Florian Alt

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157ranked-venue papers
13as first author
62since 2021 · last 2026
0000-0001-8354-2195ORCID · verified

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

Human-computer interaction and ubiquitous computing · 146 · 11 first-author · 55 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 1 first-author · 5 since 2021Security and privacy · 7 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Computer networks · 1
YearPublicationVenuePosition
2026 Too Many Zombies: Exploring Challenges and Motivations for (Not) Deleting Unused Online Accounts
abstract
Unused online accounts (“zombie accounts”) pose avoidable privacy and security risks by retaining personal data that may be exposed in breaches. Yet, little is known about when and how to effectively prompt users to delete them. This work investigates the challenges users encounter when attempting to delete zombie accounts. We conducted two online studies with U.S. participants via Prolific: the accounts study (N = 120) to identify common zombie account categories, and the challenges study (N = 100) to examine users’ motivations, perceived abilities, and preferred moments for deletion. Participants reported high self-efficacy but underestimated the number of zombie accounts they had. We identify promising opportune moments — such as when updating account information or setting up a new device — and evaluate potential triggers, including breach notifications and data sensitivity. This work contributes an empirical characterization of end-users’ diverse challenges related to zombie accounts and design recommendations for future deletion-support tools.
Franziska Bumiller, Sarah Delgado Rodriguez, Lukas Mecke, Verena Distler, Florian Alt
CHI5
2026 "What Are You Doing?": Effects of Intermediate Feedback from Agentic LLM In-Car Assistants During Multi-Step Processing
abstract
Agentic AI assistants that autonomously perform multi-step tasks raise open questions for user experience: how should such systems communicate progress and reasoning during extended operations, especially in attention-critical contexts such as driving? We investigate feedback timing and verbosity from agentic LLM-based in-car assistants through a controlled, mixed-methods study (N=45) comparing planned steps and intermediate results feedback against silent operation with final-only response. Using a dual-task paradigm with an in-car voice assistant, we found that intermediate feedback significantly improved perceived speed, trust, and user experience while reducing task load - effects that held across varying task complexities and interaction contexts. Interviews further revealed user preferences for an adaptive approach: high initial transparency to establish trust, followed by progressively reducing verbosity as systems prove reliable, with adjustments based on task stakes and situational context. We translate our empirical findings into design implications for feedback timing and verbosity in agentic in-car assistants, balancing transparency and efficiency.
Johannes Kirmayr, Raphael Wennmacher, Khanh Huynh, Lukas Stappen, Elisabeth André, Florian Alt
CHI6
2026 Small Talk, Big Impact: The Role of Everyday Conversations in Cybersecurity Practices
abstract
Everyday talk is often treated as casual chatter, yet it plays a crucial role in how people acquire and share knowledge. Typically, cybersecurity practices are informed by formal training, but they often overlook the impact of social exchanges. This paper investigates how informal conversations can act as a socio-technical mechanism for shaping cybersecurity awareness and practices. We conducted an online survey (N=215) where participants described recent discussions about cybersecurity, including who was involved, where they took place, and what triggered them. Quantitative and thematic analysis revealed common contexts, social settings, and topics. Most conversations occurred spontaneously in private environments, with personal experiences being the most frequent trigger. We contribute empirical insights on informal security conversations to inform the design of human-centered technologies that surface and mediate security-related discussions in everyday contexts, to ensure implicit and continuous security awareness.
Doruntina Murtezaj, Leonard Johannes Rössert, Yomna Abdelrahman, Viktorija Paneva, Florian Alt
CHI5
2026 I See DNS People: DNS Resolver Security, Through Operator Perspectives and Practices
Wisdom Obinna, Katharina Barlage, Florian Alt, Harel Israel Berger
SOUPS3
2026 I don't know what I've all granted. Does it really matter? - Understanding Users' Awareness of Different Permission Types on Android
Verena Winterhalter, Sarah Prange, Anouk Moreno, Harel Israel Berger, Florian Alt
SOUPS5
2026 From stress to success: Guidance-contingent effects of stress in Augmented Reality and their implications
abstract
Not all information helps equally: context determines what supports effective action. This Situated Action principle might matter for Augmented Reality (AR), as different designs might be used in response to different user states. Accordingly, we investigate how stress and guidance level jointly influence performance and acceptance through a 2 2 experiment ( ) in AR-assisted assembly. Participants underwent stress induction or relaxation before using AR applications with high (step-by-step) or low (level-based) guidance. Our findings challenge simple stress-regulation models: guidance level reconfigured the pathways to outcomes. Under high guidance, stress predicted faster completion but reduced hedonic motivation and acceptance. Under low guidance, performance decoupled from stress, with utilitarian and hedonic motivations driving both efficiency and reuse intention. Structural equation modeling supports these guidance-contingent mechanisms. By introducing a Situated Action perspective, we demonstrate that different AR applications can reshape how tasks are solved, potentially impacting AR application design as well as future context-adaptive and pervasive AR systems. These implications are discussed. Our study offers a theoretical basis for hypothesis development and advances theory on how AR shapes user behavior.
Dominik O. W. Hirschberg, Oliver Hein, Florian Alt, Philipp A. Rauschnabel
Int. J. Hum. Comput. Stud.3
2026 Investigating Mutual Gaze in Real-Time LLM-Driven Avatar Interaction on 2D Screens ETRA005
abstract
With the growing presence of AI-driven avatars in everyday applications, understanding how users perceive and respond to such agents becomes increasingly important. A key open question is whether gaze awareness, an avatar’s ability to react to the gaze of a user, contributes to more natural and socially engaging interaction, particularly on conventional 2D screens. We present a real-time system that integrates live speech recognition, LLM-generated responses, and gaze feedback to enable naturalistic unscripted conversations with a virtual avatar. We conducted a within-subjects study (N = 17) comparing a gaze-aware avatar with a nonreactive baseline. The results of the eye-tracking show that gaze awareness significantly altered user eye movement patterns, increasing mutual gaze episodes, and generating subconscious gaze regulation. Our findings demonstrate that realistic gaze behavior affects user interaction on a subconscious level, even outside immersive environments. We discuss implications for designing future conversational AI systems that foster natural social presence.
Heiko Drewes, Abdullatif Dinc, Florian Alt
Proc. ACM Hum. Comput. Interact.3
2025 Exploring the Effect of Music on User Typing and Identification through Keystroke Dynamics
Lukas Mecke, Assem Mahmoud, Simon Marat, Florian Alt
CHI4
2025 The TaPSI Research Framework - A Systematization of Knowledge on Tangible Privacy and Security Interfaces
abstract
filtering snowball sampling search results final sample Figure 1: We searched for publications on tangible privacy and security interfaces (TaPSI) in 28 usable privacy and security (UPS)venues and used snowball sampling to broaden our sample further.Applying hybrid thematic analysis to our final sample (𝑛 = 80), we describe the used terminology and definitions, addressed UPS domains, contributions, methods, implementations, and opportunities or challenges inherent to TaPSI.Based on these findings, we present the TaPSI Research Framework, which gives recommendations for future researchers and describes a design space for TaPSI.
Sarah Delgado Rodriguez, Maximiliane Windl, Florian Alt, Karola Marky
CHI3
2025 Investigating Natural Shoulder Surfing Behavior in the Wild: A Research Space and Case Study
Yasmeen Abdrabou, Radiah Rivu, Alessia Fischer, Alia Saad, Habiba Farzand, Pascal Knierim, Florian Alt
INTERACT (3)7
2025 From Ears to Eyes: The Impact of Augmented Text Integration on Audio Guidance
Oliver Hein, Sude Gökçel, Florian Alt
INTERACT (1)3
2025 BlueTOTP: Designing Phishing-Resistant and User-Friendly Two-Factor Authentication
abstract
Abstract Two-factor authentication (2FA) is an effective measure to safeguard against password attacks (e.g., guessing, credential stuffing). However, many existing 2FA methods are neither user-friendly nor protect adequately against phishing, particularly real-time (person-in-the-middle) attacks. We introduce BlueTOTP , a novel approach that leverages Bluetooth to automatically transmit time-based one-time passwords (TOTP) and verify the requesting domain before issuing the second factor. By reducing manual interactions and ensuring domain legitimacy, BlueTOTP streamlines the authentication process and mitigates phishing risks. We present the design and implementation of BlueTOTP, followed by an evaluation of its usability and performance. BlueTOTP not only improves the user experience during authentication but also significantly reduces the overall time required to complete 2FA authentication.
Marian Käsemodel, Verena Winterhalter, Felix Heisel, Florian Alt, Bastian Pfleging
INTERACT (3)4
2025 Roby on a Mission: Promoting Awareness and Adoption of Password Managers Through Public Security User Interfaces
abstract
Public Security User Interfaces (PSUIs) are a relative new approach to increasing cybersecurity awareness and promoting secure behavior in public and semi-public spaces. Unlike traditional methods such as emails or mobile apps, PSUIs use dynamic content and interactive elements to engage users in real time and promote proactive security measures. This paper explores the design and implementation of a previously introduced concept of PSUIs through a use case, driving awareness and adoption of password managers. Drawing insights from a pilot study (N=5) and a main study (N=25), we identify a set of implications for designing PSUIs that prioritize engagement strategies, actionable outcomes, accessibility and inclusivity, and normalizing mistakes. Key challenges include content adaptation, audience dynamics, and privacy. By bridging the gap between public engagement and cybersecurity education, this work lays the foundation for future research and practical implementation of PSUIs as a tool to foster secure digital habits.
Doruntina Murtezaj, Jovana Dinic, Viktorija Paneva, Florian Alt
MUM4
2025 A Platform for Physiological and Behavioral Security
abstract
Human-centered security research traditionally leverages self-reports and high-level behavioral data. However, the increasing ubiquity of sensors integrated into personal, wearable devices (e.g., smartphones, smartwatches) and in users’ environments (e.g., cameras) enables researchers to unobtrusively collect rich physiological and behavioral signals. These real-time data streams can reveal user states—such as attention or workload—that can be employed to design adaptive security mechanisms. In this paper, we present a platform that supports designing, building, and evaluating next-generation user interfaces that leverage physiological and behavioral data for enhanced security. First, we introduce the physio-behavioral security paradigm, highlighting how sensor-based insights into user states can inform individualized security interventions and accurately identify moments of vulnerability. We then outline the requirements, system architecture, and implementation details of the platform, illustrating how multiple data streams (e.g., gaze, heart rate, keystrokes, mouse movements) are integrated and securely processed. Finally, we report on an exploratory deployment in a mid-sized organization, showcasing how the tool captures real-time security behaviors and enables context-aware interventions. The deployment yields insights into factors influencing acceptance across different stakeholders (management, IT department, employees). Our results suggest that adaptive approaches, informed by physiological and behavioral signals, can improve security outcomes and user acceptance.
Felix Dietz, Peter Heubl, Luke Haliburton, David Bothe, Jan Hörnemann, M. Angela Sasse, Florian Alt
NSPW7
2025 A Multi-Layered Privacy Permission Framework for Extended Reality
abstract
Extended Reality (XR) systems bring arrays of sensors closer to the user’s body, enabling the collection of extensive user and contextual data, from motion and biometrics to behavioral analytics, that users might not be aware they are sharing. This poses significant risks to users’ privacy. Yet, despite the immersive and dynamic nature of XR, most platforms still rely on static, text-based privacy mechanisms inherited from traditional 2D interfaces. We propose a new paradigm of continuous consent in XR, where privacy decisions unfold as a relational, context-aware, and renegotiable process embedded in the experience – not a single consent event. To this end, we propose a Multi-Layered Privacy Framework spanning five interdependent layers: regulatory compliance, technical implementation, permission models, user experience, and user perception and cognition. We then introduce the User Privacy Journey Model, which operationalizes the framework as a sequential user pathway: from onboarding and contextual prompts to in-experience control and post-session review, along with the XR Privacy Checklist to support practical adoption. By rethinking consent as a continuous journey, we present a new paradigm for XR privacy, one that opens a new research perspective on what "informed" consent means in immersive environments where the boundaries between self, system, and space are increasingly blurred.
Shady Mansour, Verena Winterhalter, Florian Alt, Viktorija Paneva
NSPW3
2025 "Helps me Take the Post With a Grain of Salt: " Soft Moderation Effects on Accuracy Perceptions and Sharing Intentions of Inauthentic Political Content on X
Filipo Sharevski, Verena Distler, Florian Alt
USENIX Security Symposium3
2025 Vishing: Detecting social engineering in spoken communication - A first survey & urgent roadmap to address an emerging societal challenge
abstract
Vishing – the use of voice calls for phishing – is a form of Social Engineering (SE) attacks. The latter have become a pervasive challenge in modern societies, with over 300,000 yearly victims in the US alone. An increasing number of those attacks is conducted via voice communication, be it through machine-generated ‘robocalls’ or human actors. The goals of ‘social engineers’ can be manifold, from outright fraud to more subtle forms of persuasion. Accordingly, social engineers adopt multi-faceted strategies for voice-based attacks, utilising a variety of ‘tricks’ to exert influence and achieve their goals. Importantly, while organisations have set in place a series of guardrails against other types of SE attacks, voice calls still remain ‘open ground’ for potential bad actors. In the present contribution, we provide an overview of the existing speech technology subfields that need to coalesce into a protective net against one of the major challenges to societies worldwide. Given the dearth of speech science and technology works targeting this issue, we have opted for a narrative review that bridges the gap between the existing psychological literature on the topic and research that has been pursued in parallel by the speech community on some of the constituent constructs. Our review reveals that very little literature exists on addressing this very important topic from a speech technology perspective, an omission further exacerbated by the lack of available data. Thus, our main goal is to highlight this gap and sketch out a roadmap to mitigate it, beginning with the psychological underpinnings of vishing, which primarily include deception and persuasion strategies, continuing with the speech-based approaches that can be used to detect those, as well as the generation and detection of AI-based vishing attempts, and close with a discussion of ethical and legal considerations. • Vishing is an emerging security problem. • Generative artificial intelligence will exacerbate the issue. • Speech-based detection is urgently needed. • Beyond detection performance, effective interventions are warranted.
Andreas Triantafyllopoulos, Anika A. Spiesberger, Iosif Tsangko, Xin Jing 0001, Verena Distler, Felix Dietz, Florian Alt, Björn W. Schuller
Comput. Speech Lang.7
2025 User Understanding of Privacy Permissions in Mobile Augmented Reality: Perceptions and Misconceptions MHCI037
abstract
Mobile Augmented Reality (AR) applications leverage various sensors to provide immersive user experiences. However, their reliance on diverse data sources introduces significant privacy challenges. This paper investigates user perceptions and understanding of privacy permissions in mobile AR apps through an analysis of existing applications and an online survey of 120 participants. Findings reveal common misconceptions, including confusion about how permissions relate to specific AR functionalities (e.g., location and measurement of physical distances), and misinterpretations of permission labels (e.g., conflating camera and gallery access). We identify a set of actionable implications for designing more usable and transparent privacy mechanisms tailored to mobile AR technologies, including contextual explanations, modular permission requests, and clearer permission labels. These findings offer actionable guidance for developers, researchers, and policymakers working to enhance privacy frameworks in mobile AR.
Viktorija Paneva, Verena Winterhalter, Franziska Augustinowski, Florian Alt
Proc. ACM Hum. Comput. Interact.4
2024 Decide Yourself or Delegate - User Preferences Regarding the Autonomy of Personal Privacy Assistants in Private IoT-Equipped Environments
abstract
Personalized privacy assistants (PPAs) communicate privacy-related decisions of their users to Internet of Things (IoT) devices. There are different ways to implement PPAs by varying the degree of autonomy or decision model. This paper investigates user perceptions of PPA autonomy models and privacy profiles – archetypes of individual privacy needs – as a basis for PPA decisions in private environments (e.g., a friend’s home). We first explore how privacy profiles can be assigned to users and propose an assignment method. Next, we investigate user perceptions in 18 usage scenarios with varying contexts, data types and number of decisions in a study with 1126 participants. We found considerable differences between the profiles in settings with few decisions. If the number of decisions gets high (> 1/h), participants exclusively preferred fully autonomous PPAs. Finally, we discuss implications and recommendations for designing scalable PPAs that serve as privacy interfaces for future IoT devices.
