List of CHI 2004 Short Papers with rating, summary and assesment


Short Papers

  1. 3Book: A Scalable 3D Virtual Book
    S. K. Card, L. Hong, J. D. Mackinlay, E. H. Chi (Palo Alto Research Center)
  2. Active Eye Contact for Human-Robot Communication
    D. Miyauchi, A. Sakurai, A. Nakamura, Y. Kuno (Saitama University)
  3. Affective Sensors, Privacy, and Ethical Contracts
    C. Reynolds, R. Picard (Massachusetts Institute of Technology)
  4. All Together Now: Visualizing Local and Remote Actors of Localized Activity
    S. Lederer, J. Heer (University of California at Berkeley)
  5. American Sign Language of the Web
    D. I. Fels (Ryerson University)
    J. Richards (University of Toronto)
    J. Hardman (Canadian Hearing Society)
    S. Soudian, C. Silverman (Ryerson University)
  6. Anthropomorphic Visualizaion: A New Approach for Depicting Participants in Online Spaces
    E. Perry, J. Donath (Massachusetts Institute of Technology)
  7. Applying User Testing Data to UEM Performance Metrics
    J. Chattratichart (London Metropolitan University)
    J. Brodie (Brunel University)
  8. Appropriateness of Foot Interaction for Non-Accurate Spatial Tasks
    T. Pakkanen, R. Raisamo (University of Tampere)
  9. Attentive Display: Paintings as Attentive User Interfaces
    D. Holman, R. Vertegaal, C. Sohn, D. Cheng (Queen's University)
  10. Augmenting Icons for Deaf Computer Users
    H. Petrie, W. Fisher (City University)
    K. Weimann, G. Weber (Multimedia Campus Kiel)
  11. Automatic Support for Web User Studies with SCONE and TEA
    H. Obendorf, H. Weinreich, T. Hass (University of Hamburg)
  12. Banner Ads Hinder Visual Search and Are Forgotten
    M. Burke (University of Oregon)
    N. Gorman, E. Nilsen (Lewis & Clark College)
    A. Hornof (University of Oregon)
  13. Blogging by the Rest of Us
    D. J. Schiano (Stanford University)
    B. A. Nardi (University of California at Irvi
    M. Gumbrecht, L. Swartz (Stanford University)
  14. CareView: Analyzing Nursing Narratives for Temporal Trends
    L. Mamykina, S. Goose, D. Hedqvist (Siemens Corporate Research, Inc.)
    D. V. Beard (Idaho State University)
  15. Catalyzing Social Interaction with Ubiquitous Computing: A needs assessment of elders coping with cognitive decline
    M. Morris, J. Lundell, E. Dishman (Intel Research)
  16. A Cognitive Meta-Analysis of Design Approaches to Interruptions in Intelligent Environments
    A. Oulasvirta, A. Salovaara (Helsinki Institute for Information Technology)
  17. Collections: Flexible, Essential Tools for Information Management
    D. R. Karger (Massachusetts Institute of Technology)
    D. Quan (IBM T.J. Watson Research Center)
  18. A Commonsense Approach to Predictive Text Entry
    T. Stocky, A. Faaborg, H. Lieberman (Massachusetts Institute of Technology)
  19. Common Sense Investing: Bridging the Gap Between Expert and Novice
    A. Kumar (Massachusetts Institute of Technology)
    S. C. Sundararajan (IBM, Design Automation)
    H. Lieberman (Massachusetts Institute of Technology)
  20. Communicating Emotions in Online Chat Using Physiological Sensors and Animated Text
    H. Wang, H. Prendinger (The University of Tokyo)
    T. Igarashi (The University of Tokyo)
  21. Comparing the Immediate Usability of Graffiti 2 and Virtual Keyboard
    T. Költringer, T. Grechenig (Vienna University of Technology)
  22. A Comparison of Synchronous Remote and Local Usability Studies for an Expert Interface
    A. J. Bernheim Brush (University of Washington at Seattle)
    M. Ames (University of California at Berkeley)
    J. Davis (University of Washington at Seattle)
  23. Computerized Self-Administered Questionnaires on Touchscreen Kiosks: Do They Tell the Truth?
    P. J. Blignaut (Unviersity of the Free State)
  24. Conference State Estimation by Biosignal Processing - Observation of Heart Rate Resonance -
    M. Hosoda, A. Nakayama, M. Kobayashi, S. Iwaki (NTT Corporation)
  25. Context Photography: Modifying the Digital Camera Into a New Creative Tool
    S. Ljungblad, M. Håkansson, L. Gaye, L. E. Holmquist (Viktoria Institute)
  26. Dealing with Mobile Conversations in Public Places: some implications for the design of socially intrusive technologies
    S. Love, M. Perry (Brunel University)
  27. Designing Visual Notification Cues for Mobile Devices
    C. S. Campbell (IBM Almaden Research Center)
    P. Tarasewich (Northeastern University)
  28. Devices for Sharing Thoughts and Affection at a Distance
    K. N. Truong, H. Richter, G. R. Hayes, G. D. Abowd (Georgia Institute of Technology)
