Monday, February 28, 2011

Book Reading #28 - Coming of Age in Samoa


Book Author: Margaret Mead

Chapter 9: The Attitude of the Personality   
Summary

In this chapter, Mead discusses  the Samoans' view of personality. She starts by characterizing it as cautious and fatalist. She also defines the word musu. Musu means someone who is unwilling. Generally Samoans don't try to find out the reasons behind a person's feelings and attitude.  
When asked about a person's personality, the response will generally go along the lines of : "I don't know", or be descriptive on other information such as  sex, age, rank, relationship, defects and activities.
Mead also alludes to the peculiar way in which Samoans describe attitudes. They tend to be described as being either good or bad, easy or difficult.
 
Overall,  there is a lack of motivation to find out the reason why a person acts the way they act. Often, a person will not be characterized by their personality but rather by the role they should have in the community. For examples, children would be expect to obey elders, so one would not expect to ask a child: "Why are you disobeying?"
 
Discussion
  
I found this chapter interesting especially in contrast to attitudes in the west. In the west, there is emphasis on seeking help and on speaking up whenever a person is feeling a certain way (i.e depressed). It seems however, that for Samoans personality is not talked about openly, and there is more emphasis on the role one should play in the community. 

Paper Reading #12: Disappearing Mobile Devices


Comments
Cindy Skach
Evin Schuchardt
Reference Information
Title: Disappearing Mobile Devices
Authors: Tao Ni Hasso Plattner Institute & Virginia Tech, Potsdam, Germany
              Patrick Baudisch Hasso Plattner Institute, Potsdam, Germany
Presentation Venue: UIST 2009: 22nd annual ACM  symposium on User interface software and technology;
Date: 2009;
Location: New York, NY, USA

Summary

In this paper, the authors try to find out the technology that would suit implementing invisible devices. The challenge is in implementing a solution small enough that it "blends" with the user, but at the same time having functionality. They call the process of making devices smaller and smaller "miniaturization". Miniaturization has progressed from notebook computers and PDAs to increasingly smaller devices.

What hinders miniaturization, say the authors, is the device's user interface hardware, the size of which is linked to human constraints. Screens have to be large enough to be seen, keyboards large enough to be typed on. So one solution is to make non-user interface hardware. This requires removing all interface hardware that is linked to the user's finger size, eyesight, or other human constraints.
The main focus in this paper is on methods of input.
Some of the technologies the authors have considered are:
  • Touch: a device can tell whether it is being touched or not with the aid of capacitive sensors and threshold light sensors.
  • Pressure: humans are able to operate buttons of about 1 mm in diagonal.
  • Motion: not a popular solution because when devices are scaled down, motion sensors don't always continue to work, and may require the inclusion of a camera
Because of the limitation of input by pressure, the authors have decided to focus on touch and motion. 
They go on to describe three classes of devices: 
  • a motion scanner: consisting in a touch screen combined with with a motion sensor. 
  • a touch scanner: consists of only a single touch sensor.
  • a direction scanner: consists of three collocated touch sensors. 
In addition to these hardware considerations, the input language also has to be considered. The authors explain that one of the input language of touch scanners is Morse code. The input language for direction scanners is Marking. Marking consists in setting up a timeout as a delimiter to gestures. Finally, the input to motion scanners is unistroke. Motion scanners have the task of recognizing the path of a gesture, and should be able to distinguish gestures such as dialing, or entering a character.

The authors then go on to talk about some of the prototypes they have made, and user studies they have conducted. The first user study they did was on the "marking" method of input. In it, they asked users to enter marks by swiping with their index finger. They could be asked to swipe "up", "up-right", "right", etc.. . 
The authors found that users mainly made two types of errors. The first is that users would occasionally rotate the device as they were holding it. The second would occur when participants would stay in the range of the sensor after the gesture was presumably complete. 
 In their second user study, they tested the "unistroke" method of input. This investigated text entry on motion scanners. They found that users would make a lot of mistakes on this type of input method. 

These case studies have allowed the authors to layout a list of things to consider when designing an input method:
  • use the entire hand for input
  • preferably use marks that do not suffer from the incomplete lift-off problem
  • preferably use unistroke gestures
  • if orientation matters, provide a frame of reference.
  • provide a tactile feature. 
  • etc..

Discussion

This paper was interesting, and provided good insight into techniques that could possibly be used for input on invisible devices. The authors also alluded to methods that could be used for output such as visual, tactile, and audio feedback . I personnally don't like the idea of having a device implanted under my skin just for convenience. However, I do find some the methods of input discussed quite interesting.

Sunday, February 27, 2011

Paper Reading #11: Activity analysis enabling real-time video communication on mobile phones for deaf users



Comments
Cindy Skach
Evin Schuchardt
Reference Information
Title: Activity analysis enabling real-time video communication on mobile phones for deaf users
Authors: Neva Cherniavsky  University of Washington, Seattle, WA, USA 
              Jaehong Chon  University of Washington, Seattle, WA, USA 
              Jacob O. Wobbrock  University of Washington, Seattle, WA, USA 
              Richard E. Ladner  University of Washington, Seattle, WA, USA 
              Eve A. Riskin  University of Washington, Seattle, WA, USA
Presentation Venue: UIST 2009: 22nd annual ACM  symposium on User interface software and technology;
Date: 2009;
Location: New York, NY, USA

Summary
This paper presents a system called MobileASL for real-time video communication on the current U.S. mobile phone network. The goal is to enable Deaf people to communicate with Sign Language over mobile phones via sign language video in real-time.

