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CHI '08 Extended Abstracts on Human Factors in Computing Systems最新文献

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The next challenge: from easy-to-use to easy-to-develop. are you ready? 下一个挑战:从易于使用到易于开发。你准备好了吗?
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358663
Jörg Beringer, G. Fischer, P. Mussio, B. Myers, F. Paternò, B. D. Ruyter
The main challenge of next years is to allow users of software systems, who are non-professional software developers, to create, modify or extend software artefacts. In this panel we want to discuss with the CHI community the key aspects in the area of End User Development and an associated research agenda, which should be then proposed to the main research agencies, such as NSF and EU ICT.
未来几年的主要挑战是允许非专业软件开发人员的软件系统用户创建、修改或扩展软件工件。在这个小组中,我们希望与CHI社区讨论最终用户开发领域的关键方面和相关的研究议程,然后向主要研究机构(如NSF和EU ICT)提出建议。
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引用次数: 4
Blocked sites and offensive videos: the challenges of teen computer use 被封锁的网站和攻击性视频:青少年使用电脑的挑战
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358757
A. Aula, Sasha Lubomirsky
Teenagers are often presented as comfortable users of technology. To better understand this assumption, we asked 27 teenagers to complete a survey about the previous day's media use; we then interviewed the participants about these entries. The participants actively used computers for information, communication and entertainment. Most of the comments about technology were positive, but our study also revealed problems in the teenagers' computer use. They had stories about parents and teachers restricting their use of the web and there were several instances in which the teens themselves found the web to be offensive, inappropriate and unreliable.
青少年通常被认为是技术的舒适使用者。为了更好地理解这一假设,我们要求27名青少年完成一项关于前一天媒体使用情况的调查;然后我们就这些条目采访了参与者。参加者积极使用电脑进行资讯、通讯及娱乐。大多数关于科技的评论都是积极的,但我们的研究也揭示了青少年使用电脑的问题。他们讲述了父母和老师限制他们使用网络的故事,并且有几次青少年自己发现网络是令人反感的,不合适的和不可靠的。
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引用次数: 2
End user software engineering: chi'2008 special interest group meeting 终端用户软件工程:chi'2008特别兴趣小组会议
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358687
B. Myers, M. Burnett, M. Rosson, Amy J. Ko, A. Blackwell
End users create software whenever they write, for instance, educational simulations, spreadsheets, or dynamic e-business web applications. Researchers are working to bring the benefits of rigorous software engineering methodologies to these end users to try to make their software more reliable. Unfortunately, errors are pervasive in end-user software, and the resulting impact is sometimes enormous. This special interest group meeting has two purposes: to incorporate attendees' and feedback into an emerging survey of the state of this interesting new sub-area, and generally to bring together the community of researchers who are addressing this topic, with the companies that are creating end-user programming tools.
终端用户在编写软件时创建软件,例如,教育模拟、电子表格或动态电子商务web应用程序。研究人员正在努力为这些终端用户带来严格的软件工程方法的好处,以使他们的软件更加可靠。不幸的是,错误在最终用户软件中是普遍存在的,其产生的影响有时是巨大的。这个特别的兴趣小组会议有两个目的:将与会者的意见和反馈整合到这个有趣的新子领域的现状调查中,并且通常将研究这个主题的研究人员社区与创建最终用户编程工具的公司聚集在一起。
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引用次数: 8
Exploring gestural mode of interaction with mobile phones 探索与手机互动的手势模式
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358794
S. Bhandari, Youn-kyung Lim
The study explores the users' perceptions to a novel interaction method with mobile phones. We study responses and reactions of participants towards gestures as a mode of input with the help of a low fidelity prototype of a camera mobile phone. The study uses an approach inspired by participatory design to gauge the acceptance of gestures as an interaction mode.
