Language is a barrier for many non-native English speaking users to benefit from huge resources of information via the Internet. Many approaches have been tried to enhance web content comprehension, including the use of pictorial support. In this paper, we present a two-step exploration of whether augmenting ordinary text content with multiple imagery representations could foster people's process of online information. The first step consisted of two studies, i.e. a food - ingredient matching study and a treatment - illness matching study, which evaluated the efficacy of a combination of text and pictures in facilitating information discrimination and decision making. In the second step, we assessed participants' comprehension and recall of complex scenarios in medical care for online self-diagnoses with the help of image sequences. We used non-native English speakers to resemble language barriers. Results showed that participants' performance was improved significantly with the multi-picture support when people's language skills are limited.
{"title":"Augmenting text with multiple pictures can facilitate online information processing across language barriers","authors":"Xiaojuan Ma","doi":"10.1145/2592235.2592247","DOIUrl":"https://doi.org/10.1145/2592235.2592247","url":null,"abstract":"Language is a barrier for many non-native English speaking users to benefit from huge resources of information via the Internet. Many approaches have been tried to enhance web content comprehension, including the use of pictorial support. In this paper, we present a two-step exploration of whether augmenting ordinary text content with multiple imagery representations could foster people's process of online information. The first step consisted of two studies, i.e. a food - ingredient matching study and a treatment - illness matching study, which evaluated the efficacy of a combination of text and pictures in facilitating information discrimination and decision making. In the second step, we assessed participants' comprehension and recall of complex scenarios in medical care for online self-diagnoses with the help of image sequences. We used non-native English speakers to resemble language barriers. Results showed that participants' performance was improved significantly with the multi-picture support when people's language skills are limited.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130912275","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}
Hao-Chuan Wang, Tau-Heng Yeo, Hsin-Hui Lee, A. Huang, Sen-Chia Chang, Jia-Jang Tu
Conversation is one of the easiest modes of communication. Interactive dialogue agents are promising natural interfaces for people to interact with machines. The building of these agents, however, suffers from lacking quality language data for supporting the generation of conversation-like system responses. In this paper, we explore using an interactive chat bot to elicit more naturalistic language data from Chinese-speaking and English-speaking workers. We present two studies to examine the impact of interface interactivity on data quality as well as the ultimate experience of dialogue agent users. Results show that online workers preferred working with the interactive chat bot than a static questionnaire. Users speaking different languages also have different perceptions on the enjoyability of the dialogue agent powered by our data collection method.
{"title":"Effects of interface interactivity on collecting language data to power dialogue agents","authors":"Hao-Chuan Wang, Tau-Heng Yeo, Hsin-Hui Lee, A. Huang, Sen-Chia Chang, Jia-Jang Tu","doi":"10.1145/2592235.2592249","DOIUrl":"https://doi.org/10.1145/2592235.2592249","url":null,"abstract":"Conversation is one of the easiest modes of communication. Interactive dialogue agents are promising natural interfaces for people to interact with machines. The building of these agents, however, suffers from lacking quality language data for supporting the generation of conversation-like system responses. In this paper, we explore using an interactive chat bot to elicit more naturalistic language data from Chinese-speaking and English-speaking workers. We present two studies to examine the impact of interface interactivity on data quality as well as the ultimate experience of dialogue agent users. Results show that online workers preferred working with the interactive chat bot than a static questionnaire. Users speaking different languages also have different perceptions on the enjoyability of the dialogue agent powered by our data collection method.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"232 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131370975","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}
Yan Xu, Florian Perteneder, Joanne Leong, Eva-Maria Schwaiger, M. Haller
This paper introduces an alternative novel visualization concept to organize visual data. Our design has been guided by the goal to make information visible with uniform snapshots. After a detailed description of design implications, our interaction model is fully demonstrated within a file management prototype that utilizes the new visualization. Results from an initial evaluation proved the Grid Visualization concept offers a high degree of flexibility and provides an interesting alternative to traditional hierarchical tree-structured file and folder systems.
