Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 1 of 8 CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 Introduction The annual CHI conference is the leading international forum for the exchange of ideas and information about human-computer interaction (HCI). Diverse members of the global HCI community meet at the CHI conference to share the excitement of discovery and invention, to make and strengthen professional relationships and friendships, and to tackle real world problems. The overall theme of CHI2003 was New Horizons, with special areas looking at elearning, emotion, and mass communication and interaction. This report covers the special areas as well as other papers, short talks, special interest groups, and panels. All references to full papers are to the ACM digital library (http://www.acm.org/dl/) which requires paid access. Annual fees are $198 (for ACM Professional Membership PLUS ACM Portal). Papers PenPets: A Physical Environment for Virtual Animals Day 1: Papers: Physical-Virtual World Interaction Shaun O’Mahony, University of York, UK; John A Robinson, University of York, UK A video presentation, showing lovely fluid interactions demonstrated using light-weight tools. Full paper at http://doi.acm.org/10.1145/765891.765895 Personal Universal Controllers: Controlling Complex Appliances With GUIs and Speech Day 1: Papers: Physical-Virtual World Interaction Jeffrey Nichols, Carnegie Mellon University, USA; Brad A. Myers, Carnegie Mellon University, USA; Michael Higgins, MAYA Design, Inc., USA; Joseph Hughes, MAYA Design, Inc., USA; Thomas K. Harris, Carnegie Mellon University, USA; Roni Rosenfeld, Carnegie Mellon University, USA; Kevin Litwack, Carnegie Mellon University, USA We like Brad and Jef’s philosophy – using gadgets to simplify the world rather than adding another layer of complexity. The demo was ambitious (and bits of it didn’t work – but that is to be expected) with a range of control situations discussed (X10 light bulbs, camcorders, cars, etc). Full paper at http://doi.acm.org/10.1145/765891.765896 Media Inequality in Conversation: How People Behave Differently When Interacting with Computers and People Day 2: Papers: Digital Sociability Nicole Shechtman, SRI International/Stanford University, USA; Leonard Horowitz, Stanford University, USA This is a controversial paper, attempting to challenge aspects of the well established ‘media equation’. The paper is more aggressive than the presentation was; even so, we were not convinced by their arguments, but the work raises interesting questions and caused a lot of debate. D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 2 of 8 Full paper at http://doi.acm.org/10.1145/642611.642661 How Do People Manage Their Digital Photographs? Day 2: Papers: Searching and Organizing Kerry Rodden, University of Cambridge; Kenneth Wood, Microsoft Research Limited Digital photo systems will be a significant application in next five years, but current systems seem to be interactively ‘clunky’. This nice paper gives some useful insights into how we might better support users. Full paper at http://doi.acm.org/10.1145/642611.642682 Ethnographic Interviews Guide Design of Ford Vehicles Website Day 2: Papers: Design & Usability in Practice: Ethnography and User-Centered Design Stephanie Rosenbaum, Tec-Ed, Inc. USA Project goals: Case study demonstrates using ethnographic interviews to obtain valuable vehicle buyer data that help refine the vehicle Web site. The author adapted the traditionally long-term methodology for short-term user research projects by focusing the contextual inquiries tightly on key issues defined by the Web design agency. Conducted ten one-hour interviews at the homes of vehicle buyers. The agency used the findings to redesign the site. The follow-up usability testing demonstrated improvement on the previous site design. The presentation was very engaging with the presenter demonstrating how the interviews were conducted and how the findings informed the site re-design. It is a very convincing case study that practitioners can show the clients to demonstrate that user research could be scaled to fit the purposes and constraints of a project, both in time and budget, and that the improvements based on the findings are measurable (by usability testing). Full paper at http://doi.acm.org/10.1145/765891.765911 Designing Design Day 2: Papers William Gaver, Royal College of Art, UK Project Objectives: Opening up HCI to influences from Art and Design Approach: Examination of various practices from Art and Design fields that might enrich HCI (and using HCI techniques to fine-tune interactive art). References: Conservative, Romantic and Pragmatic accounts of what art ‘is’. Key ideas: Sketching is intrinsic to Art and Design, so it should be to HCI; the aim of design-oriented research is knowledge, ‘truth’, and research-oriented design is the artifact; ambiguity should be employed as a resource for HCI as it allows issues to be raised but not decided, it is a property of interaction; HCI techniques (eg: ethnography, task analysis) can helpfully be used in the evaluation and iteration