We present LookPoint, a system that uses eye input for switching input between multiple computing devices. LookPoint uses an eye tracker to detect which screen the user is looking at, and then automatically routes mouse and keyboard input to the computer associated with that screen. We evaluated the use of eye input for switching between three computer monitors during a typing task, comparing its performance with that of three other selection techniques: multiple keyboards, function key selection, and mouse selection. Results show that the use of eye input is 111% faster than the mouse, 75% faster than function keys, and 37% faster than the use of multiple keyboards. A user satisfaction questionnaire showed that participants also preferred the use of eye input over other three techniques. The implications of this work are discussed, as well as future calibration-free implementations.
{"title":"LookPoint: an evaluation of eye input for hands-free switching of input devices between multiple computers","authors":"C. Dickie, Jamie Hart, Roel Vertegaal, Alex Eiser","doi":"10.1145/1228175.1228198","DOIUrl":"https://doi.org/10.1145/1228175.1228198","url":null,"abstract":"We present LookPoint, a system that uses eye input for switching input between multiple computing devices. LookPoint uses an eye tracker to detect which screen the user is looking at, and then automatically routes mouse and keyboard input to the computer associated with that screen. We evaluated the use of eye input for switching between three computer monitors during a typing task, comparing its performance with that of three other selection techniques: multiple keyboards, function key selection, and mouse selection. Results show that the use of eye input is 111% faster than the mouse, 75% faster than function keys, and 37% faster than the use of multiple keyboards. A user satisfaction questionnaire showed that participants also preferred the use of eye input over other three techniques. The implications of this work are discussed, as well as future calibration-free implementations.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117341694","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}
In this paper, we report the findings of a literature review into the experience of and the prospects for mobile TV, in particular multimedia experiences enabled over mobile phone-type devices and networks. The review shows that there will be a niche market for broadcast 'TV content' but that, more interestingly, 'mobile TV' might consist of a new content genre, affording new forms of shared, coproximate experiences.
{"title":"Taking hold of TV: learning from the literature","authors":"R. Harper, Tim Regan, M. Rouncefield","doi":"10.1145/1228175.1228192","DOIUrl":"https://doi.org/10.1145/1228175.1228192","url":null,"abstract":"In this paper, we report the findings of a literature review into the experience of and the prospects for mobile TV, in particular multimedia experiences enabled over mobile phone-type devices and networks. The review shows that there will be a niche market for broadcast 'TV content' but that, more interestingly, 'mobile TV' might consist of a new content genre, affording new forms of shared, coproximate experiences.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115096368","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}
Mark Altosaar, Roel Vertegaal, Changuk Sohn, D. Cheng
One of the problems with notification appliances is that they can be distracting when providing information not of immediate interest to the user. In this paper, we present AuraOrb, an ambient notification appliance that deploys progressive turn taking techniques to minimize notification disruptions. AuraOrb uses social awareness cues, such as eye contact to detect user interest in an initially ambient light notification. Once detected, it displays a text message with a notification heading visible from 360 degrees. Touching the orb causes the associated message to be displayed on the user's computer screen. When user interest is lost, AuraOrb automatically reverts back to its idle state.We performed an initial evaluation of AuraOrb's functionality using a set of heuristics tailored to ambient displays. We compared progressive notification with the use of persistent ticker tape notifications and Outlook Express system tray messages for notifying the user of incoming emails. Results of our evaluation suggest that progressive turn taking techniques allowed AuraOrb users to access notification headings with minimal impact on their focus task.
{"title":"AuraOrb: using social awareness cues in the design of progressive notification appliances","authors":"Mark Altosaar, Roel Vertegaal, Changuk Sohn, D. Cheng","doi":"10.1145/1228175.1228204","DOIUrl":"https://doi.org/10.1145/1228175.1228204","url":null,"abstract":"One of the problems with notification appliances is that they can be distracting when providing information not of immediate interest to the user. In this paper, we present AuraOrb, an ambient notification appliance that deploys progressive turn taking techniques to minimize notification disruptions. AuraOrb uses social awareness cues, such as eye contact to detect user interest in an initially ambient light notification. Once detected, it displays a text message with a notification heading visible from 360 degrees. Touching the orb causes the associated message to be displayed on the user's computer screen. When user interest is lost, AuraOrb automatically reverts back to its idle state.We performed an initial evaluation of AuraOrb's functionality using a set of heuristics tailored to ambient displays. We compared progressive notification with the use of persistent ticker tape notifications and Outlook Express system tray messages for notifying the user of incoming emails. Results of our evaluation suggest that progressive turn taking techniques allowed AuraOrb users to access notification headings with minimal impact on their focus task.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128695722","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}
J. Kjeldskov, C. Nielsen, Michael Overgaard, M. B. Pedersen, J. Stage, Sigge Stenild
Communication and coordination of mobile and distributed work activities is a challenging application domain for mobile handheld devices. In this paper, we present the design of a mobile system to support communication and coordination between workers in safety-critical tasks in a power plant. The design of the system was based on ideas inherited from a communicator that was developed for a different application domain. The design was devised through a combination of ethnography and object-orientation. The mobile system we designed provides location-aware access to computerized information and process control on a handheld wireless computer terminal.