Karola Marky, Alina Stöver, Sarah Prange, Kira Bleck, Paul Gerber, Verena Zimmermann, Florian Müller 0003, Florian Alt, Max Mühlhäuser
CHI8
2024 Do You Need to Touch? Exploring Correlations between Personal Attributes and Preferences for Tangible Privacy Mechanisms
abstract
This paper explores how personal attributes, such as age, gender, technological expertise, or “need for touch”, correlate with people’s preferences for properties of tangible privacy protection mechanisms, for example, physically covering a camera. For this, we conducted an online survey (N = 444) where we captured participants’ preferences of eight established tangible privacy mechanisms well-known in daily life, their perceptions of effective privacy protection, and personal attributes. We found that the attributes that correlated most strongly with participants’ perceptions of the established tangible privacy mechanisms were their “need for touch” and previous experiences with the mechanisms. We use our findings to identify desirable characteristics of tangible mechanisms to better inform future tangible, digital, and mixed privacy protections. We also show which individuals benefit most from tangibles, ultimately motivating a more individual and effective approach to privacy protection in the future.
Sarah Delgado Rodriguez, Priyasha Chatterjee, Anh Dao Phuong, Florian Alt, Karola Marky
CHI4
2024 Public Security User Interfaces: Supporting Spontaneous Engagement with IT Security
abstract
Publisher Copyright: Copyright © 2024 held by the owner/author(s).
Doruntina Murtezaj, Viktorija Paneva, Verena Distler, Florian Alt
NSPW4
2024 Act2Auth - A Novel Authentication Concept based on Embedded Tangible Interaction at Desks
abstract
Authentication (e.g., entering a password) is frequently perceived as an annoying obstacle when interacting with computational devices, but still essential to protect sensitive data from unauthorized access. We present Act2Auth, a novel concept for embedding authentication into users’ established routines by sensing tangible interactions at desks. With Act2Auth, users can authenticate by performing (secret) routines, such as putting a cup on their desk, rearranging their keyboard, and touching their mouse. The Act2Auth concept is informed by (1) an object analysis of 107 desk photos from Reddit, (2) an online survey (N = 65) investigating users’ strategies for creating touch-based authentication secrets, and (3) a technical exploration of capacitive touch-sensing at desks. We then (4) implemented a prototype and evaluated the usability as well as the memorability of Act2Auth compared to textual passwords (N = 8). With Act2Auth, we provide fundamental work on how to embed authentication tasks into our daily tangible interactions.
Sarah Delgado Rodriguez, Sarah Prange, Lukas Mecke, Florian Alt
TEI4
2024 CoAR-TV: Design and Evaluation of Asynchronous Collaboration in AR-Supported TV Experiences
abstract
Television has long since been a uni-directional medium. However, when TV is used for educational purposes, like in edutainment shows, interactivity could enhance the learning benefit for the viewer. In recent years, AR has been increasingly explored in HCI research to enable interaction among viewers as well as viewers and hosts. Yet, how to implement this collaborative AR (CoAR) experience remains an open research question. This paper explores four approaches to asynchronous collaboration based on the Cognitive Apprenticeship Model: scaffolding, coaching, modeling, and collaborating. We developed a pilot show for a fictional edutainment series and evaluated the concept with two TV experts. In a wizard-of-oz study, we test our AR prototype with eight users and evaluate the perception of the four collaboration styles. The AR-enhanced edutainment concept was well-received by the participants, and the coaching collaboration style was perceived as favorable and could possibly be combined with the modeling style.
Elizabeth Bouquet, Simon von der Au, Christina Schneegass, Florian Alt
IMX4
2024 Delusio - Plausible Deniability For Face Recognition
abstract
We developed an Android phone unlock mechanism utilizing facial recognition and specific mimics to access a specially secured portion of the device, designed for plausible deniability. The widespread adoption of biometric authentication methods, such as fingerprint and facial recognition, has revolutionized mobile device security, offering enhanced protection against shoulder-surfing attacks and improving user convenience compared to traditional passwords. However, a downside is the potential for third-party coercion to unlock the device. While text-based authentication allows users to reveal a hidden system by entering a special password, this is challenging with face authentication. We evaluated our approach in a role-playing user study involving 50 participants, with one participant acting as the attacker and the other as the suspect. Suspects successfully accessed the secured area, mostly without detection. They further expressed interest in this feature on their personal phones. We also discuss open challenges and opportunities in implementing such authentication mechanisms.
Felix Dietz, Lukas Mecke, Daniel Riesner, Florian Alt
Proc. ACM Hum. Comput. Interact.4
2023 HotFoot: Foot-Based User Identification Using Thermal Imaging
abstract
We propose a novel method for seamlessly identifying users by combining thermal and visible feet features. While it is known that users’ feet have unique characteristics, these have so far been underutilized for biometric identification, as observing those features often requires the removal of shoes and socks. As thermal cameras are becoming ubiquitous, we foresee a new form of identification, using feet features and heat traces to reconstruct the footprint even while wearing shoes or socks. We collected a dataset of users’ feet (N = 21), wearing three types of footwear (personal shoes, standard shoes, and socks) on three floor types (carpet, laminate, and linoleum). By combining visual and thermal features, an AUC between 91.1% and 98.9%, depending on floor type and shoe type can be achieved, with personal shoes on linoleum floor performing best. Our findings demonstrate the potential of thermal imaging for continuous and unobtrusive user identification.
Alia Saad, Kian Izadi, Anam Ahmad Khan, Pascal Knierim, Stefan Schneegaß, Florian Alt, Yomna Abdelrahman
CHI6
2023 Gaze-based Mode-Switching to Enhance Interaction with Menus on Tablets
abstract
In design work, a common task is the interaction with menus to change the drawing mode. Done frequently, this can become a tedious and fatiguing task, especially for tablets where users physically employ a stylus or finger touch. As our eyes are naturally involved in visual search and acquisition of desired menu items, we propose gaze to shortcut the physical movement. We investigate gaze-based mode-switching for menus in tablets by a novel mode-switching methodology, assessing a gaze-only (dwell-time) and multimodal (gaze and tap) technique, compared to hand-based interaction. The results suggest that users can efficiently alternate between manual and eye input when interacting with the menu; both gaze-based techniques have lower physical demand and individual speed-error trade-offs. This led to a novel technique that substantially reduces time by unifying mode-selection and mode-application. Our work points to new roles for our eyes to efficiently short-cut menu actions during the workflow.
Yanfei Hu Fleischhauer, Hemant Bhaskar Surale, Florian Alt, Ken Pfeuffer
ETRA3
2023 GazeCast: Using Mobile Devices to Allow Gaze-based Interaction on Public Displays
abstract
Gaze is promising for natural and spontaneous interaction with public displays, but current gaze-enabled displays require movement-hindering stationary eye trackers or cumbersome head-mounted eye trackers. We propose and evaluate GazeCast – a novel system that leverages users’ handheld mobile devices to allow gaze-based interaction with surrounding displays. In a user study (N = 20), we compared GazeCast to a standard webcam for gaze-based interaction using Pursuits. We found that while selection using GazeCast requires more time and physical demand, participants value GazeCast’s high accuracy and flexible positioning. We conclude by discussing how mobile computing can facilitate the adoption of gaze interaction with pervasive displays.
Omar Namnakani, Penpicha Sinrattanavong, Yasmeen Abdrabou, Andreas Bulling, Florian Alt, Mohamed Khamis
ETRA5
2023 Empowering Users: Leveraging Interface Cues to Enhance Password Security
Yasmeen Abdrabou, Marco Asbeck, Ken Pfeuffer, Yomna Abdelrahman, Mariam Hassib, Florian Alt
INTERACT (1)6
2023 Sick in the Car, Sick in VR? Understanding How Real-World Susceptibility to Dizziness, Nausea, and Eye Strain Influences VR Motion Sickness
Oliver Hein, Philipp A. Rauschnabel, Mariam Hassib, Florian Alt
INTERACT (2)4
2023 Padlock, the Universal Security Symbol? - Exploring Symbols and Metaphors for Privacy and Security
abstract
The use of symbols and metaphors can be a fast and effective way of conveying abstract concepts. At the same time, misconceived symbols can lead to misunderstandings and errors. Therefore, when it comes to privacy and security, clear communication is essential to avoid putting users’ personal data at risk. In this paper, we elicit 32 symbols and metaphors associated with privacy and security through two brainstorming sessions (n = 8, each). Six experts further separated this collection into security and privacy-related symbols and generated clusters based on similarity. Using participants’ clusters, we derived underlying themes. As a result, we present a symbol and metaphor space for privacy and security and discuss their perceived meaning. Our findings can serve researchers, designers, and developers to find suitable symbols or metaphors for a given scenario (e.g., to decide on the interaction metaphor for a tangible security mechanism) and to understand if a symbol is ambiguous or how it may be understood (e.g., is an eye associated with privacy configurations?). Our work provides an initial knowledge base supporting effective communication in this field.
Sarah Delgado Rodriguez, Anh Dao Phuong, Franziska Bumiller, Lukas Mecke, Felix Dietz, Florian Alt, Mariam Hassib
MUM6
2023 Safe Call: A Tangible Smartphone Interface That Supports Safe and Easy Phone Calls and Contacts Management for Older People
abstract
Using a smartphone can be challenging for older people. Basic tasks like managing contacts and making phone calls might be intimidating. Moreover, the rise of scam calls increases the potential dangers of using a smartphone. To address these issues, we introduce Safe Call, a tangible smartphone interface that involves physical contact cards with NFC tags and an accompanying app. The contact cards simplify initiating calls, while the app enhances safety by distinguishing known and unknown callers. Safe Call supports digital accessibility for older people, encourages smartphone adoption, and reduces vulnerability to scams.
Vanessa Voigt, Raffael Wiethe, Chanakarn Sassmann, Moritz Will, Sarah Delgado Rodriguez, Florian Alt
MUM6
2023 Human-centered Behavioral and Physiological Security
abstract
We propose a paradigm shift in human-centered security research in which users’ objective behavior and physiological states move into focus. This proposal is motivated by the fact that many personal and wearable devices today come with capabilities that allow researchers to assess users’ behavior and physiology in real-time. We expect substantial advances due to the ability to develop more targeted approaches to human-centered security in which solutions are targeted at individuals’ literacy, skills, and context. To this end, the main contribution of this work is a research space: we first provide an overview of common human-centered attacks that could be better understood and addressed through our approach. Based on this overview, we then showcase how specific security habits can benefit from the knowledge of users’ current state. Our work is complemented by a discussion of the implications and research directions enabled through this novel paradigm.
Florian Alt, Mariam Hassib, Verena Distler
NSPW1
2022 Blockchain and Cryptocurrency in Human Computer Interaction: A Systematic Literature Review and Research Agenda
abstract
We present a systematic literature review of cryptocurrency and blockchain research in Human-Computer Interaction (HCI) published between 2014 and 2021. We aim to provide an overview of the field, consolidate existing knowledge, and chart paths for future research. Our analysis of 99 articles identifies six major themes: (1) the role of trust, (2) understanding motivation, risk, and perception of cryptocurrencies, (3) cryptocurrency wallets, (4) engaging users with blockchain, (5) using blockchain for application-specific use cases, and (6) support tools for blockchain. We discuss the focus of the existing research body and juxtapose it to the changing landscape of emerging blockchain technologies to highlight future research avenues for HCI and interaction design. With this review, we identify key aspects where interaction design is critical for the adoption of blockchain systems. Doing so, we provide a starting point for new scholars and designers and help them position future contributions.
Michael Fröhlich, Franz Waltenberger, Ludwig Trotter, Florian Alt, Albrecht Schmidt 0001
Conference on Designing Interactive Systems4
2022 Designing Trustworthy User Interfaces for the Voluntary Carbon Market: A Randomized Online Experiment
abstract
The voluntary carbon market is an important building block in the fight against climate change. However, it is not trivial for consumers to verify whether carbon offset projects deliver what they promise. While technical solutions for measuring their impact are emerging, there is a lack of understanding of how to translate carbon offset data into trustworthy interface designs. With interaction between users and offset projects mainly happening online, it is critical to meet this design challenge. To this end, we designed and evaluated interfaces with varying trust cues for carbon offset projects in a randomized online experiment (n=244). Our results show that content design, particularly financial and forest-related quantitative data presented at the right detail level, increases the perceived trustworthiness, while images have no significant effect. We contribute the first specific guidance for interface designers for carbon offsets and discuss implications for interaction design.
Klaudia Guzij, Michael Fröhlich, Florian Fincke, Albrecht Schmidt 0001, Florian Alt
Conference on Designing Interactive Systems5
2022 CueVR: Studying the Usability of Cue-based Authentication for Virtual Reality
abstract
Existing virtual reality (VR) authentication schemes are either slow or prone to observation attacks. We propose CueVR, a cue-based authentication scheme that is resilient against observation attacks by design since vital cues are randomly generated and only visible to the user experiencing the VR environment. We investigate three different input modalities through an in-depth usability study (N=20) and show that while authentication using CueVR is slower than the less secure baseline, it is faster than existing observation resilient cue-based schemes and VR schemes (4.151 s – 7.025 s to enter a 4-digit PIN). Our results also indicate that using the controllers’ trackpad significantly outperforms input using mid-air gestures. We conclude by discussing how visual cues can enhance the security of VR authentication while maintaining high usability. Furthermore, we show how existing real-world authentication schemes combined with VR’s unique characteristics can advance future VR authentication procedures.
Yomna Abdelrahman, Florian Mathis, Pascal Knierim, Axel Kettler, Florian Alt, Mohamed Khamis
AVI5
2022 Understanding Shoulder Surfer Behavior and Attack Patterns Using Virtual Reality
abstract
In this work, we explore attacker behavior during shoulder surfing. As such behavior is often opportunistic and difficult to observe in real world settings, we leverage the capabilities of virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, participants shoulder surfed private screens displaying different types of content. From the results we derive an understanding of factors influencing shoulder surfing behavior, reveal common attack patterns, and sketch a behavioral shoulder surfing model. Our work suggests directions for future research on shoulder surfing and can serve as a basis for creating novel approaches to mitigate shoulder surfing.
Yasmeen Abdrabou, Radiah Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, Carina Liebers, Uwe Gruenefeld, Pascal Knierim, Mohamed Khamis, Ville Mäkelä, Stefan Schneegaß, Florian Alt
AVI12
2022 "Secure settings are quick and easy!" - Motivating End-Users to Choose Secure Smart Home Configurations
abstract
While offering many useful features, novel smart home devices also provide an attack surface to users’ allegedly secure place: their homes. Thus, it is essential to employ effective threat mitigation strategies, such as securely configuring devices. We investigate how users can be motivated to do so. To foster secure actions, we designed two types of nudges based on the Protection Motivation Theory (PMT): one with low and one with high level of detail. As such, our nudges particularly target users’ threat appraisal (including perceived severity and likelihood of threats) and self-efficacy to take action. In a randomized online experiment (N = 210), we simulated a smart home setup procedure. Participants chose significantly more secure configurations when being provided with detailed nudges, and indicated higher perceived threat and coping appraisal (i.e., higher protection motivation) after the experiment. Based on our results, we discuss the design and deployment of nudges for (future) smart home setup procedures. Our work can help to a) increase users’ threat awareness in general, and b) motivate users to take actions such as securely configuring their devices.
Sarah Prange, Niklas Thiem, Michael Fröhlich, Florian Alt
AVI4
2022 "Your Eyes Tell You Have Used This Password Before": Identifying Password Reuse from Gaze and Keystroke Dynamics
abstract
A significant drawback of text passwords for end-user authentication is password reuse. We propose a novel approach to detect password reuse by leveraging gaze as well as typing behavior and study its accuracy. We collected gaze and typing behavior from 49 users while creating accounts for 1) a webmail client and 2) a news website. While most participants came up with a new password, 32% reported having reused an old password when setting up their accounts. We then compared different ML models to detect password reuse from the collected data. Our models achieve an accuracy of up to 87.7% in detecting password reuse from gaze, 75.8% accuracy from typing, and 88.75% when considering both types of behavior. We demonstrate that using gaze, password reuse can already be detected during the registration process, before users entered their password. Our work paves the road for developing novel interventions to prevent password reuse.
Yasmeen Abdrabou, Johannes Schütte, Ken Pfeuffer, Daniel Buschek, Mohamed Khamis, Florian Alt
CHI7
2022 Pandemic Displays: Considering Hygiene on Public Touchscreens in the Post-Pandemic Era
abstract
The COVID-19 pandemic created unprecedented questions for touch-based public displays regarding hygiene, risks, and general awareness. We study how people perceive and consider hygiene on shared touchscreens, and how touchscreens could be improved through hygiene-related functions. First, we report the results from an online survey (n = 286). Second, we present a hygiene concept for touchscreens that visualizes prior touches and provides information about the cleaning of the display and number of prior users. Third, we report the feedback for our hygiene concept from 77 participants. We find that there is demand for improved awareness of public displays’ hygiene status, especially among those with stronger concerns about COVID-19. A particularly desired detail is when the display has been cleaned. For visualizing prior touches, fingerprints worked best. We present further considerations for designing for hygiene on public displays.