The authors talk about some of the techniques they have been using to implement this system as well as prior work that has been done on video compression, and sign language video compression.

Challenges
The authors are faced with three main challenges that they need to resolve for MobileASL:
  • Low bandwidth: the majority of U.S. mobile phone networks use GPRS
  • Low processing speed: the best mobile phones out there have a 400 MHz processor, so the authors have to deal with this constraint and optimize the encoding of video in real-time
  • Limited battery life: the authors are dealing with video compression which drains battery life fast.
All these challenges must be resolved while producing intelligible video.
The two main techniques the authors are using are:
  • variable frame rate (VFR)
  • region-of-interest (ROI)
Variable frame rate saves processor cycles by automatically determining whether a user is signing and encoding accordingly  at the highest possible frame rate, and reducing the frame rate to 1 frame per second when the user is not signing. The authors are using a Baseling differencing technique that calculates the sum of absolute differences between successive frames to evaluate whether a user is signing.

As far as the region-of-interest technique, the authors explain that prior researchers found that most of signers watching sign language video focused almost entirely on the face. This one reason why the authors are using the ROI technique. ROI is an area of the frame that is coded at a higher quality at the expense of the rest of the frame. An example can be seen below.

The technique used for evaluating ROI is a quantizer step size or QP. Lower QP indicates higher quality of a frame but also requires a higher bit rate.   


As far as the phones used, the authors are currently using HTC TyTN-II phones. These phones have Windows mobile 6.1, Qualcomm MSM7200, 400 MHz ARM processor, Li-polymer battery, and QCIF(176*144) video size.

To evaluate their system, the authors did a series of user studies with a combination of objective and subjective measures and questionnaires. This helped them determine whether users liked their VFR technique, ROI technique, and the likelihood they would want to use the system. It also allowed them to find out how much users had to guess when conversing, how much they had to ask a person to repeat him/herself, and how much they would get annoyed by the system.
The authors mention that the interest from users in using the system has encouraged them to pursue this project, however they do realize that they need to refine the techniques they use, in particular VFR as it received mixed responses.
The techniques they are using also do not allow them to distinguish between a person signing and a person drinking coffee. The authors also plan to move out of the lab and into the field to test their system.  


Discussion
This was an interesting paper to read. Unlike previous papers where the math would discourage me from reading on, the math described here was not as hard to follow. I also appreciated how the authors put their work in context of previous work done in the field. This gave a clear view of what has been done, what and why the authors are currently doing what they do, and future work they plan to do. 
The application in itself is interesting and could be a very useful tool for the Deaf community. Users from the case studies have already shown interest in the system and were somewhat disappointed that it wasn't available in the market yet.

Thursday, February 24, 2011

Book Reading #24 - Emotional Design



 Book Author: Donald Norman

Chapter 1: Attractive Things Work Better
Summary
In this first chapter, Norman discusses why attractive things are more efficient. Emotions help a person make decisions and when that person is happy, it increases thought processes and encourages creative thinking. He then goes on to explain how attractive design allows for a more enjoyable experience and helps people figure things out.

Norman also discusses the three levels of processing:
  • visceral (the automatic layer),
  •  behavioral (everyday behavior layer)
  • reflective (contemplative layer).
He then discusses how the three levels interact with each other and how they relate to focus and creativity. 
 
Discussion
Having enjoyed Design of Everyday Things, I am curious to find out more about this book. I thought this chapter was a good introduction to the challenges a designer faces when considering the design from a kind of emotional point of view.

Book Reading #26 - Opening Skinner's Box


Book Author: Lauren Slater  

CHAPTER 7: Rat Park  

Summary
Lauren Slater relates Bruce Alexander's studies on rats. His aim was to research the effect of one’s environment on one’s addiction to drugs. Alexander thought that there were no chemical causes to addiction, but rather cultural factors that played in.  For his experiment, he put sixteen rats in a caged environment and sixteen rats in a “rat park,” Alexander exposed them both to morphine. What Alexander found was that the rats in the rat park chose drinking normal water over the morphine water while the caged rats preferred the morphine-laced water. Slater also discusses how his papers were not published in popular journals, and he was never highly regarded.  Slater once again uses herself for the experiment.  She begins taking her husbands morphine pills at night for 14 days to see if she develops an addiction, but it turns out she does not.
Discussion

Mead presents an interesting analysis on how one's environment affects his/her personal life and consequently his/her desire to use and be "addicted to" drugs. I don't know any drug addicts but it seems quite possible from documentaries I've seen. There is also an escapist attitude to it.

Book Reading #25 - Coming of Age in Samoa



Book Author: Margaret Mead

CHAPTER 8:  The Role of the Dance  
Summary

In this chapter, Mead discusses the role of dance in Samoan culture. It is significant because it's an activity in which all age groups participate. Until now, Mead was always talking about how boys and girls are seperated, and how relations in the community are formed. But this time, we see an activity in which all participate and can express their individuality.