{"title":"Using grid visualization to organize visual data","authors":"Yan Xu, Florian Perteneder, Joanne Leong, Eva-Maria Schwaiger, M. Haller","doi":"10.1145/2592235.2592243","DOIUrl":"https://doi.org/10.1145/2592235.2592243","url":null,"abstract":"This paper introduces an alternative novel visualization concept to organize visual data. Our design has been guided by the goal to make information visible with uniform snapshots. After a detailed description of design implications, our interaction model is fully demonstrated within a file management prototype that utilizes the new visualization. Results from an initial evaluation proved the Grid Visualization concept offers a high degree of flexibility and provides an interesting alternative to traditional hierarchical tree-structured file and folder systems.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116901558","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}
When designing new interfaces we are likely to be confronted with the problem of clutching---creating a way to switch between engaged and disengaged input modes. Using constraint analysis we propose a systematic approach for designing clutching. Based upon Buxton's three-state model, we introduce a design procedure for determining optimal clutching mechanisms. Using this procedure, designers of future interfaces can benefit from reduced time for trial-and-error in clutching design, since key candidates for clutching mechanisms can now be quickly identified. Through a case study of clutching for pen tilt input, we show how our method can be applied to a concrete design task.
{"title":"Limiting trial and error: introducing a systematic approach to designing clutching","authors":"Paweł W. Woźniak, M. Fjeld, Shengdong Zhao","doi":"10.1145/2592235.2592241","DOIUrl":"https://doi.org/10.1145/2592235.2592241","url":null,"abstract":"When designing new interfaces we are likely to be confronted with the problem of clutching---creating a way to switch between engaged and disengaged input modes. Using constraint analysis we propose a systematic approach for designing clutching. Based upon Buxton's three-state model, we introduce a design procedure for determining optimal clutching mechanisms. Using this procedure, designers of future interfaces can benefit from reduced time for trial-and-error in clutching design, since key candidates for clutching mechanisms can now be quickly identified. Through a case study of clutching for pen tilt input, we show how our method can be applied to a concrete design task.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125913230","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}
W. Lu, Chenchen Sun, Timo Bleeker, Yingdan You, Shintaro Kitazawa, E. Do
We introduce Sensorendipity, a real-time smartphone-based web-enabled sensor platform for novice designers of sensor-based applications. To understand the usability issues with the platform, we conducted a rapid prototyping workshop. From the results of the workshop, we addressed the major issues by including new visualizations to the visualization suite of the platform. We then conducted two case studies to understand the use of the platform in application development. Our preliminary results show that Sensorendipity does empower users to create innovative sensor-based solutions to problems by allowing easy access and real-time visualization of smartphone sensor readings, and is suitable for use in rapid prototyping.
{"title":"Sensorendipity: a real-time web-enabled smartphone sensor platform for idea generation and prototyping","authors":"W. Lu, Chenchen Sun, Timo Bleeker, Yingdan You, Shintaro Kitazawa, E. Do","doi":"10.1145/2592235.2592238","DOIUrl":"https://doi.org/10.1145/2592235.2592238","url":null,"abstract":"We introduce Sensorendipity, a real-time smartphone-based web-enabled sensor platform for novice designers of sensor-based applications. To understand the usability issues with the platform, we conducted a rapid prototyping workshop. From the results of the workshop, we addressed the major issues by including new visualizations to the visualization suite of the platform. We then conducted two case studies to understand the use of the platform in application development. Our preliminary results show that Sensorendipity does empower users to create innovative sensor-based solutions to problems by allowing easy access and real-time visualization of smartphone sensor readings, and is suitable for use in rapid prototyping.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134174747","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 auditory sense is the primary channel for the visually impaired to experience the world around them. Typically they use various recording devices, such as tape recorders and digital voice recorders, to record what they'd like to keep. In recent years, touch-screen technology with dynamic interface and portability has become an alternative for visually impaired users. However, very few recording applications are tailored for their use. In this study, we interviewed twelve visually impaired people to investigate their behaviors and needs. Based upon the data gained therefrom, we have concluded design considerations and present HearMe, a touch-based application to assist the visually impaired for recording sounds during everyday life.
