We describe a new notation for interactive systems. It is based on links between the nodes that represent the various affordances available to the user of an interactive system. Like any notation its main benefit may be that of facilitating communication between the customer who commissions the system, the interaction designer and the implementer. The origin of the new notation was a proposed representation of an app designed to support a person with Type-1 diabetes in the management of their condition, and the use of that representation to investigate navigational transitions carried out by the user. Potential generalization of the notation, as well as its benefits and weaknesses, are being investigated.
{"title":"A New Notation for Interactive Systems","authors":"R. Spence, Leah Redmond","doi":"10.1145/3399715.3399940","DOIUrl":"https://doi.org/10.1145/3399715.3399940","url":null,"abstract":"We describe a new notation for interactive systems. It is based on links between the nodes that represent the various affordances available to the user of an interactive system. Like any notation its main benefit may be that of facilitating communication between the customer who commissions the system, the interaction designer and the implementer. The origin of the new notation was a proposed representation of an app designed to support a person with Type-1 diabetes in the management of their condition, and the use of that representation to investigate navigational transitions carried out by the user. Potential generalization of the notation, as well as its benefits and weaknesses, are being investigated.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115324827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Artificial Intelligence (AI) has become the buzzword of the last decade. Advances so far have been largely technical with a focus on machine learning (ML). Only recently have we begun seeing a shift towards focusing on the human aspects of artificial intelligence, centered on the narrow view of making AI interactive and explainable. In this paper I suggest a definition for "Interactive Human Centered Artificial Intelligence and outline the required properties. Staying in control is essential for humans to feel safe and have self-determination. Hence, we need to find ways for humans to understand AI based systems and means to allow human control and oversight. In our work, we argue that levels of abstractions and granularity of control are a general solution to this. Furthermore, it is essential that we make explicit why we want AI and what are the goals of AI research and development. We need to state the properties that we expect of future intelligent systems and who will benefit from a system or service. For me, AI and ML are very much comparable to raw materials (like stone, iron, or bronze). Historical periods are named after these materials as they fundamentally changed what humans can build and what tools humans can engineer. Hence, I argue that in the AI age we need to shift the focus from the material (e.g. the AI algorithms, as there will be plenty of material) towards the tools and infrastructures that are enabled which are beneficial to humans. It is apparent that AI will allow the automation of mental routine tasks and that it will extend our ability to perceive the world and foresee events. For me, the central question is how to create these tools for amplifying the human mind without compromising human values.
{"title":"Interactive Human Centered Artificial Intelligence: A Definition and Research Challenges","authors":"A. Schmidt","doi":"10.1145/3399715.3400873","DOIUrl":"https://doi.org/10.1145/3399715.3400873","url":null,"abstract":"Artificial Intelligence (AI) has become the buzzword of the last decade. Advances so far have been largely technical with a focus on machine learning (ML). Only recently have we begun seeing a shift towards focusing on the human aspects of artificial intelligence, centered on the narrow view of making AI interactive and explainable. In this paper I suggest a definition for \"Interactive Human Centered Artificial Intelligence and outline the required properties. Staying in control is essential for humans to feel safe and have self-determination. Hence, we need to find ways for humans to understand AI based systems and means to allow human control and oversight. In our work, we argue that levels of abstractions and granularity of control are a general solution to this. Furthermore, it is essential that we make explicit why we want AI and what are the goals of AI research and development. We need to state the properties that we expect of future intelligent systems and who will benefit from a system or service. For me, AI and ML are very much comparable to raw materials (like stone, iron, or bronze). Historical periods are named after these materials as they fundamentally changed what humans can build and what tools humans can engineer. Hence, I argue that in the AI age we need to shift the focus from the material (e.g. the AI algorithms, as there will be plenty of material) towards the tools and infrastructures that are enabled which are beneficial to humans. It is apparent that AI will allow the automation of mental routine tasks and that it will extend our ability to perceive the world and foresee events. For me, the central question is how to create these tools for amplifying the human mind without compromising human values.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"195 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123658589","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The use of smartphones is dramatically increasing. As a consequence, many organizations have the need of migrating their Java desktop applications towards the mobile technology. In this paper we present a miniaturization approach (process and supporting tool) named miniJava for the automatic miniaturization of Java desktop applications towards Android. The Java business logic is unvaried, while the calls to the Java objects of the interface are mapped into call to objects of the target technology. Semi-automatic layout fragmentation enables us to partition a desktop Java interface in various mobile screens. The approach also migrates the application files and enables the network connection. We conduct a user study where we assess the user perception in terms of user experience and affective reaction of the miniaturized application generated by a real Java desktop application which also has real Android variant. The end-user sample consisted of 18 participants. Results of this preliminary evaluation are encouraging: they do not reveal particular problems when using the miniaturized version automatically generated of the real desktop app with respect to its original Android variant, except for the novelty, which is better perceived for the native Android one.
