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Tuesday, April 26, 2011
Bonus Paper #1: iSlideshow: a Content-Aware Slideshow System
Reference
Sunday, April 24, 2011
Paper Reading #25 - Finding Your Way in a Multi-dimensional Semantic Space with Luminoso
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Reference
Finding Your Way in a Multi-dimensional Semantic Space with Luminoso
Robert Speer, Catherine Havasi, Nichole Treadway, Henry Lieberman
IUI 2010 - Hong Kong
Summary
This paper focuses on an interface designed to aide researchers in visualizing a semantic space. A strong focus is placed on recognizing links between semantic data as well as identifying patterns in the data. The process relies on two earlier developed tools which create the semantic nodes of interest. A set of documents is input, with the option to mark certain documents as more important than others. Relationships are then determined between documents by comparing natural language patterns. A projection of the multidimensional data into 2D screen space is then performed -- yielding a circular like representation. The paper focuses on the action of “grabbing” which allows a user to select a particular semantic aspect and change the projections to gain more insight into connections.
Analysis
While this paper didn’t quite sell me on the “grabbing” feature (which it over emphasized), I think the overall interface and tools presented here would be quite useful when looking at large datasets. It would be interesting to take data from a user’s web browsing history and run it through this process. It would be particularly interesting to see what kind of links are derived by the algorithms as far as thoughts sparking other thoughts--- I think we might see some neat connections we wouldn’t otherwise think of. Overall this is an interesting tool and I’d be interested in experimenting with it.
Living With Complexity: Full Blog
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Thursday, April 21, 2011
Living With Complexity: Microblogs
Media Equation: Full Blog
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Wednesday, April 20, 2011
Why We Make Mistakes: Full Blog
Reference
Paper Reading #24 - Using Language Complexity to Measure Cognitive Load for Adaptive Interaction Design
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Reference
Using Language Complexity to Measure Cognitive Load for Adaptive Interaction Design
M. Asif Khawaja, Fang Chen, Nadine Marcus
IUI 2010 - Hong Kong
Summary
This paper attempts to discover some correlation between language complexity and cognitive load. The long term focus is that when speech technology is a able, a system could detect a user’s cognitive load through their words. The paper inspected transcribed speech data from bushfire response teams during both high and low cognitive load experiences. The paper hypothesized that increased cognitive load would lead to lower complexity in vocabulary. Additionally the paper hypothesizes that easy tasks will result in short simple sentences opposed to more difficult tasks which will have longer sentences. As predicted increased cognitive load led to lower complexity in vocabulary. However, there was an increasing trend in complex word ratio showed a increase with cognitive load.
Analysis
This work was interesting, as it is evident in everyday life that humans alter their speaking patterns and word choices depending on the situation. I would have enjoyed seeing a study focused on pauses, tone, and volume of speech -- as these are attributes which supply quite a bit of information and that could be somewhat measurable in realtime with current technology. Also interesting would be the study of cultural differences in patterns associated with cognitive load. This work is very motivating of future studies and areas of study.
Monday, April 18, 2011
Paper Reading #23 - Activity Awareness in Family-Based Healthy Living Online Social Networks
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Reference
Activity Awareness in Family-Based Healthy Living Online Social Networks
Stephen Kimani, Shlomo Berkovsky, Greg Smith, Jill Freyne, Nilufar Baghaet, Dipak Bhandari
IUI 2010 - Hong Kong
Summary
This work focuses on using social networking features to supply users with an awareness of healthy activities which are taking place around them. The basic idea is that surrounding yourself with news of other people’s healthy activities will inspire you yourself to be healthy. To study this, families of 4 were given access to a social networking tool that either did or did not support activity awareness. At the end of the study period both groups were evaluated to determine the effectiveness of the activity awareness feature. The results indicated that users with access to the activity awareness feature were more motivated to be active and more aware of their health.