Ville Mäkelä, Jonas Winter, Jasmin Schwab, Michael Koch 0001, Florian Alt
CHI5
2022 Look & Turn: One-handed and Expressive Menu Interaction by Gaze and Arm Turns in VR
abstract
A user’s free hands provide an intuitive platform to position and design virtual menu interfaces. We explore how the hands and eyes can be integrated in the design of hand-attached menus. We synthesise past work from the literature and derive a design space that crosses properties of menu systems with an hand and eye input vocabulary. From this, we devise three menu systems that are based on the novel concept of Look & Turn: gaze indicates menu selection, and rotational turn of the wrist navigates menu and manipulates continuous parameters. Each technique allows users to interact with the hand-attached menu using the same hand, while keeping the other hand free for drawing. Based on a VR prototype that combines eye-tracking and glove-based finger tracking, we discuss first insights on technical and human factors of the promising interaction concept.
Katharina Reiter, Ken Pfeuffer, Augusto Esteves, Tim Mittermeier, Florian Alt
ETRA5
2022 A Practical Method to Eye-tracking on the Phone: Toolkit, Accuracy and Precision
abstract
While eye-tracking has become a core asset for many computing environments, mobile phones, as a prime computing device, are lacking a practical platform to conduct eye-tracking studies and develop gaze applications easily. In this work, we aim to tackle this issue by investigating a system concept that allows for the deployment of remote eye-trackers for mobile devices. We describe a toolkit that supports eye-tracking in mobile apps based on a simple phone, PC, and remote eye tracker setup. We evaluate our approach through a technical evaluation of accuracy and precision in various user contexts important for mobility (sitting, standing, walking, lying). Our results show that eye-trackers can be easily used with high accuracy, and how it is impacted through body posture and motions of the user. Our work paves the way for enabling easy-to-use eye-tracking studies on mobile devices.
Felix Dietz, Ken Pfeuffer, Florian Alt
MUM4
2022 "I saw your partner naked": Exploring Privacy Challenges During Video-based Online Meetings
abstract
Video-based online meetings and, ultimately, the amount of private information that is shared – intentionally or accidentally – increased as a result of the COVID-19 pandemic. For example, online teaching might reveal lecturers’ private environment to students or business meetings might provide insights about employees’ family relationships. This raises the need to understand users’ perception towards privacy intrusion during online video conferences to inform concepts that better protect meeting participants’ privacy. We present the results of an online survey (N = 140) in which we investigate user stories of privacy-invasive situations in their homes during such meetings. Our results show that online meetings reveal private information that would not have become available during physical meetings. This often involves third parties (e.g., children, spouse, colleague), who might not even be aware of this. We discuss potential means to support users in protecting their and others’ privacy before, during, and after video-based online meetings.
Sarah Prange, Sarah Delgado Rodriguez, Lukas Mecke, Florian Alt
MUM4
2022 'Can you Set It Up On Your Own?' - Investigating Users' Ability To Participate in Remote-Based Virtual Reality Studies
abstract
The availability of consumer-grade virtual reality (VR) devices allows user studies to be conducted remotely, that is in users’ homes. In this way, diverse populations can be reached and studies using virtual reality can be conducted in settings characterized by high ecologic validity. In this study (N=21) we investigate challenges participants face as they are required to set up and calibrate a virtual reality system in their home without assistance from experimenters. This allowed us to identify key reasons why participants struggle with this task. Our findings suggest that providing illustrative instructions and additional assistance on request can notably increase the success rate of setting up a VR environment for participating in a remote study. Interestingly, we also find that it is harder to recruit participants who do not have prior VR experience to participate in remote VR studies. We derive suggestions on how to support this task based on our findings.
Radiah Rivu, Helena Bayerl, Pascal Knierim, Florian Alt
MUM4
2022 Experiencing Tangible Privacy Control for Smart Homes with PriKey
abstract
Existing software-based smart home privacy mechanisms are frequently indirect and cumbersome to use. We developed PriKey, a tangible privacy mechanism for smart homes that offers intuitive, device-independent, sensor-based, and user-centric privacy control. To render our concept comprehensible, we implemented a demonstration consisting of Wizard-of-Oz prototypes that show the envisioned form factor, size, and portability of our system, as well as a larger functional prototype of PriKey, which enables control of privacy-invasive sensors integrated into two exemplary smart devices, i.e., a smart speaker and a tablet.
Sarah Delgado Rodriguez, Sarah Prange, Pascal Knierim, Karola Marky, Florian Alt
MUM5
2022 User-centred multimodal authentication: securing handheld mobile devices using gaze and touch input
abstract
Handheld mobile devices store a plethora of sensitive data, such as private emails, personal messages, photos, and location data. Authentication is essential to protect access to sensitive data. However, the majority of mobile devices are currently secured by singlemodal authentication schemes which are vulnerable to shoulder surfing, smudge attacks, and thermal attacks. While some authentication schemes protect against one of these attacks, only few schemes address all three of them. We propose multimodal authentication where touch and gaze input are combined to resist shoulder surfing, as well as smudge and thermal attacks. Based on a series of previously published works where we studied the usability of several user-centred multimodal authentication designs and their security against multiple threat models, we provide a comprehensive overview of multimodal authentication on handheld mobile devices. We further present guidelines on how to leverage multiple input modalities for enhancing the usability and security of user authentication on mobile devices.
Mohamed Khamis, Karola Marky, Andreas Bulling, Florian Alt
Behav. Inf. Technol.4
2022 An Investigation of Shoulder Surfing Attacks on Touch-Based Unlock Events
abstract
This paper contributes to our understanding of user-centered attacks on smartphones. In particular, we investigate the likelihood of so-called shoulder surfing attacks during touch-based unlock events and provide insights into users' views and perceptions. To do so, we ran a two-week in-the-wild study (N=12) in which we recorded images with a 180-degree field of view lens that was mounted on the smartphone's front-facing camera. In addition, we collected contextual information and allowed participants to assess the situation. We found that only a small fraction of shoulder surfing incidents that occur during authentication are actually perceived as threatening. Furthermore, our findings suggest that our notions of (un)safe places need to be rethought. Our work is complemented by a discussion of implications for future user-centered attack-aware systems. This work can serve as a basis for usable security researchers to better design systems against user-centered attacks.
Stefan Schneegaß, Alia Saad, Roman Heger, Sarah Delgado Rodriguez, Romina Poguntke, Florian Alt
Proc. ACM Hum. Comput. Interact.6
2021 Is it Better With Onboarding? Improving First-Time Cryptocurrency App Experiences
abstract
Engaging first-time users of mobile apps is challenging. Onboarding task flows are designed to minimize the drop out of users. To this point, there is little scientific insight into how to design these task flows. We explore this question with a specific focus on financial applications, which pose a particularly high hurdle and require significant trust. We address this question by combining two approaches. We first conducted semi-structured interviews (n=16) exploring users’ meaning-making when engaging with new mobile applications in general. We then prototyped and evaluated onboarding task flows (n=16) for two mobile cryptocurrency apps using the minimalist instruction framework. Our results suggest that well-designed onboarding processes can improve the perceived usability of first-time users for feature-rich mobile apps. We discuss how the expectations users voiced during the interview study can be met by applying instructional design principles and reason that the minimalist instruction framework for mobile onboarding insights presents itself as a useful design method for practitioners to develop onboarding processes and also to identify when not to.
Michael Fröhlich, Charlotte Kobiella, Albrecht Schmidt 0001, Florian Alt
Conference on Designing Interactive Systems4
2021 Don't Stop Me Now! Exploring Challenges Of First-Time Cryptocurrency Users
abstract
Cryptocurrencies have increasingly gained interest in practice and research alike. Current research in the HCI community predominantly focuses on understanding the behavior of existing cryptocurrency users. Little attention has been given to early users and the challenges they encounter. However, understanding how interfaces of cryptocurrency systems support, impede, or even prevent adoption through new users is essential to develop better, more inclusive solutions. To close this gap, we conducted a user study (n=34) exploring challenges first-time cryptocurrency users face. Our analysis reveals that even popular wallets are not designed for novice users’ needs, stopping them when they would be ready to engage with the technology. We identify multiple challenges ranging from general user interface issues to finance and cryptocurrency-specific ones. We argue that these challenges can and should be addressed by the HCI community and present implications for building better cryptocurrency systems for novice users.
Michael Fröhlich, Maurizio Raphael Wagenhaus, Albrecht Schmidt 0001, Florian Alt
Conference on Designing Interactive Systems4
2021 Understanding User Identification in Virtual Reality Through Behavioral Biometrics and the Effect of Body Normalization
abstract
Virtual Reality (VR) is becoming increasingly popular both in the entertainment and professional domains. Behavioral biometrics have recently been investigated as a means to continuously and implicitly identify users in VR. Applications in VR can specifically benefit from this, for example, to adapt virtual environments and user interfaces as well as to authenticate users. In this work, we conduct a lab study (N = 16) to explore how accurately users can be identified during two task-driven scenarios based on their spatial movement. We show that an identification accuracy of up to 90% is possible across sessions recorded on different days. Moreover, we investigate the role of users’ physiology in behavioral biometrics by virtually altering and normalizing their body proportions. We find that body normalization in general increases the identification rate, in some cases by up to 38%; hence, it improves the performance of identification systems.
Jonathan Liebers, Mark Abdelaziz, Lukas Mecke, Alia Saad, Jonas Auda, Uwe Gruenefeld, Florian Alt, Stefan Schneegaß
CHI7
2021 Hidden Interaction Techniques: Concealed Information Acquisition and Texting on Smartphones and Wearables
abstract
There are many situations where using personal devices is not socially acceptable, or where nearby people present a privacy risk. For these situations, we explore the concept of hidden interaction techniques through two prototype applications. HiddenHaptics allows users to receive information through vibrotactile cues on a smartphone, and HideWrite allows users to write text messages by drawing on a dimmed smartwatch screen. We conducted three user studies to investigate whether, and how, these techniques can be used without being exposed. Our primary findings are (1) users can effectively hide their interactions while attending to a social situation, (2) users seek to interact when another person is speaking, and they also tend to hide the interaction using their body or furniture, and (3) users can sufficiently focus on the social situation despite their interaction, whereas non-users feel that observing the user hinders their ability to focus on the social activity.
Ville Mäkelä, Johannes Kleine, Maxine Hood, Florian Alt, Albrecht Schmidt 0001
CHI4
2021 SpatialProto: Exploring Real-World Motion Captures for Rapid Prototyping of Interactive Mixed Reality
abstract
Spatial computing devices that blend virtual and real worlds have the potential to soon become ubiquitous. Yet, creating experiences for spatial computing is non-trivial and needs skills in programming and 3D content creation, rendering them inaccessible to a wider group of users. We present SpatialProto, an in-situ spatial prototyping system for lowering the barrier to engage in spatial prototyping. With a depth-sensing capable mixed reality headset, SpatialProto lets users record animated objects of the real-world environment (e.g. paper, clay, people, or any other prop), extract only the relevant parts, and directly place and transform these recordings in their physical environment. We describe the design and implementation of SpatialProto, a user study evaluating the system’s prototype with non-expert users (n = 9), and demonstrate applications where multiple captures are fused for compelling augmented reality experiences.
Leon Müller, Ken Pfeuffer, Jan Gugenheimer, Bastian Pfleging, Sarah Prange, Florian Alt
CHI6
2021 PriView- Exploring Visualisations to Support Users' Privacy Awareness
abstract
We present PriView, a concept that allows privacy-invasive devices in the users’ vicinity to be visualised. PriView is motivated by an ever-increasing number of sensors in our environments tracking potentially sensitive data (e.g., audio and video). At the same time, users are oftentimes unaware of this, which violates their privacy. Knowledge about potential recording would enable users to avoid accessing such areas or not to disclose certain information. We built two prototypes: a) a mobile application capable of detecting smart devices in the environment using a thermal camera, and b) VR mockups of six scenarios where PriView might be useful (e.g., a rental apartment). In both, we included several types of visualisation. Results of our lab study (N=24) indicate that users prefer simple, permanent indicators while wishing for detailed visualisations on demand. Our exploration is meant to support future designs of privacy visualisations for varying smart environments.
Sarah Prange, Robin Piening, Yomna Abdelrahman, Florian Alt
CHI5
2021 Looking for Info: Evaluation of Gaze Based Information Retrieval in Augmented Reality
Robin Piening, Ken Pfeuffer, Augusto Esteves, Tim Mittermeier, Sarah Prange, Philippe Schröder, Florian Alt
INTERACT (1)7
2021 Investigating User Perceptions Towards Wearable Mobile Electromyography
Sarah Prange, Sven Mayer, Maria-Lena Bittl, Mariam Hassib, Florian Alt
INTERACT (4)5
2021 Emotion Elicitation Techniques in Virtual Reality
Radiah Rivu, Ruoyu Jiang, Ville Mäkelä, Mariam Hassib, Florian Alt
INTERACT (1)5
2021 Exploring How Saliency Affects Attention in Virtual Reality
Radiah Rivu, Ville Mäkelä, Mariam Hassib, Yomna Abdelrahman, Florian Alt
INTERACT (5)5
2021 When Friends Become Strangers: Understanding the Influence of Avatar Gender on Interpersonal Distance in Virtual Reality
Radiah Rivu, Yumeng Zhou, Robin Welsch, Ville Mäkelä, Florian Alt
INTERACT (5)5
2021 Understanding Bystanders' Tendency to Shoulder Surf Smartphones Using 360-degree Videos in Virtual Reality
abstract
Shoulder surfing is an omnipresent risk for smartphone users. However, investigating these attacks in the wild is difficult because of either privacy concerns, lack of consent, or the fact that asking for consent would influence people’s behavior (e.g., they could try to avoid looking at smartphones). Thus, we propose utilizing 360-degree videos in Virtual Reality (VR), recorded in staged real-life situations on public transport. Despite differences between perceiving videos in VR and experiencing real-world situations, we believe this approach to allow novel insights on observers’ tendency to shoulder surf another person’s phone authentication and interaction to be gained. By conducting a study (N=16), we demonstrate that a better understanding of shoulder surfers’ behavior can be obtained by analyzing gaze data during video watching and comparing it to post-hoc interview responses. On average, participants looked at the phone for about 11% of the time it was visible and could remember half of the applications used.
Alia Saad, Jonathan Liebers, Uwe Gruenefeld, Florian Alt, Stefan Schneegaß
MobileHCI4
2021 Roles Matter! Understanding Differences in the Privacy Mental Models of Smart Home Visitors and Residents
abstract
In this paper, we contribute an in-depth study of the mental models of various roles in smart home ecosystems. In particular, we compared mental models regarding data collection among residents (primary users) and visitors of a smart home in a qualitative study (N=30) to better understand how their specific privacy needs can be addressed. Our results suggest that visitors have a limited understanding of how smart devices collect and store sensitive data about them. Misconceptions in visitors’ mental models result in missing awareness and ultimately limit their ability to protect their privacy. We discuss the limitations of existing solutions and challenges for the design of future smart home environments that reflect the privacy concerns of users and visitors alike, meant to inform the design of future privacy interfaces for IoT devices.
Karola Marky, Sarah Prange, Max Mühlhäuser, Florian Alt
MUM4
2021 Bi-3D: Bi-Manual Pen-and-Touch Interaction for 3D Manipulation on Tablets
abstract
Tablets are attractive for design work anywhere, but 3D manipulations are notoriously difficult. We explore how engaging the stylus and multi-touch in concert can render such tasks easier. We introduce Bi-3D, an interaction concept where touch gestures are combined with 2D pen commands for 3D manipulation. For example, for a fast and intuitive 3D drag & drop technique: the pen drags the object on-screen, and parallel pinch-to-zoom moves it in the third dimension. In this paper, we describe the Bi-3D design space, crossing two-handed input and the degrees-of-freedom (DOF) of 3D manipulation and navigation tasks. We demonstrate sketching and manipulation tools in a prototype 3D design application, where users can fluidly combine 3D operations through alternating and parallel use of the modalities. We evaluate the core technique, bi-manual 3DOF input, against widget and mid-air baselines in an object movement task. We find that Bi-3D is a fast and practical way for multi-dimensional manipulation of graphical objects, promising to facilitate 3D design on stylus and tablet devices.