{"title":"HearMe: assisting the visually impaired to record vibrant moments of everyday life","authors":"Yi-Hsuan Tsai, Yi-Tsen Lin, Szu Yang Cho, Chun-Meng Cheng, Neng-Hao Yu, Hsien-Hui Tang","doi":"10.1145/2592235.2592245","DOIUrl":"https://doi.org/10.1145/2592235.2592245","url":null,"abstract":"The auditory sense is the primary channel for the visually impaired to experience the world around them. Typically they use various recording devices, such as tape recorders and digital voice recorders, to record what they'd like to keep. In recent years, touch-screen technology with dynamic interface and portability has become an alternative for visually impaired users. However, very few recording applications are tailored for their use. In this study, we interviewed twelve visually impaired people to investigate their behaviors and needs. Based upon the data gained therefrom, we have concluded design considerations and present HearMe, a touch-based application to assist the visually impaired for recording sounds during everyday life.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"348 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121107780","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}
Gamification and serious games are becoming increasingly important for training, wellness, and other applications. How can games be developed for non-traditional gaming populations such as the elderly, and how can gaming be applied in non-traditional areas such as cognitive assessment? The application that we were interested in is detection of cognitive impairment in the elderly. Example use cases where gamified cognitive assessment might be useful are: prediction of delirium onset risk in emergency departments and postoperative hospital wards; evaluation of recovery from stroke in neuro-rehabilitation; monitoring of transitions from mild cognitive impairment to dementia in long-term care. With the rapid increase in cognitive disorders in many countries, inexpensive methods of measuring cognitive status on an ongoing basis, and to large numbers of people, are needed. In order to address this challenge we have developed a novel game-based method of cognitive assessment. In this paper, we present findings from a usability study conducted on the game that we developed for measuring changes in cognitive status. We report on the game's ability to predict cognitive status under varying game parameters, and we introduce a method to calibrate the game that takes into account differences in speed and accuracy, and in motor coordination. Recommendations concerning the development of serious games for cognitive assessment are made, and detailed recommendations concerning future development of the whack-a-mole game are also provided.
{"title":"Developing a serious game for cognitive assessment: choosing settings and measuring performance","authors":"Tiffany Tong, M. Chignell","doi":"10.1145/2592235.2592246","DOIUrl":"https://doi.org/10.1145/2592235.2592246","url":null,"abstract":"Gamification and serious games are becoming increasingly important for training, wellness, and other applications. How can games be developed for non-traditional gaming populations such as the elderly, and how can gaming be applied in non-traditional areas such as cognitive assessment? The application that we were interested in is detection of cognitive impairment in the elderly. Example use cases where gamified cognitive assessment might be useful are: prediction of delirium onset risk in emergency departments and postoperative hospital wards; evaluation of recovery from stroke in neuro-rehabilitation; monitoring of transitions from mild cognitive impairment to dementia in long-term care. With the rapid increase in cognitive disorders in many countries, inexpensive methods of measuring cognitive status on an ongoing basis, and to large numbers of people, are needed. In order to address this challenge we have developed a novel game-based method of cognitive assessment. In this paper, we present findings from a usability study conducted on the game that we developed for measuring changes in cognitive status. We report on the game's ability to predict cognitive status under varying game parameters, and we introduce a method to calibrate the game that takes into account differences in speed and accuracy, and in motor coordination. Recommendations concerning the development of serious games for cognitive assessment are made, and detailed recommendations concerning future development of the whack-a-mole game are also provided.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121368746","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}
Wei Liu, P. Stappers, Gert Pasman, Jenneke Taal-Fokker
This study presents evaluations conducted with a working prototype in practice. The goal of these evaluations was to both evaluate the prototype and to find out what effect a new tool can have on the office workers' interaction behavior. By evaluating the interaction qualities we also evaluate what was found before in theory and practice. The working prototype is set out in practice in a series of contextual evaluations. The prototype supports office workers in experiencing Generation Y type of interactions in the work context. The overall evaluation was positive with some valuable suggestions to its user interactions and features.
