</author>
    <keyword>telepresence</keyword>
    <textkeyword5>mixed reality</textkeyword5>
    <keyword>mixed reality</keyword>
    <year>2000</year>
    <keyword>tele-embodiment</keyword>
  </document>
  <document>
    <docID>CHI00-031</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Tradeoffs in displaying peripheral information.


Peripheral information is information that is not central to a person's current task, but provides the person the opportunity to learn more, to do a better job, or to keep track of less important tasks. Though peripheral information displays are ubiquitous, they have been rarely studied. For computer users, a common peripheral display is a scrolling text display that provides announcements, sports scores, stock prices, or other news. In this paper, we investigate how to design peripheral displays so that they provide the most information while having the least impact on the user's performance on the main task. We report a series of experiments on scrolling displays aimed at examining tradeoffs between distraction of scrolling motion and memorability of information displayed. Overall, we found that continuously scrolling displays are more distracting than displays that start and stop, but information in both is remembered equally well. These results are summarized in a set of design recommendations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>user interface design</keyword>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>scrolling</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>peripheral displays</textkeyword5>
    <year>2000</year>
    <author>Paul P. Maglio</author>
    <author>Christopher S. Campbell</author>
    <keyword>dual-task tradeoffs</keyword>
    <keyword>peripheral information</keyword>
  </document>
  <document>
    <docID>CHI00-032</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The impact of fluid documents on reading and browsing: an observational study.


Fluid Documents incorporate additional information into a page by adjusting typography using interactive animation. One application is to support hypertext browsing by providing glosses for link anchors. This paper describes an observational study of the impact of Fluid Documents on reading and browsing. The study involved six conditions that differ along several dimensions, including the degree of typographic adjustment and the distance glosses are placed from anchors. Six subjects read and answered questions about two hypertext corpora while being monitored by an eyetracker. The eyetracking data revealed no substantial differenccs in eye behavior between conditions. Gloss placement was significant: subjects required less time to use nearby glosses. Finally, the reaction to the conditions was highly varied, with several conditions receiving both a best and worst rating on the subjective questionnaires. These results suggest implications for the design of dynamic reading environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>eye tracking</textkeyword5>
    <textkeyword5>animation</textkeyword5>
    <keyword>eye tracking</keyword>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <term>Measurement</term>
    <keyword>focus+context</keyword>
    <year>2000</year>
    <author>Polle T. Zellweger</author>
    <author>Susan Harkness Regli</author>
    <author>Jock D. Mackinlay</author>
    <author>Bay-Wei Chang</author>
    <affiliation>Baker Hall 259, Carnegie Mellon University, 5000 Forbes Ave. Pittsburgh, PA and Xerox PARC, 3333 Coyote Hill Road, Palo Alto, CA</affiliation>
    <keyword>fluid documents</keyword>
    <keyword>fluid user interfaces</keyword>
    <keyword>hypertext navigation</keyword>
    <keyword>on-line reading</keyword>
    <keyword>studies of dynamic user interfaces</keyword>
  </document>
  <document>
    <docID>CHI00-033</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Effects of contextual navigation aids on browsing diverse Web systems.


In spite of the radical enhancement of web technologies, many users still continue to experience severe difficulties in navigating web systems. One way to reduce the navigation difficulties is to provide context information that explains the current situation of users in the web systems. In this study, we empirically examined the effects of two types of context information, namely, structural and temporal context. In the experiment, we evaluated the effectiveness of the contextual navigation aids in two different types of web systems: an electronic commerce system and a content dissemination system. In our experiment, subjects performed several browsing tasks and answered a set of post-questionnaires. The results of the experiment reveal that the two types of contextual navigation aids significantly improved the performance of browsing tasks regardless of different web systems. Moreover, context information changed the users' navigation patterns, and increased their subjective ease of navigation. This study concludes with implications for understanding the users' browsing patterns and for developing effective navigation systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>browsing</textkeyword5>
    <keyword>navigation</keyword>
    <keyword>browsing</keyword>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <term>Measurement</term>
    <keyword>context information</keyword>
    <keyword>hypertext</keyword>
    <author>Jinwoo Kim</author>
    <year>2000</year>
    <author>Joonah Park</author>
    <affiliation>Human Computer Interaction Lab, Department of Cognitive Science, Yonsei University, Seoul, 120-749, Korea</affiliation>
    <keyword>Web systems</keyword>
    <keyword>structure</keyword>
  </document>
  <document>
    <docID>CHI00-034</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Interacting with eye movements in virtual environments.


Eye movement-based interaction offers the potential of easy, natural, and fast ways of interacting in virtual environments. However, there is little empirical evidence about the advantages or disadvantages of this approach. We developed a new interaction technique for eye movement interaction in a virtual environment and compared it to more conventional 3-D pointing. We conducted an experiment to compare performance of the two interaction types and to assess their impacts on spatial memory of subjects and to explore subjects' satisfaction with the two types of interactions. We found that the eye movement-based interaction was faster than pointing, especially for distant objects. However, subjects' ability to recall spatial information was weaker in the eye condition than the pointing one. Subjects reported equal satisfaction with both types of interactions, despite the technology limitations of current eye tracking equipment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>eye tracking</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <keyword>eye tracking</keyword>
    <textkeyword5>eye movements</textkeyword5>
    <keyword>virtual environments</keyword>
    <keyword>interaction techniques</keyword>
    <keyword>eye movements</keyword>
    <term>Measurement</term>
    <textkeyword5>memory</textkeyword5>
    <author>Robert J.K. Jacob</author>
    <textkeyword5>spatial memory</textkeyword5>
    <year>2000</year>
    <author>Vildan Tanriverdi</author>
    <affiliation>Department of Electrical Engineering and Computer Science, Tufts University, Medford, MA</affiliation>
    <keyword>Polhemus tracker</keyword>
  </document>
  <document>
    <docID>CHI00-035</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Intelligent gaze-added interfaces.


We discuss a novel type of interface, the intelligent gaze-added interface, and describe the design and evaluation of a sample gaze-added operating-system interface. Gaze-added interfaces, like current gaze-based systems, allow users to execute commands using their eyes. However, while most gaze-based systems replace the functionality of other inputs with that of gaze, gaze-added interfaces simply add gaze functionality that the user can employ if and when desired. Intelligent gaze-added interfaces utilize a probabilistic algorithm and user model to interpret gaze focus and alleviate typical problems with eye-taking data. We extended a standard WIMP operating-system interface into a new interface, IGO, that incorporates intelligent gaze-added input. In a user study, we found that users quickly adapted to the new interface and utilized gaze effectively both alone and with other inputs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <keyword>user models</keyword>
    <author>John R. Anderson</author>
    <textkeyword5>gaze</textkeyword5>
    <author>Dario D. Salvucci</author>
    <keyword>eye movements</keyword>
    <term>Measurement</term>
    <textkeyword5>user models</textkeyword5>
    <keyword>intelligent interfaces</keyword>
    <year>2000</year>
    <affiliation>Cambridge Basic Research, Four Cambridge Center, Cambridge, MA</affiliation>
    <keyword>gaze-added interfaces</keyword>
    <keyword>gaze-based interfaces</keyword>
  </document>
  <document>
    <docID>CHI00-036</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Evaluation of eye gaze interaction.


Eye gaze interaction can provide a convenient and natural addition to user-computer dialogues. We have previously reported on our interaction techniques using eye gaze [10]. While our techniques seemed useful in demonstration, we now investigate their strengths and weaknesses in a controlled setting. In this paper, we present two experiments that compare an interaction technique we developed for object selection based on a where a person is looking with the most commonly used selection method using a mouse. We find that our eye gaze interaction technique is faster than selection with a mouse. The results show that our algorithm, which makes use of knowledge about how the eyes behave, preserves the natural quickness of the eye. Eye gaze interaction is a reasonable addition to computer interaction and is convenient in situations where it is important to use the hands for other tasks. It is particularly beneficial for the larger screen workspaces and virtual environments of the future, and it will become increasingly practical as eye tracker technology matures.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Algorithms</term>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>selection</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <keyword>eye tracking</keyword>
    <textkeyword5>gaze</textkeyword5>
    <keyword>interaction techniques</keyword>
    <keyword>eye movements</keyword>
    <keyword>user interfaces</keyword>
    <term>Measurement</term>
    <author>Robert J.K. Jacob</author>
    <year>2000</year>
    <author>Linda E. Sibert</author>
    <affiliation>Human-Computer Interaction Lab, NCARAI, Naval Research Laboratory, Washington DC</affiliation>
    <affiliation>Department of Electrical Engineering &amp; Computer Science, Tufts University, Medford, MA</affiliation>
  </document>
  <document>
    <docID>CHI00-037</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Enriching buyers' experiences: the SmartClient approach.


In electronic commerce, a satisfying buyer experience is a key competitive element. We show new techniques for better adapting interaction with an electronic catalog system to actual buying behavior. Our model replaces the sequential separation of needs identification and product brokering with a conversation in which both processes occur simultaneously. This conversation supports the buyer in formulating his or her needs, and in deciding which criteria to apply in selecting a product to buy. We have experimented with this approach in the area of travel planning and developed a system called SmartClient Travel which supports this process. It includes tools for need identification, visualization of alternatives, and choosing the most suitable one. We describe the system and its implementation, and report on user studies showing its advantages for electronic catalogs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>visualization</textkeyword5>
    <author>Pearl Pu</author>
    <author>Boi Faltings</author>
    <year>2000</year>
    <affiliation>Ergonomics of Intelligent Systems, ISR/DMT, Swiss Institute of Technology Lausanne, CH-1015 Ecublens EPFL, Switzerland</affiliation>
    <affiliation>Artificial Intelligence Laboratory, Computer Science Department, Swiss Insitute of Technology Lausanne, CH-1015 Ecublens EPFL, Switzerland</affiliation>
    <keyword>client-server architecture</keyword>
    <keyword>constraint solver</keyword>
    <keyword>eCommerce</keyword>
    <keyword>on-line travel planning systems</keyword>
    <keyword>visual overview</keyword>
  </document>
  <document>
    <docID>CHI00-038</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Quality is inthe eye of the beholder: meeting users' requirements for Internet quality of service.


Growing usage and diversity of applications on the Internet makes Quality of Service (QoS) increasingly critical [15]. To date, the majority of research on QoS is systems oriented, focusing on traffic analysis, scheduling, and routing. Relatively minor attention has been paid to user-level QoS issues. It is not yet known how objective system quality relates to users' subjective perceptions of quality. This paper presents the results of quantitative experiments that establish a mapping between objective and perceived QoS in the context of Internet commerce. We also conducted focus groups to determine how contextual factors influence users' perceptions of QoS. We show that, while users' perceptions of World Wide Web QoS are influenced by a number of contextual factors, it is possible to correlate objective measures of QoS with subjective judgements made by users, and therefore influence system design. We argue that only by integrating users' requirements for QoS into system design can the utility of the future Internet be maximized.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>HP Labs, Palo Alto, CA, USA</affiliation>
    <author>Allan Kuchinsky</author>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <term>Measurement</term>
    <keyword>Internet</keyword>
    <affiliation>University College London, London, United Kingdom</affiliation>
    <textkeyword5>world wide web</textkeyword5>
    <keyword>quality of service</keyword>
    <year>2000</year>
    <author>Anna Bouch</author>
    <author>Nina Bhatti</author>
    <keyword>user perception</keyword>
  </document>
  <document>
    <docID>CHI00-039</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>What makes Internet users visit cyber stores again? key design factors for customer loyalty.


Retaining customer loyalty is crucial in electronic commerce because the value of an Internet store is largely determined by the number of its loyal customers. This paper proposes a multi-phased model of customer loyalty for Internet shopping, which fully takes the characteristics of the Internet and cyber shopping into consideration. In order to validate the model, we conducted a web-based survey of the customers of various Internet stores, and the data was processed using structural equation analysis. The results indicate that several factors can effectively increase customer loyalty towards an Internet store and that the relative importance of the identified factors varies according to the level of involvement with the product purchased through the store. We suggest several managerial implications in developing Internet stores for higher customer loyalty based on these results.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>trust</keyword>
    <term>Measurement</term>
    <textkeyword5>survey</textkeyword5>
    <author>Jinwoo Kim</author>
    <year>2000</year>
    <author>Jungwon Lee</author>
    <author>Jae Yun Moon</author>
    <affiliation>Human Computer Interaction Lab, Yonsei University, Seoul, Korea</affiliation>
    <affiliation>Information Systems Department, New York University</affiliation>
    <keyword>Internet shopping</keyword>
    <keyword>customer interface</keyword>
    <keyword>customer loyalty</keyword>
    <keyword>electronic commerce</keyword>
    <keyword>involvement</keyword>
    <keyword>transaction cost</keyword>
  </document>
  <document>
    <docID>CHI00-040</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Speak out and annoy someone: experience with intelligent kiosks.


An intelligent kiosk is a public information kiosk that senses the presence of humans and communicates in a natural way. To examine issues of human-kiosk interaction, we have built and deployed two versions of intelligent kiosks. The first kiosk design combines machine vision to locate and track people in the vicinity with an animated talking head that focuses on clients and talks to them. The second kiosk design uses infrared and sonar sensors to sense clients and multiple interacting agents to communicate with the client.

The foremost lessons learned from public trials include (1) people are attracted to an animated face that watches them, (2) small mobile agents interact better with kiosk content than a single fixed face, (3) speaker-independent speech recognition is only useful in targeted applications, and (4) the quality of the content on the kiosk strongly influences the client's evaluation of the quality of the technology.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>speech recognition</textkeyword5>
    <term>Performance</term>
    <keyword>speech recognition</keyword>
    <term>Management</term>
    <textkeyword5>agents</textkeyword5>
    <keyword>user interface design</keyword>
    <term>Languages</term>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>sensors</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <year>2000</year>
    <author>Andrew D. Christian</author>
    <author>Brian L. Avery</author>
    <affiliation>Cambridge Research Laboratory, Compaq Computer Corporation, One Kendall Square, Building 700, Cambridge, MA</affiliation>
    <keyword>information display</keyword>
    <keyword>machine vision</keyword>
    <keyword>public kiosk</keyword>
    <keyword>talking avatar</keyword>
  </document>
  <document>
    <docID>CHI00-041</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The effect of task conditions on the comprehensibility of synthetic speech.


A study was conducted with 78 subjects to evaluate the comprehensibility of synthetic speech for various tasks ranging from short, simple e-mail messages to longer news articles on mostly obscure topics. Comprehension accuracy for each subject was measured for synthetic speech and for recorded human speech. Half the subjects were allowed to take notes while listening, the other half were not. Findings show that there was no significant difference in comprehension of synthetic speech among the five different text-to-speech engines used. Those subjects that did not take notes performed significantly worse for all synthetic voice tasks when compared to recorded speech tasks. Performance for synthetic speech in the non note-taking condition degraded as the task got longer and more complex. When taking notes, subjects also did significantly worse within the synthetic voice condition averaged across all six tasks. However, average performance scores for the last three tasks in this condition show comparable results for human and synthetic speech, reflective of a training effect.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <term>Management</term>
    <term>Languages</term>
    <textkeyword5>note-taking</textkeyword5>
    <term>Measurement</term>
    <keyword>user study</keyword>
    <affiliation>Rice University, Houston, TX, USA</affiliation>
    <author>Jennifer Lai</author>
    <keyword>comprehension</keyword>
    <keyword>TTS (text-to-speech)</keyword>
    <year>2000</year>
    <author>David Wood</author>
    <author>Michael Considine</author>
    <keyword>synthetic speech</keyword>
  </document>
  <document>
    <docID>CHI00-042</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Does computer-generatedspeech manifest personality? an experimental test of similarity-attraction.


This study examines whether people would interpret and respond to paralinguistic personality cues in computer-generated speech in the same way as they do human speech. Participants used a book-buying website and heard five book reviews in a 2 (synthesized voice personality: extrovert vs. introvert) by 2 (participant personality: extrovert vs. introvert) balanced, between-subjects experiment. Participants accurately recognized personality cues in TTS and showed strong similarity-attraction effects. Although the content was the same for all participants, when the personality of the computer voice matched their own personality: 1) participants regarded the computer voice as more attractive, credible, and informative; 2) the book review was evaluated more positively; 3) the reviewer was more attractive and credible; and 4) participants were more likely to buy the book. Match of user voice characteristics with TTS had no effect, confirming the social nature of the interaction. We discuss implications for HCI theory and design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>theory</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Languages</term>
    <textkeyword5>experiment</textkeyword5>
    <keyword>user interfaces</keyword>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <author>Clifford Nass</author>
    <keyword>personality</keyword>
    <keyword>CASA (computers are social actors)</keyword>
    <author>Kwan Min Lee</author>
    <keyword>TTS (text-to-speech)</keyword>
    <year>2000</year>
    <keyword>similarity-attraction effect</keyword>
  </document>
  <document>
    <docID>CHI00-043</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>A toolkit for strategic usability: results from workshops, panels, and surveys.


This paper describes the organizational approaches and usability methodologies considered by HCI professionals to increase the strategic impact of usability research within companies. We collected the data from 134 HCI professionals at three conferences: CHI 98, CHI 99, and the Usability Professionals' Association 1999 conference. The results are the first steps towards a toolkit for the usability community that can help HCI practitioners learn from the experiences of others in similar situations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>organizational change</keyword>
    <textkeyword5>hci</textkeyword5>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>toolkits</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>community</textkeyword5>
    <keyword>methodology</keyword>
    <keyword>usability</keyword>
    <keyword>HCI professionals</keyword>
    <year>2000</year>
    <author>Stephanie Rosenbaum</author>
    <author>Janice Anne Rohn</author>
    <author>Judee Humburg</author>
    <affiliation>Tec-Ed, Inc., P.O. Box 1905, Ann Arbor, MI</affiliation>
    <affiliation>User Experience, Siebel Systems, Inc., 1855 South Grant Street, San Mateo, CA</affiliation>
    <affiliation>JL Humburg Associates, 480 Lytton Avenue, Suite 7, Palo Alto, CA</affiliation>
    <keyword>corporate planning</keyword>
    <keyword>strategic usability</keyword>
  </document>
  <document>
    <docID>CHI00-044</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Measuring usability: are effectiveness, efficiency, and satisfaction really correlated?


Usability comprises the aspects effectiveness, efficiency, and satisfaction. The correlations between these aspects are not well understood for complex tasks. We present data from an experiment where 87 subjects solved 20 information retrieval tasks concerning programming problems. The correlation between efficiency, as indicated by task completion time, and effectiveness, as indicated by quality of solution, was negligible. Generally, the correlations among the usability aspects depend in a complex way on the application domain, the user's experience, and the use context. Going through three years of CHI Proceedings, we find that 11 out of 19 experimental studies involving complex tasks account for only one or two aspects of usability. When these studies make claims concerning overall usability, they rely on risky assumptions about correlations between usability aspects. Unless domain specific studies suggest otherwise, effectiveness, efficiency, and satisfaction should be considered independent aspect of usability and all be included in usability testing.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <keyword>information retrieval</keyword>
    <textkeyword5>usability testing</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>efficiency</keyword>
    <term>Measurement</term>
    <keyword>user study</keyword>
    <keyword>usability testing</keyword>
    <author>Kasper Hornbæk</author>
    <affiliation>University of Copenhagen, Copenhagen, Denmark</affiliation>
    <author>Morten Hertzum</author>
    <textkeyword5>information retrieval</textkeyword5>
    <author>Erik Frøkjær</author>
    <keyword>usability measures</keyword>
    <keyword>effectiveness</keyword>
    <year>2000</year>
    <affiliation>Centre for Human-Machine Interaction, Risø National Laboratory, Roskilde, Denmark</affiliation>
    <keyword>satisfaction</keyword>
  </document>
  <document>
    <docID>CHI00-045</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The streamlined cognitive walkthrough method, working around social constraints encountered in a software development company.


The cognitive walkthrough method described by Wharton et al. may be difficult to apply in a large software development company because of social constraints that exist in such companies. Managers, developers, and other team members are pressured for time, tend to lapse into lengthy design discussions, and are sometimes defensive about their user-interface designs. By enforcing four ground rules, explicitly defusing defensiveness, and streamlining the cognitive walkthrough method and data collection procedures, these social constraints can be overcome, and useful, valid data can be obtained. This paper describes a modified cognitive walkthrough process that accomplishes these goals, and has been applied in a large software development company.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <term>Measurement</term>
    <keyword>usability inspection</keyword>
    <keyword>cognitive walkthrough</keyword>
    <year>2000</year>
    <author>Rick Spencer</author>
  </document>
  <document>
    <docID>CHI00-046</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Visual similarity of pen gestures.


Pen-based user interfaces are becoming ever more popular. Gestures (i.e., marks made with a pen to invoke a command) are a valuable aspect of pen-based UIs, but they also have drawbacks. The challenge in designing good gestures is to make them easy for people to learn and remember. With the goal of better gesture design, we performed a pair of experiments to determine why users find gestures similar. From these experiments, we have derived a computational model for predicting perceived gesture similarity that correlates 0.56 with observation. We will incorporate the results of these experiments into a gesture design tool, which will aid the pen-based UI designer in creating gesture sets that are easier to learn and more memorable.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>similarity</keyword>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <author>James A. Landay</author>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>pen</textkeyword5>
    <term>Measurement</term>
    <keyword>pen-based user interfaces</keyword>
    <author>Lawrence A. Rowe</author>
    <textkeyword5>pen-based user interfaces</textkeyword5>
    <keyword>multi-dimensional scaling</keyword>
    <keyword>pen gestures</keyword>
    <author>A. Chris Long</author>
    <keyword>perception</keyword>
    <year>2000</year>
    <author>Joseph Michiels</author>
  </document>
  <document>
    <docID>CHI00-047</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Providing integrated toolkit-level support for ambiguity in recognition-based interfaces.


Interfaces based on recognition technologies are used extensively in both the commercial and research worlds. But recognizers are still error-prone, and this results in human performance problems, brittle dialogues, and other barriers to acceptance and utility of recognition systems. Interface techniques specialized to recognition systems can help reduce the burden of recognition errors, but building these interfaces depends on knowledge about the ambiguity inherent in recognition. We have extended a user interface toolkit in order to model and to provide structured support for ambiguity at the input event level. This makes it possible to build re-usable interface components for resolving ambiguity and dealing with recognition errors. These interfaces can help to reduce the negative effects of recognition errors. By providing these components at a toolkit level, we make it easier for application writers to provide good support for error handling. Further, with this robust support, we are able to explore new types of interfaces for resolving a more varied range of ambiguity.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <keyword>recognition errors</keyword>
    <term>Performance</term>
    <keyword>speech recognition</keyword>
    <term>Management</term>
    <term>Languages</term>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <keyword>toolkits</keyword>
    <author>Gregory D. Abowd</author>
    <textkeyword5>toolkits</textkeyword5>
    <keyword>interaction techniques</keyword>
    <author>Scott E. Hudson</author>
    <textkeyword5>ambiguity</textkeyword5>
    <author>Jennifer Mankoff</author>
    <keyword>pen-based interfaces</keyword>
    <year>2000</year>
    <keyword>ambiguous input</keyword>
    <keyword>input models</keyword>
    <keyword>recognition-based interfaces</keyword>
  </document>
  <document>
    <docID>CHI00-048</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Programming and enjoying music with your eyes closed.


Design and user evaluation of a multimodal interaction style for music programming is described. User requirements were instant usability and optional use of a visual display. The interaction style consists of a visual roller metaphor. User control of the rollers proceeds by manipulating a force feedback trackball. Tactual and auditory cues strengthen the roller impression and support use without a visual display. The evaluation investigated task performance and procedural learning when performing music programming tasks with and without a visual display. No procedural instructions were provided. Tasks could be completed successfully with and without a visual display, though programming without a display needed more time to complete. Prior experience with a visual display did not improve performance without a visual display. When working without a display, procedures have to be acquired and remembered explicitly, as more procedures were remembered after working without a visual display. It is demonstrated that multimodality provides new ways to interact with music.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>multimodal</textkeyword5>
    <keyword>multimodal interaction</keyword>
    <textkeyword5>multimodal interaction</textkeyword5>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>music</textkeyword5>
    <textkeyword5>force feedback</textkeyword5>
    <keyword>non-visual interaction</keyword>
    <affiliation>Philips Research, Eindhoven, Netherlands</affiliation>
    <keyword>user evaluation</keyword>
    <keyword>interface design</keyword>
    <year>2000</year>
    <author>Steffen Pauws</author>
    <author>Don Bouwhuis</author>
    <author>Berry Eggen</author>
    <affiliation>IPO, Center for User-System Interaction, Den Dolech 2, 5600 MB Eindhoven, the Netherlands</affiliation>
    <keyword>interactive music system</keyword>
  </document>
  <document>
    <docID>CHI00-049</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Presenting to local and remote audiences: design and use of the TELEP system.


The current generation of desktop computers and networks are bringing streaming audio and video into widespread use. A small investment allows presentations or lectures to be multicast, enabling passive viewing from offices or rooms. We surveyed experienced viewers of multicast presentations and designed a lightweight system that creates greater awareness in the presentation room of remote viewers and allows remote viewers to interact with each other and the speaker. We report on the design, use, and modification of the system, and discuss design tradeoffs.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <author>Anoop Gupta</author>
    <author>Jonathan Grudin</author>
    <author>Gavin Jancke</author>
    <year>2000</year>
    <keyword>streaming media</keyword>
    <keyword>tele-presentation</keyword>
  </document>
  <document>
    <docID>CHI00-050</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Coming to the wrong decision quickly: why awareness tools must be matched with appropriate tasks.


This paper presents an awareness tool designed to help distributed, asynchronous groups solve problems quickly. Using a lab study, it was found that groups that used the awareness tool tended to converge and agree upon a solution more quickly. However, it was also found that individuals who did not use the awareness tool got closer to the correct solution. Implications for the design of awareness tools are discussed, with particular attention paid to the importance of matching the features of an awareness tool with a workgroup's tasks and goals.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <term>Measurement</term>
    <author>Robert E. Kraut</author>
    <keyword>distributed work</keyword>
    <author>J. J. Cadiz</author>
    <year>2000</year>
    <author>Alberto Espinosa</author>
    <author>Luis Rico-Gutierrez</author>
    <author>William Scherlis</author>
    <author>Glenn Lautenbacher</author>
    <affiliation>School of Information Science, University of Pittsburgh, Pittsburgh, PA</affiliation>
    <keyword>asynchronous work</keyword>
    <keyword>awareness devices</keyword>
    <keyword>task awareness</keyword>
    <keyword>workgroups</keyword>
  </document>
  <document>
    <docID>CHI00-051</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Gaze communication using semantically consistent spaces.


This paper presents a design for a user interface that supports improved gaze communication in multi-point video conferencing. We set out to use traditional computer displays to mediate the gaze of remote participants in a realistic manner. Previous approaches typically assume immersive displays, and use live video to animate avatars in a shared 3D virtual world. This shared world is then rendered from the viewpoint of the appropriate avatar to yield the required views of the virtual meeting. We show why such views of a shared space do not convey gaze information realistically when using traditional computer displays. We describe a new approach that uses a different arrangement of the avatars for each participant in order to preserve the semantic significance of gaze. We present a design process for arranging these avatars. Finally, we demonstrate the effectiveness of the new interface with experimental results.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>design process</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <keyword>gaze</keyword>
    <term>Measurement</term>
    <keyword>animation</keyword>
    <keyword>avatars</keyword>
    <textkeyword5>avatars</textkeyword5>
    <textkeyword5>video conferencing</textkeyword5>
    <year>2000</year>
    <author>Michael J. Taylor</author>
    <author>Simon M. Rowe</author>
    <affiliation>Canon Research Centre Europe, Guildford GU2 5YJ, UK</affiliation>
    <keyword>videophones</keyword>
    <keyword>virtual meeting</keyword>
  </document>
  <document>
    <docID>CHI00-052</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Eye-hand co-ordination with force feedback.


The term Eye-hand co-ordination refers to hand movements controlled with visual feedback and reinforced by hand contact with objects. A correct perspective view of a virtual environment enables normal eye-hand co-ordination skills to be applied. But is it necessary for rapid interaction with 3D objects? A study of rapid hand movements is reported using an apparatus designed so that the user can touch a virtual object in the same place where he or she sees it. A Fitts tapping task is used to assess the effect of both contact with virtual objects and real-time update of the centre of perspective based on the user's actual eye position. A Polhemus tracker is used to measure the user's head position and from this estimate their eye position. In half of the conditions, head tracked perspective is employed so that visual feedback is accurate while in the other half a fixed eye-position is assumed. A Phantom force feedback device is used to make it possible to touch the targets in selected conditions. Subjects were required to change their viewing position periodically to assess the importance of correct perspective and of touching the targets in maintaining eye-hand co-ordination, The results show that accurate perspective improves performance by an average of 9% and contact improves it a further 12%. A more detailed analysis shows the advantages of head tracking to be greater for whole arm movements in comparison with movements from the elbow.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>interaction techniques</keyword>
    <textkeyword5>feedback</textkeyword5>
    <keyword>3D interfaces</keyword>
    <term>Measurement</term>
    <keyword>haptic</keyword>
    <textkeyword5>force feedback</textkeyword5>
    <keyword>force feedback</keyword>
    <year>2000</year>
    <author>Roland Arsenault</author>
    <author>Colin Ware</author>
    <affiliation>Faculty of Computer Science, University of New Brunswick, Fredericton, New Brunswick, Canada E3B 5A3</affiliation>
  </document>
  <document>
    <docID>CHI00-053</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Putting the feel in ’look and feel‘.


