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The effects of emotional icons on remote communication 情感图标对远程沟通的影响
Pub Date : 1996-04-18 DOI: 10.1145/257089.257180
Krisela Rivera, Nancy J. Cooke, Jeff A. Bauhs
Krisela Rivera, Nancy J. Cooke. and JeffA. Bauhs New Mexico State Universi~ Department of Psychology Las Cruces, NM 88003 Tel: 1-505-646-1991 E-mail: krivera@crl.nmsu. edu ABSTRACT As technology advances, we are shifting from direct face-toface or voice to voice interactions to computer-mediated communication (CMC). As a result of this shift the nature of communication has changed; in particular the ability to convey emotion is less straight forward. Twenty three subjects participated in a simulated, remote-CMC, groupdecision making session. Twelve subjects had emoticons available, although use of these icons was optional. The remaining eleven did not have emoticons available. Dependent measures included user satisfaction, user frustration, conformity, length and focus of message, satisfaction with CMC system, and recall of communication events. The results indicated that subjects with emoticons used them and were more satisfied with the system than those subjects without emoticons. Thus it appears that users respond to emoticons and interpret them as intended.
克里斯拉·里维拉,南希·j·库克。和JeffA。鲍斯新墨西哥州立大学心理学系拉斯克鲁塞斯,NM 88003电话:1-505-646-1991电子邮件:krivera@crl.nmsu。随着技术的进步,我们正在从直接的面对面或语音交互转向语音交互再到计算机中介通信(CMC)。由于这种转变,交流的性质发生了变化;尤其是表达情感的能力不那么直接。23名受试者参加了模拟的远程cmc小组决策会议。12个研究对象有表情符号可用,尽管这些符号的使用是可选的。其余11个没有可用的表情符号。相关测量包括用户满意度、用户挫折感、一致性、信息的长度和焦点、对CMC系统的满意度和沟通事件的回忆。结果表明,使用表情符号的受试者比不使用表情符号的受试者对系统更满意。因此,用户似乎会对表情符号做出回应,并按预期进行解读。
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引用次数: 111
CHI ten year view: creating and sustaining common ground CHI十年愿景:创造并维持共同基础
Pub Date : 1996-04-18 DOI: 10.1145/257089.257429
Catherine R. Marshall, D. Novick
At the CHI’95 Doctoral Consortium, students and faculty worked on a brief exercise in which they considered what the CHI field will be like in ten years. The results of that exercise will be combined with position papers submitted by workshop participants to provide a starting point for this activity. Scenario development techniques similar to those used for corporate strategic planning [1] will then be employed to further expand and organize workshop participants’ thinking about the future of CHI.
在CHI ' 95博士联盟中,学生和教师进行了一个简短的练习,他们认为CHI领域在十年后会是什么样子。这项工作的结果将与讲习班参加者提交的立场文件结合起来,为这项活动提供一个起点。然后将采用类似于企业战略规划[1]的场景开发技术来进一步扩展和组织研讨会参与者对CHI未来的思考。
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引用次数: 1
Gender and skill in human-computer interaction 人机交互中的性别和技能
Pub Date : 1996-04-18 DOI: 10.1145/257089.257349
E. Balka
As Pain, Owen, Franklin and Green [7] point out, generally “the main responsibility for system design rests with those labeled as ‘experts’ in technical or computing knowledge” Q. 13). The group of experts we rely on for system design are generally white, middle-class men, with educational backgrounds in science. User relations-where designers typically encounter more women-are increasingly being paid attention as part of the process of designing and implementing computer based interactions.
正如Pain、Owen、Franklin和Green[7]所指出的那样,通常“系统设计的主要责任在于那些在技术或计算知识方面被称为‘专家’的人”(问题13)。我们所依赖的系统设计专家组通常是白人,中产阶级男性,具有科学教育背景。用户关系——设计师通常会遇到更多的女性——作为设计和实现基于计算机的交互过程的一部分,越来越受到关注。
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引用次数: 5
User requirements analysis for the home 用户需求分析为家
Pub Date : 1996-04-18 DOI: 10.1145/257089.257350
J. Scholtz, Michael Mateas, T. Salvador, D. Sorensen
INTRODUCTION Software companies are becoming increasingly concerned about producing and selling applications for the home. But what are those applications? How do we fmd out what is needed or desired in the home? How do we assess the usability and usefidness of applications designed for home users? This SIG will focus on home studies: how to do them, who to do them with, how this differs tlom similar studies in the business world?