Ken Pfeuffer, Abdullatif Dinc, Jan Obernolte, Radiah Rivu, Yasmeen Abdrabou, Franziska Shelter, Yomna Abdelrahman, Florian Alt
UIST8
2021 ARtention: A design space for gaze-adaptive user interfaces in augmented reality
Ken Pfeuffer, Yasmeen Abdrabou, Augusto Esteves, Radiah Rivu, Yomna Abdelrahman, Stefanie Meitner, Amr Saadi, Florian Alt
Comput. Graph.8
2021 Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs
abstract
We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own equipment. Researchers can benefit from this approach by being able to recruit study populations normally out of their reach, and to conduct research at times when it is difficult to get people into the lab (cf. the COVID pandemic). In an initial online survey ( N = 227), we assessed HMD owners’ demographics, their VR setups and their attitudes toward remote participation. We then identified different approaches to running remote studies and conducted two case studies for an in-depth understanding. We synthesize our findings into a framework for remote VR studies, discuss strengths and weaknesses of the different approaches, and derive best practices. Our work is valuable for Human-Computer Interaction (HCI) researchers conducting VR studies outside labs.
Radiah Rivu, Ville Mäkelä, Sarah Prange, Sarah Delgado Rodriguez, Robin Piening, Yumeng Zhou, Kay Köhle, Ken Pfeuffer, Yomna Abdelrahman, Matthias Hoppe 0001, Albrecht Schmidt 0001, Florian Alt
ACM Trans. Comput. Hum. Interact.12
2020 Don't lose your coin! Investigating Security Practices of Cryptocurrency Users
abstract
In recent years, cryptocurrencies have increasingly gained interest. The underlying technology, Blockchain, shifts the responsibility for securing assets to the end-user and requires them to manage their (private) keys. Little attention has been given to how cryptocurrency users handle the challenges of key management in practice and how they select the tools to do so. To close this gap, we conducted semi-structured interviews (N=10). Our thematic analysis revealed prominent themes surrounding motivation, risk assessment, and coin management tool usage in practice. We found that the choice of tools is driven by how users assess and balance the key risks that can lead to loss: the risk of (1) human error, (2) betrayal, and (3) malicious attacks. We derive a model, explaining how risk assessment and intended usage drive the decision which tools to use. Our work is complemented by discussing design implications for building systems for the crypto economy.
Michael Fröhlich, Felix Gutjahr, Florian Alt
Conference on Designing Interactive Systems3
2020 An Exploratory Physical Computing Toolkit for Rapid Exploration and Co-Design of On-Bicycle Notification Interfaces
abstract
Cycling offers significant health and environmental benefits, but safety remains a critical issue. We need better tools and design processes to develop on-bicycle notification interfaces, for example, for hazard warnings, and to overcome design challenges associated with the cycling context. We present a physical computing toolkit that supports the rapid exploration and co-design of on-bicycle interfaces. Physical plug-and-play interaction modules controlled by an orchestration interface allow participants to explore different tangible and ambient interaction approaches on a budget cycling simulator. The toolkit was assessed by analysing video recordings of two group design workshops (N=8) and twelve individual design sessions (N=12). Our results show that the toolkit enabled flexible transitions between ideation and out-of-the-box thinking, prototyping, and immediate evaluation. We offer insights on how to design physical computing toolkits that offer low-cost, 'good enough' simulation while allowing for free and safe exploration of on-bicycle notification interfaces.
Markus Rittenbruch, Ronald Schroeter, Florian Wirth, Florian Alt
Conference on Designing Interactive Systems4
2020 Emotions on the Go: Mobile Emotion Assessment in Real-Time using Facial Expressions
abstract
Exploiting emotions for user interface evaluation became an increasingly important research objective in Human-Computer Interaction. Emotions are usually assessed through surveys that do not allow information to be collected in real-time. In our work, we suggest the use of smartphones for mobile emotion assessment. We use the front-facing smartphone camera as a tool for emotion detection based on facial expressions. Such information can be used to reflect on emotional states or provide emotion-aware user interface adaptation. We collected facial expressions along with app usage data in a two-week field study consisting of a one-week training phase and a one-week testing phase. We built and evaluated a person-dependent classifier, yielding an average classification improvement of 33% compared to classifying facial expressions only. Furthermore, we correlate the estimated emotions with concurrent app usage to draw insights into changes in mood. Our work is complemented by a discussion of the feasibility of probing emotions on-the-go and potential use cases for future emotion-aware applications.
Thomas Kosch, Mariam Hassib, Robin Reutter, Florian Alt
AVI4
2020 Don't Use Fingerprint, it's Raining!: How People Use and Perceive Context-Aware Selection of Mobile Authentication
abstract
This paper investigates how smartphone users perceive switching from their primary authentication mechanism to a fallback one, based on the context. This is useful in cases where the primary mechanism fails (e.g., wet fingers when using fingerprint). While prior work introduced the concept, we are the first to investigate its perception by users and their willingness to follow a system's suggestion for a switch. We present findings from a two-week field study (N=29) using an Android app, showing that users are willing to adopt alternative mechanisms when prompted. We discuss how context-awareness can improve the perception of authentication reliability and potentially improve usability and security.
Sarah Prange, Lukas Mecke, Alice Nguyen, Mohamed Khamis, Florian Alt
AVI5
2020 The Role of Eye Gaze in Security and Privacy Applications: Survey and Future HCI Research Directions
abstract
For the past 20 years, researchers have investigated the use of eye tracking in security applications. We present a holistic view on gaze-based security applications. In particular, we canvassed the literature and classify the utility of gaze in security applications into a) authentication, b) privacy protection, and c) gaze monitoring during security critical tasks. This allows us to chart several research directions, most importantly 1) conducting field studies of implicit and explicit gaze-based authentication due to recent advances in eye tracking, 2) research on gaze-based privacy protection and gaze monitoring in security critical tasks which are under-investigated yet very promising areas, and 3) understanding the privacy implications of pervasive eye tracking. We discuss the most promising opportunities and most pressing challenges of eye tracking for security that will shape research in gaze-based security applications for the next decade.
Christina P. Katsini, Yasmeen Abdrabou, George E. Raptis, Mohamed Khamis, Florian Alt
CHI5
2020 Virtual Field Studies: Conducting Studies on Public Displays in Virtual Reality
abstract
Field studies on public displays can be difficult, expensive, and time-consuming. We investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments of public displays. Specifically, we investigate whether results from virtual field studies, conducted in a virtual public space, would match the results from a corresponding real-world setting. We report on two empirical user studies where we compared audience behavior around a virtual public display in the virtual world to audience behavior around a real public display. We found that virtual field studies can be a powerful research tool, as in both studies we observed largely similar behavior between the settings. We discuss the opportunities, challenges, and limitations of using virtual reality to conduct field studies, and provide lessons learned from our work that can help researchers decide whether to employ VR in their research and what factors to account for if doing so.
Ville Mäkelä, Radiah Rivu, Saleh Alsherif, Mohamed Khamis, Chong Xiao, Lisa Borchert, Albrecht Schmidt 0001, Florian Alt
CHI8
2020 What If Your Car Would Care? Exploring Use Cases For Affective Automotive User Interfaces
abstract
In this paper we present use cases for affective user interfaces (UIs) in cars and how they are perceived by potential users in China and Germany. Emotion-aware interaction is enabled by the improvement of ubiquitous sensing methods and provides potential benefits for both traffic safety and personal well-being. To promote the adoption of affective interaction at an international scale, we developed 20 mobile in-car use cases through an inter-cultural design approach and evaluated them with 65 drivers in Germany and China. Our data shows perceived benefits in specific areas of pragmatic quality as well as cultural differences, especially for socially interactive use cases. We also discuss general implications for future affective automotive UI. Our results provide a perspective on cultural peculiarities and a concrete starting point for practitioners and researchers working on emotion-aware interfaces.
Michael Braun 0003, Florian Weber, Bastian Pfleging, Andreas Butz, Florian Alt
MobileHCI6
2020 PIANX - A Platform for Piano Players to Alleviate Music Performance Anxiety Using Mixed Reality
abstract
We present PIANX, a platform to assist piano players in alleviating Music Performance Anxiety (MPA). Our work is motivated by the ability of Virtual Reality (VR) to create environments closely resembling the real world. For musicians, settings such as auditions or concerts are of particular interest, since they allow practicing in situations which evoke stress as a result of stage fright. Current approaches are limited: while they provide a virtual scene, realistic haptic feedback (i.e. playing on a real piano) and an authentic representation of their hands is missing. We close this gap with the design of a Mixed Reality platform, consisting of a MIDI (Musical Instrument Digital Interface) stage piano and an HTC Vive Pro VR headset. The platform offers (a) two approaches to finger tracking and visualization – a virtual representation based on LeapMotion hand tracking (baseline) and a real representation using see-through VR; in addition, it provides (b) three different settings in which users can practice (home, audition, concert hall) and (c) a mechanism for real time feedback. We created a series of videos demonstrating the system and collected feedback from 23 participants in an online study, assessing their views towards our platform. Results reveal key insights for the design of virtual MPA training platforms from a scientific and consumer perspective.
Yara Fanger, Ken Pfeuffer, Udo Helmbrecht, Florian Alt
MUM4
2020 "You just can't know about everything": Privacy Perceptions of Smart Home Visitors
abstract
IoT devices can harvest personal information of any person in their surroundings and this includes data from visitors. Visitors often cannot protect their privacy in a foreign smart environment. This might be rooted in a poor awareness of privacy violations by IoT devices, a lack of knowledge, or a lack of coping strategies. Thus, visitors are typically unaware of being tracked by IoT devices or lack means to influence which data is collected about them. We interviewed 21 young adults to investigate which knowledge visitors of smart environments need and wish to be able and protect their privacy. We found that visitors consider their relation to the IoT device owner and familiarity with the environment and IoT devices when making decisions about data sharing that affect their privacy. Overall, the visitors of smart environments demonstrated similar privacy preferences like the owners of IoT devices but lacked means to judge consequences of data collection and means to express their privacy preferences. Based on our results, we discuss prerequisites for enabling visitor privacy in smart environments, demonstrate gaps in existing solutions and provide several methods to improve the awareness of smart environment visitors.
Karola Marky, Sarah Prange, Florian Krell, Max Mühlhäuser, Florian Alt
MUM5
2020 Empirical Evaluation of Gaze-enhanced Menus in Virtual Reality
abstract
Many user interfaces involve attention shifts between primary and secondary tasks, e.g., when changing a mode in a menu, which detracts the user from their main task. In this work, we investigate how eye gaze input affords exploiting the attention shifts to enhance the interaction with handheld menus. We assess three techniques for menu selection: dwell time, gaze button, and cursor. Each represents a different multimodal balance between gaze and manual input. We present a user study that compares the techniques against two manual baselines (dunk brush, pointer) in a compound colour selection and line drawing task. We show that user performance with the gaze techniques is comparable to pointer-based menu selection, with less physical effort. Furthermore, we provide an analysis of the trade-off as each technique strives for a unique balance between temporal, manual, and visual interaction properties. Our research points to new opportunities for integrating multimodal gaze in menus and bimanual interfaces in 3D environments.
Ken Pfeuffer, Lukas Mecke, Sarah Delgado Rodriguez, Mariam Hassib, Hannah Maier, Florian Alt
VRST6
2020 Exploring public wearable display of wellness tracker data
Ashley Colley, Bastian Pfleging, Florian Alt, Jonna Häkkilä
Int. J. Hum. Comput. Stud.3
2020 Predicting mid-air gestural interaction with public displays based on audience behaviour
Vito Gentile, Mohamed Khamis, Fabrizio Milazzo, Salvatore Sorce, Alessio Malizia, Florian Alt
Int. J. Hum. Comput. Stud.6
2019 Should I Interrupt or Not?: Understanding Interruptions in Head-Mounted Display Settings
abstract
Head-mounted displays (HMDs) are being used for VR and AR applications and increasingly permeate our everyday life. At the same time, a detailed understanding of interruptions in settings where people wearing an HMD (HMD user) and people not wearing an HMD (bystander) is missing. We investigate (a) whether bystanders are capable of identifying when HMD users switch tasks by observing their gestures, and hence exploit opportune moments for interruptions, and (b) which strategies bystanders employ. In a lab study (N=64) we found that bystanders are able to successfully identify both task switches (83%) and tasks (77%) within only a few seconds of the task switch. Furthermore, we identified interruption strategies of bystanders. From our results we derive implications meant to support designers and practitioners in building HMD applications that are used in a co-located collaborative setting.
Ceenu George, Philipp Janssen, David Heuss, Florian Alt
Conference on Designing Interactive Systems4
2019 At Your Service: Designing Voice Assistant Personalities to Improve Automotive User Interfaces
abstract
This paper investigates personalized voice characters for in-car speech interfaces. In particular, we report on how we designed different personalities for voice assistants and compared them in a real world driving study. Voice assistants have become important for a wide range of use cases, yet current interfaces are using the same style of auditory response in every situation, despite varying user needs and personalities. To close this gap, we designed four assistant personalities (Friend, Admirer, Aunt, and Butler) and compared them to a baseline (Default) in a between-subject study in real traffic conditions. Our results show higher likability and trust for assistants that correctly match the user's personality while we observed lower likability, trust, satisfaction, and usefulness for incorrectly matched personalities, each in comparison with the Default character. We discuss design aspects for voice assistants in different automotive use cases.
Michael Braun 0003, Anja Mainz, Ronee Chadowitz, Bastian Pfleging, Florian Alt
CHI5
2019 Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality
abstract
Every person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality.
Ken Pfeuffer, Matthias J. Geiger, Sarah Prange, Lukas Mecke, Daniel Buschek, Florian Alt
CHI6
2019 Time- and space-efficient eye tracker calibration
abstract
One of the obstacles to bring eye tracking technology to everyday human computer interactions is the time consuming calibration procedure. In this paper we investigate a novel calibration method based on smooth pursuit eye movement. The method uses linear regression to calculate the calibration mapping. The advantage is that users can perform the calibration quickly in a few seconds and only use a small calibration area to cover a large tracking area. We first describe the theoretical background on establishing a calibration mapping and discuss differences of calibration methods used. We then present a user study comparing the new regression-based method with a classical nine-point and with other pursuit-based calibrations. The results show the proposed method is fully functional, quick, and enables accurate tracking of a large area. The method has the potential to be integrated into current eye tracking systems to make them more usable in various use cases.
Heiko Drewes, Ken Pfeuffer, Florian Alt
ETRA3
2019 GazeButton: enhancing buttons with eye gaze interactions
abstract
The button is an element of a user interface to trigger an action, traditionally using click or touch. We introduce GazeButton, a novel concept extending the default button mode with advanced gaze-based interactions. During normal interaction, users can utilise this button as a universal hub for gaze-based UI shortcuts. The advantages are: 1) easy to integrate in existing UIs, 2) complementary, as users choose either gaze or manual interaction, 3) straightforward, as all features are located in one button, and 4) one button to interact with the whole screen. We explore GazeButtons for a custom-made text reading, writing, and editing tool on a multitouch tablet device. For example, this allows the text cursor position to be set as users look at the position and tap on the GazeButton, avoiding costly physical movement. Or, users can simply gaze over a part of the text that should be selected, while holding the GazeButton. We present a design space, specific application examples, and point to future button designs that become highly expressive by unifying the user's visual and manual input.
Radiah Rivu, Yasmeen Abdrabou, Ken Pfeuffer, Florian Alt
ETRA5
2019 User Experience of Driver State Visualizations: A Look at Demographics and Personalities
Michael Braun 0003, Ronee Chadowitz, Florian Alt
INTERACT (4)3
2019 Detecting and Influencing Driver Emotions Using Psycho-Physiological Sensors and Ambient Light
Mariam Hassib, Michael Braun 0003, Bastian Pfleging, Florian Alt
INTERACT (1)4
2019 Investigating the Influence of External Car Displays on Pedestrians' Crossing Behavior in Virtual Reality
abstract
Focusing on pedestrian safety in the era of automated vehicles, we investigate the interaction between pedestrians and automated cars. In particular, we investigate the influence of external car displays (ECDs) on pedestrians' crossing behavior, and the time needed to make a crossing decision. We present a study in a high-immersion VR environment comparing three alternative car-situated visualizations: a smiling grille, a traffic light style indicator, and a gesturing robotic driver. Crossing at non-designated crossing points on a straight road and at a junction, where vehicles turn towards the pedestrian, are explored. We report that ECDs significantly reduce pedestrians' decision time, and argue that ECDs support comfort, trust and acceptance in automated vehicles. We believe ECDs might become a valuable addition for future vehicles.