Mead talks about three main styles of dancing:
 
  • Dance of the taupo
  •  Dance of the boys
  • Dance of the jesters 
When one dances, he/she will be given criticism (positive or negative). Mead also suggests that if you know a person's personality, you can predict how he/she will dance. 
 
 
Discussion
I prefer this chapter, as opposed to the previous one that dealt with "sex" relations.
I find it interesting though that the way one may be treated depends highly on their dancing skills. I'm not sure how complex Samoan dance is, but if it is then there would be people made fun of, and criticized because they cannot dance and consequently distanced from others.  

Full Blog: Design of Every Day Things



Summary

The Design of Everyday Things was written in 1988 by Donald Norman to point out the many errors in product design of his time, and to offer suggestions on how to eliminate these errors and improve the collective user experience. Most of the book talks about how faulty design is a real problem, and that it is all around us everyday. Through numerous anecdotes - some humorous, others grave - he recounts experiences where good and bad design made a significant impact on the user experience. One of the author's purposes is to train the reader to observe and recognize good and bad design on their own, and to understand that problems they have with everyday products are almost always not their own fault, but rather the fault of the designers of the product. The remainder of the book is dedicated to offering suggestions on how to improve design. Norman proposes a number of design principles such as conceptual models and mapping, feedback, and constraints and affordances that can be worked into the design of everyday objects to make them easier to use.
Discussion

 I liked that the author didn't simply point out product flaws, but rather offered suggestions for improving them. Norman at times appears to assume that people are generally very inept and must be protected from themselves. I think a product's success depends not only on the designer but also on the manufacturer, the seller, and the user. Norman, however, claims that we should all cast the blame at the designer. Admittedly, in many of the cases described in the book, the designer was at fault. And yes, designing by Norman's prescribed principles can very likely lead to better products. But to suggest that the designer is always solely responsible for the success and usability of a product is quite a stretch indeed.

Tuesday, February 22, 2011

Ethnography Results: Week 3

(02/21/11)
Goal:
For this week, per instruction by Dr. Hammond, each team member had to write his own blog entry on his/her own research. In my case, I decided to visit more communities, and tried to interact with people. I wanted to find communities that had large gatherings, but as I will explain later on, I believe finding these large communities depends highly on the time of day you play second life. 

Methods of Study:
  • Teleport to different locations - college campuses, libraries, coffee shops, clubs, beaches etc.
  • Observe people and their actions.
  • Try to initiate conversation with people and judge their tone.
  • Notice what music and visuals are playing at different places and what relation it has with the environment of that particular place.
Locations and Communities:
Last week, I was playing second life with my team member Jaideep, but this week I played second life alone. Since Dr. Hammond had asked me if there were any classes held on the Texas A&M second life campus, I decided to go back to Texas A&M and tried to see if any classes were held. I went at night, so there were not any classes, however I was able to take screen-shots of announcement boards.

Screenshot-Texas A&M bulletin board:

As can be seen by the boards, not a lot seems to be happening on the second life campus. I was able to go to the classes, but did not see any meeting times scheduled. From there, I decided to go to Tom Bukowski's house (A.K.A. Tom Boellstorff). Mr. Boellstorff has done some research on second life, and I was curious to know if he was at the home he set up on purpose to conduct interviews, and studies. The name of the location where he "lives" is called Ethnographia.

Screenshot - Ethnographia:



Since I did not find anyone at home, I decided to fly around the house to look at the scenery. Lo and behold, I discovered the FCA(first church of atheism) building. Having heard a bit about this community from the CHI classmate doing research on the reddit community, I decided to check it out. As soon as you land near the building, you get greeted with a card that was interesting to read. I plan to bring bring the things I read to class. No one was there though, but I wonder if, and when they actually meet.

Screenshot - FCA(first church of atheism) :




Afterwards, I thought I'd try coffee shops like Starbucks and Starstruck but did not find people. I did notice how one Starbucks coffee shop was very different from another. The music also would be different.
I then went to a place where new second life users go. There I met a new user who I interacted with. She was new to second life, and told me she had joined because of her friend. An interesting thing I noticed, is that when both of us would start typing to each other, the other would stop typing. The same thing happens in the real world when someone tries to talk at the same time as someone else, but then you stop to let the other person talk first.   
Screenshot - Starbucks and Starstruck



A bit of my conversation with the new second life user can be found below. I changed his/her name for privacy.

[21:56] Kat : Hi. I am new too..
[21:56] me: that's cool:) I'm really overwhelmed by all there is to learn about
[21:57] Kat: very overwhelming.. haven't seen anyone.. you're the first i've seen here.
[21:58] Kat:I need to read on more about it.. don't know what to do
[21:59] me:I have another friend who recently joined also so I may ask him to give me crash course... so anyways is there a reason for joining second life?
[22:00] Kat: friend told me about it. he suggested I would li9ke it.. here i am .. clueless :)
[22:02] me: I actually joined SL as part of a class project- I basically have a few weeks to write a report on my findings about SL
[22:05] Kat: That's cool. I hope to get better with the game. It's after 12 now, hope to see you again. It was nice talking to you.
[22:06] me: Cool - nice talking to you- If you want feel free to add me as a friend- I'll try to go to more places in the coming weeks.
[22:07] Kat:Ok, Thanks a lot.. Tell me how it goes.
[22:07] me: CIAO!
[22:07] Kat: C-ya!