{"title":"Designing a mobile communicator: combining ethnography and object-oriented design","authors":"J. Kjeldskov, C. Nielsen, Michael Overgaard, M. B. Pedersen, J. Stage, Sigge Stenild","doi":"10.1145/1228175.1228194","DOIUrl":"https://doi.org/10.1145/1228175.1228194","url":null,"abstract":"Communication and coordination of mobile and distributed work activities is a challenging application domain for mobile handheld devices. In this paper, we present the design of a mobile system to support communication and coordination between workers in safety-critical tasks in a power plant. The design of the system was based on ideas inherited from a communicator that was developed for a different application domain. The design was devised through a combination of ethnography and object-orientation. The mobile system we designed provides location-aware access to computerized information and process control on a handheld wireless computer terminal.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129044033","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 design of technology to facilitate social interaction of urban residents is increasingly important for many countries around the world. México and South Africa are particularly prone to issues that stem from urban densification and a lack of adequate affordable housing. Governments look to ICT to take on a mediating and facilitating role. This paper reports on research-inprogress of a tri-continental study. The external factors and aims of this pilot project identifying local case studies to prepare for a larger and longer term international comparison of local community networking approaches are examined. It is argued that by careful attention to cultural and social assets in the community, innovations will be engendered which enhance economic and social development. Preliminary design implications for the support of neighbourhood interactions across different socio-cultural contexts are presented.
{"title":"Designing for place-based social interaction of urban residents in México, South Africa and Australia","authors":"M. Foth, Víctor M. González, Wal Taylor","doi":"10.1145/1228175.1228241","DOIUrl":"https://doi.org/10.1145/1228175.1228241","url":null,"abstract":"The design of technology to facilitate social interaction of urban residents is increasingly important for many countries around the world. México and South Africa are particularly prone to issues that stem from urban densification and a lack of adequate affordable housing. Governments look to ICT to take on a mediating and facilitating role. This paper reports on research-inprogress of a tri-continental study. The external factors and aims of this pilot project identifying local case studies to prepare for a larger and longer term international comparison of local community networking approaches are examined. It is argued that by careful attention to cultural and social assets in the community, innovations will be engendered which enhance economic and social development. Preliminary design implications for the support of neighbourhood interactions across different socio-cultural contexts are presented.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131473223","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 discusses the application of information and interaction design principles to the design of iTV (Interactive TV) applications. It details the authors' experiences of teaching a subject in Digital Information & Interaction Design as part of a postgraduate program in Interactive Multimedia. Students worked on a design project for a common client - Austar, a Subscription TV and iTV service provider in rural and regional Australia - in which they developed the information architecture and interaction for proposed new iTV applications.The paper begins by defining iTV in relation to the Subscription TV service offered by Austar. It will also contextualise this against other forms of iTV which exist but are not yet possible within the infrastructure available in Australia.iTV was chosen as a novel alternative to designing web interfaces. The students were more than familiar with designing for web environments. iTV presented students with a new technology which many had never experienced directly, as well as new challenges in learning about its constraints and possibilities.Finally, the paper details the design process undertaken by the students, and the difficulties faced in their attempts to translate and apply their knowledge of HCI and web design to the development of iTV interfaces.
{"title":"Translating principles of web design and information architecture to the development of interactive television (iTV) interfaces","authors":"Linda Leung, S. Bryant, A. Tan","doi":"10.1145/1228175.1228248","DOIUrl":"https://doi.org/10.1145/1228175.1228248","url":null,"abstract":"This paper discusses the application of information and interaction design principles to the design of iTV (Interactive TV) applications. It details the authors' experiences of teaching a subject in Digital Information & Interaction Design as part of a postgraduate program in Interactive Multimedia. Students worked on a design project for a common client - Austar, a Subscription TV and iTV service provider in rural and regional Australia - in which they developed the information architecture and interaction for proposed new iTV applications.The paper begins by defining iTV in relation to the Subscription TV service offered by Austar. It will also contextualise this against other forms of iTV which exist but are not yet possible within the infrastructure available in Australia.iTV was chosen as a novel alternative to designing web interfaces. The students were more than familiar with designing for web environments. iTV presented students with a new technology which many had never experienced directly, as well as new challenges in learning about its constraints and possibilities.Finally, the paper details the design process undertaken by the students, and the difficulties faced in their attempts to translate and apply their knowledge of HCI and web design to the development of iTV interfaces.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115542917","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 presents thoughts to extend our understanding of bodily aspects of technology interactions. The aim of the paper is to offer a way of looking at the role our kinaesthetic sense plays in human-computer interaction. We approach this issue by framing it around how our bodies establish relationships with things when interacting with technology. Five aspects of a conceptual tool, body-thing dialogue, potential for action, withinreach, out-of-reach and movement expression are introduced. We discuss the role this tool can play in our thinking about, further exploration and eventually our design for movement enabled technology interactions. The idea is that it can help us consider, not just how a design or a technology might look but also how it might feel to use.
