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Daniel Avrahami

dblp:30/4949 · DBLP profile ↗
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34ranked-venue papers
14as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 31 · 13 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3Artificial intelligence and machine learning · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
26 papers
Collaborative and social computing · 27% Health and well-being technologies · 24% Ubiquitous computing and smart environments · 22%
Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 100%

Topics — the 30 heaviest of 45, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › user wellbeing
workplace well-being
0.722020
Celebrating Everyday Success: Improving Engagement and Motivation using a System for Recording Daily Highlights · CHI 2020
BreakSense: Combining Physiological and Location Sensing to Promote Mobility during Work-Breaks · CHI 2017
Collaborative and social computing
video conferencing
0.522016
Taking Notes or Playing Games? Understanding Multitasking in Video Communication · CSCW 2016
Not Really There: Understanding Embodied Communication Affordances in Team Perception and Participation · CSCW 2015
Multimedia analysis and retrieval
object detection
0.412019
Documenting Physical Objects with Live Video and Object Detection · ACM Multimedia 2019
Health and well-being technologies
digital well-being
0.412019
Overcoming Distractions during Transitions from Break to Work using a Conversational Website-Blocking System · CHI 2019
Collaborative and social computing › organizational communication
workplace communication
0.312018
Challenges and Opportunities for Technology-Supported Activity Reporting in the Workplace · CHI 2018
Health and well-being technologies
personal informatics
0.322016
Taking 5: Work-Breaks, Productivity, and Opportunities for Personal Informatics for Knowledge Workers · CHI 2016
Staying the Course: System-Driven Lapse Management for Supporting Behavior Change · CHI 2016
Wearable and physiological sensing
activity sensing
0.312017
BreakSense: Combining Physiological and Location Sensing to Promote Mobility during Work-Breaks · CHI 2017
Ubiquitous computing and smart environments
indoor localization
0.312017
BreakSense: Combining Physiological and Location Sensing to Promote Mobility during Work-Breaks · CHI 2017
Health and well-being technologies › behavior change
behavior change technology
0.212016
Staying the Course: System-Driven Lapse Management for Supporting Behavior Change · CHI 2016
Human-robot interaction › nonverbal communication
embodied communication
0.212015
Not Really There: Understanding Embodied Communication Affordances in Team Perception and Participation · CSCW 2015
Collaborative and social computing
remote collaboration
0.212015
Evolution of a Tabletop Telepresence System through Art and Technology · ACM Multimedia 2015
Collaborative and social computing
computer-mediated communication
0.232008
IM waiting: timing and responsiveness in semi-synchronous communication · CSCW 2008
Communication characteristics of instant messaging: effects and predictions of interpersonal relationships · CSCW 2006
QnA: augmenting an instant messaging client to balance user responsiveness and performance · CSCW 2004
Ubiquitous computing and smart environments
context-aware computing
0.232009
Why and why not explanations improve the intelligibility of context-aware intelligent systems · CHI 2009
Predicting human interruptibility with sensors · ACM Trans. Comput. Hum. Interact. 2005
Predicting human interruptibility with sensors: a Wizard of Oz feasibility study · CHI 2003
Collaborative and social computing › computer-mediated communication › instant messaging
instant messaging responsiveness
0.122008
IM waiting: timing and responsiveness in semi-synchronous communication · CSCW 2008
Responsiveness in instant messaging: predictive models supporting inter-personal communication · CHI 2006
Haptics and multimodal interaction
haptic feedback
0.112011
The haptic laser: multi-sensation tactile feedback for at-a-distance physical space perception and interaction · CHI 2011
Ubiquitous computing and smart environments › automotive computing
in-car sensing
0.112011
The danger of loose objects in the car: challenges and opportunities for ubiquitous computing · UbiComp 2011
Haptics and multimodal interaction
multimodal feedback
0.112011
The haptic laser: multi-sensation tactile feedback for at-a-distance physical space perception and interaction · CHI 2011
Ubiquitous computing and smart environments
object tracking
0.112011
Portico: tangible interaction on and around a tablet · UIST 2011
Human-AI interaction › conversational agents
conversational agent interaction
0.112019
Overcoming Distractions during Transitions from Break to Work using a Conversational Website-Blocking System · CHI 2019
Human-robot interaction › learning from demonstration
manual guidance
0.112010
Augmenting on-screen instructions with micro-projected guides: when it works, and when it fails · UbiComp 2010
Privacy and data protection › information leakage
personal information exposure
0.112010
The Wi-Fi privacy ticker: improving awareness & control of personal information exposure on Wi-Fi · UbiComp 2010
Collaborative and social computing › computer-supported cooperative work
knowledge work support
0.112018
Challenges and Opportunities for Technology-Supported Activity Reporting in the Workplace · CHI 2018
Ubiquitous computing and smart environments › interruption management