{"title":"miniJava","authors":"Rita Francese, M. Risi, Genoveffa Tortora","doi":"10.1145/3399715.3399847","DOIUrl":"https://doi.org/10.1145/3399715.3399847","url":null,"abstract":"The use of smartphones is dramatically increasing. As a consequence, many organizations have the need of migrating their Java desktop applications towards the mobile technology. In this paper we present a miniaturization approach (process and supporting tool) named miniJava for the automatic miniaturization of Java desktop applications towards Android. The Java business logic is unvaried, while the calls to the Java objects of the interface are mapped into call to objects of the target technology. Semi-automatic layout fragmentation enables us to partition a desktop Java interface in various mobile screens. The approach also migrates the application files and enables the network connection. We conduct a user study where we assess the user perception in terms of user experience and affective reaction of the miniaturized application generated by a real Java desktop application which also has real Android variant. The end-user sample consisted of 18 participants. Results of this preliminary evaluation are encouraging: they do not reveal particular problems when using the miniaturized version automatically generated of the real desktop app with respect to its original Android variant, except for the novelty, which is better perceived for the native Android one.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126953148","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Evaluating the forecasting ability of time-series involves observations of multiple charts representing different aspects of model accuracy. However, the sequence of the charts observed by users is not controlled and it is difficult for users to discover relations among charts. Therefore, we propose a method for constructing a navigation structure that shows these relations based on the syntax and semantics of the charts. An excerpt from the structure is used as a context menu that allows users to navigate through a series of charts and explore their relations in a structured way. A qualitative study is conducted to evaluate the system and the results show that our approach helps users explore the connections among charts and enhances the understanding of time-series forecasting performance.
{"title":"Visual Exploration of Time-Series Forecasts Through Structured Navigation","authors":"Xiaoyi Wang, K. Hornbæk","doi":"10.1145/3399715.3399906","DOIUrl":"https://doi.org/10.1145/3399715.3399906","url":null,"abstract":"Evaluating the forecasting ability of time-series involves observations of multiple charts representing different aspects of model accuracy. However, the sequence of the charts observed by users is not controlled and it is difficult for users to discover relations among charts. Therefore, we propose a method for constructing a navigation structure that shows these relations based on the syntax and semantics of the charts. An excerpt from the structure is used as a context menu that allows users to navigate through a series of charts and explore their relations in a structured way. A qualitative study is conducted to evaluate the system and the results show that our approach helps users explore the connections among charts and enhances the understanding of time-series forecasting performance.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125956627","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marija Schufrin, D. Sessler, S. L. Reynolds, Salmah Ahmad, Tobias Mertz, J. Kohlhammer
With the aim to increase the awareness of the everyday internet user for the own home network traffic, we present two interactive visualization interfaces for visual exploration of home router traffic records. Thereby we differentiate between users with a present intrinsic motivation for the topic and those with absent intrinsic motivation. Therefore, gamification in the first interface is used to maintain motivation of the first type of user, while the storytelling concept based on the hero's journey in the second interface aims at increasing the perceived incentives for the second user group.
{"title":"Information Visualization Interface on Home Router Traffic Data for Laypersons","authors":"Marija Schufrin, D. Sessler, S. L. Reynolds, Salmah Ahmad, Tobias Mertz, J. Kohlhammer","doi":"10.1145/3399715.3399970","DOIUrl":"https://doi.org/10.1145/3399715.3399970","url":null,"abstract":"With the aim to increase the awareness of the everyday internet user for the own home network traffic, we present two interactive visualization interfaces for visual exploration of home router traffic records. Thereby we differentiate between users with a present intrinsic motivation for the topic and those with absent intrinsic motivation. Therefore, gamification in the first interface is used to maintain motivation of the first type of user, while the storytelling concept based on the hero's journey in the second interface aims at increasing the perceived incentives for the second user group.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125604697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper describes a technique of gaze-based moving target acquisition achieved by pseudo stopping the target for the time predicted via Fitts' Law, after saccades have been detected. This technique only requires eye-movements for the acquisition of moving targets. The results indicate that participants were able to acquire targets moving at various speeds and with different widths.
