Posts tagged: HCI

Understanding complex environments with the feedforward torch

In contrast with design flaws that occur in user interfaces, design flaws in physical spaces have a much higher cost and impact. Software is in fact fairly easy to change and update in contrast with legacy physical constructions where updating their physical appearance is often not an option. We present the Feedforward Torch, a mobile projection system that targets the augmentation of legacy hardware with feedforward information. Feedforward explains users what the results of their action will be, and can thus be seen as the opposite of feedback. A first user study suggests that providing feedforward in these environments could improve their usability.

Putting dementia into context - A selective literature review of assistive applications for users with dementia and their caregivers

People with dementia face a decline of their cognitive functions, including memory impairment and difficulty to orient in time and space. Assistive applications can ease the effects of dementia by assuming and supporting impaired functions. Context-awareness is an accepted paradigm for assistive applications. It enables interactive systems to react appropriately to situations that occur during daily routines of people with dementia. However, there currently is no recommended framework to view symptoms of dementia in terms of context and context-awareness. The aim of this paper is to inform designers in the early design stage of assistive applications how requirements and needs of people with dementia can be represented in a context-aware application. Based on a systematic literature review, we elicit which context types are linked to the needs of people with dementia and their caregivers and how they are used in existing assistive applications in dementia care. Our focus is on applications evaluated and assessed with people with dementia. We also classify these assistive applications by the offered context-aware services. We observe that these should not be limited within the realm of the local residence; context types that are valuable in-house can, to a certain extent, also be leveraged outside a local residence. We believe the proposed framework is a tool for application builders and interface designers to accomplish an informed design of systems for people with dementia.

Novel applications integrate location and context information

Co-activity manager: Integrating activity-based collaboration into the desktop interface

Activity-Based Computing (ABC) has been proposed as an organisational structure for local desktop management and knowledge work. Knowledge work, however, typically occurs in partially overlapping subgroups and involves the use of multiple devices. We introduce co-Activity Manager, an ABC approach that (i) supports activity sharing for multiple collaborative contexts, (ii) includes collaborative tools into the activity abstraction and (iii) supports multiple devices by seamlessly integrated cloud support for documents and activity storage. Our 14 day field deployment in a multidisciplinary software development team showed that activity sharing is used as a starting point for long-term collaboration while integrated communication tools and cloud support are used extensively during the collaborative activities. The study also showed that activities are used in different ways ranging from project descriptions to to-do lists, thereby confirming that a document-driven activity roaming model seems to be a good match for collaborative knowledge work.

Carpus: A non-intrusive user identification technique for interactive surfaces

Interactive surfaces have great potential for co-located collaboration because of their ability to track multiple inputs simultaneously. However, the multi-user experience on these devices could be enriched significantly if touch points could be associated with a particular user. Existing approaches to user identification are intrusive, require users to stay in a fixed position, or suffer from poor accuracy. We present a non-intrusive, high-accuracy technique for mapping touches to their corresponding user in a collaborative environment. By mounting a high-resolution camera above the interactive surface, we are able to identify touches reliably without any extra instrumentation, and users are able to move around the surface at will. Our technique, which leverages the back of users' hands as identifiers, supports walk-up-and-use situations in which multiple people interact on a shared surface.

Using storyboards to integrate models and informal design knowledge

Model-driven development of user interfaces has become increasingly powerful in recent years. Unfortunately, model-driven approaches have the inherent limitation that they cannot handle the informal nature of some of the artifacts used in truly multidisciplinary user interface development such as storyboards, sketches, scenarios and personas. In this chapter, we present an approach and tool support for multidisciplinary user interface development bridging informal and formal artifacts in the design and development process. Key features of the approach are the usage of annotated storyboards, which can be connected to other models through an underlying meta-model, and cross-toolkit design support based on an abstract user interface model.

User driven evolution of user interface models - the FLEPR approach

In model-based user interface development, models at different levels of abstraction are used. While ideas may initially only be expressed in more abstract models, modifications and improvements according to user's feedback will likely be made at the concrete level, which may lead to model inconsistencies that need to be fixed in every iteration. Transformations form the bridge between these models. Because one-to-one mappings between models cannot always be defined, these transformations are completely manual or they require manual post-treatment. We propose interactive but automatic transformations to address the mapping problem while still allowing designer's creativity. To manage consistency and semantic correctness within and between models and therefore to foster iterative development processes, we are combining these with techniques to track decisions and modifications and techniques of intra- and inter-model validation. Our approach has been implemented for abstract and concrete user interface models using Eclipse-based frameworks for model-driven engineering. Our approach and tool support is illustrated by a case study.

Squeeze me and i'll change: An exploration of frustration-triggered adaptation for multimodal interaction

Complex 3D interaction in virtual environments may inhibit user interaction and cause frustration. Supporting adaptivity based on the detected user frustration can be considered as one promising solution to enhance user interaction. Our work proposes to provide adaptive assistance to users who are frustrated during their interac- tion with 3D user interfaces in virtual environments. The obtrusive- ness of physiological measurements to detect frustration inspired us to investigate the pressure patterns exerted on a 3D input de- vice for this purpose. The experiment presented in this paper has shown a great potential on utilizing the finger pressure measures as an alternative to physiological measures to indicate user frustration during interaction. Furthermore, the findings in this particular con- text showed that adaptation of haptic interaction was effective in increasing the user's performance and making users feel less frus- trated in performing their tasks in the 3D environment.