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CHI '07 Extended Abstracts on Human Factors in Computing Systems最新文献

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Management of personal information scraps 个人信息碎片管理
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240995
Michael S. Bernstein, M. V. Kleek, M. Schraefel, David R Karger
We introduce research on information scraps. short, self-contained personal notes that fall outside of traditional filing schemes. We report on a preliminary study of information scraps. nature and outline plans for the next phase of our user study. Based on ongoing study results, we describe our designs and prototypes for information scrap capture and access tools.
我们介绍了对信息碎片的研究。简短、独立的个人笔记,不属于传统的归档方案。我们报道一项关于信息碎片的初步研究。我们下一阶段用户研究的性质和大纲计划。基于正在进行的研究结果,我们描述了我们的设计和信息废料捕获和访问工具的原型。
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引用次数: 17
"Get real!": what's wrong with hci prototyping and how can we fix it? “真的!”hci原型有什么问题,我们如何解决它?
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240922
W. Jones, Jared M. Spool, J. Grudin, V. Bellotti, M. Czerwinski
A prototype of computing technology.as a means to evaluate and communicate a good idea.is often an essential step towards useful, shipping products and towards a deeper understanding of what people really need. Prototyping and user evaluation can be enormously expensive and failure rates are high. Moreover, prototype user evaluations are often far from real with respect to user representatives, tasks, and measures. But to.get real. in HCI prototyping and evaluations risks placing even greater (more unrealistic) demands upon the HCI researcher. Do very real costs and constraints force HCI prototyping to the margins? Can we change acceptable HCI prototyping methods, helping HCI prototyping "get real," in both its conduct and in the implications of its results.
计算机技术的雏形。作为一种评估和交流一个好想法的手段。通常是迈向有用的产品和更深入地了解人们真正需要什么的重要一步。原型设计和用户评估非常昂贵,失败率也很高。此外,原型用户评估在用户代表、任务和度量方面往往与真实相差甚远。但是。得到真实的。在HCI的原型设计和评估中,对HCI研究人员提出了更大(更不现实)的要求。真实的成本和限制是否迫使HCI原型达到边际?我们能否改变可接受的HCI原型方法,帮助HCI原型在其行为和结果的含义上“变得真实”?
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引用次数: 8
Comparing internal UXD business models 比较内部UXD业务模型
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240959
G. Dworman, James E. Nieters, Subbarao Ivaturi
Experts in the field of HCI have spoken at length about how to increase the strategic influence of User Experience Design (UXD) teams in industry [3]. Some have offered courses in HCI management [1]. Others have presented recommendations on how to prove a return on investment for usability-related activities [2]. This SIG is an extension of the CHI experience report.The Internal Consultancy Model for Strategic UXD Relevance,. [5] and explores four common UXD organizational models. In this SIG, we will develop a SWOT analysis (analyzing Strengths, Weaknesses, Opportunities, and Threats) of each model. The SIG will facilitate a systematic exploration by attendees whose organizations follow, or are considering, one or more of these models. It will result in a broader understanding for managers of UXD teams on how they can optimally structure their internal UXD functions, given their unique corporate environments and cultures.
HCI领域的专家已经详细讨论了如何提高用户体验设计(UXD)团队在行业中的战略影响力[3]。有的已经开设了HCI管理课程[1]。其他人提出了关于如何证明可用性相关活动的投资回报的建议[2]。此SIG是CHI经验报告的扩展。战略用户体验设计相关性的内部咨询模型,。[5]并探讨了四种常见的UXD组织模型。在本SIG中,我们将对每个模型进行SWOT分析(分析优势、劣势、机会和威胁)。SIG将促进参与者的系统探索,这些参与者的组织遵循或正在考虑这些模型中的一个或多个。它将使UXD团队的管理人员更广泛地理解,在给定其独特的企业环境和文化的情况下,他们如何优化其内部UXD功能。
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引用次数: 0
Online health communities 在线健康社区
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240965
Lisa Gualtieri, Kateri Oakley, Gitte Lindgaard, David Kaufman, J. Leimeister, Ted Selker
Online health communities provide a means for patients and their families to learn about an illness, seek and offer support, and connect with others in similar circumstances. Online health communities raise difficult design challenges because of the wide variability of members. medical expertise, health literacy, and technology literacy, and the potential severity of problems due to misinformation. The importance of online health communities is evidenced by their popularity, as well as the significant impact they have on the lives of their members. This Special Interest Group (SIG) will explore current trends in online health communities and how the design and evaluation expertise of the CHI community can benefit and improve online health community research and development.
在线卫生社区为患者及其家属提供了一种了解疾病、寻求和提供支持以及与处于类似情况的其他人联系的手段。由于成员的多样性,在线健康社区提出了困难的设计挑战。医学专业知识、健康知识和技术知识,以及由于错误信息而导致的潜在问题的严重性。在线健康社区的重要性可以从其受欢迎程度以及对其成员生活的重大影响中得到证明。这个特别兴趣小组(SIG)将探讨在线健康社区的当前趋势,以及CHI社区的设计和评估专业知识如何使在线健康社区的研究和发展受益和改进。
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引用次数: 1
Content-aware layout Content-aware布局
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241024
Edward W. Ishak, Steven K. Feiner
We describe content-aware layout (CAL), a technique that automatically arranges windows on a user.s desktop. Unlike conventional window managers that automatically cascade or tile each window without regard to its content, CAL uses information about the contents of windows to help decide if and where they should be placed. We present the approach to designing CAL, as well as its implementation. We then conclude with a discussion about future work and CAL.s potential use in large display environments.