interruptibility prediction
0.122005
Predicting human interruptibility with sensors · ACM Trans. Comput. Hum. Interact. 2005
Predicting human interruptibility with sensors: a Wizard of Oz feasibility study · CHI 2003
Machine learning › Trustworthy machine learning
interpretability
0.112009
Why and why not explanations improve the intelligibility of context-aware intelligent systems · CHI 2009
Interaction techniques and input › surface computing
tabletop interaction
0.112009
Bonfire: a nomadic system for hybrid laptop-tabletop interaction · UIST 2009
Usability and user experience research › user perception
user trust
0.112009
Why and why not explanations improve the intelligibility of context-aware intelligent systems · CHI 2009
User interface design and tools › display design
awareness displays
0.112008
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays · UbiComp 2008
Ubiquitous computing and smart environments › interruption management
interruptibility
0.112007
Biases in human estimation of interruptibility: effects and implications for practice · CHI 2007
Personal fabrication and tangible interfaces › paper-based interaction
digital desk
0.112015
Evolution of a Tabletop Telepresence System through Art and Technology · ACM Multimedia 2015
Interaction techniques and input › target selection
pointing
0.012011
The haptic laser: multi-sensation tactile feedback for at-a-distance physical space perception and interaction · CHI 2011

Methods — techniques the papers use, named apart from their topics

object detection · 0.8live video · 0.8field study · 0.7survey · 0.6interviews · 0.6field experiment · 0.5qualitative analysis · 0.4chatbot · 0.4browser extension · 0.4report analysis · 0.3controlled study · 0.1
YearPublicationVenuePosition
2020 Celebrating Everyday Success: Improving Engagement and Motivation using a System for Recording Daily Highlights
abstract
The demands of daily work offer few opportunities for workers to take stock of their own progress, big or small, which can lead to lower motivation, engagement, and higher risk of burnout. We present Highlight Matome, a personal online tool that encourages workers to quickly record and rank a single work highlight each day, helping them gain awareness of their own successes. We describe results from a field experiment investigating our tool's effectiveness for improving workers' engagement, perceptions, and affect. Thirty-three knowledge workers in Japan and the U.S. used Highlight Matome for six weeks. Our results show that using our tool for less than one minute each day significantly increased measures of work engagement, dedication, and positivity. A qualitative analysis of the highlights offers a window into participants' emotions and perceptions. We discuss implications for theories of inner work life and worker well-being.
Daniel Avrahami, Kristin Williams, Matthew L. Lee, Nami Tokunaga, Yulius Tjahjadi, Jennifer Marlow
CHI1
2020 Modality and Depth in Touchless Smartphone Augmented Reality Interactions
abstract
Augmented reality (AR) on smartphone devices allows people to interact with virtually placed objects anchored in the real world through the device’s viewport. Typically, smartphone AR interactions work with the device’s 2D touchscreen disconnected from the modality and depth of the virtual objects. In this paper, we studied 15 participants’ preferences, performances, and cognitive loads on a set of common tasks performed on smartphones at two interaction depths (close-range and distant) with two touchless modalities (hand tracking and screen dwell). We find that distant AR interactions, strongly preferred by the participants, were significantly faster and took less cognitive effort. We observed that within both interaction depths, modalities performed equally. When designing touchless modalities on smartphones, we suggest using distant interactions when overall performance is the top priority, otherwise, using hand tracking or screen dwell as back-ups for each other can be equally effective.
David A. Shamma, Daniel Avrahami, Jacob T. Biehl
IMX3
2020 Unobtrusive Activity Recognition and Position Estimation for Work Surfaces Using RF-Radar Sensing
abstract
Activity recognition is a core component of many intelligent and context-aware systems. We present a solution for discreetly and unobtrusively recognizing common work activities above a work surface without using cameras. We demonstrate our approach, which utilizes an RF-radar sensor mounted under the work surface, in three domains: recognizing work activities at a convenience-store counter, recognizing common office deskwork activities, and estimating the position of customers in a showroom environment. Our examples illustrate potential benefits for both post-hoc business analytics and for real-time applications. Our solution was able to classify seven clerk activities with 94.9% accuracy using data collected in a lab environment and able to recognize six common deskwork activities collected in real offices with 95.3% accuracy. Using two sensors simultaneously, we demonstrate coarse position estimation around a large surface with 95.4% accuracy. We show that using multiple projections of RF signal leads to improved recognition accuracy. Finally, we show how smartwatches worn by users can be used to attribute an activity, recognized with the RF sensor, to a particular user in multi-user scenarios. We believe our solution can mitigate some of users’ privacy concerns associated with cameras and is useful for a wide range of intelligent systems.