Haptic devices are now commercially available and thus touch has become a potentially realistic solution to a variety of interaction design challenges. We report on an investigation of the use of touch as a way of reducing visual overload in the conventional desktop. In a two-phase study, we investigated the use of the PHANToM haptic device as a means of interacting with a conventional graphical user interface. The first experiment compared the effects of four different haptic augmentations on usability in a simple targeting task. The second experiment involved a more ecologically-oriented searching and scrolling task. Results indicated that the haptic effects did not improve users performance in terms of task completion time. However, the number of errors made was significantly reduced. Subjective workload measures showed that participants perceived many aspects of workload as significantly less with haptics. The results are described and the implications for the use of haptics in user interface design are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <textkeyword5>user interfaces</textkeyword5>
    <keyword>multimodal interaction</keyword>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>interface design</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>user interface design</textkeyword5>
    <textkeyword5>scrolling</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <textkeyword5>interaction design</textkeyword5>
    <term>Measurement</term>
    <keyword>haptic</keyword>
    <author>Stephen Brewster</author>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <author>Ian Oakley</author>
    <author>Marilyn Rose McGee-Lennon</author>
    <keyword>force feedback</keyword>
    <year>2000</year>
    <author>Philip Gray</author>
  </document>
  <document>
    <docID>CHI00-054</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Force-feedback improves performance for steering and combined steering-targeting tasks.


The introduction of a force-feedback mouse, which provides high fidelity tactile cues via force output, may represent a long-awaited technological breakthrough in pointing device designs. However, there have been few studies examining the benefits of force-feedback for the desktop computer human interface. Ten adults performed eighty steering tasks, where the participants moved the cursor through a small tunnel with varying indices of difficulty using a conventional and force-feedback mouse. For the force-feedback condition, the mouse displayed force that pulled the cursor to the center of the tunnel. The tasks required both horizontal and vertical screen movements of the cursor. Movement times were on average 52 percent faster during the force-feedback condition when compared to the conventional mouse. Furthermore, for the conventional mouse vertical movements required more time to complete than horizontal screen movements. Another ten adults completed a combined steering and targeting task, where the participants navigated through a tunnel and then clicked a small box at the end of the tunnel. Again, force-feedback improved times to complete the task. Although movement times were slower than the pure steering task, the steering index of difficulty dominated the steering-targeting relationship. These results further support that human computer interfaces benefit from the additional sensory input of tactile cues to the human user.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <term>Algorithms</term>
    <keyword>Fitts' law</keyword>
    <textkeyword5>pointing</textkeyword5>
    <keyword>mouse</keyword>
    <textkeyword5>tactile</textkeyword5>
    <keyword>pointing devices</keyword>
    <textkeyword5>feedback</textkeyword5>
    <term>Measurement</term>
    <keyword>haptic</keyword>
    <textkeyword5>force feedback</textkeyword5>
    <keyword>force feedback</keyword>
    <author>David B. Martin</author>
    <year>2000</year>
    <author>Jack Tigh Dennerlein</author>
    <author>Christopher Hasser</author>
    <affiliation>Harvard University, 665 Huntington Ave, Boston, MA</affiliation>
    <affiliation>Harvard University &amp; Dartmouth College, Hanover, NH</affiliation>
    <affiliation>Stanford University &amp; Immersion Corporation, 2158 Paragon Drive, San Jose, CA</affiliation>
    <keyword>index of difficulty</keyword>
    <keyword>steering task</keyword>
    <keyword>targeting task</keyword>
  </document>
  <document>
    <docID>CHI00-055</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Power browser: efficient Web browsing for PDAs.


We have designed and implemented new Web browsing facilities to support effective navigation on Personal Digital Assistants (PDAs) with limited capabilities: low bandwidth, small display, and slow CPU. The implementation supports wireless browsing from 3Com's Palm Pilot. An HTTP proxy fetches web pages on the client's behalf and dynamically generates summary views to be transmitted to the client. These summaries represent both the link structure and contents of a set of web pages, using information about link importance. We discuss the architecture, user interface facilities, and the results of comparative performance evaluations. We measured a 45% gain in browsing speed, and a 42% reduction in required pen movements.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>pen</textkeyword5>
    <keyword>PDA</keyword>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <keyword>web</keyword>
    <textkeyword5>web browsing</textkeyword5>
    <author>Terry Winograd</author>
    <author>Hector Garcia-Molina</author>
    <author>Andreas Paepcke</author>
    <textkeyword5>pdas</textkeyword5>
    <keyword>browser</keyword>
    <keyword>wireless</keyword>
    <keyword>PalmPilot</keyword>
    <author>Orkut Buyukkokten</author>
    <year>2000</year>
    <keyword>HTTP</keyword>
    <keyword>proxy</keyword>
  </document>
  <document>
    <docID>CHI00-056</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>A diary study of information capture in working life.


Despite the increasing number of new devices entering the market allowing the capture or recording of information (whether it be marks on paper, scene, sound or moving images), there has been little study of when and why people want to do these kinds of activities. In an effort to systematically explore design requirements for new kinds of information capture devices, we devised a diary study of 22 individuals in a range of different jobs. The data were used to construct a taxonomy as a framework for design and analysis. Design implications are drawn from the framework and applied to the design of digital cameras and hand held scanners.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Documentation</term>
    <keyword>PDA</keyword>
    <term>Measurement</term>
    <author>Abigail Sellen</author>
    <author>Barry Brown</author>
    <keyword>diary study</keyword>
    <textkeyword5>diary study</textkeyword5>
    <author>Kenton O'Hara</author>
    <keyword>appliances</keyword>
    <year>2000</year>
    <affiliation>Appliance Design Group, Hewlett-Packard Labs, Filton Road, Stoke Gifford, Bristol BS34 8QZ, UK</affiliation>
    <keyword>digital cameras</keyword>
    <keyword>document use</keyword>
    <keyword>information capture</keyword>
    <keyword>scanners</keyword>
    <keyword>voice recorders</keyword>
  </document>
  <document>
    <docID>CHI00-057</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Instrumental interaction: an interaction model for designing post-WIMP user interfaces.


This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented reality. It defines a design space for new interaction techniques and a set of properties for comparing them. Instrumental Interaction describes graphical user interfaces in terms of domain objects and interaction instruments. Interaction between users and domain objects is mediated by interaction instruments, similar to the tools and instruments we use in the real world to interact with physical objects. The article presents the model, applies it to describe and compare a number of interaction techniques, and shows how it was used to create a new interface for searching and replacing text.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <author>Michel Beaudouin-Lafon</author>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>direct manipulation</textkeyword5>
    <keyword>direct manipulation</keyword>
    <term>Measurement</term>
    <textkeyword5>augmented reality</textkeyword5>
    <keyword>instrumental interaction</keyword>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <keyword>post-WIMP interfaces</keyword>
    <keyword>interaction models</keyword>
    <year>2000</year>
    <keyword>WIMP interfaces</keyword>
  </document>
  <document>
    <docID>CHI00-058</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Anchored conversations: chatting in the context of a document.


This paper describes an application-independent tool called Anchored Conversations that brings together text-based conversations and documents. The design of Anchored Conversations is based on our observations of the use of documents and text chats in collaborative settings. We observed that chat spaces support work conversations, but they do not allow the close integration of conversations with work documents that can be seen when people are working together face-to-face. Anchored Conversations directly addresses this problem by allowing text chats to be anchored into documents. Anchored Conversations also facilitates document sharing; accepting an invitation to an anchored conversation results in the document being automatically uploaded. In addition, Anchored Conversations provides support for review, catch-up and asynchronous communications through a database. In this paper we describe motivating fieldwork, the design of Anchored Conversations, a scenario of use, and some preliminary results from a user study.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>CSCW</keyword>
    <textkeyword5>sharing</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <term>Documentation</term>
    <term>Languages</term>
    <textkeyword5>context</textkeyword5>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <author>Les Nelson</author>
    <keyword>conversation</keyword>
    <textkeyword5>chat</textkeyword5>
    <keyword>collaboration</keyword>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Elizabeth F. Churchill</author>
    <author>Sara Bly</author>
    <keyword>asynchronous communication</keyword>
    <year>2000</year>
    <author>Jonathan Trevor</author>
    <author>Davor Cubranic</author>
    <affiliation>Sara Bly Consulting, 24511 NW Moreland Road, North Plains, OR</affiliation>
    <keyword>shared documents</keyword>
    <keyword>sticky chats</keyword>
    <keyword>synchronous communication</keyword>
    <keyword>text-based chat</keyword>
  </document>
  <document>
    <docID>CHI00-059</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The social life of small graphical chat spaces.


This paper provides a unique quantitative analysis of the social dynamics of three chat rooms in the Microsoft V-Chat graphical chat system. Survey and behavioral data were used to study user experience and activity. 150 V-Chat participants completed a web-based survey, and data logs were collected from three V-Chat rooms over the course of 119 days. This data illustrates the usage patterns of graphical chat systems, and highlights the ways physical proxemics are translated into social interactions in online environments. V-Chat participants actively used gestures, avatars, and movement as part of their social interactions. Analyses of clustering patterns and movement data show that avatars were used to provide nonverbal cues similar to those found in face-to-face interactions. However, use of some graphical features, in particular gestures, declined as users became more experienced with the system. These findings have implications for the design and study of online interactive environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>social interfaces</keyword>
    <term>Languages</term>
    <textkeyword5>gestures</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <term>Measurement</term>
    <textkeyword5>chat</textkeyword5>
    <textkeyword5>clustering</textkeyword5>
    <author>Shelly Farnham</author>
    <textkeyword5>survey</textkeyword5>
    <author>Steven M. Drucker</author>
    <textkeyword5>user experience</textkeyword5>
    <keyword>avatars</keyword>
    <textkeyword5>avatars</textkeyword5>
    <keyword>online communities</keyword>
    <author>Marc A. Smith</author>
    <keyword>log file analysis</keyword>
    <keyword>social cyberspaces</keyword>
    <keyword>virtual communities</keyword>
    <year>2000</year>
    <keyword>empirical analysis</keyword>
    <keyword>graphical chat</keyword>
    <keyword>proxemics</keyword>
  </document>
  <document>
    <docID>CHI00-060</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The effect of communication modality on cooperation in online environments.


One of the most robust findings in the sociological literature is the positive effect of communication on cooperation and trust. When individuals are able to communicate, cooperation increases significantly. How does the choice of communication modality influence this effect? We adapt the social dilemma research paradigm to quantitatively analyze different modes of communication. Using this method, we compare four forms of communication: no communication, text-chat, text-to-speech, and voice. We found statistically significant differences between different forms of communication, with the voice condition resulting in the highest levels of cooperation. Our results highlight the importance of striving towards the use of more immediate forms of communication in online environments, especially where trust and cooperation are essential. In addition, our research demonstrates the applicability of the social dilemma paradigm in testing the extent to which communication modalities promote the development of trust and cooperation.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>CSCW</keyword>
    <keyword>social interfaces</keyword>
    <textkeyword5>communication</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <keyword>computer-mediated communication</keyword>
    <term>Measurement</term>
    <textkeyword5>chat</textkeyword5>
    <keyword>collaboration</keyword>
    <author>Shelly Farnham</author>
    <textkeyword5>trust</textkeyword5>
    <author>Steven M. Drucker</author>
    <author>Carlos Jensen</author>
    <keyword>social dilemmas</keyword>
    <keyword>online interaction</keyword>
    <year>2000</year>
    <author>Peter Kollock</author>
    <affiliation>Department of Sociology, University of California at Los Angeles, Los Angeles, CA</affiliation>
  </document>
  <document>
    <docID>CHI00-061</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Using a large projection screen as an alternative to head-mounted displays for virtual environments.


Head-mounted displays for virtual environments facilitate an immersive experience that seems more real than an experience provided by a desk-top monitor [18]; however, the cost of head-mounted displays can prohibit their use. An empirical study was conducted investigating differences in spatial knowledge learned for a virtual environment presented in three viewing conditions: head-mounted display, large projection screen, and desk-top monitor. Participants in each condition were asked to reproduce their cognitive map of a virtual environment, which had been developed during individual exploration of the environment along a predetermined course. Error scores were calculated, indicating the degree to which each participant's map differed from the actual layout of the virtual environment. No statistically significant difference was found between the head-mounted display and large projection screen conditions. An implication of this result is that a large projection screen may be an effective, inexpensive substitute for a head-mounted display.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>empirical study</textkeyword5>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <author>Thom Verratti</author>
    <term>Measurement</term>
    <keyword>experiment</keyword>
    <author>Aleksandra Slavkovic</author>
    <keyword>field of view</keyword>
    <author>Jennifer A. Rode</author>
    <keyword>cognitive maps</keyword>
    <year>2000</year>
    <author>Dennis Cosgrove</author>
    <keyword>head-mounted display</keyword>
    <author>Emilee Patrick</author>
    <author>Greg Chiselko</author>
    <affiliation>User Centered Research, Motorola Labs, 1301 E. Algonquin Rd., Schaumburg IL and Human Computer Interaction Institute, Carnegie Mellon University, 5000 Forbes Avenue, Pittsburgh, PA</affiliation>
    <keyword>monitor</keyword>
    <keyword>projection screen</keyword>
    <keyword>spatial knowledge</keyword>
  </document>
  <document>
    <docID>CHI00-062</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Alice: lessons learned from building a 3D system for novices.


We present lessons learned from developing Alice, a 3D graphics programming environment designed for undergraduates with no 3D graphics or programming experience. Alice is a Windows 95/NT tool for describing the time-based and interactive behavior of 3D objects, not a CAD tool for creating object geometry. Our observations and conclusions come from formal and informal observations of hundreds of users. Primary results include the use of LOGO-style egocentric coordinate systems, the use of arbitrary objects as lightweight coordinate systems, the launching of implicit threads of execution, extensive function overloading for a small set of commands, the careful choice of command names, and the ubiquitous use of animation and undo.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>animation</textkeyword5>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <term>Measurement</term>
    <affiliation>University of Virginia, Charlottesville, VA</affiliation>
    <year>2000</year>
    <author>Dennis Cosgrove</author>
    <author>Matthew Conway</author>
    <author>Steve Audia</author>
    <author>Tommy Burnette</author>
    <author>Kevin Christiansen</author>
    <keyword>animation authoring tools</keyword>
    <keyword>interactive 3D graphics</keyword>
  </document>
  <document>
    <docID>CHI00-063</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The Task Gallery: a 3D window manager.


The Task Gallery is a window manager that uses interactive 3D graphics to provide direct support for task management and document comparison, lacking from many systems implementing the desktop metaphor. User tasks appear as artwork hung on the walls of a virtual art gallery, with the selected task on a stage. Multiple documents can be selected and displayed side-by-side using 3D space to provide uniform and intuitive scaling. The Task Gallery hosts any Windows application, using a novel redirection mechanism that routes input and output between the 3D environment and unmodified 2D Windows applications. User studies suggest that the Task Gallery helps with task management, is enjoyable to use, and that the 3D metaphor evokes spatial memory and cognition.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>George G. Robertson</author>
    <author>Mary Czerwinski</author>
    <author>Maarten van Dantzich</author>
    <textkeyword5>documents</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>3d</textkeyword5>
    <author>Ken Hinckley</author>
    <keyword>3D user interfaces</keyword>
    <term>Measurement</term>
    <textkeyword5>memory</textkeyword5>
    <textkeyword5>spatial memory</textkeyword5>
    <keyword>spatial cognition</keyword>
    <keyword>spatial memory</keyword>
    <author>Daniel Robbins</author>
    <year>2000</year>
    <author>Kirsten Risden</author>
    <author>David Thiel</author>
    <author>Vadim Gorokhovsky</author>
    <keyword>window managers</keyword>
  </document>
  <document>
    <docID>CHI00-064</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>A comparison of tools for building GOMS models.


We compare three tools for creating GOMS models, QGOMS [2), CATHCI (17) and GLEAN3 [12], along several dimensions. We examine the representation and available constructs in each tool, the qualitative and quantitative design information provided, the support for building cognitively plausible models, and pragmatics about using each tool (e.g., how easy it is to modify a model). While each tool has its strengths, they all leave something to be desired as a practical UI design tool.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <author>Bonnie E. John</author>
    <author>Michael D. Byrne</author>
    <keyword>GOMS</keyword>
    <term>Measurement</term>
    <textkeyword5>goms</textkeyword5>
    <year>2000</year>
    <author>Lynn K. Baumeister</author>
    <affiliation>Department of Psychology, Rice University, Houston, TX</affiliation>
    <keyword>tool support for evaluation</keyword>
  </document>
  <document>
    <docID>CHI00-065</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>DENIM: finding a tighter fit between tools and practice for Web site design.


Through a study of web site design practice, we observed that web site designers design sites at different levels of refinement—site map, storyboard, and individual page—and that designers sketch at all levels during the early stages of design. However, existing web design tools do not support these tasks very well. Informed by these observations, we created DENIM, a system that helps web site designers in the early stages of design. DENIM supports sketching input, allows design at different refinement levels, and unifies the levels through zooming. We performed an informal evaluation with seven professional designers and found that they reacted positively to the concept and were interested in using such a system in their work.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <author>James A. Landay</author>
    <author>James Lin</author>
    <textkeyword5>sketching</textkeyword5>
    <keyword>pen-based computers</keyword>
    <author>Jason I. Hong</author>
    <textkeyword5>zooming</textkeyword5>
    <keyword>zoomable user interfaces (ZUIs)</keyword>
    <keyword>web design</keyword>
    <keyword>rapid prototyping</keyword>
    <author>Mark W. Newman</author>
    <keyword>sketching</keyword>
    <textkeyword5>web design</textkeyword5>
    <year>2000</year>
    <keyword>informal</keyword>
  </document>
  <document>
    <docID>CHI00-066</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Tool support for cooperative object-oriented design: gesture based modelling on an electronic whiteboard.


Modeling is important in object-oriented software development. Although a number of Computer Aided Software Engineering (CASE) tools are available, and even though some are technically advanced, few developers use them. This paper describes our attempt to examine the requirements needed to provide tool support for the development process, and describes and evaluates a tool, Knight, which has been developed based on these requirements. The tool is based on a direct, whiteboard-like interaction achieved using gesture input on a large electronic whiteboard. So far the evaluations have been successful and the tool shows the potential of greatly enhancing current support for object-oriented modeling.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>cooperative design</keyword>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>gestures</textkeyword5>
    <keyword>user study</keyword>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <keyword>gesture input</keyword>
    <textkeyword5>gesture input</textkeyword5>
    <author>Michael Thomsen</author>
    <year>2000</year>
    <author>Christian Heide Damm</author>
    <author>Klaus Marius Hansen</author>
    <keyword>CASE tools</keyword>
    <keyword>electronic whiteboards</keyword>
    <keyword>object-oriented modeling</keyword>
  </document>
  <document>
    <docID>CHI00-067</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The cubic mouse: a new device for three-dimensional input.


We have developed a new input device that allows users to intuitively specify three-dimensional coordinates in graphics applications. The device consists of a cube-shaped box with three perpendicular rods passing through the center and buttons on the top for additional control. The rods represent the X, Y, and Z axes of a given coordinate system. Pushing and pulling the rods specifies constrained motion along the corresponding axes. Embedded within the device is a six degree of freedom tracking sensor, which allows the rods to be continually aligned with a coordinate system located in a virtual world. We have integrated the device into two visualization prototypes for crash engineers and geologists from oil and gas companies. In these systems the Cubic Mouse controls the position and orientation of a virtual model and the rods move three orthogonal cutting or slicing planes through the model. We have evaluated the device with experts from these domains, who were enthusiastic about its ease of use.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>input devices</textkeyword5>
    <keyword>two-handed interaction</keyword>
    <keyword>user interface hardware</keyword>
    <author>Bernd Fröhlich</author>
    <year>2000</year>
    <author>John Plate</author>
    <affiliation>GMD/IMK.VE, D-53754 Sankt Augustin, Germany</affiliation>
  </document>
  <document>
    <docID>CHI00-068</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The role of contextual haptic and visual constraints on object manipulation in virtual environments.


An experiment was conducted to investigate the role of surrounding haptic and visual information on object manipulation in a virtual environment. The contextual haptic constraints were implemented with a physical table and the contextual visual constraints included a checkerboard background (“virtual table”). It was found that the contextual haptic constraints (the physical table surface) dramatically increased object manipulation speed, but slightly reduced spatial accuracy, compared to free space. The contextual visual constraints (presence of the checkerboard) actually showed detrimental effects on both object manipulation speed and accuracy. Implications of these findings for human-computer interaction design are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>3D</keyword>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <keyword>human performance</keyword>
    <author>Christine L. MacKenzie</author>
    <author>Yanqing Wang</author>
    <keyword>controls and displays</keyword>
    <keyword>docking</keyword>
    <textkeyword5>interaction design</textkeyword5>
    <term>Measurement</term>
    <keyword>force feedback</keyword>
    <year>2000</year>
    <affiliation>School of Kinesiology, Simon Fraser University, Burnaby, BC V5A 1S6, Canada</affiliation>
    <keyword>augmented environment</keyword>
    <keyword>degrees of freedom</keyword>
    <keyword>graphic interface</keyword>
    <keyword>haptic information</keyword>
    <keyword>task context</keyword>
    <keyword>visual information</keyword>
  </document>
  <document>
    <docID>CHI00-069</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Non-isomorphic 3D rotational techniques.


This paper demonstrates how non-isomorphic rotational mappings and interaction techniques can be designed and used to build effective spatial 3D user interfaces. In this paper, we develop a mathematical framework allowing us to design non-isomorphic 3D rotational mappings and techniques, investigate their usability properties, and evaluate their user performance characteristics. The results suggest that non-isomorphic rotational mappings can be an effective tool in building high-quality manipulation dialogs in 3D interfaces, allowing our subjects to accomplish experimental tasks 13% faster without a statistically detectable loss in accuracy. The current paper will help interface designers to use non-isomorphic rotational mappings effectively.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>interaction techniques</keyword>
    <keyword>3D user interfaces</keyword>
    <term>Measurement</term>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Sidney Fels</author>
    <author>Ivan Poupyrev</author>
    <textkeyword5>3d user interfaces</textkeyword5>
    <keyword>motor control</keyword>
    <year>2000</year>
    <author>Suzanne Weghorst</author>
    <affiliation>ATR MIC Research Laboratories, 2-2 Hikaridai, Seika, Soraku-gun, Kyoto 619-02, Japan</affiliation>
    <keyword>6DOF input devices</keyword>
    <keyword>interactive 3D rotations</keyword>
  </document>
  <document>
    <docID>CHI00-070</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Joking, storytelling, artsharing, expressing affection: a field trial of how children and their social network communicate with digital images in leisure time.


Increasing use of mobile phones in leisure and communication with digital images are important and current issues in the field of telecommunications. However, little is known about how images would be used in leisure related communication. According to our experience field trials are the best way of studying it. In this paper, we describe a field-trial case study of leisure related communication with digital images. Moreover, we discuss the advantages of conducting field trials as part of product concept design process.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <keyword>children</keyword>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>design process</textkeyword5>
    <textkeyword5>storytelling</textkeyword5>
    <term>Measurement</term>
    <keyword>prototypes</keyword>
    <keyword>field trial</keyword>
    <affiliation>Helsinki University of Technology and University of Helsinki, Helsinki, Finland</affiliation>
    <textkeyword5>social networks</textkeyword5>
    <author>Manfred Tscheligi</author>
    <affiliation>CURE - Center for Usability Research &amp; Engineering, Vienna, Austria</affiliation>
    <keyword>families</keyword>
    <textkeyword5>field trial</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>leisure</keyword>
    <author>Reinhard Sefelin</author>
    <keyword>wireless communication</keyword>
    <year>2000</year>
    <author>Ann Mäkelä</author>
    <author>Verena Giller</author>
    <keyword>digital images</keyword>
    <keyword>product concept design</keyword>
  </document>
  <document>
    <docID>CHI00-071</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Designing storytelling technologies to encouraging collaboration between young children.


We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <author>Allison Druin</author>
    <keyword>children</keyword>
    <term>Performance</term>
    <term>Management</term>
    <keyword>CSCW</keyword>
    <textkeyword5>storytelling</textkeyword5>
    <keyword>education</keyword>
    <textkeyword5>collaboration</textkeyword5>
    <author>Benjamin B. Bederson</author>
    <keyword>single display groupware (SDG)</keyword>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Steve Benford</author>
    <author>Danaë Stanton Fraser</author>
    <author>Claire O'Malley</author>
    <keyword>CSCL</keyword>
    <author>Victor Bayon</author>
    <author>Rob Ingram</author>
    <author>Helen Neale</author>
    <year>2000</year>
    <author>Juan Pablo Hourcade</author>
    <author>Karl-Petter Åkesson</author>
    <author>Pär Hansson</author>
    <author>Kristian T. Simsarian</author>
    <author>Yngve Sundblad</author>
    <author>Gustav Taxén</author>
    <affiliation>The Swedish Institute of Computer Science, SICS, Stockholm, Sweden and The University of Maryland, College Park, MD</affiliation>
    <affiliation>The Swedish Institute of Computer Science, SICS, Stockholm, Sweden</affiliation>
    <affiliation>The Royal Institute of Technology, KTH, Stockholm, Sweden and The University of Maryland, College Park, MD</affiliation>
    <affiliation>The Royal Institute of Technology, KTH, Stockholm, Sweden</affiliation>
  </document>
  <document>
    <docID>CHI00-072</docID>
    <docDate>April 01, 2000</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Storytelling with digital photographs.


Photographs play a central role in many types of informal storytelling. This paper describes an easy-to-use device that enables digital photos to be used in a manner similar to print photos for sharing personal stories. A portable form factor combined with a novel interface supports local sharing like a conventional photo album as well as recording of stories that can be sent to distant friends and relatives. User tests validate the design and reveal that people alternate between “photo-driven” and “story-driven” strategies when telling stories about their photos.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>sharing</textkeyword5>
    <keyword>browsing</keyword>
    <textkeyword5>storytelling</textkeyword5>
    <keyword>digital storytelling</keyword>
    <keyword>digital photography</keyword>
    <textkeyword5>digital photograph</textkeyword5>
    <author>Gregory J. Wolff</author>
    <year>2000</year>
    <author>Marko Balabanovi?</author>
    <author>Lonny L. Chu</author>
    <affiliation>Ricoh Silicon Valley, 2882 Sand Hill Road, Suite 115, Menlo Park, CA</affiliation>
    <keyword>multimedia organization</keyword>
  </document>
  <document>
    <docID>CHI01-001</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Scale effects in steering law tasks.


Interaction tasks on a computer screen can technically be scaled to a much larger or much smaller sized input control area by adjusting the input device's control gain or the control-display (C-D) ratio. However, human performance as a function of movement scale is not a well concluded topic. This study introduces a new task paradigm to study the scale effect in the framework of the steering law. The results confirmed a U-shaped performance-scale function and rejected straight-line or no-effect hypotheses in the literature. We found a significant scale effect in path steering performance, although its impact was less than that of the steering law's index of difficulty.  We analyzed the scale effects in two plausible causes: movement joints shift and motor precision limitation. The theoretical implications of the scale effects to the validity of the steering law, and the practical implications of input device size and zooming functions are discussed in the paper.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <textkeyword5>input devices</textkeyword5>
    <keyword>input devices</keyword>
    <author>Shumin Zhai</author>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <keyword>steering law</keyword>
    <author>Johnny Accot</author>
    <textkeyword5>steering law</textkeyword5>
    <keyword>movement scale</keyword>
    <textkeyword5>zooming</textkeyword5>
    <keyword>finger</keyword>
    <keyword>control gain</keyword>
    <keyword>hand</keyword>
    <year>2001</year>
    <keyword>motor control</keyword>
    <affiliation>Centre d'Études de la Navigation Aérienne, 7 avenue Edouard Belin, 31055 Toulouse cedex, France</affiliation>
    <keyword>C-D ratio</keyword>
    <keyword>arm</keyword>
    <keyword>device size</keyword>
    <keyword>elbow</keyword>
    <keyword>joints</keyword>
    <keyword>limb</keyword>
    <keyword>wrist</keyword>
  </document>
  <document>
    <docID>CHI01-002</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Accuracy measures for evaluating computer pointing devices.


In view of the difficulties in evaluating computer pointing devices across different tasks within dynamic and complex systems, new performance measures are needed. This paper proposes seven new accuracy measures to elicit (sometimes subtle) differences among devices in precision pointing tasks. The measures are target re-entry, task axis crossing, movement direction change, orthogonal direction change, movement variability, movement error, and movement offset. Unlike movement time, error rate, and throughput, which are based on a single measurement per trial, the new measures capture aspects of movement behaviour during a trial. The theoretical basis and computational techniques for the measures are described, with examples given. An evaluation with four pointing devices was conducted to validate the measures. A causal relationship to pointing device efficiency (viz. throughput) was found, as was an ability to discriminate among devices in situations where differences did not otherwise appear. Implications for pointing device research are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <term>Performance</term>
    <textkeyword5>pointing</textkeyword5>
    <author>I. Scott MacKenzie</author>
    <term>Measurement</term>
    <affiliation>Nokia Research Center, Finland</affiliation>
    <year>2001</year>
    <author>Miika Silfverberg</author>
    <author>Tatu Kauppinen</author>
    <affiliation>Dept. of Computer Science, York University, Toronto, Ontario, Canada M3J 1P3</affiliation>
    <keyword>computer pointing devices</keyword>
    <keyword>cursor positioning tasks</keyword>
    <keyword>performance evaluation</keyword>
    <keyword>performance measurement</keyword>
  </document>
  <document>
    <docID>CHI01-003</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Laser pointer interaction.