本研究探讨了用户对一种新的手机交互方式的看法。我们研究了参与者对手势作为一种输入模式的反应和反应,并借助了一个低保真度的照相手机原型。这项研究采用了一种受参与式设计启发的方法来衡量人们对手势作为一种互动模式的接受程度。
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引用次数: 17
Twend: twisting and bending as new interaction gesture in mobile devices Twend:扭转和弯曲成为移动设备中新的交互手势
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358936
Gero Herkenrath, Thorsten Karrer, Jan O. Borchers
In this work we present a hardware prototype that uses bending gestures as input for a mobile device and experimental setups that compare possible gestures with other, more traditional input methods in mobile computing. These will eventually result in guidelines for researchers and designers how to build bendable devices and show new interaction metaphors for computer user interfaces.
在这项工作中,我们提出了一个硬件原型,它使用弯曲手势作为移动设备的输入,并进行了实验设置,将可能的手势与移动计算中其他更传统的输入方法进行比较。这些最终将为研究人员和设计师提供指导,指导他们如何构建可弯曲的设备,并为计算机用户界面展示新的交互隐喻。
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引用次数: 55
minimal connectedness: exploring the effects of positive messaging using mobile technology 最小连接:探索使用移动技术的积极信息的影响
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358708
M. Kanis, Mark J. Perry, Willem-Paul Brinkman
This paper describes a lightweight mobile technology designed to investigate the potential of positive messaging. We introduce the concept of minimal connectedness and examine how this form of connectivity supports and gives rise to user's positive affect. To explore this idea, a mobile application called PosiPost Me was developed, allowing users to randomly share positive messages. We present a study of the ways in which it was used and understood. As well as encouraging positive thoughts, analysis shows how the form of minimal social connectedness afforded by the application is marked by its minimal social obligation, curiosity and ambiguity.
本文描述了一种轻量级的移动技术,旨在调查积极消息传递的潜力。我们介绍了最小连通性的概念,并研究了这种形式的连通性如何支持并产生用户的积极影响。为了探索这个想法,开发了一个名为PosiPost Me的移动应用程序,允许用户随机分享积极的信息。我们提出了一项关于它被使用和理解的方式的研究。除了鼓励积极的想法,分析还显示了应用程序提供的最小社会联系形式如何以其最小的社会义务、好奇心和模糊性为标志。
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引用次数: 6
Idea management in creative lives 创意生活中的创意管理
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358811
Tim Coughlan, P. Johnson
This research explores how ideas occur in creative work and the strategies and tools used to represent and develop them. We describe the analysis of an open questionnaire survey of creative practitioners' use of devices to represent ideas and capture inspirational material. Unconscious processes, novel experiences and time away from practice frequently provoke ideas. Our analysis finds that ubiquitous devices are important to practitioners for making initial representations for personal use. Paper and pen remains by far the most common device employed, however respondents perceived organisational advantages in new technology. Representations are created as initial memory aids, platforms for development, or to share ideas. A single representation is rarely suitable for all these purposes.
本研究探讨创意如何在创造性工作中产生,以及用来表达和发展创意的策略和工具。我们描述了对创造性从业者使用设备来表达想法和捕捉灵感材料的开放式问卷调查的分析。无意识的过程、新奇的经历和远离练习的时间经常会激发灵感。我们的分析发现,无处不在的设备是重要的从业人员为个人使用的初步表述。纸和笔仍然是迄今为止最常用的设备,但受访者认为新技术的组织优势。表示是作为最初的记忆辅助、开发平台或分享想法而创建的。单一的表示很少适合所有这些目的。
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引用次数: 28
Re-phrase: chat-by-click: a fundamental new mode of human communication over the internet 换句话说:点击聊天:互联网上人类交流的一种基本新模式
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358855
J. Geuze, P. Desain, J. Ringelberg
There is a fast growing need for companies to handle full text interaction via internet with chat-like functionality, think of online helpdesk, demand aggregation, etc. However, even state-of-the-art language technology is not able to automatically handle consumer requests in a reliable and sensible manner. Semantic text understanding systems are brittle and expensive to maintain, and simple pattern matching text-bots cannot handle the complexity of natural language and often give useless or wrong answers. RE-phrase meets this need by starting from threads of real human textual interaction (chat, helpdesk) and then storing and re-cycling it for fast multiple-choice conversation with automated replies. It is a new technology for users to interact via the Internet, which combines browsing and chatting. It makes use of an adaptive and collaboratively growing database of conversation phrases. It is fast, adaptive, allows full text entry, and is well suited for different types of browsers and platforms.
