CapCHI Activities
Past Activities 2002-2003
- 2003/06/26 - Experimental
Research in Human-Computer Interaction, thesis presentations by
James Zdralek, Cassandra Holmes and Rachel White.
- 2003/06/12 - Marking
Interfaces in the Emerging Climate of Ubiquitous Computing, A half-day
tutorial on user interface and interactive product design by Bill Buxton.
- 2003/05/15 - Attentive
User Interfaces, Interacting with Groups of Computers, presented
by Roel Vertegaal.
- 2003/04/24 - CHILights
2003, Highlights from the CHI 2003 Conference on Human Factors in
Computing Systems.
- 2003/03/27 - Perspectives
on Accessibility, a panel discussion.
- 2003/02/30 - Judging
the Visual Appeal of Web Pages, presented by Gary Fernandes and
Ron Boring.
- 2003/01/30 - The
Human Factors of Privacy Protection, presented by Andrew Patrick.
- 2002/12/05 - Annual
Social & Interactive Holiday Event, A social & interactive
gathering.
- 2002/11/21 - The
Virtual Museum of Canada: Community Memories, presented by Kati
Geber and Corey Timpson.
- 2002/10/22 - The
CapCHI Interactionary; moderated by Mike Atyeo.
- 2002/09/26 - Scalable
Vector Graphics (SVG); presented by Tom Hoferek.
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Experimental Research in Human-Computer Interaction
Thesis presentations by James Zdralek, Cassandra
Holmes, and Rachel White from the HOTLab at Carleton University
Thursday, June 26, 2003 at Adobe Systems Canada
Download
poster (PDF file 114K)
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What?
Our final CapCHI meeting of the season featured thesis presentations
by three MA students who are graduating from the Human-Oriented Technology
Lab in the Department of Psychology at Carleton University:
White Space: How much nothing should there be?
Presented by James Zdralek
White space is the empty area between elements in a graphic composition.
It is an important design tool used to separate and group parts of a web
site. Recommendations about white space on the web have not distinguished
the varied uses to which white space can be applied. To assist web designers,
greater knowledge of the proper use of space is needed. The purpose of
this study is to discern the extent that varying the amount of "gutter
white space" used in the design of a web site affects the speed of
in-page navigation. Success rate and time lapse were used as performance
measures while varying the amount of white space between the groups of
content items on several different web site designs. "Page navigation"
was used as a basic task from which the effects of white space were separated
into visual and motor responses by using a "link pointing" task
and "visual search" task as well. Designers and non-designers
were studied to determine whether expertise in a visual design skill affects
the response to white space.
No differences were found, indicating that a change to the gutter white
space on a web site affects neither designers nor non-designers. The separation
of the tasks was reexamined concerning the size of the links chosen at
random for the experiment. It was found that the separation of the task
into components was a valid method of researching web navigation behavior
but this exploration also uncovered a possible confound. The effect of
target size on the visual search component of the task was opposed to
the link-pointing component.
The lack of an effect on task time does not mean that crowding a website
with as much information as possible is warranted. Judgments about the
use of white space and aesthetics should be balanced with the density
of information needed to attract the user without impeding usability.
Collecting Subjective Data in Remote Usability Testing
Presented by Cassandra Holmes
The effects of the presence or absence of an experimenter in remote usability
testing, as well as the effects of participants’ input method (voice
or typing) on the quality of data collected, was examined. Emphasis was
placed on information that is normally spoken, such as thoughts, comments,
and answers to questions, but consideration was also given to differences
in the evaluation of the web site usability as a function of the remote
testing conditions. Fifty participants were randomly assigned to one of
five conditions: four experimental conditions, all of which were remote,
or the local control condition. Differences among groups on test time,
ease of use ratings, experimenter communications, and various aspects
of the comments were examined. Based on the results of this study, if
remote usability testing is to be used, the recommended method is attended/voice
as opposed to attended/typing, unattended/voice, and unattended/typing.