  29. Digital Graffiti: Public Annotation of Multimedia Content
    S. Carter (University of California at Berkeley)
    E. Churchill, L. Denoue, J. Helfman, L. Nelson (FX Palo Alto Laboratory)
  30. Document Co-Organization in an Online Knowledge Community
    H. Wu, M. D. Gordon, K. DeMaagd (University of Michigan)
  31. Does it Matter if You Don't Know Who's Talking? Multiplayer Gaming with Voiceover IP
    J. Halloran, G. Fitzpatrick (University of Sussex)
    Y. Rogers (University of Indiana)
    P. Marshall (University of Sussex)
  32. Don't Blame me I am Only the Driver: Impact of Blame Attribution on Attitudes and Attention to Driving Task
    I.-M. Jonsson (Toyota Information Technology Center)
    C. Nass (Stanford University)
    J. Endo, B. Reaves (Toyota Information Technology Center)
    H. Harris, J. Le Ta, N. Chan, S. Knapp (Stanford University)
  33. eBooks with Indexes that Reorganize Conceptually E. H. Chi, L. Hong, J. Heiser, S. K. Card (Palo Alto Research Center)
  34. The Effects of Background Music on Using a Pocket Computer in a Cafeteria: Immersion, Emotional Responses, and Social Richness of Medium
    K. Kallinen (Helsinki School of Economics)
  35. Electronic Privacy, Trust and Self-Disclosure in E-Recruitment
    J. Nickel (Freie Universität Berlin)
    H. Schaumburg (Humboldt Universität zu Berlin)
  36. Email Task Management Styles: The Cleaners and the Keepers
    J. Gwizdka (University of Toronto)
  37. 'ensemble': Playing with Sensors and Sound K. Andersen (STEIM)
  38. Examining Mobile Phone Text Legibility while Walking
    T. Mustonen, M. Olkkonen, J. Häkkinen (Nokia Research Center)
  39. Exploring the Design and Use of Peripheral Displays of Awareness Information
    E. S. De Guzman, M. Yau, A. Gagliano, A. Park (University of California at Berkeley)
    A. K. Dey (University of California at Berkeley, Intel Research, Berkeley)
  40. EyeDraw: A System for Drawing Pictures with the Eyes
    A. Hornof, A. Cavender, R. Hoselton (University of Oregon)
  41. Eye Gaze Interaction with Expanding Targets
    D. Miniotas, O.Špakov (University of Tampere)
    I. S. MacKenzie (York University)
  42. Facilitating Mobile Communication with Multimodal Access to Email Messages on a Cell Phone
    J. Lai (IBM T.J. Watson Research Center)
  43. FingerPrint: Supporting Social Awareness in a Translucent Sensor-Mediated Cue-Based Environment
    C. Bogdan, K. S. Eklundh (Royal Institute of Technology)
  44. FingerSense-Augmenting Expressiveness to Physical Pushing Button by Fingertip Identification
    J. Wang, J. Canny (University of California at Berkeley)
  45. Finger Talk: Collaborative Decision-Making Using Talk and Fingertip Interaction Around a Tabletop Display
    Y. Rogers, W. Hazlewood, E. Blevis, Y.-K. Lim (Indiana University at Bloomington)
  46. Focus+Context Sketching on a Pocket PC
    E. Lank, S. Phan (San Francisco State University)
  47. Friendster and Publicly Articulated Social Networking
    d. m. boyd (Unviersity of California at Berkeley)
  48. From Mental Effort to Perceived Usability: Transforming Experiences into Summary Assessments
    M. Hassenzahl (Darmstadt University of Technology)
    N. Sandweg (Siemens Corporate Technology)
  49. From Quality in Use to Value in the World
    G. Cockton (University of Sunderland)
  50. Giveaway Wireless Sensors for Large-Group Interaction
    M. Feldmeier, J. A. Paradiso (Massachusetts Institute of Technology)
  51. Gooey Interfaces: An Approach for Rapidly Repurposing Digital Content
    L. Nelson, E. F. Chruchill, L. Denoue, J. Helfman, P. Murphy (FX Palo Alto Laboratory)
    Summary and Assessment: Gooey Interfaces is a case study for the design of digital bulletin boards. It describes a presentation technique used in public, interactive displays (e.g., plasma posters designed for informal content sharing) that creates easily manipulable interfaces. The technique used allows to modify existing interface components, change the look and feel, repurpose content for new appearances and behaviors, or to delegate selected interface actions to other components, e.g., scrolling a document by touching and dragging it anywhere in the control that displays the content. The architecture uses a layered approach with two nested Visual Basic Web browser controls (the first one controls background/buttons, the second one displays the posted content). This study is interesting because it shows new possibilities to present and interact with content on large displays.