Kai Holländer, Ashley Colley, Christian Mai, Jonna Häkkilä, Florian Alt, Bastian Pfleging
MobileHCI5
2019 Exploring the domestication of thermal imaging
abstract
Recent work demonstrated the opportunities of thermal imaging in the development of novel interactive systems. However, the exploration is limited to controlled lab setups. Hence, little we know about how thermal imaging could be useful for a broader range of daily applications by novice users. To investigate the potential of domestication of thermal imaging, we conducted an exploration with a technology-cultural probe. Ten households (26 individuals) used a mobile thermal camera in their daily life. We collected thermal photos taken by the participants and conducted interviews after using the camera. We found that the users were excited about using thermal cameras in their everyday lives and found many practical uses for them. Our study provides insights into how novice users wish to use thermal imaging technology to augment their vision in daily setups, as well as identifying and classifying common thermal imaging use cases. Our work contributes implications for designing thermal imaging devices targeted towards novice users.
Yomna Abdelrahman, Pawel W. Wozniak, Pascal Knierim, Dominik Weber, Ken Pfeuffer, Niels Henze, Albrecht Schmidt 0001, Florian Alt
MUM8
2019 DialPlates: enabling pursuits-based user interfaces with large target numbers
abstract
In this paper we introduce a novel approach for smooth pursuits eye movement detection and demonstrate that it allows up to 160 targets to be distinguished. With this work we advance the well-established smooth pursuits technique, which allows gaze interaction without calibration. The approach is valuable for researchers and practitioners, since it enables novel user interfaces and applications to be created that employ a large number of targets, for example, a pursuits-based keyboard or a smart home where many different objects can be controlled using gaze. We present findings from two studies. In particular, we compare our novel detection algorithm based on linear regression with the correlation method. We quantify its accuracy for around 20 targets on a single circle and up to 160 targets on multiple circles. Finally, we implemented a pursuits-based keyboard app with 108 targets as proof-of-concept.
Heiko Drewes, Mohamed Khamis, Florian Alt
MUM3
2019 Securing personal items in public space: stories of attacks and threats
abstract
While we put great effort in protecting digital devices and data, there is a lack of research on usable techniques to secure personal items that we carry in public space. To better understand situations where ubiquitous technologies could help secure personal items, we conducted an online survey (N=101) in which we collected real-world stories from users reporting on personal items, either at risk of, or actually being lost, damaged or stolen. We found that the majority of cases occurred in (semi-)public spaces during afternoon and evening times, when users left their items. From these results, we derived a model of incidents involving personal items in public space as well as a set of properties to describe situations where personal items may be at risk. We discuss reoccurring properties of the scenarios, potential multimedia-based protection mechanisms for securing personal items in public space as well as future research suggestions.
Sarah Prange, Lukas Mecke, Michael Stadler, Maximilian Balluff, Mohamed Khamis, Florian Alt
MUM6
2018 VRpursuits: interaction in virtual reality using smooth pursuit eye movements
abstract
Gaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game.
Mohamed Khamis, Carl Oechsner, Florian Alt, Andreas Bulling
AVI3
2018 ResearchIME: A Mobile Keyboard Application for Studying Free Typing Behaviour in the Wild
abstract
We present a data logging concept, tool, and analyses to facilitate studies of everyday mobile touch keyboard use and free typing behaviour: 1) We propose a filtering concept to log typing without recording readable text and assess reactions to filters with a survey (N=349). 2) We release an Android keyboard app and backend that implement this concept. 3) Based on a three-week field study (N=30), we present the first analyses of keyboard use and typing biometrics on such free text typing data in the wild, including speed, postures, apps, auto correction, and word suggestions. We conclude that research on mobile keyboards benefits from observing free typing beyond the lab and discuss ideas for further studies.
Daniel Buschek, Benjamin Bisinger, Florian Alt
CHI3
2018 Extending Keyboard Shortcuts with Arm and Wrist Rotation Gestures
abstract
We propose and evaluate a novel interaction technique to enhance physical keyboard shortcuts with arm and wrist rotation gestures, performed during keypresses: rolling the wrist, rotating the arm/wrist, and lifting it. This extends the set of shortcuts from key combinations (e.g. ctrl + v) to combinations of key(s) and gesture (e.g. v + roll left) and enables continuous control. We implement this approach for isolated single keypresses, using inertial sensors of a smartwatch. We investigate key aspects in three studies: 1) rotation flexibility per keystroke finger, 2) rotation control, and 3) user-defined gesture shortcuts. As a use case, we employ our technique in a painting application and assess user experience. Overall, results show that arm and wrist rotations during keystrokes can be used for interaction, yet challenges remain for integration into practical applications. We discuss recommendations for applications and ideas for future research.
Daniel Buschek, Bianka Roppelt, Florian Alt
CHI3
2018 Which one is me?: Identifying Oneself on Public Displays
abstract
While user representations are extensively used on public displays, it remains unclear how well users can recognize their own representation among those of surrounding users. We study the most widely used representations: abstract objects, skeletons, silhouettes and mirrors. In a prestudy (N=12), we identify five strategies that users follow to recognize themselves on public displays. In a second study (N=19), we quantify the users' recognition time and accuracy with respect to each representation type. Our findings suggest that there is a significant effect of (1) the representation type, (2) the strategies performed by users, and (3) the combination of both on recognition time and accuracy. We discuss the suitability of each representation for different settings and provide specific recommendations as to how user representations should be applied in multi-user scenarios. These recommendations guide practitioners and researchers in selecting the representation that optimizes the most for the deployment's requirements, and for the user strategies that are feasible in that environment.
Mohamed Khamis, Christian Becker 0001, Andreas Bulling, Florian Alt
CHI4
2018 Understanding Face and Eye Visibility in Front-Facing Cameras of Smartphones used in the Wild
abstract
Commodity mobile devices are now equipped with high-resolution front-facing cameras, allowing applications in biometrics (e.g., FaceID in the iPhone X), facial expression analysis, or gaze interaction. However, it is unknown how often users hold devices in a way that allows capturing their face or eyes, and how this impacts detection accuracy. We collected 25,726 in-the-wild photos, taken from the front-facing camera of smartphones as well as associated application usage logs. We found that the full face is visible about 29% of the time, and that in most cases the face is only partially visible. Furthermore, we identified an influence of users' current activity; for example, when watching videos, the eyes but not the entire face are visible 75% of the time in our dataset. We found that a state-of-the-art face detection algorithm performs poorly against photos taken from front-facing cameras. We discuss how these findings impact mobile applications that leverage face and eye detection, and derive practical implications to address state-of-the art's limitations.
Mohamed Khamis, Anita Baier, Niels Henze, Florian Alt, Andreas Bulling
CHI4
2018 Your Eyes Tell: Leveraging Smooth Pursuit for Assessing Cognitive Workload
abstract
A common objective for context-aware computing systems is to predict how user interfaces impact user performance regarding their cognitive capabilities. Existing approaches such as questionnaires or pupil dilation measurements either only allow for subjective assessments or are susceptible to environmental influences and user physiology. We address these challenges by exploiting the fact that cognitive workload influences smooth pursuit eye movements. We compared three trajectories and two speeds under different levels of cognitive workload within a user study (N=20). We found higher deviations of gaze points during smooth pursuit eye movements for specific trajectory types at higher cognitive workload levels. Using an SVM classifier, we predict cognitive workload through smooth pursuit with an accuracy of 99.5% for distinguishing between low and high workload as well as an accuracy of 88.1% for estimating workload between three levels of difficulty. We discuss implications and present use cases of how cognition-aware systems benefit from inferring cognitive workload in real-time by smooth pursuit eye movements.
Thomas Kosch, Mariam Hassib, Pawel W. Wozniak, Daniel Buschek, Florian Alt
CHI5
2018 Pocket Transfers: Interaction Techniques for Transferring Content from Situated Displays to Mobile Devices
abstract
We present Pocket Transfers: interaction techniques that allow users to transfer content from situated displays to a personal mobile device while keeping the device in a pocket or bag. Existing content transfer solutions require direct manipulation of the mobile device, making inter-action slower and less flexible. Our introduced tech-niques employ touch, mid-air gestures, gaze, and a mul-timodal combination of gaze and mid-air gestures. We evaluated the techniques in a novel user study (N=20), where we considered dynamic scenarios where the user approaches the display, completes the task, and leaves. We show that all pocket transfer techniques are fast and seen as highly convenient. Mid-air gestures are the most efficient touchless method for transferring a single item, while the multimodal method is the fastest touchless method when multiple items are transferred. We provide guidelines to help researchers and practitioners choose the most suitable content transfer techniques for their systems.
Ville Mäkelä, Mohamed Khamis, Lukas Mecke, Jobin Mathew James, Markku Turunen, Florian Alt
CHI6
2018 Hidden pursuits: evaluating gaze-selection via pursuits when the stimuli's trajectory is partially hidden
abstract
The idea behind gaze interaction using Pursuits is to leverage the human's smooth pursuit eye movements performed when following moving targets. However, humans can also anticipate where a moving target would reappear if it temporarily hides from their view. In this work, we investigate how well users can select targets using Pursuits in cases where the target's trajectory is partially invisible (HiddenPursuits): e.g., can users select a moving target that temporarily hides behind another object? Although HiddenPursuits was not studied in the context of interaction before, understanding how well users can perform HiddenPursuits presents numerous opportunities, particularly for small interfaces where a target's trajectory can cover area outside of the screen. We found that users can still select targets quickly via Pursuits even if their trajectory is up to 50% hidden, and at the expense of longer selection times when the hidden portion is larger. We discuss how gaze-based interfaces can leverage HiddenPursuits for an improved user experience.
Thomas Mattusch, Mahsa Mirzamohammad, Mohamed Khamis, Andreas Bulling, Florian Alt
ETRA5
2018 The past, present, and future of gaze-enabled handheld mobile devices: survey and lessons learned
abstract
While first-generation mobile gaze interfaces required special-purpose hardware, recent advances in computational gaze estimation and the availability of sensor-rich and powerful devices is finally fulfilling the promise of pervasive eye tracking and eye-based interaction on off-the-shelf mobile devices. This work provides the first holistic view on the past, present, and future of eye tracking on handheld mobile devices. To this end, we discuss how research developed from building hardware prototypes, to accurate gaze estimation on unmodified smartphones and tablets. We then discuss implications by laying out 1) novel opportunities, including pervasive advertising and conducting in-the-wild eye tracking studies on handhelds, and 2) new challenges that require further research, such as visibility of the user's eyes, lighting conditions, and privacy implications. We discuss how these developments shape MobileHCI research in the future, possibly the next 20 years.
Mohamed Khamis, Florian Alt, Andreas Bulling
MobileHCI2
2018 The Smile is The New Like: Controlling Music with Facial Expressions to Minimize Driver Distraction
abstract
The control of user interfaces while driving is a textbook example for driver distraction. Modern in-car interfaces are growing in complexity and visual demand, yet they need to stay simple enough to handle while driving. One common approach to solve this problem are multimodal interfaces, incorporating e.g. touch, speech, and mid-air gestures for the control of distinct features. This allows for an optimization of used cognitive resources and can relieve the driver of potential overload. We introduce a novel modality for in-car interaction: our system allows drivers to use facial expressions to control a music player.
Michael Braun 0003, Sarah Theres Völkel, Gesa Wiegand, Thomas Puls, Daniel Steidl, Yannick Weiss, Florian Alt
MUM7
2018 Smooth Pursuit Target Speeds and Trajectories
abstract
In this paper we present an investigation of how the speed and trajectory of smooth pursuits targets impact on detection rates in gaze interfaces. Previous work optimized these values for the specific application for which smooth pursuit eye movements were employed. However, this may not always be possible. For example UI designers may want to minimize distraction caused by the stimulus, integrate it with a certain UI element (e.g., a button), or limit it to a certain area of the screen. In these cases an in-depth understanding of the interplay between speed, trajectory, and accuracy is required. To achieve this, we conducted a user study with 15 participants who had to follow targets with different speeds and on different trajectories using their gaze. We evaluated the data with respect to detectability. As a result, we obtained reasonable ranges for target speeds and demonstrate the effects of trajectory shapes. We show that slow moving targets are hard to detect by correlation and that introducing a delay improves the detection rate for fast moving targets. Our research is complemented by design rules which enable designers to implement better pursuit detectors and pursuit-based user interfaces.
Heiko Drewes, Mohamed Khamis, Florian Alt
MUM3
2018 Open Sesame!: User Perception of Physical, Biometric, and Behavioural Authentication Concepts to Open Doors
abstract
In usable security (e.g., smartphone authentication), a lot of emphasis is put on low-effort authentication and access concepts. Yet, only very few approaches exist where such concepts are applied beyond digital devices. We investigate and explore seamless authentication systems at doors, where most currently used systems for seamless access rely on the use of tokens. In a Wizard-of-Oz study, we investigate three different authentication schemes, namely (1) key, (2) palm vein scanner and (3) gait-based authentication (compare Fig. 1). Most participants in our study (N=15) preferred the palm vein scanner, while ranking unlocking with a key and gait-based recognition second and third. Our results propose that recovery costs for a failed authentication attempt have an impact on user perception. Furthermore, while the participants appreciated seamless authentication via biometrics, they also valued the control they gain from the possession of a physical token.
Lukas Mecke, Ken Pfeuffer, Sarah Prange, Florian Alt
MUM4
2018 Arch'n'Smile: A Jump'n'Run Game Using Facial Expression Recognition Control For Entertaining Children During Car Journeys
abstract
Children can be a distraction to the driver during a car ride. With our work, we try to combine the possibility of facial expression recognition in the car with a game for children. The goal is that the parents can focus on the driving task while the child is busy and entertained. We conducted a study with children and parents in a real driving situation. It turned out that children can handle and enjoy games with facial recognition controls, which leads us to the conclusion that face recognition in the car as a entertaining system for children should be developed further to exploit its full potential.
Niklas Müller, Bettina Eska, Richard Schäffer, Sarah Theres Völkel, Michael Braun 0003, Gesa Wiegand, Florian Alt
MUM7
2018 An Exploratory Study on Correlations of Hand Size and Mobile Touch Interactions
abstract
We report on an exploratory study investigating the relationship of users' hand sizes and aspects of their mobile touch interactions. Estimating hand size from interaction could inform, for example, UI adaptation, occlusion-aware UIs, and biometrics. We recorded touch data from 62 participants performing six touch tasks on a smartphone. Our results reveal considerable correlations between hand size and aspects of touch interaction, both for tasks with unrestricted "natural" postures and restricted hand locations. We discuss implications for applications and ideas for future work.
Sarah Prange, Daniel Buschek, Florian Alt
MUM3
2018 Design Considerations for Secure and Usable Authentication on Situated Displays
abstract
Users often need to authenticate at situated displays in order to, for example, make purchases, access sensitive information, or confirm an identity. However, the exposure of interactions in public spaces introduces a large attack surface (e.g., observation, smudge or thermal attacks). A plethora of authentication models and input modalities that aim at disguising users' input has been presented in the past. However, a comprehensive analysis on the requirements for secure and usable authentication on public displays is still missing. This work presents 13 design considerations suitable to inform practitioners and researchers during the development process of authentication systems for situated displays in public spaces. It draws on a comprehensive analysis of prior literature and subsequent discussion with five experts in the fields of pervasive displays, human-computer-interaction and usable security.
Ludwig Trotter, Sarah Prange, Mohamed Khamis, Nigel Davies 0001, Florian Alt
MUM5
2018 Personal Mobile Messaging in Context: Chat Augmentations for Expressiveness and Awareness
abstract
Mobile text messaging is one of the most important communication channels today, but it suffers from lack of expressiveness, context and emotional awareness, compared to face-to-face communication. We address this problem by augmenting text messaging with information about users and contexts. We present and reflect on lessons learned from three field studies, in which we deployed augmentation concepts as prototype chat apps in users’ daily lives. We studied (1) subtly conveying context via dynamic font personalisation ( TapScript ), (2) integrating and sharing physiological data – namely heart rate – implicitly or explicitly ( HeartChat ) and (3) automatic annotation of various context cues: music, distance, weather and activities ( ContextChat ). Based on our studies, we discuss chat augmentation with respect to privacy concerns, understandability, connectedness and inferring context in addition to methodological lessons learned. Finally, we propose a design space for chat augmentation to guide future research, and conclude with practical design implications.