Analysis
This paper illustrates that what we know to be true in the real world about activity awareness also applies in social networking situations. Personally, I do not find any real world potential for this idea. I think at best it will have a niche group (people interested in physical fitness) as regular users. I am uncertain of the study’s design, and feel that any feature presented could have had the same effect. For example, replace physical fitness with recently watched movies and you would probably observe that one group had better awareness of their friends recently watched movies. Overall I don’t find much of a contribution in this paper.
Wednesday, April 13, 2011
Paper Reading #22 - A $3 Gesture Recognizer - Simple Gesture Recognition for Devices Equipped with 3D Acceleration Sensors
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Reference
A $3 Gesture Recognizer - Simple Gesture Recognition for Devices Equipped with 3D Acceleration Sensors
Sven Kratz, Michael Rohs
IUI 2010 - Hong Kong
Summary
This paper presents an algorithm for using 3D accelerometer data in the task of gesture recognition. The algorithm presented is simple in nature and easily implementable for prototyping situations. It uses only trigonometric and geometric calculations and is sensor independent. It has a success rate of 80% and can support about 10 to 15 gestures successfully. The recognizer requires little training data. A user study with 12 participants indicated the 80% success rate.
Analysis
I was greatly disappointed to find out that this was not a $3 hardware device but rather an algorithm. However, I really appreciated the direct and thorough nature of this paper. It presented its exact claims and its shortcomings. It acknowledged its scope of application and its reason for being a good choice within that domain. Additionally, it’s always nice to have some basic algorithms to use when you aren’t looking to be the world’s best at something (like when prototyping). Overall this paper illustrated the power of simple algorithms and their usefulness.
Media Equation: Microblogs
Monday, April 11, 2011
Paper Reading #21 - A Multimodal Labeling Interface for Wearable Computing
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Reference
A Multimodal Labeling Interface for Wearable Computing
Shanqing Li, Yunde Jia
IUI 2010 - Hong Kong
Summary
Using wearable computers poses an interesting question when it comes to user input. This paper examines the idea of labeling objects using a wearable computer system without the use of a keyboard and mouse. The system is equipped with a stereo camera and speech recognition capabilities. Using these two technologies the user can indicate a region of interest with a gesture recognized by the vision system. The user can then utter a word to describe the selected real world object and thereby label it for future recognition by the system. Studies indicated the system showed a large speed boost from traditional keyboard and mouse entry. Performance was best on easily distinguishable large objects.
Analysis
Well mission accomplished if you want to wear a bulky computer system and label things in well lit low noise environments. Otherwise, this technology is probably not quite ready for you. The paper addresses valid concerns about input devices for wearable computers, but the good results are hard to believe. Speech recognition and vision are two very difficult areas, especially when users are in uncontrolled environments with noise and varying lighting conditions. Wearable computing is supposedly emerging as a convenience, but right now these systems seem impractical for daily use. The gesturing concept presented in this paper seems logical, but the wearable computer seems a bit imposing. Overall the paper presents a great prototype but isn’t quite ready for mainstream use.
Wednesday, April 6, 2011
Paper Reading #20 - Supporting Exploratory Information Seeking by Epistemology-based Social Search
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Reference
Supporting Exploratory Information Seeking by Epistemology-based Social Search
Yuqing Mao, Haifeng Shen, Chengzheng Sun
IUI 2010 - Hong Kong
Summary
This paper looks at new techniques for improving exploratory search strategies. There is a large focus on reusing searches to aide other users in their quests for information. The system proposed, Baijia, uses an epistemology-based search in addition to exploratory information seeking techniques to add a new dimension of relevance assurance to search. When a search is run a user can select pages to add to the epistemology. Other users rank these epistemologies. As use of a particular epistemology increases it becomes more reliable and helpful to new searchers. In effect, users benefit from previous searches. The system was compared against data which AOL released regarding their search engine. It was demonstrated that this system creates a better performance than the AOL system.
