Posts tagged: HCI

Finding a needle in a haystack: An interactive video archive explorer for professional video searchers

Professional video searchers typically have to search for partic- ular video fragments in a vast video archive that contains many hours of video data. Without having the right video archive exploration tools, this is a difficult and time consuming task that induces hours of video skimming. We propose the video archive explorer, a video exploration tool that provides visual representations of automatically detected concepts to facilitate individual and collaborative video search tasks. This video archive explorer is developed by employing a user-centred methodology, which ensures that the tool is more likely to fit to the end user needs. A qualitative evaluation with professional video searchers shows that the combination of automatic video indexing, interactive visualisations and user-centred design can result in an increased usability, user satisfaction and productivity.

Empathic television experiences with second screens

The television remains a central hub in the home environment. We believe that in order to maintain its central role future TV's will need to incorporate empathic features. These will be delivered by interacting with other personal devices in home and services in the cloud. This position paper illustrates the common as well as the individual views of several Belgian partners working around a common scenario in the ITEA2 'Empathic Products' project.

Crossing the bridge over norman's gulf of execution: Revealing feedforward's true identity

Feedback and affordances are two of the most well-known principles in interaction design. Unfortunately, the related and equally important notion of feedforward has not been given as much consideration. Nevertheless, feedforward is a powerful design principle for bridging Norman's Gulf of Execution. We reframe feedforward by disambiguating it from related design principles such as feedback and perceived affordances, and identify new classes of feedforward. In addition, we present a reference framework that provides a means for designers to explore and recognize different opportunities for feedforward.

Bro-cam: Improving game experience with empathic feedback using posture tracking

In todays videogames user feedback is often provided through raw statistics and scoreboards. We envision that incorporating empathic feedback matching the player's current mood will improve the overall gaming experience. In this paper we present Bro-cam, a novel system that provides empathic feedback to the player based on their body postures. Different body postures of the players are used as an indicator for their openness. From their level of openness, Bro-cam profiles the players into different personality types ranging from introvert to extrovert. Empathic feedback is then automatically generated and matched to their preferences for certain humoristic feedback statements. We use a depth camera to track the player's body postures and movements during the game and analyze these to provide customized feedback. We conducted a user study involving 32 players to investigate their subjective assessment on the empathic game feedback. Semi-structured interviews reveal that participants were positive about the empathic feedback and Bro-cam significantly improves their game experience.

Activity-centric support for ad hoc knowledge work: A case study of co-activity manager

Modern knowledge work consists of both individual and highly collaborative activities that are typically composed of a number of configuration, coordination and articulation processes. The desktop interface today, however, provides very little support for these processes and rather forces knowledge workers to adapt to the technology. We introduce co-Activity Manager, an activity-centric desktop system that (i) provides tools for ad hoc dynamic configuration of a desk- top working context, (ii) supports both explicit and implicit articulation of ongoing work through a built-in collaboration manager and (iii) provides the means to coordinate and share working context with other users and devices. In this paper, we discuss the activity theory informed design of co-Activity Manager and report on a 14 day field deployment in a multi-disciplinary software development team. The study showed that the activity-centric workspace supports different individ- ual and collaborative work configuration practices and that activity-centric collaboration is a two-phase process consisting of an activity sharing and per-activity coordination phase.

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.