软件公司越来越关注生产和销售家用应用程序。但是这些应用是什么呢?我们如何发现家里需要什么或想要什么?我们如何评估为家庭用户设计的应用程序的可用性和实用性?这个SIG将侧重于家庭研究:如何做,与谁一起做,这与商业世界中的类似研究有何不同?
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引用次数: 12
Grassroots: providing a uniform framework for communicating, sharing information, and organizing people 基层:为沟通、共享信息和组织人员提供统一的框架
Pub Date : 1996-04-18 DOI: 10.1145/257089.257300
Kenichi Kamiya, Martin Röscheisen, T. Winograd
People currently use a disparate set of systems such as email, newsgroups, hypermail, shared Web hotlists, hierar– chical indexes, etc. for activities which oflen cut across the boundaries implicit in each of these systems. Grassroots is a system that provides a uniform user-conceptual model to functionalities currently found in such systems, while not requiring people to give up other systems. It is designed to co-exist with and leverage from existing systems. A prototype implementation has been completed based on a Web http proxy.
人们目前使用一套完全不同的系统,如电子邮件、新闻组、超级邮件、共享的Web热点列表、层次索引等,来处理经常跨越这些系统中隐含的边界的活动。草根是一个系统,它为目前在这些系统中发现的功能提供统一的用户概念模型,同时不要求人们放弃其他系统。它旨在与现有系统共存并利用现有系统。一个基于Web http代理的原型实现已经完成。
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引用次数: 11
MIT media laboratory: a view after ten years 麻省理工学院媒体实验室:十年后的景象
Pub Date : 1996-04-18 DOI: 10.1145/257089.257211
C. Schmandt
The Laboratory’s charter is to invent and creatively exploit new media for human well-being and individual satisfaction, without regard to present-day constraints. We employ supercomputers and extraordinary input/output devices to experiment with today, with the notion that these will be commonplace tomorrow. The not-so-hidden agerda is to drive technological inventions and break engineering deadlocks with new perspectives tad demandhg applications. The Lab explores issues in a bread mnge of new information technologies including: advanced digital television, electronic publishing, portable computing and communication, artificial intelligence, voice interfaces, user interface design, and education-related technologies.
实验室的宗旨是发明和创造性地开发新媒体,以促进人类福祉和个人满足,而不考虑当前的限制。我们今天使用超级计算机和非凡的输入/输出设备进行实验,并认为这些将在明天变得司空见惯。不那么隐藏的议程是推动技术发明,用新的视角和苛刻的应用打破工程僵局。该实验室探索一系列新信息技术的问题,包括:先进的数字电视、电子出版、便携式计算和通信、人工智能、语音接口、用户界面设计和教育相关技术。
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引用次数: 1
Multimedia authoring tools 多媒体创作工具
Pub Date : 1996-04-18 DOI: 10.1145/257089.257384
M. D. Rabin, M. J. Burns
An apparatus and method of producing multiple panels for display on a single display device receives first and second data through a user interface. The first data relates to a first panel having first visual indicia and a first timeline, while, in a similar manner, the second data relates to a second panel having second visual indicia and a second timeline. The apparatus and method select a given time in both the first and second timelines, and coordinate, at least in part in a computer process, the first data with the second data to produce a multi-panel presentation. The multi-panel presentation has at least one instruction that causes at least a portion of at least one of the first panel and second panel to change size at the given time when displayed on a single display device.