Analysis
This is one of many approaches to creating more relevant search results. Over the past few years we have learned both the beneficial and negative power of crowd sourcing information. While sites like Wikipedia for the most part enjoy great benefits from polling users for data, they are also occasionally attacked and caused to show incorrect data. I could imagine a system like this being attacked in order to augment search results for financial or political purposes. I think future work should focus on noticing trends which seem oddly motivated in systems like this.
Things That Make Us Smart: Full Blog
Reference
Monday, April 4, 2011
Things That Make Us Smart: Microblogs
Paper Reading #19 - Vocabulary Navigation Made Easier
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Reference
Vocabulary Navigation Made Easier
Sonya Nikolova, Xiaojuan Ma, Marilyn Tremaine, Perry Cook
IUI 2010 - Hong Kong
Summary
Searching a dictionary for a particular word can be a difficult and time consuming task. Additionally, users are required to know the word they are looking for. In some cases people suffer from aphasia, a cognitive disorder which causes difficulty in finding the correct word choice for a particular thought process. This paper proposes a system, ViVA, which is visual in nature and contributes to faster word finding by associating words together based on human judgements of semantic similarity. The system was tested against a LG vocabulary without associations being placed between words. ViVA performed better in the ease of finding a particular word. Additionally, participants were able to discover associations between words they were previously unaware of. Future work involves testing with those not fluent in the language.
Analysis
This seems like it would be a great tool for learning a new language or for children learning their first languages. The testing doesn’t give a clear picture of the associations made, and the interface is a bit confusing, but conceptually this is a great idea and a novel creation. I think it would be fascinating to observe some of the associations which are generated by this system. I’d be curious to see if many incorrect associations are made or any unthought of similarities are discovered.
Ethnography Week 8
We believe our study is valuable in several respects: highlighting the ability of technology to break down generational and cultural boundaries, illustrating the deficiency of systems to provide accurate feedback and self troubleshoot for users, the reliance users have on technical support staff, and the issue of blame in technology related failures.
First, our study provides numerous instances of technology breaking down the divide which can be formed by cultural or generational issues. The technicians and supervisors we observed spanned many cultures and several generations yet were all compatible because of their shared interest in technology. Their common interest created a common language and a common ground for them to become familiar with one another on. Though we believe any common ground interest is capable of this, we find that technology is unique in that it inspires users to create custom content which is a reflection of their own cultural and generational backgrounds. As a simple example, the desktop background a user chooses can be used to express motivations, political beliefs, religious values or creative expression. When another user views this background it usually will spark some conversation related to the content. This discussion would probably not have started if there was not already the common interest in technology. Technology allows the expression of content and inspires a conversation around that content. From our observations we believe we can confirm the novelty of technology in inspiring the flow of ideas and removal of cultural and generational barriers.
A major highlight of our studies was the instance of users who could not successfully mediate small mishaps with technology, and often relied on technicians to do so. Though there are many simple reasons this could be true, we believe that systems are not designed with the proper feedback and self-preservation mechanisms which could assist the user in self-diagnosing and fixing the problem. Especially considering the domain we were observing, the development of some sort of expert system which could aide users would be relatively trivial. Users of presentation systems rarely want to do more than project their desktop onto a larger display and have a wireless controller for advancing slides. While there are many possible points of failure even in a simple system, adding a bit of intelligence into the system itself would be of great assistance to users and to technicians should the issue require their assistance. We also see in this respect a need for a methodology to teach users how to use systems without drawing attention to the fact that they are being taught how to use a system. From our experiences we gather that many users have become complacent and accepted the idea that they are not capable of navigating and using systems to their fullest capability. An interesting fact of our study is that most of these users are individuals who have obtained at least a PhD level of education and often have completed activities to become tenured professors. These feats indicate attitudes of perseverance and determination must have existed within these individuals, yet they are unable to learn how to use a simple projection system. This confound seems to indicate that the technology is not providing a sufficient means of educating users about itself.
