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

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Evaluating touch gestures for scrolling on notebook computers 评估在笔记本电脑上滚动的触摸手势
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358788
K. Arthur, N. Matic, Paul J. Ausbeck
We describe a new circular touch gesture for scrolling called ChiralMotionTM and report on work to measure its performance. In a study using a document scrolling task, ChiralMotion outperformed linear Virtual Scrolling on a notebook computer TouchPad. Participants also indicated a preference for ChiralMotion in a follow-up questionnaire. We discuss the results and our plans for follow-up studies incorporating other devices.
我们描述了一种新的用于滚动的圆形触摸手势ChiralMotionTM,并报告了测量其性能的工作。在一项使用文档滚动任务的研究中,ChiralMotion在笔记本电脑TouchPad上的表现优于线性虚拟滚动。参与者还在后续问卷中表示对ChiralMotion的偏好。我们讨论了结果和纳入其他设备的后续研究计划。
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引用次数: 14
Preliminary evaluation of a remote mobile collaborative environment 远程移动协作环境的初步评估
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358842
Kharsim Yousef
MCEs (Mobile Collaborative Environments) are systems designed to allow users to collaborate any time and anywhere using wireless networks and mobile devices. In this paper we report on our findings from the development and testing of a fully functional MCE photo-conferencing service that enables seamless synchronous collaboration between remote mobile users over existing 3G cellular networks. Key to the development of MCEs is an understanding of the effects of remote gestural interactions between mobile participants. We report on the results of an initial evaluation of our photo-conferencing service, examining the effects of two remote gestural interactions, 'Pointing' and 'Scaling', assessing their impact on performance measurements. Our findings begin to inform the design of future mobile collaborative environments.
mce(移动协作环境)是设计用于允许用户使用无线网络和移动设备随时随地协作的系统。在本文中,我们报告了我们从开发和测试全功能MCE照片会议服务的发现,该服务可以在现有3G蜂窝网络上实现远程移动用户之间的无缝同步协作。mce发展的关键是理解移动参与者之间远程手势交互的影响。我们报告了我们的照片会议服务的初步评估结果,检查了两种远程手势交互的效果,“指向”和“缩放”,评估了它们对性能测量的影响。我们的发现开始为未来移动协作环境的设计提供信息。
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引用次数: 2
Personal inventories: toward durable human-product relationships 个人清单:走向持久的人与产品关系
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358929
William Odom
In this paper, I build on perspectives in Human-Computer Interaction (HCI) and design literature to develop a theoretical lens to conduct personal inventories of human-product relationships within the home. I describe an ongoing empirical study examining participants' attitudes toward and relationships with interactive technology, and frame this research within the nascent and growing literature in HCI on environmental sustainability. I will present early findings from this study and discuss how these implications can inform potential future design practice within the HCI community.
在本文中,我以人机交互(HCI)和设计文献的视角为基础,开发了一个理论视角,以在家中进行人与产品关系的个人清单。我描述了一项正在进行的实证研究,该研究考察了参与者对互动技术的态度及其与互动技术的关系,并将这项研究纳入了关于环境可持续性的HCI的新兴和不断增长的文献中。我将介绍这项研究的早期发现,并讨论这些影响如何在HCI社区中为潜在的未来设计实践提供信息。
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引用次数: 13
Wellness applications -- ui design to support long-term usage motivation 健康应用——支持长期使用动机的ui设计
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358741
Aino Ahtinen
Due to the high penetration rate of mobile phones today, they have the potential to provide accessible and easy-to-use applications that help people manage their health and be physically more active. This paper describes the aim and progress of the author's PhD studies on the user interaction, usability and motivational issues related to mobile wellness applications.
由于今天移动电话的高普及率,它们有可能提供易于访问和易于使用的应用程序,帮助人们管理自己的健康并进行更多的身体活动。本文描述了作者在移动健康应用程序的用户交互、可用性和动机问题上的博士研究的目标和进展。
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引用次数: 6
Probing an agile usability process 探索敏捷可用性过程
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358648
Peter Wolkerstorfer, M. Tscheligi, R. Sefelin, H. Milchrahm, Z. Hussain, M. Lechner, Sara Shahzad
In this paper we describe adaptations to the classical Extreme Programming (XP) process. The approach described integrates HCI (human computer interaction) instruments. The implemented HCI instruments are: user studies, extreme personas (a variation of the personas approach), usability expert evaluations, usability tests, and automated usability evaluations. By combining XP and UCD (user centered development) processes we take advantages of both approaches.
