David Dearman

dblp:48/6316 · DBLP profile ↗
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20ranked-venue papers
13as first author
0since 2021 · last 2012
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 20 · 13 first-authorSecurity and privacy · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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

Human-computer interaction and pervasive computing
12 papers
Interaction techniques and input · 39% Ubiquitous computing and smart environments · 33% Collaborative and social computing · 18%
Computer networks
1 paper
Wireless sensing and localization · 100%

Topics — the 11 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
mobile interaction
0.452012
Determining the orientation of proximate mobile devices using their back facing camera · CHI 2012
Virtual shelves: interactions with orientation aware devices · UIST 2009
BlueTone: a framework for interacting with public displays using dual-tone multi-frequency through bluetooth · UbiComp 2009
Ubiquitous computing and smart environments › domestic technology
domestic computing
0.112012
An examination of how households share and coordinate the completion of errands · CSCW 2012
Learning and educational technologies › language learning
second-language vocabulary learning
0.112012
Evaluating the implicit acquisition of second language vocabulary using a live wallpaper · CHI 2012
Ubiquitous computing and smart environments
location-based services
0.122010
Identifying the activities supported by locations with community-authored content · UbiComp 2010
An Exploration of Location Error Estimation · UbiComp 2007
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.122010
Virtual shelves: interactions with orientation aware devices · UIST 2009
Sensing foot gestures from the pocket · UIST 2010
Interaction techniques and input › input sensing › gesture recognition
accelerometer-based gesture recognition
0.112010
Sensing foot gestures from the pocket · UIST 2010
Interaction techniques and input › gesture input
foot-based gestures
0.112010
Sensing foot gestures from the pocket · UIST 2010
Collaborative and social computing › online communities
question answering communities
0.112010
Why users of yahoo!: answers do not answer questions · CHI 2010
Ubiquitous computing and smart environments › public displays
public display interaction
0.112009
BlueTone: a framework for interacting with public displays using dual-tone multi-frequency through bluetooth · UbiComp 2009
Ubiquitous computing and smart environments › multi-device computing
multi-device use
0.112008
It's on my other computer!: computing with multiple devices · CHI 2008
Ubiquitous computing and smart environments
public displays
0.012009
BlueTone: a framework for interacting with public displays using dual-tone multi-frequency through bluetooth · UbiComp 2009

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

diary study · 0.2verb-noun pair frequency · 0.2user study · 0.1informal evaluation · 0.1implicit learning · 0.1back-facing camera sensing · 0.1field deployment · 0.1context-aware computing · 0.1survey · 0.1accelerometer sensing · 0.1
YearPublicationVenuePosition
2012 Determining the orientation of proximate mobile devices using their back facing camera
abstract
Proximate mobile devices that are aware of their orientation relative to one another can support novel and natural forms of interaction. In this paper, we present a method to determine the relative orientation of proximate mobile devices using only the backside camera. We implemented this method as a service called Orienteer, which provides mobile device with the orientation of other proximate mobile devices. We demonstrate that orientation information can be used to enable novel and natural interactions by developing two applications that allow the user to push content in the direction of another device to share it and point the device toward another to filter content based on the device's owner. An informal evaluation revealed that interactions built upon orientation information can be natural and compelling to users, but developers and designers need to carefully consider how orientation should be applied effectively.
David Dearman, Richard T. Guy, Khai N. Truong
CHI1
2012 Evaluating the implicit acquisition of second language vocabulary using a live wallpaper
abstract
An essential aspect of learning a second language is the acquisition of vocabulary. However, acquiring vocabulary is often a protracted process that requires repeated and spaced exposure; which can be difficult to accommodate given the busyness of daily living. In this paper, we explore if a learner can implicitly acquire second language vocabulary through her explicit interactions with her mobile phone (e.g., navigating multiple home screens) using an interface we developed called Vocabulary Wallpaper. In addition, we examine if the type of vocabulary this technique exposes to the learner, whether it is contextually relevant or contextually-independent will influence the learner's rate of vocabulary acquisition. The results of our study show participants were able to use Vocabulary Wallpaper to increase the number of second language vocabulary that they can recognize and recall and their rate of vocabulary acquisition was significantly greater when presented with a contextually relevant vocabulary than a contextually-independent vocabulary.