对于公司来说,通过互联网处理全文交互的需求正在快速增长,并且具有类似聊天的功能,比如在线帮助台、需求聚合等。然而,即使是最先进的语言技术也不能以可靠和合理的方式自动处理用户请求。语义文本理解系统很脆弱,维护成本也很高,简单的模式匹配文本机器人无法处理自然语言的复杂性,而且往往会给出无用或错误的答案。RE-phrase通过从真实的人类文本交互(聊天、帮助台)的线程开始,然后存储和重新循环,以实现带有自动回复的快速选择对话,从而满足了这种需求。它是用户通过互联网进行互动的一种新技术,集浏览和聊天于一体。它利用了一个自适应和协作增长的会话短语数据库。它快速、自适应、允许全文输入,并且非常适合不同类型的浏览器和平台。
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引用次数: 4
Early olpc experiences in a rural uruguayan school 在乌拉圭农村学校的早期奥运会经历
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358707
J. Hourcade, D. Beitler, F. Cormenzana, Pablo Flores
In this paper, we discuss children's and teachers' experiences in a small rural town in Uruguay where every child in elementary school has received a laptop from the OLPC Foundation. In conducting activities in classrooms, observing children, and speaking with their teachers we found that the laptops have had a positive impact so far, with children accessing information resources that were previously unavailable, creating content for the world to see, collaborating and learning from each other, and increasing their interest in reading and writing. We also noted several challenges that need to be addressed, some directly related to human-computer interaction including problems with input devices, basic interactions, and the conceptual design and localization of user interfaces.
在本文中,我们讨论了乌拉圭一个乡村小镇的儿童和教师的经验,在那里,每个小学的孩子都收到了OLPC基金会提供的笔记本电脑。通过在教室里开展活动、观察孩子们以及与老师交谈,我们发现到目前为止,笔记本电脑已经产生了积极的影响,孩子们可以访问以前无法获得的信息资源,创建可供世界观看的内容,相互合作和学习,并增加了他们对阅读和写作的兴趣。我们还注意到一些需要解决的挑战,其中一些与人机交互直接相关,包括输入设备、基本交互以及用户界面的概念设计和本地化问题。
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引用次数: 62
Give me a reason: hedonic product choice and justification 给我一个理由:享乐的产品选择和理由
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358806
S. Diefenbach, Marc Hassenzahl
Recently, researchers and practitioners of Human-Computer Interaction started to distinguish instrumen-tal, task-related, pragmatic quality aspects (i.e., use-fulness, usability) of interactive products from non-instrumental, self-referential, hedonic quality aspects (e.g., beauty, novelty). Although both qualities are ap-preciated while using a product, hedonic quality tends to be downplayed in the moment of product choice. We suggest and test the idea that this is the consequence of an increased experienced pressure to justify hedonic choices and according expenditures.
最近,人机交互的研究人员和实践者开始将交互产品的工具性、任务相关性、实用性质量方面(如有用性、可用性)与非工具性、自我参照性、享乐性质量方面(如美感、新颖性)区分开来。虽然这两种品质在使用产品时都是值得欣赏的,但在选择产品的那一刻,享乐的品质往往会被淡化。我们提出并验证了这一观点,即这是为享乐选择和支出辩护的经验压力增加的结果。
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引用次数: 12
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CHI '08 Extended Abstracts on Human Factors in Computing Systems
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