Telepresence Goes to School: An Evaluation of the P.E.B.B.L.E.S.™
Videoconferencing System for Children
Presented by Rachel White
P.E.B.B.L.E.S.™ (Providing Education By Bringing the Learning Environment
to Students) is a videoconferencing robot designed to reconnect ill children
with their classmate and teachers. P.E.B.B.L.E.S. was developed by a research
team at Ryerson University, led by Dr. Deborah Fels. You can learn more
about P.E.B.B.L.E.S. at www.ryerson.ca/pebbles.
The purpose of this study was to assess the impact of PEBBLES on children's
telepresence-related behaviours and perceptions in the classroom.
Ten laboratory sessions with four children each were conducted to compare
PEBBLES against a standard desktop computer with videoconferencing capability.
In each school-like session, one child participated remotely while the
other children and a teacher participated from a classroom.
There were no differences between PEBBLES and the desktop system in number
of glances made towards the remote child, amount of participation of the
children, feelings of group-integration, or descriptions of the experience.
There was a tendency for the remote children to speak less often, but
for longer amounts of time, on average, than the children in the classroom.
Remote children in the PEBBLES and Desktop conditions raised their own
hands equally often. However, remote children in the PEBBLES condition
also used the PEBBLES hand the same number of times as they raised their
own hand. Nearly all of hand-waving behaviours were successful at getting
attention.
Implications for the design of PEBBLES and the measurement of telepresence
were discussed.
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Who?
James Zdralek received a Bachelor degree in
Industrial Design from Carleton University in 1995 and later worked for
Nortel on contract, developing prototypes for usability testing. After
moving to Hawaii as a side effect of some allergy medication, James then
returned to Calgary where he taught Multimedia Programming in a technical
college. Returning to Ottawa in 1999 he worked for NetPCS in a graphics
and web capacity and then on to Nortel as a Rapid prototyper and Interaction
Designer. James returned to University in 2001 after cut backs at Nortel.
He currently runs a consulting company out of his home. http://www.deziner.com
Cassandra Holmes is a recent graduate of the
Carleton Human-Oriented Technology Lab. She has just recently completed
her M.A. Cassandra completed her Honours B.A. in psychology at Brock University
in St. Catharines, Ontario, in 1998 under the supervision of Dr. Stanley
Sadava. Her topic dealt with alcohol expectancy theory. She has had a
number of contracts in HCI related work, the two most recent being for
the government of Canada.
Rachel White received her B.A. Hons. in Psychology
from Carleton in 2000. Her area of research was child social development.
She joined the Human-Oriented Technology Laboratory in 2000 as a Master's
student. Since then, she has worked on HCI-related projects with AmikaNow!
Corporation, Mitel Networks, NRC and Carleton University. Her love of
children inspired her Master's thesis, which examines how children respond
to technology.
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Marking Interfaces in the Emerging Climate of
Ubiquitous Computing
A half-day tutorial on user interface and interactive
product design by Bill Buxton
Thursday, June 12, 2003 from 11:30 AM to 4:30 PM at Restaurant International
at Algonquin College Hospitality Centre.
Download
poster (PDF file 128K) (includes a map)
Map
to Algonquin College Hospitality Centre, Woodroffe Campus (GIF file,
27K)
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Abstract
Despite the continuous technological progression along the path of smaller,
faster and cheaper, the important changes around computation are human:
who is doing what, where, when, why, how, and at what cost (measured in
effort and risk, as well as dollars). The human perspective, far more
than the (albeit enabling) technological one, dictates that computation
is never going to be the same, and demands that we change our old ways
of building technology-based products.
In the emerging technology of wireless, embedded computers, reactive
environments, portable and wearable computation, etc., the graphical user
interface, with its icons, mouse, keyboard and display, is going to become
ever less important, and an ever smaller part of our computational experience.