    Rating: **
  52. A Grounded Investigation of Game Immersion
    E. Brown, P. Cairns (University College London Interaction Centre)
    Summary and Assessment: The term 'immersion' is widely used but it is not clear what the experience of immersion is and whether people from different disciplines use this word consistently. This paper presents a study that defines immersion based on the experiences of gamers and divides it into three levels: engagement, engrossment, and total immersion. It further discusses the basic assumptions to create and manipulate immersive experiences. As this paper lays the groundwork for the possibility to design for immersion it is of particular interest to anyone who is involved in creating immersive applications.
    Rating: **
  53. HabilisDraw DT: A Bimanual Tool-Based Direct Manipulation Drawing Environment
    C. G. Butler, R. St. Amant (North Carolina State University)
    Summary and Assessment: HabilisDraw is a two-handed interactive tool-based drawing environment. The environment includes tools that embody intuitive aspects of their physical counterparts and allow the usage of tools both separately and in conjunction with other tools. The paper presents this drawing interface and explores the benefits of a desktop metaphor that closely mimics the behavior of tools and objects in a two-dimensional drawing environment. The hardware side is based around the DiamondTouch input device, a multi-user USB tablet, and a pair of gloves, which allows users to manipulate objects using natural motions.
    Rating: **
  54. Haptic Chameleon: A New Concept of Shape-Changing User Interface Controls with Force Feedback
    G. Michelitsch, J. Williams, M. Osen, B. Jimenez, S. Rapp (Sony Corporate Laboratories Europe)
    Summary and Assessment: Haptic Chameleon refers to tangible, computer-controlled user interface devices that convey information to and from the user by altering their shape and feel. The user decides what a haptic chameleon control will do by changing its shape, and can immediately recognize the capabilities of the newly shaped device through haptic and tactile channels. Haptic Chameleon controls are real, physical objects, which are able to change both their shape and material feel and consistency. The user can hold the device and squeeze different areas of it with different strengths. Depending on the available options the device will then change its shape while being held to communicate a particular state, which affords a new way of interaction (such as triangle for play or square for stop on a VCR, continuous or discrete mode). This paper is very interesting as it presents new tangible interfaces.
    Rating: ***
  55. Haptic Feedback for Pen Computing: Directions and Strategies
    I. Poupyrev (Interaction Lab, Sony CSL)
    M. Okabe (University of Tokyo, Interaction Lab, Sony CSL)
    S. Maruyama (Sony EMCS, Interaction Lab, Sony CSL)
    Summary and Assessment: Haptic Feedback for Pen Computing describes the approach to improve the experience of using pen devices and to enhance interaction with pen computers by augmenting them with haptic and tactile feedback displays. Haptic feedback is added to the screen by embedding TouchEngine actuators in the corners of the display (in between the LCD and the thin protective glass panel). When the piezoelectric actuators bend in response to the electrical signal, they push the glass outwards and the user can feel vibration through the pen, which is touching the screen. Tactile interaction with pen computers comprises, e.g., GUI interaction (buttons/sliders click and provide tactile impulse when pressed), feeling visual data (bumps, textures), or pulse feedback for drawing or sketching operations, which adapts to pen pressure.
    Rating: **
  56. HIM: A Framework for Haptic Instant Messaging
    A. F. Rovers, H. A. van Essen (Eindhoven University of Technology)
    Summary and Assessment: Compared to direct interaction in the real world modern internet-enabled communication technologies loose subtle non-verbal cues such as gestures, facial expressions, or prosodic features of speech. The HIM framework combines communication of textual messages with haptic effects and hapticons, which users can send with their messages. Hapticons are small programmed force/vibration patterns (specified by frequency, amplitude, duration) used to communicate a basic notion in a similar manner as ordinary icons in graphical interfaces. The way hapticons are perceived depends on the hardware that is used as output (e.g., force feedback joystick, vibration device, combination of graphics and active cursor manipulation for a traditional mouse). All audio-visual extensions that have been added to IM to show emotions have been received enthusiastically by their users.
    Rating: *
  57. How Do Users Think about Ubiquitous Computing?
    K. N. Truong, E. M. Huang, M. M. Stevens, G. D. Abowd (Georgia Institute of Technology)
    Summary and Assessment: The paper presents a study that examines how people naturally express ideas for novel applications, and it investigates how people describe and conceptualize ubiquitous computing applications and technology, such as interfaces that customize the behavior of devices in "smart" homes. It aims at incorporating input languages and interactions based upon end-users' models of expression and conceptualizations. In the past, many tools have been developed to allow users to build and customize their own ubicomp applications and to address their own needs in technology-enriched home environments. Yet, these tools do not fit the end-users' natural conceptualizations of ubicomp technologies because they are device-centric, rather than user-/task-centric and require users to conceptualize applications in the way a developer would. This paper is useful because it helps to better understand the way/what users think and to improve and make user interfaces more natural for end-users. The study results include ideas for ubiquitous capture and access applications suggested by potential users.