Daniel Buschek, Mariam Hassib, Florian Alt
ACM Trans. Comput. Hum. Interact.3
2017 TaBooGa: A Hybrid Learning App to Support Children's Reading Motivation
abstract
In this paper we present TaBooGa (Tangible Book Game), a hybrid learning application we developed to increase children's reading motivation. As children are exposed to digital devices early on (e.g., smart phones and tablets) weak readers are particularly apt to prefer digital offers over reading traditional books. Prior work has shown that ebooks can partially address this challenge by making reading more compelling for children. In this work we show that augmenting ebooks with tangible elements can further increase the reading motivation. In particular, we embed tangible elements that allow for navigating through the book as well as in the form of mini-games that interlace the reading task. We report on the results of an evaluation among 22 primary school pupils, comparing the influence of the approach on both strong and weak readers. Our results show a positive influence beyond reading motivation on both weak and strong readers. Yet, the approach requires to strive a balance between the tangible elements being motivating while at the same time not being too distracting.
Rebecca Linke, Tina Kothe, Florian Alt
IDC3
2017 Augmented Games: Exploring Design Opportunities in AR Settings With Children
abstract
In this paper we investigate how Augmented Reality (AR) technology influences children during creative content generation in playful settings. The work is motivated by the recent spread of AR and the fact that children get in touch with this technology through their smart phones very early on. To understand the consequences, we implemented an app for smart mobile devices that allows children to create treasure hunts using GPS coordinates and marker-based AR functionality. During a qualitative user study, we asked students (n=27) to create traditional (paper + art supplies) and digital (paper + art supplies + AR app) treasure hunts and compared the resulting games, among other metrics, in terms of complexity, length and types of media used. Whereas traditional treasure hunts were linear, centered around locations and delivered information with text only, digital treasure hunts were more complex, focused on visual aspects and frequently integrated storytelling.
Sascha Oberhuber, Tina Kothe, Stefan Schneegaß, Florian Alt
IDC4
2017 Stay Cool! Understanding Thermal Attacks on Mobile-based User Authentication
abstract
PINs and patterns remain among the most widely used knowledge-based authentication schemes. As thermal cameras become ubiquitous and affordable, we foresee a new form of threat to user privacy on mobile devices. Thermal cameras allow performing thermal attacks, where heat traces, resulting from authentication, can be used to reconstruct passwords. In this work we investigate in details the viability of exploiting thermal imaging to infer PINs and patterns on mobile devices. We present a study (N=18) where we evaluated how properties of PINs and patterns influence their thermal attacks resistance. We found that thermal attacks are indeed viable on mobile devices; overlapping patterns significantly decrease successful thermal attack rate from 100% to 16.67%, while PINs remain vulnerable (>72% success rate) even with duplicate digits. We conclude by recommendations for users and designers of authentication schemes on how to resist thermal attacks.
Yomna Abdelrahman, Mohamed Khamis, Stefan Schneegaß, Florian Alt
CHI4
2017 ProbUI: Generalising Touch Target Representations to Enable Declarative Gesture Definition for Probabilistic GUIs
abstract
We present ProbUI, a mobile touch GUI framework that merges ease of use of declarative gesture definition with the benefits of probabilistic reasoning. It helps developers to handle uncertain input and implement feedback and GUI adaptations. ProbUI replaces today's static target models (bounding boxes) with probabilistic gestures ("bounding behaviours"). It is the first touch GUI framework to unite concepts from three areas of related work: 1) Developers declaratively define touch behaviours for GUI targets. As a key insight, the declarations imply simple probabilistic models (HMMs with 2D Gaussian emissions). 2) ProbUI derives these models automatically to evaluate users' touch sequences. 3) It then infers intended behaviour and target. Developers bind callbacks to gesture progress, completion, and other conditions. We show ProbUI's value by implementing existing and novel widgets, and report developer feedback from a survey and a lab study.
Daniel Buschek, Florian Alt
CHI2
2017 Understanding Shoulder Surfing in the Wild: Stories from Users and Observers
abstract
Research has brought forth a variety of authentication systems to mitigate observation attacks. However, there is little work about shoulder surfing situations in the real world. We present the results of a user survey (N=174) in which we investigate actual stories about shoulder surfing on mobile devices from both users and observers. Our analysis indicates that shoulder surfing mainly occurs in an opportunistic, non-malicious way. It usually does not have serious consequences, but evokes negative feelings for both parties, resulting in a variety of coping strategies. Observed data was personal in most cases and ranged from information about interests and hobbies to login data and intimate details about third persons and relationships. Thus, our work contributes evidence for shoulder surfing in the real world and informs implications for the design of privacy protection mechanisms.
Malin Eiband, Mohamed Khamis, Emanuel von Zezschwitz, Heinrich Hußmann, Florian Alt
CHI5
2017 HeartChat: Heart Rate Augmented Mobile Chat to Support Empathy and Awareness
abstract
Textual communication via mobile phones suffers from a lack of context and emotional awareness. We present a mobile chat application, HeartChat, which integrates heart rate as a cue to increase awareness and empathy. Through a literature review and a focus group, we identified design dimensions important for heart rate augmented chats. We created three concepts showing heart rate per message, in real-time, or sending it explicitly. We tested our system in a two week in-the-wild study with 14 participants (7 pairs). Interviews and questionnaires showed that HeartChat supports empathy between people, in particular close friends and partners. Sharing heart rate helped them to implicitly understand each other's context (e.g. location, physical activity) and emotional state, and sparked curiosity on special occasions. We discuss opportunities, challenges, and design implications for enriching mobile chats with physiological sensing.
Mariam Hassib, Daniel Buschek, Pawel W. Wozniak, Florian Alt
CHI4
2017 Emotion Actuator: Embodied Emotional Feedback through Electroencephalography and Electrical Muscle Stimulation
abstract
The human body reveals emotional and bodily states through measurable signals, such as body language and electroencephalography. However, such manifestations are difficult to communicate to others remotely. We propose EmotionActuator, a proof-of-concept system to investigate the transmission of emotional states in which the recipient performs emotional gestures to understand and interpret the state of the sender.We call this kind of communication embodied emotional feedback, and present a prototype implementation. To realize our concept we chose four emotional states: amused, sad, angry, and neutral. We designed EmotionActuator through a series of studies to assess emotional classification via EEG, and create an EMS gesture set by comparing composed gestures from the literature to sign-language gestures. Through a final study with the end-to-end prototype interviews revealed that participants like implicit sharing of emotions and find the embodied output to be immersive, but want to have control over shared emotions and with whom. This work contributes a proof of concept system and set of design recommendations for designing embodied emotional feedback systems.
Mariam Hassib, Max Pfeiffer, Stefan Schneegaß, Michael Rohs, Florian Alt
CHI5
2017 EngageMeter: A System for Implicit Audience Engagement Sensing Using Electroencephalography
abstract
Obtaining information about audience engagement in presentations is a valuable asset for presenters in many domains. Prior literature mostly utilized explicit methods of collecting feedback which induce distractions, add workload on audience and do not provide objective information to presenters. We present EngageMeter - a system that allows fine-grained information on audience engagement to be obtained implicitly from multiple brain-computer interfaces (BCI) and to be fed back to presenters for real time and post-hoc access. Through evaluation during an HCI conference (Naudience=11, Npresenters=3) we found that EngageMeter provides value to presenters (a) in real-time, since it allows reacting to current engagement scores by changing tone or adding pauses, and (b) in post-hoc, since presenters can adjust their slides and embed extra elements. We discuss how EngageMeter can be used in collocated and distributed audience sensing as well as how it can aid presenters in long term use.
Mariam Hassib, Stefan Schneegaß, Philipp Eiglsperger, Niels Henze, Albrecht Schmidt 0001, Florian Alt
CHI6
2017 GazeTouchPIN: protecting sensitive data on mobile devices using secure multimodal authentication
abstract
Although mobile devices provide access to a plethora of sensitive data, most users still only protect them with PINs or patterns, which are vulnerable to side-channel attacks (e.g., shoulder surfing). How-ever, prior research has shown that privacy-aware users are willing to take further steps to protect their private data. We propose GazeTouchPIN, a novel secure authentication scheme for mobile devices that combines gaze and touch input. Our multimodal approach complicates shoulder-surfing attacks by requiring attackers to ob-serve the screen as well as the user’s eyes to and the password. We evaluate the security and usability of GazeTouchPIN in two user studies (N=30). We found that while GazeTouchPIN requires longer entry times, privacy aware users would use it on-demand when feeling observed or when accessing sensitive data. The results show that successful shoulder surfing attack rate drops from 68% to 10.4%when using GazeTouchPIN.
Mohamed Khamis, Mariam Hassib, Emanuel von Zezschwitz, Andreas Bulling, Florian Alt
ICMI5
2017 Dynamic UI Adaptations for One-Handed Use of Large Mobile Touchscreen Devices
Daniel Buschek, Maximilian Hackenschmied, Florian Alt
INTERACT (3)3
2017 A design space for conversational in-vehicle information systems
abstract
In this paper we chart a design space for conversational in-vehicle information systems (IVIS). Our work is motivated by the proliferation of speech interfaces in our everyday life, which have already found their way into consumer electronics and will most likely become pervasive in future cars.
Michael Braun 0003, Nora Broy, Bastian Pfleging, Florian Alt
MobileHCI4
2017 PD-Survey: Supporting Audience-Centric Research through Surveys on Pervasive Display Networks
abstract
We present PD-Survey, a platform to conduct surveys across a network of interactive screens. Our research is motivated by the fact that obtaining and analyzing data about users of public displays requires signi cant effort; e.g., running long-term observations or post-hoc analyses of video/interaction logs. As a result, research is often constrained to a single installation within a particular context, neither accounting for a diverse audience (children, shoppers, commuters) nor for different situations (waiting vs. passing by) or times of the day. As displays become networked, one way to address this challenge is through surveys on displays, where audience feedback is collected insitu. Since current tools do not appropriately address the requirements of a display network, we implemented a tool for use on public displays and report on its design and development. Our research is complemented by two in-the-wild deployments that (a) investigate di erent channels for feedback collection, (b) showcase how the work of researchers is supported, and (c) testify that the platform can easily be extended with novel features.
Florian Alt, Lukas Ziegler
ACM Multimedia1
2017 Brainatwork: logging cognitive engagement and tasks in the workplace using electroencephalography
abstract
Today's workplaces are dynamic and complex. Digital data sources such as email and video conferencing aim to support workers but also add to their burden of multitasking. Psychophysiological sensors such as Electroencephalography (EEG) can provide users with cues about their cognitive state. We introduce BrainAtWork, a workplace engagement and task logger which shows users their cognitive state while working on different tasks. In a lab study with eleven participants working on their own real-world tasks, we gathered 16 hours of EEG and PC logs which were labeled into three classes: central, peripheral and meta work. We evaluated the usability of BrainAtWork via questionnaires and interviews. We investigated the correlations between measured cognitive engagement from EEG and subjective responses from experience sampling probes. Using random forests classification, we show the feasibility of automatically labeling work tasks into work classes. We discuss how BrainAtWork can support workers on the long term through encouraging reflection and helping in task scheduling.
Mariam Hassib, Mohamed Khamis, Susanne Friedl, Stefan Schneegaß, Florian Alt
MUM5
2017 They are all after you: investigating the viability of a threat model that involves multiple shoulder surfers
abstract
Many of the authentication schemes for mobile devices that were proposed lately complicate shoulder surfing by splitting the attacker's attention into two or more entities. For example, multimodal authentication schemes such as GazeTouchPIN and GazeTouchPass require attackers to observe the user's gaze input and the touch input performed on the phone's screen. These schemes have always been evaluated against single observers, while multiple observers could potentially attack these schemes with greater ease, since each of them can focus exclusively on one part of the password. In this work, we study the effectiveness of a novel threat model against authentication schemes that split the attacker's attention. As a case study, we report on a security evaluation of two state of the art authentication schemes in the case of a team of two observers. Our results show that although multiple observers perform better against these schemes than single observers, multimodal schemes are significantly more secure against multiple observers compared to schemes that employ a single modality. We discuss how this threat model impacts the design of authentication schemes.
Mohamed Khamis, Linda Bandelow, Stina Schick, Dario Casadevall, Andreas Bulling, Florian Alt
MUM6
2017 Quakequiz: a case study on deploying a playful display application in a museum context
abstract
In this paper, we present a case study in which we designed and implemented an interactive museum exhibit. In particular, we extended a section of the museum with an interactive quiz game. The project is an example of an opportunistic deployment where the needs of different stakeholders (museum administration, visitors, researchers) and the properties of the space needed to be considered. It is also an example of how we can apply knowledge on methodology and audience behavior collected over the past years by the research community. At the focus of this paper is (1) the design and concept phase that led to the initial idea for the exhibit, (2) the implementation phase, (3) a roll-out and early insights phase where we tested and refined the application in an iterative design process on-site, and (4) the final deployment as a permanent exhibit of the museum. We hope our report to be useful for researchers and practitioners designing systems for similar contexts.
Sarah Prange, Victoria Müller, Daniel Buschek, Florian Alt
MUM4
2017 Mirror, Mirror on the Wall: Attracting Passers-by to Public Touch Displays With User Representations
abstract
In this paper, we investigate how effectively users' representations convey interactivity and foster interaction on large information touch displays. This research is motivated by the fact that user representations have been shown to be very efficient in playful applications that support mid-air interaction. At the same time, little is known about the effects of applying this approach to settings with a different primary mode of interaction, e.g. touch. It is also unclear how the playfulness of user representations influences the interest of users in the displayed information. To close this gap, we combine a touch display with screens showing life-sized video representations of passers-by. In a deployment, we compare different spatial arrangements to understand how passers-by are attracted and enticed to interact, how they explore the application, and how they socially behave. Findings reveal that (a) opposing displays foster interaction, but (b) may also reduce interaction at the main display; (c) a large intersection between focus and nimbus helps to notice interactivity; (d) using playful elements at information displays is not counterproductive; (e) mixed interaction modalities are hard to understand.
Eva Lösch, Florian Alt, Michael Koch 0001
ISS2
2017 EyeScout: Active Eye Tracking for Position and Movement Independent Gaze Interaction with Large Public Displays
abstract
While gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62% improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays.
Mohamed Khamis, Axel Hösl, Alexander Klimczak, Martin Reiss, Florian Alt, Andreas Bulling
UIST5
2016 Attention, please!: Comparing Features for Measuring Audience Attention Towards Pervasive Displays
abstract
Measuring audience attention towards pervasive displays is important but accurate measurement in real time remains a significant sensing challenge. Consequently, researchers and practitioners typically use other features, such as face presence, as a proxy. We provide a principled comparison of the performance of six features and their combinations for measuring attention: face presence, movement trajectory, walking speed, shoulder orientation, head pose, and gaze direction. We implemented a prototype that is capable of capturing this rich set of features from video and depth camera data. Using a controlled lab experiment (N=18) we show that as a single feature, face presence is indeed among the most accurate. We further show that accuracy can be increased through a combination of features (+10.3%), knowledge about the audience (+63.8%), as well as user identities (+69.0%). Our findings are valuable for display providers who want to collect data on display effectiveness or build interactive, responsive apps.
Florian Alt, Andreas Bulling, Lukas Mecke, Daniel Buschek
Conference on Designing Interactive Systems1
2016 CoastMaster: An Ambient Speedometer to Gamify Safe Driving
abstract
We present CoastMaster, a smartphone application that serves as an ambient speedometer and driving game display. Our work is motivated by the need to re-engage drivers in the driving task, e.g., in situations where manoeuvering the vehicle is straightforward and does not require high levels of engagement. CoastMaster supports drivers during speed limit changes by (a) re-engaging them in the driving task, and; (b) providing feedback on driving behaviour. In a simulator study (N=24), we compare a gamified and a non-gamified interface with regards to user experience, driving performance, and visual distraction. Our results indicate an increase in hedonic quality and driver engagement as well as a decrease in speed violations through the gamified condition. At the same time, the gamified version leads to longer glances towards the display suggesting visual distraction. Our study findings inform specific design recommendations for ambient interfaces and gamified driving.
Fabius Steinberger, Patrick Proppe, Ronald Schroeter, Florian Alt
AutomotiveUI4
2016 SnapApp: Reducing Authentication Overhead with a Time-Constrained Fast Unlock Option
abstract
We present SnapApp, a novel unlock concept for mobile devices that reduces authentication overhead with a time-constrained quick-access option. SnapApp provides two unlock methods at once: While PIN entry enables full access to the device, users can also bypass authentication with a short sliding gesture ("Snap"). This grants access for a limited amount of time (e.g. 30 seconds). The device then automatically locks itself upon expiration. Our concept further explores limiting the possible number of Snaps in a row, and configuring blacklists for app use during short access (e.g. to exclude banking apps). We discuss opportunities and challenges of this concept based on a 30-day field study with 18 participants, including data logging and experience sampling methods. Snaps significantly reduced unlock times, and our app was perceived to offer a good tradeoff. Conceptual challenges include, for example, supporting users in configuring their blacklists.