The future depends on developing different models of usage that are appropriate
for the people, contexts, and tasks that they are intended to serve.
Have no illusions. In half a day, this tutorial is not going to provide
some magic bullet that answers all of the problems facing us. But what
it will do is explore one aspect of interaction which we can be relatively
sure will be an important component of our interaction with computer-based
devices in the future: what I choose to call marking interfaces, but what
other have called pen-based, pen centric, paper-like, etc.
I have my own term not just to be different, but because I believe that
there is a different spin that can be put on this class of interaction
- a spin, which builds on the past, and yet anticipates some of the key
issues going forward.
So, the tutorial will be partially historical, and partially (hopefully)
well argued speculation.
Through ample illustration and case studies, what it will do is provide
the participant with a good understanding of the dimensions of the design
space that may be meaningful in their future work. Along the way, there
will be a side conversation about the process of user interface design,
itself.
This tutorial is intended for anyone involved in user interface and product
design. It requires only interest and common sense as a prerequisite.
It will be of value to those with a technical background, such as computer
scientists and electrical engineers, as well as those from the design
arts, such as industrial design, web design. It will also be of interest
to those who simply want some different perspectives on future directions
of technology, such as those in marketing, or with product management
responsibilities.
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Who
Bill Buxton is a Canadian designer, researcher,
teacher and writer. However, he began his career as a musician. In the
late 60's and early 70's he became deeply involved in making music with
synthesizers and computers, which introduced him to the world of technology,
with all of its potential and all of its pitfalls.
Frustration being the mother of invention, he increasingly turned his
attention to understanding better ways to design, and interact with computers.
His work caught the eye of researcher's at Xerox PARC, which led him increasingly
into the world of research, as well as extending the scope of his interests
beyond music.
From 1994 until December 2002, he was Chief Scientist of Alias|Wavefront,
and from 1995, its parent company SGI Inc. He is currently Principal of
his own boutique design and consulting firm, Buxton Design, where his
time is split between working for clients, and finishing a long-delayed
book. He is also an Associate Professor in the Department of Computer
Science at the University of Toronto.
In 1995, Buxton became the third recipient of the Canadian Human-Computer
Communications Society Award for contributions to research in computer
graphics and human-computer interaction, and was given the New Media Visionary
of the Year Award at the 2000 Canadian New Media Awards. In 2002, he was
elected to the CHI Academy, and Time Magazine named him one of
the top 5 designers in Canada. In 2001, The Hollywood Reporter
named him one of the 10 most influential innovators in Hollywood.
More information on Buxton and his work can be found at: www.billbuxton.com.
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Attentive User Interface
Interacting with Groups
of Computers
Presented by Roel Vertegaal from the Human Media Lab at Queen’s
University
Thursday, May 15, 2003 at NRC-CNRC IIT Montreal Road South Campus, Building
M-50
Download
poster (PDF file 104K)
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What?
Moore’s Law for user interfaces would state that the number of
computers per user will double every two years. In the past four decades,
we have moved from many users sharing a single mainframe computer through
command line interfaces, to a single user with a personal computer using
a Graphical User Interface (GUI). Today, increasing numbers of users are
surrounded by multiple ubiquitous computing devices, such as BlackBerries,
Palm Pilots and cell phones. As our devices connect to a global wireless
network, we become members of a 24-hour global society Ð one where
we are always connected, and always on. Such benefit comes at a cost of
being available Ð at any time or place. Rather than mitigate this
cost, our computing devices currently exacerbate it, as their user interfaces
were designed to act in isolation, monopolizing user attention.