Daniel Avrahami, Yusuke Yamaura, Sven G. Kratz, Matthew Cooper 0002
ACM Trans. Interact. Intell. Syst.1
2019 Overcoming Distractions during Transitions from Break to Work using a Conversational Website-Blocking System
abstract
Work breaks--both physical and digital--play an important role in productivity and workplace wellbeing. Yet, the growing availability of digital distractions from online content can turn breaks into prolonged "cyberloafing". In this paper, we present UpTime, a system that aims to support workers' transitions from breaks back to work--moments susceptible to digital distractions. Combining a browser extension and chatbot, users interact with UpTime through proactive and reactive chat prompts. By sensing transitions from inactivity, UpTime helps workers avoid distractions by automatically blocking distracting websites temporarily, while still giving them control to take necessary digital breaks. We report findings from a 3-week comparative field study with 15 workers. Our results show that automatic, temporary blocking at transition points can significantly reduce digital distractions and stress without sacrificing workers' sense of control. Our findings, however, also emphasize that overloading users' existing communication channels for chatbot interaction should be done thoughtfully.
Vincent W. S. Tseng, Matthew L. Lee, Laurent Denoue, Daniel Avrahami
CHI4
2019 Documenting Physical Objects with Live Video and Object Detection
abstract
Responding to requests for information from an application, a remote person, or an organization that involve documenting the presence and/or state of physical objects can lead to incomplete or inaccurate documentation. We propose a system that couples information requests with a live object recognition tool to semi-automatically catalog requested items and collect evidence of their current state.
Scott A. Carter, Laurent Denoue, Daniel Avrahami
ACM Multimedia3
2018 Designing for Workplace Reflection: A Chat and Voice-Based Conversational Agent
abstract
Conversational agents stand to play an important role in supporting behavior change and well-being in many domains. With users able to interact with conversational agents through both text and voice, understanding how designing for these channels supports behavior change is important. To begin answering this question, we designed a conversational agent for the workplace that supports workers' activity journaling and self-learning through reflection. Our agent, named Robota, combines chat-based communication as a Slack Bot and voice interaction through a personal device using a custom Amazon Alexa Skill. Through a 3-week controlled deployment, we examine how voice-based and chat-based interaction affect workers' reflection and support self-learning. We demonstrate that, while many current technical limitations exist, adding dedicated mobile voice interaction separate from the already busy chat modality may further enable users to step back and reflect on their work. We conclude with discussion of the implications of our findings to design of workplace self-tracking systems specifically and to behavior-change systems in general.
Rafal Kocielnik, Daniel Avrahami, Jennifer Marlow, Di Lu 0002, Gary Hsieh
Conference on Designing Interactive Systems2
2018 Challenges and Opportunities for Technology-Supported Activity Reporting in the Workplace
abstract
Effective communication of activities and progress in the workplace is crucial for the success of many modern organizations. In this paper, we extend current research on workplace communication and uncover opportunities for technology to support effective work activity reporting. We report on three studies: With a survey of 68 knowledge workers followed by 14 in-depth interviews, we investigated the perceived benefits of different types of progress reports and an array of challenges at three stages: Collection, Composition, and Delivery. We show an important interplay between written and face-to-face reporting, and highlight the importance of tailoring a report to its audience. We then present results from an analysis of 722 reports composed by 361 U.S.-based knowledge workers, looking at the influence of the audience on a report's language. We conclude by discussing opportunities for future technologies to assist both employees and managers in collecting, interpreting, and reporting progress in the workplace.
Di Lu 0002, Jennifer Marlow, Rafal Kocielnik, Daniel Avrahami
CHI4
2018 Below the Surface: Unobtrusive Activity Recognition for Work Surfaces using RF-radar sensing
abstract
Activity recognition is a core component of many intelligent and context-aware systems. In this paper, we present a solution for discreetly and unobtrusively recognizing common work activities above a work surface without using cameras. We demonstrate our approach, which utilizes an RF-radar sensor mounted under the work surface, in two work domains; recognizing work activities at a convenience-store counter (useful for post-hoc analytics) and recognizing common office deskwork activities (useful for real-time applications). We classify seven clerk activities with 94.9% accuracy using data collected in a lab environment, and recognize six common deskwork activities collected in real offices with 95.3% accuracy. We show that using multiple projections of RF signal leads to improved recognition accuracy. Finally, we show how smartwatches worn by users can be used to attribute an activity, recognized with the RF sensor, to a particular user in multi-user scenarios. We believe our solution can mitigate some of users privacy concerns associated with cameras and is useful for a wide range of intelligent systems.