    Rating: **
  58. Human-Robot Speech Interface Understanding Inexplicit Utterances Using Vision
    Z. M. Hanafiah, C. Yamazaki, A. Nakamura, Y. Kuno (Saitama University)
    Summary and Assessment: This paper proposes a method of understanding inexplicit speech utterances by augmenting the speech recognition process with visual information. It tracks the human's gaze direction, detects objects in the direction, and recognizes human's actions. These bits of visual information ease the understanding of human's inexplicit utterances, such as omitted or ambiguously mentioned things due to the fact that listeners often share some visual information. The new interface is presented in the context of human-robot interactions. The experimental results show to be promising.
    Rating: *
  59. ICARE: A Component-Based Approach for the Design and Development of Multimodal Interfaces
    J. Bouchet, L. Nigay (CLIPS-IMAG)
    Summary and Assessment: ICARE describes a component-based approach for specifying and developing multimodal interfaces that support multiple interaction techniques, such as synergistic use of speech, gesture, and eye gaze tracking. Current software development systems do not appropriately address the flexibility modern multi-modal interactive systems require. With the ICARE system the designer graphically manipulates and assembles software components in order to specify the multimodal interaction dedicated to a given task, whereas the code of the multimodal user interface is generated automatically. The ICARE components are implemented in JavaBeans, but the platform is not yet fully developed. Two multi-modal systems developed with ICARE illustrate the applicability of this approach.
    Rating: *
  60. IdeaKeeper Notepads: Scaffolding Digital Library Information Analysis in Online Inquiry
    C. Quintana, M. Zhang (University of Michigan)
    Summary and Assessment: IdeaKeeper is a scaffolded work environment for online inquiry. It supports learners with information analysis so they can effectively read and make sense of articles they find in digital libraries. The paper focuses on scaffolded notepads, which connect to articles learners are reading in a browser, e.g., the user can summarize the article and edit / link / save / view his own notes and the corresponding articles together in order to provide seamless information management (e.g., What is the main idea?, What information helps me answer my question?).
    Rating: **
  61. Impact of Video Editing Based on Participants' Gaze in Multiparty Conversation
    Y. Takemae, K. Otsuka (NTT Communication Science Laboratories, NTT Corporation)
    N. Mukaua (Tokyo Denki Univesity)
    Summary and Assessment: The paper presents new video editing rules for recording meetings based on participants' gaze direction, which accurately and clearly convey the flow of conversation and nonverbal information about the participants. Results of experiments show that this new method better conveys (1) who is talking to whom and (2) the hearers' response to speakers (facial expression), as compared to conventional visual representations with fixed-viewpoint cameras and simple camera selection based on participants utterances. The method is especially useful for meetings with more than three participants.
    Rating: *
  62. INTERACTING with Sketched Interface Designs: An Evaluation Study
    B. Plimmer (University of Auckland)
    M. Apperley (University of Waikato)
    Summary and Assessment: The evaluation study presented shows that designers prefer hand drawn digital sketches in order to create a prototype user interface because they offer the creation of hand-drawn ideas and story-boards while design ideas are still fluid. In contrast, UI design environments and widget tools (such as CAD, builders for user interfaces, or publishing tools) limit and distract designers in the early design process by demanding them to think about buttons, checkboxes, and alignment. Compared to a whiteboard and formal diagrams created with Visual Basic form designer, creating a form interface with the tool introduced (Freeform) and by using the tool's interactive mode to explore the sketched design saved time and lead to more changes and improvements in the user interface prototype as it forced people to think more about user interaction and behavioral requirements of the problem.
    Rating: **
  63. Interactive Therapy with Instrumented Footwear
    J. A. Paradiso, S. J. Morris, A. Y. Benbasat, E. Asmussen (Massachusetts Institute of Technology)
    Summary and Assessment: Interactive footwear describes a heavily instrumented pair of shoes developed to function as a wearable gait laboratory, which provides realtime interactive musical feedback for people who learn to move properly (e.g., in physical therapy, sports medicine, training). The shoes are equipped with wireless sensors (16 disparate degrees of freedom) and produce realtime music that follow a dancer's movements in improvisational performances. The data measured is of medical interest and includes continuous pressure beneath heels / toes, insole / ankle bend, acceleration etc. An interactive musical environment was developed in MAX, which processes and combines sensors' data to modify music in real time. When gait defects are detected a loud metronome click is produced, or the music becomes less melodic to cue the patient back to a steady pace.
    Rating: **
  64. Interviewing Over Instant Messaging
    A. Voida, E. D. Mynatt (Georgia Institute of Technology)
    T. Erickson, W. A. Kellogg (IBM T.J. Watson Research Center)
    Description: Takes a look how interviewing changes when done via instant messaging.