of interactive art Conclusion: HCI, Art and Design can learn from each others and specifically by wandering over discipline boundaries. Comments: Diverse but fertile series of papers that showed how an understanding of user experience underlies much of the work undertaken in Art, Design and HCI. As computers find themselves in more diverse socio-cultural contexts this disciplinary cross-fertilisation should tend to increase. Full paper at http://doi.acm.org/10.1145/642611.642653 D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 3 of 8 Halo: a Technique for Visualizing Off-Screen Objects Day 3: Papers: Interaction Techniques for Constrained Displays Patrick Baudisch, Microsoft Research, USA; Ruth Rosenholtz, Palo Alto Research Center, USA Simple but effective technique for map navigation tasks. Good video available on the conference DVD. Full paper at http://doi.acm.org/10.1145/642611.642695 Short Talks Two Methods for Auto-Organising Personal Web History Day 3: Papers/Demonstrations/Short Talks: World Wide Web Scott LeeTiernan, University of Washington, USA (http://shodalab.psych.washington.edu/scott/) Project goals: organise Web history to better match users’ mental models. Method: The similarity of pages was inferred from the URL root and the time accessed. Web history was visualised, though the visualisation was not very good. The pilot study asked “To what extent does organization match your history/mental model?” Conclusions: improvements over Internet Explorer’s history function. Issues and directions: organisation vs visualisation, and scalability. Didn’t use text similarity (Chen and Dumais, 2000). Questions: Did they consider using link analysis between pages? Full paper at http://doi.acm.org/10.1145/765891.766008 A Fisheye Calendar Interface for PDAs: Providing Overviews for Small Displays Day 1: Short Talks Benjamin Bederson, University of Maryland, USA; Aaron Clamage, University of Maryland, USA; Mary Czerwinski, Microsoft Research, USA; George Robertson, Microsoft Research, USA Great example of an handheld interaction scheme that really “fits” well with user needs, device limitations, etc, in the mobile context. The work is particularly as Bederson and his group have developed an open source version of the toolkit (Piccolo), which was used to develop DateLens. Full paper at http://doi.acm.org/10.1145/765891.765893 Peephole Displays: Pen Interaction on Spatially Aware Handheld Computers Day 1: Short Talks Ka-Ping Yee, University of California, Berkeley, USA This session was a joy to attend. Although the work presents a particular prototype using a handheld computer, the bigger contribution is the way Ka-Ping opens up really interesting issues of personal information spaces – a neat vision of how ubiquitous information access might be operationalised. The video presentations (separate sessions) that went with this work are also very good, both in terms of production and intellectual content). Full paper at http://doi.acm.org/10.1145/765891.765902 D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 4 of 8 Typing in Thin Air, The Canesta Projection Keyboard – A New Method of Interaction with Electronic Devices Day 1: Demonstration/Paper/Short Talks: Interaction Techniques for Handheld Devices Helena Roeber, Canesta, Inc. USA Project goals: Provide handheld devices with a lightweight, portable, and low power input solution for text entry. Approach: The projected keyboard works on any surface. The QWERTY layout leverages most users’ familiarity with mechanical keyboard. Evaluation: It performed fairly well during usability testing comparing with three other devices: a mechanical keyboard, thumb keyboard, and Graffiti (the Palm handwriting entry software). Though lagging behind mechanical keyboards in terms of speed and error rate, it outperformed the thumb keyboard and Graffiti for speed. However, it has higher error rate than the thumb keyboard. Issues: The keyboard is still relatively small (as some test participants commented). It lacks the tactile feedback that an expert typist requires. Questions: Why can’t you raise the height of the projector to increase the size of projectedkeyboard? Siemens had introduced a similar product in March, 2002. Remarks: The demonstration was pretty straightforward. Descriptions of the product and usability test results are very clear. We particularly enjoyed trying the actual device: it actually worked. The presentation/demonstration showed practitioners a practical solution to text entry for small, handheld devices. Full paper at http://doi.acm.org/10.1145/765891.765944 Special Interest Groups HCI and the Arts: A Conflicted Convergence?’ Day 3: Special Interest Group Chris Csikszentmihalyi, MIT Media Lab, USA Project Objectives: Outline the domain of ITCP (Information Technology in Creative Practices) Approach: Nationally sponsored research into the ways in which IT and Creative Practices are currently collaborating (and how they should be encouraged to in the future). References: ‘Beyond Productivity: Information, Technology, Innovation and Creativity’ (National Academies Press, 2003); I3 programme (of the EU). Key ideas: Inter-disciplinarity (collaboration without disciplinary change) vs Transdisciplinarity (collaboration where disciplines are changed); Problems of securing research funding for this type of enquiry (grant-giving bodies tend to focus on productivity metrics); IT can provide new tools for artists and designers, art can provide ways to fundamentally rethink IT research (stressing the importance of improvisation, experimentation, interoperability, extensibility, modularity and backwards compatibility). Conclusion: HCI is moving towards an Information Arts perspective. There are trong emerging requirement for a ‘Digital Bauhaus’ (or even several). Personal comments: Timely consideration of the ways in which HCI and the Arts can productively influence each other and the challenges and opportunities this presents for both disciplines (backed up by a very detailed report which is available online). Full paper at http://doi.acm.org/10.1145/765891.766044 D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 5 of 8 Panels Spam, Spam, Spam, Spam How Can We Stop It? Day 3: Panels Jonathan Lazar, Dept. of Computer and Information Sciences, Towson University, USA ; Elizabeth Churchill, FX Palo Alto Laboratory, USA; Hans deGraaff, KPN Mobile, Netherlands; Batya Friedman, University of Washington, USA; Joseph Konstan, University of Minnesota, USA; Jenny Preece, UMBC, USA Lively panel – interesting diverse viewpoints… We liked Elizabeth’s point-of-view: “its not the spam that worries me; it’s the stuff I get from colleagues” [paraphrase]. Like her, we quite enjoy spam but Jenny and others made good points about impact on developing countries etc. We think that spam is the new Millenium Bug (overstated, overhyped). Full paper at http://doi.acm.org/10.1145/765891.765940 The “Magic Number 5:” Is It Enough for Web Testing? Day 2: Panel Nigel Bevan, Serco Usability Services, UK Panel Goals: To discuss the seemingly conflicting recommendations on the optimum number of participants for usability testing by various experts in this area. Jared Spool (UIE, USA): My test data showed that the number of usability problems found in testing increases as the number of participants increases. It doesn’t taper off at 5 participants as Nielsen suggested. In the real world, we test as many users as limited by the time and resources. It is always better than not doing it. Rolf Molich (DialogDesign, Denmark): Depending on the goals of testing, the optimum number ranges from 3 to over 100. In my usability testing research, CUE1 and CUE2, which employed 7 usability-testing experts to test the same product, the majority of problems, 75% for CUE1 and 91% for CUE2, were reported by only one team. Gilbert Cockton (University of Sunderland, UK): There is not a clear-cut answer for this question because users and problems are discrete for every project. Test planning based on the project goals – a Discovery Model which identifies all variables that influence problem discovery. Carol Barnum (Southern Polytechnic State University, USA): Molich and Spool’s researches suggest that 5 is nowhere close to enough. My own studies suggest that very similar results can be duplicated by different test teams. 5 is enough for Web testing as long as the results are used for diagnostic purposes not for validation. Dennis Wixon (Microsoft Corp, USA): In the commercial world, the goal is to produce the best possible design. Usability testing is not just to find errors but to get them fixed as efficiently as possible and be sure that the fixes actually work for users. Practitioners must employ usability methodology in context. Therefore the number of participant should be based on the project needs. Comments: The panels’ diverting viewpoint best demonstrated that there is no ‘one size fits all’ solution/recommendation, not just about the optimum number of test participants but also about most other recommendations. Practitioners should consider the context in selecting usability methodologies appropriate for the project goals and project constraints (both time and resources) for best possible product. Full paper at http://doi.acm.org/10.1145/765891.765936 D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 6 of 8 Post-cognitivist HCI: Second-wave Theories Day 1: Panel Bonnie A Nardi, Agilent Laboratories,USA (moderator) Project Objectives: Taking theoretical consideration of HCI ‘Beyond Information Processing’. Approach: Cognition is embodied/a social construct; new devices, modalities of use and the social dimension of interaction have made this clear. References: Activity theory, Cognitive Psychology, Distributed cognition, Language/Action Theory Key ideas: HCI must move towards analysis and design for a particular work practice, focus on active use and multiple, complex contexts; there is a need to open up the ‘unit’ of HCI analysis beyond the individual; the complexity of the HCI context is increasing because of ubicomp [ubiquitous computing]; we urgently need metrics beyond efficiency and productivity. Conclusion: Opening up the social dimension of interaction with systems is imperative for