Daniel Avrahami, Yusuke Yamaura, Sven G. Kratz
IUI1
2017 BreakSense: Combining Physiological and Location Sensing to Promote Mobility during Work-Breaks
abstract
Work breaks can play an important role in the mental and physical well-being of workers and contribute positively to productivity. In this paper we explore the use of activity-, physiological-, and indoor-location sensing to promote mobility during work-breaks. While the popularity of devices and applications to promote physical activity is growing, prior research highlights important constraints when designing for the workplace. With these constraints in mind, we developed BreakSense, a mobile application that uses a Bluetooth beacon infrastructure, a smartphone and a smartwatch to encourage mobility during breaks with a game-like design. We discuss constraints imposed by design for work and the workplace, and highlight challenges associated with the use of noisy sensors and methods to overcome them. We then describe a short deployment of BreakSense within our lab that examined bound vs. unbound augmented breaks and how they affect users' sense of completion and readiness to work.
Scott Allen Cambo, Daniel Avrahami, Matthew L. Lee
CHI2
2016 Staying the Course: System-Driven Lapse Management for Supporting Behavior Change
abstract
The negative effect of lapses during a behavior-change program has been shown to increase the risk of repeated lapses and, ultimately, program abandonment. In this paper, we examine the potential of system-driven lapse management -- supporting users through lapses as part of a behavior-change tool. We first review lessons from domains such as dieting and addiction research and discuss the design space of lapse management. We then explore the value of one approach to lapse management -- the use of "cheat points" -- as a way to encourage sustained participation. In an online study, we first examine interpretations of progress that was reached through using cheat points. We then present findings from a deployment of lapse management in a two-week field study with 30 participants. Our results demonstrate the potential of this approach to motivate and change users' behavior. We discuss important open questions for the design of future technology-mediated behavior change programs.
Elena Agapie, Daniel Avrahami, Jennifer Marlow
CHI2
2016 Taking 5: Work-Breaks, Productivity, and Opportunities for Personal Informatics for Knowledge Workers
abstract
Taking breaks from work is an essential and universal practice. In this paper, we extend current research on productivity in the workplace to consider the break habits of knowledge workers and explore opportunities of break logging for personal informatics. We report on three studies. Through a survey of 147 U.S.-based knowledge workers, we investigate what activities respondents consider to be breaks from work, and offer an understanding of the benefit workers desire when they take breaks. We then present results from a two-week in-situ diary study with 28 participants in the U.S. who logged 800 breaks, offering insights into the effect of work breaks on productivity. We finally explore the space of information visualization of work breaks and productivity in a third study. We conclude with a discussion of implications for break recommendation systems, availability and interuptibility research, and the quantified workplace.
Daniel A. Epstein, Daniel Avrahami, Jacob T. Biehl
CHI2
2016 Taking Notes or Playing Games? Understanding Multitasking in Video Communication
abstract
This paper presents a detailed examination of factors that affect perceptions of and attitudes towards multitasking in video conferencing. We first report findings from interviews with 15 professional users of videoconferencing. Our interviews revealed the roles and potential link of technology and activity. We then report results from a controlled online experiment with 397 participants based in the United States. Our results show that the technology used for multitasking has a significant effect on others' assumptions of what secondary activity the multitasker is likely engaged in, and that this assumed activity in turn affects evaluations of politeness and appropriateness. We also show that different layouts of the video conferencing UI can affect perception of engagement in the meeting and in turn ratings of polite or impolite behavior. We propose a conceptual model that captures our results and use the model to discuss implications for behavior and for the design of video communication tools.
Jennifer Marlow, Eveline van Everdingen, Daniel Avrahami
CSCW3
2016 Supporting Multitasking in Video Conferencing using Gaze Tracking and On-Screen Activity Detection
abstract
The use of videoconferencing in the workplace has been steadily growing. While multitasking during video conferencing is often necessary, it is also viewed as impolite and sometimes unacceptable. One potential contributor to negative attitudes towards such multitasking is the disrupted sense of eye contact that occurs when an individual shifts their gaze away to another screen, for example, in a dual-monitor setup, common in office settings. We present an approach to improve a sense of eye contact over videoconferencing in dual-monitor setups. Our approach uses computer vision and desktop activity detection to dynamically choose the camera with the best view of a user's face. We describe two alternative implementations of our solution (RGB-only, and a combination of RGB and RGB-D cameras). We then describe results from an online experiment that shows the potential of our approach to significantly improve perceptions of a person's politeness and engagement in the meeting.
Daniel Avrahami, Eveline van Everdingen, Jennifer Marlow
IUI1
2015 The Effect of Edge Targets on Touch Performance
abstract
Edge targets, such as buttons or menus along the edge of a screen, are known to afford fast acquisition performance in desktop mousing environments. As the popularity of touch-based devices continues to grow, understanding the affordances of edge targets on touchscreen is needed. This paper describes results from two controlled experiments that examine in detail the effect of edge targets on performance in touch devices. The results show that on touch devices, a target's proximity to the edge may have a significant negative effect on reaction time. We examine the effect in detail and explore mitigating factors. We discuss potential explanations for the effect and propose implications for the design of efficient interfaces for touch devices.