    Rating: **
    Relevance: The topic itself isn't interesting as a research topic, but doing interviews via instant messaging might be a useful tool.
    Summary and assessment:"Interviewing Over Instant Messaging" describes some aspects that change when people are interviewed over instant messaging instead of being interviewed face to face. As there are significant changes as well as disadvantages and advantages, read this paper if you want to do interviews as part of your research.
    (Summary presented by Ingo)
  65. IN-Visible: Perceiving Invisible Urban Information through Ambient Media P. Chatzitsakyris, G. Ducla-Soares, A. Zulas (Massachusetts Institute of Technology)
    Description: Proposes an urban system that enhances the contact between people and the subway
    Rating: *
    Relevance: Some nice ideas but I don't think it is that relevant for our work plus it hasn't even been implemented yet.
    Summary and assessment:"IN-Visible" proposes to give people in the street above a subway station cues about train arrivals and to give people in a subway train visual information about what is above ground at their current location. Take a look at the paper if you are interested in augmented reality in an urban context.
    (Summary presented by Ingo)
  66. Keeping in Touch with the Family: Home and Away with the ASTRA Awareness System
    P. Markopoulos, N. Romero, J. van Baren, W. IJsselsteijn (Eindhoven University of Technology)
    B. de Ruyter (Philips Research Eindhoven)
    B. Farshchian (Telenor Research)
    Description: Describes research in supporting close family members living apart to keep in touch with each other.
    Rating: *
    Relevance: In itself probably not very relevant for our work but they state that "Pioneering awareness systems have focused on the workplace, as for example Media Spaces" so it might be interesting to see how their system differs from something one would implement for a media space.
    Summary and assessment:"Keeping in Touch with the Family" introduces an awareness system for supporting lightweight social communication between mobile individuals and people at home and gives the results of a field test of the system (people were more aware of each other and liked the fact that they didn't feel they had to respond to every message, but people already embracing a digital lifestyle didn't profit as much). Read it if you're interested in making instant messaging more user friendly or attractive.
    (Summary presented by Ingo)
  67. Learner Articulation in an Immersive Visualization Environment
    J. M. Mazur (University of Kentucky Center for Visualizaiton and Virtual Environments)
    C. H. Lio (University of Kentucky College of Education)
    Description: Presents an observational study about movement, gesture and verbal explanation of undergraduate engineering students using an immersive visualization display to understand concepts in basic fluid dynamics.
    Rating: **
    Relevance: The topic and the paper is very interesting but I wouldn't recommend to do research on it.
    Summary and assessment:"Learner Articulation in an Immersive Visualization Environment" indicates that leaving mouse, keyboard and normal monitor behind allows better learning if learners can use natural body movements to change what is presented to them (e.g. if it is easy to test mental models by taking a different "perspective" with natural feeling movements or gestures). As i10 has students to teach, we should keep that in mind for all the systems we install or develop.
    (Summary presented by Ingo)
  68. Lessons Learned Using Ubiquitous Sensors for Data Collection in Real Homes
    J. Beaudin, S. Intille, E. M. Tapia (Massachusetts Institute of Technology)
    Description: Gives practical advice what should be considered when ubiquitous sensors are deployed in a home environment
    Rating: **
    Relevance: I don't know if we will collect data the way those guys do but they give good technical and psychological advice.
    Summary and assessment:"Lessons Learned Using Ubiquitous Sensors for Data Collection in Real Homes" tells problems and solutions of collecting data with ubiquitous sensors in real homes (e.g. how to attach removable sensors so they don't fall off and do not damage the surface, how to avoid disturbing the people taking part in a study, etc.). If you plan to bring sensors and users into contact in a study, you might want to take a look at this paper.
    (Summary presented by Ingo)
  69. Letting Every Pupil Learn Japanese Hand Alphabets with VISUAL Interfaces
    M. Namatame (Tsukuba College of Technology)
    Y. Harada, F. Kusunoki (Tama Art University)
    T. Terano (Tsukuba University)
    T. Halverson, A. J. Hornof (University of Oregon)
    Description: Presents a desktop computer based system for teaching elementary school children Japanese hand language, as well as a user study of the system.
    Rating: *
    Relevance: Not relevant.
    Summary and assessment:"Letting Every Pupil Learn Japanese Hand Alphabets with VISUAL Interfaces" discusses learning software for Japanese hand language. The paper isn't that interesting and it's not a topic we should research.
    (Summary presented by Ingo)
  70. Link Colors Guide a Search
    T. Halverson, A. J. Hornof (University of Oregon Department of Computer and Information Science)
    Description: Depicts a study asking how text color affects visual search.
    Rating: **
    Relevance: Doing such studies might not be interesting, using their results is.
