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CHI '11 Extended Abstracts on Human Factors in Computing Systems最新文献

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MouseHints: easing task switching in parallel browsing 鼠标提示:简化任务切换并行浏览
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979861
Luis A. Leiva
We present a technique to help users regain context either after an interruption or when multitasking while performing web tasks. Using mouse movements as an indicator of attention, a browser plugin records in background the user's interactions (including clicks, dwell times, and DOM elements). On leaving the page, this information is stored to be rendered as an overlay when the user returns to such page. The results of a short study showed that participants resumed tasks three times faster with MouseHints and completed their tasks in about half the time. Related applications and further research are also envisioned.
我们提出了一种技术,可以帮助用户在中断后或在执行web任务时进行多任务处理时重新获得上下文。使用鼠标移动作为注意力的指示器,浏览器插件在后台记录用户的交互(包括点击、停留时间和DOM元素)。在离开页面时,存储此信息,以便在用户返回该页面时呈现为覆盖层。一项短期研究的结果显示,使用鼠标提示的参与者恢复任务的速度是前者的三倍,完成任务的时间约为前者的一半。展望了相关的应用和进一步的研究。
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引用次数: 8
Mobile phones and information capture in the workplace 工作场所的手机和信息捕捉
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979800
Amrita Thakur, M. Gormish, B. Erol
Smartphones (mobile phones with downloadable applications) are being used for far more than making calls and reading email. We investigated the use of phones for information capture for work purposes through interviews, multiple free response surveys, and two multiple choice surveys. While we expected and found taking pictures to be useful for work, we were surprised at the extent of audio, video, and note taking done on the phone, and the impact on other devices. Our work also suggests future mobile information capture for work will increase more due to cultural changes than technological improvements.
智能手机(带有可下载应用程序的移动电话)的用途远不止打电话和阅读电子邮件。我们通过访谈、多项自由回答调查和两次多项选择调查来调查电话在工作中获取信息的使用情况。虽然我们预期并发现拍照对工作很有用,但我们对手机上的音频、视频和笔记记录的程度以及对其他设备的影响感到惊讶。我们的研究还表明,由于文化变化而不是技术进步,未来的工作移动信息捕获将更多地增加。
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引用次数: 13
Shepherding the crowd: managing and providing feedback to crowd workers 引导人群:管理并向人群工作人员提供反馈
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979826
Steven W. Dow, A. Kulkarni, Brie Bunge, Truc Nguyen, Scott R. Klemmer, Bjoern Hartmann
Micro-task platforms provide a marketplace for hiring people to do short-term work for small payments. Requesters often struggle to obtain high-quality results, especially on content-creation tasks, because work cannot be easily verified and workers can move to other tasks without consequence. Such platforms provide little opportunity for workers to reflect and improve their task performance. Timely and task-specific feedback can help crowd workers learn, persist, and produce better results. We analyze the design space for crowd feedback and introduce Shepherd, a prototype system for visualizing crowd work, providing feedback, and promoting workers into shepherding roles. This paper describes our current progress and our plans for system development and evaluation.
微任务平台为雇人做短期工作赚取小额报酬提供了一个市场。请求者常常难以获得高质量的结果,特别是在内容创建任务上,因为工作不能轻易地验证,并且工作人员可以毫无后果地转移到其他任务上。这样的平台几乎没有给员工提供反思和提高工作绩效的机会。及时和特定任务的反馈可以帮助群体工作者学习、坚持并产生更好的结果。我们分析了群体反馈的设计空间,并介绍了Shepherd这个原型系统,它可以将群体工作可视化,提供反馈,并促进工人进入牧羊角色。本文描述了我们目前的进展和我们对系统开发和评估的计划。
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引用次数: 61
Pupillary response based cognitive workload index under luminance and emotional changes 亮度和情绪变化下基于瞳孔反应的认知负荷指数
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979819
Jie Xu, Yang Wang, Fang Chen, Ho Choi, Guanzhong Li, Siyuan Chen, M. Hussain
Pupillary response has been widely accepted as a physiological index of cognitive workload. It can be reliably measured with video-based eye trackers in a non-intrusive way. However, in practice commonly used measures such as pupil size or dilation might fail to evaluate cognitive workload due to various factors unrelated to workload, including luminance condition and emotional arousal. In this work, we investigate machine learning based feature extraction techniques that can both robustly index cognitive workload and adaptively handle changes of pupillary response caused by confounding factors unrelated to workload.
瞳孔反应作为认知负荷的生理指标已被广泛接受。它可以用基于视频的眼动仪以一种非侵入式的方式进行可靠的测量。然而,在实践中,由于各种与工作量无关的因素,包括亮度条件和情绪唤醒,瞳孔大小或扩张等常用测量方法可能无法评估认知工作量。在这项工作中,我们研究了基于机器学习的特征提取技术,该技术既可以稳健地索引认知工作量,又可以自适应地处理由与工作量无关的混杂因素引起的瞳孔反应变化。
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引用次数: 30
Beyond pointing and clicking: how do newer interaction modalities affect user engagement? 除了指向和点击:新的交互方式如何影响用户粘性?
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979794
S. Shyam Sundar, Qian Xu, Saraswathi Bellur, Jeeyun Oh, Haiyan Jia
Modern interfaces offer users a wider range of interaction modalities beyond pointing and clicking, such as dragging, sliding, zooming, and flipping through images. But, do they offer any distinct psychological advantages? We address this question with an experiment (N = 128) testing the relative contributions made by six interaction modalities (zoom-inout, drag, slide, mouse-over, cover-flow and click-to-download) to user engagement with identical content. Data suggest that slide is better at aiding memory than the other modalities, whereas cover-flow and mouse-over generate more user actions. Mouse-over, click-to-download, and zoom-inout tend to foster more favorable attitudes among power users, whereas cover-flow and slide generate more positive attitudes among non-power users. Design implications are discussed.