In this presentation, Roel discussed how Attentive User Interfaces may
make devices more sociable and efficient in use by taking cues from the
turn taking process employed in human group conversations. By observing
eye contact with users, devices may determine the focus of their users
and his preferred channels of interruption. By continuously modeling the
user's attention, devices may understand when to await their turn and
leave the floor to others. By taking the foreground only after progressive
signaling, devices may become less disruptive. Several prototypes recently
developed in the ::human media lab:: at Queen's University in Canada were
presented. These included eye contact sensors and ecsglasses; eyepliances
that contextualize speech recognition on eyecontact ; eyeproxies: robot
eyes that communicate device attention; auramirror, a mirror that visualizes
user attention; and gaze-2, an attentive video conferencing system.
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Who?
Roel Vertegaal is a professor in Human-Computer
Interaction and director of the Human Media
Lab at Queen’s University, Canada.
He holds degrees in Computer Science from Bradford University, UK, and
Twente University, The Netherlands. Roel also holds a degree in Music
from Utrecht University, and spent time as a visual artist and photographer
at the Vrije Academie, The Hague. His current interest lies in the psychology
and design of nonverbal computers. For more info, see http://www.hml.queensu.ca.
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CHILights 2003
Highlights from the CHI 2003 Conference on Human
Factors in Computing Systems
Thursday, April 24, 2003 at NRC-CNRC IIT Montreal Road South Campus, Building
M-50
A diverse range of presenters from the local HCI community will present
their own personal view of the CHI2003 Conference on Human Factors in
Computing Systems, highlights and lowlights in research and practice.
The CHI 2003 Conference was held in Ft. Lauderdale, Florida, April 05-10,
2003. The annual CHI conference is the leading international forum for
the exchange of ideas and information about human-computer interaction
(HCI).
For more information about CHI 2003, please visit the conference web
site: http://www.acm.org/sigchi/chi2003
CHI2004
will be held in Vienna, Austria, April 24-29, 2004.
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About the Presenters
Dr. Andrew Patrick, a Senior Scientist at the
National Research Council of Canada.
Mike Atyeo is Director of Neo
Insight, a Design Services company.
Patricia Trbovich is a recent graduate of the
Human-Oriented Technology Lab at Carleton
University.
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Perspectives on Accessibility
A Panel Discussion
Thursday, March 27, 2003 at Nortel Skyline
Download
poster (PDF file 137K)
About the Talk
Accessibility of information systems – especially for persons with
disabilities – seems to have recently appeared on everyone’s
radar screen. This is particularly true for those involved in the field
of usability. The purpose of this presentation / panel discussion was
to help to bring awareness to this community of some of the issues that
surround this field. What is accessibility? Why is accessibility important…
and to whom? When should accessibility be considered? How should it be
‘done’? All four panel participants have expertise in some
or all areas of IM/IT accessibility – in fact, two of them also
have disabilities. Through demonstration, presentation and discussion
(including the audience) it is hoped that, regardless of each person’s
knowledge or experience level in this topic, that everyone will come away
with a more informed and broader perspective on accessibility.
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About the Panel
John Foliot is an Internet consultant, web
site developer, and corporate trainer, who has been creating and managing
web sites for over 7 years. Currently he consults as a member of the WATS
testing team, advising and recommending government departments on issues
of web accessibility. In the past year John has completed an in-depth
web audit for the International Business Branch at Industry Canada focusing
on Accessibility issues and Common Look and Feel compliance, as well as
a similar Accessibility Audit for the Ontario Ministry of Citizenship.
He has also developed and delivered seminars on Accessibility and Common
Look and Feel for the Canadian Space Agency and the Supreme Court of Canada.
In November 2002, John was invited to become an accessibility advisor
to the Board of Directors of the Hiwatha Software Company, developers
of the Award Winning AccVerify suite of compliancy testing tools.
Paul Girvin is an Accessibility Specialist
with 15+ years extensive consulting & advising experience in adaptive
technology, accessibility and disability related issues for government,
education and private industry. Engaged as a demonstrator/facilitator
for (WATS), Website Accessibility Testing Services, since its inception
in February 2000.,evaluating 300 government websites for accessibility.