The users we observed were heavily reliant on technical support staff, with very few even willing to postulate a possible reason for the failure or a solution to the failure. We find this disappointing and see it as a call for technology to work to better inspire its users to understand its workings and transitively better understand why a failure has occurred. In the systems we observed it is very clear that the user has little knowledge of the system’s state or the way the system actually works. It is our recommendation that systems attempt to better model their internal state to end users, giving users a more firm grasp on the reasons behind potential failures. We believe this would improve the users overall understanding of computing while decreasing the need for excessive technical support staff.
Finally, issues of blame and trust become highly visible in the world of the helpdesk employee. A higher percentage of the time, users seemed to attribute blame or at least responsibility of a system failure to the technician aiding in fixing the technology. This often leads to a more hostile attitude towards experts who are fixing a technological failure. We believe this indicates the need of systems themselves to absorb responsibility for their failures. It has been shown that users are less likely to criticize a computer directly, as they attribute social attributes to it. Perhaps by employing more social computer systems, which take on responsibility for system failures, some of the tension between those repairing the systems and those using the systems could be reduced
Through the exploration of a helpdesk technician’s role in aiding in repairing presentation systems at a major university we have identified several areas of computing that could benefit from innovative thinking and novel implementations of software. This study has shown value in highlighting the issues which occur between technical support staff and end users. Additionally, we have examined the ability of technology to break down cultural and generational divides between those who are working to improve or repair it. Future studies may wish to focus on specific elements identified in this study, such as the problem of blame and trust surrounding users, technicians, and computer systems.
Coming of Age In Samoa - Full Blog
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Wednesday, March 30, 2011
Paper Reading #18 - Automatic Generation of Research Trails in Web History
Comments
Reference
Automatic Generation of Research Trails in Web History
Elin Tonby Pedersen, Karl Gyllstrom, Shengyin Gu, Peter Jin Hong
IUI 2010 - Hong Kong
Summary
Research is performed by millions of people at many different levels. This paper introduces the idea of a research trail, which helps researchers reestablish their research process after leaving the context for an extended time period. A system was developed which worked with a user’s web history to form research trails. An ethnographic study was performed on users performing research as the system was designed and implemented. The implementation relies heavily on a user’s web browsing history information in order to provide a research trail. The implementation detects related areas and groups them accordingly. Additionally, the system is aware of time gaps between research sessions and can sort segments appropriately. A small study of three users was performed, which indicated the system was favorably received.
Analysis
This paper really had me excited, especially as they were describing all of the problems faced by people attempting to conduct research. I was ready to see a wonderful implementation of something that would change my life and make me a unstoppable researching force of nature. However, the implementation was only briefly described, and there wasn’t any tool I could download and try out. I felt like the paper motivated the need for a tool well, but didn’t actually deliver anything I could evaluate or grasp. I have a feeling that we will see future improvements on the system described.
Emotional Design - Full Blog
Monday, March 28, 2011
Paper Reading #17 - The Why UI: Using Goal Networks to Improve User Interfaces
Comments
Reference
The Why UI: Using Goal Networks to Improve User Interfaces
Dustin A. Smith, Henry Lieberman
IUI 2010 - Hong Kong
Summary
This paper claimed that modeling user goals could improve user interfaces. The argument centers around the idea that once an application has knowledge of a user’s intentions it can perform some automated planning or tasks through the construction of a goal network. The goal network supports concepts like the location of the goal, duration to achieve, and subgoals. Goal libraries are also used to examine human-level goals. The paper accomplished this by parsing data from a website where people share their goals, achievements, and thoughts about others’ goals. An implementation in the form of a to-do list application was created.
Analysis
This paper was not very well focused. I felt a lot of conceptual talk about goals and how they could be used to augment interfaces was present at the beginning, but the implementation seemed random and unrelated. I agree strongly that recognizing a human’s goal could greatly serve to improve experiences, but I am uncertain how parsing a database of people’s goals illustrates this. The implementation seemed to just basically provide popular subgoals associated with an entered goal. I may be missing something here, but I am generally unclear as to the direction of this research.
