James A. Landay

dblp:l/JamesALanday · DBLP profile ↗
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143ranked-venue papers
4as first author
32since 2021 · last 2026
0000-0003-1520-8894ORCID · verified

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

Human-computer interaction and ubiquitous computing · 123 · 2 first-author · 28 since 2021Artificial intelligence and machine learning · 13 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021Systems, architecture and hardware · 3 · 1 since 2021Computer networks · 3 · 1 first-authorDatabases, data management, data science and information retrieval · 2
YearPublicationVenuePosition
2026 Comparing Design Metaphors and User-Driven Metaphors for Interaction Design
abstract
Metaphors enable designers to communicate their ideal user experience for platforms. Yet, we often do not know if these design metaphors match users' actual experiences. In this work, we compare design and user metaphors across three different platforms: ChatGPT, Twitter, and YouTube. We build on prior methods to elicit 554 user metaphors, as well as ratings on how well each metaphor describes users' experiences. We then identify 21 design metaphors by analyzing each platform's historical web presence since their launch date. We find that design metaphors often do not match the metaphors that users use to describe their experiences. Even when design and user metaphors do match, the metaphors do not always resonate universally. Through these findings, we highlight how comparing design and user metaphors can help to evaluate and refine metaphors for user experience.
Beleicia Bullock, James A. Landay, Michael S. Bernstein
CHI2
2026 Multiplicity in Practice: Glitching the Human In/Through Personal Sensing
abstract
The commitment to multiplicity and pluriversality challenges design to move beyond singular, stable conceptions of the human. Personal sensing systems offer a rich site for examining this challenge because in mediating the human experience, they constitute the human, although typically as a bounded, rational subject. Building on the critical discourse around sensing technologies, we examine what it might mean to make space for multiplicity in sensing. We articulate “purple zone” as an ontologically ambiguous space emerging from crossing boundaries previously naturalized or deemed fixed, and instantiate it through “EDA purple zone,” marking the threshold of in/visibility in Electrodermal Activity sensing. Through a multi-year process, we developed a real-time biofeedback system that surfaces EDA purple zone. Through a two-week study with 24 participants, we examine encounters with purple zone, instances where the relational human emerges through assemblages, and participants’ strategies for navigating such encounters. We conclude by reflecting on the inherent tensions and possibilities for reconstituting the human in/through personal sensing and engaging ontological multiplicity through design.
Nava Haghighi, Colette Do, Katie Liu, Yanav Lall, James A. Landay
CHI5
2026 Bloom: Designing for LLM-Augmented Behavior Change Interactions
abstract
Large language models (LLMs) offer novel opportunities to support health behavior change, yet existing work has narrowly focused on text-only interactions. Building on decades of HCI research on effective behavior change interactions, we present Bloom, an application for physical activity promotion that integrates an LLM-based health coaching chatbot with existing design strategies and UI elements. As part of Bloom’s development, we conducted a redteaming evaluation and contribute a safety benchmark dataset. In a four-week randomized field study (N=54) comparing Bloom to a no-LLM control, we observed important shifts in psychological outcomes: participants in the LLM condition reported stronger beliefs that activity was beneficial, greater enjoyment, and more self-compassion. Both conditions significantly increased physical activity levels, doubling the proportion of participants meeting recommended weekly guidelines, though descriptively, we observed no advantage for the LLM condition in short-term physical activity levels. Instead, our findings suggest that LLMs may be more effective at shifting mindsets that precede longer-term behavior change.
Matthew Jörke, Defne Genç, Valentin Teutschbein, Shardul Sapkota, Sarah Chung, Paul Schmiedmayer, Maria Ines Campero, Abby C. King, Emma Brunskill, James A. Landay
CHI10
2026 Just-In-Time Objectives: A General Approach for Specialized AI Interactions
abstract
Large language models promise a broad set of functions, but when not given a specific objective, they default to generic results. We demonstrate that inferring the user’s in-the-moment objective, then rapidly optimizing for that singular objective, enables LLMs to produce specialized tools, interfaces, and responses. Our work introduces just-in-time objectives, which model a user’s goals to specialize LLM systems on the fly. We contribute an architecture for automatically inducing such objectives by passively observing user behavior, then steering downstream AI systems through generation and evaluation against this objective. Inducing just-in-time objectives (e.g., “Clarify the abstract’s research contribution”) enables automatic generation of tools, e.g., those that critique a draft based on relevant HCI methodologies, anticipate related researchers’ reactions, or surface ambiguous terminology. In a series of experiments on participants’ own tasks, JIT objectives enable LLM outputs that achieve 66–86% win rates over typical LLMs. In-person use sessions confirm that JIT objectives produce specialized tools that are unique to each participant and are rated as significantly higher quality than a standard LLM chat tool.
Michelle S. Lam, Omar Shaikh, Hallie Xu, Alice Guo, Diyi Yang, Jeffrey Heer, James A. Landay, Michael S. Bernstein
CHI7
2025 Ontologies in Design: How Imagining a Tree Reveals Possibilities and Assumptions in Large Language Models
abstract
Amid the recent uptake of Generative AI, sociotechnical scholars and critics have traced a multitude of resulting harms, with analyses largely focused on values and axiology (e.g., bias). While value-based analyses are crucial, we argue that ontologies -- concerning what we allow ourselves to think or talk about -- is a vital but under-recognized dimension in analyzing these systems. Proposing a need for a practice-based engagement with ontologies, we offer four orientations for considering ontologies in design: pluralism, groundedness, liveliness, and enactment. We share examples of potentialities that are opened up through these orientations across the entire LLM development pipeline by conducting two ontological analyses: examining the responses of four LLM-based chatbots in a prompting exercise, and analyzing the architecture of an LLM-based agent simulation. We conclude by sharing opportunities and limitations of working with ontologies in the design and development of sociotechnical systems.
Nava Haghighi, Sunny Yu, James A. Landay, Daniela Karin Rosner
CHI3
2025 GPTCoach: Towards LLM-Based Physical Activity Coaching
Matthew Jörke, Shardul Sapkota, Lyndsea Warkenthien, Niklas Vainio, Paul Schmiedmayer, Emma Brunskill, James A. Landay
CHI7
2025 GenieWizard: Multimodal App Feature Discovery with Large Language Models
Jackie Yang, Yingtian Shi, Chris Gu, Zhang Zheng, Anisha Jain, Tianshi Li 0001, Monica S. Lam, James A. Landay
CHI8
2025 Oak Story: Improving Learner Outcomes with LLM-Mediated Interactive Narratives
Alan Y. Cheng, Carolyn Q. Zou, Anthony Xie, Matthew Hsu, Felicia Yan, Felicity Huang, David K. Zhang, Arjun Sharma, Rashon Poole, Daniel Wan Rosli, Andrea Cuadra, Roy D. Pea, James A. Landay
UIST13
2025 Black Older Adults' Perception of Using Voice Assistants to Enact a Medical Recovery Curriculum
abstract
The use of interactive voice assistants (IVAs) in healthcare provides an avenue to address diverse health needs, such as gaps in the medical recovery period for older adult patients who have recently experienced serious illness. By using a voice-assisted medical recovery curriculum, discharged patients can receive ongoing support as they recover. However, there exist significant medical and technology disparities among older adults, particularly among Black older adults. We recruited 26 Black older adults to participate in the design process of an IVA-enacted medical recovery curriculum by providing feedback during the early stages of design. Lack of cultural relevancy, accountability, privacy concerns, and stigmas associated with aging and disability made participants reluctant to engage with the technology unless in a position of extreme need. This study underscored the need for Black cultural representation, whether it regarded the IVA's accent, the types of media featured, or race-specific medical advice, and the need for strategies to address participants' concerns and stigmas. Participants saw the value in the curriculum for those who did not have caregivers and deliberated about the trade-offs the technology presented. We discuss tensions surrounding inclusion and representation and conclude by showing how we enacted the lessons from this study in future design plans.
Andrea Green, Gabrielle Polite, Isabelle Hung, Kristen L. Fessele, Sarah L. Billington, James A. Landay, Andrea Cuadra
Proc. ACM Hum. Comput. Interact.6
2024 Scientific and Fantastical: Creating Immersive, Culturally Relevant Learning Experiences with Augmented Reality and Large Language Models
abstract
Motivating children to learn is a major challenge in education. One way to inspire motivation to learn is through immersion. We combine the immersive potential of augmented reality (AR), narrative, and large language models (LLMs) to bridge fantasy with reality in a mobile application, Moon Story, that teaches elementary schoolers astronomy and environmental science. Our system also builds upon learning theories such as culturally-relevant pedagogy. Using our application, a child embarks on a journey inspired by Chinese mythology, engages in real-world AR activities, and converses with a fictional character powered by an LLM. We conducted a controlled experiment (N = 50) with two conditions: one using an LLM and one that was hard-coded. Both conditions resulted in learning gains, high engagement levels, and increased science learning motivation. Participants in the LLM condition also wrote more relevant answers. Finally, participants of both Chinese and non-Chinese heritage found the culturally-based narrative compelling.
Alan Y. Cheng, Meng Guo 0006, Melissa Ran, Arpit Ranasaria, Arjun Sharma, Anthony Xie, Khuyen N. Le, Bala Vinaithirthan, Shihe (Tracy) Luan, David Thomas Henry Wright, Andrea Cuadra, Roy D. Pea, James A. Landay
CHI13
2024 The Illusion of Empathy? Notes on Displays of Emotion in Human-Computer Interaction
abstract
From ELIZA to Alexa, Conversational Agents (CAs) have been deliberately designed to elicit or project empathy. Although empathy can help technology better serve human needs, it can also be deceptive and potentially exploitative. In this work, we characterize empathy in interactions with CAs, highlighting the importance of distinguishing evocations of empathy between two humans from ones between a human and a CA. To this end, we systematically prompt CAs backed by large language models (LLMs) to display empathy while conversing with, or about, 65 distinct human identities, and also compare how different LLMs display or model empathy. We find that CAs make value judgments about certain identities, and can be encouraging of identities related to harmful ideologies (e.g., Nazism and xenophobia). Moreover, a computational approach to understanding empathy reveals that despite their ability to display empathy, CAs do poorly when interpreting and exploring a user’s experience, contrasting with their human counterparts.
Andrea Cuadra, Maria Wang, Lynn Andrea Stein, Malte F. Jung, Nicola Dell, Deborah Estrin, James A. Landay
CHI7
2024 On Stress: Combining Human Factors and Biosignals to Inform the Placement and Design of a Skin-like Stress Sensor
abstract
With advances in electronic-skin and wearable technologies, it is possible to continuously measure stress markers from the skin and sweat to monitor and improve wellbeing and health. Understandably, the sensor’s engineering and resolution are important towards its function. However, we find that people looking for an e-skin stress sensor may look beyond measurement precision, demanding a private and stealth design to reduce, for example, social stigmatization. We introduce the idea of a stress sensing "wear index," created from the combination of human-centered design (n=24), physiological (n=10), and biochemical (n=16) data. This wear index can inform the design of stress wearables to fit specific applications, e.g., human factors may be relevant for a wellbeing application, versus a relapse prevention application that may require more sensing precision. Our wear index idea can be further generalized as a method to close gaps between design and engineering practices.
Yasser Khan, Matthew Louis Mauriello, Parsa Nowruzi, Akshara Motani, Grace Hon, Nicholas H. Vitale, Jinxing Li 0006, Amir Foudeh, Dalton Duvio, Erika Shols, Megan Chesnut, James A. Landay, Jan T. Liphardt, Leanne M. Williams, Keith D. Sudheimer, Boris Murmann, Zhenan Bao, Pablo Paredes
CHI13
2024 Concept Induction: Analyzing Unstructured Text with High-Level Concepts Using LLooM
abstract
Data analysts have long sought to turn unstructured text data into meaningful concepts. Though common, topic modeling and clustering focus on lower-level keywords and require significant interpretative work. We introduce concept induction, a computational process that instead produces high-level concepts, defined by explicit inclusion criteria, from unstructured text. For a dataset of toxic online comments, where a state-of-the-art BERTopic model outputs “women, power, female,” concept induction produces high-level concepts such as “Criticism of traditional gender roles” and “Dismissal of women’s concerns.” We present LLooM, a concept induction algorithm that leverages large language models to iteratively synthesize sampled text and propose human-interpretable concepts of increasing generality. We then instantiate LLooM in a mixed-initiative text analysis tool, enabling analysts to shift their attention from interpreting topics to engaging in theory-driven analysis. Through technical evaluations and four analysis scenarios ranging from literature review to content moderation, we find that LLooM’s concepts improve upon the prior art of topic models in terms of quality and data coverage. In expert case studies, LLooM helped researchers to uncover new insights even from familiar datasets, for example by suggesting a previously unnoticed concept of attacks on out-party stances in a political social media dataset.
Michelle S. Lam, Janice Teoh, James A. Landay, Jeffrey Heer, Michael S. Bernstein
CHI3
2024 ReactGenie: A Development Framework for Complex Multimodal Interactions Using Large Language Models
abstract
By combining voice and touch interactions, multimodal interfaces can surpass the efficiency of either modality alone. Traditional multimodal frameworks require laborious developer work to support rich multimodal commands where the user’s multimodal command involves possibly exponential combinations of actions/function invocations. This paper presents ReactGenie, a programming framework that better separates multimodal input from the computational model to enable developers to create efficient and capable multimodal interfaces with ease. ReactGenie translates multimodal user commands into NLPL (Natural Language Programming Language), a programming language we created, using a neural semantic parser based on large-language models. The ReactGenie runtime interprets the parsed NLPL and composes primitives in the computational model to implement complex user commands. As a result, ReactGenie allows easy implementation and unprecedented richness in commands for end-users of multimodal apps. Our evaluation showed that 12 developers can learn and build a non-trivial ReactGenie application in under 2.5 hours on average. In addition, compared with a traditional GUI, end-users can complete tasks faster and with less task load using ReactGenie apps.
Jackie Yang, Yingtian Shi, Karina Li, Daniel Wan Rosli, Anisha Jain, Tianshi Li 0001, James A. Landay, Monica S. Lam
CHI9
2024 AMMA: Adaptive Multimodal Assistants Through Automated State Tracking and User Model-Directed Guidance Planning
abstract
Novel technologies such as augmented reality and computer perception lay the foundation for smart assistants that can guide us through real-world tasks, such as cooking or home repair. However, the nature of real-world interaction requires assistants that adapt to users’ mistakes, environments, and communication preferences. We propose Adaptive Multimodal Assistants (AMMA), a software architecture for task guidance with generated adaptive interfaces from step-by-step instructions. This is achieved through 1) an automatically generated user action state tracker and 2) a guidance planner that leverages a continuously trained user model. The assistant also adjusts its guidance and communication delivery methods based on observed user performance as well as implicit and explicit user feedback. We demonstrated the viability of AMMA by building an adaptive cooking assistant running in a high-fidelity virtual reality-based simulator. A user study of the cooking assistant showed that AMMA can reduce the task completion time and the number of manual communication methods changes.