{"title":"How it feels, not just how it looks: when bodies interact with technology","authors":"A. T. Larssen, Toni Robertson, J. Edwards","doi":"10.1145/1228175.1228236","DOIUrl":"https://doi.org/10.1145/1228175.1228236","url":null,"abstract":"This paper presents thoughts to extend our understanding of bodily aspects of technology interactions. The aim of the paper is to offer a way of looking at the role our kinaesthetic sense plays in human-computer interaction. We approach this issue by framing it around how our bodies establish relationships with things when interacting with technology. Five aspects of a conceptual tool, body-thing dialogue, potential for action, withinreach, out-of-reach and movement expression are introduced. We discuss the role this tool can play in our thinking about, further exploration and eventually our design for movement enabled technology interactions. The idea is that it can help us consider, not just how a design or a technology might look but also how it might feel to use.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114661343","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 specification of virtual world objects is an important part of virtual environment design. However, identifying the required level of behaviour and geometric decomposition for virtual objects in a particular application is difficult and error-prone. This has implications for usability as the behaviour of objects gives strong cues to potential interaction. A fundamental step in tackling usability problems is the specification of virtual world objects early in the design phase. This paper presents a method for virtual object specification using task-based scenarios.
{"title":"Virtual object specification for usable virtual environments","authors":"Shamus P. Smith, J. Willans","doi":"10.1145/1228175.1228208","DOIUrl":"https://doi.org/10.1145/1228175.1228208","url":null,"abstract":"The specification of virtual world objects is an important part of virtual environment design. However, identifying the required level of behaviour and geometric decomposition for virtual objects in a particular application is difficult and error-prone. This has implications for usability as the behaviour of objects gives strong cues to potential interaction. A fundamental step in tackling usability problems is the specification of virtual world objects early in the design phase. This paper presents a method for virtual object specification using task-based scenarios.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125559999","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}
H. Berger, M. Dittenbach, D. Merkl, A. Bogdanovych, S. Simoff, C. Sierra
In this paper we present an integrated, game-like e-Business environment that follows the role model of Massively Multi-User Online Role-Playing Games (MMORPGs). The interface is realized as a 3D virtual world using affordable game engine technology. Our environment provides a platform for conducting business and it is supposed to be a community facilitator to create and establish a lively and sustainable online community involving both, providers and consumers. It is information-rich and multimedia-based offering transparent access to disparate information sources.
{"title":"Playing the e-business game in 3D virtual worlds","authors":"H. Berger, M. Dittenbach, D. Merkl, A. Bogdanovych, S. Simoff, C. Sierra","doi":"10.1145/1228175.1228237","DOIUrl":"https://doi.org/10.1145/1228175.1228237","url":null,"abstract":"In this paper we present an integrated, game-like e-Business environment that follows the role model of Massively Multi-User Online Role-Playing Games (MMORPGs). The interface is realized as a 3D virtual world using affordable game engine technology. Our environment provides a platform for conducting business and it is supposed to be a community facilitator to create and establish a lively and sustainable online community involving both, providers and consumers. It is information-rich and multimedia-based offering transparent access to disparate information sources.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125592594","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}
Grandchildren and grandparents are often separated by distance. The decline of the extended family, the pursuit of careers, global migration, divorce and family disputes can contribute to grandchildren growing up without much contact with their grandparents. Technological advances can provide new and creative ways to bring separated grandparent and grandchildren closer. This paper reports on a technological prototype based on the traditional game of hide-and-seek that seeks to re-connect intergenerational relatives. The prototype exploits Bluetooth technologies to sense location and create a distributed hide-and-seek experience.
{"title":"Distributed hide-and-seek","authors":"F. Vetere, M. Nolan, Raihaan Abdool Raman","doi":"10.1145/1228175.1228235","DOIUrl":"https://doi.org/10.1145/1228175.1228235","url":null,"abstract":"Grandchildren and grandparents are often separated by distance. The decline of the extended family, the pursuit of careers, global migration, divorce and family disputes can contribute to grandchildren growing up without much contact with their grandparents. Technological advances can provide new and creative ways to bring separated grandparent and grandchildren closer. This paper reports on a technological prototype based on the traditional game of hide-and-seek that seeks to re-connect intergenerational relatives. The prototype exploits Bluetooth technologies to sense location and create a distributed hide-and-seek experience.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128907644","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}