Ethnography Week #7
For the most part we have observed the same things as previous weeks, occasionally a friend of an employee or someone from another department will stop by and socialize. But mostly, we see the culture as a place to pass time, socialize and occasionally perform tech duties. It is noteable that almost everyone working in the center has a personal interest in technology and the job is not difficult or challenging to them.
Thursday, March 24, 2011
Microblogs: Why We Make Mistakes
Chapter 0 & 1
The first chapter provided a bit of background for the book as well as some motivation for studying the topic. It was asserted that humans are not necessarily to blame for their errors, rather design choices may be to blame. A number of interesting experiments and studies concerning our ability to recognize our motivation or to miss seeing something were cited.
This book seems like it will be a wealth of interesting information concerning mistakes or more generally human tendencies to miss portions of the world around them. I’ve found the studies cited to be very interesting, and would like more details on some of them, rather than just the shocking facts.
Chapter 2 & 3
Meaningful things are easier to remember. We are great at storing away connections between objects and ideas or events. Examples like remembering faces better than names and using stories to remember something are given. We are also prone to mistakes when things seem to represent something we know, but don't fully. A discussion of how judgements are made on visual attributes is given. These are denoted as "invisible" attributes that affect our choices.
These chapters were enjoyable and pointed out many of the things I have put into practice in my own life without realizing why. For example, I always create stories or relationships even if they are fake when I need to memorize a large amount of terminology for an exam. Overall these chapters remind me that I hate taking exams which aren't essay style.
Chapter 4 & 5
Wearing rose colored glasses refers to the idea that we tend to see ourselves in a very positive light when we recall an event. We always describe our actions as making us look the best. This effect is not intentional. Having knowledge of events, i.e. looking back on the past, has an effect on our memory. We know the outcomes and we will fill in the gaps with our imagination to make things look good. Next, multitasking is examined. The claims is that much like a single processor computer, we can only do time slicing, never truly proces two events at once. The idea of inattentional blindness is explored through examples.
I really enjoy the amount of examples that Hallinan provides. Often times I find myself wanting to look into the particular studies or incidents more. So far this book has really captured many aspects of human nature. The ideas of rose colored glasses and multitasking are not surprising. Though I would debate the idea that we cannot multitask. Many of our body systems run in parallel and though they may not be upper cognitive processes, they are present. For example, you don't need to do any context switching to think about breathing or to dodge a flying object -- it is a natural background process.
Chapter 6 & 7
The first chapter deals with the idea of framing and anchoring. The idea is that if we frame a situation wrong we will make the wrong choices and interpretations. Interestingly if a person expects a loss in a situation they are more likely to take risk. The second chapter discusses the fact that we don't often read and parse the entirety of anything. We hit key points and interpret the rest. The better you are at something, the more likely you will miss details.
The framing and anchoring issues are tremendously interesting. Especially from a computer science standpoint. In developing true AI we need to be able to frame a situation correctly otherwise we will get strange and incorrect results. If humans suffer from framing problems, will machines ever overcome them? The chapter on skimming is another general truth about the way we operate. It is interesting that experts miss more details, though it seems plausible.
Chapter 8 & 9
The first chapter explores the idea that we often smooth out or simplify memories or details in order to make them easier to understand. A number of examples of this are given. The human mind organizes in a hierarchical fashion.The second chapter explores how men and women differ in the ways they arrive at errors. The book asserts that men are more confident and women are less likely to take a risk.
I thought the idea of childhood having an impact on confidence in mapping was very intriguing and true. There is definitely a lot to be said for childhood experiences shaping the decision making processes of individuals. This would be an interesting area to explore by itself. The smoothing of memories and storytelling are not surprising.
Chapter 10 & 11
Only those who are depressed have a view of themselves that is less than average. Many people have taken advantage of humans' overconfidence in order to achieve financial gain. We also have tendency to believe more information will help us, when in fact it can do the opposite. In order to become an expert at something it is estimated that about ten years of refinement and practice is required. The idea of mappings in the mind by experts is explained. Additionally, people become set in their ways.