David Dearman, Khai N. Truong
CHI1
2012 An examination of how households share and coordinate the completion of errands
abstract
People often complete tasks and to-dos not only for themselves but also for others in their household. In this work, we examine how household members share and accomplish errands both individually and together. We conducted a three-week diary study with eight households to understand the types of errands that family members and roommates share with each other. We explore their motivations for offering and requesting help to complete their errands and the variety of methods for doing so. Our findings reveal when participants sometimes face challenges completing their errands, and how household members request and receive help. We learned that the cooperative performance of errands is typically dependent on household members' location, availability, and capability. Using these findings, we discuss design opportunities for cooperative errands sharing systems that can assist households.
Timothy Sohn, Lorikeet Lee, Stephanie Zhang, David Dearman, Khai N. Truong
CSCW4
2011 Opportunities exist: continuous discovery of places to perform activities
abstract
A rich cognitive map of a space can enhance the individual's experience within the space. However, cognitive maps develop gradually through repeated experience; and because of this, on-demand mobile search services (e.g., Google Maps, Yelp) are often used to compensate for missing knowledge. In this work, we developed and evaluated a context-aware place discovery application called Opportunities Exist to assist in the acquisition of spatial knowledge and meaning. The application differs from traditional search in that places are discovered using an activity (e.g., drink coffee, sit in the sun) and the discovery process runs continuously, maintaining a history of places the user can perform her activities as she goes about her day. We conducted a 4-week deployment in two North American cities. The results show that users were able to discover new places to perform their activities in familiar spaces and learned to associate new activities with familiar places. In addition, participants leveraged the application to perform activities opportunistically, and used continuous place discovery as an opportunistic reminder of routines they wanted to break out of or resume.
David Dearman, Timothy Sohn, Khai N. Truong
CHI1
2010 Leveraging proprioception to make mobile phones more accessible to users with visual impairments
abstract
Accessing the advanced functions of a mobile phone is not a trivial task for users with visual impairments. They rely on screen readers and voice commands to discover and execute functions. In mobile situations, however, screen readers are not ideal because users may depend on their hearing for safety, and voice commands are difficult for a system to recognize in noisy environments. In this paper, we extend Virtual Shelves--an interaction technique that leverages proprioception to access application shortcuts--for visually impaired users. We measured the directional accuracy of visually impaired participants and found that they were less accurate than people with vision. We then built a functional prototype that uses an accelerometer and a gyroscope to sense its position and orientation. Finally, we evaluated the interaction and prototype by allowing participants to customize the placement of seven shortcuts within 15 regions. Participants were able to access shortcuts in their personal layout with 88.3% accuracy in an average of 1.74 seconds.
Frank Chun Yat Li, David Dearman, Khai N. Truong
ASSETS2
2010 Why users of yahoo!: answers do not answer questions
abstract
Posing a question to an online question and answer community does not guarantee a response. Significant prior work has explored and identified members' motivations for contributing to communities of collective action (e.g., Yahoo! Answers); in contrast it is not well understood why members choose to not answer a question they have already read. To explore this issue, we surveyed 135 active members of Yahoo! Answers. We show that top and regular contributors experience the same reasons to not answer a question: subject nature and composition of the question; perception of how the questioner will receive, interpret and react to their response; and a belief that their response will lose its meaning and get lost in the crowd if too many responses have already been given. Informed by our results, we discuss opportunities to improve the efficacy of the question and answer process, and to encourage greater contributions through improved design.
David Dearman, Khai N. Truong
CHI1
2010 Multi-modal text entry and selection on a mobile device
David Dearman, Amy K. Karlson, Brian Meyers, Benjamin B. Bederson
Graphics Interface1
2010 Identifying the activities supported by locations with community-authored content
abstract
Community-authored content, such as location specific reviews, offers a wealth of information about virtually every imaginable location today. In this work, we process Yelp's community-authored reviews to identify a set of potential activities that are supported by the location reviewed. Using 14 test locations we show that the majority of the 40 most common results per location (determined by verb-noun pair frequency) are actual activities supported by their respective locations, achieving a mean precision of up to 79.3%. Although the number of reviews authored for a location has a strong influence on precision, we are able to achieve a precision up to 29.5% when processing only the first 50 reviews, increasing to 45.7% and 57.3% for the first 100 and 200 reviews, respectively. In addition, we present two context-aware services that leverage location-based activity information on a city scale that is accessible through a Web service we developed supporting multiple cities in North America.