在本文中,我们描述了对经典极限编程(XP)过程的改进。所描述的方法集成了HCI(人机交互)工具。实现的HCI工具有:用户研究、极端人物角色(人物角色方法的一种变体)、可用性专家评估、可用性测试和自动化可用性评估。通过结合XP和UCD(以用户为中心的开发)过程,我们利用了这两种方法的优势。
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引用次数: 53
Realfind: managing personal items in the physical world Realfind:管理现实世界中的个人物品
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358851
L. Câmara, Tiago Guerreiro, D. Gonçalves, J. Jorge
While in recent years some effort has been put into helping users manage their personal information in their computers, little has been done to provide meaningful ways to organize and retrieve a user's personal physical objects. Nowadays, technologies such as RFID tags can help bridge the gap between the real and electronic worlds. We propose that a tool that keeps track of the users' objects and seamlessly inter-relates information about them with other relevant autobiographical and contextual data, about the users and their activities, can help manage and retrieve both physical and electronic items in meaningful ways. We describe a prototype tool, RealFind that allows this to take place in a synergistic and effective way. Objects can be searched for based on their properties, but also by relating them to a wide range of contextual information stored on their computers.
近年来,人们在帮助用户管理计算机中的个人信息方面做出了一些努力,但在提供有意义的方法来组织和检索用户的个人物理对象方面却做得很少。如今,诸如RFID标签之类的技术可以帮助弥合现实世界和电子世界之间的差距。我们建议,一种工具可以跟踪用户的对象,并将有关它们的信息与其他相关的自传体和上下文数据、关于用户及其活动的信息无缝地相互关联,可以帮助以有意义的方式管理和检索物理和电子项目。我们描述了一个原型工具,RealFind,它允许以协同和有效的方式进行此操作。对象可以根据其属性进行搜索,也可以通过将它们与存储在计算机上的大量上下文信息联系起来进行搜索。
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引用次数: 3
Fragile: a case study for evoking specific emotional responses 脆弱:唤起特定情绪反应的案例研究
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358711
C. Diana
Designers and artists often seek to evoke specific, nuanced sets of emotional responses [1], but attempting to predict the reaction of a given target audience can be daunting. As a first step, it is helpful to create prototypical systems of objects and interactions in order to observe whether or not participants express certain intended emotional responses. The insight gleaned from such explorations can then be applied to future work in which the crafting of a particular experience is desired. This paper documents such an exploration, which took place in the form of an immersive, interactive environment. The environment, entitled "Fragile" included delicate movable lamps that rewarded the user with a combination of ambient sounds based on the lamps' positioning on a host object. [2]
设计师和美工经常试图唤起特定的、微妙的情感反应[1],但试图预测特定目标用户的反应可能会让人望而生畏。作为第一步,创建对象和交互的原型系统是有帮助的,以便观察参与者是否表达某些预期的情绪反应。从这种探索中收集到的洞察力可以应用到未来的工作中,其中需要制作特定的体验。本文记录了这样一种探索,它以沉浸式互动环境的形式发生。这个名为“脆弱”的环境包括精致的可移动灯,根据灯在宿主物体上的定位,用户可以获得环境声音的组合。[2]
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引用次数: 0
Special session in honor of randy pausch 纪念兰迪·波许的特别会议
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358977
Caitlin L. Kelleher, B. Myers, D. Siewiorek, Dennis Cosgrove, Jeffrey S. Pierce, M. Conway, Donald Marinelli
Randy Pausch is an inspiration to all with his research, teaching, the way he has lived his life, and his courage while confronting pancreatic cancer. This session brings together people he has touched through various phases of his career to discuss his research and legacy.
Randy Pausch的研究、教学、生活方式以及面对胰腺癌的勇气鼓舞了所有人。这次会议将他在职业生涯的各个阶段接触过的人聚集在一起,讨论他的研究和遗产。
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引用次数: 1
Real ethics in a virtual world 虚拟世界中的真实伦理
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358850
Victoria McArthur
This paper investigates the ethics of the appearance and behavior of avatars in massively multi-user online communities, in particular, avatars created for virtual business interactions in Second Life. The ethics of research conducted with avatars in 3D online environments is also discussed.
本文研究了大规模多用户在线社区中虚拟形象的外观和行为的伦理,特别是为“第二人生”中的虚拟商业互动而创建的虚拟形象。还讨论了在3D在线环境中使用虚拟人物进行研究的伦理问题。
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引用次数: 18
Increasing design buy-in among software developer communities 增加软件开发人员社区对设计的支持
Pub Date : 2008-04-05 DOI: 10.1145/1358628.1358638
Satya Viswanathan
This paper is based on projects in which the User Experience (UX) team in Bangalore adopted a User Centered Design approach to increase design buy-in among the developer community of our product and improve working relations with them. This paper provides ethnographical insights into the work practices our developers, their needs & limitations that prevent them from adopting the design process. We share our learning and methods we adopted to address these scenarios.
本文基于一些项目,在这些项目中,班加罗尔的用户体验(UX)团队采用了以用户为中心的设计方法,以增加我们产品的开发人员社区对设计的支持,并改善与他们的工作关系。本文提供了关于我们的开发者的工作实践,他们的需求和限制,阻止他们采用设计过程的人种学见解。我们将分享我们的经验和解决这些问题的方法。
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引用次数: 2
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CHI '08 Extended Abstracts on Human Factors in Computing Systems
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