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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>navigation</textkeyword5>
    <author>Dan R. Olsen, Jr.</author>
    <term>Measurement</term>
    <keyword>camera-based interaction</keyword>
    <year>2001</year>
    <author>Travis Nielsen</author>
    <affiliation>Computer Science Department, Brigham Young University, Provo, UT</affiliation>
    <keyword>group interaction</keyword>
    <keyword>laser pointer interaction</keyword>
  </document>
  <document>
    <docID>CHI01-004</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Listen reader: an electronically augmented paper-based book.


While predictions abound that electronic books will supplant traditional paper-based books, many people bemoan the coming loss of the book as cultural artifact. In this project we deliberately keep the affordances of paper books while adding electronic augmentation. The Listen Reader combines the look and feel of a real book - a beautiful binding, paper pages and printed images and text - with the rich, evocative quality of a movie soundtrack. The book's multi-layered interactive soundtrack consists of music and sound effects. Electric field sensors located in the book binding sense the proximity of the reader's hands and control audio parameters, while RFID tags embedded in each page allow fast, robust page identification.Three different Listen Readers were built as part of a six-month museum exhibit, with more than 350,000 visitors. This paper discusses design, implementation, and lessons learned through the iterative design process, observation, and visitor interviews.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>audio</textkeyword5>
    <term>Documentation</term>
    <term>Languages</term>
    <textkeyword5>sensors</textkeyword5>
    <keyword>augmented reality</keyword>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <keyword>RFID tags</keyword>
    <textkeyword5>design process</textkeyword5>
    <author>Jonathan Cohen</author>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>music</textkeyword5>
    <textkeyword5>museums</textkeyword5>
    <keyword>sound design</keyword>
    <keyword>gesture input</keyword>
    <keyword>exhibits</keyword>
    <author>Maribeth Back</author>
    <year>2001</year>
    <author>Steve Harrison</author>
    <author>Rich Gold</author>
    <author>Scott Minneman</author>
    <keyword>audio books</keyword>
    <keyword>augmented books</keyword>
    <keyword>electronic books</keyword>
    <keyword>embedded tags</keyword>
    <keyword>interactive audio</keyword>
    <keyword>interactive books</keyword>
    <keyword>interactive museum</keyword>
    <keyword>multimodal i/o</keyword>
    <keyword>new genres</keyword>
    <keyword>page detection</keyword>
    <keyword>smart documents</keyword>
  </document>
  <document>
    <docID>CHI01-005</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds.


We present four contrasting interfaces to allow multiple viewers to explore 3D recordings of dramas in on-line virtual worlds. The first is an on-line promenade performance to an audience of avatars. The second is a form of immersive cinema, with multiple simultaneous viewpoints. The third is a tabletop projection surface that allows viewers to select detailed views from a bird's-eye overview. The fourth is a linear television broadcast created by a director or editor. A comparison of these examples shows how a viewing audience can exploit four general resources - interactivity, influence, space, and time - to make sense of complex, non-linear virtual drama. These resources provide interaction designers with a general framework for defining the relationship between the audience and  the 3D content.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual worlds</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <author>John Bowers</author>
    <textkeyword5>tabletop</textkeyword5>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Chris Greenhalgh</author>
    <author>Steve Benford</author>
    <textkeyword5>avatars</textkeyword5>
    <author>Mike Fraser</author>
    <author>Adam Drozd</author>
    <author>Ian Taylor</author>
    <year>2001</year>
    <author>Mike Craven</author>
    <author>Jim Purbrick</author>
    <author>Kai-Mikael Jää-Aro</author>
    <author>Bernd Lintermann</author>
    <author>Michael Hoch</author>
    <affiliation>NADA, Royal Institute of Technology, S-100 44 Stockholm, Sweden</affiliation>
    <affiliation>ZKM - Zentrum für Kunst, und Medientechnologie, Lorenzstra?e 19, 76135 Karlsruhe, Germany</affiliation>
    <affiliation>Sony Electronics DSL, San Jose and ZKM - Zentrum für Kunst, und Medientechnologie, Lorenzstra?e 19, 76135 Karlsruhe, Germany</affiliation>
    <keyword>enterainment applications</keyword>
  </document>
  <document>
    <docID>CHI01-006</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Orchestrating a mixed reality performance.


A study of a professional touring mixed reality performance called Desert Rain yields insights into how performers orchestrate players' engagement in an interactive experience. Six players at a time journey through an extended physical and virtual set. Each sees a virtual world projected onto a screen made from a fine water spray. This acts as a traversable interface, supporting the illusion that performers physically pass between real and virtual worlds. Live and video-based observations of Desert Rain, coupled with interviews with players and the production team, have revealed how the performers create conditions for the willing suspension of disbelief, and how they monitor and intervene in the players experience without breaking their engagement. This involves carefully timed  performances and “off-face” and “virtual” interventions. In turn, these are supported by the ability to monitor players' physical and virtual activity through asymmetric interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>virtual worlds</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>interviews</textkeyword5>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Boriana Koleva</author>
    <author>Holger Schnädelbach</author>
    <author>Chris Greenhalgh</author>
    <author>Steve Benford</author>
    <author>Dirk vom Lehn</author>
    <author>Christian Heath</author>
    <keyword>performance</keyword>
    <author>Mike Fraser</author>
    <textkeyword5>mixed reality</textkeyword5>
    <author>Ju Row-Farr</author>
    <author>Matt Adams</author>
    <affiliation>Blast Theory, London, UK</affiliation>
    <keyword>mixed reality</keyword>
    <author>Ian Taylor</author>
    <year>2001</year>
    <affiliation>The Management Centre, Kings College London, Franklin-Wilkins Building, London SE1 8WA, UK</affiliation>
    <keyword>traversable interfaces</keyword>
  </document>
  <document>
    <docID>CHI01-007</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Cookies and Web browser design: toward realizing informed consent online.


We first provide criteria for assessing informed consent online. Then we examine how cookie technology and Web browser designs have responded to concerns about informed consent. Specifically, we document relevant design changes in Netscape Navigator and Internet Explorer over a 5-year period, starting in 1995. Our retrospective analyses leads us to conclude that while cookie technology has improved over time regarding informed consent, some startling problems remain. We specify six of these problems and offer design remedies. This work fits within the emerging field of Value-Sensitive Design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>human-computer interaction</keyword>
    <keyword>World Wide Web</keyword>
    <textkeyword5>documents</textkeyword5>
    <keyword>social computing</keyword>
    <term>Measurement</term>
    <keyword>privacy</keyword>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <keyword>personalization</keyword>
    <textkeyword5>web browser</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>security</keyword>
    <keyword>web browser</keyword>
    <keyword>tracking</keyword>
    <keyword>interface design</keyword>
    <keyword>e-commerce</keyword>
    <author>Edward W. Felten</author>
    <author>Batya Friedman</author>
    <keyword>ethics</keyword>
    <keyword>human values</keyword>
    <year>2001</year>
    <keyword>social impact</keyword>
    <keyword>locus of control</keyword>
    <keyword>online interaction</keyword>
    <keyword>informed consent</keyword>
    <author>Lynette I. Millett</author>
    <affiliation>Department of Computer Science, Princeton University, NJ</affiliation>
    <keyword>Internet Explorer</keyword>
    <keyword>Netscape Navigator</keyword>
    <keyword>Value-Sensitive Design</keyword>
    <keyword>computer ethics</keyword>
    <keyword>cookies</keyword>
    <keyword>e-business</keyword>
  </document>
  <document>
    <docID>CHI01-008</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Empirically validated web page design metrics.


A quantitative analysis of a large collection of expert-rated web sites reveals that page-level metrics can accurately predict if a site will be highly rated.  The analysis also provides empirical evidence that important metrics, including page composition, page formatting, and overall page characteristics, differ among web site categories such as education, community, living, and finance. These results provide an empirical foundation for web site design guidelines and also suggest which metrics can be most important for evaluation via user studies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>World Wide Web</keyword>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <term>Measurement</term>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>education</textkeyword5>
    <keyword>empirical study</keyword>
    <author>Marti A. Hearst</author>
    <author>Melody Y. Ivory</author>
    <keyword>automated usability evaluation</keyword>
    <keyword>web site design</keyword>
    <year>2001</year>
    <author>Rashmi R. Sinha</author>
  </document>
  <document>
    <docID>CHI01-009</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>What makes Web sites credible? a report on a large quantitative study.


The credibility of web sites is becoming an increasingly important area to understand. To expand knowledge in this domain, we conducted an online study that investigated how different elements of Web sites affect people's perception of credibility. Over 1400 people participated in this study, both from the U.S. and Europe, evaluating 51 different Web site elements. The data showed which elements boost and which elements hurt perceptions of Web credibility. Through analysis we found these elements fell into one of seven factors. In order of impact, the five types of elements that increased credibility perceptions were “real-world feel”, “ease of use”, “expertise”, “trustworthiness”, and “tailoring”. The two types of elements that hurt credibility were “commercial implications” and “amateurism”. This  large-scale study lays the groundwork for further research into the elements that affect Web credibility. The results also suggest implications for designing credible Web sites.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>World Wide Web</keyword>
    <textkeyword5>affect</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <author>B. J. Fogg</author>
    <keyword>credibility</keyword>
    <keyword>expertise</keyword>
    <keyword>captology</keyword>
    <keyword>trustworthiness</keyword>
    <term>Measurement</term>
    <keyword>usability</keyword>
    <keyword>web design</keyword>
    <year>2001</year>
    <author>Jonathan Marshall</author>
    <author>Othman Laraki</author>
    <author>Alex Osipovich</author>
    <author>Chris Varma</author>
    <author>Nicholas Fang</author>
    <author>Jyoti Paul</author>
    <author>Akshay Rangnekar</author>
    <author>John Shon</author>
    <author>Preeti Swani</author>
    <author>Marissa Treinen</author>
    <keyword>online research</keyword>
  </document>
  <document>
    <docID>CHI01-010</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Improving the performance of the cyberlink mental interface with “yes / no program”.


We summarise the results of the first studies to investigate the Cyberlink brain body interface as an assistive technology. Three phases of studies and a contextual inquiry were performed with a range of users.  A focus group was formed from brain-injured users with locked-in syndrome who have no other method of communication or control of a computer than the Cyberlink. Versions of a Yes/No program were then created to allow communication and have achieved some success with the focus group.  The purpose of this paper is to discuss how this program has been improved and what steps need to be taken to create communication programs for persons with severe motor impairment.  As a result of our experiences, we have been able to develop a set of design guidelines for brain-body  interface operated Yes/No programs.  These are presented and justified on the basis of our experiences.  We also raise some general issues for assistive technologies of this nature.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>communication</textkeyword5>
    <author>Gilbert Cockton</author>
    <textkeyword5>assistive technology</textkeyword5>
    <keyword>assistive technology</keyword>
    <author>Chris Bloor</author>
    <keyword>cyberlink</keyword>
    <year>2001</year>
    <author>Eamon Doherty</author>
    <author>Dennis Benigno</author>
    <affiliation>School of Computing, Engineering and Technology, University of Sunderland, P.O. Box 299, Sunderland, SR6 OYN, UK</affiliation>
    <affiliation>Trustee of Neurological Institute of N.J., Parent of Focus Group Member, 270 Hazel Avenue, Clifton, New Jersey</affiliation>
    <keyword>locked in syndrome</keyword>
    <keyword>mental interface</keyword>
    <keyword>ody interface</keyword>
  </document>
  <document>
    <docID>CHI01-011</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Responding to subtle, fleeting changes in the user's internal state.


In human-to-human interaction, people sometimes are able to pick up and respond sensitively to the other's internal state as it shifts moment by moment over the course of an exchange. To find out whether such an ability is worthwhile for computer human interfaces, we built a semi-automated tutoring-type spoken dialog system. The system inferred information about the user's \scare{ephemeral emotions}, such as confidence, confusion, pleasure, and dependency, from the prosody of his utterances and the context. It used this information to select the most appropriate acknowledgement form at each moment. In doing so the system was following some of the basic social conventions for real-time interaction. Users rated the system with this ability more highly than a version without.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>emotion</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>social interaction</keyword>
    <keyword>feedback</keyword>
    <year>2001</year>
    <keyword>tutoring</keyword>
    <author>Wataru Tsukahara</author>
    <author>Nigel Ward</author>
    <affiliation>Hitachi Central Research Labs, 1-280 Higashi-Koigakubo, Kokubunji-shi, Tokyo 185-8601 Japan</affiliation>
    <affiliation>Mech-Info Engineering, University of Tokyo, 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656 Japan</affiliation>
    <keyword>Japanese</keyword>
    <keyword>acknowledgements</keyword>
    <keyword>ephemeral emotions</keyword>
    <keyword>non-verbal</keyword>
    <keyword>prosody</keyword>
    <keyword>real-time</keyword>
    <keyword>responsive</keyword>
    <keyword>spoken dialog</keyword>
  </document>
  <document>
    <docID>CHI01-012</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>An “independent visual background” reduced balance disturbance envoked by visual scene motion: implication for alleviating simulator sickness.


Simulator sickness (SS) / virtual environment (VE) sickness is expected to become increasingly troublesome as VE technology evolves [20]. Procedures to alleviate SS / VE sickness have been of limited value [12]. This paper investigated a possible procedure to reduce SS and VE sickness. Postural disturbance was evoked by visual scene motion at different frequencies. Differences in disturbance were examined as a function of simultaneous exposure to an “independent visual background” (IVB). Eight subjects were tested at two scene motion frequencies and three different IVB conditions using a within-subjects design. An expected statistically significant interaction between IVB condition and frequency was observed. For low frequency scene movements, subjects exhibited less balance  disturbance when the IVB was presented. We suggest that an IVB may alleviate disturbance when conflicting visual and inertial cues are likely to result in simulator or VE sickness.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <keyword>virtual environments</keyword>
    <term>Measurement</term>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>simulator sickness</keyword>
    <year>2001</year>
    <author>Henry Been-Lirn Duh</author>
    <author>Donald E. Parker</author>
    <author>Thomas A. Furness</author>
    <keyword>cybersickness</keyword>
    <keyword>self-motion perception</keyword>
  </document>
  <document>
    <docID>CHI01-013</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Layered participatory analysis: new developments in the CARD technique.


CARD (Collaborative Analysis of Requirements and Design) is an influential technique for participatory design and participatory analysis that is in use on three continents.  This paper reviews three case studies that document the development of a layered CARD approach, which distinguishes among the following: (1) observable, formal components, (2) skill and craft, and (3) interpretative description.  The layered approach simplifies the CARD materials, and moves the deliberately informal technique toward a more principled analysis.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>participatory design</keyword>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>documents</textkeyword5>
    <author>Michael J. Muller</author>
    <textkeyword5>participatory design</textkeyword5>
    <keyword>work analysis</keyword>
    <year>2001</year>
    <affiliation>Lotus Development Corporation, 55 Cambridge Parkway, Cambridge MA</affiliation>
    <keyword>CARD</keyword>
    <keyword>PANDA</keyword>
    <keyword>participatory analysis</keyword>
  </document>
  <document>
    <docID>CHI01-014</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Building a human factors “knowledge shelf” as a collaborative information tool for designers.


Human factors professionals have long been challenged with finding an effective way of communicating critical human factors design information to product designers. The authors have created a tool called a “Knowledge Shelf” for providing human factors information to designers in a very easy to use manner. The Knowledge Shelf is an interactive virtual library of information on human factors methodologies and data relevant to the specific product development needs of designers. Available through the Motorola Intranet, the Knowledge Shelf is designed to make human factors design information easily accessible. Providing these types of information to designers positively impacts the product development process, by facilitating more user-centered design practices.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user-centered design</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <term>Documentation</term>
    <keyword>industrial design</keyword>
    <keyword>collaborative work</keyword>
    <keyword>information sharing</keyword>
    <year>2001</year>
    <author>Brian H. Philips</author>
    <author>Moin Rahman</author>
    <author>Jari Järvinen</author>
    <affiliation>Motorola, Design Integration - Human Factors, Communications Enterprise, 8000 West Sunrise Boulevard, Fort Lauderdale, FL</affiliation>
    <keyword>engineering</keyword>
    <keyword>knowledge shelf</keyword>
    <keyword>product development</keyword>
  </document>
  <document>
    <docID>CHI01-015</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Global-software development lifecycle: an exploratory study.


This study was conducted to explore the efficacy of the global-software development lifecycle (global-SDLC), which comprises design, implementation and usability evaluation phase. A spreadsheet was adapted using the global-SDLC process to accommodate a number of cultures. The design and implementation phases were efficacious. However, in the usability evaluation phase, the usability evaluation techniques were only efficacious when participants, who were experienced computer users and participants who were familiar with the experimenter, were employed. Explanations, from cultural literature such as Hofstede, are presented and implications of these findings on the usability evaluation phase and the global-SDLC are also described.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <term>Measurement</term>
    <textkeyword5>usability evaluation</textkeyword5>
    <keyword>usability evaluation</keyword>
    <keyword>localization</keyword>
    <year>2001</year>
    <author>Alvin W. Yeo</author>
    <affiliation>Faculty of Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia</affiliation>
    <keyword>Hoftede's cultural dimensions</keyword>
    <keyword>global-software development</keyword>
    <keyword>internationalisation</keyword>
  </document>
  <document>
    <docID>CHI01-016</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Ignoring perfect knowledge in-the-world for imperfect knowledge in-the-head.


Memory can be internal or external - knowledge in-the-world or knowledge in-the-head. Making needed information available in an interface may seem the perfect alternative to relying on imperfect memory. However, the rational analysis framework (Anderson, 1990) suggests that least-effort tradeoffs may lead to imperfect performance even when perfect knowledge in-the-world is readily available. The implications of rational analysis for interactive behavior are investigated in two experiments. In experiment 1 we varied the perceptual-motor effort of accessing knowledge in-the-world as well as the cognitive effort of retrieving items from memory. In experiment 2 we replicated one of the experiment 1 conditions to collect eye movement data. The results suggest that milliseconds matter. Least-effort tradeoffs are adopted even when the absolute difference in effort between a perceptual-motor versus a memory strategy is small, and even when adopting a memory strategy results in a higher error rate and lower performance.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>experiment</textkeyword5>
    <keyword>eye tracking</keyword>
    <textkeyword5>eye movements</textkeyword5>
    <keyword>eye movements</keyword>
    <textkeyword5>memory</textkeyword5>
    <author>Wai-Tat Fu</author>
    <keyword>errors</keyword>
    <keyword>interface design</keyword>
    <keyword>direct-manipulation interfaces</keyword>
    <year>2001</year>
    <author>Wayne D. Gray</author>
    <affiliation>Human Factors and Applied Cognition, George Mason University, Fairfax, VA</affiliation>
    <keyword>cognitive least-effort</keyword>
    <keyword>interactive bahavior</keyword>
    <keyword>rational analysis</keyword>
    <keyword>satisficing</keyword>
  </document>
  <document>
    <docID>CHI01-017</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Predicting the effects of in-car interfaces on driver behavior using a cognitive architecture.


When designing and evaluating in-car user interfaces for drivers, it is essential to determine what effects these interfaces may have on driver behavior and performance. This paper describes a novel approach to predicting effects of in-car interfaces by modeling behavior in a cognitive architecture. A cognitive architecture is a theoretical frame-work for building computational models of cognition and performance. The proposed approach centers on integrating a user model for the interface with an existing driver model that accounts for basic aspects of driver behavior (e.g., steering and speed control). By running the integrated model and having it interact with the interface while driving, we can generate a priori predictions of the effects of interface use on driver performance. The paper illustrates the approach by comparing four representative dialing interfaces for an in-car, hands-free cellular phone. It also presents an empirical study that validates several of the qualitative and quantitative predictions of the model.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>empirical study</textkeyword5>
    <keyword>cognitive models</keyword>
    <author>Dario D. Salvucci</author>
    <keyword>cell phones</keyword>
    <textkeyword5>cell phones</textkeyword5>
    <term>Measurement</term>
    <keyword>cognitive architectures</keyword>
    <textkeyword5>driving</textkeyword5>
    <keyword>driving</keyword>
    <textkeyword5>user models</textkeyword5>
    <keyword>ACT-R</keyword>
    <year>2001</year>
    <affiliation>Nissan Cambridge Basic Research, Four Cambridge Center, Cambridge, MA</affiliation>
    <keyword>in-car interfaces</keyword>
  </document>
  <document>
    <docID>CHI01-018</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Towards demystification of direct manipulation: cognitive modeling charts the gulf of execution.


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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <author>David Kieras</author>
    <textkeyword5>cognitive modeling</textkeyword5>
    <textkeyword5>direct manipulation</textkeyword5>
    <keyword>direct manipulation</keyword>
    <term>Measurement</term>
    <keyword>cognitive modeling</keyword>
    <year>2001</year>
    <author>David Meyer</author>
    <author>James Ballas</author>
    <affiliation>Naval Research Laboratory, Washington, D.C.</affiliation>
  </document>
  <document>
    <docID>CHI01-019</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Visualization components for persistent conversations.


An appropriately designed interface to persistent, threaded conversations could reinforce socially beneficial behavior by prominently featuring how frequently and to what degree each user exhibits such behaviors. Based on the data generated by the Netscan data-mining project [9], we have developed a set of tools for illustrating the structure of discussion threads like those found in Usenet newsgroups and the patterns of participation within the discussions. We describe the benefits and challenges of integrating these tools into a multi-faceted dashboard for navigating and reading discussions in social cyberspaces like Usenet and related interaction media. Visualizations of the structure of online discussions have applications for research into the sociology of online groups as well as possible interface designs for their members.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>conversation</textkeyword5>
    <keyword>visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <term>Documentation</term>
    <author>Andrew T. Fiore</author>
    <author>Marc A. Smith</author>
    <keyword>newsgroups</keyword>
    <keyword>Usenet</keyword>
    <keyword>social cyberspaces</keyword>
    <keyword>persistent conversations</keyword>
    <year>2001</year>
    <keyword>asynchronous threaded discussions</keyword>
  </document>
  <document>
    <docID>CHI01-020</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Time Aura: interfaces for pacing.


Historically one of the visions for human-computer symbiosis has been to augment human intelligence and extend people's cognitive abilities. In this paper, we present two visually-based systems to enhance a person's ability to flexibly control their pace while engaged in a cognitively demanding activity. In these investigations, we explore pacing interfaces that minimize the cognitive demands for assessing a current pace, provide ambient cues that can be quickly interpreted without incurring significant interruption from the current task, and place knowledge in the world to flexibly support different pacing strategies. Evaluation of our pacing interfaces shows that technology can successfully support pacing.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>ubiquitous computing</keyword>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>Elizabeth D. Mynatt</author>
    <textkeyword5>interruption</textkeyword5>
    <term>Measurement</term>
    <author>Michael Terry</author>
    <author>Lena Mamykina</author>
    <keyword>pacing</keyword>
    <keyword>visual interfaces</keyword>
    <year>2001</year>
  </document>
  <document>
    <docID>CHI01-021</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Doom as an interface for process management.


This paper explores a novel interface to a system administration task. Instead of creating an interface de novo for the task, the author modified a popular computer game, Doom, to perform useful work. The game was chosen for its appeal to the target audience of system administrators. The implementation described is not a mature application, but it illustrates important points about user interfaces and our relationship with computers. The applications relies on a computer game vernacular rather than the simulations of physical reality found in typical navigable virtual environments. Using a computer game vocabulary may broaden an application's audience by providing sn intuitive environment for children and non-technical users. In addition, the application highlights the adversarial relationships that exist in a computer and suggests a new resource allocation scheme.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>virtual environments</textkeyword5>
    <keyword>visualization</keyword>
    <keyword>3D user interfaces</keyword>
    <keyword>games</keyword>
    <keyword>video games</keyword>
    <keyword>first person shooter (FPS)</keyword>
    <keyword>metaphor</keyword>
    <year>2001</year>
    <author>Dennis Chao</author>
    <affiliation>Computer Science Department, University of New Mexico, Albuquerque, NM</affiliation>
    <keyword>Doom</keyword>
    <keyword>Post-Modernism</keyword>
    <keyword>cyberspace</keyword>
    <keyword>operating systems</keyword>
    <keyword>vernacular</keyword>
  </document>
  <document>
    <docID>CHI01-022</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Shall we mix synthetic speech and human speech? impact on users' performance, perception, and attitude.


Because it is impractical to record human voice for ever-changing dynamic content such as email messages and news, many commercial speech applications use human speech for fixed prompts and synthetic speech (TTS) for the dynamic content. However, this mixing approach may not be optimal from a consistency perspective. A 2-condition between-group experiment (N = 24) was conducted to compare two versions of a virtual-assistant interface (mixing human voice and TTS vs. TTS-only). Users interacted with the virtual assistant to manage some email and calendar tasks. Their task performance, self-perception of task performance, and attitudinal responses were measured. Users interacting with the TTS-only interface performed the task significantly better, while users interacting with the mixed-voices interface thought they did better and had more positive attitudinal responses. Explanations and design implications are suggested.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <term>Languages</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>email</textkeyword5>
    <term>Measurement</term>
    <author>Jennifer Lai</author>
    <keyword>consistency</keyword>
    <year>2001</year>
    <author>Li Gong</author>
    <keyword>email and calendar</keyword>
    <keyword>speech applications</keyword>
    <keyword>telephone-based solution</keyword>
    <keyword>virtual assistant</keyword>
  </document>
  <document>
    <docID>CHI01-023</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Effects of spatial audio on memory, comprehension, and preference during desktop conferences.


An experiment was conducted to determine the effect of spatial audio on memory, focal assurance, perceived comprehension and listener preferences during desktop conferences. Nineteen participants listened to six, pre-recorded, desktop conferences. Each conference was presented using either non-spatial audio, co-located spatial audio, or scaled spatial audio, and during half of the conferences, static visual representations of the conferees were present. In the co-located condition, each conferees voice originated from directly above their image on the screen, and in the scaled spatial audio condition, the spatial separation between conferee voices was increased beyond the visual separation. Results showed that spatial audio improved all measures, increasing memory, focal assurance, and perceived comprehension. In addition, participants preferred spatial audio to non-spatial audio. No strong differences were found in the visual conditions, or between the co-located spatial condition and the scaled spatial conditions.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>3D</keyword>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>communication</keyword>
    <keyword>audio</keyword>
    <term>Measurement</term>
    <textkeyword5>memory</textkeyword5>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <keyword>memory</keyword>
    <keyword>sound</keyword>
    <year>2001</year>
    <keyword>comprehension</keyword>
    <keyword>perception</keyword>
    <author>Jessica J. Baldis</author>
    <keyword>focal assurance</keyword>
    <keyword>spatial</keyword>
    <keyword>user preference</keyword>
  </document>
  <document>
    <docID>CHI01-024</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Quiet calls: talking silently on mobile phones.


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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <keyword>interaction design</keyword>
    <term>Languages</term>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>Palo Alto Research Center, Palo Alto, CA, USA</affiliation>
    <author>Les Nelson</author>
    <textkeyword5>pda</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <term>Measurement</term>
    <keyword>mobile computing</keyword>
    <textkeyword5>mobile phones</textkeyword5>
    <author>Sara Bly</author>
    <affiliation>Sara Bly Consulting, North Plains, OR</affiliation>
    <keyword>handheld devices</keyword>
    <year>2001</year>
    <author>Tomas Sokoler</author>
    <affiliation>Space &amp; Virtuality Studio, The Interactive Institute, Malmo, Sweden</affiliation>
    <keyword>telecommunication</keyword>
  </document>
  <document>
    <docID>CHI01-025</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The audio notebook: paper and pen interaction with structured speech.


This paper addresses the problem that a listener experiences when attempting to capture information presented during a lecture, meeting, or interview. Listeners must divide their attention between the talker and their notetaking activity. We propose a new device-the Audio Notebook-for taking notes and interacting with a speech recording. The Audio Notebook is a combination of a digital audio recorder and paper notebook, all in one device. Audio recordings are structured using two techniques: user structuring based on notetaking activity, and acoustic structuring based on a talker's changes in pitch, pausing, and energy. A field study showed that the interaction techniques enabled a range of usage styles, from detailed review to high speed skimming. The study motivated the addition of  phrase detection and topic suggestions to improve access to the audio recordings. Through these audio interaction techniques, the Audio Notebook defines a new approach for navigation in the audio domain.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>audio</textkeyword5>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>navigation</textkeyword5>
    <term>Languages</term>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>note-taking</textkeyword5>
    <textkeyword5>pen</textkeyword5>
    <keyword>audio</keyword>
    <author>Lisa Stifelman</author>
    <author>Chris Schmandt</author>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <keyword>paper</keyword>
    <keyword>speech</keyword>
    <keyword>speech interfaces</keyword>
    <keyword>speech as data</keyword>
    <year>2001</year>
    <author>Barry Arons</author>
    <keyword>acoustic structuring</keyword>
    <keyword>pen interaction</keyword>
    <keyword>user structuring</keyword>
  </document>
  <document>
    <docID>CHI01-026</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Does organisation by similarity assist image browsing?