HCI. Personal comments: Strong introduction to the complexities of emerging HCI theory, useful background for participation in this level of debate to be found in Dourish’s Where the Action Is (The MIT Press, 2001)1. We need to work out how to engage industry with some of these insights in a suitable form. Full paper at http://doi.acm.org/10.1145/765891.765933 CHI and the Fate of AOL Time Warner Dan Gillmor, San Jose Mercury Technology Columnist, USA Day 1: Special Area Session Panel Objectives: Consider what role HCI can claim for itself in the development of mass media post the collapse in value of AOL Time Warner. Approach: Need to go back to Tim Berners-Lee’s original vision of the web as a read-write medium, user-generated input and commentary is one plausible scenario for the future. Key ideas: Profit margins of the mass media will be eroded but there are possible models of online profitability that need to be explored (eg: online gaming); tools are needed to facilitate payment; tools are needed to facilitate ground-up user involvement and foster community (trends such as moblogging [mobile posting to a Weblog] and photoblogging are a promising start). Conclusion: Media owners should move towards opening a channel of communication for user generated comment (when an event occurs people can send in what they have). Book information. Dourish, an alumnus of Xerox PARC and Assistant Professor and UC Irvine, argues that HCI needs to establish a new philosophical basis and argues for what he calls ‘embodied interaction’, an approach to interacting with software that “emphasised skilled, engaged practice rather than diesembodied rationality”. He discusses tangible and social approaches to interaction as tools for understanding embodied interaction, and considers how they could affect the design of future interactive systems. 1 D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 7 of 8 Comments: Promising avenues for exploration but large media corporates are both concerned about their revenues and slow to innovate, much work needs to be done in terms of revisions/change to institutional structures required before we will see real change (perhaps it will come from without rather than within be co-opted, as with blogging). Plenaries Emotion & Design Day 3: Closing plenary Donald A Norman [Norman is soon to publish Emotional Design: Why We Love (or Hate) Everyday Things (Basic Books, 2004) http://www.jnd.org/books.html This site also gives background information on his writing and work.] In the Mini Cooper the company optimised fun. We used to focus on making things that work well. Given our rhetoric (shows Jakob Nielsen phrases) no wonder we don’t get attention from CEOs. Making something useful is only a small part of what life is about. You can’t separate affect from cognition. You think differently when you are under pressure. So, attractive things do work better. (See Ortony, Norman & Revelle on ‘Effective Functioning’.) There are three levels of emotion. Visceral(reactive): wired in (sweet tastes are good, scolding voices are bad, consistent, adaptation and classic conditioning). Behavioural (routine): most of what we do, learned. Reflective: includes sense of oneself. What distinguishes one kind of water from another? [Shows Jaguar E-type as example of visceral design that works badly.] We don’t address the feel of design to the body: tangible. This is behavioural design. The history of fashion is history of reflective design. You cannot design something that has no [emotional] characteristic. Photographs have huge emotional value as do souvenirs. SMS is an emotional tool: their messages appear to be empty. A $13,000 watch is reflective, saying something about you. It is OK if someone has to explain to you how something works, but not if they have to explain it a second time. Why don’t we pay more attention to the sounds things make. Visually and acoustically attractive. [Shows Alessi juicer and well- balanced Japanese knife: claims juicer works well.] We can convey emotion in a wide variety of ways. R2D2, Sony Aibo, serving robot. “Beauty is good.” It makes us do things better. References: Designing Pleasurable Products Patrick Jordan, Funology Andrew Monk et al., Designing Emotion Pieter Desmet. Discussion: [Question on the theory.] We don’t impact why people buy the product so business doesn’t pay us any attention. Overlap with marketing? Yes. Why do you fight with engineering and marketing? Surely you should collaborate? “ This isn’t a design community.” Our objective is to make the product, not usability [or any specific dimension]. Where do you draw a line between emotion and experience? I don’t want to. D:\106759940.doc Nico Macdonald|Spy: Reports CHI2003 ‘New Horizons’ Fort Lauderdale, FL, April 2003 07 March 2016 Page 8 of 8 Credits Report commissioned and edited by Nico Macdonald, with contributions from Fu-Tien Chiou, Luke Skrebowski, and Matt Jones. Spy 103 Seddon House, Barbican London EC2Y 8BX 2003 © Spy. No reproduction or circulation authorised without permission. This report can be found at http://www.spy.co.uk/Reports/CHI2003 D:\106759940.doc