Experience:
The overall experience was good, but I wish I had met more people. The chief reason for that is that I was playing second life at night. Jaideep plans to play second life during the day, so most likely more users will be online, and he'll be able to interact with more people. For next week, I plan to also log onto second life during the day.

Monday, February 21, 2011

Book Reading #23 - Opening Skinner's Box


Book Author: Lauren Slater  

Chapter 6: Monkey Love

Summary
Lauren Slater relates Harry Harlow's  research on rhesus macaque monkeys. Slater begins by introducing Harlow as a child. She mentions the absence of love while he was growing up which may explain the studies he did later on attachment which she describes. In his early work he took infant monkeys from their mothers and observed what they did with terry cloth towels, wire-framed monkey moms with milk and wire-framed monkey moms covered with soft cloth. What he observed was that the monkeys would interact with the soft surrogate mother and favor it over the wire-framed one that fed them. In later studies Harlow had the surrogate mothers hit them with cold water or stab them. The babies still came back. This research made Harlow believe that the presence of a physical mother did not matter However, he then noticed that the monkeys with surrogate mothers could not interact properly with other monkeys and would inflict harm to themselves.
Discussion

I  did not like this chapter one bit and for some weird reason I do not recall being told this version of his experiment in my psychology class. My psychology professor seems to have omitted details... . I think the practices done on monkeys were immoral. I do not think that this kind of experimentation would be acceptable by public opinion today, and I also believe the only way this could happen today would be in a secret laboratory.

Book Reading #22 - Coming of Age in Samoa


Book Author: Margaret Mead

Chapter 7: Formal Sex Relations
Summary

In this chapter, Mead talks about relationship dynamics between males and females. Mead explains that there are two types of sex relations outside of marriage that can occur. The first is love affairs between unmarried people and the second is adultery. In love affairs the boy has to get help via a soa, a friend who acts as ambassador between the boy and girl. Mead discusses the difficulty the boy has in choosing a soa and how getting a woman ambassador, a soafafine, is a better choice but more difficult to have. Mead also discusses the moetotolo, the sleep crawler in which a man appropriates the favours which are meant for another. Mead explains also how virginity is thought to add to a girl’s attractiveness and compares a normal girl’s sexual relationships to a taupo’s sexual relationships. Mead concludes by discussing divorce.

Discussion
The Samoan culture appears to be very libertine, and it does not seem that some relationship attitudes are taboo. I honestly don't know the aim of Mead in exposing the relationship dynamics between men and women.  

Book Reading #21 - Design of Everyday Things


Book Author: Donald A. Norman

Chapter 7: User-Centered Design
Summary
This chapter is the final chapter of Design of Everyday Things. In it, Norman discusses the seven principles for transforming difficult tasks into simple tasks:
  • use both knowledge in the world and knowledge in the head
  • simplify the structure of tasks
  • make things visible
  • get the mapping right
  • explore the power of constraints
  • design for errors
  • when all else fails, standardize
Norman also does a recap on previously mentionned models and mapping issues. He also discusses the automation of both the different styles and tools used in writing.
Discussion

Overall this was an interesting book that pointed out design problems that I never would have thought about. Norman also provides tips for designers to improve their techniques, which I think is useful for me, and future projects I may have. 

Paper Reading #10: A screen-space formulation for 2D and 3D direct manipulation

 


Comments
Cindy Skach
Luke Robert
Reference Information
Title: A screen-space formulation for 2D and 3D direct manipulation
Authors: Jason L. Reisman, Perceptive Pixel, Inc., New York, NY, USA
              Philip L. Davidson, Perceptive Pixel, Inc., New York, NY, USA
              Jefferson Y. Han, Perceptive Pixel, Inc., New York, NY, USA
Presentation Venue: UIST 2009: 22nd annual ACM  symposium on User interface software and technology;
Date: 2009;
Location: New York, NY, USA

Summary
This paper presents a new approach to touch-screen interaction techniques to handle manipulation of 3D as well as 2D objects. The authors begin by pointing out that Rotate-Scale-Translate (RST) transformations have become the de facto standard for 2D single and multi-touch interfaces. Preserving this standard for 2D applications, they want to extend it to 3D in a way that feels as natural as RST. 
According to the authors, RST is popular because it is an intuitive 1-to-1 mapping of screen-points to users' fingers. It is a way to directly manipulate objects on the screen. But this currently does not exist for 3D objects. 
The authors designed and developed a system that captures the 2D semantics of RST, but allows for any number of control points. The system works by mapping the points in an object's local space to point in screen-space using a continually updating transformation. The transformations are solved using a best-fit numerical approach so that the solution chosen is the one that minimizes the energy in the system. Using a best-fit solution ensures that adding extra input points does not significantly skew the results.
 They then tested their own system to discover issues and try to resolve them.
Some of the problems encountered were in:
  • controlling the two new DOF(degrees of freedom) which was resolved by learning the best way to rotate objects using both hands. 
  • resolving ambiguous rotational problems which  occurs when the object rotates in the opposite direction from what is expected.
  • resolving rotational exhaustion  which occurs when the distance between two contact points change as the object is moved by the user.
  • resolving error distribution 
Discussion
This was a technical, and detailed paper which I had a hard time following at times,especially the parts where  math formulas were involved. Nonetheless, I do think the solution presented by the authors is a good solution. Given the constraints they have, the solution given seems to be very realizable.