It was sad to consider that only the depressed have an accurate world view. I feel like a tiny bit of overconfidence is an important motivating factor (proof: how many depressed people are highly motivated?) in our lives. Again I appreciate the examples given in these chapters which seem to back up the claims. I am not sure about the information overflow claims. It seems like a large amount of information acquired over a decent period of time would be beneficial.
Chapter 12 & 13 & Conclusion
People die because of simple errors which could be easily preventable. The argument is that giving meaningful attributes to things can result in increased performance and less human error. Studies of the FAA improvements in comparison to the lack of improvements in the medical community are given. Finally, the idea that the grass is always greener on the other side is explored. This fact is proven to be true, illustrating that people often perceive a increase in happiness will occur in a differing situation. The book concludes with summarizing the major findings of the book and the main ideas. The point that aspiring for different situations constantly will lead to unhappiness is made.
These chapters reminded me of Norman's concepts and ideas. Overall it is interesting to see the simple steps we can take to avoid human error. The FAA studies were particularly encouraging to see. Overall the conclusion provided a good summarization and take away message from the book.
Paper Reading #16: Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop
Comments
Reference
Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop
Jochen Rick, The Open University
UIST 2010 - New York
Summary
Entering text into devices without physical keyboards can be difficult. A common method for text entry is the use of shape writing, where the user strokes through the letters of the word without lifting their finger, in order to input text into a device. This paper investigated the keyboard layouts which would be optimal for text entry using the shape writing method. A large review of keyboard history and various types of keyboard was given. Additionally, the author performed two user studies to determine the optimal keyboard design. Based on Fitt’s law the author constructed a model of stroking through multiple points. This model was later used to evaluate the effectiveness of various keyboard designs. The results indicate that the typical QWERTY keyboard gives a 17.3% increase in speed, while the OPTI II gives 29.5%. The author concludes by saying it is unlikely this keyboard will gain widespread acceptance.
Analysis
This paper was a great survey of keyboard technology and an interesting study of new shape writing methods. The author performed his analysis thoroughly and fully. While, I don’t see this new keyboard design becoming used by mainstream users, I think having it as an option would be nice. I also appreciate the author’s concession that most people will continue to use the QWERTY keyboard despite it not being the most efficient. I do share the optimism that since we are using more and more software keyboards it may become easier for users to try out a new keyboard and eventually switch to it.
Wednesday, March 23, 2011
Obedience To Authority - Full Blog
Ethnography Week #6
We have not been back on site since Spring Break (we make our visits on Friday's). Spring break was the time that a number of installation projects were to take place, so we are curious to hear the results and see if there are any remaining issues. We have also started to consider the application we would like to develop for our ethnography group for Project 3. Since our study group is already very technologically oriented, they do have a number of custom made software systems in place for their employees to use. We will need to focus on areas that are not already covered by the existing systems, or perhaps focus on improving a particularly frustrating system.
For the most part we have observed the same things as previous weeks, occasionally a friend of an employee or someone from another department will stop by and socialize. But mostly, we see the culture as a place to pass time, socialize and occasionally perform tech duties. It is noteable that almost everyone working in the center has a personal interest in technology and the job is not difficult or challenging to them.
Monday, March 21, 2011
Obedience To Authority - Microblogs
Opening Skinner's Box - Full Blog
Reference
Paper Reading #15 - Gesture Search: A Tool for Fast Mobile Data Access
Comments
Reference
Gesture Search: A Tool for Fast Mobile Data Access
Yang Li
UIST 2010 - New York
Summary
Mobile phones are beginning to store more and more data essential to the lives of their users. Quickly accessing specific data items on a platform which contains hundreds or thousands of pieces of information is a difficult task with current user interface designs.Gesture Search allows for user to employ their entire multitouch screen as a gesture area and quickly access specific data items. The software runs in the background and distinguishes regular user interface events from a gesture. When a gesture is detected the search feature becomes active. The gestures are in the form of handwritten letters in sequence. For example, a user searching for a contact named Anne, would first write the letter A using their finger as an input device, they would then continue to enter letters until the contact appeared. The Gesture Search software also provides a mechanism for distinguishing more frequently accessed data and ranking it higher in the candidate list of possibilities. A user study of overall like-ability showed an average rating of 4.5 out of 5 for over 5000 ratings.