Has been using voice recognition technology and involved in Internet and
pre Internet activity since 1987. Graduated Carleton University, has assisted
organizations like Bell Canada, Neil Squire Foundation and the Federal
Government with technology/public relations projects.
Rodney Carpenter
Bill Shackleton
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Judging the Visual Appeal of Web Pages
Thursday, February 27, 2003 at Nortel Skyline
Download
poster (PDF file 110K)
About the Talk
There is currently no easy, reliable way to determine the visual appeal
of Web pages. Yet, the visual appeal of e-commerce Web pages may influence
perceived usability, customer satisfaction, and trust of the vendor, among
other factors. This presentation highlighted findings from recent research
at Carleton University's HOT Lab on judging the visual appeal of Web pages.
Gary Fernandes gave an overview of his research on the visual factors
that make home pages appealing and presented a technique to identify appealing
Web pages. Ron Boring summarized his research on increasing the reliability
of visual appeal judgments. Both speakers outlined ongoing work to develop
a general-purpose tool for the evaluation of the visual appeal of e-commerce
sites.
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About the Speaker
Gary Fernandes recently completed his MA degree
in Psychology at Carleton University's HOT Lab under the supervision of
Professor Dick Dillon. Gary's thesis work on visual appeal represents
the culmination of research started while he was a usability intern at
Microsoft Mobile Devices. He has published research on judging the visual
appeal of Web pages and on designing usable music hardware. He is currently
employed as a research assistant through the HOT Lab.
Ron Boring is currently completing his PhD
in Cognitive Science at Carleton University under the supervision of Professor
Robert West. Ron's dissertation concerns the theory and application of
constrained scaling, a novel way to increase the reliability of human
scaling judgments. Ron is a regular contributor to the CHI and Human Factors
and Ergonomics Society conferences. He was Co-Chair for Student Posters
at CHI 2002 and is the Co-Chair for Demonstrations at CHI 2004. Ron is
a member of Carleton's HOT Lab and Centre for Applied Cognitive Research.
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The Human Factors of Privacy Protection
Thursday, January 30, 2003 at Nortel Skyline
Download
poster (PDF file 106K)
Download
presentation slides (PDF file 850K)
About the Talk
The presentation described current research directed at building an agent-based
service that people will trust with sensitive, personal information and
one that operates according to privacy-protection requirements coming
from legislation and best practices. The research has involved two approaches:
developing system design guidelines for building trustworthy agents through
a review of e-commerce trust research, and engineering “usable compliance”
with privacy legislation and principles. The results of these research
activities were presented, and a prototype agent-control interface was
demonstrated.
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About the Speaker
Dr. Andrew Patrick is a Senior Scientist at
the National Research Council of Canada. He is
currently conducting research on human-computer interface issues for trustworthy
software agents and the human factors of security systems. Prior to joining
NRC in 2001, Dr. Patrick worked at Nortel Networks
where he managed research and development groups focused on Voice Over
IP (VoIP) quality, and conducted field research to evaluated new product
and service concepts. Dr. Patrick holds a Ph.D. in Cognitive Psychology
from the University of Western Ontario.
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Annual Social & Interactive Holiday Event
A social & interactive gathering
Thursday, December 05, 2002 at MacLaren's
What?
Friends
of CapCHI and their guests joined us for billiards, finger foods and drinks.
Where and When?
The meeting took place on Thursday,
December 05, 2002 from 7:00 - 10:00 PM at
MacLaren's on Elgin
301 Elgin Street
Ottawa, Ontario
(613) 236-2766
www.maclarens.com
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The Virtual Museum of Canada: Community Memories
A Case Study
Thursday, November 21, 2002 at Nortel Skyline
Download
poster (PDF file 106K)
Download
presentation slides (PDF file 4448K)
Visit The
Virtual Museum of Canada.