Wednesday, February 16, 2011

Book Reading #20 - Opening Skinner's Box

 

Book Author: Lauren Slater  

CHAPTER 5: Quieting the Mind

Summary
Lauren Slater relates Leon Festinger’s theory of cognitive dissonance. Cognitive dissonance is the thought that humans change their beliefs to match current circumstances.  An example given is sananda as a savior and the number of followers.  The followers rationalized that the world had been saved rather than just them.
Slater describes some of Festinger’s other experiments including his observation of those who believed a flood would come on December 21, 1954 and an experiment involving having people lie for either $1 or $20. Another experiment focuses on a mother named Linda Santo whose daughter she claims to be a saint. Her observations and interviews with Linda Santo actually bring up more questions about cognitive dissonance.
  
Discussion

I can see on the one hand, how Slater's work could be important, but I also wonder whether this type of work would not best suit the theologist, rather the psychologist. The theologist would also look at context, and historic factors. Nevertheless, Slater presents a really interesting topic and manages to raise interesting questions.

Book Reading #19 - Coming of Age in Samoa



Book Author: Margaret Mead

CHAPTER 6:  The Girl in Her Community
Summary

In this chapter, Mead starts by explaining how boys and girls don't have a social role until right after pubery. What the age of puberty is also  varies from village to village.
 Mead then goes on to distinguish between, young groups of men called the Aumaga, and that of young girls, wives of untitled men and the widows called the Aualuma.
Mead then goes on to explain certain taboos, and other roles of certain types of women when it comes to ceremonies, and community events.
Discussion

Mead provides a lot of detail, and I'm beginning to have an appreciation for the depth of her work. I'm not sure how she managed to get all of this information. I'm also starting to get a feel for how the village people organize themselves.

Book Reading #18 - Design of Everyday Things



Book Author: Donald A. Norman

CHAPTER 6: The Design Challenge

Summary
In this chapter about the challenges of design, Norman starts by talking about the process of "hill-climbing". This is the iterative process of improving a product. He then talks about things that hinder evolutionary design such as market competition, the pressure to be distinctive, and the curse of individuality.

Norman then attempts to explain why designers sometimes go astray in their designs. The reasons are:  priority given to  aesthetics, that designers are not typical users, and also that designers must cater to their users.

Norman also explains that every user is unique, which adds to the complexity of creating one product.
He then talks about two bad things designers tend to do: one is adding too many features into a product, and the other is making things too complex.

In the last portion of the book, Norman talks about computers, and their design.

Discussion

I liked the comments from Norman about computers, as it directly relates to this class. It's interesting to read his comments which are from about 20 years ago. I think most tech companies today do exactly what Norman wants, focus on user experience.

Paper Reading #9: EverybodyLovesSketch: 3D sketching for a broader audience



Comments
Cindy Skach
Vince Kocks
Reference Information
Title: EverybodyLovesSkectch: 3D sketching for a broader audience
Authors: Seok-Hyng Bae, University of Toronto, Toronto, ON, Canada
              Ravin Balakrishnan, University of Toronto, Toronto, ON, Canada
              Karan Singh, University of Toronto, Toronto, ON, Canada
Presentation Venue: UIST 2009: 22nd annual ACM  symposium on User interface software and technology;
Date: 2009;
Location: New York, NY, USA

Summary
This paper introduces EverybodyLovesSketch, a 3D curve sketching system that helps non-professional users visualize and evolve designs directly in 3D with minimum knowledge and skills needed. This is done by providing ways of sketch surface definition and dynamic perspective drawing hints. A tick crossing a 3D curve, or global axis defines a horizontal sketch plane attaching to the 3D tick point, and  having orthographic assissting lines on it. Two consecutive ticks crossing 3D curves define a vertical sketch plane having the two 3D tick points in it. 3 consecutive ticks crossing the 3D curves define an oblique sketch plane. The user does not have to worry about perspictive line construction since the system automatically displays horizontal and perpendicular assisting lines on the selected sketch plane. By applying a small lasso gesture on a 3D curve, the user activates the access widget, and applies an angled flick to define an arbitrary direction of a surface without the need of a view change. Another feature of EverybodyLovesSketch is multi-selection. The user can select more than one 3D curve by applying small lasso gestures on them, and then extrude all of them by using the access widget. The user can also copy sets of 3D curves, and change their viewpoint.
In any plain sketch mode, two taps on the plain creates an interactive grid, which is similar to traditional perspective grid sheets used in perspective drawing practice. A stroke drawn  along a grid line is approximated to an exact straight line.  An elliptic stroke within a grid rectangle is approximated to an ellipse or circle. The user is also able to adjust the resolution(size) of the sketch.