Daniel Avrahami
CHI1
2015 Not Really There: Understanding Embodied Communication Affordances in Team Perception and Participation
abstract
We conducted a study that compared basic video conferencing, emergent kinetic video-conferencing techniques, and face-to-face meetings. Remote and co-located participants worked together in groups of three. We show, in agreement with prior literature, the strong adverse impact of being remote on participation levels. We also show that local and remote participants perceived differently their own contributions and others'. Local participants exhibited significantly more overlapping talk with remote participants who used an embodied proxy, than with remote participants in basic-video conferencing (and at a rate similar to overlapping speech for co-located groups). We describe differences in how the technologies were used to follow conversation. Our findings indicate that while the kinetic embodied technology increased local participants' perceived presence of remote teammates, it did not enhance remote participants' own sense of telepresence. We discuss our findings in the context of theories of agency and presence, and discuss how these findings extend our understanding of the promise and limitations of embodied video-conferencing solutions.
Jacob T. Biehl, Daniel Avrahami, Anthony Dunnigan
CSCW2
2015 Evolution of a Tabletop Telepresence System through Art and Technology
abstract
New technologies arise in a number of ways. They may come from advances in scientific research, through new combinations of existing technologies, or by simply imagining what might be possible in the future. This video describes the evolution of Tabletop Telepresence, a system for remote collaboration through desktop videoconferencing combined with a digital desk. Tabletop Telepresence began as a collection of camera, projector, videoconferencing and user interaction technologies. Working together; artists and research scientists combined these technologies into a means of sharing paper documents between remote desktops, interacting with those documents, requesting services (such as translation), and communicating through a videoconference.
Anthony Dunnigan, John Doherty, Daniel Avrahami, Jacob T. Biehl, Patrick Chiu, Chelhwon Kim, Qiong Liu 0003, Henry Tang, Lynn Wilcox
ACM Multimedia3
2011 The haptic laser: multi-sensation tactile feedback for at-a-distance physical space perception and interaction
abstract
We present the Haptic Laser, a system for providing a range of tactile sensations to represent a physical environment at-a-distance. The Haptic Laser is a handheld device that simulates interaction with physical surfaces as a user targets objects of interest (e.g., a light switch, TV, etc). Using simple computer vision techniques for scene analysis and laser range finding for calculating distance, the Haptic Laser extracts information about the physical environment and conveys it haptically through a collection of hardware actuators. Pointing the Haptic Laser around a room, for example, presents the user with information about the presence of objects, transitions, and edges through touch rather than, or in addition to, vision. The Haptic Laser extends current work on haptic touch screens and pens, and is designed to allow for haptic feedback from a distance using multiple feedback channels.
Francis Iannacci, Erik Turnquist, Daniel Avrahami, Shwetak N. Patel
CHI3
2011 The danger of loose objects in the car: challenges and opportunities for ubiquitous computing
abstract
Every year, loose objects inside cars during crashes cause hundreds of serious injuries and even deaths. In this paper, we describe findings from a study of 25 cars and drivers, examining the objects present in the car cabin, the reasons for them being there, and driver awareness of the potential dangers of these objects. With an average of 4.3 potentially dangerous loose objects in a car's cabin, our findings suggest that despite being generally aware of potential risks, considerations of convenience, easy access, and lack of in-the-moment awareness lead people to continue to place objects in dangerous locations in cars. Our study highlights opportunities for addressing this problem by tracking and reminding people about loose objects in cars.
Daniel Avrahami, Michael T. Yeganyan, Anthony LaMarca
UbiComp1
2011 Portico: tangible interaction on and around a tablet
abstract
We present Portico, a portable system for enabling tangible interaction on and around tablet computers. Two cameras on small foldable arms are positioned above the display to recognize a variety of physical objects placed on or around the tablet. These cameras have a larger field-of-view than the screen, allowing Portico to extend interaction significantly beyond the tablet itself. Our prototype, which uses a 12" tablet, delivers an interaction space six times the size of the tablet screen. Portico thus allows tablets to extend both their sensing capabilities and interaction space without sacrificing portability. We describe the design of our system and present a number of applications that demonstrate Portico's unique capability to track objects. We focus on a number of fun applications that demonstrate how such a device can be used as a low-cost way to create personal surface computing experiences. Finally, we discuss the challenges in supporting tangible interaction beyond the screen and describe possible mechanisms for overcoming them.