David Dearman, Khai N. Truong
UbiComp1
2010 Improving users' security choices on home wireless networks
abstract
Home networks are common but notoriously difficult to setup and maintain. The difficulty users experience in setting up and maintaining their home network is problematic because of the numerous security threats that can exploit poorly configured and maintained network security. Because there is little empirical data to characterize the usability problems associated with the adoption of wireless network security, we surveyed primary caretakers and users of 20 home networks, examining their perceptions and usage of the security features available to them. We found that users did not understand the difference between access control lists and encryption, and that devices fail to properly notify users of weak security configuration choices. To address these issues, we designed and evaluated a novel wireless router configuration wizard that encouraged strong security choices by improving the network configuration steps. We found that security choices made by users of our wizard resulted in stronger security practices when compared to the wizard from a leading equipment manufacturer.
Justin T. Ho, David Dearman, Khai N. Truong
SOUPS2
2010 Sensing foot gestures from the pocket
abstract
Visually demanding interfaces on a mobile phone can diminish the user experience by monopolizing the user's attention when they are focusing on another task and impede accessibility for visually impaired users. Because mobile devices are often located in pockets when users are mobile, explicit foot movements can be defined as eyes-and-hands-free input gestures for interacting with the device. In this work, we study the human capability associated with performing foot-based interactions which involve lifting and rotation of the foot when pivoting on the toe and heel. Building upon these results, we then developed a system to learn and recognize foot gestures using a single commodity mobile phone placed in the user's pocket or in a holster on their hip. Our system uses acceleration data recorded by a built-in accelerometer on the mobile device and a machine learning approach to recognizing gestures. Through a lab study, we demonstrate that our system can classify ten different foot gestures at approximately 86% accuracy.
Jeremy Scott, David Dearman, Koji Yatani, Khai N. Truong
UIST2
2010 Mobile map interactions during a rendezvous: exploring the implications of automation
David Dearman, Kori Inkpen, Khai N. Truong
Pers. Ubiquitous Comput.1
2009 BlueTone: a framework for interacting with public displays using dual-tone multi-frequency through bluetooth
abstract
Large information displays are common in public and semi-public spaces but still require rapid and lightweight ways for users to interact with them. We present BlueTone, a framework for developing large display applications which will interpret and react to dual-tone multi-frequency sounds transmitted from mobile phones paired with the display using the Bluetooth headset profile. BlueTone enables text entry, cursor manipulation and menu selection without requiring the installation of any special software on a user's mobile phone.
David Dearman, Khai N. Truong
UbiComp1
2009 Virtual shelves: interactions with orientation aware devices
abstract
Triggering shortcuts or actions on a mobile device often requires a long sequence of key presses. Because the functions of buttons are highly dependent on the current application's context, users are required to look at the display during interaction, even in many mobile situations when eyes-free interactions may be preferable. We present Virtual Shelves, a technique to trigger programmable shortcuts that leverages the user's spatial awareness and kinesthetic memory. With Virtual Shelves, the user triggers shortcuts by orienting a spatially-aware mobile device within the circular hemisphere in front of her. This space is segmented into definable and selectable regions along the phi and theta planes. We show that users can accurately point to 7 regions on the theta and 4 regions on the phi plane using only their kinesthetic memory. Building upon these results, we then evaluate a proof-of-concept prototype of the Virtual Shelves using a Nokia N93. The results show that Virtual Shelves is faster than the N93's native interface for common mobile phone tasks.
Frank Chun Yat Li, David Dearman, Khai N. Truong
UIST2
2008 It's on my other computer!: computing with multiple devices
abstract
The number of computing devices that people use is growing. To gain a better understanding of why and how people use multiple devices, we interviewed 27 people from academia and industry. From these interviews we distill four primary findings. First, associating a user's activities with a particular device is problematic for multiple device users because many activities span multiple devices. Second, device use varies by user and circumstance; users assign different roles to devices both by choice and by constraint. Third, users in industry want to separate work and personal activities across work and personal devices, but they have difficulty doing so in practice Finally, users employ a variety of techniques for accessing information across devices, but there is room for improvement: participants reported managing information across their devices as the most challenging aspect of using multiple devices. We suggest opportunities to improve the user experience by focusing on the user rather than the applications and devices; making devices aware of their roles; and providing lighter-weight methods for transferring information, including synchronization services that engender more trust from users.