    Summary and assessment:"Link Colors Guide a Search" analyses reaction time and eye movement of people searching for a certain word in colored text (knowing which color the word would be). As having words in different colors slows down searching compared to making all "unimportant" words invisible, the authors propose using other visual properties like luminescence to get better search times. Take a look at this paper if you want to use visual properties to mark text/graphic elements in a user interface.
    (Summary presented by Ingo)
  71. MiniMedia Surfer: Browsing Video Segments on Small Displays
    M. Kamvar (Columbia University)
    P. Chiu, L. Wilcox, S. Casi, S. Lertsithichai (FX Palo Alto Laboratory)
    Description: Shows how small screen estate can be used for multimedia applications by layering content.
    Rating: **
    Relevance: Interesting ideas for small screens, not so interesting for large displays.
    Summary and assessment:"MiniMedia Surfer" deals with content that loses meaning when shown as tiny thumbnail (like video clips) but has to be presented on a small screen along with other content, solving the problem by layering the contents and providing gestures to control transparency. Read this paper if you want to avoid scaling down certain graphic elements of you user interface too much.
    (Summary presented by Ingo)
  72. More than Just Fun and Games: Assessing the Value of Educational Video Games in the Classroom
    J. Lee, K. Luchini, B. Michael (University of Michigan)
    C. Norris (University of North Texas)
    E. Soloway (University of Michigan)
    Description: Evaluates how the use of computer toys affects "math" drills in school.
    Rating: *
    Relevance: None.
    Summary and assessment:"More than Just Fun and Games" reports that using GameBoys and a gamelike math software (that allows you to score points for adding or subtracting numbers) improves learning. I think the authors address the wrong problem, they try to make it more effective to teach math the wrong way instead of trying to teach math in a better way.
    (Summary presented by Ingo)
  73. Mouse Ether: Accelerating the Acquisition of Targets Across Multi-Monitor Displays
    P. Baudisch, E. Cutrell, K. Hinckley (Microsoft Research)
    R. Gruen (Microsoft)
    Description: Helps users position their mouse in an environment with multiple displays.
    Rating: **
    Relevance: GUI-related but still interesting as it shows how a simple idea can make the life of your users easier.
    Summary and assessment:"Mouse Ether" adapts mouse motions over the boundaries of multiple monitors so that they appear as they would if it was just one physical monitor with constant resolution. Which means that your mouse pointer ends up in the place you were targeting (a user study showed that target acquisition did improve when using Mouse Ether). Read it if you want an example for improving user interfaces with simple ideas.
    (Summary presented by Ingo)
  74. Mouth Type: Text Entry by Hand and Mouth
    M. J. Lyons, C.-H. Chan, N. Tetsutani (ATR Intelligent Robotics and Communications Lab & Media Information Science Lab)
    Description: presents a method of text entry that combines keystrokes and mouth shapes to achieve text input with one keystroke per character.
    Rating: *
    Relevance: Not that relevant as it describes a novel way of text input for mobile devices but still sticks to the old ways.
    Summary and assessment:"Mouth Typ" combines camera pictures of the shape of the user's mouth with keystrokes on a phone keyboard, allowing text entry on mobile devices with just one keystroke (different mouth shapes yield different characters for the same key). A small user study showed that text entry was indeed faster than with MultiTap but that error rates went up as well. Read it if you are interested in unusual ways of data entry for mobile devices.
    (Summary presented by Ingo)
  75. Not Just Intuitive: Examining the Basic Manipulation of Tangible User Interfaces
    C.-J. Huang (University of Washington)
    Description: Describes a user study where users had to memorize simple layouts and afterwards reproduce them using either a GUI with a mouse or a tangible "interface" consisting of pieces of paper.
    Rating: *
    Relevance: Not relevant.
    Summary and assessment:"Not Just Intuitive" finds that users can solve a spatial task better using a tangible interface. But since the authors ask "Is there anything that prevents tangible user interfaces from becoming more widely used?" in their abstract and then state in their conclusion that they intend to find that out with additional research you are absolutely correct in assuming that you don't really need to read this paper.
    (Summary presented by Ingo)