Daniel Avrahami, Jacob O. Wobbrock, Shahram Izadi
UIST1
2010 The Wi-Fi privacy ticker: improving awareness & control of personal information exposure on Wi-Fi
abstract
Anyone within range of an 802.11 wireless network ("Wi-Fi") can use free software to collect the unencrypted web traffic of others on the network. However, many Wi-Fi users are completely unaware of the risk that this creates. This work aims to improve users' awareness about what they expose to others on Wi-Fi networks and provide them with some control. Our system, the Wi-Fi Privacy Ticker, displays information about the exposure of sensitive terms that are sent to and from a user's computer and prevents the unencrypted transmission of terms from the user's computer that she has identified as highly sensitive. In a three-week field study with 17 participants, we found that the Wi-Fi Privacy Ticker improved participants' awareness of the circumstances in which their personal information is transmitted. We show that this heightened awareness contributed to changes in their behavior while on Wi-Fi.
Sunny Consolvo, Jaeyeon Jung, Ben Greenstein, Pauline S. Powledge, Gabriel Maganis, Daniel Avrahami
UbiComp6
2010 Augmenting on-screen instructions with micro-projected guides: when it works, and when it fails
abstract
We present a study that evaluates the effectiveness of augmenting on-screen instructions with micro-projection for manual task guidance unlike prior work, which replaced screen instructions with alternative modalities (e.g., head-mounted displays). In our study, 30 participants completed 10 trials each of 11 manual tasks chosen to represent a set of common task-components (e.g., cutting, folding) found in many everyday activities such as crafts, cooking, and hobby electronics. Fifteen participants received only on-screen instructions, and 15 received both on-screen and micro-projected instructions. In contrast to prior work, which focused only on whole tasks, our study examines the benefit of augmenting common task instructions. The augmented instructions improved participants' performance overall; however, we show that in certain cases when projected guides and physical objects visually interfered, projected elements caused increased errors. Our results demonstrate that examining effectiveness at an instruction level is both useful and necessary, and provide insight into the design of systems that help users perform everyday tasks.
Stephanie Rosenthal, Shaun K. Kane, Jacob O. Wobbrock, Daniel Avrahami
UbiComp4
2009 Why and why not explanations improve the intelligibility of context-aware intelligent systems
abstract
Context-aware intelligent systems employ implicit inputs, and make decisions based on complex rules and machine learning models that are rarely clear to users. Such lack of system intelligibility can lead to loss of user trust, satisfaction and acceptance of these systems. However, automatically providing explanations about a system's decision process can help mitigate this problem. In this paper we present results from a controlled study with over 200 participants in which the effectiveness of different types of explanations was examined. Participants were shown examples of a system's operation along with various automatically generated explanations, and then tested on their understanding of the system. We show, for example, that explanations describing why the system behaved a certain way resulted in better understanding and stronger feelings of trust. Explanations describing why the system did not behave a certain way, resulted in lower understanding yet adequate performance. We discuss implications for the use of our findings in real-world context-aware applications.
Brian Y. Lim, Anind K. Dey, Daniel Avrahami
CHI3
2009 Bonfire: a nomadic system for hybrid laptop-tabletop interaction
abstract
We present Bonfire, a self-contained mobile computing system that uses two laptop-mounted laser micro-projectors to project an interactive display space to either side of a laptop keyboard. Coupled with each micro-projector is a camera to enable hand gesture tracking, object recognition, and information transfer within the projected space. Thus, Bonfire is neither a pure laptop system nor a pure tabletop system, but an integration of the two into one new nomadic computing platform. This integration (1) enables observing the periphery and responding appropriately, e.g., to the casual placement of objects within its field of view, (2) enables integration between physical and digital objects via computer vision, (3) provides a horizontal surface in tandem with the usual vertical laptop display, allowing direct pointing and gestures, and (4) enlarges the input/output space to enrich existing applications. We describe Bonfire's architecture, and offer scenarios that highlight Bonfire's advantages. We also include lessons learned and insights for further development and use.
Shaun K. Kane, Daniel Avrahami, Jacob O. Wobbrock, Beverly L. Harrison, Adam D. Rea, Matthai Philipose, Anthony LaMarca
UIST2
2008 IM waiting: timing and responsiveness in semi-synchronous communication
abstract
Responsiveness, or the time until a person responds to communication, can affect the dynamics of a conversation as well as participants' perceptions of one another. In this paper, we present a careful examination of responsiveness to instant messaging communication, showing, for example, that work-fragmentation significantly correlates with faster responsiveness. We show also that the presentation of the incoming communication significantly affects responsiveness (even more so than indicators that the communication was ongoing), suggesting the potential for dynamically influencing responsiveness. This work contributes to a better understanding of computer-mediated communication and to the design of new tools for computer-mediated communication.