Jackie Yang, Leping Qiu, Emmanuel Angel Corona-Moreno, Louisa Shi, Monica S. Lam, James A. Landay
VR7
2024 Reinforcement learning tutor better supported lower performers in a math task
abstract
Abstract Resource limitations make it challenging to provide all students with one of the most effective educational interventions: personalized instruction. Reinforcement learning could be a pivotal tool to decrease the development costs and enhance the effectiveness of intelligent tutoring software, that aims to provide the right support, at the right time, to a student. Here we illustrate that deep reinforcement learning can be used to provide adaptive pedagogical support to students learning about the concept of volume in a narrative storyline software. Using explainable artificial intelligence tools, we extracted interpretable insights about the pedagogical policy learned and demonstrated that the resulting policy had similar performance in a different student population. Most importantly, in both studies, the reinforcement-learning narrative system had the largest benefit for those students with the lowest initial pretest scores, suggesting the opportunity for AI to adapt and provide support for those most in need.
Sherry Ruan, Allen Nie, William Steenbergen, Jiayu He, J. Q. Zhang, Meng Guo 0006, Yao Liu 0009, Kyle Dang Nguyen, Catherine Y. Wang, Rui Ying, James A. Landay, Emma Brunskill
Mach. Learn.11
2024 "They Make Us Old Before We're Old": Designing Ethical Health Technology with and for Older Adults
abstract
Voice-first ambient interfaces (VFAIs), such as Alexa, can uniquely meet the health needs of older adults. However, inequitable technology may worsen health disparities and decrease independence, calling for participatory methods to increase the agency of older adults in the design processes of these technologies. We adapt and conduct a participatory design workshop to focus on ambient interfaces for home health with 13 diverse older adults in San Francisco's Tenderloin neighborhood. Using the prototypes they made as discussion catalyzers, participants shared different perspectives entailing stigmatized topics that can be difficult to discuss, such as drug use, sex, isolation, and dementia. They deliberated on the negative implications of VFAIs, such as a justified concern for surveillance, in conjunction with their positive implications, such as receiving always-available ''non-judgmental'' support. Similarly, the risk of leaking drug use data was considered alongside the benefits of sharing important medical information with clinicians. We synthesize our findings into design considerations, such as how we might address varying levels of trust in different stakeholders and reduce stigma that may hinder users from fully benefiting from VFAIs' capabilities.
Jianna So, Samantha Estrada, Matthew Jörke, Eva Bianchi, Maria Wang, Nava Haghighi, Kristen L. Fessele, James A. Landay, Andrea Cuadra
Proc. ACM Hum. Comput. Interact.8
2023 A Workshop-Based Method for Navigating Value Tensions in Collectively Speculated Worlds
abstract
The rapid pace of technological progress carries with it a heightened risk of ethics and privacy violations, creating an urgent need for mechanisms to address this risk. We approach this problem from the perspective of designers and technologists aiming to design technology that better accounts for ethical implications. We iteratively developed a workshop-based method (N=113, seven workshops) for probing ethical implications of emerging ubiquitous computing technologies. We contribute a method that enables people with varying levels and areas of domain expertise and with a variety of lived experiences to collectively speculate about the ethical implications of emerging technologies, navigate value tensions, and prototype artifacts as a way to grapple with those tensions. We introduce implication design as a means for participants with and without design experience to communicate how a technology might change to better serve them. Lastly, we share our learnings from and reflections on our design process.
Nava Haghighi, Matthew Jörke, Yousif Mohsen, Andrea Cuadra, James A. Landay
Conference on Designing Interactive Systems5
2023 Designing Immersive, Narrative-Based Interfaces to Guide Outdoor Learning
abstract
Outdoor learning experiences, such as field trips, can improve children’s science achievement and engagement, but these experiences are often difficult to deliver without extensive support. Narrative in educational experiences can provide needed structure, while also increasing engagement. We created a narrative-based, mobile application to investigate how to guide young learners in interacting with their local, outdoor environment. In a second variant, we added augmented reality and image classification to explore the value of these features. A study (n = 44) found that participants using our system demonstrated learning gains and found the experience engaging. Our findings identified several major themes, including participant excitement for hands-on interactions with nature, curiosity about the characters, and enthusiasm toward typing their thoughts and observations. We offer a set of design implications for supporting narrative-based, outdoor learning with immersive technology.
Alan Y. Cheng, Jacob Ritchie, Niki Agrawal, Elizabeth Childs, Cyan DeVeaux, Yubin Jee, Trevor Leon, Bethanie Maples, Andrea Cuadra, James A. Landay
CHI10
2023 Visual StoryCoder: A Multimodal Programming Environment for Children's Creation of Stories
abstract
Computational thinking (CT) education reaches only a fraction of young children, in part because CT learning tools often require expensive hardware or fluent literacy. Block-based programming environments address these challenges through symbolic graphical interfaces, but users often need instructor support to advance. Alternatively, voice-based tools provide direct instruction on CT concepts but can present memory and navigation challenges to users. In this work, we present Visual StoryCoder, a multimodal tablet application that combines the strengths of each of these approaches to overcome their respective weaknesses. Visual StoryCoder introduces children ages 5–8 to CT through creative storytelling, offers direct instruction via a pedagogical voice agent, and eases use through a block-like graphical interface. In a between-subjects evaluation comparing Visual StoryCoder to a leading block-based programming app for this age group (N = 24), we show that Visual StoryCoder is more understandable to independent learners, leads to higher-quality code after app familiarization, and encourages personally meaningful projects.
Griffin Dietz, Nadin Tamer, Carina Ly, Jimmy K. Le, James A. Landay
CHI5
2023 Model Sketching: Centering Concepts in Early-Stage Machine Learning Model Design
abstract
Machine learning practitioners often end up tunneling on low-level technical details like model architectures and performance metrics. Could early model development instead focus on high-level questions of which factors a model ought to pay attention to? Inspired by the practice of sketching in design, which distills ideas to their minimal representation, we introduce model sketching: a technical framework for iteratively and rapidly authoring functional approximations of a machine learning model’s decision-making logic. Model sketching refocuses practitioner attention on composing high-level, human-understandable concepts that the model is expected to reason over (e.g., profanity, racism, or sarcasm in a content moderation task) using zero-shot concept instantiation. In an evaluation with 17 ML practitioners, model sketching reframed thinking from implementation to higher-level exploration, prompted iteration on a broader range of model designs, and helped identify gaps in the problem formulation—all in a fraction of the time ordinarily required to build a model.
Michelle S. Lam, Zixian Ma, Anne Li, Izequiel Freitas, Dakuo Wang, James A. Landay, Michael S. Bernstein
CHI6
2023 Theory of AI Mind: How adults and children reason about the "mental states" of conversational AI
Griffin Dietz, Joseph Outa, Lauren Lowe, James A. Landay, Hyowon Gweon
CogSci4
2023 GPTeach: Interactive TA Training with GPT-based Students
abstract
Interactive and realistic teacher training is hard to scale. This is a key issue for learning at scale, as inadequate preparation can negatively impact both students and teachers. What if we could make the teacher training experience more engaging and, as a downstream effect, reduce the potential for harm that teachers-in-training could inflict on students? We present GPTeach, an interactive chat-based teacher training tool that allows novice teachers to practice with simulated students. We performed two studies to evaluate GPTeach: one think-aloud study and one A/B test between our tool and a baseline. Participants took the role of a teaching assistant conducting office hours with two GPT-simulated students. We found that our tool provides the opportunity for teachers to get valuable teaching practice without the pressures of affecting real students, allowing them to iterate their responses both during and across sessions. Additionally, participants enjoyed flexibility in tailoring their responses according to the varied personas, needs, and learning goals. In this paper, we provide quantitative results and qualitative observations to inform future work in this area. We conclude with a discussion of actionable design ideas for such systems, as well as other ways to use this tool for evaluating teachers and students. GPTeach has recently been deployed into the teacher training component of an online course with over 800 novice teachers.
Julia M. Markel, Steven G. Opferman, James A. Landay, Chris Piech
L@S3
2022 Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual Reality
abstract
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users’ body representation, such as stretching the user’s virtual arm for manipulation of distant objects or scaling up the user’s avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.
Parastoo Abtahi, Sidney Q. Hough, James A. Landay, Sean Follmer
CHI3
2022 HybridTrak: Adding Full-Body Tracking to VR Using an Off-the-Shelf Webcam
abstract
Full-body tracking in virtual reality improves presence, allows interaction via body postures, and facilitates better social expression among users. However, full-body tracking systems today require a complex setup fixed to the environment (e.g., multiple lighthouses/cameras) and a laborious calibration process, which goes against the desire to make VR systems more portable and integrated. We present HybridTrak, which provides accurate, real-time full-body tracking by augmenting inside-out1 upper-body VR tracking systems with a single external off-the-shelf RGB web camera. HybridTrak uses a full-neural solution to convert and transform users’ 2D full-body poses from the webcam to 3D poses leveraging the inside-out upper-body tracking data. We showed HybridTrak is more accurate than RGB or depth-based tracking methods on the MPI-INF-3DHP dataset. We also tested HybridTrak in the popular VRChat app and showed that body postures presented by HybridTrak are more distinguishable and more natural than a solution using an RGBD camera.
Jackie Yang, Tuochao Chen, Fang Qin, Monica S. Lam, James A. Landay
CHI5
2022 End-User Audits: A System Empowering Communities to Lead Large-Scale Investigations of Harmful Algorithmic Behavior
abstract
Because algorithm audits are conducted by technical experts, audits are necessarily limited to the hypotheses that experts think to test. End users hold the promise to expand this purview, as they inhabit spaces and witness algorithmic impacts that auditors do not. In pursuit of this goal, we propose end-user audits-system-scale audits led by non-technical users-and present an approach that scaffolds end users in hypothesis generation, evidence identification, and results communication. Today, performing a system-scale audit requires substantial user effort to label thousands of system outputs, so we introduce a collaborative filtering technique that leverages the algorithmic system's own disaggregated training data to project from a small number of end user labels onto the full test set. Our end-user auditing tool, IndieLabel, employs these predicted labels so that users can rapidly explore where their opinions diverge from the algorithmic system's outputs. By highlighting topic areas where the system is under-performing for the user and surfacing sets of likely error cases, the tool guides the user in authoring an audit report. In an evaluation of end-user audits on a popular comment toxicity model with 17 non-technical participants, participants both replicated issues that formal audits had previously identified and also raised previously underreported issues such as under-flagging on veiled forms of hate that perpetuate stigma and over-flagging of slurs that have been reclaimed by marginalized communities.
Michelle S. Lam, Mitchell L. Gordon, Danaé Metaxa, Jeffrey T. Hancock, James A. Landay, Michael S. Bernstein
Proc. ACM Hum. Comput. Interact.5
2021 StoryCoder: Teaching Computational Thinking Concepts Through Storytelling in a Voice-Guided App for Children
abstract
Computational thinking (CT) education reaches only a fraction of young children, in part because CT learning tools often require expensive hardware or fluent literacy. Informed by needfinding interviews, we developed a voice-guided smartphone application leveraging storytelling as a creative activity by which to teach CT concepts to 5- to 8-year-old children. The app includes two storytelling games where users create and listen to stories as well as four CT games where users then modify those stories to learn about sequences, loops, events, and variables. We improved upon the app design through wizard-of-oz testing (N = 28) and iterative design testing (N = 22) before conducting an evaluation study (N = 22). Children were successfully able to navigate the app, effectively learn about the target computing concepts, and, after using the app, children demonstrated above-chance performance on a near transfer CT concept recognition task.
Griffin Dietz, Jimmy K. Le, Nadin Tamer, Jenny Han, Hyowon Gweon, Elizabeth L. Murnane, James A. Landay
CHI7
2021 EnglishBot: An AI-Powered Conversational System for Second Language Learning
abstract
Today, many students learn to speak a foreign language by listening to and repeating pre-recorded materials due to the lack of practice opportunities with human partners. Leveraging recent advancements in AI, Speech, and NLP, we developed EnglishBot, a language learning chatbot that converses with students interactively on college-related topics and provides adaptive feedback. We evaluated EnglishBot against a traditional listen-and-repeat interface with 56 Chinese college students through two six-day user studies under both voluntary and fixed-usage conditions. Students’ fluency improved more with EnglishBot as evaluated by the IELTS grading standard for voluntary learning. EnglishBot users also showed higher engagement and voluntarily spent 2.1 times more time interacting with EnglishBot. Our results suggest that conversational interfaces may benefit foreign learners’ oral language learning, particularly under casual learning settings.
Sherry Ruan, Qianyao Xu, Zhiyuan Liu 0001, Glenn M. Davis, Emma Brunskill, James A. Landay
IUI7
2021 Variational Deep Knowledge Tracing for Language Learning
abstract
Deep Knowledge Tracing (DKT), which traces a student’s knowledge change using deep recurrent neural networks, is widely adopted in student cognitive modeling. Current DKT models only predict a student’s performance based on the observed learning history. However, a student’s learning processes often contain latent events not directly observable in the learning history, such as partial understanding, making slips, and guessing answers. Current DKT models fail to model this kind of stochasticity in the learning process. To address this issue, we propose Variational Deep Knowledge Tracing (VDKT), a latent variable DKT model that incorporates stochasticity into DKT through latent variables. We show that VDKT outperforms both a sequence-to-sequence DKT baseline and previous SoTA methods on MAE, F1, and AUC by evaluating our approach on two Duolingo language learning datasets. We also draw various interpretable analyses from VDKT and offer insights into students’ stochastic behaviors in language learning.
Sherry Ruan, Wei Wei 0019, James A. Landay
LAK3
2021 Grounding Open-Domain Instructions to Automate Web Support Tasks
abstract
Nancy Xu, Sam Masling, Michael Du, Giovanni Campagna, Larry Heck, James Landay, Monica Lam. Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2021.