现代界面为用户提供了更广泛的交互方式,除了指向和点击,比如拖拽、滑动、缩放和翻转图像。但是,它们有什么明显的心理优势吗?我们通过一个实验(N = 128)来解决这个问题,测试了六种交互模式(放大、拖动、滑动、鼠标悬停、覆盖流和点击下载)对相同内容的用户粘性的相对贡献。数据表明,幻灯片在帮助记忆方面比其他方式更好,而覆盖流和鼠标悬停会产生更多的用户动作。鼠标悬停、点击下载和缩小倾向于在高级用户中培养更有利的态度,而覆盖流和幻灯片则在非高级用户中产生更积极的态度。讨论了设计含义。
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引用次数: 29
CapWidgets: tangile widgets versus multi-touch controls on mobile devices CapWidgets:移动设备上的有形小部件和多点触控控件
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979773
Sven G. Kratz, T. Westermann, M. Rohs, Georg Essl
We present CapWidgets, passive tangible controls for capacitive touch screens. CapWidgets bring back physical controls to off-the-shelf multi-touch surfaces as found in mobile phones and tablet computers. While the user touches the widget, the surface detects the capacitive marker on the widget's underside. We study the relative performance of this tangible interaction with direct multi-touch interaction and our experimental results show that user performance and preferences are not automatically in favor of tangible widgets and careful design is necessary to validate their properties.
我们介绍CapWidgets,用于电容触摸屏的被动有形控件。CapWidgets将物理控制带回了手机和平板电脑中现成的多点触控界面。当用户触摸小部件时,表面检测到小部件底部的电容标记。我们研究了这种有形交互与直接多点触摸交互的相对性能,我们的实验结果表明,用户的性能和偏好并不会自动倾向于有形小部件,仔细设计是必要的,以验证其属性。
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引用次数: 79
Gamification. using game-design elements in non-gaming contexts 游戏化。在非游戏环境中使用游戏设计元素
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979575
Sebastian Deterding, M. Sicart, L. Nacke, Kenton O'hara, Dan Dixon
"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
“游戏化”是一个非正式的总称,指的是在非游戏系统中使用电子游戏元素来改善用户体验和用户粘性。最近向广大用户推出的“游戏化”应用程序有望为现有丰富多样的启发式、设计模式和游戏动态以及它们提供的积极UX研究提供新的补充。然而,下一步所缺乏的是整合这种精确的多样性研究努力。因此,本次研讨会将从业者和研究人员聚集在一起,就信息系统游戏化的现有方法和发现达成共识,并为未来的研究确定关键的协同作用、机会和问题。
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引用次数: 1984
DARLS: differencing and merging diagrams using dual view, animation, re-layout, layers and a storyboard DARLS:使用双重视图、动画、重新布局、图层和故事板来区分和合并图表
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979824
Loutfouz Zaman, Ashish Kalra, Wolfgang Stuerzlinger
We present a new system for visualizing and merging differences in diagrams. It uses animation, dual views, a storyboard, relative re-layout, and layering to visualize differences. The system is also capable of differencing UML class diagrams. An evaluation produced positive results for animation and dual views with difference layer.
我们提出了一个可视化和合并图表差异的新系统。它使用动画、双视图、故事板、相对重新布局和分层来可视化差异。该系统还能够区分UML类图。对不同层次的动画和双视图进行了评价,得到了积极的结果。
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引用次数: 8
TweetSpiration: leveraging social media for design inspiration TweetSpiration:利用社交媒体获取设计灵感
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979923
Scarlett R. Herring, Christina M. Poon, Geoffrey A. Balasi, B. Bailey
We present TweetSpiration, a Web-based application that leverages social media to inspire new search directions on the Web. TweetSpiration can be used at any time, but it is particularly beneficial when designers have difficulty developing new search terms or are looking for new search directions. By visualizing socially derived word associations, designers may develop new search directions based on others comments or thoughts on the search topic. In an initial study, users reported that TweetSpiration helps develop new search directions and provides new perspectives on the design problem.
我们介绍TweetSpiration,这是一个基于网络的应用程序,它利用社交媒体来激发网络上新的搜索方向。TweetSpiration可以在任何时候使用,但当设计师难以开发新的搜索词或寻找新的搜索方向时,它特别有用。通过可视化社会衍生的单词关联,设计师可以根据其他人对搜索主题的评论或想法开发新的搜索方向。在最初的研究中,用户报告说TweetSpiration有助于开发新的搜索方向,并为设计问题提供了新的视角。
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引用次数: 12
Designing for movement experience 运动体验设计
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979690
Aaron Levisohn
The contribution of the phenomenological aspects of movement to the construction of user experience is relatively unknown. A better understanding of the characteristics of movement experience has the potential to transform the quality of interaction and to assist in the development of alternative interaction methods for ubiquitous and tangible computing systems. The research presented in this paper integrates methods from a diverse range of disciplines including design, social science, and somatics to identify design principles that can guide the development of systems that incorporate aspects of movement experience.
运动的现象学方面对用户体验构建的贡献相对未知。更好地理解运动体验的特征有可能改变交互的质量,并有助于为无处不在的有形计算系统开发替代交互方法。本文中提出的研究整合了来自不同学科的方法,包括设计、社会科学和人体学,以确定可以指导系统开发的设计原则,这些设计原则包含了运动体验的各个方面。
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引用次数: 7
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CHI '11 Extended Abstracts on Human Factors in Computing Systems
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