Daniel Avrahami, Susan R. Fussell, Scott E. Hudson
CSCW1
2008 Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
abstract
Personal, mobile displays, such as those on mobile phones, are ubiquitous, yet for the most part, underutilized. We present results from a field experiment that investigated the effectiveness of these displays as a means for improving awareness of daily life (in our case, self-monitoring of physical activity). Twenty-eight participants in three experimental conditions used our UbiFit system for a period of three months in their day-to-day lives over the winter holiday season. Our results show, for example, that participants who had an awareness display were able to maintain their physical activity level (even during the holidays), while the level of physical activity for participants who did not have an awareness display dropped significantly. We discuss our results and their general implications for the use of everyday mobile devices as awareness displays.
Sunny Consolvo, Predrag V. Klasnja, David W. McDonald, Daniel Avrahami, Jon Froehlich, Louis LeGrand, Ryan Libby, Keith Mosher, James A. Landay
UbiComp4
2007 Biases in human estimation of interruptibility: effects and implications for practice
abstract
People have developed a variety of conventions for negotiating face to face interruptions. The physical distribution of teams, however, together with the use of computer mediated communication and awareness systems, fundamentally alters what information is available to a person considering an interruption of a remote collaborator. This paper presents a detailed comparison between self-reports of interruptibility, collected from participants over extended periods in their actual work environment, and estimates of this interruptibility, provided by a second set of participants based on audio and video recordings. Our results identify activities and environmental cues that affect participants' ability to correctly estimate interruptibility. We show, for example, that a closed office door had a significant effect on observers' estimation of interruptibility, but did not have an effect on participants' reports of their own interruptibility. We discuss our findings and their importance for successful design of computer-mediated communication and awareness systems.
Daniel Avrahami, James Fogarty, Scott E. Hudson
CHI1
2007 Improving the match between callers and receivers: A study on the effect of contextual information on cell phone interruptions
abstract
A problem with the location-free nature of cell phones is that callers have difficulty predicting receivers' states, leading to inappropriate calls. One promising solution involves helping callers decide when to interrupt by providing them contextual information about receivers. We tested the effectiveness of different kinds of contextual information by measuring the degree of agreement between receivers' desires and callers' decisions. In a simulation, five groups of participants played the role of ‘Callers’, choosing between making calls or leaving messages, and a sixth group played the role of ‘Receivers’, choosing between receiving calls or receiving messages. Callers were provided different contextual information about Receivers' locations, their cell phones' ringer state, the presence of others, or no information at all. Callers provided with contextual information made significantly more accurate decisions than those without it. Our results suggest that different contextual information generates different kinds of improvements: more appropriate interruptions or better avoidance of inappropriate interruptions. We discuss the results and implications for practice in the light of other important considerations, such as privacy and technological simplicity.
Daniel Avrahami, Darren Gergle, Scott E. Hudson, Sara B. Kiesler
Behav. Inf. Technol.1
2006 Responsiveness in instant messaging: predictive models supporting inter-personal communication
abstract
For the majority of us, inter-personal communication is an essential part of our daily lives. Instant Messaging, or IM, has been growing in popularity for personal and work-related communication. The low cost of sending a message, combined with the limited awareness provided by current IM systems result in messages often arriving at inconvenient or disruptive times. In a step towards solving this problem, we created statistical models that successfully predict responsiveness to incoming instant messages -- simply put: whether the receiver is likely to respond to a message within a certain time period. These models were constructed using a large corpus of real IM interaction collected from 16 participants, including over 90,000 messages. The models we present can predict, with accuracy as high as 90.1%, whether a message sent to begin a new session of communication would get a response within 30 seconds, 1, 2, 5, and 10 minutes. This type of prediction can be used, for example, to drive online-status indicators, or in services aimed at finding potential communicators.
Daniel Avrahami, Scott E. Hudson
CHI1
2006 Communication characteristics of instant messaging: effects and predictions of interpersonal relationships
abstract
Instant Messaging is a popular medium for both social and work-related communication. In this paper we report an investigation of the effect of interpersonal relationship on underlying basic communication characteristics (such as messaging rate and duration) using a large corpus of instant messages. Our results show that communication characteristics differ significantly for communications between users who are in a work relationship and between users who are in a social relationship. We used our findings to inform the creation of statistical models that predict the relationship between users without the use of message content -- achieving an accuracy of nearly 80% for one such model. We discuss the results of our analyses and potential uses of these models.
Daniel Avrahami, Scott E. Hudson
CSCW1
2005 Predicting human interruptibility with sensors
abstract
A person seeking another person's attention is normally able to quickly assess how interruptible the other person currently is. Such assessments allow behavior that we consider natural, socially appropriate, or simply polite. This is in sharp contrast to current computer and communication systems, which are largely unaware of the social situations surrounding their usage and the impact that their actions have on these situations. If systems could model human interruptibility, they could use this information to negotiate interruptions at appropriate times, thus improving human computer interaction.This article presents a series of studies that quantitatively demonstrate that simple sensors can support the construction of models that estimate human interruptibility as well as people do. These models can be constructed without using complex sensors, such as vision-based techniques, and therefore their use in everyday office environments is both practical and affordable. Although currently based on a demographically limited sample, our results indicate a substantial opportunity for future research to validate these results over larger groups of office workers. Our results also motivate the development of systems that use these models to negotiate interruptions at socially appropriate times.