Daniel Buschek, Fabian Hartmann, Emanuel von Zezschwitz, Alexander De Luca, Florian Alt
CHI5
2016 Evaluating the Influence of Targets and Hand Postures on Touch-based Behavioural Biometrics
abstract
Users' individual differences in their mobile touch behaviour can help to continuously verify identity and protect personal data. However, little is known about the influence of GUI elements and hand postures on such touch biometrics. Thus, we present a metric to measure the amount of user-revealing information that can be extracted from touch targeting interactions and apply it in eight targeting tasks with over 150,000 touches from 24 users in two sessions. We compare touch-to-target offset patterns for four target types and two hand postures. Our analyses reveal that small, compactly shaped targets near screen edges yield the most descriptive touch targeting patterns. Moreover, our results show that thumb touches are more individual than index finger ones. We conclude that touch-based user identification systems should analyse GUI layouts and infer hand postures. We also describe a framework to estimate the usefulness of GUIs for touch biometrics.
Daniel Buschek, Alexander De Luca, Florian Alt
CHI3
2016 A Design Space to Support the Development of Windshield Applications for the Car
abstract
In this paper we present a design space for interactive windshield displays in vehicles and discuss how this design space can support designers in creating windshield applications for drivers, passengers, and pedestrians. Our work is motivated by numerous examples in other HCI-related areas where seminal design space papers served as a valuable basis to evolve the respective field -- most notably mobile devices, automotive user interfaces, and interactive public displays. The presented design space is based on a comprehensive literature review. Furthermore we present a classification of 211 windshield applications, derived from a survey of research projects and commercial products as well as from focus groups. We showcase the utility of our work for designers of windshield applications through two scenarios. Overall, our design space can help building applications for diverse use cases. This includes apps inside and outside the car as well as applications for specific areas (fire fighters, police, ambulance).
Renate Häuslschmid, Bastian Pfleging, Florian Alt
CHI3
2016 Understanding the Mechanics of Persuasive System Design: A Mixed-Method Theory-driven Analysis of Freeletics
abstract
While we know that persuasive system design matters, we barely understand when persuasive strategies work and why they only work in some cases. We propose an approach to systematically understand and design for motivation, by studying the fundamental building blocks of motivation, according to the theory of planned behavior (TPB): attitude, subjective norm, and perceived control. We quantitatively analyzed (N=643) the attitudes, beliefs, and values of mobile fitness coach users with TPB. Capacity (i.e., perceived ability to exercise) had the biggest effect on users' motivation. Using individual differences theory, we identified three distinct user groups, namely followers, hedonists, and achievers. With insights from semi-structured interviews (N=5) we derive design implications finding that transformation videos that feature other users' success stories as well as suggesting an appropriate workout can have positive effects on perceived capacity. Practitioners and researchers can use our theory-based mixed-method research design to better understand user behavior in persuasive applications.
Hanna Schneider, Kilian Moser, Andreas Butz, Florian Alt
CHI4
2016 TextPursuits: using text for pursuits-based interaction and calibration on public displays
abstract
In this paper we show how reading text on large display can be used to enable gaze interaction in public space. Our research is motivated by the fact that much of the content on public displays includes text. Hence, researchers and practitioners could greatly benefit from users being able to spontaneously interact as well as to implicitly calibrate an eye tracker while simply reading this text. In particular, we adapt Pursuits, a technique that correlates users' eye movements with moving on-screen targets. While prior work used abstract objects or dots as targets, we explore the use of Pursuits with text (read-and-pursue). Thereby we address the challenge that eye movements performed while reading interfere with the pursuit movements. Results from two user studies (N=37) show that Pursuits with text is feasible and can achieve similar accuracy as non text-based pursuit approaches. While calibration is less accurate, it integrates smoothly with reading and allows areas of the display the user is looking at to be identified.
Mohamed Khamis, Ozan Saltuk, Alina Hang, Katharina Stolz, Andreas Bulling, Florian Alt
UbiComp6
2016 Memorability of cued-recall graphical passwords with saliency masks
abstract
Cued-recall graphical passwords have a lot of potential for secure user authentication, particularly if combined with saliency masks to prevent users from selecting weak passwords. Saliency masks were shown to significantly improve password security by excluding those areas of the image that are most likely to lead to hotspots. In this paper we investigate the impact of such saliency masks on the memorability of cued-recall graphical passwords. We first conduct two pre-studies (N=52) to obtain a set of images with three different image complexities as well as real passwords. A month-long user study (N=26) revealed that there is a strong learning effect for graphical passwords, in particular if defined on images with a saliency mask. While for complex images, the learning curve is steeper than for less complex ones, they best supported memorability in the long term, most likely because they provided users more alternatives to select memorable password points. These results complement prior work on the security of such passwords and underline the potential of saliency masks as both a secure and usable improvement to cued-recall gaze-based graphical passwords.
Florian Alt, Mateusz Mikusz, Stefan Schneegaß, Andreas Bulling
MUM1
2016 The S3D-UI designer: creating user interface prototypes for 3D displays
abstract
In this paper, we present the S3D-UI Designer --- a tool to create prototypes for 3D displays. Stereoscopic (S3D) displays are quickly becoming popular beyond cinemas and home entertainments. S3D displays can today already be found in mobile phones, public displays, and car dashboards. A benefit of such UIs is that they can group and structure information in a way that makes them easily perceivable for the user. At the same time, prototyping these UIs is challenging, as with traditional techniques, UI elements cannot easily be rendered and positioned in 3D space. In contrast to professional 3D authoring tools, we present a tool targeted towards non-experts to quickly and easily sketch a S3D UI and instantly render it on a 3D display. We report on the design of the tool by means of a workshop and present an evaluation study with 26 participants assessing its usabilty.
Nora Broy, Verena Lindner, Florian Alt
MUM3
2016 EyeVote in the wild: do users bother correcting system errors on public displays?
abstract
Although recovering from errors is straightforward on most interfaces, public display systems pose very unique design challenges. Namely, public display users interact for very short amounts of times and are believed to abandon the display when interrupted or forced to deviate from the main task. To date, it is not well understood whether public display designers should enable users to correct errors (e.g. by asking users to confirm or giving them a chance correct their input), or aim for faster interaction and rely on other types of feedback to estimate errors. To close this gap, we conducted a field study where we investigated the users willingness to correct their input on public displays. We report on our findings from an in-the-wild deployment of a public gaze-based voting system where we intentionally evoked system errors to see if users correct them. We found that public display users are willing to correct system errors provided that the correction is fast and straightforward. We discuss how our findings influence the choice of interaction methods for public displays; interaction methods that are highly usable but suffer from low accuracy can still be effective if users can "undo" their interactions.
Mohamed Khamis, Ludwig Trotter, Markus Tessmann, Christina Dannhart, Andreas Bulling, Florian Alt
MUM6
2016 On quantifying the effective password space of grid-based unlock gestures
abstract
We present a similarity metric for Android unlock patterns to quantify the effective password space of user-defined gestures. Our metric is the first of its kind to reflect that users choose patterns based on human intuition and interest in geometric properties of the resulting shapes. Applying our metric to a dataset of 506 user-defined patterns reveals very similar shapes that only differ by simple geometric transformations such as rotation. This shrinks the effective password space by 66% and allows informed guessing attacks. Consequently, we present an approach to subtly nudge users to create more diverse patterns by showing background images and animations during pattern creation. Results from a user study (n = 496) show that applying such countermeasures can significantly increase pattern diversity. We conclude with implications for pattern choices and the design of enrollment processes.
Emanuel von Zezschwitz, Malin Eiband, Daniel Buschek, Sascha Oberhuber, Alexander De Luca, Florian Alt, Heinrich Hußmann
MUM6
2015 Introducing novel technologies in the car: conducting a real-world study to test 3D dashboards
abstract
Today, the vast majority of research on novel automotive user interface technologies is conducted in the lab, often using driving simulation. While such studies are important in early stages of the design process, we argue that ultimately studies need to be conducted in the real-world in order to investigate all aspects crucial for adoption of novel user interface technologies in commercial vehicles. In this paper, we present a case study that investigates introducing autostereoscopic 3D dashboards into cars. We report on studying this novel technology in the real world, validating and extending findings of prior simulator studies. Furthermore, we provide guidelines for practitioners and researchers to design and conduct real-world studies that minimize the risk for participants while at the same time yielding ecologically valid findings.
Nora Broy, Mengbing Guo, Stefan Schneegaß, Bastian Pfleging, Florian Alt
AutomotiveUI5
2015 Improving Accuracy, Applicability and Usability of Keystroke Biometrics on Mobile Touchscreen Devices
abstract
Authentication methods can be improved by considering implicit, individual behavioural cues. In particular, verifying users based on typing behaviour has been widely studied with physical keyboards. On mobile touchscreens, the same concepts have been applied with little adaptations so far. This paper presents the first reported study on mobile keystroke biometrics which compares touch-specific features between three different hand postures and evaluation schemes. Based on 20.160 password entries from a study with 28 participants over two weeks, we show that including spatial touch features reduces implicit authentication equal error rates (EER) by 26.4 - 36.8% relative to the previously used temporal features. We also show that authentication works better for some hand postures than others. To improve applicability and usability, we further quantify the influence of common evaluation assumptions: known attacker data, training and testing on data from a single typing session, and fixed hand postures. We show that these practices can lead to overly optimistic evaluations. In consequence, we describe evaluation recommendations, a probabilistic framework to handle unknown hand postures, and ideas for further improvements.
Daniel Buschek, Alexander De Luca, Florian Alt
CHI3
2015 Cruise Control for Pedestrians: Controlling Walking Direction using Electrical Muscle Stimulation
abstract
Pedestrian navigation systems require users to perceive, interpret, and react to navigation information. This can tax cognition as navigation information competes with information from the real world. We propose actuated navigation, a new kind of pedestrian navigation in which the user does not need to attend to the navigation task at all. An actuation signal is directly sent to the human motor system to influence walking direction. To achieve this goal we stimulate the sartorius muscle using electrical muscle stimulation. The rotation occurs during the swing phase of the leg and can easily be counteracted. The user therefore stays in control. We discuss the properties of actuated navigation and present a lab study on identifying basic parameters of the technique as well as an outdoor study in a park. The results show that our approach changes a user's walking direction by about 16°/m on average and that the system can successfully steer users in a park with crowded areas, distractions, obstacles, and uneven ground.
Max Pfeiffer, Tim Dünte, Stefan Schneegaß, Florian Alt, Michael Rohs
CHI4
2015 3D-HUDD - Developing a Prototyping Tool for 3D Head-Up Displays
Nora Broy, Matthias Nefzger, Florian Alt, Mariam Hassib, Albrecht Schmidt 0001
INTERACT (4)3
2015 TouchML: A Machine Learning Toolkit for Modelling Spatial Touch Targeting Behaviour
abstract
Pointing tasks are commonly studied in HCI research, for example to evaluate and compare different interaction techniques or devices. A recent line of work has modelled user-specific touch behaviour with machine learning methods to reveal spatial targeting error patterns across the screen. These models can also be applied to improve accuracy of touchscreens and keyboards, and to recognise users and hand postures. However, no implementation of these techniques has been made publicly available yet, hindering broader use in research and practical deployments. Therefore, this paper presents a toolkit which implements such touch models for data analysis (Python), mobile applications (Java/Android), and the web (JavaScript). We demonstrate several applications, including hand posture recognition, on touch targeting data collected in a study with 24 participants. We consider different target types and hand postures, changing behaviour over time, and the influence of hand sizes.
Daniel Buschek, Florian Alt
IUI2
2015 Graphical Passwords in the Wild: Understanding How Users Choose Pictures and Passwords in Image-based Authentication Schemes
abstract
Common user authentication methods on smartphones, such as lock patterns, PINs, or passwords, impose a trade-off between security and password memorability. Image-based passwords were proposed as a secure and usable alternative. As of today, however, it remains unclear how such schemes are used in the wild. We present the first study to investigate how image-based passwords are used over long periods of time in the real world. Our analyses are based on data from 2318 unique devices collected over more than one year using a custom application released in the Android Play store. We present an in-depth analysis of what kind of images users select, how they define their passwords, and how secure these passwords are. Our findings provide valuable insights into real-world use of image-based passwords and inform the design of future graphical authentication schemes.
Florian Alt, Stefan Schneegaß, Alireza Sahami Shirazi, Mariam Hassib, Andreas Bulling
MobileHCI1
2015 There is more to Typing than Speed: Expressive Mobile Touch Keyboards via Dynamic Font Personalisation
abstract
Typing is a common task on mobile devices and has been widely addressed in HCI research, mostly regarding quantitative factors such as error rates and speed. Qualitative aspects, like personal expressiveness, have received less attention. This paper makes individual typing behaviour visible to the users to render mobile typing more personal and expressive in varying contexts: We introduce a dynamic font personalisation framework, TapScript, which adapts a finger-drawn font according to user behaviour and context, such as finger placement, device orientation and movements - resulting in a handwritten-looking font. We implemented TapScript for evaluation with an online survey (N=91) and a field study with a chat app (N=11). Looking at resulting fonts, survey participants distinguished pairs of typists with 84.5% accuracy and walking/sitting with 94.8%. Study participants perceived fonts as individual and the chat experience as personal. They also made creative explicit use of font adaptations.
Daniel Buschek, Alexander De Luca, Florian Alt
MobileHCI3
2015 GravitySpot: Guiding Users in Front of Public Displays Using On-Screen Visual Cues
abstract
Users tend to position themselves in front of interactive public displays in such a way as to best perceive its content. Currently, this sweet spot is implicitly defined by display properties, content, the input modality, as well as space constraints in front of the display. We present GravitySpot - an approach that makes sweet spots flexible by actively guiding users to arbitrary target positions in front of displays using visual cues. Such guidance is beneficial, for example, if a particular input technology only works at a specific distance or if users should be guided towards a non-crowded area of a large display. In two controlled lab studies (n=29) we evaluate different visual cues based on color, shape, and motion, as well as position-to-cue mapping functions. We show that both the visual cues and mapping functions allow for fine-grained control over positioning speed and accuracy. Findings are complemented by observations from a 3-month real-world deployment.
Florian Alt, Andreas Bulling, Gino Gravanis, Daniel Buschek
UIST1
2014 3D Displays in Cars: Exploring the User Performance for a Stereoscopic Instrument Cluster
abstract
In this paper, we investigate user performance for stereoscopic automotive user interfaces (UI). Our work is motivated by the fact that stereoscopic displays are about to find their way into cars. Such a safety-critical application area creates an inherent need to understand how the use of stereoscopic 3D visualizations impacts user performance. We conducted a comprehensive study with 56 participants to investigate the impact of a 3D instrument cluster (IC) on primary and secondary task performance. We investigated different visualizations (2D and 3D) and complexities (low vs. high amount of details) of the IC as well as two 3D display technologies (shutter vs. autostereoscopy). As secondary tasks the participants judged spatial relations between UI elements (expected events) and reacted on pop-up instructions (unexpected events) in the IC. The results show that stereoscopy increases accuracy for expected events, decreases task completion times for unexpected tasks, and increases the attractiveness of the interface. Furthermore, we found a significant influence of the used technology, indicating that secondary task performance improves for shutter displays.
Nora Broy, Florian Alt, Stefan Schneegaß, Bastian Pfleging
AutomotiveUI2
2014 FrameBox and MirrorBox: tools and guidelines to support designers in prototyping interfaces for 3D displays
abstract
In this paper, we identify design guidelines for stereoscopic 3D (S3D) user interfaces (UIs) and present the MirrorBox and the FrameBox, two UI prototyping tools for S3D displays. As auto-stereoscopy becomes available for the mass market we believe the design of S3D UIs for devices, for example, mobile phones, public displays, or car dashboards, will rapidly gain importance. A benefit of such UIs is that they can group and structure information in a way that makes them easily perceivable for the user. For example, important information can be shown in front of less important information. This paper identifies core requirements for designing S3D UIs and derives concrete guidelines. The requirements also serve as a basis for two depth layout tools we built with the aim to overcome limitations of traditional prototyping when sketching S3D UIs. We evaluated the tools with usability experts and compared them to traditional paper prototyping.
Nora Broy, Stefan Schneegaß, Florian Alt, Albrecht Schmidt 0001
CHI3
2014 I can wait a minute: uncovering the optimal delay time for pre-moderated user-generated content on public displays
abstract
Public displays have advanced from isolated and non interactive "ad" displays which show images and videos to displays that are networked, interactive, and open to a wide variety of content and applications. Prior work has shown large potential of user-generated content on public displays. However, one of the problems with user-generated content on public displays is moderation as content may be explicit or troublesome for a particular location. In this work we explore the expectations of users with regard to content moderation on public displays. An online survey revealed that people not only think that display content should be moderated but also that a delay of up to 10 minutes is acceptable if display content is moderated. In a subsequent in the wild deployment we compared different moderation delays. We found that a moderation delay significantly decreases the number of user-generated posts while at the same time there is no significant effect on users' decision to repeatedly post on the display.