About the Talk
Community Memories exhibits form a unique on-line portrait of Canada's
history, explore subjects as varied as a town's main industry, an historical
event or a way of life, and draw from both an institution's permanent
collection and the personal photographs, documents and oral reminiscences
of local citizens.
This presentation aimed to develop a detailed understanding of the issues
concerning putting design theories into practice, the realities of content,
architecture, visual decisions, and ways the design may determine engagement
and persuasion factors for the creation of new horizons for information,
communication and learning activities.
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About the Speaker
Kati Geber and Corey Timpson
work with Heritage Canada's Canadian Heritage Information
Network (CHIN).
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The CapCHI Interactionary
October 22, 2002 at Nortel Skyline
Download
poster (PDF file 118K)
View
highlights and photos
The Game
(the interactionary explained)
The "Interactionary" is a special event in which 3 or 4 design
teams work for a short time on an interaction design challenge in real
time, in a competitive and fun format. It provides the participating teams
with the opportunity to contribute to the CapCHI community, as well as
an opportunity to show off their design process and skills in an event
that is sure to draw a big audience and generate a buzz! The session will
be entertaining and educational, demonstrating 'live' some of the less
tangible aspects of team design processes, as well as the more formal
elements.
Participating Teams
The participating teams were from the following organizations:
- Carleton University
- Cognos Incorporated
- Corel Corporation
The Rules
At the Interactionary, each team was given 15 minutes to work on-stage
on a design challenge. A panel of judges highlighted and discussed what
they observed as the most interesting and important aspects of each team's
approach. Each team was scored on a number of categories, including outcome,
team communication, and design process. There were rewards for all teams!
The audience was also polled for discussion and comment, and saw how their
views compare with those of the panel. After the Interactionary, the teams
were expected to assist in providing a permanent record of the event.
A good set of information and resources, including images and records
of previous Interactionaries around the world, may be found at: http://www.uiweb.com/dsports/default.htm.
About the Moderator
Mike Atyeo is Director of Neo
Insight, a Design Services company. Prior to this, he spent 15
years as an Interaction Designer and manager, providing product and service
design for telecommunications companies in the U.K. and Canada. He led
the corporate usability program and implemented user-centered design process
improvement at British Telecom, and prototyped innovative service concepts
at Nortel Networks. Mike has degrees in Psychology and Computer Science,
and has published and presented extensively. He will co-chair the Interactionary
session at the CHI 2003 conference in Fort Lauderdale, Florida.
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Scalable Vector Graphics (SVG)
September 26, 2002 at Nortel Skyline
Download
poster (PDF file 82K)
View
the presentation slides (PPT file, 708K)
About the Speaker
Tom Hoferek has been dedicated to improving
the user experience since graduating from the school of Industrial Design
at Carleton University in 1990. Early projects dealing with environmental
graphics and institutional signage required focus on issues of wayfinding.
He found that wayfinding concepts and experience transferred naturally
to software user interface design when he began working on signage projects
for clients requiring custom solutions that included software components.
The scarcity of usable software interfaces at the time was shameful. The
challenges and opportunities presented in the area of software user interface
design were plenty and Tom began to focus exclusively on GUI design in
1995. As a user experience designer at Corel, his role today requires
him to address not just the GUI of a product, but to be involved in all
aspects of the user experience design.
About the Talk
This presentation was an introduction to Scalable Vector Graphics (SVG)
for those involved with, or interested in, interface design and the software
user experience. SVG is a vector graphics format that is a web ready,
open standard with great potential to become a key graphics format for
designers and end users alike.
Starting with a definition of SVG and a summary of the current state
of the technology, the talk highlighted some of the exciting opportunities
that SVG presents for displaying graphics and graphical information. Included
were some basics concerning the fundamentals of working with SVG; things
like its structure, its capabilities and limitations, the principles behind
how it works. The presentation concluded with a discussion of some samples,
prototypes and some forward looking ideas suggesting the possibilities
that SVG may have to offer.
Some interesting links on SVG...
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