David Dearman, Jeffrey S. Pierce
CHI1
2008 An examination of daily information needs and sharing opportunities
abstract
A person often has highly context-sensitive information needs that require assistance from individuals in their social network. However, a person's social network is often not broad enough to include the right people in the right situations or circumstances who can satisfy the needs. The ability to satisfy context-sensitive information needs depends on a person's ability to seek the answers from appropriate individuals, who must then provide a response in a timely manner. To gain an understanding of how to better support the sharing of information, we conducted a four-week diary study examining 20 people's perceived daily information needs and sharing desires. We provide a structured framework for understanding the types of information people need and discuss when and how people are able to satisfy their needs. Using these findings, we discuss research and design opportunities for addressing the shortcomings of the existing information sources by connecting information altruists with an audience by leveraging weak ties through situation and circumstance, and providing a timely asynchronous connection to these sources.
David Dearman, Melanie Kellar, Khai N. Truong
CSCW1
2007 An Exploration of Location Error Estimation
David Dearman, Alex Varshavsky, Eyal de Lara, Khai N. Truong
UbiComp1
2007 Target selection on mobile devices using display segmentation
abstract
In this paper, we explore the use of an interaction technique called sequential segmentation to support target selection for mobile devices. Sequential segmentation iteratively partitions an information space into selectable regions and subsequent sub-regions where each region/sub-region is labeled (1--9) and is mapped to the corresponding key on the mobile device's numeric keypad. We conducted a study comparing the sequential technique to the directional pad for target selection. The results show that the directional pad is significantly faster than sequential for selecting targets that require three or less interactions with the directional pad. However, sequential is significantly faster than the directional pad for targets that require five or more interactions with the directional pad. User feedback shows a preference for sequential and that it is perceived easier to use than the directional pad.
David Dearman, Kori Inkpen, Khai N. Truong
Mobile HCI1
2006 Left-handed scrolling for pen-based devices
abstract
The effectiveness of interaction with mobile devices can be impacted by handedness; however, support for handedness in the interface is rarely provided. The goal of this article is to demonstrate that handedness is a significant interface consideration that should not be overlooked. Four studies were conducted to explore left‐handed user interaction with right‐ or left‐aligned scrollbars on personal digital assistants. Analysis of the data shows that left‐handed users are able to select targets significantly faster using a left‐aligned scrollbar when compared to a right‐aligned scrollbar. User feedback also indicated that a left‐aligned scrollbar was preferred by left‐handed users and provided more natural interaction.
Kori Inkpen, David Dearman, Ritchie Argue, Marc Comeau, Ching-Lung Fu, Sekhar Kolli, Jeremy Moses, Nick Pilon, James R. Wallace
Int. J. Hum. Comput. Interact.2
2005 Walk 'n scroll: a comparison of software-based navigation techniques for different levels of mobility
abstract
In this paper, we present a field study comparing software-based navigation techniques (scrollbars, tap-and-drag, and touch-n-go) on mobile devices. In particular, we were interested in exploring the efficiency and user preference of these navigation techniques for different levels of mobility (sitting, walking, and standing) in a naturalistic environment. Results show that while there was no significant difference in performance between tap-and-drag and touch-n-go, both techniques significantly outperformed scrollbars for simple, multi-directional navigation tasks. In addition, the users preferred the touch-n-go technique over the other two methods. The results also revealed that users' interactions and preferences differed between the levels of mobility.
Bonnie MacKay, David Dearman, Kori Inkpen, Carolyn R. Watters
Mobile HCI2
2005 Rendezvousing with location-aware devices: Enhancing social coordination
abstract
Emerging technologies such as location-awareness devices have the potential to significantly impact users’ social coordination, particularly while rendezvousing. It is important that we explore how new technologies influence social behaviours and communication in order to realize their full potential. This paper presents a field study investigating the use of mobile location-aware devices for rendezvous activities. Participants took part in one of three mobile device conditions (a mobile phone, a location-aware handheld, or both a mobile phone and a location-aware handheld) and completed three rendezvousing scenarios. The results reveal key differences in communication patterns between the mediums, as well as the potential strengths and limitations of location-aware devices for social coordination. The paper concludes with a discussion of relevant design issues drawn from observations gathered during the field study.
David Dearman, Kirstie Hawkey, Kori Inkpen
Interact. Comput.1