生产用于在单个显示设备上显示的多个面板的设备和方法通过用户界面接收第一和第二数据。第一数据涉及具有第一视觉指示和第一时间线的第一面板,而第二数据以类似的方式涉及具有第二视觉指示和第二时间线的第二面板。所述设备和方法在第一和第二时间线中选择给定时间,并且至少部分地在计算机处理中使第一数据与第二数据协调以产生多面板呈现。多面板演示具有至少一条指令,该指令在单个显示设备上显示时,导致第一面板和第二面板中至少一个的至少一部分在给定时间改变大小。
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引用次数: 8
Formal methods in computer human interaction: comparison, benefits, open questions 人机交互的形式化方法:比较、利益、开放性问题
Pub Date : 1996-04-18 DOI: 10.1145/257089.257417
F. Paternò, G. Abowd, Philippe A. Palanque
In order to have a more focused discussion a specific case study has been selected and it will be used to compare the various approaches proposed. This case study is the specification of a subset of the functionality of a NetScapelike browser and a html page server. The proposals will have to answer a set of questions such as: can you verify usability properties on your specification? How difficult is it to translate your specification into an implementation? What kind of constructs do you use in order to structure your specification? Designers should consider issues such as: history of the performed interactions, browsability of the user interface (i.e. the use of links), non-preemptive behaviour, effective and continuous feedback about the current state of interactions.
为了进行更集中的讨论,选择了一个具体的案例研究,并将使用它来比较所提出的各种方法。本案例研究是类netscape浏览器和html页面服务器功能子集的规范。提案必须回答一系列问题,例如:您能否验证规范中的可用性属性?将您的规范转换为实现有多难?您使用什么样的结构来构建您的规范?设计师应该考虑如下问题:执行交互的历史,用户界面的可浏览性(即链接的使用),非抢占性行为,关于交互当前状态的有效和持续的反馈。
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引用次数: 2
Smarter usability testing: practical techniques for developing products 更聪明的可用性测试:开发产品的实用技术
Pub Date : 1996-04-18 DOI: 10.1145/257089.257375
Jared M. Spool, Carolyn Snyder, M. Robinson
The goal of usability testing is to get timely, useful information, but doing this on a regular basis can be difficult and taxing. Planning and conducting tests takes time, and if the development team doesn’t get information in a usable form, they will rightfully ignore the results. This tutorial looks at usability testing from 3 angles — planning, conducting tests, and summarizing the data — with an emphasis on practical suggestions for making these activities more efficient while keeping them focused on the users of the test results: the entire development team.
可用性测试的目标是获得及时、有用的信息,但定期这样做可能很困难,也很费力。计划和执行测试需要时间,如果开发团队没有以可用的形式获得信息,他们将理所当然地忽略结果。本教程从3个角度来看可用性测试——计划、执行测试和总结数据——重点是实用的建议,使这些活动更有效,同时保持他们关注测试结果的用户:整个开发团队。
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引用次数: 5
Exploring the information landscape 探索信息景观
Pub Date : 1996-04-18 DOI: 10.1145/257089.257142
Elaine Toms
Exploring or browsing is a process of searching in which the user recognizes the object of the search when they see it – a human-driven and unstructured process. To examine this process, three navigational aids are experimentally manipulated: method of access, method of suggesting items to explore and method of navigation. A fourth aid, cues that influence exploration, are also assessed.The object of the study is to characterize browsing, to understand what facilitates browsing in an electronic environment, and to suggest an abstract representation of browsing. KEYwoRDs Exploring, Browsing, Full-text, Newspapers, Navigation, Menus, Fish-eye views, Similarity measures,Informativeness, Information searching, Experimental study
探索或浏览是一个搜索的过程,在这个过程中,当用户看到搜索对象时,他们就会识别出来——这是一个人为驱动的、非结构化的过程。为了研究这一过程,实验操作了三种导航辅助工具:访问方法、建议探索项目的方法和导航方法。第四种辅助手段,即影响探索的线索,也会被评估。本研究的目的是描述浏览的特征,了解在电子环境中是什么促进了浏览,并提出浏览的抽象表示。关键词:浏览,全文,报纸,导航,菜单,鱼眼视图,相似度量,信息量,信息搜索,实验研究
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引用次数: 5
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Conference Companion on Human Factors in Computing Systems
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