{"title":"Evaluating generation Y interaction qualities in an office work context","authors":"Wei Liu, P. Stappers, Gert Pasman, Jenneke Taal-Fokker","doi":"10.1145/2592235.2592239","DOIUrl":"https://doi.org/10.1145/2592235.2592239","url":null,"abstract":"This study presents evaluations conducted with a working prototype in practice. The goal of these evaluations was to both evaluate the prototype and to find out what effect a new tool can have on the office workers' interaction behavior. By evaluating the interaction qualities we also evaluate what was found before in theory and practice. The working prototype is set out in practice in a series of contextual evaluations. The prototype supports office workers in experiencing Generation Y type of interactions in the work context. The overall evaluation was positive with some valuable suggestions to its user interactions and features.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115739434","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}
Goal-oriented visual search in Augmented Reality (AR) can be facilitated by using visual cues to call attention to the target. However, traditional use of explicit cues may degrade visual search performance. In contrast, Subtle Cueing has been previously proposed as an alternative to explicit cueing, but little is known about how well it performs in head-tracked head worn displays (HWDs). Using visual search research methods in simulated augmented reality environments, our user study found that Subtle Cueing improves visual search performance in HWDs, and revealed a phenomenon whereby subjects were not able to see the target, even though subjects were primed and the target was well within view.
{"title":"Evaluating subtle cueing in head-worn displays","authors":"W. Lu, D. Feng, Steven K. Feiner, Qi Zhao, H. Duh","doi":"10.1145/2592235.2592237","DOIUrl":"https://doi.org/10.1145/2592235.2592237","url":null,"abstract":"Goal-oriented visual search in Augmented Reality (AR) can be facilitated by using visual cues to call attention to the target. However, traditional use of explicit cues may degrade visual search performance. In contrast, Subtle Cueing has been previously proposed as an alternative to explicit cueing, but little is known about how well it performs in head-tracked head worn displays (HWDs).\u0000 Using visual search research methods in simulated augmented reality environments, our user study found that Subtle Cueing improves visual search performance in HWDs, and revealed a phenomenon whereby subjects were not able to see the target, even though subjects were primed and the target was well within view.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"686 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116111111","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}
Numerous information communication technologies (ICTs) are adopted in urban nodes to broadcast messages, convey urban expressions, and create urban interaction for certain locations in smart city development. However, evaluation of these new applications is lacking from a user perspective. By incorporating service design, which provides a broader perspective on user needs, this study analyzes user experiences created by new urban interaction and information service at smart city nodes. Based on the participant observation method, activities, social interactions, space attributes and other related phenomena are mapped out to identify the unique strengths and limitations of this urban node. Additionally, a case study involving an installed digital signage array and floor QR code information tags near a smart city node is performed to analyze user experiences. Moreover, two perspectives on user experience are proposed. Analysis results indicate that besides developing ICT applications, user experiences of urban interaction and information service should also be incorporated in smart city development. Thus, the smart city nodes can offer more opportunities to improve the quality of interaction and service. Results of this study contribute to interdisciplinary studies involving service design, user experience analysis and smart city development.
{"title":"User experience analysis on urban interaction and information service in smart city nodes","authors":"Sheng-Ming Wang, Chieh-Ju Huang","doi":"10.1145/2592235.2592251","DOIUrl":"https://doi.org/10.1145/2592235.2592251","url":null,"abstract":"Numerous information communication technologies (ICTs) are adopted in urban nodes to broadcast messages, convey urban expressions, and create urban interaction for certain locations in smart city development. However, evaluation of these new applications is lacking from a user perspective. By incorporating service design, which provides a broader perspective on user needs, this study analyzes user experiences created by new urban interaction and information service at smart city nodes. Based on the participant observation method, activities, social interactions, space attributes and other related phenomena are mapped out to identify the unique strengths and limitations of this urban node. Additionally, a case study involving an installed digital signage array and floor QR code information tags near a smart city node is performed to analyze user experiences. Moreover, two perspectives on user experience are proposed. Analysis results indicate that besides developing ICT applications, user experiences of urban interaction and information service should also be incorporated in smart city development. Thus, the smart city nodes can offer more opportunities to improve the quality of interaction and service. Results of this study contribute to interdisciplinary studies involving service design, user experience analysis and smart city development.","PeriodicalId":167331,"journal":{"name":"Chinese CHI '14","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129623648","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}