Wednesday, May 4, 2011

Paper reading #30: Personalized User Interfaces for Product Configuration



Reference Information
Title: Personalized User Interfaces for Product Configuration
Names of authors: Felfernig Alexander, Mandl Monika, Tiihonen Juha, Schubert Monika, Leitner Gerhard
Presentation venue: IUI '10 Proceedings of the 15th international conference on Intelligent user interfaces

Summary
Configuration technologies are well established as a foundation of mass customization which is a production paradigm that supports the manufacturing of highly-variant products under pricing conditions similar to mass production. A side-effect of the high diversity of products offered by a configurator is that the complexity of the alternatives may outstrip a user’s capability to explore them and make a buying decision. In this paper the authors present configuration techniques that recommend personalized default values to users. Results of an empirical study show improvements in terms of, for example, user satisfaction or the quality of the configuration process.


Discussion
This paper was interesting to read, however, it was too technical and mathematical. I got confused pretty fast.  There were no graphics or images in the paper. Overall, the idea was still very interesting though. Recommender systems are becoming more and more common on shopping websites like Amazon, or Google checkout and can be used as an excellent marketing tool.

Paper reading #29: A multi-touch enabled steering wheel: exploring the design space

Reference Information
Pfeiffer, M., et al. (2010). A multi-touch enable steering wheel -
exploring the design space.
 Proceeding of the Acm conference on human factors in computing systems (pp. 3355-3360). Atlanta.


Summary
Cars are becoming more and more “smarter” thanks to the technology the cars are getting nowadays. In this paper, the researchers investigate new interaction techniques that aim to make it easier to interact with these systems while driving. The reason is because, as we get more and more technology, that means more distraction. There is a need to find a non-invasive integrative system.  The researchers in this paper suggest using the steering wheel as an additional interface surface in contrast to the standard approach of combining all functions into hierarchical menus controlled by a multifunctional controller or a touch screen .

This paper talks, in particular,  about multi-touch interaction on a steering wheel and investigates how to deal with input and output while driving and hence rotating the wheel. It describes the details of a functional prototype of a multi-touch steering wheel that is based on FTIR and a projector, which was built to explore experimentally the user experience created. In an initial study with 12 participants, it was shown that the approach has a general utility and that people can use gestures for controlling applications intuitively. The researchers investigated new interaction techniques that aim to make it easier to interact with these systems while driving.

Discussion

I think the idea of putting the controls on the streering wheel is interesting. However when I drive I don’t really look at my steering wheel. Having controls on the dashboard can cause significant driver distraction, but I think I would prefer that display method.

Paper reading #28: The Coffee Lab: Developing a public Usability Space



Reference InformationTitle: The Coffee Lab: Developing a public Usability Space
Author: Maria Karam
Presented at: CHI 2010, April 10-15,2010, Atlanta, Georgia, USA.
Summary

This paper talks about coffee shops. In particular about a lab in a public usability space situated in a coffee shop in Toronto. It's a pilot project aimed at supporting usability studies in a mixed user space, where a variety of software applications, hardware systems and other interactive technologies are put to the public for evaluation. One advantage to this approach is to facilitate the collection of usability data from a large and diverse population of potential users.
The way the lab is setup is with wired and wireless network connections, a touch screen, multiple computers to run systems, web cameras for visual input and monitoring interactions.
The target participants can be anyone from staff, performers, students, spectators and local customers who frequent the coffee shop. Two main systems that are currently part of the Coffee Lab pilot tests are the Emoti-Chair and the  iGesture. Emoti Chair is a tactile audio system while the iGesture system is used to control the music at the Coffee Lab.

The authors had five evaluation stages:  

  • Exposure: The first contact the user has with the technology.

  • Experience: Researchers' interactions with the user while they are gaining experience with the system. Second stage participants often provide valuable feedback or report problems, if any.

  • Experiment: Laboratory style experiments

  • Extension: This stage offers an in-depth look at one or more users over time, providing a more detailed perspective of the user's interactions.

  • Exploration: This stage occurs once the system has been evaluated, or when the research is between stages. Participants may leave feedback or provide comments.

Discussion

This was an interesting paper to read. The idea of using a coffee shop as a test location, rather  than the conventional lab is quite ingenious. I never would have thought that was possible, much less the owners of the coffee shop accepting to cooperate with the experiment. Coffee shops attract all kinds of people from various backgrounds who have different type of moods, so the authors can benefit from a wide pool of people.

Paper reading #27: Early Explorations of CAT: Canine Amusement and Training



Reference information
Title: Early Explorations of CAT: Canine Amusement and Training
Authors: Chadwick Wingrave, Todd Langston, Jeremy Rose and Joseph LaViola Jr.
Presentation: 28th of the international conference extended abstracts on Human factors in computing systems

Summary
The paper talks about an application that has the potential to improve human-canine relations. The authors emphasize on developing software tools that can motivate humans to spend time with their canine in a healthy and informative environment. They have also developed some prototype games that are calm, healthy and enjoyable both for canine and humans.

This Canine Amusement and Training project aims to reclaim time for the human canine bond. Humans need to be entertained and taught how to interact with their canine. The system consists of 55" LCD TV, a projector and Wii(NINTENDO) remotes to track the position of the canine. The projector is mounted on a roof and an image is projected on the floor for the canine to see. The Wii-mote(remote) is attached on the back of the canine. A number of games, ranging from easy to more difficult can be designed.



Discussion

This paper was interesting to read. The first time I had heard about it was in class at the beginning of the semester. I just recalled it, and decided to read about it for extra credit.
I personnally would not use this system as I don't have a dog, but I could see this as a useful application.
The paper only talks about games that instructs the canine to sit, stand and stay calm though. It may perhaps be made more fun if better games are designed that involve activities like chasing an object, etc.

Paper reading #26: Sequential art for science and CHI


 
Title: Sequential Art for Science and CHI
Author: Duncan Rowland
Presentation Venue: CHI 2010: Monsters Attack! April 10-15, 2010 Atlanta, Georgia, USA

Summary
This paper illustrates how interactive tools that can generate sequential art can be used for entertainment, and  learning. The paper is presented in a comic book format to emphasize and highlight the communicative capabilities of the medium.
 
The author provides two examples. In the first example, primary school students documented a practical science session through the creation of a photo-story and in the second, participants in a study on the biological nature of thrill created a souvenir photo-story. The author argues that since the world we live in is visual, learning experience  should also stress on graphics and visual techniques. The paper suggests that sequential art offers unique mechanisms of communication that can find application in science, for example, in ethnographic work. The visual form can be both engaging and rapidly digested.

Discussion
 
I liked this paper, it was real short and straight to the point. It's not a paper by conventional means. Nevertheless, I agree with the author's point of view. I think I would like this method of learning. It definitely looks more appealing than learning froma a boring thick 200 page book.  
 
This method might not work for everyone though, and so, it should complement, not replace the traditional method of learning i.e. books. I'm sure it will immensely benefit audio-visual learners, who form the majority of the population
 
Reference Information