Nancy Xu, Sam Masling, Michael Du, Giovanni Campagna, Larry Heck, James A. Landay, Monica S. Lam
NAACL-HLT6
2021 Dynamic Guidance for Decluttering Photographic Compositions
abstract
Unwanted clutter in a photo can be incredibly distracting. However in the moment, photographers have so many things to simultaneously consider, it can be hard to catch every detail. Designers have long known the benefits of abstraction for seeing a more holistic view of their design. We wondered if, similarly, some form of image abstraction might be helpful for photographers as an alternative perspective or “lens” with which to see their image. Specifically, we wondered if such abstraction might draw the photographer’s attention away from details in the subject to noticing objects in the background, such as unwanted clutter. We present our process for designing such a camera overlay, based on the idea of using abstraction to recognize clutter. Our final design uses object-based saliency and edge detection to highlight contrast along subject and image borders, outlining potential distractors in these regions. We describe the implementation and evaluation of a capture-time tool that interactively displays these overlays and find that the tool is helpful for making users more confident in their ability to take decluttered photos that clearly convey their intended story.
Jane L., Kevin Y. Zhai, Jose Echevarria, Ohad Fried, Pat Hanrahan, James A. Landay
UIST6
2021 An Image of Society: Gender and Racial Representation and Impact in Image Search Results for Occupations
abstract
Algorithmically-mediated content is both a product and producer of dominant social narratives, and it has the potential to impact users' beliefs and behaviors. We present two studies on the content and impact of gender and racial representation in image search results for common occupations. In Study 1, we compare 2020 workforce gender and racial composition to that reflected in image search. We find evidence of underrepresentation on both dimensions: women are underrepresented in search at a rate of 42% women for a field with 50% women; people of color are underrepresented with 16% in search compared to an occupation with 22% people of color (the latter being proportional to the U.S. workforce). We also compare our gender representation data with that collected in 2015 by Kay et al., finding little improvement in the last half-decade. In Study 2, we study people's impressions of occupations and sense of belonging in a given field when shown search results with different proportions of women and people of color. We find that both axes of representation as well as people's own racial and gender identities impact their experience of image search results. We conclude by emphasizing the need for designers and auditors of algorithms to consider the disparate impacts of algorithmic content on users of marginalized identities.
Danaé Metaxa, Michelle A. Gan, Su Goh, Jeffrey T. Hancock, James A. Landay
Proc. ACM Hum. Comput. Interact.5
2020 Supporting children's math learning with feedback-augmented narrative technology
abstract
A key challenge in education is effectively engaging children in learning activities. We investigated how a narrative story impacts engagement and learning, as well as how feedback can provide further benefits. To do so, we created an interactive, tablet-based learning platform with a multi-step math task designed using Common Core State Standards. Subjects completed a pretest and then were assigned to a condition, either one of three variations of the system (narratives, narratives with hints, and narratives with a tutoring chatbot using wizard-of-oz techniques) or a control system that has children complete the same learning task without narratives nor feedback, before the subjects completed a post test. 72 children in U.S. grades 3--5 participated. Our results showed that embedding learning activities into narratives boosted children's engagement as evaluated by coding video responses and surveys, and the integration of a tutoring chatbot improved learning outcomes on the assessment. These results provide evidence that a narrative-based tutoring system with chatbot-mediated help may support effective learning experiences for children.
Sherry Ruan, Jiayu He, Rui Ying, Jonathan Burkle, Dunia Hakim, Yufeng Yin 0002, Lily Zhou, Qianyao Xu, Abdallah A. AbuHashem, Griffin Dietz, Elizabeth L. Murnane, Emma Brunskill, James A. Landay
IDC14
2020 Adaptive Photographic Composition Guidance
abstract
Photographic composition is often taught as alignment with composition grids-most commonly, the rule of thirds. Professional photographers use more complex grids, like the harmonic armature, to achieve more diverse dynamic compositions. We are interested in understanding whether these complex grids are helpful to amateurs.
Jane E, Ohad Fried, Jingwan Lu, Jianming Zhang 0001, Radomír Mech, Jose Echevarria, Pat Hanrahan, James A. Landay
CHI8
2020 Designing Ambient Narrative-Based Interfaces to Reflect and Motivate Physical Activity
abstract
Numerous technologies now exist for promoting more active lifestyles. However, while quantitative data representations (e.g., charts, graphs, and statistical reports) typify most health tools, growing evidence suggests such feedback can not only fail to motivate behavior but may also harm self-integrity and fuel negative mindsets about exercise. Our research seeks to devise alternative, more qualitative schemes for encoding personal information. In particular, this paper explores the design of data-driven narratives, given the intuitive and persuasive power of stories. We present WhoIsZuki, a smartphone application that visualizes physical activities and goals as components of a multi-chapter quest, where the main character's progress is tied to the user's. We report on our design process involving online surveys, in-lab studies, and in-the-wild deployments, aimed at refining the interface and the narrative and gaining a deep understanding of people's experiences with this type of feedback. From these insights, we contribute recommendations to guide future development of narrative-based applications for motivating healthy behavior.
Elizabeth L. Murnane, Anna Kong, Michelle Park, Weili Shi, Connor Soohoo, Luke Vink, Iris Xia, John Yang-Sammataro, Grace Young, Jenny Zhi, Paula Moya, James A. Landay
CHI14
2020 Soundr: Head Position and Orientation Prediction Using a Microphone Array
abstract
Although state-of-the-art smart speakers can hear a user's speech, unlike a human assistant these devices cannot figure out users' verbal references based on their head location and orientation. Soundr presents a novel interaction technique that leverages the built-in microphone array found in most smart speakers to infer the user's spatial location and head orientation using only their voice. With that extra information, Soundr can figure out users references to objects, people, and locations based on the speakers' gaze, and also provide relative directions. To provide training data for our neural network, we collected 751 minutes of data (50x that of the best prior work) from human speakers leveraging a virtual reality headset to accurately provide head tracking ground truth. Our results achieve an average positional error of 0.31m and an orientation angle accuracy of 34.3° for each voice command. A user study to evaluate user preferences for controlling IoT appliances by talking at them found this new approach to be fast and easy to use.
Jackie Yang, Gaurab Banerjee, Vishesh Gupta, Monica S. Lam, James A. Landay
CHI5
2020 DoThisHere: Multimodal Interaction to Improve Cross-Application Tasks on Mobile Devices
abstract
Many computing tasks, such as comparison shopping, two-factor authentication, and checking movie reviews, require using multiple apps together. On large screens, "windows, icons, menus, pointer" (WIMP) graphical user interfaces (GUIs) support easy sharing of content and context between multiple apps. So, it is straightforward to see the content from one application and write something relevant in another application, such as looking at the map around a place and typing walking instructions into an email. However, although today's smartphones also use GUIs, they have small screens and limited windowing support, making it hard to switch contexts and exchange data between apps.
Jackie Yang, Monica S. Lam, James A. Landay
UIST3
2019 Beyond The Force: Using Quadcopters to Appropriate Objects and the Environment for Haptics in Virtual Reality
abstract
Quadcopters have been used as hovering encountered-type haptic devices in virtual reality. We suggest that quadcopters can facilitate rich haptic interactions beyond force feedback by appropriating physical objects and the environment. We present HoverHaptics, an autonomous safe-to-touch quadcopter and its integration with a virtual shopping experience. HoverHaptics highlights three affordances of quadcopters that enable these rich haptic interactions: (1) dynamic positioning of passive haptics, (2) texture mapping, and (3) animating passive props. We identify inherent challenges of hovering encountered-type haptic devices, such as their limited speed, inadequate control accuracy, and safety concerns. We then detail our approach for tackling these challenges, including the use of display techniques, visuo-haptic illusions, and collision avoidance. We conclude by describing a preliminary study (n = 9) to better understand the subjective user experience when interacting with a quadcopter in virtual reality using these techniques.
Parastoo Abtahi, Landry Benoit, Jackie Yang, Marco Pavone 0001, Sean Follmer, James A. Landay
CHI6
2019 QuizBot: A Dialogue-based Adaptive Learning System for Factual Knowledge
abstract
Advances in conversational AI have the potential to enable more engaging and effective ways to teach factual knowledge. To investigate this hypothesis, we created QuizBot, a dialogue-based agent that helps students learn factual knowledge in science, safety, and English vocabulary. We evaluated QuizBot with 76 students through two within-subject studies against a flashcard app, the traditional medium for learning factual knowledge. Though both systems used the same algorithm for sequencing materials, QuizBot led to students recognizing (and recalling) over 20% more correct answers than when students used the flashcard app. Using a conversational agent is more time consuming to practice with, but in a second study, of their own volition, students spent 2.6x more time learning with QuizBot than with flashcards and reported preferring it strongly for casual learning. Our results in this second study showed QuizBot yielded improved learning gains over flashcards on recall. These results suggest that educational chatbot systems may have beneficial use, particularly for learning outside of traditional settings.
Sherry Ruan, Justin Xu, Bryce Joe-Kun Tham, Zhengneng Qiu, Yeshuang Zhu, Elizabeth L. Murnane, Emma Brunskill, James A. Landay
CHI9
2019 Poirot: A Web Inspector for Designers
abstract
To better understand the issues designers face as they interact with developers and use developer tools to create websites, we conducted a formative investigation consisting of interviews, a survey, and an analysis of professional design documents. Based on insights gained from these efforts, we developed Poirot, a web inspection tool for designers that enables them to make style edits to websites using a familiar graphical interface. We compared Poirot to Chrome DevTools in a lab study with 16 design professionals. We observed common problems designers experience when using Chrome DevTools and found that when using Poirot, designers were more successful in accomplishing typical design tasks (97% to 63%). In addition, we found that Poirot had a significantly lower perceived cognitive load and was overwhelmingly preferred by the designers in our study.
Kesler W. Tanner, Naomi Johnson, James A. Landay
CHI3
2019 Building blocks of computational thinking: Young children's developing capacities for problem decomposition
Griffin Dietz, James A. Landay, Hyowon Gweon
CogSci2
2019 Drone.io: A Gestural and Visual Interface for Human-Drone Interaction
abstract
Drones are becoming ubiquitous and offer support to people in various tasks, such as photography, in increasingly interactive social contexts. We introduce drone.io, a projected body-centric graphical user interface for human-drone interaction. Using two simple gestures, users can interact with a drone in a natural manner. drone.io is the first human-drone graphical user interface embedded on a drone to provide both input and output capabilities. This paper describes the design process of drone.io. We present a proof of concept, drone-based implementation, as well as a fully functional prototype for a drone tour-guide scenario. We report drone.io's evaluation in three user studies (N=27) and show that people were able to use the interface with little prior training. We contribute to the field of human-robot interaction and the growing field of human-drone interaction.
Jessica R. Cauchard, Alex Tamkin, Cheng Yao Wang, Luke Vink, Michelle Park, Tommy Fang, James A. Landay
HRI7
2019 BookBuddy: Turning Digital Materials Into Interactive Foreign Language Lessons Through a Voice Chatbot
abstract
Digitization of education has brought a tremendous amount of online materials that are potentially useful for language learners to practice their reading skills. However, these digital materials rarely help with conversational practice, a key component of foreign language learning. Leveraging recent advances in chatbot technologies, we developed BookBuddy, a scalable virtual reading companion that can turn any reading material into an interactive conversation-based English lesson. We piloted our virtual tutor with five 6-year-old native Chinese-speaking children currently learning English. Preliminary results suggest that children enjoyed speaking English with our virtual tutoring chatbot and were highly engaged during the interaction.
Sherry Ruan, Angelica Willis, Qianyao Xu, Glenn M. Davis, Emma Brunskill, James A. Landay
L@S7
2019 Key Phrase Extraction for Generating Educational Question-Answer Pairs
abstract
Automatic question generation is a promising tool for developing the learning systems of the future. Research in this area has mostly relied on having answers (key phrases) identified beforehand and given as a feature, which is not practical for real-world, scalable applications of question generation. We describe and implement an end-to-end neural question generation system that generates question and answer pairs given a context paragraph only. We accomplish this by first generating answer candidates (key phrases) from the paragraph context, and then generating questions using the key phrases. We evaluate our method of key phrase extraction by comparing our output over the same paragraphs with question-answer pairs generated by crowdworkers and by educational experts. Results demonstrate that our system is able to generate educationally meaningful question and answer pairs with only context paragraphs as input, significantly increasing the potential scalability of automatic question generation.
Angelica Willis, Glenn M. Davis, Sherry Ruan, Lakshmi Manoharan, James A. Landay, Emma Brunskill
L@S5
2019 InfoLED: Augmenting LED Indicator Lights for Device Positioning and Communication
abstract
Augmented Reality (AR) has the potential to expand our capability for interacting with and comprehending our surrounding environment. However, current AR devices treat electronic appliances no different than common non-interactive objects, which substantially limits the functionality of AR. We present InfoLED, a positioning and communication system based on indicator lights that enables appliances to transmit their location, device IDs, and status information to the AR client without changing their visual design. By leveraging human insensitivity to high-frequency brightness flickering, InfoLED transmits all of that information without disturbing the original function as an indicator light. We envision InfoLED being used in three categories of application: malfunctioning device diagnosis, appliances control, and multi-appliance configuration. We conducted three user studies, measuring the performance of the InfoLED system, the human readability of the patterns and colors displayed on the InfoLED, and users' overall preference for InfoLED. The study results showed that InfoLED can work properly from a distance of up to 7 meters in indoor conditions and it did not interfere with our participants' ability to comprehend the high-level patterns and colors of the indicator light. Overall, study subjects prefer InfoLED to an ArUco 2D barcode-based baseline system and reported less cognitive load when using our system.
Jackie Yang, James A. Landay
UIST2
2019 Search Media and Elections: A Longitudinal Investigation of Political Search Results
abstract
Concern about algorithmically-curated content and its impact on democracy is reaching a fever pitch worldwide. But relative to the role of social media in electoral processes, the role of search results has received less public attention. We develop a theoretical conceptualization of search results as a form of media-search media-and analyze search media in the context of political partisanship in the six months leading up to the 2018 U.S. midterm elections. Our empirical analyses use a total of over 4 million URLs, scraped daily from Google search queries for all candidates running for federal office in the United States in 2018. In our first set of analyses we characterize the nature of search media from the data collected in terms of the types of URLs present and the stability of search results over time. In our second, we annotate URLs' top-level domains with existing measures of political partisanship, examining trends by incumbency, election outcome, and other election characteristics. Among other findings, we note that partisanship trends in search media are largely similar for content about candidates from the two major political parties, whereas there are substantial differences in search media for incumbent versus challenger candidates. This work suggests that longitudinal, systematic audits of search media can reflect real-world political trends. We conclude with implications for web search designers and consumers of political content online.