James Fogarty, Scott E. Hudson, Christopher G. Atkeson, Daniel Avrahami, Jodi Forlizzi, Sara B. Kiesler, Johnny C. Lee, Jie Yang 0001
ACM Trans. Comput. Hum. Interact.4
2004 The calder toolkit: wired and wireless components for rapidly prototyping interactive devices
abstract
Toolkits and other tools have dramatically reduced the time and technical expertise needed to design and implement graphical user interfaces (GUIs) allowing high-quality, iterative, user-centered design to become a common practice. Unfortunately the generation of functioning prototypes for physical interactive devices as not had similar support -- it still requires substantial time and effort by individuals with highly specialized skills and tools. This creates a divide between a designers' ability to explore form and interactivity of product designs and the ability to iterate on the basis of high fidelity interactive experiences with a functioning prototype. To help overcome this difficulty we have developed the Calder hardware toolkit. Calder is a development environment for rapidly exploring and prototyping functional physical interactive devices. Calder provides a set of reusable small input and output components, and integration into existing interface prototyping environments. These components communicate with a computer using wired and wireless connections. Calder is a tool targeted toward product and interaction designers to aid them in their early design process. In this paper we describe the process of gaining an understanding of the needs and workflow habits of our target users to generate a collection of requirements for such a toolkit. We describe technical challenges imposed by these needs, and the specifics of design and implementation of the toolkit to meet these challenges.
Johnny C. Lee, Daniel Avrahami, Scott E. Hudson, Jodi Forlizzi, Paul H. Dietz, Darren Leigh
Conference on Designing Interactive Systems2
2004 QnA: augmenting an instant messaging client to balance user responsiveness and performance
abstract
The growing use of Instant Messaging for social and work-related communication has created a situation where incoming messages often become a distraction to users while they are performing important tasks. Staying on task at the expense of responsiveness to IM buddies may portray the users as impolite or even rude. Constantly attending to IM, on the other hand, may prevent users from performing tasks efficiently, leaving them frustrated. In this paper we present a tool that augments a commercial IM client by automatically increasing the salience of incoming messages that may deserve immediate attention, helping users decide whether or not to stay on task.
Daniel Avrahami, Scott E. Hudson
CSCW1
2003 Predicting human interruptibility with sensors: a Wizard of Oz feasibility study
abstract
A person seeking someone else's attention is normally able to quickly assess how interruptible they are. This assessment allows for behavior we perceive as natural, socially appropriate, or simply polite. On the other hand, today's computer systems are almost entirely oblivious to the human world they operate in, and typically have no way to take into account the interruptibility of the user. This paper presents a Wizard of Oz study exploring whether, and how, robust sensor-based predictions of interruptibility might be constructed, which sensors might be most useful to such predictions, and how simple such sensors might be.The study simulates a range of possible sensors through human coding of audio and video recordings. Experience sampling is used to simultaneously collect randomly distributed self-reports of interruptibility. Based on these simulated sensors, we construct statistical models predicting human interruptibility and compare their predictions with the collected self-report data. The results of these models, although covering a demographically limited sample, are very promising, with the overall accuracy of several models reaching about 78%. Additionally, a model tuned to avoiding unwanted interruptions does so for 90% of its predictions, while retaining 75% overall accuracy.
Scott E. Hudson, James Fogarty, Christopher G. Atkeson, Daniel Avrahami, Jodi Forlizzi, Sara B. Kiesler, Johnny C. Lee, Jie Yang 0001
CHI4
2001 Guided gesture support in the paper PDA
abstract
Ordinary paper offers properties of readability, fluidity, flexibility, cost, and portability that current electronic devices are often hard pressed to match. In fact, a lofty goal for many interactive systems is to be "as easy to use as pencil and paper". However, the static nature of paper does not support a number of capabilities, such as search and hyperlinking that an electronic device can provide. The Paper PDA project explores ways in which hybrid paper electronic interfaces can bring some of the capabilities of the electronic medium to interactions occurring on real paper. Key to this effort is the invention of on-paper interaction techniques which retain the flexibility and fluidity of normal pen and paper, but which are structured enough to allow robust interpretation and processing in the digital world. This paper considers the design of a class of simple printed templates that allow users to make common marks in a fluid fashion, and allow additional gestures to be invented by the users to meet their needs, but at the same time encourages marks that are quite easy to recognize.
Daniel Avrahami, Scott E. Hudson, Thomas P. Moran, Brian D. Williams
UIST1