In current systems for browsing image collections, users are presented with sets of thumbnail images arranged in some default order on the screen. We are investigating whether it benefits users to have sets of thumbnails arranged according to their mutual similarity, so images that are alike are placed together. There are, of course, many possible definitions of “similarity”: so far we have explored measurements based on low-level visual features, and on the textual captions assigned to the images. Here we describe two experiments, both involving designers as the participants, examining whether similarity-based arrangements of the candidate images are helpful for a picture selection task. Firstly, the two types of similarity-based arrangement were informally compared.  Then, an  arrangement based on visual similarity was more formally compared with a control of a random arrangement. We believe this work should be of interest to anyone designing a system that involves presenting sets of images to users.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>information visualization</keyword>
    <textkeyword5>browsing</textkeyword5>
    <keyword>evaluation</keyword>
    <textkeyword5>selection</textkeyword5>
    <term>Measurement</term>
    <affiliation>University of Cambridge, Cambridge, United Kingdom</affiliation>
    <textkeyword5>thumbnails</textkeyword5>
    <author>Kerry Rodden</author>
    <keyword>image retrieval</keyword>
    <author>Ken Wood</author>
    <year>2001</year>
    <author>Wojciech Basalaj</author>
    <author>David Sinclair</author>
    <affiliation>AT&amp;T Laboratories Cambridge, Trumpington Street, Cambridge CB2 1QA, UK</affiliation>
  </document>
  <document>
    <docID>CHI01-027</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Using thumbnails to search the Web.


We introduce a technique for creating novel, textually-enhanced thumbnails of Web pages. These thumbnails combine the advantages of image thumbnails and text summaries to provide consistent performance on a variety of tasks. We conducted a study in which participants used three different types of summaries (enhanced thumbnails, plain thumbnails, and text summaries) to search Web pages to find several different types of information. Participants took an average of 67, 86, and 95 seconds to find the answer with enhanced thumbnails, plain thumbnails, and text summaries, respectively. We found a strong effect of question category. For some questions, text outperformed plain thumbnails, while for other questions, plain thumbnails outperformed text. Enhanced thumbnails (which combine the features of text summaries and plain thumbnails) were more consistent than either text summaries or plain thumbnails, having for all categories the best performance or performance that was statistically indistinguishable from the best.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>search</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <term>Measurement</term>
    <keyword>thumbnails</keyword>
    <author>Peter Pirolli</author>
    <textkeyword5>thumbnails</textkeyword5>
    <author>Ruth Rosenholtz</author>
    <author>Allison Woodruff</author>
    <author>Andrew Faulring</author>
    <year>2001</year>
    <author>Julie B. Morrison</author>
    <affiliation>Xerox Palo Alto Research Center, 3333 Coyote Hill Rd., Palo Alto, CA and Carnegie Mellon University, 5000 Forbes Avenue, Pittsburgh, PA</affiliation>
    <keyword>Web search task</keyword>
  </document>
  <document>
    <docID>CHI01-028</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>On the road and on the Web? comprehension of synthetic and human speech while driving.


In this study 24 participants drove a simulator while listening to three types of messages in both synthesized speech and recorded human speech. The messages consisted of short navigation messages, medium length (approximately 100 words) email messages, and longer news stories (approximately 200 words). After each message the participant was presented with a series of multiple choice questions to measure comprehension of the message. Driving performance was recorded. Findings show that for the low driving workload conditions in the study, (cruise control, predictable two-lane road with no intersections, invariant lead car) driving performance was not affected by listening to messages. This was true for both the synthesized speech and natural speech. Comprehension of messages in synthetic speech was significantly lower than for recorded human speech for all message types.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <term>Performance</term>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <term>Management</term>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <term>Languages</term>
    <textkeyword5>email</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>driving</textkeyword5>
    <keyword>driving performance</keyword>
    <author>Karen G. Cheng</author>
    <author>Jennifer Lai</author>
    <keyword>driving simulator</keyword>
    <year>2001</year>
    <keyword>comprehension</keyword>
    <keyword>TTS (text-to-speech)</keyword>
    <author>Paul Green</author>
    <author>Omer Tsimhoni</author>
    <keyword>speech synthesis</keyword>
  </document>
  <document>
    <docID>CHI01-029</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Accordion summarization for end-game browsing on PDAs and cellular phones.


We demonstrate a new browsing technique for devices with small displays such as PDAs or cellular phones. We concentrate on end-game browsing, where the user is close to or on the target page. We make browsing more efficient and easier by Accordion Summarization. In this technique the Web page is first represented as a short summary. The user can then drill down to discover relevant parts of the page. If desired, keywords can be highlighted and exposed automatically. We discuss our techniques, architecture, interface facilities, and the result of user evaluations. We measured a 57% improvement in browsing speed and 75% reduction in input effort.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>browsing</textkeyword5>
    <keyword>World Wide Web</keyword>
    <keyword>PDA</keyword>
    <textkeyword5>cell phones</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <author>Hector Garcia-Molina</author>
    <author>Andreas Paepcke</author>
    <textkeyword5>pdas</textkeyword5>
    <keyword>WAP</keyword>
    <year>2001</year>
    <author>Orkut Buyukkokten</author>
    <keyword>HTML</keyword>
    <keyword>WML</keyword>
  </document>
  <document>
    <docID>CHI01-030</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>ConNexus to awarenex: extending awareness to mobile users.


We explored the use of awareness information to facilitate communication by developing a series of prototypes. The ConNexus prototype integrates awareness information, instant messaging, and other communication channels in an interface that runs on a desktop computer. The Awarenex prototype extends that functionality to wireless handheld devices, such as a Palm. A speech interface also enables callers to make use of the awareness information over the telephone. While the prototypes offer similar functionality, the interfaces reflect the different design affordances and use context of each platform. We discuss the design implications of providing awareness information on devices with varying interface and network characteristics.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <textkeyword5>speech</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>CSCW</keyword>
    <term>Algorithms</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <author>Francis C. Li</author>
    <textkeyword5>awareness</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <keyword>mobile devices</keyword>
    <textkeyword5>im</textkeyword5>
    <textkeyword5>handheld</textkeyword5>
    <author>Max G. Van Kleek</author>
    <keyword>instant messaging (IM)</keyword>
    <textkeyword5>handheld devices</textkeyword5>
    <author>John C. Tang</author>
    <year>2001</year>
    <author>Nicole Yankelovich</author>
    <author>James Begole</author>
    <author>Janak Bhalodia</author>
    <affiliation>Sun Microsystems Laboratories, 901 San Antonio Road, Palo Alto, CA</affiliation>
    <affiliation>MIT and Sun Microsystems Laboratories, 901 San Antonio Road, Palo Alto, CA</affiliation>
    <affiliation>U.C Berkeley and Sun Microsystems Laboratories, 901 San Antonio Road, Palo Alto, CA</affiliation>
    <keyword>wireless handhelds</keyword>
  </document>
  <document>
    <docID>CHI01-031</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Beyond command knowledge: identifying and teaching strategic knowledge for using complex computer applications.


Despite experience, many users do not make efficient use of complex computer applications. We argue that this is caused by a lack of strategic knowledge that is difficult to acquire just by knowing how to use commands. To address this problem, we present efficient and general strategies for using computer applications, and identify the components of strategic knowledge required to use them. We propose a framework for teaching strategic knowledge, and show how we implemented it in a course for freshman students. In a controlled study, we compared our approach to the traditional approach of just teaching commands. The results show that efficient and general strategies can in fact be taught to students of diverse backgrounds in a limited time without harming command knowledge. The experiment also pinpointed those strategies that can be automatically learned just from learning commands, and those that require more practice than we provided. These results are important to universities and companies that wish to foster more efficient use of complex computer applications.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <author>Bonnie E. John</author>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <keyword>strategy</keyword>
    <keyword>training</keyword>
    <keyword>GOMS</keyword>
    <author>Suresh K. Bhavnani</author>
    <term>Measurement</term>
    <year>2001</year>
    <author>Frederick Reif</author>
    <keyword>instruction</keyword>
  </document>
  <document>
    <docID>CHI01-032</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Teachers as simulation programmers: minimalist learning and reuse.


Five public school teachers were observed during two self-study sessions where they learned to use Visual AgenTalk (VAT). The first session emphasized the basic visual programming skills, while the second introduced ways to reuse existing simulations. Two versions of the reuse tutorial were developed, one offering a concrete example world for reuse, and the second an abstract world. During their learning and reuse sessions, the teachers thought out loud as they worked, enabling a detailed analysis of their goals, reactions, problems, and successes. After each session, the teachers also completed user reaction questionnaires. Although all teachers succeeded in learning the basics of VAT, they varied considerably in their reuse of the example simulations. It appears that the simplified components of the abstract world supported reuse to a greater degree than those of the concrete example world.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <textkeyword5>programming</textkeyword5>
    <textkeyword5>reuse</textkeyword5>
    <author>Mary Beth Rosson</author>
    <keyword>visual programming</keyword>
    <keyword>simulation</keyword>
    <year>2001</year>
    <author>Cheryl D. Seals</author>
    <keyword>teacher education</keyword>
  </document>
  <document>
    <docID>CHI01-033</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Locus of feedback control in computer-based tutoring: impact on learning rate, achievement and attitudes.


The advent of second-generation intelligent computer tutors raises an important instructional design question: when should tutorial advice be presented in problem solving? This paper examines four feedback conditions in the ACT Programming Tutor. Three versions offer the student different levels of control over error feedback and correction: (a) immediate feedback and immediate error correction; (b) immediate error flagging and student control of error correction; (c) feedback on demand and student control of error correction. A fourth, No-tutor condition offers no stepby-step problem solving support. The immediate feedback group with greatest tutor control of problem solving yielded the most efficient learning. These students completed the tutor problems fastest, and the three tutor-supported groups performed equivalently on tests. Questionnaires revealed little student preference among the four conditions. These results suggest that students will need explicit guidance to benefit from learning opportunities that arise when they have greater control over tutorial assistance.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>programming</textkeyword5>
    <author>John R. Anderson</author>
    <textkeyword5>feedback</textkeyword5>
    <term>Measurement</term>
    <keyword>intelligent tutoring systems</keyword>
    <author>Albert T. Corbett</author>
    <year>2001</year>
    <keyword>instructional interface design</keyword>
    <keyword>student modeling</keyword>
    <keyword>feedback in problem solving</keyword>
  </document>
  <document>
    <docID>CHI01-034</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Sensetable: a wireless object tracking platform for tangible user interfaces.


In this paper we present a system that electromagnetically tracks the positions and orientations of multiple wireless objects on a tabletop display surface. The system offers two types of improvements over existing tracking approaches such as computer vision. First, the system tracks objects quickly and accurately without susceptibility to occlusion or changes in lighting conditions. Second, the tracked objects have state that can be modified by attaching physical dials and modifiers. The system can detect these changes in real-time.We present several new interaction techniques developed in the context of this system. Finally, we present two applications of the system: chemistry and system dynamics simulation.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>augmented reality</keyword>
    <author>Hiroshi Ishii</author>
    <keyword>interactive surface</keyword>
    <keyword>tangible user interface</keyword>
    <textkeyword5>tabletop</textkeyword5>
    <textkeyword5>tangible user interface</textkeyword5>
    <author>James Patten</author>
    <textkeyword5>computer vision</textkeyword5>
    <keyword>object tracking</keyword>
    <author>Gian Pangaro</author>
    <year>2001</year>
    <author>Jim Hines</author>
    <keyword>system dynamics</keyword>
    <keyword>two-handed manipulation</keyword>
  </document>
  <document>
    <docID>CHI01-035</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Surface drawing: creating organic 3D shapes with the hand and tangible tools.


Surface Drawing is a system for creating organic 3D shapes in a manner which supports the needs and interests of artists. This medium facilitates the early stages of creative design which many 3D modeling programs neglect. Much like traditional media such as line drawing and painting, Surface Drawing lets users construct shapes through repeated marking. In our case, the hand is used to mark 3D space in a semi-immersive virtual environment. The interface is completed with tangible tools to edit and manipulate models. We introduce the use of tongs to move and scale 3D shapes and demonstrate a magnet tool which is comfortably held without restricting hand motion. We evaluated our system through collaboration with artists and designers, exhibition before hundreds of users, our own extensive exploration of the medium, and an informal user study. Response was especially positive from users with an artistic background.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <keyword>tangible user interface</keyword>
    <keyword>3D modeling</keyword>
    <year>2001</year>
    <author>Steven Schkolne</author>
    <author>Michael Pruett</author>
    <author>Peter Schröder</author>
    <affiliation>Caltech</affiliation>
    <affiliation>Bell Labs</affiliation>
    <keyword>artistic shape creation</keyword>
    <keyword>design prototyping</keyword>
    <keyword>fine art</keyword>
    <keyword>hand-based interface</keyword>
    <keyword>repeated marking</keyword>
    <keyword>semi-immersive environment</keyword>
  </document>
  <document>
    <docID>CHI01-036</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>DataTiles: a modular platform for mixed physical and graphical interactions.


The DataTiles system integrates the benefits of two major interaction paradigms: graphical and physical user interfaces.  Tagged transparent tiles are used as modular construction units.  These tiles are augmented by dynamic graphical information when they are placed on a sensor-enhanced flat panel display.  They can be used independently or can be combined into more complex configurations, similar to the way language can express complex concepts through a sequence of simple words. In this paper, we discuss our design principles for mixing physical and graphical interface techniques, and describe the system architecture and example applications of the DataTiles system.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <author>Jun Rekimoto</author>
    <keyword>interaction techniques</keyword>
    <textkeyword5>language</textkeyword5>
    <keyword>tangible user interface</keyword>
    <keyword>graphical user interfaces</keyword>
    <keyword>visual language</keyword>
    <year>2001</year>
    <author>Brygg Ullmer</author>
    <author>Haruo Oba</author>
    <affiliation>Interaction Laboratory, Sony Computer Science Laboratories, Inc., 3-14-13 Higashigotanda, Shinagawa-ku, Tokyo 141-0022 Japan</affiliation>
    <keyword>radio-frequency identification tags</keyword>
  </document>
  <document>
    <docID>CHI01-037</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Optimizing search by showing results in context.


We developed and evaluated seven interfaces for integrating semantic category information with Web search results. List interfaces were based on the familiar ranked-listing of search results, sometimes augmented with a category name for each result. Category interfaces also showed page titles and/or category names, but re-organized the search results so that items in the same category were grouped together visually. Our user studies show that all Category interfaces were more effective than List interfaces even when lists were augmented with category names for each result. The best category performance was obtained when both category names and individual page titles were presented. Either alone is better than a list presentation, but both together provide the most effective means for allowing users to quickly examining search results. These results provide a better understanding of the perceptual and cognitive factors underlying the advantage of category groupings and provide some practical guidance to Web search interface designers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>Susan Dumais</author>
    <keyword>World Wide Web</keyword>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <keyword>user interfaces</keyword>
    <term>Measurement</term>
    <keyword>user study</keyword>
    <textkeyword5>web search</textkeyword5>
    <author>Edward Cutrell</author>
    <keyword>usability</keyword>
    <keyword>search</keyword>
    <year>2001</year>
    <author>Hao Chen</author>
    <keyword>text categorization</keyword>
    <keyword>focus-in-context</keyword>
  </document>
  <document>
    <docID>CHI01-038</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Robust annotation positioning in digital documents.


Increasingly, documents exist primarily in digital form. System designers have recently focused on making it easier to read digital documents, with annotation as an important new feature. But supporting annotation well is difficult because digital documents are frequently modified, making it challenging to correctly reposition annotations in modified versions. Few systems have addressed this issue, and even fewer have approached the problem from the users' point of view. This paper reports the results of two studies examining user expectations for robust annotation positioning in modified documents. We explore how users react to lost annotations, the relationship between types of document modifications and user expectations, and whether users pay attention to text surrounding their  annotations. Our results could contribute substantially to effective digital document annotation systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <term>Algorithms</term>
    <textkeyword5>annotation</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>attention</textkeyword5>
    <author>Anoop Gupta</author>
    <term>Measurement</term>
    <author>A.J. Bernheim Brush</author>
    <keyword>annotation</keyword>
    <keyword>digital</keyword>
    <keyword>documents</keyword>
    <author>J. J. Cadiz</author>
    <author>David Bargeron</author>
    <keyword>annotation system design</keyword>
    <year>2001</year>
    <keyword>robust</keyword>
  </document>
  <document>
    <docID>CHI01-039</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Reading of electronic documents: the usability of linear, fisheye, and overview+detail interfaces.


Reading of electronic documents is becoming increasingly important as more information is disseminated electronically. We present an experiment that compares the usability of a linear, a fisheye, and an overview+detail interface for electronic documents. Using these interfaces, 20 subjects wrote essays and answered questions about scientific documents. Essays written using the overview+detail interface received higher grades, while subjects using the fisheye interface read documents faster. However, subjects used more time to answer questions with the overview+detail interface. All but one subject preferred the overview+detail interface. The most common interface in practical use, the linear interface, is found to be inferior to the fisheye and overview+detail interfaces regarding most aspects of usability. We recommend using overview+detail interfaces for electronic documents, while fisheye interfaces mainly should be considered for time-critical tasks.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <keyword>information visualization</keyword>
    <keyword>information retrieval</keyword>
    <textkeyword5>documents</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>experiment</textkeyword5>
    <keyword>user study</keyword>
    <author>Kasper Hornbæk</author>
    <affiliation>University of Copenhagen, Copenhagen, Denmark</affiliation>
    <keyword>usability</keyword>
    <author>Erik Frøkjær</author>
    <year>2001</year>
    <affiliation>Datalogi, Roskilde Universitetscenter, Roskilde, Denmark</affiliation>
    <keyword>electronic documents</keyword>
    <keyword>reading activity</keyword>
  </document>
  <document>
    <docID>CHI01-040</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Eye gaze patterns in conversations: there is more to conversational agents than meets the eyes.


In multi-agent, multi-user environments, users as well as agents should have a means of establishing who is talking to whom. In this paper, we present an experiment aimed at evaluating whether gaze directional cues of users could be used for this purpose. Using an eye tracker, we measured subject gaze at the faces of conversational partners during four-person conversations. Results indicate that when someone is listening or speaking to individuals, there is indeed a high probability that the person looked at is the person listened (p=88%) or spoken to (p=77%). We conclude that gaze is an excellent predictor of conversational attention in multiparty conversations. As such, it may form a reliable source of input for conversational systems that need to establish whom the user is speaking or listening to. We implemented our findings in FRED, a multi-agent conversational system that uses eye input to gauge which agent the user is listening or speaking to.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <term>Languages</term>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <author>Roel Vertegaal</author>
    <keyword>gaze</keyword>
    <term>Measurement</term>
    <affiliation>Queen's University, Kingston, ON, Canada</affiliation>
    <keyword>tracking</keyword>
    <year>2001</year>
    <author>Robert Slagter</author>
    <author>Gerrit van der Veer</author>
    <author>Anton Nijholt</author>
    <affiliation>Telematics Institute, The Netherlands</affiliation>
    <affiliation>Vrije Universiteit, The Netherlands</affiliation>
    <affiliation>Twente University, The Netherlands</affiliation>
    <keyword>attention-based interfaces</keyword>
    <keyword>attentive agents</keyword>
    <keyword>conversational attention</keyword>
    <keyword>multiparty communication</keyword>
  </document>
  <document>
    <docID>CHI01-041</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The impact of eye gaze on communication using humanoid avatars.


In this paper we describe an experiment designed to investigate the importance of eye gaze in humanoid avatar's representing people engaged in conversation. We compare responses to dyadic conversations in four mediated conditions: video, audio-only, and two avatar conditions. The avatar conditions differed only in their treatment of eye gaze. In the random-gaze condition the avatars head and eye animations were unrelated to conversational flow. In the informed-gaze condition, they were related to turn-taking during the conversation. The head animations were tracked and the eye animations were inferred from the audio stream. Our comparative analysis of 100 post-experiment questionnaires showed that the random-gaze avatar did not improve on audio-only communication. The informed-gaze  avatar significantly outperformed the random-gaze model and also outperformed audio-only on several response measures. We conclude that an avatar whose gaze behaviour is related to the conversation provides a marked improvement on an avatar that merely exhibits liveliness.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <keyword>gaze</keyword>
    <keyword>CMC</keyword>
    <keyword>mediated communication</keyword>
    <term>Measurement</term>
    <affiliation>University College London, London, United Kingdom</affiliation>
    <keyword>avatars</keyword>
    <textkeyword5>avatars</textkeyword5>
    <author>M. Angela Sasse</author>
    <author>Maia Garau</author>
    <author>Mel Slater</author>
    <year>2001</year>
    <author>Simon Bee</author>
    <affiliation>Parametric Technology Corp., 19 Apex Court, Woodlands, Almondsbury Park, Bristol, BS32 4JT, UK and MLB3/7, BT Labs., Martlesham Heath, Ipswich, IP5 3RE, UK</affiliation>
    <keyword>collaborative virtual enviroments (CVEs)</keyword>
    <keyword>nonverbal behaviours</keyword>
  </document>
  <document>
    <docID>CHI01-042</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The dynamics of mass online marketplaces: a case study of an online auction.


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 such as online auctions to bring together buyers and sellers with greater effectiveness at a massive scale. Despite the growing interest and importance of such marketplaces, our understanding of how the design of the marketplace affects buyer and seller behavior at the individual level and the market effectiveness at the aggregate level 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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <term>Measurement</term>
    <affiliation>University of Minnesota, Minneapolis, MN, USA</affiliation>
    <keyword>information overload</keyword>
    <year>2001</year>
    <author>Jungpil Hahn</author>
    <keyword>electronic marketplaces</keyword>
    <keyword>item display</keyword>
    <keyword>market navigation</keyword>
    <keyword>market technostructure</keyword>
    <keyword>massive scale online auctions</keyword>
    <keyword>online market design</keyword>
  </document>
  <document>
    <docID>CHI01-043</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Casablanca: designing social communication devices for the home.


The Casablanca project explored how media space concepts could be incorporated into households and family life. This effort included prototypes built for the researchers' own home use, field studies of households, and consumer testing of design concepts. A number of previously unreported consumer preferences and concerns were uncovered and incorporated into several original prototypes, most notably ScanBoard and the Intentional Presence Lamp. Casablanca also resulted in conclusions about designing household social communication devices.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>media space</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <author>Debby Hindus</author>
    <textkeyword5>home</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>families</textkeyword5>
    <author>Scott D. Mainwaring</author>
    <year>2001</year>
    <author>Nicole Leduc</author>
    <author>Anna Elizabeth Hagström</author>
    <author>Oliver Bayley</author>
    <affiliation>Interval Research Corp.</affiliation>
  </document>
  <document>
    <docID>CHI01-044</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Digital family portraits: supporting peace of mind for extended family members.


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 members 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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <term>Performance</term>
    <term>Management</term>
    <keyword>visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>sensors</textkeyword5>
    <keyword>ubiquitous computing</keyword>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>Elizabeth D. Mynatt</author>
    <keyword>light-weight interaction</keyword>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>home</textkeyword5>
    <keyword>home</keyword>
    <textkeyword5>families</textkeyword5>
    <keyword>aging</keyword>
    <author>Jim Rowan</author>
    <year>2001</year>
    <author>Sarah Craighill</author>
    <author>Annie Jacobs</author>
  </document>
  <document>
    <docID>CHI01-045</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Social navigation of food recipes.


The term Social Navigation captures every-day behaviour used to find information, people, and places - namely through watching, following, and talking to people. We discuss how to design information spaces to allow for social navigation. We applied our ideas in a recipe recommendation system. In a follow-up user study, subjects state that social navigation adds value to the service: it provides for social affordance, and it helps turning a space into a social place. The study also reveals some unresolved design issues, such as the snowball effect where more and more users follow each other down the wrong path, and privacy issues.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <author>Kristina Höök</author>
    <keyword>privacy</keyword>
    <term>Security</term>
    <author>Annika Waern</author>
    <keyword>recommender systems</keyword>
    <keyword>social navigation</keyword>
    <author>Jarmo Laaksolahti</author>
    <year>2001</year>
    <author>Martin Svensson</author>
    <affiliation>HUMLE, SICS, Box 1263, S-164 29 Kista, Sweden</affiliation>
    <keyword>online shopping</keyword>
  </document>
  <document>
    <docID>CHI01-046</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Chinese input with keyboard and eye-tracking: an anatomical study.


Chinese input presents unique challenges to the field of human computer interaction. This study provides an anatomical analysis of today's standard Chinese input process, which is based on pinyin, a phonetic spelling system in Roman characters. Through a combination of human performance modeling and experimentation, our study decomposed the Chinese input process into sub-tasks and found that choice reaction time and numeric keying, two component resulted from the large number of homophones in Chinese, were the major usability bottlenecks. Choice reaction alone took 36% of the total input time in our experiment. Numeric keying for multiple candidates selection tends to take the user's attention away from the computer visual screen. We designed and implemented the EASE (Eye Assisted  Selection and Entry) system to help maintaining  complete touch-typing experience without diverting visual (spacebar) and implicit eye-tracking to replace the numeric keystrokes. Our experiment showed that such a system could indeed work, even with today's imperfecteye-tracking technology.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>selection</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>touch</textkeyword5>
    <term>Languages</term>
    <author>Shumin Zhai</author>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <textkeyword5>eye tracking</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <keyword>eye tracking</keyword>
    <textkeyword5>attention</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <keyword>gaze</keyword>
    <keyword>multimodal interfaces</keyword>
    <keyword>gaze-tracking</keyword>
    <term>Measurement</term>
    <affiliation>IBM Research - China, Beijing, China</affiliation>
    <keyword>performance modeling</keyword>
    <author>Jingtao Wang</author>
    <year>2001</year>
    <author>Hui Su</author>
    <keyword>Chinese text input</keyword>
    <keyword>pinyin input</keyword>
  </document>
  <document>
    <docID>CHI01-047</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Model for unistroke writing time.


Unistrokes are a viable form of text input in pen-based user interfaces. However, they are a very heterogeneous group of gestures the only common feature being that all are drawn with a single stroke. Several unistroke alphabets have been proposed including the original Unistrokes, Graffiti, Allegro, T-Cube and MDITIM. Comparing these methods usually requires a lengthy study with many writers and even then the results are biased by the earlier handwriting experience that the writers have. Therefore, a simple descriptive model for predicting the writing time for an expert user on any given unistroke alphabet thus enabling sounder argumentation on the properties of different writing methods.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>gestures</textkeyword5>
    <affiliation>University of Tampere, Tampere, Finland</affiliation>
    <textkeyword5>pen</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>pen-based user interfaces</textkeyword5>
    <keyword>pen input</keyword>
    <keyword>handwriting</keyword>
    <author>Poika Isokoski</author>
    <textkeyword5>text input</textkeyword5>
    <year>2001</year>
    <keyword>modeling of motor performance</keyword>
  </document>
  <document>
    <docID>CHI01-048</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Text input for mobile devices: comparing model prediction to actual performance.


A study was conducted to obtain performance data for entering text on a mobile phone in order to compare it to performance predictions based on two different mathematical models. Speed data was obtained for two text input methods, T9 Text Input and Multi-tap. While the direction of the results was the same for both the performance data and both model predicitons (with predictive text entry being faster than Multi-tap text entry), the results for all three differed in magnitude. Suggestions for this discrepancy are provided. In addition, in order to help shape future models, additional results are presented for both input methods to show how both accuracy and speed performance varies based on user experience and text subject matter.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Reliability</term>
    <textkeyword5>input</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>mobile</textkeyword5>
    <term>Measurement</term>
    <keyword>mobile systems</keyword>
    <textkeyword5>text entry</textkeyword5>
    <keyword>text entry</keyword>
    <textkeyword5>mobile devices</textkeyword5>
    <textkeyword5>mobile phones</textkeyword5>
    <keyword>mobile phones</keyword>
    <textkeyword5>user experience</textkeyword5>
    <keyword>performance modeling</keyword>
    <textkeyword5>text input</textkeyword5>
    <keyword>keypad input</keyword>
    <year>2001</year>
    <author>Christina L. James</author>
    <author>Kelly M. Reischel</author>
    <affiliation>User Interface &amp; Usability Group, Tegic Communications, AOL Wireless, 1000 Dexter Avenue N., Suite 300, Seattle, WA</affiliation>
  </document>
  <document>
    <docID>CHI01-049</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Better home shopping or new democracy? evaluating community network outcomes.


This is a perspective paper on community networks - socio-technical 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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Virginia Tech, Blacksburg, VA, USA</affiliation>
    <keyword>evaluation</keyword>
    <term>Measurement</term>
    <author>Mary Beth Rosson</author>
    <author>John M. Carroll</author>
    <textkeyword5>home</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <year>2001</year>
    <keyword>social impact</keyword>
    <keyword>community networks</keyword>
  </document>
  <document>
    <docID>CHI01-050</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Identity construction environments: supporting a virtual therapeutic community of pediatric patients undergoing dialysis.


We describe a five-month pilot project conducted in the dialysis unit at Boston's Children's Hospital. Pediatric patients with renal disease used the Zora graphical multi-user environment while facing hemodialysis. Zora is an identity construciton environment specifically designed to help young people explore issues of identity, while engaging in a participatory virtual community. This paper presents the experience and evaluates the feasibility and safety of using Zora in a hospital setting. It describes how Zora facilitated explorations of identity and mutual patient support and interaction. Finally it also presents design recommendations for future interventions of this kind. More generally, this paper explores the potential of technology specifically designed with therapeutic  purposes to help patients cope with their illness.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>identity</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>safety</textkeyword5>
    <keyword>identity</keyword>
    <keyword>storytelling</keyword>
    <year>2001</year>
    <keyword>virtual communities</keyword>
    <keyword>therapy</keyword>
    <author>Marina U. Bers</author>
    <author>Joseph Gonzalez-Heydrich</author>
    <author>David Ray DeMaso</author>
    <affiliation>Children's Hospital, Boston, MA</affiliation>
    <keyword>dialysis</keyword>
    <keyword>multi-user virtual environment</keyword>
    <keyword>pediatric patients</keyword>
  </document>
  <document>
    <docID>CHI01-051</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>GeneyTM: designing a collaborative activity for the palmTM handheld computer.