  76. Older Adults and Web Usability: Is Web Experience the Same as Web Expertise?
    A. Chadwick-Dias, D. Tedesco, T. Tullis (Fidelity Investments, Fidelity Center for Applied Technology)
  77. Online Personals: An Overview
    A. T. Fiore, J. S. Donath (Massachusetts Institute of Technology)
  78. Passwords You'll Never Forget, but Can't Recall
    D. Weinshall, S. Kirkpatrick (Hebrew University)
  79. Photo Annotation on a Camera Phone
    A. Wilhelm, Y. Takhteyev (University of California at Berkeley)
    R. Sarvas (Helsinki Institute for Information Technology)
    N. V. House, M. Davis (University of California at Berleley)
  80. Pointing Without a Pointer
    J. Williamson (University of Glasgow)
    R. Murray-Smith (University of Glasgow, Hamilton Institute, National University of Ireland Maynooth)
  81. Preschool Children's Use of Mouse Buttons
    J. P. Hourcade (United States Census Bureau)
    B. B. Bederson, A. Druin (University of Maryland)
  82. A Process for Creating the Business Case for User Experience Projects
    J. Herman (eBay User Experience & Design Group)
  83. Production of Pace as Collaborative Activity
    A. Galani, M. Chalmers (University of Glasgow)
  84. Project Massive: A Study of Online Gaming Communities
    A. F. Seay, W. J. Jerome, K. S. Lee, R. E. Kraut (Carnegie Mellon University)
  85. Recent Developments in Text-Entry Error Rate Measurement
    R. W. Soukoreff, I. S. MacKenzie (York University)
  86. A Reduced QWERTY Keyboard for Mobile Text Entry
    N. Green, J. Kruger, C. Faldu, R. St. Amant (North Carolina State University)
  87. Reconditioned Merchandise: Extended Structured Report Formats in Usability Inspection
    G. Cockton, A. Woolrych, M. Hindmarch (University of Sunderland)
  88. Regressions Re-visited: a New Definition for the Visual Display Paradigm
    J. A. Renshaw, J. E. Finlay (Leeds Metropolitan University)
    D. Tyfa, R. D. Ward (University of Huddersfield)
    Summary and assessment: The paper looks at how the tracking of eye movement is used for usability studies. There was an earlier approach using regressions (eye movements to something that has previously been fixated) as an indicator for usability. This seemed to work in some scenarios, but was not perfect. The authors of this paper now present a refined approach for using regressions in usability studies.
  89. Release, Relocate, Reorient, Resize: Fluid Techniques for Document Sharing on Multi-User Interactive Tables
    M. Ringel (Stanford University)
    K. Ryall, C. Shen, C. Forlines (Mitsubishi Electric Research Laboratories)
    F. Vernier (University of Paris 11)
    Summary and assessment: The authors present a study on the efficiency of different methods of sharing digital documents in a meeting using tablet-PCs. The methods they studied were release (explicitly allowing another user to access a document), reorient (turning the tablet towards the other users), relocate (move the document to a public area) and resize (increase the size of a document to make it public). All these methods were found easy to learn and usable, though the relocate-method seemed to be the most natural one. Refers more to the field of CSCW.
  90. Remarkable Computing-the Challenge of Designing for the Home
    M. G. Petersen (University of Aarhus)Summary and assessment: The author discusses the use of remarkable and unremarkable computing when implementing ubiquitous systems. He argues that the ideal of unremarkable computing, that is often taken as a goal, does not fit every application scenario and even is a bad idea when the chosen UI metaphors break down. Interesting idea, but the paper is rather vague on this.
  91. Robotic Pets in the Lives of Preschool Children P. H. Kahn, Jr., B. Friedman (University of Washington)
    D. R. Perez-Granados (Stanford University)
    N. G. Freier (University of Washington)
    Summary and assessment: The authors present a study on how young children interact with a Sony AIBO robot in comparison to a stuffed dog. It was found that while the children claimed that the AIBO had the same properties as the stuffed dog, their behavior while playing with them was significantly different. The AIBO was treated more like a real dog and even seen as a potential threat occasionally.
  92. Search Result Exploration: A Preliminary Study of Blind and Sighted Users' Decision Making and Performance
    M. Y. Ivory (Unviersity of Washington)
    S. Yu (Encysys Consulting)
    K. Gronemyer (University of Washington)
    Summary and assessment: A user study was conducted comparing the behavior of blind and sighted people while performing web-based search tasks. It was found that both user groups would prefer having more information about a web page to help classify its relevance, but while sighted users prefered to have more information on a search result displayed, blind users felt that it was more important for them to be able to customize the display of search results.
  93. Sensing GamePad: Electrostatic Potential Sensing for Enhancing Entertainment Oriented Interations
    J. Rekimoto (Sony Computer Science Laboratories, Inc.)
    H. Wang (Tokyo University)
    Summary and assessment: The authors of this paper built an enhanced game-pad that can measure the electrostatic potential of the human body to determine if the user lifts a foot or jumps. Apart from two electrodes on the game pad and a small controller no extra hardware is needed. The measurement seems to relatively robust so that cheating is hard. Potential applications include video games, music players (e.g. adapting to the running speed of a jogger), music instruments (replacing pedals) or sports equipment (e.g. a tennis racket that creates sound effects). Maybe this could be an idea for a new iStuff-device?