Danaé Metaxa, Joon Sung Park 0001, James A. Landay, Jeffrey T. Hancock
Proc. ACM Hum. Comput. Interact.3
2018 Aeroquake: Drone Augmented Dance
abstract
As drone-based entertainment becomes more popular, researchers have explored different forms of expression and systems to support drone performances. However, most of these systems are pre-programmed and do not interact with the body movement of dancers in real-time. In response, some have presented drone performances using bulky camera systems to track the performer's body movement. We introduce Aeroquake, an augmented dance system that uses simple wearable microphones to enhance a dancer's body movement with sound and control the movement of drones in real-time. Dancers experience a simulation of "quaking" the space around them: upon stomping, the movement is translated into sound and vertical motion across multiple drones. Aeroquake allows dancers to improvise choreography and explore their creativity in the space in which they choose to dance. We worked with a dancer to validate our system by performing before a live audience.
Heesoon Kim, James A. Landay
Conference on Designing Interactive Systems2
2018 Gender-Inclusive Design: Sense of Belonging and Bias in Web Interfaces
abstract
We interact with dozens of web interfaces on a daily basis, making inclusive web design practices more important than ever. This paper investigates the impacts of web interface design on ambient belonging, or the sense of belonging to a community or culture. Our experiment deployed two content-identical webpages for an introductory computer science course, differing only in aesthetic features such that one was perceived as masculine while the other was gender-neutral. Our results confirm that young women exposed to the masculine page are negatively affected, reporting significantly less ambient belonging, interest in the course and in studying computer science broadly. They also experience significantly more concern about others' perception of their gender relative to young women exposed to the neutral page, while no similar effect is seen in young men. These results suggest that gender biases can be triggered by web design, highlighting the need for inclusive user interface design for the web.
Danaé Metaxa, Kelly Wang, James A. Landay, Jeffrey T. Hancock
CHI3
2018 Fast & Furious: Detecting Stress with a Car Steering Wheel
abstract
Stress affects the lives of millions of people every day. In-situ sensing could enable just-in-time stress management interventions. We present the first work to detect stress using the movements of a car's existing steering wheel. We extend prior work on PC peripherals and demonstrate that stress, expressed through muscle tension in the limbs, can be measured through the way we drive a car. We collected data in a driving simulator under controlled circumstances to vary the levels of induced stress, within subjects. We analyze angular displacement data to estimate coefficients related to muscle tension using an inverse filtering technique. We prove that the damped frequency of a mass spring damper model representing the arm is significantly higher during stress. Stress can be detected with only a few turns during driving. We validate these measures against a known stressor and calibrate our sensor against known stress measurements.
Pablo Paredes, Francisco Ordonez, Wendy Ju, James A. Landay
CHI4
2018 From on Body to Out of Body User Experience
abstract
Today's most common user interfaces represent an incremental change from the GUI popularized by the Apple Macintosh in 1984. Over the last 30 years the dominant hardware has changed drastically while the user interface has barely moved: from one hand on a mouse to two fingers on a panel of glass. I will illustrate how we are building on-body interfaces of the future that further engage our bodies by using muscle sensing for input and vibrotactile output, offering discrete and natural interaction on the go. I will also show how other interfaces we are designing take an even more radical approach, moving the interface off the human body altogether and onto drones that project into the space around them. Finally, I will introduce a new project where we envision buildings as hybrid physical-digital spaces that both sense and actuate to improve human wellbeing.
James A. Landay
IUI1
2017 Drone & Wo: Cultural Influences on Human-Drone Interaction Techniques
abstract
As drones become ubiquitous, it is important to understand how cultural differences impact human-drone interaction. A previous elicitation study performed in the USA illustrated how users would intuitively interact with drones. We replicated this study in China to gain insight into how these user-defined interactions vary across the two cultures. We found that as per the US study, Chinese participants chose to interact primarily using gesture. However, Chinese participants used multi-modal interactions more than their US counterparts. Agreement for many proposed interactions was high within each culture. Across cultures, there were notable differences despite similarities in interaction modality preferences. For instance, culturally-specific gestures emerged in China, such as a T-shape gesture for stopping the drone. Participants from both cultures anthropomorphized the drone, and welcomed it into their personal space. We describe the implications of these findings on designing culturally-aware and intuitive human-drone interaction.
Jane E, Ilene L. E, James A. Landay, Jessica R. Cauchard
CHI3
2017 BrushTouch: Exploring an Alternative Tactile Method for Wearable Haptics
abstract
Haptic interfaces are ideal in situations where visual/auditory attention is impossible, unsafe, or socially unacceptable. However, conventional (vibrotactile) wearable interfaces often possess a limited bandwidth for expressing information. We explore a novel form of tactile stimulation through brushing, and demonstrate BrushTouch, a wearable prototype for brushing haptics. We also present schemes for conveying information such as time and direction through multi-tactor wrist-worn haptic interfaces. To evaluate BrushTouch, two user studies were run, comparing it to a conventional vibrotactile wristband across a number of tasks in both lab and mobile conditions. We show that for certain cues brushing can be more accurately recognized than vibration, enabling more effective spatial schemes for presenting information through haptic means. We then show that BrushTouch is capable of greater information transfer using such cues. We believe that brushing, as with other non-vibrotactile haptic techniques, merits further investigation as potential vehicles for richer haptic feedback.
Evan Strasnick, Jessica R. Cauchard, James A. Landay
CHI3
2016 AmbiVibe: Design and Evaluation of Vibrations for Progress Monitoring
abstract
Smartwatches and activity trackers are becoming prevalent, providing information about health and fitness, and offering personalized progress monitoring. These wearable devices often offer multimodal feedback with embedded visual, audio, and vibrotactile displays. Vibrations are particularly useful when providing discreet feedback, without users having to look at a display or anyone else noticing, thus preserving the flow of the primary activity. Yet, current use of vibrations is limited to basic patterns, since representing more complex information with a single actuator is challenging. Moreover, it is unclear how much the user--s current physical activity may interfere with their understanding of the vibrations. We address both issues through the design and evaluation of ActiVibe, a set of vibrotactile icons designed to represent progress through the values 1 to 10. We demonstrate a recognition rate of over 96% in a laboratory setting using a commercial smartwatch. ActiVibe was also evaluated in situ with 22 participants for a 28-day period. We show that the recognition rate is 88.7% in the wild and give a list of factors that affect the recognition, as well as provide design guidelines for communicating progress via vibrations.
Jessica R. Cauchard, Janette L. Cheng, Thomas Pietrzak, James A. Landay
CHI4
2016 Emotion Encoding in Human-Drone Interaction
abstract
Drones are becoming more popular and may soon be ubiquitous. As they enter our everyday environments, it becomes critical to ensure their usability through natural Human-Drone Interaction (HDI). Previous work in Human-Robot Interaction (HRI) shows that adding an emotional component is part of the key to success in robots' acceptability. We believe the adoption of personal drones would also benefit from adding an emotional component. This work defines a range of personality traits and emotional attributes that can be encoded in drones through their flight paths. We present a user study (N=20) and show how well three defined emotional states can be recognized. We draw conclusions on interaction techniques with drones and feedback strategies that use the drone's flight path and speed.
Jessica R. Cauchard, Kevin Y. Zhai, Marco Spadafora, James A. Landay
HRI4
2015 Drone & me: an exploration into natural human-drone interaction
abstract
Personal drones are becoming popular. It is challenging to design how to interact with these flying robots. We present a Wizard-of-Oz (WoZ) elicitation study that informs how to naturally interact with drones. Results show strong agreement between participants for many interaction techniques, as when gesturing for the drone to stop. We discovered that people interact with drones as with a person or a pet, using interpersonal gestures, such as beckoning the drone closer. We detail the interaction metaphors observed and offer design insights for human-drone interactions.
Jessica R. Cauchard, Jane E, Kevin Y. Zhai, James A. Landay
UbiComp4
2014 Frenzy: collaborative data organization for creating conference sessions
abstract
Organizing conference sessions around themes improves the experience for attendees. However, the session creation process can be difficult and time-consuming due to the amount of expertise and effort required to consider alternative paper groupings. We present a collaborative web application called Frenzy to draw on the efforts and knowledge of an entire program committee. Frenzy comprises (a) interfaces to support large numbers of experts working collectively to create sessions, and (b) a two-stage process that decomposes the session-creation problem into meta-data elicitation and global constraint satisfaction. Meta-data elicitation involves a large group of experts working simultaneously, while global constraint satisfaction involves a smaller group that uses the meta-data to form sessions.
Lydia B. Chilton, Juho Kim 0001, Paul André, Felicia Cordeiro, James A. Landay, Daniel S. Weld, Steven Dow, Rob Miller 0001
CHI5
2014 Balancing design and technology to tackle global grand challenges
abstract
There are many urgent problems facing the planet: a degrading environment, a healthcare system in crisis, and educational systems that are failing to produce creative, innovative thinkers to solve tomorrow's problems. Technology influences behavior, and I believe when we balance it with revolutionary design, we can reduce a family's energy and water use by 50%, double most people's daily physical activity, and educate any child anywhere in the world to a level of proficiency on par with the planet's best students. My research program tackles these grand challenges by using a new model of interdisciplinary research that takes a long view and encourages risk-taking and creativity. I will illustrate how we are addressing these grand challenges in our research by building systems that balance innovative user interfaces with novel activity inference technology. These systems have helped individuals stay fit, led families to be more sustainable in their everyday lives, and supported learners in acquiring second languages. I will also introduce the World Lab, a cross-cultural institute that embodies my balanced approach to attack the world's biggest problems today, while preparing the technology and design leaders of tomorrow.
James A. Landay
MobiSys1
2013 Cascade: crowdsourcing taxonomy creation
abstract
Taxonomies are a useful and ubiquitous way of organizing information. However, creating organizational hierarchies is difficult because the process requires a global understanding of the objects to be categorized. Usually one is created by an individual or a small group of people working together for hours or even days. Unfortunately, this centralized approach does not work well for the large, quickly changing datasets found on the web. Cascade is an automated workflow that allows crowd workers to spend as little at 20 seconds each while collectively making a taxonomy. We evaluate Cascade and show that on three datasets its quality is 80-90% of that of experts. Cascade has a competitive cost to expert information architects, despite taking six times more human labor. Fortunately, this labor can be parallelized such that Cascade will run in as fast as four minutes instead of hours or days.
Lydia B. Chilton, Greg Little, Darren Edge, Daniel S. Weld, James A. Landay
CHI5
2012 The design and evaluation of prototype eco-feedback displays for fixture-level water usage data
abstract
Few means currently exist for home occupants to learn about their water consumption: e.g., where water use occurs, whether such use is excessive and what steps can be taken to conserve. Emerging water sensing systems, however, can provide detailed usage data at the level of individual water fixtures (i.e., disaggregated usage data). In this paper, we perform formative evaluations of two sets of novel eco-feedback displays that take advantage of this disaggregated data. The first display set isolates and examines specific elements of an eco-feedback design space such as data and time granularity. Displays in the second set act as design probes to elicit reactions about competition, privacy, and integration into domestic space. The displays were evaluated via an online survey of 651 North American respondents and in-home, semi-structured interviews with 10 families (20 adults). Our findings are relevant not only to the design of future water eco-feedback systems but also for other types of consumption (e.g., electricity and gas).
Jon Froehlich, Leah Findlater, Marilyn Ostergren, Solai Ramanathan, Josh Peterson, Inness Wragg, Eric C. Larson, Fabia Fu, Mazhengmin Bai, Shwetak N. Patel, James A. Landay
CHI11
2012 MemReflex: adaptive flashcards for mobile microlearning
abstract
Flashcard systems typically help students learn facts (e.g., definitions, names, and dates), relying on intense initial memoriztion with subsequent tests delayed up to days later. This approach does not exploit the short, sparse, and mobile opportunities for microlearning throughout the day, nor does it support learners who need the motivation that comes from successful study sessions. In contrast, our MemReflex system of adaptive flashcards gives fast-feedback by retesting new items in quick succession, dynamically scheduling future tests according to a model of the learner's memory. We evaluate MemReflex across three user studies. In the first two studies, we demonstrate its effectiveness for both audio and text modalities, even while walking and distracted. In the third study of second-language vocabulary learning, we show how MemReflex enhanced learner accuracy, confidence, and perceptions of control and success. Overall, the work suggests new directions for mobile microlearning and "micro activities" in general.
Darren Edge, Stephen Fitchett, Michael Whitney, James A. Landay
Mobile HCI4
2011 MicroMandarin: mobile language learning in context
abstract
Learning a new language is hard, but learning to use it confidently in conversations with native speakers is even harder. From our field research with language learners, with support from Cognitive Psychology and Second Language Acquisition, we argue for the value of contextual microlearning in the many breaks spread across different places and throughout the day. We present a mobile application that supports such microlearning by leveraging the location-based service Foursquare to automatically provide contextually relevant content in the world's major cities. In an evaluation of Mandarin Chinese learning, a four-week, 23-user study spanning Beijing and Shanghai compared this contextual system to a system based on word frequency. Study sessions with the contextual version lasted half as long but occurred in twice as many places as sessions with the frequency version, suggesting a complementary relationship between the two approaches.
Darren Edge, Elly Searle, Kevin Chiu, James A. Landay
CHI5
2011 Utility of human-computer interactions: toward a science of preference measurement
abstract
The success of a computer system depends upon a user choosing it, but the field of Human-Computer Interaction has little ability to predict this user choice. We present a new method that measures user choice, and quantifies it as a measure of utility. Our method has two core features. First, it introduces an economic definition of utility, one that we can operationalize through economic experiments. Second, we employ a novel method of crowdsourcing that enables the collection of thousands of economic judgments from real users.
Michael Toomim, Travis Kriplean, Claus Pörtner, James A. Landay
CHI4
2011 Voice Games: Investigation Into the Use of Non-speech Voice Input for Making Computer Games More Accessible
Susumu Harada, Jacob O. Wobbrock, James A. Landay
INTERACT (1)3
2011 The Vocal Joystick Engine v1.0
Jonathan Malkin, Xiao Li 0006, Susumu Harada, James A. Landay, Jeff A. Bilmes
Comput. Speech Lang.4
2010 The design of eco-feedback technology
abstract
Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior.