This paper describes a project to explore issues surrouding the development of a collaborative handheld educational application for children. A user-centered, iterative design process was used to develop GeneyTM, a collaborative problem solving application to help children explore genetic concepts using PalmTM handheld computers. The design methodology utilized mock-ups of representative tasks and scenarios, pre-design meetings with targets users, prototype development, and feedback sessions with target users. The results of this work identify an effective way of utilizing handheld computers for collaborative learning and provide important insights into the design of handheld applications for children. This work also illustrates the necessity of user-centered design when new user  groups are targeted, especially when novel user interface paradigms are employed that go beyond current windows-based interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user-centered design</textkeyword5>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>children</textkeyword5>
    <keyword>children</keyword>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>CSCW</keyword>
    <textkeyword5>methodology</textkeyword5>
    <textkeyword5>design process</textkeyword5>
    <keyword>education</keyword>
    <keyword>PDA</keyword>
    <textkeyword5>feedback</textkeyword5>
    <author>Kori M. Inkpen</author>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <textkeyword5>handheld</textkeyword5>
    <keyword>user-centered design</keyword>
    <textkeyword5>handheld computers</textkeyword5>
    <author>Kellogg S. Booth</author>
    <keyword>CSCL</keyword>
    <year>2001</year>
    <author>Arman Danesh</author>
    <author>Felix Lau</author>
    <author>Keith Shu</author>
    <affiliation>School of Computing Science, Simon Fraser University</affiliation>
    <keyword>genetics</keyword>
    <keyword>handheld computing</keyword>
  </document>
  <document>
    <docID>CHI01-052</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Relational agents: a model and implementation of building user trust.


Building trust with users is crucial in a wide range of applications, such as financial transactions, and some minimal degree of trust is required in all applications to even initiate and maintain an interaction with a user. Humans use a variety of relational conversational strategies, including small talk, to establish trusting relationships with each other. We argue that such strategies can also be used by interface agents, and that embodied conversational agents are ideally suited for this task given the myriad cues available to them for signaling trustworthiness. We describe a model of social dialogue, an implementation in an embodied conversation agent, and an experiment in which social dialogue was demonstrated to have an effect on trust, for users with a disposition to be  extroverts.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>social interfaces</keyword>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>agents</textkeyword5>
    <author>Timothy W. Bickmore</author>
    <author>Justine Cassell</author>
    <term>Languages</term>
    <textkeyword5>experiment</textkeyword5>
    <keyword>natural language</keyword>
    <keyword>trust</keyword>
    <term>Measurement</term>
    <textkeyword5>trust</textkeyword5>
    <keyword>embodied conversational agents</keyword>
    <keyword>personality</keyword>
    <year>2001</year>
    <keyword>small talk</keyword>
  </document>
  <document>
    <docID>CHI01-053</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>An empirical study of human Web assistants: implications for user support in Web information systems.


User support is an important element in reaching the goal of universal usability for Web information systems. Recent developments indicate that human involvement in user support is a step towards this goal. However, most such efforts are currently being pursued on a purely intuitive basis. This, empirical findings about the role of human assistants are important. In this paper we present the findings from a field study of a general user support model for Web information systems. We show that integrating human assistance into Web systems is a way to provide efficient user support. Further, this integration makes a Web site more fun to use and increases the user's trust in the site. The support also improves the site atmosphere. Our findings are summarised as recommendations and design  guidelines for decision-makers and developers Web systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>empirical study</textkeyword5>
    <keyword>efficiency</keyword>
    <keyword>design guidelines</keyword>
    <term>Measurement</term>
    <keyword>field study</keyword>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>trust</textkeyword5>
    <keyword>universal usability</keyword>
    <year>2001</year>
    <author>Johan Aberg</author>
    <author>Nahid Shahmehri</author>
    <affiliation>Dept. of Computer and Information Science, Linköpings universitet, S-581 83 Linköping, Sweden</affiliation>
    <keyword>Web information systems</keyword>
    <keyword>attitude</keyword>
    <keyword>user support</keyword>
  </document>
  <document>
    <docID>CHI01-054</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Social presence in Web surveys.


Social interface theory has widespread influence in the field of human-computer interaction. The basic thesis is that humanizing cues in a computer interface can engender responses from users similar to human-human interaction. In contrast, the survey interviewing literature suggests that computer administration of surveys on highly sensitive topics reduces or eliminates social desirability effect, even when such humanizing features as voice are used.In attempting to reconcile these apparently contradictory findings, we varied features of the interface in a Web survey (n=3047). In one treatment, we presented an image of 1) a male researcher, 2) a female researcher, or 3) the study logo at several points. In another, we varied the extent of personal feedback provided. We  find little support for the soical interface hypothesis. We describe our study and discuss possible reasons for the contradictory evidence on social interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>social interfaces</keyword>
    <textkeyword5>social interfaces</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>survey</textkeyword5>
    <textkeyword5>social presence</textkeyword5>
    <year>2001</year>
    <author>Mick P. Couper</author>
    <author>Roger Tourangeau</author>
    <author>Darby M. Steiger</author>
    <affiliation>The Gallup Organization, One Church Street, Suite 900, Rockville, MD</affiliation>
    <keyword>Web surveys</keyword>
    <keyword>social desirability</keyword>
  </document>
  <document>
    <docID>CHI01-055</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Exploring 3D navigation: combining speed-coupled flying with orbiting.


We present a task-based taxonomy of navigation techniques for 3D virtual environments, used to categorize existing techniques, drive exploration of the design space, and inspire new techniques. We briefly discuss several new techniques, and describe in detail one new techniques, Speed-coupled Flying with Orbiting. This technique couples control of movement speed to camera height and tilt, allowing users to seamlessly transition between local environment-views and global overviews. Users can also orbit specific objects for inspection. Results from two competitive user studies suggest users performed better with Speed-coupled Flying with Orbiting over alternatives, with performance also enhanced by a large display.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>George G. Robertson</author>
    <author>Mary Czerwinski</author>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>interaction techniques</keyword>
    <term>Measurement</term>
    <keyword>user study</keyword>
    <textkeyword5>large displays</textkeyword5>
    <author>Desney S. Tan</author>
    <year>2001</year>
    <keyword>3D virtual environments</keyword>
    <keyword>egocentric navigation</keyword>
  </document>
  <document>
    <docID>CHI01-056</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Reaching movements to augmented and graphic objects in virtual environments.


This work explores how the availability of visual and haptic feedback affects and kinematics of reaching performance in a tabletop virtual environment. Eight subjects performed reach-to-grasp movements toward target objects of various sites in conitions where visual and haptic feedback were either present or absent. It was found that movement time was slower when visual feedback of the moving limb was not available. Further MT varied systematically with target size when haptic feedback was available (i.e. augmented targets), and thus followed Fitts' law. However, movement times were constant regardless of target size when haptic feedback was removed. In depth analysis of the reaching kinematics revealed that subjects spent longer decelerating toward smaller targets in conditions where  haptic feedback was available. In contrast, deceleration time was constant when haptic feedback was absent. These results suggest that visual feedback about the moving limb and veridical haptic feedback about object contract are extremely important for humans to effectively work in virtual environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>virtual environments</textkeyword5>
    <keyword>Fitts' law</keyword>
    <keyword>augmented reality</keyword>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <keyword>human performance</keyword>
    <author>Christine L. MacKenzie</author>
    <term>Measurement</term>
    <textkeyword5>tabletop</textkeyword5>
    <textkeyword5>fitts' law</textkeyword5>
    <keyword>interaction</keyword>
    <keyword>haptic feedback</keyword>
    <keyword>visual feedback</keyword>
    <keyword>object manipulation</keyword>
    <year>2001</year>
    <author>Andrea H. Mason</author>
    <author>Masuma A. Walji</author>
    <author>Elaine J. Lee</author>
    <affiliation>School of Kinesiology, Simon Fraser University, Burnaby, B.C. V5A 1S6, Canada</affiliation>
    <keyword>empirical data</keyword>
    <keyword>kinematic data</keyword>
    <keyword>sensory information</keyword>
    <keyword>sensory manipulation</keyword>
  </document>
  <document>
    <docID>CHI01-057</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>3D or not 3D? evaluating the effect of the third dimension in a document management system.


Several recent research systems have provided interactive three-dimensional (3D) visualisations for supporting everyday work such as file and document management. But what improvements do these 3D interfaces offer over their traditional 2D counterparts? This paper describes the comparative evaluation of two document management systems that differ only in the number of dimensions used for displaying and interacting with the data. The 3D system is heavily based on Robertson et al.'s Data Mountain, which supports users in storing, organising and retrieving “thumbnail” representations of documents such as bookmarked Web-pages. Results show that our subjects were faster at storing and retrieving pages in the display when using the 2D interface, but not significantly so. As expected,  retrieval times significantly increased as the number of thumbnails increased. Despite the lack of significant differences between the 2D and 3D interfaces, subjective assessments showed a significant preference for the 3D interface.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <term>Management</term>
    <keyword>information visualization</keyword>
    <textkeyword5>documents</textkeyword5>
    <term>Documentation</term>
    <textkeyword5>3d</textkeyword5>
    <keyword>3D user interfaces</keyword>
    <term>Measurement</term>
    <textkeyword5>thumbnails</textkeyword5>
    <author>Andy Cockburn</author>
    <affiliation>University of Canterbury, Christchurch, New Zealand</affiliation>
    <keyword>spatial memory</keyword>
    <keyword>document management</keyword>
    <author>Bruce McKenzie</author>
    <year>2001</year>
  </document>
  <document>
    <docID>CHI01-058</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Automating camera management for lecture room environments.


Given rapid improvements in network infrastructure and streaming-media technologies, a large number of corporations and universities are recording lectures and making them available online for anytime, anywhere access. However, producing high-quality lecture videos is still labor intensive and expensive. Fortunately, recent technology advances are making it feasible to build automated camera management systems to capture lectures. In this paper we report on our design, implementation and study of such a system. Compared to previous work-which has tended to be technology centric-we started with interviews with professional video producers and used their knowledge and expertise to create video production rules. We then targeted technology components that allowed us to implement a  substantial portion of these rules, including the design of a virtual video director. The system's performance was compared to that of a human operator via a user study. Results suggest that our system's quality in close to that of a human-controlled system. In fact most remote audience members could not tell if the video was produced by a computer or a person.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>video</textkeyword5>
    <author>Anoop Gupta</author>
    <term>Measurement</term>
    <textkeyword5>interviews</textkeyword5>
    <author>J. J. Cadiz</author>
    <author>Yong Rui</author>
    <year>2001</year>
    <author>Qiong Liu</author>
    <keyword>automated camera management</keyword>
    <keyword>sound source localization</keyword>
    <keyword>speaker tracking</keyword>
    <keyword>video production rules</keyword>
    <keyword>virtual video director</keyword>
  </document>
  <document>
    <docID>CHI01-059</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Viewing meeting captured by an omni-directional camera.


One vision of future technology is the ability to easily and inexpensively capture any group meeting that occurs, store it, and make it available for people to view anytime and anywhere on the network. One barrier to achieving this vision has been the design of low-cost camera systems that can capture important aspects of the meeting without needing a human camera operator. A promising solution that has emerged recently is omni-directional cameras that can capture a 360-degree video of the entire meeting.The panoramic capability provided by these cameras raises both new opportunities and new issues for the interfaces provided for post-meeting viewers — for example, do we show all meeting participants all the time or do we just show the person who is speaking, how much  control do we provide to the end-user in selecting the view, and will providing this control distract them from their task. These are not just user interface issues, they also raise tradeoffs for the client-server systems used to deliver such content. They impact how much data needs to be stored on the disk, what computation can be done on the server vs. the client, and how much bandwidth is needed. We report on a rototype system built using an omni-directional camera and results from user studies of interface preferences expressed by viewers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>video</textkeyword5>
    <author>Anoop Gupta</author>
    <term>Measurement</term>
    <author>J. J. Cadiz</author>
    <author>Yong Rui</author>
    <year>2001</year>
    <keyword>omni-directional camera systems</keyword>
    <keyword>on-demand meeting watching</keyword>
  </document>
  <document>
    <docID>CHI01-060</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Partitioning digital worlds: focal and peripheral awareness in multiple monitor use.


Software today does not help us partition our digital worlds effectively. We must organize them ourselves. This field study of users of multiple monitors examines how people with a lot of display space arrange information. Second monitors are generally used for secondary activities related to principal tasks, for peripheral awareness of information that is not the main focus, and for easy access to resources. A second monitor improves efficiency in ways that are difficult to measure yet can have substantial subjective benefit. The study concludes with illustrations of shortcomings of today's systems and applications: the way we work could be improved at relatively low cost.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>awareness</textkeyword5>
    <author>Jonathan Grudin</author>
    <textkeyword5>field study</textkeyword5>
    <keyword>multiple monitors</keyword>
    <keyword>displays</keyword>
    <year>2001</year>
  </document>
  <document>
    <docID>CHI01-061</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Folk computing: revisiting oral tradition as a scaffold for co-present communities.


In this paper, we introduce Folk Computing: an approach for using technology to support co-present community building inspired by the concept of folklore. We also introduce a new technology, called “i-balls,” whose design helped fashion this approach. The design of the i-ball environment is explained in terms of our effort to simultaneously preserve what works about folklore while also using technology to expand its power as a medium for community building.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <keyword>ubiquitous computing</keyword>
    <keyword>education</keyword>
    <keyword>PDA</keyword>
    <keyword>social computing</keyword>
    <textkeyword5>community</textkeyword5>
    <keyword>community</keyword>
    <keyword>groupware</keyword>
    <keyword>mobile computing</keyword>
    <keyword>handheld</keyword>
    <author>Mitchel Resnick</author>
    <year>2001</year>
    <keyword>face-to-face</keyword>
    <author>Rick Borovoy</author>
    <author>Brian Silverman</author>
    <author>Tim Gorton</author>
    <author>Matt Notowidigdo</author>
    <author>Brian Knep</author>
    <author>Jeff Klann</author>
    <keyword>folklore</keyword>
  </document>
  <document>
    <docID>CHI01-062</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Designing palaver tree online: supporting social roles in a community of oral history.


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, along with future work. This work shows the value of prototyping with existing technology in order to uncover user needs in an onine environment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>children</keyword>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>history</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <author>Amy S. Bruckman</author>
    <textkeyword5>community</textkeyword5>
    <textkeyword5>prototyping</textkeyword5>
    <keyword>user-centered design</keyword>
    <keyword>online communities</keyword>
    <textkeyword5>online communities</textkeyword5>
    <author>Jason B. Ellis</author>
    <keyword>CSCL</keyword>
    <year>2001</year>
  </document>
  <document>
    <docID>CHI01-063</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Classroom collaboration in the design of tangible interfaces for storytelling.


We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and shysical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <keyword>children</keyword>
    <keyword>participatory design</keyword>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>tangible interface</textkeyword5>
    <textkeyword5>design process</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>storytelling</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <author>Steve Benford</author>
    <affiliation>Mixed Reality Lab, Nottingham, United Kingdom</affiliation>
    <keyword>tangible</keyword>
    <author>Danaë Stanton Fraser</author>
    <keyword>storytelling</keyword>
    <author>Claire O'Malley</author>
    <year>2001</year>
    <author>Victor Bayon</author>
    <author>Rob Ingram</author>
    <author>Helen Neale</author>
    <author>Tony Pridmore</author>
    <author>Ahmed Ghali</author>
    <author>Sue Cobb</author>
    <author>John Wilson</author>
  </document>
  <document>
    <docID>CHI01-064</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Using information scent to model user information needs and actions and the Web.


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 pints, 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.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>empirical evaluation</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>information retrieval</keyword>
    <keyword>World Wide Web</keyword>
    <term>Algorithms</term>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <keyword>information foraging</keyword>
    <term>Measurement</term>
    <author>Ed H. Chi</author>
    <author>Peter Pirolli</author>
    <keyword>usability</keyword>
    <textkeyword5>information scent</textkeyword5>
    <keyword>information scent</keyword>
    <keyword>data mining</keyword>
    <year>2001</year>
    <author>James Pitkow</author>
    <author>Kim Chen</author>
  </document>
  <document>
    <docID>CHI01-065</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Information scent as a driver of Web behavior graphs: results of a protocol analysis method for Web usability.


The purpose of this paper is to introduce a replicable WWW protocol analysis methodology illustrated by application to data collected in the laboratory. The methodology uses instrumentation to obtain detailed recordings of user actions with a browser, caches Web pages encoutered, and videotapes talk-aloud protocols. We apply the current form of the method to the analysis of eight Web protocols, visualizing the structure of the interaction and showing the strong effect of information scent in determining the path followed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <term>Management</term>
    <textkeyword5>www</textkeyword5>
    <textkeyword5>methodology</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <keyword>information foraging</keyword>
    <term>Measurement</term>
    <author>Robert W. Reeder</author>
    <author>Peter Pirolli</author>
    <keyword>protocol analysis</keyword>
    <textkeyword5>information scent</textkeyword5>
    <author>Stuart K. Card</author>
    <keyword>information scent</keyword>
    <keyword>web usability</keyword>
    <author>Pamela Schraedley</author>
    <year>2001</year>
    <author>Mija M. Van Der Wege</author>
    <author>Julie B. Morrison</author>
    <term>Standardization</term>
    <author>Jenea Boshart</author>
    <keyword>Web behavior graph</keyword>
    <keyword>Weblogger</keyword>
    <keyword>web-eyemapper</keyword>
  </document>
  <document>
    <docID>CHI01-066</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Visual information foraging in a focus + context visualization.


Eye tracking studies of the Hyperbolic Tree browser [10] suggest that visual search in focus+context displays is highly affected by information scent (i.e., local cues, such as text summaries, used to assess and navigate toward distal information sources). When users detected a strong information scent, they were able to reach their goal faster with the Hyperbolic Tree browser than with a conventional browser. When users detected a weak scent or no scent, users exhibited less efficient search of areas with a high density of visual items. In order to interpret these results we present an integration of the CODE Theory of Visual Attention (CTVA) with information foraging theory. Development of the CTVA-foraging theory could lead to deeper analysis of interaction with visual displays of  content, such as the World Wide Web or information visualizations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>information visualization</keyword>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>eye tracking</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <keyword>visual search</keyword>
    <textkeyword5>visual search</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <textkeyword5>attention</textkeyword5>
    <keyword>information foraging</keyword>
    <textkeyword5>information foraging</textkeyword5>
    <term>Measurement</term>
    <author>Peter Pirolli</author>
    <keyword>focus+context</keyword>
    <textkeyword5>focus+context</textkeyword5>
    <textkeyword5>information scent</textkeyword5>
    <keyword>visual attention</keyword>
    <author>Stuart K. Card</author>
    <keyword>information scent</keyword>
    <textkeyword5>world wide web</textkeyword5>
    <year>2001</year>
    <author>Mija M. Van Der Wege</author>
    <keyword>CODE theory of visual attention</keyword>
    <keyword>hyperbolic tree</keyword>
  </document>
  <document>
    <docID>CHI01-067</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The notification collage: posting information to public and personal displays.


The Notification Collage (NC) is a groupware system where distributed and co-located colleagues comprising a small community post media elements onto a real-time collaborative surface that all members can see. Akin to collages of information found on public bulletin boards, NC randomly places incoming elements onto this surface. People can post assorted media: live video from desktop cameras; editable sticky notes; activity indicator; slide shows displaying a series of digital photos, snapshots of a person's digitial desktop, and Web page thumbnails. User experiences show that NC becomes a rich resource for awareness and collaboration. Community members indicate their presence to others by posting live video. They regularly act on this information by engaging in text and video   conversations. Because all people can overhear conversations, these become active opportunities to join in. People also post items they believe will be interesting to others, such as desktop snapshots and vacation photos. Finally, people use NC somewhat differently when it is displayed on a large public screen than when it appears on a personal computer.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <term>Performance</term>
    <term>Management</term>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>presence</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>groupware</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <keyword>media space</keyword>
    <textkeyword5>notification</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <affiliation>University of Calgary, Calgary, AB, Canada</affiliation>
    <author>Saul Greenberg</author>
    <textkeyword5>thumbnails</textkeyword5>
    <keyword>messaging</keyword>
    <keyword>informal interaction</keyword>
    <year>2001</year>
    <author>Michael Rounding</author>
  </document>
  <document>
    <docID>CHI01-068</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Single display privacyware: augmenting public displays with private information.


The research area of Single Display Groupware (SDG) confronts the standard model of computing interaction, one user working on one computer, by investigating how the best support groups of users interacting with a shared display. One problem that has arisen in SDG research concerns access to private information. Previously, private information could not be displayed on a shared display, it could only be accessed on external devices, such as private monitors or Personal Digital Assistants (PDAs). This paper discusses Single Display Privacyware (SDP), an interaction technique that allows private information to be shown within the context of a shared display. A description of the hardware and software components of our prototype SDP system is given, as are the results of a user study  performed to investigate users interacting in the environment. Conclusions concerning future research in the area of SDP are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <term>Management</term>
    <keyword>CSCW</keyword>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>groupware</textkeyword5>
    <keyword>single display groupware (SDG)</keyword>
    <textkeyword5>single display groupware</textkeyword5>
    <textkeyword5>single display groupware (sdg)</textkeyword5>
    <term>Measurement</term>
    <keyword>collaboration</keyword>
    <author>Kori M. Inkpen</author>
    <keyword>privacy</keyword>
    <term>Security</term>
    <textkeyword5>pdas</textkeyword5>
    <author>Garth Shoemaker</author>
    <year>2001</year>
    <affiliation>EDGE Lab, School of Computing Science, Simon Fraser University, Burnaby, Canada</affiliation>
    <keyword>single display privacyware (SDP)</keyword>
  </document>
  <document>
    <docID>CHI01-069</docID>
    <docDate>March 31, 2001</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Linking public spaces: technical and social issues.


Three public spaces frequency used by members of a single organization who are distributed across different floors of two buildings were linked by constantly-running video and audio connections. We discuss the design of the system, including issues in providing low-latency, full-duplex audio-video connectivity, ways to increase possibilities for interaction while addressing privacy concerns, and the introduction of the system to the community. We report on responses to the system and lessions learned, including unexpected issues, such as creative decorations of the spaces and assertions by a vocal minority of employees about the private nature of “public space.”.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <term>Management</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <author>Anoop Gupta</author>
    <author>Jonathan Grudin</author>
    <textkeyword5>privacy</textkeyword5>
    <textkeyword5>community</textkeyword5>
    <keyword>privacy</keyword>
    <author>Gina Venolia</author>
    <term>Security</term>
    <keyword>video conferencing</keyword>
    <author>Gavin Jancke</author>
    <author>J. J. Cadiz</author>
    <year>2001</year>
    <keyword>informal communication</keyword>
  </document>
  <document>
    <docID>CHI02-001</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Where do web sites come from? capturing and interacting with design history.


To form a deep understanding of the present; we need to ?nd and engage history. We present an informal history capture and retrieval mechanism for collaborative, early-stage information design. This history system is implemented in the context of the Designers' Outpost, a wall-scale, tangible interface for collaborative web site design. The interface elements in this history system are designed to be ?uid and comfortable for early-phase design. As demonstrated by an informal lab study with six professional designers, this history system enhances the design process itself, and provides new opportunities for reasoning about the design of complex artifacts.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <keyword>CSCW</keyword>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>tangible interface</textkeyword5>
    <textkeyword5>history</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <author>James A. Landay</author>
    <textkeyword5>design process</textkeyword5>
    <keyword>tangible user interface</keyword>
    <author>Scott R. Klemmer</author>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <keyword>web design</keyword>
    <keyword>sketching</keyword>
    <author>Robert Lee</author>
    <year>2002</year>
    <author>Michael Thomsen</author>
    <keyword>activity capture</keyword>
    <author>Ethan Phelps-Goodman</author>
    <keyword>design rationale</keyword>
    <keyword>history management</keyword>
    <keyword>informal interfaces</keyword>
  </document>
  <document>
    <docID>CHI02-002</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>The augurscope: a mixed reality interface for outdoors.


The augurscope is a portable mixed reality interface for outdoors. A tripod-mounted display is wheeled to different locations and rotated and tilted to view a virtual environment that is aligned with the physical background. Video from an onboard camera is embedded into this virtual environment. Our design encompasses physical form, interaction and the combination of a GPS receiver, electronic compass, accelerometer and rotary encoder for tracking. An initial application involves the public exploring a medieval castle from the site of its modern replacement. Analysis of use reveals problems with lighting, movement and relating virtual and physical viewpoints, and shows how environmental factors and physical form affect interaction. We suggest that problems might be accommodated by carefully constructing virtual and physical content.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>affect</textkeyword5>
    <keyword>augmented reality</keyword>
    <textkeyword5>video</textkeyword5>
    <term>Measurement</term>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Boriana Koleva</author>
    <author>Holger Schnädelbach</author>
    <author>Chris Greenhalgh</author>
    <author>Tom Rodden</author>
    <author>Steve Benford</author>
    <textkeyword5>gps</textkeyword5>
    <author>Shahram Izadi</author>
    <author>Mike Fraser</author>
    <author>Martin Flintham</author>
    <textkeyword5>mixed reality</textkeyword5>
    <keyword>mixed reality</keyword>
    <year>2002</year>
    <author>Paul Chandler</author>
    <author>Malcolm Foster</author>
    <keyword>mobile and wireless applications</keyword>
    <keyword>outdoors applications</keyword>
  </document>
  <document>
    <docID>CHI02-003</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Movement model, hits distribution and learning in virtual keyboarding.


In a ten-session experiment, six participants practiced typing with an expanding rehearsal method on an optimized virtual keyboard. Based on a large amount of in-situ performance data, this paper reports the following findings. First, the Fitts-digraph movement efficiency model of virtual keyboards is revised. The format and parameters of Fitts' law used previously in virtual keyboards research were incorrect. Second, performance limit predictions of various layouts are calculated with the new model. Third, learning with expanding rehearsal intervals for maximum memory benefits is effective, but many improvements of the training algorithm used can be made in the future. Finally, increased visual load when typing previously practiced text did not significantly change users' performance at this stage of learning, but typing unpracticed text did have a performance effect, suggesting a certain degree of text specific learning when typing on virtual keyboards.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <term>Performance</term>
    <keyword>learning</keyword>
    <keyword>Fitts' law</keyword>
    <author>Shumin Zhai</author>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <author>Johnny Accot</author>
    <textkeyword5>experiment</textkeyword5>
    <keyword>text input</keyword>
    <keyword>soft keyboards</keyword>
    <textkeyword5>memory</textkeyword5>
    <keyword>text entry</keyword>
    <keyword>mobile computing</keyword>
    <textkeyword5>fitts' law</textkeyword5>
    <keyword>memory</keyword>
    <keyword>skill acquisition</keyword>
    <author>Alison Sue</author>
    <year>2002</year>
    <keyword>expanding rehearsal</keyword>
    <keyword>graphical keyboard</keyword>
    <keyword>on screen keyboard</keyword>
    <keyword>virtual keyboard</keyword>
  </document>
  <document>
    <docID>CHI02-004</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Comparison of two touchpad-based methods for numeric entry.


Small hand-held touchpads can be used to replace stylus-based digitizing tablets when the use of a stylus is not convenient. In text entry tasks where the writing surface is held in a hand the error rate becomes a problem. The small size of strokes compared to the width of the fingertip and the additional imprecision caused by the interaction of the pad and finger movements make input very imprecise. We describe a new improved clock-face based stroke system for entering numbers with a touchpad. In a 20-session user study with 6 users we found slightly better throughput of successfully entered numbers with the proposed new system. This advantage was mainly due to lower error rate with the new system. User preference similarly slightly favored the new system over an earlier straightforward proposal based on the clock metaphor.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <textkeyword5>tablets</textkeyword5>
    <affiliation>University of Tampere, Tampere, Finland</affiliation>
    <textkeyword5>text entry</textkeyword5>
    <keyword>mobile devices</keyword>
    <textkeyword5>handheld</textkeyword5>
    <author>Poika Isokoski</author>
    <author>Mika Käki</author>
    <year>2002</year>
    <keyword>clock metaphor</keyword>
    <keyword>stylus overhead</keyword>
    <keyword>writing</keyword>
  </document>
  <document>
    <docID>CHI02-005</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Interacting at a distance: measuring the performance of laser pointers and other devices.


It is difficult to interact with computer displays that are across the room. A popular approach is to use laser pointers tracked by a camera, but interaction techniques using laser pointers tend to be imprecise, error-prone, and slow. Although many previous papers discuss laser pointer interaction techniques, none seem to have performed user studies to help inform the design. This paper reports on two studies of laser pointer interactions that answer some of the questions related to interacting with objects using a laser pointer. The first experiment evaluates various parameters of laser pointers. For example, the time to acquire a target is about 1 second, and the jitter due to hand unsteadiness is about Â±8 pixels, which can be reduced to about Â±2 to Â±4 pixels by filtering. We compared 7 different ways to hold various kinds of laser pointers, and found that a laser pointer built into a PalmOS device was the most stable. The second experiment compared 4 different ways to select objects on a large projected display. We found that tapping directly on a wall-size SmartBoard was the fastest and most accurate method, followed by a new interaction technique that copies the area of interest from the big screen to a handheld. Third in speed was the conventional mouse, and the laser pointer came in last, with a time almost twice as long as tapping on the SmartBoard.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <author>Brad A. Myers</author>
    <term>Performance</term>
    <keyword>input devices</keyword>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <keyword>interaction techniques</keyword>
    <keyword>user study</keyword>
    <author>Jeffrey Nichols</author>
    <textkeyword5>handheld</textkeyword5>
    <keyword>handheld</keyword>
    <keyword>Pebbles</keyword>
    <author>Robert C. Miller</author>
    <keyword>remote interaction</keyword>
    <year>2002</year>
    <keyword>PalmPilot</keyword>
    <author>A. Chris Long</author>
    <author>Rishi Bhatnagar</author>
    <author>Choon Hong Peck</author>
    <author>Dave Kong</author>
    <keyword>laser pointers</keyword>
  </document>
  <document>
    <docID>CHI02-006</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Messages embedded in gaze of interface agents --- impression management with agent's gaze.