The authors brought their system to high school design classes for evaluation. They instructed three classes of high school students in their system for two days, and then the students used their system for nine days, 75 minutes each day. The first class was instructed to design free form architecture. The second mice and cars, and the third anything including 3D cartoon characters. Most students created their first meaningful model in the first two days, and 47 of the 49 students eventually succeeded in creating their own sketch. The students commented on the system's ease of use, and sometimes addictive aspect.

Discussion
This was a long paper, but it however presents interesting work. I am not a drawer myself so I would be curious if spending time with this software could improve my sketch abilities.

Tuesday, February 15, 2011

Book Reading #17 - HCI Remixed



Book Author: Thomas Erickson

CHAPTER 6: A Creative Programming Environment 
 Henry Lieberman
MIT Media Lab, Cambridge, Massachusetts, U.S.A.
Summary

In this paper, Henry Lieberman recounts how he got introduced to David Canfield Smith's 1975 thesis paper: "Pygmalion: A Creative Programming Environment." Lieberman beleives this  paper was very much innovative, and introduced what we know today as the "icon". He also credits the paper for conceiving of programming as a process of animation using successive states of the graphic display to represent successive states of the program. Most importantly, this paper introduces the idea of programming by example. This paper has been instrumental in shaping the author's focus of research.

The author uses this example from his life to give us advice on how we show go about doing research. Indeed, Smith's paper was not particularly well known, however, we can now appreciate its impact, and importance. Once must have the courage to pursue his/her ideas whether they are popular or not to the academic community.
Discussion
This paper illustrates once again how a researcher worked on innovative, and ground-breaking research but did not receive much attention. The author uses this example to encourage us to pursue our endeavours, as we never know how much contributions we could be making.
CHAPTER 7: Fundamentals in HCI: Learning the Value of Consistency and User Models
Sara Bly
Sara Bly Consulting, Oregon, U.S.A.

Summary
In this paper,  Sara Bly  discusses the Xerox Red Book, a functional specification that details the user interface for the first Xerox Star workstation built in the 1980's.  She explains how this document has been influencial to her, and goes on to describe three main ideas that are discussed in the book: 
  1. User Interface Specification: the UI was specified before the development of the workstation hardware and software; the UI was considered of primary importance to the design
  2. Consistency: the UI incorporated the notion of selection and action. An object was first selected and then an action was performed always giving the user the option to or not to perform an action.
  3. Desktop Metaphor:  It offered the user a conceptual model upon which to understand the use and functionality of the system.
The author then goes to point out how some of the UI design models layed out in the Xerox Red Book are still relevenat today, and useful.

Discussion
This paper introduces the Xerox Red Book as an important document for UI design. Though only accessible through the Xerox Archive or PARC library, many papers have been written about it that can be used to learn about UI design.
CHAPTER 9: The Disappearing Computer
Norbert A. Streitz
Fraunhofer IPSI, Darmstadt, Germany

Summary
In this paper, Norbert Streitz introduces us to Mark Weiser, and his September 1991 paper "The Computer for the 21st Century" published in Scientific America. This document talks about how the role of computers would change once computers were made available in a ubiquitous fashion. Streitz has been greatly influenced by this paper, and recounts some of his work with Xerox's "LiveBoard", an interactive display. He mentions his attempt to employ Weiser's idea of making the computer disappear, and providing the user with the information hs/she wants. Two types of disappearances are mentioned.
  • Physical disappearance: integration of devices in other everyday artifacts.
  • Mental disappearance: the situation in which artifacts are not seen as computers but rather as ordinary objects.
Streitz then details two concepts that stem from Weiser's paper:
  • System-Oriented, Importnate Smartness
  • People-Oriented, Empowering Smartness
Though Weiser did not live long enough to witness the "revival" of his work on ubiquitous computing, the notion is an important one that is talked about a lot today.

Discussion
This paper was interesting to read. It gave a good account of the origins of the notion of ubiquitous computing. It is a  term we often here today, but in fact Weiser had talked about it since the early 1990's.
CHAPTER 10: It Really Is All About Location!
Anin K. Dey
Carnegie Mellon University, Pittsburgh, Pennsylvania, U.S.A.

Summary

As mentioned in the previous summary, we attribute to Mark Weiser the notion of ubiquitous computers. In this paper, Anin Dey talks about a paper entitled: "The Active Badge Location System" written in 1992. The authors were Roy Want, Andy Hopper, Veronica Falcao, and Jon Gibbons. This is an example of how researchers attempted to apply ubiquitous computing. The Active Badge System was an indoor positioning system developed at Olivetti Research. it was the first location-based system. The way the system works is that users, in an indoor facility, wear a badge that relays via sensors their location to a receptionist who can then use their location to route calls, and messages. The system also explored transferring a user's terminal screen from one place to another based on the user's location. The author explains that the Active Badge System has laid the foundation for a lot of today's location based services such a GPS systems, google maps, etc...
Dey also explains how this system influenced his work on context-aware systems.
Discussion
This paper was a good read, and gave a concrete example of how one can apply ubiquitous computing. We can easily see how  location based systems are widely used today especially in GPS, and mobile phone.
CHAPTER 46: The Essential Role of Mental Models in HCI: Card, Moran, and Newell
Kate Ehrlich
IBM Research, Cambridge, Massachussetts, U.S.A.