Jon Froehlich, Leah Findlater, James A. Landay
CHI3
2010 FrameWire: a tool for automatically extracting interaction logic from paper prototyping tests
abstract
Paper prototyping offers unique affordances for interface design. However, due to its spontaneous nature and the limitations of paper, it is difficult to distill and communicate a paper prototype design and its user test findings to a wide audience. To address these issues, we created FrameWire, a computer vision-based system that automatically extracts interaction flows from the video recording of paper prototype user tests. Based on the extracted logic, FrameWire offers two distinct benefits for designers: a structural view of the video recording that allows a designer or a stakeholder to easily distill and understand the design concept and user interaction behaviors, and automatic generation of interactive HTML-based prototypes that can be easily tested with a larger group of users as well as "walked through" by other stakeholders. The extraction is achieved by automatically aggregating video frame sequences into an interaction flow graph based on frame similarities and a designer-guided clustering process. The results of evaluating FrameWire with realistic paper prototyping tests show that our extraction approach is feasible and FrameWire is a promising tool for enhancing existing prototyping practice.
Yang Li 0059, Katherine Everitt, Morgan Dixon, James A. Landay
CHI5
2010 Making muscle-computer interfaces more practical
abstract
Recent work in muscle sensing has demonstrated the poten-tial of human-computer interfaces based on finger gestures sensed from electrodes on the upper forearm. While this approach holds much potential, previous work has given little attention to sensing finger gestures in the context of three important real-world requirements: sensing hardware suitable for mobile and off-desktop environments, elec-trodes that can be put on quickly without adhesives or gel, and gesture recognition techniques that require no new training or calibration after re-donning a muscle-sensing armband. In this note, we describe our approach to over-coming these challenges, and we demonstrate average clas-sification accuracies as high as 86 % for pinching with one of three fingers in a two-session, eight-person experiment.
T. Scott Saponas, Desney S. Tan, Dan Morris 0001, Jim Turner, James A. Landay
CHI5
2010 Gestalt: integrated support for implementation and analysis in machine learning
abstract
We present Gestalt, a development environment designed to support the process of applying machine learning. While traditional programming environments focus on source code, we explicitly support both code and data. Gestalt allows developers to implement a classification pipeline, analyze data as it moves through that pipeline, and easily transition between implementation and analysis. An experiment shows this significantly improves the ability of developers to find and fix bugs in machine learning systems. Our discussion of Gestalt and our experimental observations provide new insight into general-purpose support for the machine learning process.
Kayur Patel, Naomi Bancroft, Steven Mark Drucker, James Fogarty, Amy J. Ko, James A. Landay
UIST6
2009 Using Mobile & Personal Sensing Technologies to Support Health Behavior Change in Everyday Life: Lessons Learned
Predrag V. Klasnja, Sunny Consolvo, David W. McDonald, James A. Landay, Wanda Pratt
AMIA4
2009 Theory-driven design strategies for technologies that support behavior change in everyday life
abstract
In this paper, we propose design strategies for persuasive technologies that help people who want to change their everyday behaviors. Our strategies use theory and prior work to substantially extend a set of existing design goals. Our extensions specifically account for social characteristics and other tactics that should be supported by persuasive technologies that target long-term discretionary use throughout everyday life. We used these strategies to design and build a system that encourages people to lead a physically active lifestyle. Results from two field studies of the system - a three-week trial and a three-month experiment - have shown that the system was successful at helping people maintain a more physically active lifestyle and validate the usefulness of the strategies.
Sunny Consolvo, David W. McDonald, James A. Landay
CHI3
2009 UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
abstract
The greatest contributor of CO2 emissions in the average American household is personal transportation. Because transportation is inherently a mobile activity, mobile devices are well suited to sense and provide feedback about these activities. In this paper, we explore the use of personal ambient displays on mobile phones to give users feedback about sensed and self-reported transportation behaviors. We first present results from a set of formative studies exploring our respondents' existing transportation routines, willingness to engage in and maintain green transportation behavior, and reactions to early mobile phone "green" application design concepts. We then describe the results of a 3-week field study (N=13) of the UbiGreen Transportation Display prototype, a mobile phone application that semi-automatically senses and reveals information about transportation behavior. Our contributions include a working system for semi-automatically tracking transit activity, a visual design capable of engaging users in the goal of increasing green transportation, and the results of our studies, which have implications for the design of future green applications.
Jon Froehlich, Tawanna Dillahunt, Predrag V. Klasnja, Jennifer Mankoff, Sunny Consolvo, Beverly L. Harrison, James A. Landay
CHI7
2009 Longitudinal study of people learning to use continuous voice-based cursor control
abstract
We conducted a 2.5 week longitudinal study with five motor impaired (MI) and four non-impaired (NMI) participants, in which they learned to use the Vocal Joystick, a voice-based user interface control system. We found that the participants were able to learn the mapping between the vowel sounds and directions used by the Vocal Joystick, and showed marked improvement in their target acquisition performance. At the end of the ten session period, the NMI group reached the same level of performance as the previously measured "expert" Vocal Joystick performance, and the MI group was able to reach 70% of that level. Two of the MI participants were also able to approach the performance of their preferred device, a touchpad. We report on a number of issues that can inform the development of further enhancements in the realm of voice-driven computer control.
Susumu Harada, Jacob O. Wobbrock, Jonathan Malkin, Jeff A. Bilmes, James A. Landay
CHI5
2009 Attaching UI enhancements to websites with end users
abstract
We present reform, a step toward write-once apply-anywhere user interface enhancements. The reform system envisions roles for both programmers and end users in enhancing existing websites to support new goals. First, a programmer authors a traditional mashup or browser extension, but they do not write a web scraper. Instead they use reform, which allows novice end users to attach the enhancement to their favorite sites with a scraping by-example interface. reform makes enhancements easier to program while also carrying the benefit that end users can apply the enhancements to any number of new websites. We present reform's architecture, user interface, interactive by-example extraction algorithm for novices, and evaluation, along with five example reform enabled enhancements.
Michael Toomim, Steven Mark Drucker, Mira Dontcheva, Blake Thomson, James A. Landay
CHI6
2009 Goal-setting considerations for persuasive technologies that encourage physical activity
abstract
Goal-setting has been shown to be an effective strategy for changing behavior; therefore employing goal-setting in persuasive technologies could be an effective way to encourage behavior change. In our work, we are developing persuasive technologies to encourage individuals to live healthy lifestyles with a focus on being physically active. As part of our investigations, we have explored individuals' reactions to goal-setting, specifically goal sources (i.e., who should set the individual's goal) and goal timeframes (i.e., over what time period should an individual have to achieve the goal). In this paper, we present our findings related to various approaches for implementing goal-setting in a persuasive technology to encourage physical activity.
Sunny Consolvo, Predrag V. Klasnja, David W. McDonald, James A. Landay
PERSUASIVE4
2009 Enabling always-available input with muscle-computer interfaces
abstract
Previous work has demonstrated the viability of applying offline analysis to interpret forearm electromyography (EMG) and classify finger gestures on a physical surface. We extend those results to bring us closer to using muscle-computer interfaces for always-available input in real-world applications. We leverage existing taxonomies of natural human grips to develop a gesture set covering interaction in free space even when hands are busy with other objects. We present a system that classifies these gestures in real-time and we introduce a bi-manual paradigm that enables use in interactive systems. We report experimental results demonstrating four-finger classification accuracies averaging 79% for pinching, 85% while holding a travel mug, and 88% when carrying a weighted bag. We further show generalizability across different arm postures and explore the tradeoffs of providing real-time visual feedback.
T. Scott Saponas, Desney S. Tan, Dan Morris 0001, Ravin Balakrishnan, Jim Turner, James A. Landay
UIST6
2009 Toolkit Support for Integrating Physical and Digital Interactions
abstract
There is great potential in enabling users to interact with digital information by integrating it with everyday physical objects. However, developing these interfaces requires programmers to acquire and abstract physical input. This is difficult, is time-consuming, and requires a high level of technical expertise in fields very different from user interface development—especially in the case of computer vision. Based on structured interviews with researchers, a literature review, and our own experience building physical interfaces, we created Papier-Mâché, a toolkit for integrating physical and digital interactions. Its library supports computer vision, electronic tags, and barcodes. Papier-Mâché introduces high-level abstractions for working with these input technologies that facilitate technology portability. We evaluated this toolkit through a laboratory study and longitudinal use in course and research projects, finding the input abstractions, technology portability, and monitoring facilities to be highly effective.
Scott R. Klemmer, James A. Landay
Hum. Comput. Interact.2
2008 Examining Difficulties Software Developers Encounter in the Adoption of Statistical Machine Learning
Kayur Patel, James Fogarty, James A. Landay, Beverly L. Harrison
AAAI3
2008 Activity sensing in the wild: a field trial of ubifit garden
abstract
Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled applications that use on-body sensing and machine learning to infer people's activities throughout everyday life. To address the growing rate of sedentary lifestyles, we have developed a system, UbiFit Garden, which uses these technologies and a personal, mobile display to encourage physical activity. We conducted a 3-week field trial in which 12 participants used the system and report findings focusing on their experiences with the sensing and activity inference. We discuss key implications for systems that use on-body sensing and activity inference to encourage physical activity.
Sunny Consolvo, David W. McDonald, Tammy Toscos, Mike Y. Chen, Jon Froehlich, Beverly L. Harrison, Predrag V. Klasnja, Anthony LaMarca, Louis LeGrand, Ryan Libby, Ian E. Smith, James A. Landay
CHI12
2008 K-sketch: a 'kinetic' sketch pad for novice animators
abstract
Because most animation tools are complex and time-consuming to learn and use, most animations today are created by experts. To help novices create a wide range of animations quickly, we have developed a general-purpose, informal, 2D animation sketching system called K-Sketch. Field studies investigating the needs of animators and would-be animators helped us collect a library of usage scenarios for our tool. A novel optimization technique enabled us to design an interface that is simultaneously fast, simple, and powerful. The result is a pen-based system that relies on users' intuitive sense of space and time while still supporting a wide range of uses. In a laboratory experiment that compared K-Sketch to a more formal animation tool (PowerPoint), participants worked three times faster, needed half the learning time, and had significantly lower cognitive load with K-Sketch.
Richard C. Davis, Brien Colwell, James A. Landay
CHI3
2008 Activity-based prototyping of ubicomp applications for long-lived, everyday human activities
abstract
We designed an activity-based prototyping process realized in the ActivityDesigner system that combines the theoretical framework of Activity-Centered Design with traditional iterative design. This process allows designers to leverage human activities as first class objects for design and is supported in ActivityDesigner by three novel features. First, this tool allows designers to model activities based on concrete scenarios collected from everyday lives. The models form a context for design and computational constructs for creating functional prototypes. Second, it allows designers to prototype interaction behaviors based on activity streams spanning time. Third, it allows designers to easily test these prototypes with real users continuously, in situ. We have garnered positive feedback from a series of laboratory user studies and several case studies in which ActivityDesigner was used in realistic design situations. ActivityDesigner was able to effectively streamline a ubicomp design process, and it allowed creating realistic ubicomp application prototypes at a low cost and testing them in everyday lives over an extended period.
Yang Li 0059, James A. Landay
CHI2
2008 Employing patterns and layers for early-stage design and prototyping of cross-device user interfaces
abstract
Designing UIs that run across multiple devices is increasingly important. To address this, we have created a prototyping tool called Damask, which targets web UIs that run on PCs and mobile phones, and prompt-and-response style voice UIs. In Damask, designers sketch out their design for one device while using design patterns to specify higher-level concepts within their design. Damask's patterns include pre-built UI fragments that are already optimized for each device. Designers also use layers to specify which UI parts are common across devices and which are specific to one device. Damask uses the sketches and patterns to generate designs for the other devices, which the designers can refine. A study performed with 12 professional UI designers found that, in the early stages, designers using patterns and layers in Damask created cross-device UIs that are rated at least as good as those created without patterns and layers, without more time.
James A. Landay
CHI2
2008 Investigating statistical machine learning as a tool for software development
abstract
As statistical machine learning algorithms and techniques continue to mature, many researchers and developers see statistical machine learning not only as a topic of expert study, but also as a tool for software development. Extensive prior work has studied software development, but little prior work has studied software developers applying statistical machine learning. This paper presents interviews of eleven researchers experienced in applying statistical machine learning algorithms and techniques to human-computer interaction problems, as well as a study of ten participants working during a five-hour study to apply statistical machine learning algorithms and techniques to a realistic problem. We distill three related categories of difficulties that arise in applying statistical machine learning as a tool for software development: (1) difficulty pursuing statistical machine learning as an iterative and exploratory process, (2) difficulty understanding relationships between data and the behavior of statistical machine learning algorithms, and (3) difficulty evaluating the performance of statistical machine learning algorithms and techniques in the context of applications. This paper provides important new insight into these difficulties and the need for development tools that better support the application of statistical machine learning.
Kayur Patel, James Fogarty, James A. Landay, Beverly L. Harrison
CHI3
2008 Access control by testing for shared knowledge
abstract
Controlling the privacy of online content is difficult and often confusing. We present a social access control where users devise simple questions testing shared knowledge instead of constructing authenticated accounts and explicit access control rules. We implemented a prototype and conducted studies to explore the context of photo sharing security, gauge the difficulty of creating shared knowledge questions, measure their resilience to adversarial attack, and evaluate user ability to understand and predict this resilience.
Michael Toomim, Xianhang Zhang, James Fogarty, James A. Landay
CHI4
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
UbiComp9
2008 VoiceLabel: using speech to label mobile sensor data
abstract
Many mobile machine learning applications require collecting and labeling data, and a traditional GUI on a mobile device may not be an appropriate or viable method for this task. This paper presents an alternative approach to mobile labeling of sensor data called VoiceLabel. VoiceLabel consists of two components: (1) a speech-based data collection tool for mobile devices, and (2) a desktop tool for offline segmentation of recorded data and recognition of spoken labels. The desktop tool automatically analyzes the audio stream to find and recognize spoken labels, and then presents a multimodal interface for reviewing and correcting data labels using a combination of the audio stream, the system's analysis of that audio, and the corresponding mobile sensor data. A study with ten participants showed that VoiceLabel is a viable method for labeling mobile sensor data. VoiceLabel also illustrates several key features that inform the design of other data labeling tools.
Susumu Harada, Jonathan Lester, Kayur Patel, T. Scott Saponas, James Fogarty, James A. Landay, Jacob O. Wobbrock
ICMI6
2008 Integrating Physical and Digital Interactions on Walls for Fluid Design Collaboration
abstract
Web designers use pens, paper, walls, and tables for explaining, developing, and communicating ideas during the early phases of design. These practices inspired The Designers' Outpost. With Outpost, users collaboratively author Web site information architectures on an electronic whiteboard using physical media (sticky notes and images), structuring and annotating that information with electronic pens. This interaction is enabled by a touch-sensitive electronic whiteboard augmented with a computer vision system. The Designers' Outpost integrates wall-scale, paper-based design practices with novel electronic tools to better support collaboration during early-phase design. Our studies with professional designers showed this integration to be especially helpful for fluidly transitioning to other design tools, access and exploration of design history, and remote collaboration.