We propose a gaze movement model that enables an embodied interface agent to convey different impressions to users. Managing one's own impression to influence the behaviors of others plays an important role in human communications. To create a new application area which involves agents in this kind of social interaction, interface agents that manage their impressions are required. For this purpose, we build the gaze movement model based on three gaze parameters picked from a large number of psychological studies: amount of gaze, mean duration of gaze, and gaze points while averted. In this paper, we introduce the gaze movement model and gaze parameters. We then present an experiment in which subjects evaluated the impressions created by nine gaze patterns produced by altering the gaze parameters. The results indicate that reproducible relations exist between the gaze parameters and impressions, which shows the validity of the model.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>social interaction</textkeyword5>
    <keyword>social interaction</keyword>
    <keyword>impression management</keyword>
    <year>2002</year>
    <author>Atsushi Fukayama</author>
    <author>Takehiko Ohno</author>
    <author>Naoki Mukawa</author>
    <author>Minako Sawaki</author>
    <author>Norihiro Hagita</author>
    <affiliation>NTT Corporation, Kanagawa, Japan</affiliation>
    <affiliation>ATR Media Information Science Laboratories, Kyoto, Japan</affiliation>
    <keyword>embodied interface agent</keyword>
    <keyword>gaze communication</keyword>
    <keyword>social control</keyword>
  </document>
  <document>
    <docID>CHI02-007</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Leveraging the asymmetric sensitivity of eye contact for videoconference.


Eye contact is a natural and often essential element in the language of visual communication. Unfortunately, perceiving eye contact is difficult in most video-conferencing systems and hence limits their effectiveness. We conducted experiments to determine how accurately people perceive eye contact. We discovered that the sensitivity to eye contact is asymmetric, in that we are an order of magnitude less sensitive to eye contact when people look below our eyes than when they look to the left, right, or above our eyes. Additional experiments support a theory that people are prone to perceive eye contact, that is, we will think that someone is making eye contact with us unless we are certain that the person is not looking into our eyes. These experimental results suggest parameters for the design of videoconferencing systems. As a demonstration, we were able to construct from commodity components a simple dyadic videoconferencing prototype that supports eye contact.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Performance</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <term>Measurement</term>
    <keyword>video conferencing</keyword>
    <textkeyword5>video conferencing</textkeyword5>
    <keyword>eye contact</keyword>
    <textkeyword5>eye contact</textkeyword5>
    <author>Milton Chen</author>
    <year>2002</year>
    <keyword>gaze perception</keyword>
  </document>
  <document>
    <docID>CHI02-008</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Acquisition of expanding targets.


There exist several user interface widgets that dynamically grow in size in response to the user's focus of attention. Some of these, such as icons in toolbars, expand to facilitate their selection - allowing for a reduced initial size in an attempt to optimize screen space use. However, selection performance may be degraded by this decreased initial widget size. We describe an experiment which explores the effects of varying parameters of expansion techniques in a selection task. Our results suggest that Fitts' law can model and predict performance in such tasks. They also indicate that performance is governed by the target's final size, not its initial one. Further, performance is dependent on the target's final size even when the target only begins expanding as late as after 90% of the movement towards the target has already been completed. These results indicate that expanding widgets can be used without sacrificing performance.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <textkeyword5>selection</textkeyword5>
    <keyword>interaction design</keyword>
    <keyword>Fitts' law</keyword>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>attention</textkeyword5>
    <author>Ravin Balakrishnan</author>
    <keyword>empirical evaluation</keyword>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <textkeyword5>fitts' law</textkeyword5>
    <year>2002</year>
    <author>Michael McGuffin</author>
    <keyword>expanding targets</keyword>
    <keyword>interaction modeling</keyword>
  </document>
  <document>
    <docID>CHI02-009</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Quantitative analysis of scrolling techniques.


We propose a formal experimental paradigm designed to help evaluate scrolling interaction techniques. Such a method is needed by interaction designers to quantify scrolling performance, thereby providing a tool to evaluate and improve upon new techniques. We systematically vary the scrolling distance as well as the required tolerance of scrolling. Distance and tolerance are the parameters of Fitts' Law, which traditionally has been applied to the evaluation of pointing devices in tasks involving rapid, aimed movement to visible targets. Scrolling involves acquisition of targets well beyond the edges of the screen, yet Fitts' Law models our experimental data very wellWe apply our paradigm to the IBM ScrollPoint and the IntelliMouse Wheel. Our experimental approach reveals a crossover effect in performance versus distance, with the Wheel performing best at short distances but the ScrollPoint performing best at long distances. We also demonstrate that the performance of the Wheel can be significantly improved using an acceleration algorithm. These results show that our approach yields a practical and rigorous method for the evaluation of scrolling techniques.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>Fitts' law</keyword>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <author>Ken Hinckley</author>
    <textkeyword5>scrolling</textkeyword5>
    <term>Measurement</term>
    <keyword>document navigation</keyword>
    <author>Edward Cutrell</author>
    <textkeyword5>fitts' law</textkeyword5>
    <keyword>scrolling</keyword>
    <year>2002</year>
    <author>Steve Bathiche</author>
    <author>Tim Muss</author>
    <keyword>C:D gain</keyword>
  </document>
  <document>
    <docID>CHI02-010</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>More than dotting the i's --- foundations for crossing-based interfaces.


Today's graphical interactive systems largely depend upon pointing actions, i.e. entering an object and selecting it. In this paper we explore whether an alternate paradigm --- crossing boundaries --- may substitute or complement pointing as another fundamental interaction method. We describe an experiment in which we systematically evaluate two target-pointing tasks and four goal-crossing tasks, which differ by the direction of the movement variability constraint (collinear vs. orthogonal) and by the nature of the action (pointing vs. crossing, discrete vs. continuous). We found that participants' temporal performance in each of the six tasks was dependent on the index of difficulty formulated in the same way as in Fitts' law, but that the parameters differ by task. We also found that goal crossing completion time was shorter or no longer than pointing performance under the same index of difficulty. These regularities, as well as qualitative characterizations of crossing actions and their application in HCI, lay the foundation for designing crossing-based user interfaces.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <keyword>Fitts' law</keyword>
    <author>Shumin Zhai</author>
    <affiliation>IBM Almaden Research Center, San Jose, CA, USA</affiliation>
    <author>Johnny Accot</author>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <keyword>pointing</keyword>
    <keyword>widgets</keyword>
    <keyword>interaction techniques</keyword>
    <term>Measurement</term>
    <textkeyword5>fitts' law</textkeyword5>
    <keyword>input</keyword>
    <keyword>graphical user interfaces</keyword>
    <year>2002</year>
    <keyword>events</keyword>
    <keyword>goal crossing</keyword>
    <keyword>goal passing</keyword>
    <keyword>input performance</keyword>
  </document>
  <document>
    <docID>CHI02-011</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>A Case Study to Distill Structural Scaffolding Guidelines for Scaffolded Software Environments.


A challenge for HCI researchers and designers involves developing software tools for learners to support them in mindfully doing and learning complex new work practices. Such "learner-centered" tools incorporate scaffolds-software features that address the cognitive obstacles learners face so they can engage in the work in an educationally productive manner. However, designers still lack specific scaffolding design guidelines for developing effective scaffolded tools. The HCI contribution of this paper is a set of scaffolding guidelines distilled from an empirical case study. The study evaluated Symphony, a scaffolded environment for high school students learning science inquiry. The study evaluated the "effects with" the Symphony scaffolds, which described how students worked with the scaffolds to do their science work. The scaffolds were evaluated using several usability and learner-centered criteria, and the resulting information was correlated with structural characteristics of the scaffolds to distill a set of structural scaffolding guidelines.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <keyword>educational applications</keyword>
    <textkeyword5>hci</textkeyword5>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <author>Chris Quintana</author>
    <author>Elliot Soloway</author>
    <keyword>design guidelines</keyword>
    <year>2002</year>
    <author>Joseph Krajcik</author>
    <keyword>scaffolding</keyword>
  </document>
  <document>
    <docID>CHI02-012</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Notification for shared annotation of digital documents.


Notification and shared annotations go hand-in-hand. Notification of activity in a shared document system is known to support awareness and improve asynchronous collaboration, but few studies have examined user needs and explored design tradeoffs. We examined large-scale use of notifications in a commercial system and found it lacking. We designed and deployed enhancements to the system, then conducted a field study to gauge their effect. We found that providing more information in notification messages, supporting multiple communication channels through which notifications can be received, and allowing customization of notification messages are particularly important. Overall awareness of annotation activity on software specifications increased with our enhancements.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>annotation</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <author>Anoop Gupta</author>
    <author>Jonathan Grudin</author>
    <keyword>notification</keyword>
    <textkeyword5>notification</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>field study</textkeyword5>
    <author>A.J. Bernheim Brush</author>
    <keyword>annotation</keyword>
    <textkeyword5>customization</textkeyword5>
    <author>David Bargeron</author>
    <keyword>annotation system design</keyword>
    <year>2002</year>
  </document>
  <document>
    <docID>CHI02-013</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>"I'd be overwhelmed, but it's just one more thing to do": availability and interruption in research management.


Many CSCW projects dealing with individual availability and interruption filtering achieve only limited success. Perhaps this is because designers of such systems have limited evidence to draw upon; most data on interruption management is at least a decade old. This study uses an empirical sampling method and qualitative interviews to examine attitudes toward availability and interruption. Specifically, we analyze how corporate research managers spend their time and look at how their attitudes toward interruption relate to their various activities. Attitudes toward interruption are marked by a complex tension between wanting to avoid interruption and appreciating its usefulness. We conclude by discussing the implications of these findings for design, suggesting that the notion of socially translucent systems may be a fruitful approach.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>IBM T.J. Watson Research Center</affiliation>
    <keyword>CSCW</keyword>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>cscw</textkeyword5>
    <keyword>interruption</keyword>
    <textkeyword5>interruption</textkeyword5>
    <author>Thomas Erickson</author>
    <author>Wendy A. Kellogg</author>
    <textkeyword5>interviews</textkeyword5>
    <keyword>attention economy</keyword>
    <keyword>social translucence</keyword>
    <author>James E. Christensen</author>
    <keyword>availability</keyword>
    <year>2002</year>
    <author>James M. Hudson</author>
    <keyword>managers</keyword>
    <keyword>time management</keyword>
  </document>
  <document>
    <docID>CHI02-014</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Comparing voodoo dolls and HOMER: exploring the importance of feedback in virtual environments.


When creating techniques for manipulating objects at a distance in immersive virtual environments, researchers have primarily focused on increasing selection range, placement range, and placement accuracy. This focus has led researchers to create and formally study a series of "arm-extension" techniques, which dynamically scale the user's arm to allow him to manipulate distant objects. Researchers have also developed representation-based techniques, which allow users to manipulate a distant object by manipulating a copy of it in a handheld representation. However, researchers have not yet formally established the relative value of these techniques. In this paper we present a formal study comparing Voodoo Dolls, a best-practice representation-based technique, with HOMER, a best-practice arm-extension technique. We found that the Voodoo Dolls technique, which provides better feedback by allowing users to view a manipulated object both up close and at a distance, allowed users to both position and orient objects more accurately. Our results suggest that researchers should focus on improving feedback for 3D manipulation techniques.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <keyword>virtual reality</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>selection</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>handheld</textkeyword5>
    <author>Jeffery S. Pierce</author>
    <author>Randy Pausch</author>
    <year>2002</year>
    <keyword>object manipulation</keyword>
    <keyword>3D interaction</keyword>
  </document>
  <document>
    <docID>CHI02-015</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>SmartSkin: an infrastructure for freehand manipulation on interactive surfaces.


This paper introduces a new sensor architecture for making interactive surfaces that are sensitive to human hand and finger gestures. This sensor recognizes multiple hand positions and shapes and calculates the distance between the hand and the surface by using capacitive sensing and a mesh-shaped antenna. In contrast to camera-based gesture recognition systems, all sensing elements can be integrated within the surface, and this method does not suffer from lighting and occlusion problems. This paper describes the sensor architecture, as well as two working prototype systems: a table-size system and a tablet-size system. It also describes several interaction techniques that would be difficult to perform without using this architecture.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Performance</term>
    <textkeyword5>tablets</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <keyword>interactive surface</keyword>
    <author>Jun Rekimoto</author>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>interactive surface</textkeyword5>
    <keyword>gesture recognition</keyword>
    <textkeyword5>gesture recognition</textkeyword5>
    <affiliation>Sony Computer Science Laboratories, Inc., Tokyo, Japan</affiliation>
    <year>2002</year>
    <keyword>augmented tables</keyword>
    <keyword>touch-sensitive interfaces</keyword>
    <keyword>two-handed interfaces</keyword>
  </document>
  <document>
    <docID>CHI02-016</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Creating principal 3D curves with digital tape drawing.


Previous systems have explored the challenges of designing an interface for automotive styling which combine the metaphor of 2D drawing using physical tape with the simultaneous creation and management of a corresponding virtual 3D model. These systems have been limited to only 2D planar curves while typically the principal characteristic curves of an automotive design are three dimensional and non-planar. We present a system which addresses this limitation. Our system allows a designer to construct these non-planar 3D curves by drawing a series of 2D curves using the 2D tape drawing technique and interaction style. These results are generally applicable to the interface design of 3D modeling applications and also to the design of arm's length interaction on large scale display systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>interface design</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>interaction techniques</keyword>
    <author>Gordon Kurtenbach</author>
    <affiliation>Alias I Wavefront, 210 King Street East, Toronto, Ontario, Canada M5A 1J7</affiliation>
    <author>George Fitzmaurice</author>
    <keyword>two-handed interaction</keyword>
    <author>Ravin Balakrishnan</author>
    <author>Bill Buxton</author>
    <author>Tovi Grossman</author>
    <author>Azam Khan</author>
    <year>2002</year>
    <keyword>3D modeling</keyword>
    <affiliation>Alias/wavefront, Toronto, Ontario, Canada and University of Toronto Toronto, Ontario, Canada</affiliation>
    <keyword>large scale displays</keyword>
    <keyword>tape drawing</keyword>
  </document>
  <document>
    <docID>CHI02-017</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Adaptive testing: effects on user performance.


This study examines the effects of interface adaptation on user performance in HCI and CMC. No studies to date have explored the psychological effects of a combination of software performance monitoring and adaptation. This combination is the focus of the present study. Two competing possible effects of adaptive interfaces are presented: 1) Social facilitation, according to which users with high task confidence should perform better, and users with low task confidence should perform less well because their performance is monitored by the interface; and 2) "choking", according to which users with high task confidence should perform less well, and users with low task confidence should perform better because the interface adapts to their performance. A 2 (adaptive vs. non-adaptive) x 2 (high user task confidence vs. low task confidence) x 2 (HCI vs. CMC) laboratory experiment was conducted. Results indicate that for CMC, the social facilitation explanation holds true, while results for HCI were consistent with the "choking" explanation. Implications for the theory and design of adaptive interfaces are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <textkeyword5>theory</textkeyword5>
    <term>Performance</term>
    <textkeyword5>experiment</textkeyword5>
    <keyword>CMC</keyword>
    <affiliation>Stanford University, Stanford, CA, USA</affiliation>
    <textkeyword5>cmc</textkeyword5>
    <textkeyword5>adaptive interfaces</textkeyword5>
    <author>Clifford Nass</author>
    <year>2002</year>
    <keyword>social facilitation</keyword>
    <keyword>intelligent interfaces</keyword>
    <author>Eva Jettmar</author>
    <keyword>adaptive software</keyword>
    <keyword>adaptive testing</keyword>
    <keyword>performance monitoring</keyword>
  </document>
  <document>
    <docID>CHI02-018</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Effects of four computer-mediated communications channels on trust development.


When virtual teams need to establish trust at a distance, it is advantageous for them to use rich media to communicate. We studied the emergence of trust in a social dilemma game in four different communication situations: face-to-face, video, audio, and text chat. All three of the richer conditions were significant improvements over text chat. Video and audio conferencing groups were nearly as good as face-to-face, but both did show some evidence of what we term delayed trust (slower progress toward full cooperation) and fragile trust (vulnerability to opportunistic behavior)</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>communication</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>video</textkeyword5>
    <keyword>communication</keyword>
    <author>Judith Olson</author>
    <author>Gary M. Olson</author>
    <keyword>trust</keyword>
    <textkeyword5>chat</textkeyword5>
    <textkeyword5>trust</textkeyword5>
    <author>Darren Gergle</author>
    <keyword>social dilemmas</keyword>
    <author>Nathan Bos</author>
    <keyword>media</keyword>
    <year>2002</year>
    <author>Zach Wright</author>
  </document>
  <document>
    <docID>CHI02-019</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Trust without touch: jumpstarting long-distance trust with initial social activities.


Computer-mediated communication (CMC) is thought to be inadequate when one needs to establish trust. If, however, people meet before using CMC, they trust each other, trust being established through touch. Here we show that if participants do not meet beforehand but rather engage in various getting-acquainted activities over a network, trust is much higher than if they do nothing beforehand, nearly as good as a prior meeting. Using text-chat to get acquainted is nearly as good as meeting, and even just seeing a picture is better than nothing.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <keyword>CSCW</keyword>
    <textkeyword5>communication</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>touch</textkeyword5>
    <author>Judith Olson</author>
    <author>Gary M. Olson</author>
    <author>Elizabeth Veinott</author>
    <textkeyword5>mediated communication</textkeyword5>
    <keyword>CMC</keyword>
    <keyword>trust</keyword>
    <textkeyword5>computer-mediated communication</textkeyword5>
    <textkeyword5>cmc</textkeyword5>
    <textkeyword5>computer-mediated communication (cmc)</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>chat</textkeyword5>
    <term>Economics</term>
    <textkeyword5>trust</textkeyword5>
    <author>Nathan Bos</author>
    <keyword>text chat</keyword>
    <year>2002</year>
    <author>Jun Zheng</author>
    <keyword>communication media</keyword>
    <keyword>cooperation</keyword>
  </document>
  <document>
    <docID>CHI02-020</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Automating CPM-GOMS.


CPM-GOMS is a modeling method that combines the task decomposition of a GOMS analysis with a model of human resource usage at the level of cognitive, perceptual, and motor operations. CPM-GOMS models have made accurate predictions about skilled user behavior in routine tasks, but developing such models is tedious and error-prone. We describe a process for automatically generating CPM-GOMS models from a hierarchical task decomposition expressed in a cognitive modeling tool called Apex. Resource scheduling in Apex automates the difficult task of interleaving the cognitive, perceptual, and motor resources underlying common task operators (e.g. mouse move-and-click). Apex's UI automatically generates PERT charts, which allow modelers to visualize a model's complex parallel behavior. Because interleaving and visualization is now automated, it is feasible to construct arbitrarily long sequences of behavior. To demonstrate the process, we present a model of automated teller interactions in Apex and discuss implications for user modeling.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <author>Bonnie E. John</author>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>cognitive modeling</textkeyword5>
    <author>Michael Matessa</author>
    <keyword>GOMS</keyword>
    <author>Alonso Vera</author>
    <affiliation>NASA Ames Research Center, Moffett Field, CA</affiliation>
    <textkeyword5>goms</textkeyword5>
    <year>2002</year>
    <author>Michael Freed</author>
    <author>Roger Remington</author>
    <keyword>Apex</keyword>
    <keyword>task/user modeling</keyword>
    <keyword>tool support for usability evaluation</keyword>
    <textkeyword5>user modeling</textkeyword5>
  </document>
  <document>
    <docID>CHI02-021</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Investigating human-computer optimization.


Scheduling, routing, and layout tasks are examples of hard optimization problems with broad application in industry. Past research in this area has focused on algorithmic issues. However, this approach neglects many important human-computer interaction issues that must be addressed to provide people with practical solutions to optimization problems. Automatic methods do not leverage human expertise and can only find solutions that are optimal with regard to an invariably over-simplified problem description. Furthermore, users must understand the generated solutions in order to implement, justify, or modify them. Interactive optimization helps address these issues but has not previously been studied in detail. This paper describes experiments on an interactive optimization system that explore the most appropriate way to combine the respective strengths of people and computers. Our results show that users can successfully identify promising areas of the search space as well as manage the amount of computational effort expended on different subproblems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>human-computer interaction</textkeyword5>
    <keyword>user study</keyword>
    <affiliation>MERL-Mitsubishi Electric Research Labs, Cambridge, MA, USA</affiliation>
    <author>Neal Lesh</author>
    <keyword>tabletop interfaces</keyword>
    <author>Stacey D. Scott</author>
    <year>2002</year>
    <keyword>interactive optimization</keyword>
    <author>Gunnar W. Klau</author>
    <keyword>human-in-the-loop</keyword>
    <keyword>semi-automatic optimization</keyword>
    <keyword>training systems</keyword>
  </document>
  <document>
    <docID>CHI02-022</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>An evaluation of a multiple interface design solution for bloated software.


This study examines a novel interface design for heavily-featured productivity software. The design includes two interfaces between which the user can easily toggle: (1) an interface personalized by the user containing desired features only, and (2) the default interface with all the standard features. This design was prototyped as a front-end to a commercial word processor and evaluated in a comprehensive field study. The study tested the effects of different interface designs on users' satisfaction and their perceived ability to navigate, control, and learn the software. There were two conditions: a commercial word processor with adaptive menus and our two-interface prototype with adaptable menus for the same word processor. Results showed that participants were better able to navigate through the menus and toolbars and were better able to learn with our prototype. There were also significant differences in satisfaction and control with our design.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>interface design</textkeyword5>
    <keyword>field study</keyword>
    <textkeyword5>field study</textkeyword5>
    <affiliation>University of Toronto, Toronto, ON, Canada</affiliation>
    <keyword>personalization</keyword>
    <affiliation>University of British Columbia, Vancouver, BC, Canada</affiliation>
    <author>Joanna McGrenere</author>
    <author>Ronald Baecker</author>
    <author>Kellogg S. Booth</author>
    <keyword>individual differences</keyword>
    <year>2002</year>
    <keyword>adaptive/adaptable interfaces</keyword>
    <keyword>bloat</keyword>
    <keyword>featurism</keyword>
  </document>
  <document>
    <docID>CHI02-023</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Introducing instant messaging and chat in the workplace.


We report on our experiences of introducing an instant messaging and group chat application into geographically distributed workgroups. We describe a number of issues we encountered, including privacy concerns, individual versus group training, and focusing on teams or individuals. The perception of the tool's utility was a complex issue, depending both on users' views of the importance of informal communication, and their perceptions of the nature of cross-site communication issues. Finally, we conclude with a discussion of critical mass, which is related to the features each user actually uses. More generally, we encountered a dilemma that imposes serious challenges for user-centered design of groupware systems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>user-centered design</textkeyword5>
    <keyword>distributed teams</keyword>
    <term>Performance</term>
    <textkeyword5>communication</textkeyword5>
    <affiliation>University of Michigan, Ann Arbor, MI, USA</affiliation>
    <textkeyword5>groupware</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <keyword>chat</keyword>
    <term>Measurement</term>
    <textkeyword5>chat</textkeyword5>
    <keyword>groupware</keyword>
    <textkeyword5>im</textkeyword5>
    <keyword>instant messaging (IM)</keyword>
    <author>Thomas A. Finholt</author>
    <year>2002</year>
    <author>James D. Herbsleb</author>
    <author>David L. Atkins</author>
    <author>David G. Boyer</author>
    <author>Mark Handel</author>
    <affiliation>Bell Laboratories, Lucent Technologies, Lisle, IL</affiliation>
    <affiliation>Avaya Communications, Holmdel, NJ</affiliation>
    <keyword>presence awareness</keyword>
    <keyword>technology diffusion</keyword>
  </document>
  <document>
    <docID>CHI02-024</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Hubbub: a sound-enhanced mobile instant messenger that supports awareness and opportunistic interactions.


There have been many attempts to support awareness and lightweight interactions using video and audio, but few have been built on widely available infrastructure. Text-based systems have become more popular, but few support awareness, opportunistic conversations, and mobility, three important elements of distributed collaboration. We built on the popularity of text-based Instant Messengers (IM) by building a mobile IM called Hubbub that tries to provide all three, notably through the use of earcons. In a 5.5-month use study, we found that Hubbub helped people feel connected to colleagues in other locations and supported opportunistic interactions. The sounds provided effective awareness cues, although some found them annoying. It was more important to support graceful transitions between multiple fixed locations than to support wireless access, although both were useful.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>awareness</keyword>
    <term>Performance</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>mobility</textkeyword5>
    <keyword>mobile computing</keyword>
    <textkeyword5>im</textkeyword5>
    <keyword>earcons</keyword>
    <keyword>instant messaging (IM)</keyword>
    <author>Alan Walendowski</author>
    <author>Ellen Isaacs</author>
    <keyword>wireless</keyword>
    <year>2002</year>
    <keyword>PalmPilot</keyword>
    <author>Dipti Ranganthan</author>
    <affiliation>AT&amp;T Labs, Menlo Park, CA</affiliation>
    <keyword>sound IDs</keyword>
    <keyword>sound instant messages</keyword>
  </document>
  <document>
    <docID>CHI02-025</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>When conventions collide: the tensions of instant messaging attributed.


We discuss findings from observation, interviews, and textual analysis of instant messaging use in a university research lab setting. We propose a method for characterizing the tensions that permeate instant messaging texts and that expose the collision between conventions of verbal and written communication. Given this method, we suggest a design space for exploring potential design choices in instant messaging clients. Finally, we recommend an analysis of communicative conventions as a fruitful lens through which designers might anticipate or circumvent design tensions in emergent computer-mediated communication technologies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <keyword>CSCW</keyword>
    <textkeyword5>communication</textkeyword5>
    <keyword>interaction design</keyword>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>Elizabeth D. Mynatt</author>
    <textkeyword5>mediated communication</textkeyword5>
    <keyword>computer-mediated communication</keyword>
    <textkeyword5>computer-mediated communication</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>interviews</textkeyword5>
    <textkeyword5>im</textkeyword5>
    <author>Amy Voida</author>
    <keyword>instant messaging (IM)</keyword>
    <year>2002</year>
    <author>Wendy C. Newstetter</author>
    <keyword>sociolinguistics</keyword>
  </document>
  <document>
    <docID>CHI02-026</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Women take a wider view.


Published reports suggest that males significantly outperform females in navigating virtual environments. A novel navigation technique reported in CHI 2001, when combined with a large display and wide field of view, appeared to reduce that gender bias. That work has been extended with two navigation studies in order to understand the finding under carefully controlled conditions. The first study replicated the finding that a wide field of view coupled with a large display benefits both male and female users and reduces gender bias. The second study suggested that wide fields of view on a large display were useful to females despite a more densely populated virtual world. Implications for design of virtual worlds and large displays are discussed. Specifically, women take a wider field of view to achieve similar virtual environment navigation performance to men.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <affiliation>Carnegie Mellon University, Pittsburgh, PA, USA</affiliation>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <author>George G. Robertson</author>
    <author>Mary Czerwinski</author>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>virtual worlds</textkeyword5>
    <textkeyword5>field of view</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>large displays</textkeyword5>
    <author>Desney S. Tan</author>
    <textkeyword5>gender</textkeyword5>
    <keyword>field of view</keyword>
    <keyword>spatial abilities</keyword>
    <year>2002</year>
    <keyword>cognitive maps</keyword>
    <keyword>3D navigation</keyword>
    <keyword>gender effects</keyword>
    <keyword>landmark knowledge</keyword>
  </document>
  <document>
    <docID>CHI02-027</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Evaluating the effectiveness of spatial memory in 2D and 3D physical and virtual environments.


User interfaces can improve task performance by exploiting the powerful human capabilities for spatial cognition. This opportunity has been demonstrated by many prior experiments. It is tempting to believe that providing greater spatial flexibility-by moving from flat 2D to 3D user interfaces-will further enhance user performance. This paper describes an experiment that investigates the effectiveness of spatial memory in real-world physical models and in equivalent computer-based virtual systems. The different models vary the user's freedom to use depth and perspective in spatial arrangements of images representing web pages. Results show that the subjects' performance deteriorated in both the physical and virtual systems as their freedom to locate items in the third dimension increased. Subjective measures reinforce the performance measures, indicating that users found interfaces with higher dimensions more 'cluttered' and less efficient.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <keyword>information visualization</keyword>
    <textkeyword5>virtual environments</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>3d</textkeyword5>
    <keyword>3D user interfaces</keyword>
    <textkeyword5>memory</textkeyword5>
    <author>Andy Cockburn</author>
    <affiliation>University of Canterbury, Christchurch, New Zealand</affiliation>
    <textkeyword5>spatial memory</textkeyword5>
    <keyword>spatial memory</keyword>
    <keyword>document management</keyword>
    <year>2002</year>
    <textkeyword5>3d user interfaces</textkeyword5>
    <author>Bruce McKenzie</author>
  </document>
  <document>
    <docID>CHI02-028</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Learning where to look: location learning in graphical user interfaces.