我们描述了内容感知布局(CAL),这是一种自动安排用户窗口的技术。桌面。与传统的窗口管理器不同,CAL使用有关窗口内容的信息来帮助决定是否应该放置它们以及应该放置在哪里。我们提出了设计CAL的方法,以及它的实现。最后,我们讨论了未来的工作以及cal在大型显示环境中的潜在应用。
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引用次数: 9
Preliminary evidence for top-down and bottom-up processes in web search navigation web搜索导航中自上而下和自下而上过程的初步证据
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241076
Shu-Chieh Wu, Craig S. Miller
In current theories of web navigation, link evaluation has been treated primarily as a bottom-up process involving assessing the semantic distance between a search goal and a given link in the information source. In this paper we investigate whether link evaluation could be subject to top-down influence from knowledge of the information source. We measured fixation durations that occurred during link evaluation and found shorter durations in the search for easy goals. This preliminary finding suggests that for goals with category names readily retrievable from knowledge of the information source, search is likely aided by top-down influences.
在当前的网络导航理论中,链接评估主要被视为一个自下而上的过程,包括评估搜索目标与信息源中给定链接之间的语义距离。本文研究了链接评价是否会受到信息源知识自上而下的影响。我们测量了在链路评估期间发生的注视持续时间,发现在寻找容易的目标时持续时间更短。这一初步发现表明,对于类别名称容易从信息源的知识中检索到的目标,搜索可能会受到自上而下的影响。
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引用次数: 4
I/O brush: beyond static collages I/O刷:超越静态拼贴
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240938
Kimiko Ryokai, Stefan Marti, H. Ishii
I/O Brush is our ongoing effort to empower people to create new expressions and meanings by painting with attributes of everyday objects and movements in their physical world. Using examples from our case studies with kindergarteners and artists, we discuss I/O Brush's most distinguishing features, its dynamic ink and history functions, and how they enable people to invent new expressions and meaning making with objects in their physical environment.
I/O Brush是我们不断努力赋予人们创造新的表达和意义,通过绘画与日常物品的属性和运动在他们的物理世界。我们以幼儿园儿童和艺术家的案例为例,讨论I/O Brush最显著的特点,它的动态墨水和历史功能,以及它们如何使人们在物理环境中创造新的表达和意义。
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引用次数: 16
Location, location, location: a study of bluejacking practices 地点,地点,地点:对蓝劫持行为的研究
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1241064
Jennifer Thom-Santelli, A. Ainslie, Geri Gay
We present an initial exploration of bluejacking, the practice of using Bluetooth-enabled mobile phones to send unsolicited messages to other Bluetooth-enabled mobile phones within a transmission range of 10 meters. A content analysis was conducted on 427 bluejacks from Bluejackq, an online community of bluejackers, in which the contextual characteristics of bluejacking were examined. Bluejacking was found to be highly location-dependent, primarily transpiring in everyday public places. The message content of the bluejacks was also inspired by the physical location where bluejacking took place. We also discuss implications of bluejacking with regards to its relationship to public space and comment on how these findings are relevant to mobile social computing.
我们对蓝牙劫持进行了初步探索,即使用蓝牙手机向其他具有蓝牙功能的手机发送未经请求的信息,传输范围为10米。本文对Bluejackq上的427名bluejacq用户进行了内容分析,考察了bluejacq的背景特征。蓝劫持被发现高度依赖于地点,主要发生在日常公共场所。蓝劫持的信息内容也受到了蓝劫持发生的物理位置的启发。我们还讨论了蓝劫持与公共空间的关系,并评论了这些发现如何与移动社交计算相关。
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引用次数: 11
Learning shape writing by game playing 通过游戏学习形状书写
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240934
P. Kristensson, Shumin Zhai
We present a computer game designed to efficiently and playfully teach users shape writing - a new text entry method for pen-based devices.
我们提出了一个电脑游戏,旨在有效和有趣地教用户形状书写-一种新的基于笔的设备的文本输入方法。
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引用次数: 19
Distributed tabletops: territoriality and orientation in distributed collaboration 分布式桌面:分布式协作中的地域和方向
Pub Date : 2007-04-28 DOI: 10.1145/1240866.1240986
Philip Tuddenham
Previous research has shown that orientation and territory serve key roles during tabletop collaboration. However, no one has yet investigated whether they can play similar roles in distributed collaboration. In this paper, we design and implement distributed tabletops to address this problem and hence improve distributed collaboration. We show that distributed tabletops allowgeographically-separated collaborators to use orientation and territory to mediate their interactions as they would in co-located collaboration. We also suggest that distributed tabletops offer further benefits such as an increased sense of presence.
先前的研究表明,方向和领域在桌面协作中起着关键作用。然而,还没有人研究过它们是否可以在分布式协作中扮演类似的角色。在本文中,我们设计并实现了分布式桌面来解决这个问题,从而改进了分布式协作。我们展示了分布式桌面允许地理上分离的协作者使用方向和领域来调解他们的交互,就像他们在同一位置的协作中一样。我们还建议分布式桌面提供更多的好处,比如增加存在感。
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引用次数: 7
期刊
CHI '07 Extended Abstracts on Human Factors in Computing Systems
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