Scott R. Klemmer, Katherine Everitt, James A. Landay
Hum. Comput. Interact.3
2007 Voicedraw: a hands-free voice-driven drawing application for people with motor impairments
abstract
We present VoiceDraw, a voice-driven drawing application for people with motor impairments that provides a way to generate free-form drawings without needing manual interaction. VoiceDraw was designed and built to investigate the potential of the human voice as a modality to bring fluid, continuous direct manipulation interaction to users who lack the use of their hands. VoiceDraw also allows us to study the issues surrounding the design of a user interface optimized for non-speech voice-based interaction. We describe the features of the VoiceDraw application, our design process, including our user-centered design sessions with a 'voice painter', and offer lessons learned that could inform future voice-based design efforts. In particular, we offer insights for mapping human voice to continuous control.
Susumu Harada, Jacob O. Wobbrock, James A. Landay
ASSETS3
2007 Disambiguating speech commands using physical context
abstract
Speech has great potential as an input mechanism for ubiquitous computing. However, the current requirements necessary for accurate speech recognition, such as a quiet environment and a well-positioned and high-quality microphone, are unreasonable to expect in a realistic setting. In a physical environment, there is often contextual information which can be sensed and used to augment the speech signal. We investigated improving speech recognition rates for an electronic personal trainer using knowledge about what equipment was in use as context. We performed an experiment with participants speaking in an instrumented apartment environment and compared the recognition rates of a larger grammar with those of a smaller grammar that is determined by the context. Figure 1: We tagged gym objects with modified RFID tags to provide context to the speech recognizer. Categories and Subject Descriptors the device. Speech itself is commonly used and so requires little H.5.2 [User Interfaces]: Voice I/O additional training to use. However, current speech recognizers are often inaccurate in non-controlled conditions due to ambient General Terms
Katherine Everitt, Susumu Harada, Jeff A. Bilmes, James A. Landay
ICMI4
2007 Voicepen: augmenting pen input with simultaneous non-linguisitic vocalization
abstract
This paper explores using non-linguistic vocalization as an additional modality to augment digital pen input on a tablet computer. We investigated this through a set of novel interaction techniques and a feasibility study. Typically, digital pen users control one or two parameters using stylus position and sometimes pen pressure. However, in many scenarios the user can benefit from the ability to continuously vary additional parameters. Non-linguistic vocalizations, such as vowel sounds, variation of pitch, or control of loudness have the potential to provide fluid continuous input concurrently with pen interaction. We present a set of interaction techniques that leverage the combination of voice and pen input when performing both creative drawing and object manipulation tasks. Our feasibility evaluation suggests that with little training people can use non-linguistic vocalization to productively augment digital pen interaction.
Susumu Harada, T. Scott Saponas, James A. Landay
ICMI3
2007 MyExperience: a system for in situ tracing and capturing of user feedback on mobile phones
abstract
This paper presents MyExperience, a system for capturing both objective and subjective in situ data on mobile computing activities. MyExperience combines the following two techniques: 1) passive logging of device usage, user context, and environmental sensor readings, and 2) active context-triggered user experience sampling to collect in situ, subjective user feedback. MyExperience currently runs on mobile phones and supports logging of more than 140 event types, including: 1) device usage such as communication, application usage, and media capture, 2) user context such as calendar appointments, and 3) environmental sensing such as Bluetooth and GPS. In addition, user experience sampling can be targeted to moments of interest by triggering off sensor readings. We present several case studies of field deployments on people's personal phones to demonstrate how MyExperience can be used effectively to understand how people use and experience mobile technology.
Jon Froehlich, Mike Y. Chen, Sunny Consolvo, Beverly L. Harrison, James A. Landay
MobiSys5
2007 SketchWizard: Wizard of Oz prototyping of pen-based user interfaces
abstract
SketchWizard allows designers to create Wizard of Oz prototypes of pen-based user interfaces in the early stages of design. In the past, designers have been inhibited from participating in the design of pen-based interfaces because of the inadequacy of paper prototypes and the difficulty of developing functional prototypes. In SketchWizard, designers and end users share a drawing canvas between two computers, allowing the designer to simulate the behavior of recognition or other technologies. Special editing features are provided to help designers respond quickly to end-user input. This paper describes the SketchWizard system and presents two evaluations of our approach. The first is an early feasibility study in which Wizard of Oz was used to prototype a pen-based user interface. The second is a laboratory study in which designers used SketchWizard to simulate existing pen-based interfaces. Both showed that end users gave valuable feedback in spite of delays between end-user actions and wizard updates.
Richard C. Davis, T. Scott Saponas, Michael Shilman, James A. Landay
UIST4
2007 Conducting In Situ Evaluations for and With Ubiquitous Computing Technologies
abstract
To evaluate ubiquitous computing technologies, which may be embedded in the environment, embedded in objects, worn, or carried by the user throughout everyday life, it is essential to use methods that accommodate the often unpredictable, real-world environments in which the technologies are used. This article discusses how we have adapted and applied traditional methods from psychology and human-computer interaction, such as Wizard of Oz and Experience Sampling, to be more amenable to the in situ evaluations of ubiquitous computing applications, particularly in the early stages of design. The way that ubiquitous computing technologies can facilitate the in situ collection of self-report data is also discussed. Although the focus is on ubiquitous computing applications and tools for their assessment, it is believed that the in situ evaluation tools that are proposed will be generally useful for field trials of other technology, applications, or formative studies that are concerned with collecting data in situ.
Sunny Consolvo, Beverly L. Harrison, Ian E. Smith, Mike Y. Chen, Katherine Everitt, Jon Froehlich, James A. Landay
Int. J. Hum. Comput. Interact.7
2006 External representations in ubiquitous computing design and the implications for design tools
abstract
One challenge for ubiquitous computing is providing appropriate tools for professional designers, thus leading to stronger user-valued applications. Unlike many previous tool-builders' attempts to support a specific technology, we take a designer-centered stance, asking the question: how do professional designers externalize ideas for off-the-desktop computing and how do these inform next generation design tools? We report on interviews with designers from various domains, including experience, interaction, industrial, and space designers. The study broadly reveals perceived challenges of moving into a non-traditional design medium, emphasizes the practice of storytelling for relating the context of interaction, and through two case studies, traces the use of various external representations during the design progression of ubicomp applications. Using paperprototyped "walkthroughs" centered on two common design representations (storyboards and physical simulations), we formed a deeper understanding of issues influencing tool development. We offer guidelines for builders of future ubicomp tools, especially early-stage conceptual tools for professional designers to prototype applications across multiple sensors, displays, and physical environments.
Steven Dow, T. Scott Saponas, Yang Li 0059, James A. Landay
Conference on Designing Interactive Systems4
2006 The impact of pre-patterns on the design of digital home applications
abstract
Recent research suggests design pre-patterns, structured collections of evidence-based research and design knowledge, provide a useful resource for design activities in emerging application domains. This paper extends previous research by exploring the impact of pre-patterns and tools to support pre-pattern exploration for the domain of ubiquitous computing in the home. We conducted an empirical study of 44 designers engaged in a two hour concentrated brainstorming and design task for the home of the future. Our results show pre-patterns are an easily adopted resource for designers that can impact even the earliest of design activities. We also provide insights for future development of pre-patterns based on designer feedback.
T. Scott Saponas, Madhu K. Prabaker, Gregory D. Abowd, James A. Landay
Conference on Designing Interactive Systems4
2006 The vocal joystick: : evaluation of voice-based cursor control techniques
abstract
Mouse control has become a crucial aspect of many modern day computer interactions. This poses a challenge for individuals with motor impairments or those whose use of hands are restricted due to situational constraints. We present a system called the Vocal Joystick which allows the user to continuously control the mouse cursor by varying vocal parameters such as vowel quality, loudness and pitch. A survey of existing cursor control methods is presented to highlight the key characteristics of the Vocal Joystick. Evaluations were conducted to characterize expert performance capability of the Vocal Joystick, and to compare novice user performance and preference for the Vocal Joystick and two other existing speech based cursor control methods. Our results show that Fitts' law is a good predictor of the speedaccuracy tradeoff for the Vocal Joystick, and suggests that the optimal performance of the Vocal Joystick may be comparable to that of a conventional hand-operated joystick. Novice user evaluations show that the Vocal Joystick can be used by people without extensive training, and that it presents a viable alternative to existing speech-based cursor control methods.
Susumu Harada, James A. Landay, Jonathan Malkin, Xiao Li 0006, Jeff A. Bilmes
ASSETS2
2006 Design requirements for technologies that encourage physical activity
abstract
Overweight and obesity are a global epidemic, with over one billion overweight adults worldwide (300+ million of whom are obese). Obesity is linked to several serious health problems and medical conditions. Medical experts agree that physical activity is critical to maintaining fitness, reducing weight, and improving health, yet many people have difficulty increasing and maintaining physical activity in everyday life. Clinical studies have shown that health benefits can occur from simply increasing the number of steps one takes each day and that social support can motivate people to stay active. In this paper, we describe Houston, a prototype mobile phone application for encouraging activity by sharing step count with friends. We also present four design requirements for technologies that encourage physical activity that we derived from a three-week long in situ pilot study that was conducted with women who wanted to increase their physical activity.
Sunny Consolvo, Katherine Everitt, Ian E. Smith, James A. Landay
CHI4
2006 Design and experimental analysis of continuous location tracking techniques for Wizard of Oz testing
abstract
Wizard of Oz (WOz) testing has shown promise as an effective way to test location-enhanced applications. However, it is challenging to conduct a location-based WOz test because of the dynamic nature of target settings in the field. In particular, continuous location tracking, a major task in such a test, requires a wizard to frequently update a user's location to simulate a location system. This imposes a heavy task load on a wizard. To ease wizards' tasks for location tracking, we designed two techniques, Directional Crossing and Steering, and conducted a field experiment to investigate the performance of the two techniques. A quantitative analysis shows that Directional Crossing and Steering significantly lowered a wizard's task load for location tracking without sacrificing accuracy.
Yang Li 0059, Evan Welbourne, James A. Landay
CHI3
2006 The Vocal Joystick
abstract
The Vocal Joystick is a novel human-computer interface mechanism designed to enable individuals with motor impairments to make use of vocal parameters to control objects on a computer screen (buttons, sliders, etc.) and ultimately electro-mechanical instruments (e.g., robotic arms, wireless home automation devices). We have developed a working prototype of our "VJ-engine" with which individuals can now control computer mouse movement with their voice. The core engine is currently optimized according to a number of criterion. In this paper, we describe the engine system design, engine optimization, and user-interface improvements, and outline some of the signal processing and pattern recognition modules that were successful. Lastly, we present new results comparing the vocal joystick with a state-of-the-art eye tracking pointing device, and show that not only is the Vocal Joystick already competitive, for some tasks it appears to be an improvement.
Jeff A. Bilmes, Jonathan Malkin, Xiao Li 0006, Susumu Harada, Kelley Kilanski, Katrin Kirchhoff, Richard Wright, Amarnag Subramanya, James A. Landay, Patricia Dowden, Howard Jay Chizeck
ICASSP (1)9
2006 An online adaptive filtering algorithm for the vocal joystick
abstract
This paper introduces a novel adaptive direction filtering algorithm in the Vocal Joystick (VJ) setting that utilizes context information and applies real-time inference in a continuous space. The VJ system using this algorithm is endowed with the ability to produce movements in arbitrary directions and the ability to draw smooth curves. This is in contrast to previous VJ settings whereby vowel quality was used to determine mouse movement in only a finite discrete set of directions [1]. Index Terms: computer interface, voice control, adaptive filtering 1.
Xiao Li 0006, Jonathan Malkin, Susumu Harada, Jeff A. Bilmes, Richard Wright, James A. Landay
INTERSPEECH6
2006 Personalizing routes
abstract
Navigation services (e.g., in-car navigation systems and online mapping sites) compute routes between two locations to help users navigate. However, these routes may direct users along an unfamiliar path when a familiar path exists, or, conversely, may include redundant information that the user already knows. These overly complicated directions increase the cognitive load of the user, which may lead to a dangerous driving environment. Since the level of detail is user specific and depends on their familiarity with a region, routes need to be personalized. We have developed a system, called MyRoute, that reduces route complexity by creating user specific routes based on a priori knowledge of familiar routes and landmarks. MyRoute works by compressing well known steps into a single contextualized step and rerouting users along familiar routes.
Kayur Patel, Mike Y. Chen, Ian E. Smith, James A. Landay
UIST4
2005 prefuse: a toolkit for interactive information visualization
abstract
Although information visualization (infovis) technologies have proven indispensable tools for making sense of complex data, wide-spread deployment has yet to take hold, as successful infovis applications are often difficult to author and require domain-specific customization. To address these issues, we have created prefuse, a software framework for creating dynamic visualizations of both structured and unstructured data. prefuse provides theoretically-motivated abstractions for the design of a wide range of visualization applications, enabling programmers to string together desired components quickly to create and customize working visualizations. To evaluate prefuse we have built both existing and novel visualizations testing the toolkit's flexibility and performance, and have run usability studies and usage surveys finding that programmers find the toolkit usable and effective.
Jeffrey Heer, Stuart K. Card, James A. Landay
CHI3
2005 Experimental analysis of mode switching techniques in pen-based user interfaces
abstract
Inking and gesturing are two central tasks in pen-based user interfaces. Switching between modes for entry of uninterpreted ink and entry of gestures is required by many pen-based user interfaces. Without an appropriate mode switching technique, pen-based interactions in such situations may be inefficient and cumbersome. In this paper, we investigate five techniques for switching between ink and gesture modes in pen interfaces, including a pen-pressure based mode switching technique that allows implicit mode transition. A quantitative experimental study was conducted to evaluate the performance of these techniques. The results suggest that pressing a button with the non-preferred hand offers the fastest performance, while the technique of holding the pen still is significantly slower and more prone to error than the other techniques. Pressure, while promising, did not perform as well as the non-preferred hand button with our current implementation.