A theoretical account is presented on how locations of interface objects are learned and how the mechanisms underlying location learning interact with the representativeness of object labels. The account is embodied in a computational cognitive model built within the ACT-R/PM cognitive architecture [1, 2] and is supported by point-of-gaze and performance data collected in empirical research. The model interacts with the same software under the same experimental task conditions as study participants and replicates both performance and the finer-grained point-of-gaze data. Drawing from the data and model, location learning is characterized as a process that occurs as a by-product of interaction such that, without specific intent to do so, users can gradually learn the locations of the interface objects to which they attend. Characteristics of the user interface shape this learning process, however, by constraining the set of possible strategies for interaction. Locations are learned more quickly when the least-effortful strategy available in the interface explicitly requires retrieval of location knowledge.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>cognitive models</textkeyword5>
    <textkeyword5>gaze</textkeyword5>
    <keyword>direct manipulation</keyword>
    <keyword>cognitive modeling</keyword>
    <year>2002</year>
    <author>Brian D. Ehret</author>
    <affiliation>Sun Microsystems, Inc., Palo Alto, CA</affiliation>
    <keyword>ACT-R/PM</keyword>
    <keyword>display-based interaction</keyword>
    <keyword>location learning</keyword>
  </document>
  <document>
    <docID>CHI02-029</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>SmartSkip: consumer level browsing and skipping of digital video content.


In this paper, we describe an interface for browsing and skipping digital video content in a consumer setting; that is, sitting and watching television from a couch using a standard remote control. We compare this interface with two other interfaces that are in common use today and found that subjective satisfaction was statistically better with the new interface. Performance metrics however, like time to task completion and number of clicks were worse.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>browsing</textkeyword5>
    <keyword>browsing</keyword>
    <keyword>digital video</keyword>
    <textkeyword5>video</textkeyword5>
    <keyword>user interfaces</keyword>
    <keyword>user study</keyword>
    <author>Steven M. Drucker</author>
    <year>2002</year>
    <keyword>television</keyword>
    <author>Asta Glatzer</author>
    <author>Steven De Mar</author>
    <author>Curtis Wong</author>
    <keyword>DVR</keyword>
    <keyword>PVR</keyword>
    <keyword>skipping</keyword>
  </document>
  <document>
    <docID>CHI02-030</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>How knowledge workers use the web.


We report on a diary study of how and why knowledge workers use the World Wide Web. By examining in detail a complete two-day set of Web activities from each of 24 people, we construct a framework with which to describe the different tasks knowledge workers undertake. By looking at the characteristics of each type of activity, we can see how certain activities are unsuited to particular kinds of technologies (e.g., mobile devices); how Web tools might be incrementally improved; and how we might better support knowledge workers' Web tasks in the future.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <keyword>World Wide Web</keyword>
    <textkeyword5>mobile</textkeyword5>
    <keyword>mobile technology</keyword>
    <textkeyword5>mobile devices</textkeyword5>
    <author>Abigail Sellen</author>
    <keyword>diary study</keyword>
    <textkeyword5>diary study</textkeyword5>
    <affiliation>Hewlett-Packard Labs, Bristol, United Kingdom</affiliation>
    <textkeyword5>world wide web</textkeyword5>
    <year>2002</year>
    <keyword>appliances</keyword>
    <author>Rachel Murphy</author>
    <author>Kate L. Shaw</author>
    <affiliation>Aston University, Aston Triangle , Birmingham UK</affiliation>
    <keyword>knowledge workers</keyword>
    <keyword>taxonomy</keyword>
  </document>
  <document>
    <docID>CHI02-031</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Applying patterns of cooperative interaction to work (re)design: e-government and planning.


This paper presents patterns of cooperative interaction derived from ethnographic studies of cooperative work as devices for generalisation, re-use and design. These patterns consist of examples of similar social and interactional phenomena found in different studies that serve as resources for defining and envisaging design concepts, and potential work process and technical solutions. We outline new pattern examples and demonstrate their use in application to a complex setting: e-government in local government planning.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>design</keyword>
    <keyword>ethnography</keyword>
    <year>2002</year>
    <author>David B. Martin</author>
    <author>Mark Rouncefield</author>
    <author>Ian Sommerville</author>
    <affiliation>Lancaster University, UK</affiliation>
    <keyword>e-government</keyword>
    <keyword>patterns of cooperative interaction</keyword>
  </document>
  <document>
    <docID>CHI02-032</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Separating the swarm: categorization methods for user sessions on the web.


Understanding user behaviors on Web sites enables site owners to make sites more usable, ultimately helping users to achieve their goals more quickly. Accordingly, researchers have devised methods for categorizing user sessions in hopes of revealing user interests. These techniques build user profiles by combining users' navigation paths with other data features, such as page viewing time, hyperlink structure, and page content. Previously, we have presented complex techniques of combining many of these data features to cluster user profiles. In this paper, we introduce a user study and a systematic evaluation of these different data features and their associated weighting schemes. We present the results of our study, including accuracy measures for a number of clustering approaches, and offer recommendations for Web analysts. While further investigation over more sites is needed to definitively settle on a robust scheme, we have characterized this analytic space.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Experimentation</term>
    <term>Performance</term>
    <keyword>classification</keyword>
    <keyword>World Wide Web</keyword>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <keyword>user study</keyword>
    <textkeyword5>clustering</textkeyword5>
    <keyword>clustering</keyword>
    <author>Ed H. Chi</author>
    <author>Jeffrey Heer</author>
    <keyword>user profiles</keyword>
    <year>2002</year>
    <keyword>data mining</keyword>
    <keyword>user categorization</keyword>
    <keyword>user patterns</keyword>
    <keyword>web mining</keyword>
  </document>
  <document>
    <docID>CHI02-033</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Popout prism: adding perceptual principles to overview+detail document interfaces.


We present an overview+detail document interface that draws on perceptual principles to help users work with documents. Central to our approach is the use of improved document overviews. Our approach also includes novel highlighting in the full representation of documents, as well as techniques to help users smoothly transition from the overview to the full representation of the document. We present a specific implementation of our design for Web browsing. We also present a qualitative user study that indicates that our perceptual design principles are effective and that users prefer our interface to traditional "find" and highlighting techniques. Our user study additionally reveals interesting tasks and strategies supported in our framework that have implications for overview+detail document interfaces in general.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <textkeyword5>browsing</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <keyword>thumbnails</keyword>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>web browsing</textkeyword5>
    <author>Bongwon Suh</author>
    <author>Ruth Rosenholtz</author>
    <author>Allison Woodruff</author>
    <keyword>overview+detail</keyword>
    <year>2002</year>
    <author>Alyssa Glass</author>
    <keyword>document interfaces</keyword>
    <keyword>popout effects</keyword>
  </document>
  <document>
    <docID>CHI02-034</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Keeping things in context: a comparative evaluation of focus plus context screens, overviews, and zooming.


Users working with documents that are too large and detailed to fit on the user's screen (e.g. chip designs) have the choice between zooming or applying appropriate visualization techniques. In this paper, we present a comparison of three such techniques. The first, focus plus context screens, are wall-size low-resolution displays with an embedded high-resolution display region. This technique is compared with overview plus detail and zooming/panning. We interviewed fourteen visual surveillance and design professionals from different areas (graphic design, chip design, air traffic control, etc.) in order to create a repre sentative sample of tasks to be used in two experimental comparison studies. In the first experiment, subjects using focus plus context screens to extract information from large static documents completed the two experimental tasks on average 21% and 36% faster than when they used the other interfaces. In the second experiment, focus plus context screens allowed subjects to reduce their error rate in a driving simulation to less than one third of the error rate of the competing overview plus detail setup.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <author>Patrick Baudisch</author>
    <textkeyword5>driving</textkeyword5>
    <textkeyword5>zooming</textkeyword5>
    <keyword>zooming</keyword>
    <author>Victoria Bellotti</author>
    <keyword>overview+detail</keyword>
    <author>Nathaniel S. Good</author>
    <year>2002</year>
    <author>Pamela Schraedley</author>
    <keyword>experimental evaluation</keyword>
    <keyword>focus plus context screens</keyword>
    <keyword>multi scale documents</keyword>
    <keyword>peripheral vision</keyword>
  </document>
  <document>
    <docID>CHI02-035</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Improving focus targeting in interactive fisheye views.


Fisheye views allow people to see both a focus region and the surrounding context in the same window. However, the magnification effects of the fisheye lens can cause several problems for users. One of these is focus-targeting, where a user moves the focus to a new location. Magnification makes focus-targeting difficult because objects appear to move as the focus point approaches them. This paper examines how the distortion of a fisheye view affects focus-targeting performance, and present a technique called speed-coupled flattening (SCF) as a way to improve focus targeting in distortion-oriented views. SCF dynamically reduces the distortion level of a fisheye based on pointer velocity and acceleration. In an experiment, the technique resulted in significant reductions in both targeting time and targeting errors. By adjusting distortion based on the user's activity, we can improve usability without requiring the user to manipulate any additional view controls.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <keyword>Fitts' law</keyword>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <affiliation>University of Saskatchewan, Saskatoon, SK, Canada</affiliation>
    <author>Carl Gutwin</author>
    <keyword>fisheye views</keyword>
    <textkeyword5>fisheye views</textkeyword5>
    <keyword>focus+context</keyword>
    <keyword>focus-targeting</keyword>
    <year>2002</year>
    <keyword>distortion-oriented visualization</keyword>
    <keyword>speed-coupled flattening</keyword>
  </document>
  <document>
    <docID>CHI02-036</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>SCANMail: a voicemail interface that makes speech browsable, readable and searchable.


Increasing amounts of public, corporate, and private speech data are now available on-line. These are limited in their usefulness, however, by the lack of tools to permit their browsing and search. The goal of our research is to provide tools to overcome the inherent difficulties of speech access, by supporting visual scanning, search, and information extraction. We describe a novel principle for the design of UIs to speech data: What You See Is Almost What You Hear (WYSIAWYH). In WYSIAWYH, automatic speech recognition (ASR) generates a transcript of the speech data. The transcript is then used as a visual analogue to that underlying data. A graphical user interface allows users to visually scan, read, annotate and search these transcripts. Users can also use the transcript to access and play specific regions of the underlying message. We first summarize previous studies of voicemail usage that motivated the WYSIAWYH principle, and describe a voicemail UI, SCANMail, that embodies WYSIAWYH. We report on a laboratory experiment and a two-month field trial evaluation. SCANMail outperformed a state of the art voicemail system on core voicemail tasks. This was attributable to SCANMail's support for visual scanning, search and information extraction. While the ASR transcripts contain errors, they nevertheless improve the efficiency of voicemail processing. Transcripts either provide enough information for users to extract key points or to navigate to important regions of the underlying speech, which they can then play directly.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>speech recognition</textkeyword5>
    <term>Performance</term>
    <textkeyword5>browsing</textkeyword5>
    <affiliation>AT&amp;T Labs Inc. - Research, Florham Park, NJ, USA</affiliation>
    <author>Brian Amento</author>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <keyword>empirical evaluation</keyword>
    <textkeyword5>field trial</textkeyword5>
    <author>Steve Whittaker</author>
    <keyword>voicemail</keyword>
    <author>Philip Isenhour</author>
    <keyword>speech as data</keyword>
    <year>2002</year>
    <author>Julia Hirschberg</author>
    <keyword>asynchronous communication</keyword>
    <keyword>speech access</keyword>
    <author>Litza Stark</author>
    <author>Michiel Bacchiani</author>
    <author>Larry Stead</author>
    <author>Gary Zamchick</author>
    <author>Aaron Rosenberg</author>
    <keyword>what you see is almost what you hear</keyword>
  </document>
  <document>
    <docID>CHI02-037</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>A comparative study of speech in the call center: natural language call routing vs. touch-tone menus.


This paper presents a field study that compares natural language call routing with standard touch-tone menus. Call routing is the task of getting callers to the right place in the call center, which could be the appropriate live agent or automated service. Natural language call routing lets callers describe the reason for their call in their own words, instead of presenting them with a list of menu options to select from using the telephone touch-tone keypad. The field study was conducted in a call center of a large telecommunication service provider. Results show that with natural language call routing, more callers respond to the main routing prompt, more callers are routed to a specific destination (instead of defaulting to a general operator who may have to transfer them), and more callers are routed to the correct agent. Our survey data show that callers overwhelmingly prefer natural language call routing over standard touch-tone menus. Furthermore, natural language call routing can also deliver significant cost savings to call centers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <keyword>speech user interfaces</keyword>
    <author>Bernhard Suhm</author>
    <term>Performance</term>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>touch</textkeyword5>
    <textkeyword5>language</textkeyword5>
    <keyword>natural language</keyword>
    <term>Measurement</term>
    <textkeyword5>field study</textkeyword5>
    <textkeyword5>survey</textkeyword5>
    <affiliation>Harvard University, Cambridge, MA, USA</affiliation>
    <author>Pat Peterson</author>
    <keyword>interactive voice-response systems (IVRs)</keyword>
    <keyword>usability</keyword>
    <year>2002</year>
    <author>Josh Bers</author>
    <author>Dan McCarthy</author>
    <author>Barbara Freeman</author>
    <author>David Getty</author>
    <author>Katherine Godfrey</author>
    <keyword>call center</keyword>
    <keyword>call routing</keyword>
    <keyword>touch-tone</keyword>
  </document>
  <document>
    <docID>CHI02-038</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Gestural and audio metaphors as a means of control for mobile devices.


This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/pen-based display. The similarities and differences in the results produced by the two studies are discussed.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>speech</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>audio</textkeyword5>
    <keyword>evaluation</keyword>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <textkeyword5>video</textkeyword5>
    <textkeyword5>gestures</textkeyword5>
    <textkeyword5>pen</textkeyword5>
    <keyword>gestures</keyword>
    <textkeyword5>music</textkeyword5>
    <author>Stephen Brewster</author>
    <affiliation>University of Glasgow, Glasgow, United Kingdom</affiliation>
    <textkeyword5>mobile devices</textkeyword5>
    <keyword>mobile computing</keyword>
    <keyword>non-speech audio</keyword>
    <year>2002</year>
    <keyword>metaphor</keyword>
    <author>Antti Pirhonen</author>
    <author>Christopher Holguin</author>
    <affiliation>University of Jyväskylä, Jyväskylä; Finland</affiliation>
  </document>
  <document>
    <docID>CHI02-039</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Physical programming: designing tools for children to create physical interactive environments.


Physical interactive environments can come in many forms: museum installations, amusement parks, experimental theaters, and more. Programming these environments has historically been done by adults, and children, as the visiting participants, have been offered few pre-created choices to explore. Given these creative limitations, the goal of our research has been to develop programming tools for physical interactive environments that are appropriate for use by young children (ages 4-6). We have explored numerous design approaches over the past two years. Recently we began focusing on a "physical programming" approach and developed a wizard-of-oz prototype for young children. This paper presents the motivation for this research, the evolution of our programming approach, and our recent explorations with children.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>children</textkeyword5>
    <author>Allison Druin</author>
    <keyword>children</keyword>
    <keyword>educational applications</keyword>
    <term>Performance</term>
    <textkeyword5>programming</textkeyword5>
    <keyword>ubiquitous computing</keyword>
    <author>Jaime Montemayor</author>
    <textkeyword5>motivation</textkeyword5>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>museums</textkeyword5>
    <textkeyword5>wizard-of-oz</textkeyword5>
    <keyword>programming by demonstration</keyword>
    <year>2002</year>
    <author>Allison Farber</author>
    <author>Sante Simms</author>
    <author>Wayne Churaman</author>
    <author>Allison D'Amour</author>
    <keyword>physical interactive environments</keyword>
    <keyword>physical programming</keyword>
    <keyword>tangible computing</keyword>
  </document>
  <document>
    <docID>CHI02-040</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>A visual language for sketching large and complex interactive designs.


Informal, sketch-based design tools closely match the work practices of user interface designers. Current tools, however, are limited in the size and complexity of interaction that can be specified. We have created an advanced sketch-based visual language that allows for easy prototyping of large, complex interactive designs. In its current embodiment in the denim web design tool, the visual language allows designers to sketch reusable components for recurring page elements, such as navigation bars, as well as conditionals to illustrate and test transitions that depend on a user's input. Designers can also specify sites that accept richer user input than simple clicking. Our informal evaluation shows that these features allow designers with little programming experience to quickly create prototypes of large, complex web sites while still working inside an informal, sketch-based environment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <textkeyword5>navigation</textkeyword5>
    <keyword>user interface design</keyword>
    <textkeyword5>programming</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <author>James A. Landay</author>
    <author>James Lin</author>
    <textkeyword5>language</textkeyword5>
    <textkeyword5>sketching</textkeyword5>
    <textkeyword5>prototyping</textkeyword5>
    <affiliation>University of Aarhus, Aarhus, Denmark</affiliation>
    <keyword>web design</keyword>
    <keyword>visual language</keyword>
    <textkeyword5>web design</textkeyword5>
    <year>2002</year>
    <author>Michael Thomsen</author>
    <keyword>denim</keyword>
  </document>
  <document>
    <docID>CHI02-041</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Specifying preferences based on user history.


Many applications require users to specify preferences. We support users in this task by letting them define preferences relative to their personal history or that of other users. We implement this idea using a graphical technique called control shadows, which we have implemented on both a desktop computer and on a cell phone with a small, grayscale display. An empirical study compared user performance on the graphical interface and a text table interface with identical functionality. On the desktop, users completed their tasks more quickly and effectively and strongly preferred the graphical interface. On the cell phone, there was no significant difference between the graphical and table interfaces. Finally, personal history proved useful in specifying preferences, but history of other users was not helpful.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>empirical study</textkeyword5>
    <author>Loren Terveen</author>
    <affiliation>AT&amp;T Labs Inc. - Research, Florham Park, NJ, USA</affiliation>
    <author>Brian Amento</author>
    <author>Will Hill</author>
    <keyword>visualization</keyword>
    <textkeyword5>history</textkeyword5>
    <textkeyword5>cell phones</textkeyword5>
    <term>Measurement</term>
    <keyword>reuse</keyword>
    <keyword>mobile devices</keyword>
    <keyword>collaborative filtering</keyword>
    <keyword>history</keyword>
    <year>2002</year>
    <author>Jessica McMackin</author>
  </document>
  <document>
    <docID>CHI02-042</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Observed behavior and perceived value of authors in usenet newsgroups: bridging the gap.


In this paper we describe an evaluation of behavioral descriptors generated from an analysis of a large collection of Usenet newsgroup messages. The metrics describe aspects of newsgroup authors' behavior over time; such information can aid in filtering, sorting, and recommending content from public discussion spaces like newsgroups. To assess the value of a variety of these behavioral descriptors, we compared 22 participants' subjective evaluations of authors whose messages they read to behavioral metrics describing the same authors. We found that many metrics, particularly the longevity and frequency of participation, the number of newsgroups to which authors contribute messages, and the amount they contribute to each thread, correlate highly with readers' subjective evaluations of the authors.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <author>Scott Lee Tiernan</author>
    <affiliation>Cornell University, Ithaca, NY, USA</affiliation>
    <affiliation>University of Washington, Seattle, WA, USA</affiliation>
    <author>Andrew T. Fiore</author>
    <author>Marc A. Smith</author>
    <year>2002</year>
    <keyword>social cyberspaces</keyword>
    <keyword>persistent conversations</keyword>
    <keyword>behavioral indicators</keyword>
    <keyword>discussions</keyword>
    <keyword>social accounting</keyword>
  </document>
  <document>
    <docID>CHI02-043</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Diffusing information in organizational settings: learning from experience.


Recommender systems selectively circulate information enriched with comments and feedback based on people's experience. These systems filter information in a semi-automatic and high-quality way in order to support a community during their work or leisure practices. However recommender systems are usually separate tools that require a degree of effort to be used, both when receiving information and to insert new feedback. In this paper we present our informal experiences with the use of multiple user interfaces (interactive large screen, email, paper and PDA) as means to improve the diffusion of information through an organizational unit and to improve access to information stored within an existing recommender system.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>learning</textkeyword5>
    <textkeyword5>user interfaces</textkeyword5>
    <term>Performance</term>
    <textkeyword5>email</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>pda</textkeyword5>
    <term>Measurement</term>
    <textkeyword5>community</textkeyword5>
    <keyword>serendipity</keyword>
    <textkeyword5>recommender systems</textkeyword5>
    <keyword>recommender systems</keyword>
    <keyword>large screens</keyword>
    <year>2002</year>
    <keyword>information sharing</keyword>
    <author>Dave Snowdon</author>
    <author>Antonietta Grasso</author>
    <affiliation>Xerox Research Centre Europe, Grenoble, France</affiliation>
  </document>
  <document>
    <docID>CHI02-044</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>A tangible interface for organizing information using a grid.


The task of organizing information is typically performed either by physically manipulating note cards or sticky notes or by arranging icons on a computer with a graphical user interface. We present a new tangible interface platform for manipulating discrete pieces of abstract information, which attempts to combine the benefits of each of these two alternatives into a single system. We developed interaction techniques and an example application for organizing conference papers. We assessed the effectiveness of our system by experimentally comparing it to both graphical and paper interfaces. The results suggest that our tangible interface can provide a more effective means of organizing, grouping, and manipulating data than either physical operations or graphical computer interaction alone.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <keyword>CSCW</keyword>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>interaction techniques</textkeyword5>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>tangible interface</textkeyword5>
    <author>Hiroshi Ishii</author>
    <keyword>direct manipulation</keyword>
    <keyword>tangible user interface</keyword>
    <keyword>experiment</keyword>
    <author>Robert J.K. Jacob</author>
    <keyword>physical interaction</keyword>
    <author>James Patten</author>
    <keyword>scheduling</keyword>
    <keyword>sensing board</keyword>
    <year>2002</year>
    <author>Gian Pangaro</author>
    <affiliation>MIT Media Laboratory, Cambridge, MA and Tufts University, Medford, MA</affiliation>
    <keyword>conference planning</keyword>
  </document>
  <document>
    <docID>CHI02-045</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Cognitive cubes: a tangible user interface for cognitive assessment.


Assessments of spatial, constructional ability are used widely in cognitive research and in clinical diagnosis of disease or injury. Some believe that three-dimensional (3D) forms of these assessments would be particularly sensitive, but difficulties with consistency in administration and scoring have limited their use. We describe Cognitive Cubes, a novel computerized tool for 3D constructional assessment that increases consistency and promises improvements in flexibility, reliability, sensitivity and control. Cognitive Cubes makes use of ActiveCube, a novel tangible user interface for describing 3D shape. In testing, Cognitive Cubes was sensitive to differences in cognitive ability and task, and correlated well to a standard paper-and-pencil 3D spatial assessment.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <textkeyword5>3d</textkeyword5>
    <keyword>tangible user interface</keyword>
    <affiliation>Northwestern University, Evanston, IL, USA</affiliation>
    <textkeyword5>tangible user interface</textkeyword5>
    <author>Ehud Sharlin</author>
    <author>Yoshifumi Kitamura</author>
    <affiliation>Osaka University, Osaka, Japan</affiliation>
    <keyword>spatial abilities</keyword>
    <year>2002</year>
    <author>Benjamin Watson</author>
    <author>Yuichi Itoh</author>
    <author>Steve Sutphen</author>
    <author>Lili Liu</author>
    <affiliation>University Alberta, Edmonton, Alberta, Canada</affiliation>
    <keyword>cognitive assessment</keyword>
    <keyword>constructional ability</keyword>
    <keyword>neuropsychological assessment</keyword>
    <keyword>three-dimensional user interfaces</keyword>
  </document>
  <document>
    <docID>CHI02-046</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Illuminating clay: a 3-D tangible interface for landscape analysis.


This paper describes a novel system for the real-time computational analysis of landscape models. Users of the system - called Illuminating Clay - alter the topography of a clay landscape model while the changing geometry is captured in real-time by a ceiling-mounted laser scanner. A depth image of the model serves as an input to a library of landscape analysis functions. The results of this analysis are projected back into the workspace and registered with the surfaces of the model.We describe a scenario for which this kind of tool has been developed and we review past work that has taken a similar approach. We describe our system architecture and highlight specific technical issues in its implementation.We conclude with a discussion of the benefits of the system in combining the tangible immediacy of physical models with the dynamic capabilities of computational simulations.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>input</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <affiliation>MIT, Cambridge, MA, USA</affiliation>
    <textkeyword5>tangible interface</textkeyword5>
    <author>Hiroshi Ishii</author>
    <keyword>tangible user interface</keyword>
    <term>Measurement</term>
    <affiliation>University of Cambridge, Cambridge, United Kingdom</affiliation>
    <keyword>GIS</keyword>
    <year>2002</year>
    <author>Ben Piper</author>
    <author>Carlo Ratti</author>
    <keyword>3D laser scanner</keyword>
    <keyword>DEM</keyword>
    <keyword>landscape design</keyword>
    <keyword>physical models</keyword>
  </document>
  <document>
    <docID>CHI02-047</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Designing online banner advertisements: should we animate?


A common medium for advertising on the Internet is the use of banner ads. This study investigates recall and recognition of animated banner advertisements in an attempt to identify design guidelines. It was hypothesized that animation would increase recall and recognition of novel ads by increasing user awareness. No significant relationships were found between the use of animation and ability to recall and recognize banner ads. Results indicate that animation does not enhance user memory of online banner advertisements.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Experimentation</term>
    <term>Performance</term>
    <textkeyword5>animation</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>memory</textkeyword5>
    <keyword>animation</keyword>
    <keyword>recognition</keyword>
    <year>2002</year>
    <author>Michelle E. Bayles</author>
    <affiliation>Wichita State University, Wichita, KS</affiliation>
    <keyword>banner ads</keyword>
    <keyword>online advertisements</keyword>
    <keyword>recall</keyword>
  </document>
  <document>
    <docID>CHI02-048</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Statistical profiles of highly-rated web sites.


We are creating an interactive tool to help non-professional web site builders create high quality designs. We have previously reported that quantitative measures of web page structure can predict whether a site will be highly or poorly rated by experts, with accuracies ranging from 67--80%. In this paper we extend that work in several ways. First, we compute a much larger set of measures (157 versus 11), over a much larger collection of pages (5300 vs. 1900), achieving much higher overall accuracy (94% on average) when contrasting good, average, and poor pages. Second, we introduce new classes of measures that can make assessments at the site level and according to page type (home page, content page, etc.). Finally, we create statistical profiles of good sites, and apply them to an existing design, showing how that design can be changed to better match high-quality designs.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <keyword>World Wide Web</keyword>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <term>Measurement</term>
    <textkeyword5>home</textkeyword5>
    <keyword>empirical study</keyword>
    <author>Marti A. Hearst</author>
    <year>2002</year>
    <author>Melody Y. Ivory</author>
    <keyword>automated usability evaluation</keyword>
    <keyword>web site design</keyword>
  </document>
  <document>
    <docID>CHI02-049</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>HutchWorld: clinical study of computer-mediated social support for cancer patients and their caregivers.


To address the needs of cancer patients and their caregivers, Microsoft Research and the Fred Hutchinson Cancer Research Center developed HutchWorld, an online community environment, to provide computer-mediated social and informational support. In a controlled clinical study, we deployed HutchWorld to bone marrow transplant patients and their caregivers and assessed the impact of Internet access and HutchWorld on their quality of life. We found that Internet access and the use of HutchWorld helped to buffer study participants against reductions in life satisfaction and social support following the transplant procedure. In particular, participants used the Internet to seek out support from family and friends.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>computer-mediated communication</keyword>
    <term>Measurement</term>
    <textkeyword5>community</textkeyword5>
    <author>Shelly Farnham</author>
    <textkeyword5>families</textkeyword5>
    <keyword>health</keyword>
    <keyword>online communities</keyword>
    <textkeyword5>online communities</textkeyword5>
    <keyword>social support</keyword>
    <year>2002</year>
    <author>Lili Cheng</author>
    <author>Linda Stone</author>
    <author>Melora Zaner-Godsey</author>
    <author>Christopher Hibbeln</author>
    <author>Karen Syrjala</author>
    <author>Ann Marie Clark</author>
    <author>Janet Abrams</author>
    <affiliation>Fred Hutchinson Cancer Research Center, Seattle, WA</affiliation>
    <keyword>empirical research</keyword>
  </document>
  <document>
    <docID>CHI02-050</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Design as a minority discipline in a software company: toward requirements for a community of practice.


This paper provides a description of designers' work practices in a software company. We describe a participatory analysis of the diversity of working relations and roles of designers of IBM's Lotus software products. Designers are an example of a minority discipline - that is, a discipline whose members are often isolated in their work teams among coworkers with different training, backgrounds, and career paths. We explore differences between the practices of designers of Lotus software products and the published reports of design practices in group settings.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <keyword>design techniques</keyword>
    <term>Performance</term>
    <keyword>design</keyword>
    <keyword>user study</keyword>
    <textkeyword5>community</textkeyword5>
    <affiliation>IBM Research, Cambridge, MA, USA</affiliation>
    <keyword>community of practice</keyword>
    <author>Michael J. Muller</author>
    <keyword>knowledge management</keyword>
    <year>2002</year>
    <keyword>work analysis</keyword>
    <author>Kenneth Carey</author>
  </document>
  <document>
    <docID>CHI02-051</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Designing for improved social responsibility, user participation and content in on-line communities.