Analysis
This paper points out an interesting fact about mobile devices: our data is a bit harder to find. The paper discounts current systems, like Spotlight search on iPhone, as requiring too much attention and time to use. While I agree that a general gesture across the entire screen is easier than using an onscreen keyboard, I am not certain this is the best method to employ for finding data. I have not had an opportunity to use a system like this and would be very interested in trying one. I believe users would quickly adapt to any recognition quirks and be able to use it as a tool quickly. Overall though, I’d still like my data to find me instead of the other way around.
Wednesday, March 9, 2011
Ethnography Week #5
Monday, March 7, 2011
Paper Reading #14 - Eden: Supporting Home Network Management Through Interactive Visual Tools
Comments
Reference
Eden: Supporting Home Network Management Through Interactive Visual Tools
Jeonghwa Yang, W. Keith Edwards, David Haslem
UIST 2010 - New York
Summary
Networking the home is a complicated task for most users. Unfortunately, as more and more network connected devices enter the world, the requirement of a networked home becomes more and more evident. Users often express a wide range of frustrations with attempting to network a home. Eden attempts to provide a visual interface for managing home networks. A user study was conducted to first determine the needs of home network users, a panel of mostly novices and a few experts were surveyed. From this, an interface for managing a home network was implemented. The interface shows network connected devices in the frame of a house and allows visual groupings, shown as rooms, of the equipment. It also allows user to place restrictions or privileges on connected devices using visual badges. The system was implemented as a custom router with a web interface designed in Adobe Flash. In a comparison against other network management software the Eden software performed favorably.
Analysis
While I appreciate the efforts of this paper, I felt that it was lacking many details concerning the technical implementation and the complexities that arise in real world networking scenarios. Additionally, the paper cited that many users have trouble understanding DHCP versus static IP address assignment, yet this system does not account for that error (as it does nothing at the client, where that mistake is usually made). The implementation details also gloss over how new devices are detected and communicated to by Eden to before they are allowed onto the network. Overall I think there are some security concerns. Additionally, the testing was done in the lab with known devices--- this weakens the claim of a real world implementation. Finally, I didn’t think the interface grouping devices by room was very wise -- it’s too definite for wireless devices which roam around and gives users the wrong idea.
Wednesday, March 2, 2011
Paper Reading #13 - TwinSpace: an Infrastructure for Cross-Reality Team Spaces
Comments
Reference
TwinSpace: an Infrastructure for Cross-Reality Team Spaces
Derek F. Reilly, Hafez Rouzati, Andy Wu, Jee Yeon Hwang, Jeremy Brudvik, W. Keith Edwards
UIST 2010 - New York
Summary
TwinSpace is software aimed at combining real world workspaces with virtual world workspaces. TwinSpace focuses on creating a physical smart space which can be connected to by real physical interaction and through virtual world interaction. The system focuses on developing an architecture for supporting synchronization of both spaces. This architecture is mainly an event notification system. Two studies were performed with the system, one to enable brainstorming between team members and presentations, while the other study was focused around a game encouraging collaboration.
Analysis
This is a logical next step in combining the worlds of virtual collaboration areas with shared spaces in the real world. However, perception will still be a limiting factor. While our infrastructure to communicate data increases quickly, our ability to interpret physical cues grows at a much slower pace. The major goal I see for systems like this is to make them an integrated part of the environment, which is simple and natural to use. In its current state (from what I can see in the pictures and have read) the system is bulky, a bit buggy and has many conditions that must be just right in order to get that perfect interaction. The interaction itself shouldn’t be a chore for the user. So while I believe this is something that will become moderately used in the future, I think our current perception technologies are not yet ready to support it.