Yang Li 0059, Ken Hinckley, Zhiwei Guan, James A. Landay
CHI4
2005 Informal prototyping of continuous graphical interactions by demonstration
abstract
Informal prototyping tools have shown great potential in facilitating the early stage design of user interfaces. How-ever, continuous interactions, an important constituent of highly interactive interfaces, have not been well supported by previous tools. These interactions give continuous visual feedback, such as geometric changes of a graphical object, in response to continuous user input, such as the movement of a mouse. We built Monet, a sketch-based tool for proto-typing continuous interactions by demonstration. In Monet, designers can prototype continuous widgets and their states of interest using examples. They can also demonstrate com-pound behaviors involving multiple widgets by direct ma-nipulation. Monet allows continuous interactions to be eas-ily integrated with event-based, discrete interactions. Con-tinuous widgets can be embedded into storyboards and their states can condition or trigger storyboard transitions. Monet achieves these features by employing continuous function approximation and statistical classification techniques, without using any domain specific knowledge or assuming any application semantics. Informal feedback showed that Monet is a promising approach to enabling more complete tool support for early stage UI design.
Yang Li 0059, James A. Landay
UIST2
2005 Forms of Expression for Designing Visual Languages for Animation
abstract
We present further steps in our research into visual languages for animation. Animation is a rich mode of communication that is currently accessible to few, because animation systems are complex. Some systems try to make animation simple but put severe limits on users' creative expression. Our field studies are demonstrating that would-be animators need to express animation in a wide variety of ways. We are developing a taxonomy of forms of expression for animation that will help the designers of visual languages for animation to determine which expressive forms to support. Our end goal is to build animation sketching systems that use pen input to make animation universally accessible.
Richard C. Davis, James A. Landay
VL/HCC2
2005 Pen-based computing
Thomas F. Stahovich, Randall Davis, Rob Miller 0001, James A. Landay, Eric Saund
Comput. Graph.4
2004 Development and evaluation of emerging design patterns for ubiquitous computing
abstract
Design patterns are a format for capturing and sharing design knowledge. In this paper, we look at a new domain for design patterns, namely ubiquitous computing. The overall goal of this work is to aid practice by speeding up the diffusion of new interaction techniques and evaluation results from researchers, presenting the information in a form more usable to practicing designers. Towards this end, we have developed an initial and emerging pattern language for ubiquitous computing, consisting of 45 pre-patterns describing application genres, physical-virtual spaces, interaction and systems techniques for managing privacy, and techniques for fluid interactions. We evaluated the effectiveness of our pre-patterns with 16 pairs of designers in helping them design location-enhanced applications. We observed that our pre-patterns helped new and experienced designers unfamiliar with ubiquitous computing in generating and communicating ideas, and in avoiding design problems early in the design process.
Eric S. Chung, Jason I. Hong, Madhu K. Prabaker, James A. Landay, Alan L. Liu
Conference on Designing Interactive Systems5
2004 Privacy risk models for designing privacy-sensitive ubiquitous computing systems
abstract
Privacy is a difficult design issue that is becoming increasingly important as we push into ubiquitous computing environments. While there is a fair amount of theoretical work on designing for privacy, there are few practical methods for helping designers create applications that provide end-users with a reasonable level of privacy protection that is commensurate with the domain, with the community of users, and with the risks and benefits to all stakeholders in the intended system. Towards this end, we propose privacy risk models as a general method for refining privacy from an abstract concept into concrete issues for specific applications and prioritizing those issues. In this paper, we introduce a privacy risk model we have developed specifically for ubiquitous computing, and outline two case studies describing our use of this privacy risk model in the design of two ubiquitous computing applications.
Jason I. Hong, Jennifer D. Ng, Scott Lederer, James A. Landay
Conference on Designing Interactive Systems4
2004 Ubiquitous computing for firefighters: field studies and prototypes of large displays for incident command
abstract
In this paper, we demonstrate how field studies, interviews, and low-fidelity prototypes can be used to inform the design of ubiquitous computing systems for firefighters. We describe the artifacts and processes used by firefighters to assess, plan, and communicate during emergency situations, showing how accountability affects these decisions, how their current Incident Command System supports these tasks, and some drawbacks of existing solutions. These factors informed the design of a large electronic display for supporting the incident commander, the person who coordinates the overall response strategy in an emergency. Although our focus was on firefighters, our results are applicable for other aspects of emergency response as well, due to common procedures and training.
Xiaodong Jiang, Jason I. Hong, Leila Takayama, James A. Landay
CHI4
2004 Papier-Mache: toolkit support for tangible input
abstract
Tangible user interfaces (TUIs) augment the physical world by integrating digital information with everyday physical objects. Currently, building these UIs requires "getting down and dirty" with input technologies such as computer vision. Consequently, only a small cadre of technology experts can currently build these UIs. Based on a literature review and structured interviews with nine TUI researchers, we created Papier-Mâché, a toolkit for building tangible interfaces using computer vision, electronic tags, and barcodes. Papier-Mache introduces a high-level event model for working with these technologies that facilitates technology portability. For example, an application can be prototyped with computer vision and deployed with RFID. We present an evaluation of our toolkit with six class projects and a user study with seven programmers, finding the input abstractions, technology portability, and monitoring window to be highly effective.
Scott R. Klemmer, James A. Landay
CHI4
2004 An Architecture for Privacy-Sensitive Ubiquitous Computing
abstract
Privacy is the most often-cited criticism of ubiquitous computing, and may be the greatest barrier to its long-term success. However, developers currently have little support in designing software architectures and in creating interactions that are effective in helping end-users manage their privacy. To address this problem, we present Confab, a toolkit for facilitating the development of privacy-sensitive ubiquitous computing applications. The requirements for Confab were gathered through an analysis of privacy needs for both end-users and application developers. Confab provides basic support for building ubiquitous computing applications, providing a framework as well as several customizable privacy mechanisms. Confab also comes with extensions for managing location privacy. Combined, these features allow application developers and end-users to support a spectrum of trust levels and privacy needs.
Jason I. Hong, James A. Landay
MobiSys2
2004 Topiary: a tool for prototyping location-enhanced applications
abstract
Location-enhanced applications use the location of people, places, and things to augment or streamline interaction. Location-enhanced applications are just starting to emerge in several different domains, and many people believe that this type of application will experience tremendous growth in the near future. However, it currently requires a high level of technical expertise to build location-enhanced applications, making it hard to iterate on designs. To address this problem we introduce Topiary, a tool for rapidly prototyping location-enhanced applications. Topiary lets designers create a map that models the location of people, places, and things; use this active map to demonstrate scenarios depicting location contexts; use these scenarios in creating storyboards that describe interaction sequences; and then run these storyboards on mobile devices, with a wizard updating the location of people and things on a separate device. We performed an informal evaluation with seven researchers and interface designers and found that they reacted positively to the concept.
Yang Li 0059, Jason I. Hong, James A. Landay
UIST3
2004 A Visual Language for Animating Sketches
abstract
We present our research into visual languages for animating sketches. Animation is a rich mode of communication that is currently accessible to few. Simple animation systems exist, but severely restrict the types of motion that can be represented. Our field studies are demonstrating that would-be animators need to coordinate many objects moving in a variety of ways. The visual language described here allows a variety of motions to be defined with hand gestures, and gives visual feedback for coordination of events. This may open up computerized communication to users who think in dynamic visual images.
Richard C. Davis, James A. Landay
VL/HCC2
2004 Personal privacy through understanding and action: five pitfalls for designers
Scott Lederer, Jason I. Hong, Anind K. Dey, James A. Landay
Pers. Ubiquitous Comput.4
2003 Two worlds apart: bridging the gap between physical and virtual media for distributed design collaboration
abstract
A tension exists between designers' comfort with physical artifacts and the need for effective remote collaboration: physical objects live in one place. Previous research and technologies to support remote collaboration have focused on shared electronic media. Current technologies force distributed teams to choose between the physical tools they prefer and the electronic communication mechanisms available. We present Distributed Designers' Outpost, a remote collaboration system based on The Designers' Outpost, a collaborative web site design tool that employs physical Post-it notes as interaction primitives. We extended the system for synchronous remote collaboration and introduced two awareness mechanisms: transient ink input for gestures and a blue shadow of the remote collaborator for presence. We informally evaluated this system with six professional designers. Designers were excited by the prospect of physical remote collaboration but found some coordination challenges in the interaction with shared artifacts.
Katherine Everitt, Scott R. Klemmer, Robert Lee, James A. Landay
CHI4
2003 Can you see what i hear?: the design and evaluation of a peripheral sound display for the deaf
abstract
We developed two visual displays for providing awareness of environmental audio to deaf individuals. Based on fieldwork with deaf and hearing participants, we focused on supporting awareness of non-speech audio sounds such as ringing phones and knocking in a work environment. Unlike past work, our designs support both monitoring and notification of sounds, support discovery of new sounds, and do not require a priori knowledge of sounds to be detected. Our Spectrograph design shows pitch and amplitude, while our Positional Ripples design shows amplitude and location of sounds. A controlled experiment involving deaf participants found neither display to be significantly distracting. However, users preferred the Positional Ripples display and found that display easier to monitor (notification sounds were detected with 90% success in a laboratory setting). The Spectrograph display also supported successful detection in most cases, and was well received when deployed in the field.
F. Wai-ling Ho-Ching, Jennifer Mankoff, James A. Landay
CHI3
2003 Books with voices: paper transcripts as a physical interface to oral histories
abstract
Our contextual inquiry into the practices of oral historians unearthed a curious incongruity. While oral historians consider interview recordings a central historical artifact, these recordings sit unused after a written transcript is produced. We hypothesized that this is largely because books are more usable than recordings. Therefore, we created Books with Voices: bar-code augmented paper transcripts enabling fast, random access to digital video interviews on a PDA. We present quantitative results of an evaluation of this tangible interface with 13 participants. They found this lightweight, structured access to original recordings to offer substantial benefits with minimal overhead. Oral historians found a level of emotion in the video not available in the printed transcript. The video also helped readers clarify the text and observe nonverbal cues.
Scott R. Klemmer, Jamey Graham, Gregory J. Wolff, James A. Landay
CHI4
2003 Sketching informal presentations
abstract
Informal presentations are a lightweight means for fast and convenient communication of ideas. People communicate their ideas to others on paper and whiteboards, which afford fluid sketching of graphs, words and other expressive symbols. Unlike existing authoring tools that are designed for formal presentations, we created SketchPoint to help presenters design informal presentations via freeform sketching. In SketchPoint, presenters can quickly author presentations by sketching slide content, overall hierarchical structures and hyperlinks. To facilitate the transition from idea capture to communication, a note-taking workspace was built for accumulating ideas and sketching presentation outlines. Informal feedback showed that SketchPoint is a promising tool for idea communication.
Yang Li 0059, James A. Landay, Zhiwei Guan, Xiangshi Ren, Guozhong Dai
ICMI2
2003 Capturing user tests in a multimodal, multidevice informal prototyping tool
abstract
Interaction designers are increasingly faced with the challenge of creating interfaces that incorporate multiple input modalities, such as pen and speech, and span multiple devices. Few early stage prototyping tools allow non-programmers to prototype these interfaces. Here we describe CrossWeaver, a tool for informally prototyping multimodal, multidevice user interfaces. This tool embodies the informal prototyping paradigm, leaving design representations in an informal, sketched form, and creates a working prototype from these sketches. CrossWeaver allows a user interface designer to sketch storyboard scenes on the computer, specifying simple multimodal command transitions between scenes. The tool also allows scenes to target different output devices. Prototypes can run across multiple standalone devices simultaneously, processing multimodal input from each one. Thus, a designer can visually create a multimodal prototype for a collaborative meeting or classroom application. CrossWeaver captures all of the user interaction when running a test of a prototype. This input log can quickly be viewed visually for the details of the users' multimodal interaction or it can be replayed across all participating devices, giving the designer information to help him or her analyze and iterate on the interface design.
Anoop K. Sinha, James A. Landay
ICMI2
2003 DENIM: An Informal Web Site Design Tool Inspired by Observations of Practice
abstract
Through a study of Web site design practice, we observed that designers employ multiple representations of Web sites as they progress through the design process and that these representations allow them to focus on different aspects of the design. In particular, we observed that Web site designers focus their design efforts at 3 different levels of granularity-site map, storyboard, and individual page-and that designers sketch at all levels during the early stages of design. Sketching on paper is especially important during the early phases of a project, when designers wish to explore many design possibilities quickly without focusing on low-level details. Existing Web design tools do not support such exploration tasks well, nor do they adequately integrate multiple site representations. Informed by these observations we developed DENIM: an informal Web site design tool that supports early phase information and navigation design of Web sites. It supports sketching input, allows design at different levels of granularity, and unifies the levels through zooming. Designers are able to interact with their sketched designs as if in a Web browser, thus allowing rapid creation and exploration of interactive prototypes. Based on an evaluation with professional designers as well as usage feedback from users who have downloaded DENIM from the Internet, we have made numerous improvements to the system and have received many positive reactions from designers who would like to use a system like DENIM in their work.
Mark W. Newman, Jason I. Hong, James A. Landay
Hum. Comput. Interact.4
2002 Sketching images eyes-free: a grid-based dynamic drawing tool for the blind
abstract
In this paper we describe one method of transforming a mouse-based graphical user interface into a navigable, grid-based auditory interface. We also report the results of an experiment that tested the effectiveness of a drawing tool for the blind called IC2D that uses this interaction style. The experiment included eight visually impaired participants and eight blindfolded sighted participants. The results show that auditory interpretation of graphics is an effective interface technique for visually impaired users. Further, the experiment demonstrates that visually impaired users can develop meaningful drawings when given adequate technological support.
Hesham M. Kamel, James A. Landay
ASSETS2
2002 What did they do? understanding clickstreams with the WebQuilt visualization system
abstract
This paper describes the visual analysis tool WebQuilt, a web usability logging and visualization system that helps web design teams record and analyze usability tests. The logging portion of WebQuilt unobtrusively gathers clickstream data as users complete specified tasks. This data is then aggregated and presented as an interactive graph, where nodes of the graph are images of the web pages visited, and arrows are the transitions between pages. To aid analysis of the gathered usability test data, the WebQuilt visualization provides filtering capabilities and semantic zooming, allowing the designer to understand the test results at the gestalt view of the entire graph, and then drill down to sub-paths and single pages. The visualization highlights important usability issues, such as pages where users spent a lot of time, pages where users get off track during the task, navigation patterns, and exit pages, all within the context of a specific task. WebQuilt is designed to conduct remote usability testing on a variety of Internet-enabled devices and provide a way to identify potential usability problems when the tester cannot be present to observe and record user actions.