Summary

This paper examines a concept of mental models put forward by Card, Moran, and Newell in 1983 in their book, "The Psychology of Human-Computer Interaction", and its impact on HCI. The book is important as it provided the field of HCI testable theory that bridged the gap between psychological theories of human processing, and the emerging discipline of interface design.
The author also describes the GOMS model:
  • Goals: set of things the user wants to do
  • Operators: actions that belong in a user's repertoire
  • Methods: sequence of subgoals and operators to achieve the goals
  • Selectional Rules: having the choice of using the mouse or the keyboard to perform a task.
The author finally discusses the influence of Card, Moran, and Newell's theory. Although there are shortcomings, it does provide a systematic and principled set of quantitative and qualitative predictions about the ease of use of a particualr interface design.
The GOMS system also provided tools for building models of human behavior.
The author finally explains how there exists tension between, computer scientists, engineers, and psychologists in establishing a link between science and design. Are those two seperate ntions?
Discussion
In my opinion mental models are what allow users to use computers without having to think too much about what's going on "under the hood of the machine". Mental models can be useful, especially when design UI.
CHAPTER 47:  A Most Fitting Law
Gary M. Olson
University of Michigan, Ann Arbor, Michigan, U.S.A.

Summary
HCI is mostly based on qualitative methods. The practice of doing user-centered designe relies mostly on heuristics, checklists, surveys, interviews and iterative testing. Laws are not really established in HCI except for Fitt's law which Gary Olson explains to us. This well known law was published in the Journal of Experimental Psychology in 1954. The paper in question relates three experiments which provided data for a formulation of the mathematical expression  of th law.
The law is: MT=a+b log2(2A/W) where MT is movement time, and a and b are empirically determined constants. A is the distance of movement, and W is the width of the target. This law has led to a number of interface innovations. Design ideas based on this law are:
  • pop-up menus
  • Fittsizing a menu
  • Organization of walking menus
  • Expanding items as you move toward them (MAC)
The author then explains the influence of Fitt on his own life, and work.

Discussion
This paper was a good read, and gave insightful information on what we take today as granted, such as pop-up menus, and fittsizing menus.

Paper Reading #8: Shadow no. 4: Belly dance and interactive electroacoustic musical performance


Comments
Cindy Skach
Evin Schuchardt
Reference Information

Title: Shadow no. 4: Belly dance and interactive electroacoustic musical performance
Authors: Aurie Y. Hsu, University of Virginia, Charlottesville, VA, USA
              Steven T. Kemper, University of Virginia, Charlottesville, VA, USA
Presentation Venue: CHI 2010: 28th ACM Conference on Human Factors in Computing Systems;
Date: April 10-15, 2010;
Location: Atlanta, GA, USA

Summary
This paper talks about Shadows no. 4, a piece for a tribal-fusion belly dancer, wireless sensor network, and electronics. The movement vocabulary is derivative of Middle Eastern dance. During performances, dancers have wearable sensors capturing the dancer's movement producing a range of salient and subtle variations of the music. Shadows no. 4 tries to implement a multi-dimensioned composition process that meshes music, technology, and movement. This piece presents the movement vocabulary of belly dance as a promising partner to electroacoustic music performance. As far as the aesthetics, essentially, sensors translate movements into data which are in turn mapped to musical parameters. The sensor network enables a solo performer to create effects and illusions. As far as the technical specifications of the system, the authors designed the system with the goal of minimizing the amount of interference with the dancer's movement. The system is constructed using the LilyPad arduino microcontroller (a 2" diameter disc) . At first the microcontroller was sewn to fabric with conductive thread, but that proved to break, and short a lot so they resolved to using high gauge stranded wire.

LilyPad Arduino

The LilyPad contains 6 analog input used to connect a variety of sensors, as well as 14 digital I/O pinis used for serial communication, and digital input from switches, buttons, etc...

Wireless connectivity is achieved using Xbee chips.

Discussion
This work that aims to integrate belly dance with interactive electroacoustic music performance is still in its infancy. This was a short paper that only talked about their initial implementation of the system. The authors point out in their conclusion that future design goals will include refinement of the sensor network, and incorporating biosensors, and motion capture. Though the project is not quite like that of Dr. Latulipe who is working on her Dance.Draw project, I feel that the authors of this paper could use some of the techniques she is using for their refinements.