  94. Single-Handed Interaction Techniques for Multiple Pressure-Sensitive Strips G. Blask&ó;, S. Feiner (Columbia University)
  95. Social interaction in 'There'
    B. Brown, M. Bell (University of Glasgow)
  96. A Tangible Architecture for Creating Modular, Subsumption-Based Robot Control Systems
    T. Gorton, B. Mikhak (Massachusetts Institute of Technology Media Laboratory)
  97. Tangible Interface for Collaborative Information Retrieval
    A. F. Blackwell, M. Stringer, E. F. Toye, J. A. Rode (Unviersity of Cambridge)
  98. Task-Evoked Pupillary Response to Mental Workload in Human-Computer Interaction
    S. T. Iqbal (University of Illinois)
    X. S. Zheng (Beckman Institute)
    B. P. Bailey (University of Illinois)
  99. Techniques for Researching and Designing Global Products in an Unstable World: A Case Study
    B. E. Foucault, R. S. Russell, G. Bell (Intel Corporation)
  100. Text Analysis as a Tool for Analyzing Conversation in Online Support Groups
    A. D. I. Kramer, S. R. Fussell, L. D. Setlock (Carnegie Mellon University)
    Summary and assessment:The paper introduces a new kind of measure to evaluate the effect online support groups have on sufferers from chronic mental or physical illnesses. Here, a software tool is used to analyse chatroom discourse in terms of word categories enabling detection of changes in single users‘ discourses over time or over different media.
  101. Towards Caring Machines
    T. W. Bickmore (Boston University School of Medicine)
    R. W. Picard (Massachusetts Institite of Technology Media Laboratory)
    Summary and assessment:The paper describes the results of a longitudinal study of simulated caring by a computer. It is known that caring has major beneficial influence on education, psychotherapy and medicine, threrefore it is examined if those effects can also be achieved if the caring is performed by a computer. It is stated that the perception of being cared for can be conveyed to most people by means of computer-simulated caring agents, resulting in a higher willingness to work with those agents.
  102. Two-Handed Interaction on a Tablet Display K.-P. Yee (University of California at Berkeley)
    Summary and assessment:The paper promotes the idea of combining a tablet computer with an overlaid touchscreen to compose a new input device which supports bimanual operation (the left hand interacts with the touchscreen overlay as the right hand operates the electromagnetic stylus). The device allows a rich variety of existing two-handed interaction techniques as well as "new ones that exploit the reconfigurability of touchscreen interfaces". The result is a comfortable, natural and efficient method to interact with the computer.
  103. Ubiquitous Computing Design Principles: Supporting Human-Human and Human-Computer Transactions
    T. Salvador, S. Barile, J. Sherry (Intel Corporation)
    Summary and assessment:The paper analyzes the demands on the design of ubiquitous computing systems in a setting of retail transactions. It is stated that transactions can be "represented as balanced exchanges in the context of a trust relationship". Based on ethnographic and informance work, it is stated that such designs should embrace at least three characteristics of social systems: "accountability, real-time inspectability and the capability to exercise recourse" in order to form the desired kind of trust relationship.
  104. Use of Mobile Appointment Scheduling Devices
    T. E. Starner, C. M. Snoeck, B. A. Wong, R. M. McGuire (Georgia Institute of Technology)
    Summary and assessment:The paper researches into the habits of users when making appointments away from their desk. The users` primary methods of scheduling are compared, furthermore it is examined when and why users deviate from those. Though some insight into how calendar mechanisms are used is given, the paper "also raises many unanswered questions".
  105. A User Interface Framework for Kinetic Typography-enabled Messaging Applications
    G. Möhler, M. Osen, H. Harrikari (Sony Corporate Laboratories Europe)
    Summary and assessment:The paper proposes a framework for a kinetic typography-enabled user interface. It supports automatic line-breaking for better readability on small screens, automatic highlighting of keywords (such as full verbs or nouns) and a wide variety of text-animations to convey emotions or intentions to the reader. The design is based on a visual framework, letting the user specify suitable animations or highlightings according to his attentions with direct visual feedback, always yielding a coherent and aesthetic output.
  106. Using Heuristics to Evaluate the Playability of Games
    H. Desurvire (Behavioristics, Inc.)
    M. Caplan (Avatar-X)
    J. A. Toth (Institute for Defense Analyses Research Staff Member)
  107. Using Mental Load for Managing Interruptions in Physiologically Attentive User Interfaces
    D. Chen, R. Vertegaal (Human Media Laboratory, Queen's University)
  108. Viewing and Annotating Media with MemoryNet
    R. Rajani, A. Vorbau (Hewlett Packard Laboratories)
  109. Wideband Displays: Mitigating Multiple Monitor Seams J. D. Mackinlay (Palo Alto Research Center)
    J. Heer (Palo Alto Research Center, University of California at Berkeley)
  110. WinCuts: Manipulating Arbitrary Window Regions for More Effective Use of Screen Space
    D. S. Tan, B. Meyers, M. Czerwinski (Microsoft Research)
  111. Z-Tiles: Building Blocks for Modular, Pressure-Sensing Floorspaces
    B. Richardson, K. Leydon, M. Fernström (University of Limerick)
    J. A. Paradiso (Massachusetts Institite of Technology Media Laboratory)

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