Miriam Greis, Florian Alt, Niels Henze, Nemanja Memarovic
CHI2
2014 Let me catch this!: experiencing interactive 3D cinema through collecting content with a mobile phone
abstract
The entertainment industry is going through a transformation, and technology development is affecting how we can enjoy and interact with the entertainment media content in new ways. In our work, we explore how to enable interaction with content in the context of 3D cinemas. This allows viewers to use their mobile phone to retrieve, for example, information on the artist of the soundtrack currently playing or a discount coupon on the watch the main actor is wearing. We are particularly interested in the user experience of the interactive 3D cinema concept, and how different interactive elements and interaction techniques are perceived. We report on the development of a prototype application utilizing smart phones and on an evaluation in a cinema context with 20 participants. Results emphasize that designing for interactive cinema experiences should drive for holistic and positive user experiences. Interactive content should be tied together with the actual video content, but integrated into contexts where it does not conflict with the immersive experience with the movie.
Jonna Häkkilä, Maaret Posti, Stefan Schneegaß, Florian Alt, Kunter Gultekin, Albrecht Schmidt 0001
CHI4
2014 SmudgeSafe: geometric image transformations for smudge-resistant user authentication
abstract
Touch-enabled user interfaces have become ubiquitous, such as on ATMs or portable devices. At the same time, authentication using touch input is problematic, since finger smudge traces may allow attackers to reconstruct passwords. We present SmudgeSafe, an authentication system that uses random geometric image transformations, such as translation, rotation, scaling, shearing, and flipping, to increase the security of cued-recall graphical passwords. We describe the design space of these transformations and report on two user studies: A lab-based security study involving 20 participants in attacking user-defined passwords, using high quality pictures of real smudge traces captured on a mobile phone display; and an in-the-field usability study with 374 participants who generated more than 130,000 logins on a mobile phone implementation of SmudgeSafe. Results show that SmudgeSafe significantly increases security compared to authentication schemes based on PINs and lock patterns, and exhibits very high learnability, efficiency, and memorability.
Stefan Schneegaß, Frank Steimle, Andreas Bulling, Florian Alt, Albrecht Schmidt 0001
UbiComp4
2014 Using eye-tracking to support interaction with layered 3D interfaces on stereoscopic displays
abstract
In this paper, we investigate the concept of gaze-based interaction with 3D user interfaces. We currently see stereo vision displays becoming ubiquitous, particularly as auto-stereoscopy enables the perception of 3D content without the use of glasses. As a result, application areas for 3D beyond entertainment in cinema or at home emerge, including work settings, mobile phones, public displays, and cars. At the same time, eye tracking is hitting the consumer market with low-cost devices. We envision eye trackers in the future to be integrated with consumer devices (laptops, mobile phones, displays), hence allowing the user's gaze to be analyzed and used as input for interactive applications. A particular challenge when applying this concept to 3D displays is that current eye trackers provide the gaze point in 2D only (x and y coordinates). In this paper, we compare the performance of two methods that use the eye's physiology for calculating the gaze point in 3D space, hence enabling gaze-based interaction with stereoscopic content. Furthermore, we provide a comparison of gaze interaction in 2D and 3D with regard to user experience and performance. Our results show that with current technology, eye tracking on stereoscopic displays is possible with similar performance as on standard 2D screens.
Florian Alt, Stefan Schneegaß, Jonas Auda, Rufat Rzayev, Nora Broy
IUI1
2013 Interaction techniques for creating and exchanging content with public displays
abstract
Falling hardware prices and ever more displays being connected to the Internet will lead to large public display networks, potentially forming a novel communication medium. We envision that such networks are not restricted to display owners and advertisers anymore, but allow also passersby (e.g., customers) to exchange content, similar to traditional public notice areas, such as bulletin boards. In this context it is crucial to understand emerging practices and provide easy and straight forward interaction techniques to be used for creating and exchanging content. In this paper, we present Digifieds, a digital public notice area we built to investigate and compare possible interaction techniques. Based on a lab study we show that using direct touch at the display as well as using the mobile phone as a complementing interaction technology are most suitable. Direct touch at the display closely resembles the interaction known from classic bulletin boards and provides the highest usability. Mobile phones preserve the users' privacy as they exchange (sensitive) data with the display and at the same time allow content to be created on-the-go or to be retrieved.
Florian Alt, Alireza Sahami Shirazi, Thomas Kubitza, Albrecht Schmidt 0001
CHI1
2013 P-LAYERS - A Layered Framework Addressing the Multifaceted Issues Facing Community-Supporting Public Display Deployments
abstract
The proliferation of digital signage systems has prompted a wealth of research that attempts to use public displays for more than just advertisement or transport schedules, such as their use for supporting communities. However, deploying and maintaining display systems “in the wild” that can support communities is challenging. Based on the authors’ experiences in designing and fielding a diverse range of community-supporting public display deployments, we identify a large set of challenges and issues that researchers working in this area are likely to encounter. Grouping them into five distinct layers -- (1) hardware, (2) system architecture, (3) content, (4) system interaction, and (5) community interaction design -- we draw up the P-LAYERS framework to enable a more systematic appreciation of the diverse range of issues associated with the development, the deployment, and the maintenance of such systems. Using three of our own deployments as illustrative examples, we will describe both our experiences within each individual layer, as well as point out interactions between the layers. We believe our framework provides a valuable aid for researchers looking to work in this space, alerting them to the issues they are likely to encounter during their deployments, and help them plan accordingly.
Nemanja Memarovic, Marc Langheinrich, Keith Cheverst, Nick Taylor 0002, Florian Alt
ACM Trans. Comput. Hum. Interact.5
2012 Increasing the security of gaze-based cued-recall graphical passwords using saliency masks
abstract
With computers being used ever more ubiquitously in situations where privacy is important, secure user authentication is a central requirement. Gaze-based graphical passwords are a particularly promising means for shoulder-surfing-resistant authentication, but selecting secure passwords remains challenging. In this paper, we present a novel gaze-based authentication scheme that makes use of cued-recall graphical passwords on a single image. In order to increase password security, our approach uses a computational model of visual attention to mask those areas of the image that are most likely to attract visual attention. We create a realistic threat model for attacks that may occur in public settings, such as filming the user's interaction while drawing money from an ATM. Based on a 12-participant user study, we show that our approach is significantly more secure than a standard image-based authentication and gaze-based 4-digit PIN entry.
Andreas Bulling, Florian Alt, Albrecht Schmidt 0001
CHI2
2012 Looking glass: a field study on noticing interactivity of a shop window
abstract
In this paper we present our findings from a lab and a field study investigating how passers-by notice the interactivity of public displays. We designed an interactive installation that uses visual feedback to the incidental movements of passers-by to communicate its interactivity. The lab study reveals: (1) Mirrored user silhouettes and images are more effective than avatar-like representations. (2) It takes time to notice the interactivity (approx. 1.2s). In the field study, three displays were installed during three weeks in shop windows, and data about 502 interaction sessions were collected. Our observations show: (1) Significantly more passers-by interact when immediately showing the mirrored user image (+90%) or silhouette (+47%) compared to a traditional attract sequence with call-to-action. (2) Passers-by often notice interactivity late and have to walk back to interact (the landing effect). (3) If somebody is already interacting, others begin interaction behind the ones already interacting, forming multiple rows (the honeypot effect). Our findings can be used to design public display applications and shop windows that more effectively communicate interactivity to passers-by.
Jörg Müller 0001, Robert Walter, Gilles Bailly, Michael Nischt, Florian Alt
CHI5
2012 Bridging waiting times on web pages
abstract
High-speed Internet connectivity makes browsing a convenient task. However, there are many situations in which surfing the web is still slow due to limited bandwidth, slow servers, or complex queries. As a result, loading web pages can take several seconds, making (mobile) browsing cumbersome. We present an approach which makes use of the time spent on waiting for the next page, by bridging the wait with extra cached or preloaded content. We show how the content (e.g., news, Twitter) can be adapted to the user's interests and to the context of use, hence making mobile surfing more comfortable. We compare two approaches: in time-multiplex mode, the entire screen displays bridging content until the loading is finished. In space-multiplex mode, content is displayed alongside the requested content while it loads. We use an HTTP proxy to intercept requests and add JavaScript code, which allows the bridging content from websites of our choice to be inserted. The approach was evaluated with 15 participants, assessing suitable content and usability.
Florian Alt, Alireza Sahami Shirazi, Albrecht Schmidt 0001, Richard Atterer
Mobile HCI1
2012 Demo: mobile interaction with ads on public display networks
abstract
In public places we can observe that many conventional displays are replaced by digital displays, a lot of them networked. These displays mainly show advertising in a similar way to television's commercial break not exploiting the opportunities of the new medium [1]. Several approaches of interaction between mobile devices and public displays have been investigated over the last 15 years. In this demo we concentrate on challenges that are specific to public displays used for advertising. In particular we focus on how new approaches for interaction with content, means for content creation, and tools for follow-ups can be implemented based on mobile devices. With Digifieds we present a research system that has been used to explore different research questions and to showcase the potential of interactive advertising in public space.
Stefan Schneegaß, Florian Alt, Albrecht Schmidt 0001
MobiSys2
2011 Audience behavior around large interactive cylindrical screens
abstract
Non-planar screens, such as columns, have been a popular means for displaying information for a long time. In con-trast to traditional displays their digital counterparts are mainly flat and rectangular due to current technological constraints. However, we envision bendable displays to be available in the future, which will allow for creating new forms of displays with new properties. In this paper we ex-plore cylindrical displays as a possible form of such novel public displays. We present a prototype and report on a user study, comparing the influence of the display shape on user behavior and user experience between flat and cylindrical displays. The results indicate that people move more in the vicinity of cylindrical displays and that there is no longer a default position when it comes to interaction. As a result, such displays are especially suitable to keep people in motion and to support gesture-like interaction.
Gilbert Beyer, Florian Alt, Jörg Müller 0001, Albrecht Schmidt 0001, Karsten Isakovic, Stefan Klose, Manuel Schiewe, Ivo Haulsen
CHI2
2011 Supporting children with special needs through multi-perspective behavior analysis
abstract
In past years, ubiquitous computing technologies have been successfully deployed for supporting children with special needs. One focus of current research has been on post-hoc behavior analysis based on video footage where one or multiple cameras were used to review situations in which children behaved in a certain way. As miniaturized cameras as well as portable devices are becoming available at low costs, we envision a new quality in supporting the diagnosis, observation, and education of children with special needs. In contrast to existing approaches that use cameras in fix locations, we suggest to use multiple mobile camera perspectives. In this way observation data from fellow classmates, teachers, and caregivers can be considered, even in highly dynamic outdoor situations. In this paper we present MuPerBeAn, a platform that allows multi-perspective video footage from mobile cameras to be collected, synchronously reviewed, and annotated. We report on interviews with caregivers and parents and present a qualitative study based on two scenarios involving a total of seven children with autism (CWA). Our findings show that observing multiple mobile perspectives can help children as well as teachers to better reflect on situations, particularly during education.
Florian Alt, Andreas Bungert, Bastian Pfleging, Albrecht Schmidt 0001, Meindert Havemann
MUM1
2011 Digifieds: insights into deploying digital public notice areas in the wild
abstract
Traditional public notice areas (PNAs) are nowadays a popular means to publicly exchange information and reach people of a local community. The high usability led to a wide-spread use in stores, cafes, supermarkets, and public institutions. With public displays permeating public spaces and with display providers and owners being willing to share parts of their display space we envision traditional PNAs to be complemented or even replaced by their digital counterparts in the future, hence contributing to making public displays a novel communication medium. In this paper we report on the design and development of Digifieds (derived from digital classified), a digital public notice area. We deployed and evaluated Digifieds in an urban environment in the context of the UbiChallenge 2011 in Oulu, Finland over the course of 6 months. The deployment allowed the users' view to be studied with regard to the envisioned content, preferred interaction techniques, as well as privacy concerns, and to compare them against traditional PNAs.
Florian Alt, Thomas Kubitza, Dominik Bial, Firas Zaidan, Markus Ortel, Björn Zurmaar, Tim Lewen, Alireza Sahami Shirazi, Albrecht Schmidt 0001
MUM1
2010 Enabling micro-entertainment in vehicles based on context information
abstract
People spend a significant amount of time in their cars (US: 86 minutes/day, Europe: 43 minutes/day) while commuting, shopping, or traveling. Hence, the variety of entertainment in the car increases, and many vehicles are already equipped with displays, allowing for watching news, videos, accessing the Internet, or playing games. At the same time, the urbanization caused a massive increase of traffic volume, which led to people spending an ever-increasing amount of their time in front of red traffic lights. An observation of the prevailing forms of entertainment in the car reveals that content such as text, videos, or games are often a mere adaptation of content produced for television, public displays, PCs, or mobile phones and do not adapt to the situation in the car. In this paper we report on a web survey assessing which forms of entertainment and which types of content are considered to be useful for in-car entertainment by drivers. We then introduce an algorithm, which is capable of learning standing times in front of traffic lights based on GPS information only. This, on one hand, allows for providing content of appropriate length, on the other hand, for directing the attention of the driver back to-wards the street at the right time. Finally, we present a prototype implementation and a qualitative evaluation.
Florian Alt, Dagmar Kern, Fabian Schulte, Bastian Pfleging, Alireza Sahami Shirazi, Albrecht Schmidt 0001
AutomotiveUI1
2010 Understanding the impact of abstracted audio preview of SMS
abstract
Despite the availability of other mobile messaging applications, SMS has kept its position as a heavily used communication technology. However, there are many situations in which it is inconvenient or inappropriate to check a message's content immediately. In this paper, we introduce the concept of audio previews of SMS. Based on a real-time analysis of the content of a message, we provide auditory cues in addition to the notification tone upon receiving an SMS. We report on a field trial with 20 participants and show that the use of audio-enhanced SMS affects the reading and writing behavior of users. Our work is motivated by the results of an online survey among 347 SMS users of whose we analyzed 3400 text messages.
Alireza Sahami Shirazi, Ari-Heikki Sarjanoja, Florian Alt, Albrecht Schmidt 0001, Jonna Häkkilä
CHI3
2010 Requirements and design space for interactive public displays
abstract
Digital immersion is moving into public space. Interactive screens and public displays are deployed in urban environments, malls, and shop windows. Inner city areas, airports, train stations and stadiums are experiencing a transformation from traditional to digital displays enabling new forms of multimedia presentation and new user experiences. Imagine a walkway with digital displays that allows a user to immerse herself in her favorite content while moving through public space. In this paper we discuss the fundamentals for creating exciting public displays and multimedia experiences enabling new forms of engagement with digital content. Interaction in public space and with public displays can be categorized in phases, each having specific requirements. Attracting, engaging and motivating the user are central design issues that are addressed in this paper. We provide a comprehensive analysis of the design space explaining mental models and interaction modalities and we conclude a taxonomy for interactive public display from this analysis. Our analysis and the taxonomy are grounded in a large number of research projects, art installations and experience. With our contribution we aim at providing a comprehensive guide for designers and developers of interactive multimedia on public displays.
Jörg Müller 0001, Florian Alt, Daniel Michelis, Albrecht Schmidt 0001
ACM Multimedia2
2009 Bringing Web 2.0 to the Old Web: A Platform for Parasitic Applications
Florian Alt, Albrecht Schmidt 0001, Richard Atterer, Paul Holleis
INTERACT (1)1
2009 Emotion sharing via self-composed melodies on mobile phones
abstract
In their role as personal communication devices, mobile phones are a natural choice for sharing and communicating emotions. However, their functionalities are currently very limited in power to express affective messages. In this paper, we describe the design of a system that allows users to easily compose melodies and share them via mobile phones. We show that by using these melodies information about the current emotional state of the sender can be expressed and recognized synchronously by the receiver in a simple, quick, and unobtrusive way. Further, we reveal that self-composed melodies have a stronger impact than pre-composed or downloaded messages, similar to crafted pieces of art offered to a beloved person. We then present findings from a user study that assesses the implementation of a functional prototype and the adequacy of the system for emotional communication.
Alireza Sahami Shirazi, Florian Alt, Albrecht Schmidt 0001, Ari-Heikki Sarjanoja, Lotta Hynninen, Jonna Häkkilä, Paul Holleis
Mobile HCI2