Wednesday, February 9, 2011

Paper Reading #7: Ben Neil and Bill Jones-Posthorn


Comments
Cindy Skach
Vince Kocks

Reference Information
Title: Ben Neil and Bill Jones-Posthorn
Authors: Ben Neil, Assisstant Professor of Music, Ramapo College of New Jersey, Mahwah, NJ
              Bill Jones, First Pulses Projects, New York, NY
Presentation Venue: CHI 2010: 28th ACM Conference on Human Factors in Computing Systems;
Date: April 10-15, 2010;
Location: Atlanta, GA, USA

Summary
This paper talks about an interactive computer system used in Posthorn, a multimedia composition which is performed on Ben Neil's self-designed instrument, the mutantrumpet. The mutantrumpet is an electro-acoustic instrument with a  a wide range of control capabilities. It is essentially the result of previous works merged together. In the 1980s Ben Neil made the acoustic trumpet interactive with electronics. In 1992, under the new name of mutantrumper, the instrument was made to interact with a computer. In 2008, a new version was made that refined and integrated the MIDI controller.
Having gone many modifications, the mutantrumpet primarily works with three computer programs that respond to Neil's playing in real time. After translating pitches and dynamics into MIDI information, the data is sent to all three programs at the same time.
  1. Lisa, a live sampling program allows Neil to grab  samples and modify them using various Digital Signal Processing methods. Earlier samples can also be recalled.
  2. Ableton, enables neil to trigger and modify the playback of MIDI sequences from the mutantrumpet, and process the audio output of Lisa.
  3. Modul8 runs on a second computer and translates the MIDI data into real time digital video control. The samples create a set of visual effects.
In summary, Posthorn is an exploration of the expressive possibilites of interactive performance.
Discussion
I had a hard time following this paper, as I am not really music litterate. I also feel that the target audience is music experts. This gives them a tool to use that can enhance their performances. It does seem that this project is a merge of previous works, so the authors have a good grasp of the subject, and the techniques involved. In fact if you read the paper,  you feel like you are getting a lot of detailed information.

Book Reading #16 - Opening Skinner's Box


Book Author: Lauren Slater  

CHAPTER 4: In the Unlikely Event of a Water Landing
Summary
Lauren Slater relates the 1964 New York crime in which a woman was stabbed and raped by a man at 3 o'clock in the morning, while witnesses did not intervene. She goes on to explain Darley and Latane's experiments conducted at New York University, to attempt to figure out why nobody intervened to the woman's aid even though they had plenty of time to do so. In their first experiment, Darley and Latane put a student in a room who thought other students had been placed in other rooms. One by one, they were talking about issues they had (The student was actually hearing a tape recording), and at some point you could hear from the tape a student faking a seizure. The goal was to find out whether the student would want to take action and interrupt the experiment. Darley and Latane's experiment confirmed Millgram's experiments, but most importantly showed inaction due to numbers. When in a large group, we are less likely to take immediate action to help someone. The second experiment consisted in putting two students in a room, and while they were filling up a questionnaire, some non lethal gas would be released in the room. When the student who was aiding in setting up the experiment did not react, the other student would not panick and continue filling his questionnaire. This revealed we preferred cues, eventhough we felt like acting otherwise.
Slater finally enumerates the five stages of helping behavior, and explained how people who learned about Darley and Latane's experiments were more likely to help others in the future.
Discussion

The murder Slater relates is quite gruesome, and shocking, but more shocking is the revelation that there were nearly 38 bystanders who did not intervene. Darley and Latane's important experiments gives us some explanation to this inexplicable action, and enlightens us on how we react due to the presence of others.

Book Reading #15 - Coming of Age in Samoa


Book Author: Margaret Mead

CHAPTER 5:  The Girl and her Age Group 
Summary
This chapter explains the complex ways in which a Samoan girl relates to the people around her. Until six years of age, there is no problem associating with other groups of children, but after then, the reality of family blood ties, relatives, and rank come into play. This restricts the interactions, a young girl will have, as she establishes her role in the village. A comparision is also made between the girls that go to school and the one that stays in the village. The girl that goes to school will likely have more friends, and consider them to the extent of being relatives. However, once back in the village, its back to customs.
Discussion

In this chapter, Mead once again does an extensive account of the way a Samoan girl's relationships will evolve as she groes up. We see that it is chiefly determined by her family situation, relatives, and rank.

Book Reading #14 - Design of Everyday Things


Book Author: Donald A. Norman

CHAPTER 4: To Err is Human

Summary
In this chapter, Norman talks about two fundametal categories of errors: slips and mistakes. Slips result from automatic behavior, when subconsciours actions that are intended to satisfy our goals get waylaid en route. Mistakes result from conscious deliberations. Norman then gives us a list of slips, and accounts from colleagues and people making those slips. The types of slips are:
  • Capture Errors: a frequently done activity takes charge of the one intended
  • Description Errors: the intended action has much in common with others that are possible
  • Data-driven Errors: Data-driven sensory triggers that cause a different action
  • Associative Action Errors: Internal thoughts and associations that trigger us
  • Loss-of-Activation Errors: forgetting
  • Mode Errors: Devices with buttons, or knows with more than one function
Detection of slips can only take place if there is feedback.
Norman then goes on to explain how people take action based on memory, and the design of forcing functions to cue the user on the next steps to take.
He also alludes to social pressures that make us overlook our gut feelings, and go with another course of action. He cites in particular the example of a plane, or a nuclear power plant.

Discussion

I liked all the accounts from colleagues and people Norman to illustrate the types of slips  people have. Error is part of human nature, however, Norman gives practical things one can do to avoid them, or minimize them.