Sarah Waterson, Jason I. Hong, Timothy Sohn, James A. Landay, Jeffrey Heer, Tara Matthews
AVI4
2002 Where do web sites come from?: capturing and interacting with design history
abstract
To form a deep understanding of the present; we need to ?nd and engage history. We present an informal history capture and retrieval mechanism for collaborative, early-stage information design. This history system is implemented in the context of the Designers' Outpost, a wall-scale, tangible interface for collaborative web site design. The interface elements in this history system are designed to be ?uid and comfortable for early-phase design. As demonstrated by an informal lab study with six professional designers, this history system enhances the design process itself, and provides new opportunities for reasoning about the design of complex artifacts
Scott R. Klemmer, Michael Thomsen, Ethan Phelps-Goodman, Robert Lee, James A. Landay
CHI5
2002 A visual language for sketching large and complex interactive designs
abstract
Informal, sketch-based design tools closely match the work practices of user interface designers. Current tools, however, are limited in the size and complexity of interaction that can be specified. We have created an advanced sketch-based visual language that allows for easy prototyping of large, complex interactive designs. In its current embodiment in the denim web design tool, the visual language allows designers to sketch reusable components for recurring page elements, such as navigation bars, as well as conditionals to illustrate and test transitions that depend on a user's input. Designers can also specify sites that accept richer user input than simple clicking. Our informal evaluation shows that these features allow designers with little programming experience to quickly create prototypes of large, complex web sites while still working inside an informal, sketch-based environment
Michael Thomsen, James A. Landay
CHI3
2002 Informal Tools for Designing Anywhere, Anytime, Anydevice User Interfaces
James A. Landay
Diagrams1
2002 Approximate Information Flows: Socially-Based Modeling of Privacy in Ubiquitous Computing
Xiaodong Jiang, Jason I. Hong, James A. Landay
UbiComp3
2002 Embarking on Multimodal Interface Design
abstract
Designers are increasingly faced with the challenge of targeting multimodal applications, those that span heterogeneous devices and use multimodal input, but do not have tools to support them. We studied the early stage work practices of professional multimodal interaction designers. We noted the variety of different artifacts produced, such as design sketches and paper prototypes. Additionally, we observed Wizard of Oz techniques that are sometimes used to simulate an interactive application from these sketches. These studies have led to our development of a technique for interface designers to consider as they embark on creating multimodal applications.
Anoop K. Sinha, James A. Landay
ICMI2
2001 The designers' outpost: a tangible interface for collaborative web site
abstract
In our previous studies into web design, we found that pens, paper, walls, and tables were often used for explaining, developing, and communicating ideas during the early phases of design. These wall-scale paper-based design practices inspired The Designers' Outpost, a tangible user interface that combines the affordances of paper and large physical workspaces with the advantages of electronic media to support information design. With Outpost, users collaboratively author web site information architectures on an electronic whiteboard using physical media (Post-it notes and images), structuring and annotating that information with electronic pens. This interaction is enabled by a touch-sensitive SMART Board augmented with a robust computer vision system, employing a rear-mounted video camera for capturing movement and a front-mounted high-resolution camera for capturing ink. We conducted a participatory design study with fifteen professional web designers. The study validated that Outpost supports information architecture work practice, and led to our adding support for fluid transitions to other tools.
Scott R. Klemmer, Mark W. Newman, Ryan Farrell, Mark Bilezikjian, James A. Landay
UIST5
2001 WebQuilt: a framework for capturing and visualizing the web experience
abstract
Article Share on WebQuilt: a framework for capturing and visualizing the web experience Authors: Jason I. Hong Group for User Interface Research, Computer Science Division, University of California at Berkeley, Berkeley, CA Group for User Interface Research, Computer Science Division, University of California at Berkeley, Berkeley, CAView Profile , James A. Landay Group for User Interface Research, Computer Science Division, University of California at Berkeley, Berkeley, CA Group for User Interface Research, Computer Science Division, University of California at Berkeley, Berkeley, CAView Profile Authors Info & Claims WWW '01: Proceedings of the 10th international conference on World Wide WebMay 2001 Pages 717–724https://doi.org/10.1145/371920.372188Online:01 April 2001Publication History 37citation1,162DownloadsMetricsTotal Citations37Total Downloads1,162Last 12 Months15Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Jason I. Hong, James A. Landay
WWW2
2001 An Infrastructure Approach to Context-Aware Computing
abstract
The Context Toolkit (Dey, Abowd, and Salber, 2001 [this special issue]) is only one of many possible architectures for supporting context-aware applications. In this essay, we look at the tradeoffs involved with a service infrastructure approach to context-aware computing. We describe the advantages that a service infrastructure for context awareness has over other approaches, outline some of the core technical challenges that must be addressed before such an infrastructure can be built, and point out promising research directions for overcoming these challenges.
Jason I. Hong, James A. Landay
Hum. Comput. Interact.2
2001 A Context/Communication Information Agent
Jason I. Hong, James A. Landay
Pers. Ubiquitous Comput.2
2001 WebQuilt: A proxy-based approach to remote web usability testing
abstract
WebQuilt is a web logging and visualization system that helps web design teams run usability tests (both local and remote) and analyze the collected data. Logging is done through a proxy, overcoming many of the problems with server-side and client-side logging. Captured usage traces can be aggregated and visualized in a zooming interface that shows the web pages people viewed. The visualization also shows the most common paths taken through the web site for a given task, as well as the optimal path for that task, as designated by the designer. This paper discusses the architecture of WebQuilt and describes how it can be extended for new kinds of analyses and visualizations.
Jason I. Hong, Jeffrey Heer, Sarah Waterson, James A. Landay
ACM Trans. Inf. Syst.4
2000 A study of blind drawing practice: creating graphical information without the visual channel
abstract
Existing drawing tools for blind users give inadequate contextual feedback on the state of the drawing, leaving blind users unable to comprehend and successfully produce graphical information. We have investigated a tactile method of drawing used by blind users that mimics drawing with a pencil and a paper. Our study revealed a set of properties that must be incorporated into drawing tools for blind users, including giving feedback for relocating important points, determining angles, and communicating the overall structure of the drawing. We describe a grid- based model that provides these properties in a primitive- based 2D graphics environment, and we introduce its use in drawing and other graphical interactions.
Hesham M. Kamel, James A. Landay
ASSETS2
2000 DENIM: finding a tighter fit between tools and practice for Web site design
abstract
Through a study of web site design practice, we observed that web site designers design sites at different levels of refinement—site map, storyboard, and individual page—and that designers sketch at all levels during the early stages of design. However, existing web design tools do not support these tasks very well. Informed by these observations, we created DENIM, a system that helps web site designers in the early stages of design. DENIM supports sketching input, allows design at different refinement levels, and unifies the levels through zooming. We performed an informal evaluation with seven professional designers and found that they reacted positively to the concept and were interested in using such a system in their work.
Mark W. Newman, Jason I. Hong, James A. Landay
CHI4
2000 Visual similarity of pen gestures
abstract
Pen-based user interfaces are becoming ever more popular. Gestures (i . e . , marks made w ith a pen to invoke a command) are a valuable aspect of pen-based UIs, but they also have drawbacks. The challenge in designing good gestures is to make them easy for people to learn and remember. With the goal of better gesture design, we performed a pair of experiments to determine why users find gestures similar. From these experiments, we have derived a computational model for predicting perceived gesture similarity that correlates 0.56 with observation. We will incorporate the results of these experiments into a gesture design tool, which will aid the pen-based UI designer in creating gesture sets that are easier to learn and more memorable. Keywords Pen-based user interfaces, pen gestures, multi-dimensional scaling, similarity, perception INTRODUCTION Pen and paper is a versatile, powerful, and ubiquitous technology [17]. Pen-based user interfaces are becoming more widespread [9] and ha...
Allan Christian Long Jr., James A. Landay, Lawrence A. Rowe, Joseph Michiels
CHI2
2000 SATIN: a toolkit for informal ink-based applications
abstract
Software support for making effective pen-based applications is currently rudimentary.To facilitate the creation of such applications, we have developed SATIN, a Java-based toolkit designed to support the creation of applications that leverage the informal nature of pens.This support includes a scenegraph for manipulating and rendering objects; support for zooming and rotating objects, switching between multiple views of an object, integration of pen input with interpreters, libraries for manipulating ink strokes, widgets optimized for pens, and compatibility with Java's Swing toolkit.SATIN includes a generalized architecture for handling pen input, consisting of recognizers, interpreters, and multi-interpreters.In this paper, we describe the functionality and architecture of SATIN, using two applications built with SATIN as examples.
Jason I. Hong, James A. Landay
UIST2
2000 Suede: a Wizard of Oz prototyping tool for speech user interfaces
Scott R. Klemmer, Anoop K. Sinha, Jack Chen, James A. Landay, Nadeem Aboobaker, Annie Wang
UIST4
2000 Designing the User Interface for Multimodal Speech and Pen-Based Gesture Applications: State-of-the-Art Systems and Future Research Directions
abstract
The growing interest in multimodal interface design is inspired in large part by the goals of supporting more transparent, flexible, efficient, and powerfully expressive means of human-computer interaction than in the past. Multimodal interfaces are expected to support a wider range of diverse applications, be usable by a broader spectrum of the average population, and function more reliably under realistic and challenging usage conditions. In this article, we summarize the emerging architectural approaches for interpreting speech and pen-based gestural input in a robust manner-including early and late fusion approaches, and the new hybrid symbolic-statistical approach. We also describe a diverse collection of state-of-the-art multimodal systems that process users' spoken and gestural input. These applications range from map-based and virtual reality systems for engaging in simulations and training, to field medic systems for mobile use in noisy environments, to web-based transactions and standard text-editing applications that will reshape daily computing and have a significant commercial impact. To realize successful multimodal systems of the future, many key research challenges remain to be addressed. Among these challenges are the development of cognitive theories to guide multimodal system design, and the development of effective natural language processing, dialogue processing, and error-handling techniques. In addition, new multimodal systems will be needed that can function more robustly and adaptively, and with support for collaborative multiperson use. Before this new class of systems can proliferate, toolkits also will be needed to promote software development for both simulated and functioning systems.
Sharon L. Oviatt, Phil Cohen 0001, Lizhong Wu, Lisbeth Duncan, Bernhard Suhm, Josh Bers, Thomas G. Holzman, Terry Winograd, James A. Landay, Jim Larson, David L. Ferro
Hum. Comput. Interact.9
1999 NotePals: Light Weight Note Sharing by the Group, for the Group
abstract
NotePals is a lightweight note sharing system that gives group members easy access to each others experiences through their personal notes. The system allows notes taken by group members in any context to be uploaded to a shared repository. Group members view these notes with browsers that allow them to retrieve all notes taken in a given context or to access notes from other related notes or documents. This is possible because NotePals records the context in which each note is created (e.g., its author, subject, and creation time). The system is lightweight because it fits easily into group members regular note- taking practices, and uses informal, ink-based user interfaces that run on portable, inexpensive hardware. In this paper we describe NotePals, show how we have used it to share our notes, and present our evaluations of the system.
Richard C. Davis, James A. Landay, Jonathan Huang, Rebecca B. Lee
CHI2
1999 Implications for a Gesture Design Tool
abstract
Interest in pen-based user interfaces is growing rapidly. One potentially useful feature of pen-based user interfaces is gestures, that is, a mark or stroke that causes a command to execute. Unfortunately, it is difficult to design gestures that are easy 1) for computers to recognize and 2) for humans to learn and remember. To investigate these problems, we built a prototype tool for designing gesture sets. An experiment was then performed to gain insight into the gesture design process and to evaluate the tool. The experiment confirmed that gesture design is very difficult and suggested several ways in which current tools can be improved. The most important of these improvements is to make the tools more active and provide more guidance for designers. This paper describes the gesture design tool, the experiment, and its results. Keywords pen-based user interface, PDA, user study, gesture, UI design INTRODUCTION This work explores the process of gesture design with the goal of impr...
Allan Christian Long Jr., James A. Landay, Lawrence A. Rowe
CHI2
1998 Constant information density in zoomable interfaces
abstract
We introduce a system that helps users construct interactive visualizations with constant information density. This work is an extension of the DataSplash database visulaization environment. DataSplash is a direct manipulation system in which users can construct and navigate visualizations. Objects' appearances change as users zoom closer to or further away from the visualization. Users specify graphically the point at which these changes occur.Our experience with DataSplash indicates that users find it difficult to construct visualizations that display an appropriate amount of detail. In this paper, we introduce an extension to DataSplash based on the Principle of Constant Information Density. This extension gives users feedback about the density of visualizations as they create them. We also introduce an extension that suggests improvements to existing visualizations.We have performed an informal study of user navigation in applications with and without constant information density. We suggest that designers take density into account when designing applications to avoid biasing user navigation in unexpected ways.
Allison Woodruff, James A. Landay, Michael Stonebraker
AVI2
1998 A Framework for Sharing Handwritten Notes
abstract
NotePals is an ink-based, collaborative note taking application that runs on personal digital assistants (PDAs). Meeting participants write notes in their own handwriting on a PDA. These notes are shared with other participants by synchronizing later with a shared note repository that can be viewed using a desktop-based web browser. NotePals is distinguished by its lightweight process, interface, and hardware. This demonstration illustrates the design of two different NotePals clients and our web-based note browser.
Richard C. Davis, Jason A. Brotherton, James A. Landay, Morgan N. Price, Bill N. Schilit
ACM Symposium on User Interface Software and Technology4
1998 Constant Density Visualizations of Non-Uniform Distributions of Data
abstract
The cartographic Principle of Constant Information Density suggests that the amount of information in an interactive visualization should remain constant as the user pans and zooms.In previous work, we presented a system, VIDA (Visual Information Density Adjuster), which helps users manually construct applications in which overall display density remains constant.In the context of semantic zoom systems, this approach ensures uniformity in the z dimension, but does not extend naturally to ensuring uniformity in the x and y dimensions.In this paper, we present a new approach that automatically creates displays that are uniform in the x, y, and z dimensions.In the new system, users express constraints about visual representations that should appear in the display.The system applies these constraints to subdivisions of the display such that each subdivision meets a target density value.We have implemented our technique in the DataSplash/VIDA database visualization environment.We describe our algorithm, implementation, and the advantages and disadvantages of our approach.
Allison Woodruff, James A. Landay, Michael Stonebraker
ACM Symposium on User Interface Software and Technology2
1995 Interactive Sketching for the Early Stages of User Interface Design
abstract
Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this early stage. Most interface designers, especially those who have a background in graphic design, prefer to sketch early interface ideas on paper or on a whiteboard. We are developing an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch is interactive and can easily be modified. In addition, our system allows designers to examine, annotate, and edit a complete history of the design. When the designer is satisfied with this early prototype, SILK can transform the sket...
James A. Landay, Brad A. Myers
CHI1