Web sites face difficult challenges in supporting successful communities. In this paper we discuss 2 operating web sites, identically designed but with different and distinct audiences. These sites collect user data from site activity and feed it back to the user community in novel ways. The sites are highly active and growing, and have fostered socially conscious, easily navigable and comprehensible on-line communities with little cost and maintenance. The practice of user data collection and re-purposing we describe works particularly well in highly contextual or information /resource-driven communities. These sites also integrate custom content authoring tools and track their use. The authoring tools were designed to quickly grow a specialized "knowledge base" of content created by users and published to a larger audience. A status system encourages the participation of users to contribute to this knowledge base, while increasing social awareness and responsibility in areas of high user interaction. All user activity, communications, and feedback are tracked. Then data is compiled and re-incorporated into scalable solutions for better navigability, content filtering, and presentation of contents to a larger audience. This practice creates a uniquely high quality of interaction within web communities.</docText>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <keyword>trust</keyword>
    <textkeyword5>community</textkeyword5>
    <author>Shelly Farnham</author>
    <keyword>community</keyword>
    <keyword>feedback</keyword>
    <keyword>reputation</keyword>
    <keyword>context</keyword>
    <year>2002</year>
    <author>Sean Uberoi Kelly</author>
    <author>Christopher Sung</author>
    <affiliation>eTonal Media, inc., New York, NY</affiliation>
    <keyword>navigability</keyword>
    <keyword>social awareness</keyword>
    <keyword>social responsibility</keyword>
    <keyword>user participation</keyword>
  </document>
  <document>
    <docID>CHI02-052</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Unremarkable computing.


In this paper, we seek to contribute to the Ubiquitous Computing agenda by focusing on one of its earliest, but most difficult, design ambitions - making technology "invisible in use". We draw on field studies of domestic life as this domain is becoming increasingly important for new technologies and challenges many of the assumptions we take for granted in the design of technologies for the workplace. We use some examples of domestic routines to identify a number of insights into what it means for features of activities to be "unremarkable". We conclude by using these insights to critique some of the current emphases in Ubiquitous Computing research, and suggest how we might better understand the HCI issues of what will be required to develop technologies that really are "invisible in use"</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>hci</textkeyword5>
    <term>Performance</term>
    <keyword>CSCW</keyword>
    <keyword>ubiquitous computing</keyword>
    <keyword>tangible interface</keyword>
    <textkeyword5>ubiquitous computing</textkeyword5>
    <term>Measurement</term>
    <keyword>ethnography</keyword>
    <textkeyword5>field study</textkeyword5>
    <author>Peter Tolmie</author>
    <keyword>domestic technology</keyword>
    <year>2002</year>
    <author>James Pycock</author>
    <author>Tim Diggins</author>
    <author>Allan MacLean</author>
    <author>Alain Karsenty</author>
    <affiliation>Xerox Research Centre Europe, Cambridge, UK</affiliation>
    <keyword>ambient intelligence</keyword>
  </document>
  <document>
    <docID>CHI02-053</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Comparing paper and tangible, multimodal tools.


In command posts, officers maintain situational awareness using paper maps, Post-it notes, and hand-written annotations. They do so because paper is robust to failure, it is portable, it offers a flexible means of capturing information, it has ultra-high resolution, and it readily supports face-to-face collaboration. We report herein on an evaluation comparing maps and Post-its with a tangible multimodal system called Rasa. Rasa augments these paper tools with sensors, enabling it to recognize the multimodal language (both written and spoken) that naturally occurs on them. In this study, we found that not only do users prefer Rasa to paper alone, they find it as easy or easier to use than paper tools. Moreover, Rasa introduces no discernible overhead in its operation other than error repair, yet grants the benefits inherent in digital systems. Finally, subjects confirmed that by combining physical and computational tools, Rasa is resistant to computational failure.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>multimodal</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <textkeyword5>sensors</textkeyword5>
    <keyword>augmented reality</keyword>
    <keyword>tangible interface</keyword>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <keyword>multimodal interfaces</keyword>
    <textkeyword5>language</textkeyword5>
    <term>Measurement</term>
    <author>Phil Cohen</author>
    <keyword>mixed reality</keyword>
    <year>2002</year>
    <author>David R. McGee</author>
    <author>R. Matthews Wesson</author>
    <author>Sheilah Horman</author>
    <affiliation>Rich Interaction Environments, Pacific Northwest National Laboratory, Richland, WA</affiliation>
    <affiliation>Oregon Health and Sciences University, Portland, OR</affiliation>
    <keyword>invisible interfaces</keyword>
  </document>
  <document>
    <docID>CHI02-054</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Making sense of sensing systems: five questions for designers and researchers.


This paper borrows ideas from social science to inform the design of novel "sensing" user-interfaces for computing technology. Specifically, we present five design challenges inspired by analysis of human-human communication that are mundanely addressed by traditional graphical user interface designs (GUIs). Although classic GUI conventions allow us to finesse these questions, recent research into innovative interaction techniques such as 'Ubiquitous Computing' and 'Tangible Interfaces' has begun to expose the interaction challenges and problems they pose. By making them explicit we open a discourse on how an approach similar to that used by social scientists in studying human-human interaction might inform the design of novel interaction mechanisms that can be used to handle human-computer communication accomplishments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user interfaces</textkeyword5>
    <textkeyword5>tangible</textkeyword5>
    <term>Performance</term>
    <textkeyword5>communication</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <keyword>ubiquitous computing</keyword>
    <textkeyword5>graphical user interfaces</textkeyword5>
    <textkeyword5>sensing</textkeyword5>
    <textkeyword5>tangible interface</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <textkeyword5>ubiquitous computing</textkeyword5>
    <author>W. Keith Edwards</author>
    <author>Austin Henderson</author>
    <author>Rebecca E. Grinter</author>
    <author>Victoria Bellotti</author>
    <keyword>design framework</keyword>
    <year>2002</year>
    <author>Maribeth Back</author>
    <author>Cristina Lopes</author>
    <affiliation>Rivendel Consulting &amp; Design Inc., La Honda, CA</affiliation>
    <keyword>human-machine communication</keyword>
    <keyword>sensing input</keyword>
    <keyword>social science</keyword>
  </document>
  <document>
    <docID>CHI02-055</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Polyarchy visualization: visualizing multiple intersecting hierarchies.


We describe a new information structure composed of multiple intersecting hierarchies, which we call Polyarchies. Visualizing polyarchies enables use of novel views for discovery of relationships which are very difficult using existing hierarchy visualization tools. This paper will describe the visualization design and system architecture challenges as well as our current solutions. A Mid-Tier Cache architecture is used as a "polyarchy server" which supports a novel web-based polyarchy visualization technique, called Visual Pivot. A series of five user studies guided iterative design of Visual Pivot.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <textkeyword5>user study</textkeyword5>
    <term>Performance</term>
    <keyword>3D</keyword>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <keyword>information visualization</keyword>
    <author>George G. Robertson</author>
    <author>Mary Czerwinski</author>
    <textkeyword5>visualization</textkeyword5>
    <term>Measurement</term>
    <keyword>user study</keyword>
    <keyword>animation</keyword>
    <author>Daniel Robbins</author>
    <year>2002</year>
    <author>Kim Cameron</author>
    <keyword>hierarchy</keyword>
    <keyword>metadirectory</keyword>
    <keyword>polyarchy</keyword>
    <keyword>query language</keyword>
  </document>
  <document>
    <docID>CHI02-056</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Sotto voce: exploring the interplay of conversation and mobile audio spaces.


In addition to providing information to individual visitors, electronic guidebooks have the potential to facilitate social interaction between visitors and their companions. However, many systems impede visitor interaction. By contrast, our electronic guidebook, Sotto Voce, has social interaction as a primary design goal. The system enables visitors to share audio information - specifically, they can hear each other's guidebook activity using a technologically mediated audio eavesdropping mechanism. We conducted a study of visitors using Sotto Voce while touring a historic house. The results indicate that visitors are able to use the system effectively, both as a conversational resource and as an information appliance. More surprisingly, our results suggest that the technologically mediated audio often cohered the visitors' conversation and activity to a far greater degree than audio delivered through the open air.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>audio</textkeyword5>
    <textkeyword5>conversation</textkeyword5>
    <textkeyword5>mobile</textkeyword5>
    <affiliation>Xerox Palo Alto Research Center, Palo Alto, CA</affiliation>
    <textkeyword5>social interaction</textkeyword5>
    <keyword>interaction analysis</keyword>
    <author>Rebecca E. Grinter</author>
    <author>Allison Woodruff</author>
    <author>Paul M. Aoki</author>
    <author>Amy Hurst</author>
    <author>Margaret H. Szymanski</author>
    <author>James D. Thornton</author>
    <year>2002</year>
    <keyword>electronic guidebooks</keyword>
    <keyword>shared audio</keyword>
  </document>
  <document>
    <docID>CHI02-057</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Age-old practices in the 'new world': a study of gift-giving between teenage mobile phone users.


In this paper, we present an overview of the data collected from an ethnographic study of teenagers and their use of mobile phones. Through the data, we suggest that teenagers use their phones to participate in social practices that closely resemble forms of ritualised gift-giving. Such practices, we claim, shape the way teenagers understand and thus use their phones. We go onto show that this insight into everyday, phone-mediated activities has practical implications for mobile phone design. Using an example, we describe how teenagers' gift-giving practices can inform design, providing an initial means to conceptualise future emerging technologies.</docText>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Management</term>
    <textkeyword5>mobile</textkeyword5>
    <keyword>cell phones</keyword>
    <term>Measurement</term>
    <keyword>ethnography</keyword>
    <author>Alex S. Taylor</author>
    <textkeyword5>mobile phones</textkeyword5>
    <author>Richard Harper</author>
    <keyword>mobile phones</keyword>
    <keyword>text messaging</keyword>
    <keyword>SMS</keyword>
    <keyword>gift-giving</keyword>
    <keyword>teenagers</keyword>
    <year>2002</year>
    <affiliation>University of Surrey, Guildford, Surrey</affiliation>
  </document>
  <document>
    <docID>CHI02-058</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Finding others online: reputation systems for social online spaces.


In this paper, we examine what types of reputation information users find valuable when selecting someone to interact with in online environments. In an online experiment, we asked users to imagine that they were looking for a partner for a social chat. We found that similarity to the user and ratings from the user's friends were the most valuable pieces of reputation information when selecting chat partners. The context in which reputations were used (social chat, game or newsgroup) affected the self-reported utility of the pieces of reputation information.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Theory</term>
    <term>Performance</term>
    <affiliation>Microsoft Research, Redmond, WA, USA</affiliation>
    <textkeyword5>experiment</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <textkeyword5>chat</textkeyword5>
    <keyword>collaboration</keyword>
    <author>Shelly Farnham</author>
    <author>Carlos Jensen</author>
    <keyword>recommendation systems</keyword>
    <keyword>reputation</keyword>
    <keyword>e-commerce</keyword>
    <keyword>filtering</keyword>
    <year>2002</year>
    <author>John Davis</author>
    <keyword>Cchat</keyword>
    <keyword>deviance</keyword>
    <keyword>online gaming</keyword>
  </document>
  <document>
    <docID>CHI02-059</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Groupware walkthrough: adding context to groupware usability evaluation.


Discount usability evaluation methods have recently been introduced as a way to assess groupware systems. However, one criticism of these techniques is that they do not make use of information about users and their work contexts. To address this problem, we developed groupware walkthrough, a new usability inspection technique for groupware. The technique is a substantive modification of cognitive walkthrough to include consideration for the complexities of teamwork. The two components of groupware walkthrough are a task model for identifying and analysing real-world collaborative tasks, and a walkthrough process for assessing a system's support for those tasks. Groupware walkthrough is a low-cost technique that can identify collaboration-specific usability problems and can find problems that would not be revealed through other inspection methods.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>context</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>groupware</textkeyword5>
    <textkeyword5>usability evaluation</textkeyword5>
    <affiliation>University of Saskatchewan, Saskatoon, SK, Canada</affiliation>
    <author>David Pinelle</author>
    <author>Carl Gutwin</author>
    <keyword>usability inspection</keyword>
    <textkeyword5>usability inspection</textkeyword5>
    <year>2002</year>
    <keyword>cognitive walkthrough</keyword>
    <keyword>groupware walkthrough</keyword>
    <keyword>mechanics of collaboration</keyword>
  </document>
  <document>
    <docID>CHI02-060</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>Cognitive walkthrough for the web.


This paper proposes a transformation of the Cognitive Walkthrough (CW), a theory-based usability inspection method that has proven useful in designing applications that support use by exploration. The new Cognitive Walkthrough for the Web (CWW) is superior for evaluating how well websites support users' navigation and information search tasks. The CWW uses Latent Semantic Analysis to objectively estimate the degree of semantic similarity (information scent) between representative user goal statements (100-200 words) and heading/link texts on each web page. Using an actual website, the paper shows how the CWW identifies three types of problems in web page designs. Three experiments test CWW predictions of users' success rates in accomplishing goals, verifying the value of CWW for identifying these usability problems.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>theory</textkeyword5>
    <term>Performance</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>search</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <affiliation>University of Colorado at Boulder, Boulder, CO, USA</affiliation>
    <keyword>cognitive models</keyword>
    <textkeyword5>latent semantic analysis</textkeyword5>
    <textkeyword5>information scent</textkeyword5>
    <textkeyword5>usability inspection</textkeyword5>
    <keyword>information scent</keyword>
    <keyword>web navigation</keyword>
    <author>Marilyn Hughes Blackmon</author>
    <author>Peter G. Polson</author>
    <author>Muneo Kitajima</author>
    <affiliation>National Institute of Advanced Industrial Science and Technology (AIST), Ibaraki, Japan</affiliation>
    <keyword>link labels</keyword>
    <keyword>headings</keyword>
    <year>2002</year>
    <keyword>cognitive walkthrough</keyword>
    <keyword>web usability</keyword>
    <author>Clayton Lewis</author>
  </document>
  <document>
    <docID>CHI02-061</docID>
    <docDate>April 20, 2002</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves</docSource>
    <docText>A survey of user-centered design practice.


This paper reports the results of a recent survey of user-centered design (UCD) practitioners. The survey involved over a hundred respondents who were CHI'2000 attendees or current UPA members. The paper identifies the most widely used methods and processes, the key factors that predict success, and the critical tradeoffs practitioners must make in applying UCD methods and processes. Results show that cost-benefit tradeoffs are a key consideration in the adoption of UCD methods. Measures of UCD effectiveness are lacking and rarely applied. There is also a major discrepancy between the commonly cited measures and the actually applied ones. These results have implications for the introduction, deployment, and execution of UCD projects.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <textkeyword5>user-centered design</textkeyword5>
    <term>Performance</term>
    <textkeyword5>survey</textkeyword5>
    <affiliation>University of Waterloo, Waterloo, ON, Canada</affiliation>
    <keyword>methodology</keyword>
    <keyword>user-centered design</keyword>
    <keyword>HCI professionals</keyword>
    <year>2002</year>
    <author>Karel Vredenburg</author>
    <author>Ji-Ye Mao</author>
    <author>Paul W. Smith</author>
    <author>Tom Carey</author>
    <affiliation>IBM, Toronto, Canada</affiliation>
    <keyword>organizational impact</keyword>
    <keyword>usability engineering</keyword>
  </document>
  <document>
    <docID>CHI03-001</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Peephole displays: pen interaction on spatially aware handheld computers.


The small size of handheld computers provides theconvenience of mobility at the expense of reduced screen space for display and interaction. Prior research has identified the value of spatially aware displays, in which a position-tracked display provides a window on a larger virtual workspace. This paper builds on that work by suggesting two-handed interaction techniques combining pen input with spatially aware displays. Enabling simultaneous navigation and manipulation yields the ability to create and edit objects larger than the screen and to drag and drop in 3-D. Four prototypes of the Peephole Display hardware were built, and several Peephole-augmented applications were written, including a drawing program, map viewer, and calendar. Multiple applications can be embedded into a personal information space anchored to the user's physical reference frame. A usability study with 24 participants shows that the Peephole technique can be more effective than current methods for navigating information on handheld computers.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <textkeyword5>input</textkeyword5>
    <term>Experimentation</term>
    <textkeyword5>usability</textkeyword5>
    <textkeyword5>navigation</textkeyword5>
    <textkeyword5>interaction techniques</textkeyword5>
    <affiliation>University of California, Berkeley, Berkeley, CA, USA</affiliation>
    <keyword>two-handed interaction</keyword>
    <textkeyword5>pen</textkeyword5>
    <textkeyword5>mobility</textkeyword5>
    <keyword>mobile computing</keyword>
    <textkeyword5>handheld</textkeyword5>
    <textkeyword5>pen input</textkeyword5>
    <textkeyword5>handheld computers</textkeyword5>
    <keyword>personal information spaces</keyword>
    <year>2003</year>
    <author>Ka-Ping Yee</author>
    <keyword>spatially aware displays</keyword>
    <keyword>3-D drag-and-drop</keyword>
    <textkeyword5>two-handed interaction</textkeyword5>
  </document>
  <document>
    <docID>CHI03-002</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>The evolution of buildings and implications for the design of ubiquitous domestic environments.


This paper considers how we may realize future ubiquitous domestic environments. Building upon previous work on how buildings evolve by Stewart Brand, we suggest the need to broaden existing considerations of interactive design for domestic environments. We identify a number of classes of research activity and the issues associated with these. We then consider the ways in which current buildings undergo continual change. In doing so we outline the stakeholders involved, the representations used and the way change is managed. We contrast our understanding of how buildings change with research activities before identifying new challenges that will need to be addressed by those involved in designing ubiquitous technologies for domestic environments.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Theory</term>
    <keyword>ubiquitous computing</keyword>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Tom Rodden</author>
    <author>Steve Benford</author>
    <year>2003</year>
    <keyword>domestic environments</keyword>
  </document>
  <document>
    <docID>CHI03-003</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Technology probes: inspiring design for and with families.


We describe a new method for use in the process of co-designing technologies with users called technology probes. Technology probes are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about new technologies. We present the results of designing and deploying two technology probes, the messageProbe and the videoProbe, with diverse families in France, Sweden, and the U.S. We conclude with our plans for creating new technologies for and with families based on our experiences.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <author>Allison Druin</author>
    <term>Experimentation</term>
    <author>Catherine Plaisant</author>
    <author>Michel Beaudouin-Lafon</author>
    <author>Benjamin B. Bederson</author>
    <keyword>computer-mediated communication</keyword>
    <keyword>ethnography</keyword>
    <author>Wendy Mackay</author>
    <affiliation>INRIA and LRI - University Paris-Sud &amp; CNRS, Orsay, France</affiliation>
    <keyword>home</keyword>
    <affiliation>University of Mayland, College Park, MD, USA</affiliation>
    <textkeyword5>families</textkeyword5>
    <author>Nicolas Roussel</author>
    <year>2003</year>
    <author>Stéphane Conversy</author>
    <author>Hilary Hutchinson</author>
    <author>Bo Westerlund</author>
    <author>Helen Evans</author>
    <author>Heiko Hansen</author>
    <author>Björn Eiderbäck</author>
    <affiliation>CID, NADA/Kungl Tekniska Högskolan, Stockholm, Sweden</affiliation>
    <keyword>participatory design and cooperative design</keyword>
  </document>
  <document>
    <docID>CHI03-004</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Design and user evaluation of a joystick-operated full-screen magnifier.


The paper reports on two development cycles of a joystick-operated full-screen magnifier for visually impaired users. In the first cycle of evaluation, seven visually impaired computer users evaluated the system in comprehension-based sessions using text documents. After considering feedback from these evaluators, a second version of the system was produced and evaluated by a further six visually impaired users. The second evaluation was conducted using information-seeking tasks using Web pages. In both evaluations, the 'thinking aloud protocol' was used. This study makes several contributions to the field. First, it is perhaps the first published study investigating the use of a joystick as an absolute and relative pointing device to control a screen magnifier. Second, the present study revealed that for most of the visually impaired users who participated in the study the joystick had good spatial, cognitive and ergonomic attributes, even for those who had never before used a joystick.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>documents</textkeyword5>
    <textkeyword5>pointing</textkeyword5>
    <textkeyword5>feedback</textkeyword5>
    <keyword>visually impaired users</keyword>
    <year>2003</year>
    <author>Sri Kurniawan</author>
    <author>Alasdair King</author>
    <author>David Gareth Evans</author>
    <author>Paul Blenkhorn</author>
    <affiliation>UMIST, Manchester, United Kingdom</affiliation>
    <keyword>joystick</keyword>
    <keyword>screen magnifier</keyword>
  </document>
  <document>
    <docID>CHI03-005</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Older adults and visual impairment: what do exposure times and accuracy tell us about performance gains associated with multimodal feedback?


This study examines the effects of multimodal feedback on the performance of older adults with different visual abilities. Older adults possessing normal vision (n=29) and those who have been diagnosed with Age-Related Macular Degeneration (n=30) performed a series of drag-and-drop tasks under varying forms of feedback. User performance was assessed with measures of feedback exposure times and accuracy. Results indicated that for some cases, non-visual (e.g. auditory or haptic) and multimodal (bi- and trimodal) feedback forms demonstrated significant performance gains over the visual feedback form, for both AMD and normally sighted users. In addition to visual acuity, effects of manual dexterity and computer experience are considered.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <textkeyword5>multimodal</textkeyword5>
    <term>Performance</term>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>Julie A. Jacko</author>
    <author>Ingrid U. Scott</author>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <keyword>visually impaired users</keyword>
    <keyword>visual feedback</keyword>
    <author>Francois Sainfort</author>
    <author>Leon Barnard</author>
    <author>Paula J. Edwards</author>
    <author>V. Kathlene Emery</author>
    <author>Thitima Kongnakorn</author>
    <author>Kevin P. Moloney</author>
    <keyword>multimodal feedback</keyword>
    <keyword>multimodality</keyword>
    <keyword>age-related macular degeneration (AMD)</keyword>
    <year>2003</year>
    <author>Brynley S. Zorich</author>
    <affiliation>Bascom Palmer Eye Institute, Miami, FL</affiliation>
  </document>
  <document>
    <docID>CHI03-006</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Multiple haptic targets for motion-impaired computer users.


Although a number of studies have reported that force feedback gravity wells can improve performance in "point-and-click" tasks, there have been few studies addressing issues surrounding the use of gravity wells for multiple on-screen targets. This paper investigates the performance of users, both with and without motion-impairments, in a "point-and-click" task when an undesired haptic distractor is present. The importance of distractor location is studied explicitly. Results showed that gravity wells can still improve times and error rates, even on occasions when the cursor is pulled into a distractor. The greatest improvement is seen for the most impaired users. In addition to traditional measures such as time and errors, performance is studied in terms of measures of cursor movement along a path. Two cursor measures, angular distribution and temporal components, are proposed and their ability to explain performance differences is explored.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Performance</term>
    <textkeyword5>feedback</textkeyword5>
    <textkeyword5>haptic</textkeyword5>
    <term>Measurement</term>
    <affiliation>University of Cambridge, Cambridge, United Kingdom</affiliation>
    <textkeyword5>force feedback</textkeyword5>
    <keyword>cursor control</keyword>
    <keyword>force feedback</keyword>
    <year>2003</year>
    <author>Faustina Hwang</author>
    <author>Simeon Keates</author>
    <author>Patrick Langdon</author>
    <author>P. John Clarkson</author>
    <keyword>Wingman</keyword>
    <keyword>motion-impaired</keyword>
  </document>
  <document>
    <docID>CHI03-007</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Semi-public displays for small, co-located groups.


The majority of systems using public displays to foster awareness have focused on providing information across remote locations or among people who are loosely connected and lack awareness of each other's activities or interests. We have, however, identified many potential benefits for an awareness system that displays information within a small, co-located group in which the members already possess some awareness of each other's activities. By using "Semi-Public Displays," public displays scoped for small groups, we can make certain types of information visible in the environment, promoting collaboration and providing lightweight information about group activity. Compared to designing for large, loosely connected groups, designing for Semi-Public Displays mitigates typically problematic issues in sustaining relevant content for the display and minimizing privacy concerns. We are using these applications to support and enhance the interactions and information that group members utilize to maintain awareness and collaborate.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>awareness</keyword>
    <term>Experimentation</term>
    <keyword>information visualization</keyword>
    <keyword>ubiquitous computing</keyword>
    <affiliation>Georgia Institute of Technology, Atlanta, GA, USA</affiliation>
    <author>Elizabeth D. Mynatt</author>
    <textkeyword5>collaboration</textkeyword5>
    <textkeyword5>awareness</textkeyword5>
    <textkeyword5>privacy</textkeyword5>
    <keyword>community</keyword>
    <author>Elaine M. Huang</author>
    <keyword>peripheral displays</keyword>
    <year>2003</year>
  </document>
  <document>
    <docID>CHI03-008</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Designing novel interactional workspaces to support face to face consultations.


This paper describes the design and deployment of a novel interactional workspace, intended to provide more effective support for face-to-face consultations between two parties. We focus on the initial consultations between customer and agent that take place during the development of complex products. Findings from an ethnographic study of the existing use of technological systems show the interaction during such consultations to be disjointed and not well supported. As an alternative approach, we developed a novel arrangement of multiple displays intended to promote shoulder-to-shoulder collaboration using a variety of interlinked representations and visualizations. The resulting interactional workspace was used by a travel company as part of a large international trade show attended by the general public. The many consultations that took place between agents and customers were quite different, proving to be more equitable, open, fluid and congenial.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <term>Experimentation</term>
    <textkeyword5>agents</textkeyword5>
    <textkeyword5>visualization</textkeyword5>
    <textkeyword5>collaboration</textkeyword5>
    <keyword>ethnography</keyword>
    <author>Yvonne Rogers</author>
    <affiliation>University of Nottingham, Nottingham, United Kingdom</affiliation>
    <author>Tom Rodden</author>
    <affiliation>University of Sussex, Brighton, UK</affiliation>
    <year>2003</year>
    <author>Ian Taylor</author>
    <author>John Halloran</author>
  </document>
  <document>
    <docID>CHI03-009</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Social coordination around a situated display appliance.


Advances in display technology are creating more opportunities for situating displays in our environment. While these displays share some common design principles with display-based interaction at the desktop PC, situated displays also have unique characteristics and values that raise particular design considerations and challenges. In order to further understand situated display design we present a field study of RoomWizard, an interactive room reservation display appliance designed to be mounted outside meeting rooms. The findings illustrate important ways that individual and social behaviours were oriented around the persistent situated displays. These observed behaviours are discussed in relation to particular design characteristics of RoomWizard. We conclude by highlighting more general themes supporting the design of other situated display technologies.</docText>
    <term>Human Factors</term>
    <conference>CHI</conference>
    <term>Design</term>
    <keyword>ethnography</keyword>
    <textkeyword5>coordination</textkeyword5>
    <textkeyword5>field study</textkeyword5>
    <author>Mark Perry</author>
    <affiliation>Brunel University, Uxbridge, United Kingdom</affiliation>
    <author>Kenton O'Hara</author>
    <year>2003</year>
    <author>Simon Lewis</author>
    <affiliation>The Appliance Studio, University Gate, Park Row, Bristol, UK</affiliation>
  </document>
  <document>
    <docID>CHI03-010</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Comparative effectiveness of augmented reality in object assembly.


Although there has been much speculation about the potential of Augmented Reality (AR), there are very few empirical studies about its effectiveness. This paper describes an experiment that tested the relative effectiveness of AR instructions in an assembly task. Task information was displayed in user's field of view and registered with the workspace as 3D objects to explicitly demonstrate the exact execution of a procedure step. Three instructional media were compared with the AR system: a printed manual, computer assisted instruction (CAI) using a monitor-based display, and CAI utilizing a head-mounted display. Results indicate that overlaying 3D instructions on the actual work pieces reduced the error rate for an assembly task by 82%, particularly diminishing cumulative errors - errors due to previous assembly mistakes. Measurement of mental effort indicated decreased mental effort in the AR condition, suggesting some of the mental calculation of the assembly task is offloaded to the system.</docText>
    <conference>CHI</conference>
    <textkeyword5>empirical study</textkeyword5>
    <keyword>human-computer interaction</keyword>
    <textkeyword5>experiment</textkeyword5>
    <keyword>augmented reality</keyword>
    <textkeyword5>3d</textkeyword5>
    <textkeyword5>field of view</textkeyword5>
    <textkeyword5>augmented reality</textkeyword5>
    <affiliation>Michigan State University, East Lansing, MI, USA</affiliation>
    <author>Arthur Tang</author>
    <author>Charles Owen</author>
    <author>Frank Biocca</author>
    <keyword>usability study</keyword>
    <year>2003</year>
    <author>Weimin Mou</author>
    <keyword>computer assisted instruction</keyword>
  </document>
  <document>
    <docID>CHI03-011</docID>
    <docDate>April 05, 2003</docDate>
    <docSource>Proceedings of the SIGCHI conference on Human factors in computing systems</docSource>
    <docText>Information use of service technicians in difficult cases.


Service technicians in the field often come across difficult service problems that are new to them. They have a large number of resources that they can draw on to deal with such problems, including both people and documents. We have undertaken a detailed study of technicians' everyday work, and have discovered two distinct types of information use, reflecting two different problem-solving practices. The less frequently used problem-solving practice is instruction following, where technicians follow company-documented Repair Analysis Procedures (RAPs). The second, more common practice is gleaning, where the information is gathered from many sources -- including other technicians and informal tips, which are documents written by technicians describing their invented solutions to hard service problems. Our observations show how the informational and interface afford