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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
TimeCapsule: connecting past 时间胶囊:连接过去
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979505
Yikun Liu, H. Huang
Our world is changing at an ever-growing rate. The tide of urbanization and globalization has resulted in population migration that consequentially separates people from what is familiar to them. To combat this issue, we propose TimeCapsule. TimeCapsule is a social networking community intending to reserve, organize, share and utilize personal and collective memories by members of the community contributing location-related digitalized materials. Two clients will be designed to meet two kinds of usage: Mobile and Desktop. The mobile application will provide real-time old and new street view fusion in order to facilitate the user experience of appreciating the change in one location. The desktop client will help users organize and share personal and group memories. Special consideration for seniors will be addressed. By utilizing a connection to our past, we hope this initiative will help us to position ourselves to better appreciate the disparity between cultures and generations, thus unifying us.
我们的世界正在以不断增长的速度变化。城市化和全球化的浪潮导致了人口迁移,这必然会使人们离开他们熟悉的地方。为了解决这个问题,我们提出了时间胶囊。时间胶囊是一个社交网络社区,旨在通过社区成员提供与位置相关的数字化材料来保存、组织、分享和利用个人和集体记忆。将设计两个客户端来满足两种使用:移动端和桌面端。移动应用程序将提供实时新旧街景融合,以方便用户在一个位置欣赏变化的体验。桌面客户端将帮助用户组织和共享个人和群体记忆。将特别考虑老年人。通过利用与我们过去的联系,我们希望这一倡议能帮助我们更好地认识到文化和代际之间的差异,从而使我们团结起来。
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引用次数: 1
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
Using gaze patterns to study and predict reading struggles due to distraction 使用凝视模式来研究和预测由于注意力分散而导致的阅读困难
Pub Date : 2011-05-07 DOI: 10.1145/1979742.1979832
Vidhya Navalpakkam, Justin M. Rao, M. Slaney
We analyze gaze patterns to study how users in online reading environments cope with visual distraction, and we report gaze markers that identify reading difficulties due to distraction. The amount of visual distraction is varied from none, medium to high by presenting irrelevant graphics beside the reading content in one of 3 conditions: no graphic, static or animated graphics. We find that under highly-distracting conditions, a struggling reader puts more effort into the text -- she takes a longer time to comprehend the text, performs more fixations on the text and frequently revisits previously read content. Furthermore, she reports an unpleasant reading experience. Interestingly, we find that whether the user is distracted and struggles or not can be predicted from gaze patterns alone with up to 80% accuracy and up to 15% better than with non-gaze based features. This suggests that gaze patterns can be used to detect key events such as user strugglefrustration while reading.
我们分析了凝视模式,以研究在线阅读环境中的用户如何应对视觉分心,并报告了识别因分心而导致的阅读困难的凝视标记。通过在阅读内容旁边呈现不相关的图形,在以下三种情况下(无图形、静态或动画图形),视觉干扰的程度从无、中等到高度不等。我们发现,在高度分散注意力的情况下,一个阅读困难的读者会在文本中投入更多的精力——她需要更长的时间来理解文本,对文本表现出更多的关注,并经常重温以前阅读过的内容。此外,她还报告了一次不愉快的阅读经历。有趣的是,我们发现,仅从凝视模式就可以预测用户是否分心和挣扎,准确率高达80%,比不基于凝视的特征高出15%。这表明,凝视模式可以用来检测关键事件,比如用户在阅读时感到沮丧。
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引用次数: 16
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CHI '11 Extended Abstracts on Human Factors in Computing Systems
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