{"title":"Gaze-Based Moving Target Acquisition using Pseudo Stopping for the Time predicted via Fitts' Law","authors":"Keita Shimasato, Y. Kono","doi":"10.1145/3399715.3399938","DOIUrl":"https://doi.org/10.1145/3399715.3399938","url":null,"abstract":"This paper describes a technique of gaze-based moving target acquisition achieved by pseudo stopping the target for the time predicted via Fitts' Law, after saccades have been detected. This technique only requires eye-movements for the acquisition of moving targets. The results indicate that participants were able to acquire targets moving at various speeds and with different widths.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128297454","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Analysis of streaming data often involves both real-time monitoring of incoming data as well as contextual awareness of data history. A focus-plus-context approach can support both goals, with variable levels of visual aggregation making it possible to provide a high level of detail for incoming and recent data while providing contextual information about recent history. Visual aggregation reduces data resolution in order to show the context of data over large periods of time within a limited display space. With a controlled experiment, we evaluated the effectiveness of different types of aggregation for four types of stream-analysis tasks. Overall, the results show that a focus-plus-context design has little negative impact on the ability to successfully monitor and analyze streaming data, making it possible to show longer periods of time than other approaches. However, visual aggregation can be problematic for trend recognition tasks. This research demonstrates how the effectiveness of the visualization depends on the specifics of the analysis task.
{"title":"Empirical Study of Focus-Plus-Context and Aggregation Techniques for the Visualization of Streaming Data","authors":"E. Ragan, Andrew S. Stamps, J. Goodall","doi":"10.1145/3399715.3399837","DOIUrl":"https://doi.org/10.1145/3399715.3399837","url":null,"abstract":"Analysis of streaming data often involves both real-time monitoring of incoming data as well as contextual awareness of data history. A focus-plus-context approach can support both goals, with variable levels of visual aggregation making it possible to provide a high level of detail for incoming and recent data while providing contextual information about recent history. Visual aggregation reduces data resolution in order to show the context of data over large periods of time within a limited display space. With a controlled experiment, we evaluated the effectiveness of different types of aggregation for four types of stream-analysis tasks. Overall, the results show that a focus-plus-context design has little negative impact on the ability to successfully monitor and analyze streaming data, making it possible to show longer periods of time than other approaches. However, visual aggregation can be problematic for trend recognition tasks. This research demonstrates how the effectiveness of the visualization depends on the specifics of the analysis task.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130480346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Coppola, G. Costagliola, Mattia De Rosa, V. Fuccella
In this paper, we present Domus, an educational game for multi-touch tables that makes use of a Tangible User Interface (TUI). In particular, it uses as game pieces physical objects called tangibles, which have conductive feet arranged in different patterns so that the device can recognize their position/rotation. Domus is designed to be used in museum environments. The game board, in fact, simulates the environments of an ancient Roman domus, inspired by those present in Pompeii. Depending on the position of the tangibles on the screen and on the actions carried out by the users, the system will provide notions and multimedia contents concerning the daily life of the ancient Romans, thus allowing gradual learning during the gaming session.
{"title":"Domus","authors":"G. Coppola, G. Costagliola, Mattia De Rosa, V. Fuccella","doi":"10.1145/3399715.3399951","DOIUrl":"https://doi.org/10.1145/3399715.3399951","url":null,"abstract":"In this paper, we present Domus, an educational game for multi-touch tables that makes use of a Tangible User Interface (TUI). In particular, it uses as game pieces physical objects called tangibles, which have conductive feet arranged in different patterns so that the device can recognize their position/rotation. Domus is designed to be used in museum environments. The game board, in fact, simulates the environments of an ancient Roman domus, inspired by those present in Pompeii. Depending on the position of the tangibles on the screen and on the actions carried out by the users, the system will provide notions and multimedia contents concerning the daily life of the ancient Romans, thus allowing gradual learning during the gaming session.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125171877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Isomursu, Minna Virkkula, Karoliina Niemelä, J. Juntunen, Janne Kumpuoja
We are developing a novel mobile application with a visual user interface for the visitors of museums and art galleries. In this paper we focus on the AttrakDiff method and the modifications we have made to it for our User Experience (UX) evaluation work. The modifications we have made help in getting a deeper user insight from the AttrakDiff questionnaire than with the original method.
{"title":"Modified AttrakDiff in UX Evaluation of a Mobile Prototype","authors":"P. Isomursu, Minna Virkkula, Karoliina Niemelä, J. Juntunen, Janne Kumpuoja","doi":"10.1145/3399715.3399930","DOIUrl":"https://doi.org/10.1145/3399715.3399930","url":null,"abstract":"We are developing a novel mobile application with a visual user interface for the visitors of museums and art galleries. In this paper we focus on the AttrakDiff method and the modifications we have made to it for our User Experience (UX) evaluation work. The modifications we have made help in getting a deeper user insight from the AttrakDiff questionnaire than with the original method.","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133892625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Polka","authors":"Reona Nagafuchi, Yasushi Matoba, Kaori Ikematsu, Ayaka Ishii, Yoshihiro Kawahara, I. Siio","doi":"10.4135/9781483317731.n568","DOIUrl":"https://doi.org/10.4135/9781483317731.n568","url":null,"abstract":"","PeriodicalId":149902,"journal":{"name":"Proceedings of the International Conference on Advanced Visual Interfaces","volume":"47 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132678074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}