Microsoft Usability Research http://www.microsoft.com/usability/default.mspx Interesting Project: Baudisch, P., Pruitt, J., and Ball, S. (2004). Flat volume control: improving usability by hiding the volume control hierarchy in the user interface. In Proceeding of CHI 2004, Vienna Austria, pp. 255-262. Description: The hardware-inspired volume user interface model that is in use across all of today’s operating systems is the source of several usability issues. One of them is that restoring the volume of a muted application can require an inappropriately long troubleshooting process: in addition to manipulating the application’s volume and mute controls, users may also have to visit the system’s volume control panel to find and adjust additional controls there. The “flat” volume control model presented in this paper eliminates this and other problems by hiding the hardware-oriented volume model from the user. Using the flat model, users use one slider per application to indicate how loud they want the respective applications to play; the slider then internally adjusts all hardware volume variables necessary to obtain the requested output. By offering a single point of control for each application, the flat model simplifies controlling application volume and restoring muted applications. In our studies, participants completed all four volume control and mixing tasks faster and with less error when using the flat model than when using the existing hardware-oriented volume control model. Participants also indicated a subjective preference for the flat model over the existing model. Article: Perkins, Annuska and Cohene, T. (2006). The impact of user research on product design: A case study on the accessibility ecosystem for Windows Vista. Proc. of ACM conference on Computers and accessibility 2006 (SIGACCESS), Portland OR, 281 – 282. This paper describes the impact of user research on the accessibility features of the Windows Vista operating system. Conducting user research for a complex and widely-used product requires assessing a wide-range of users, experiences, and an ecosystem of PC hardware and software. Our user research for Windows XP gave us a greater understanding of the user’s selfperception of their abilities. We also uncovered three pivotal usability issues: awareness, discoverability, and learnability. To address these issues for Windows Vista, we iteratively researched the product while focusing on universal design. The impact of this research resulted in design changes to the following major accessibility areas: an enhanced entry-point, a recommendation process that maps user needs to relevant accessibility components, and enhanced features of Windows Speech Recognition. We demonstrated how user research has impacted the Windows Vista accessibility ecosystem. Our interdisciplinary approach leveraged the expertise of user research, marketing, and product development. In particular, the research has helped us focus on the user’s self-perception in the user requirements analysis. We believe our user research has enhanced our understanding of our users’ needs and our relationships with users. In the future, we hope to build further collaborations with academic research, government research, industry research, and users themselves. Xerox PARC http://www.parc.com/default.php Project: 3Book — a 3D virtual book display for rapidly navigating, skimming, and reading large documents, which includes a dynamically reorganizing book index customized to user interests. Article: Ducheneaut, N.; Moore, R. J.; Oehlberg, L.; Thornton, J. D.; Nickell, E. SocialTV: designing for distributed, social television viewing. International Journal of Human-Computer Interaction. Media research has shown that people enjoy watching television as a part of socializing in groups. However, many constraints in daily life limit the opportunities for doing so. The Social TV project builds on the increasing integration of television and computer technology to support sociable, computer-mediated group viewing experiences. In this paper, we describe the initial results from a series of studies illustrating how people interact in front of a television set. Based on these results, we propose guidelines as well as specific features to inform the design of future “social television” prototypes. Carnegie Mellon University http://www.hcii.cmu.edu/ Project: Alice We are developing a tool called Alice that allows novice programmers to author interactive 3D virtual worlds. By identifying the unnecessary challenges of learning to program (such as syntax) and removing these challenges, we hope to make the fundamentals of programming accessible to middle school children. Article: ALPS: Bringing Active Inquiry into Active Problem Solving Scott Stevens, Albert Corbett, Kenneth Koedinger, Angela Wagner, Chih-yu Chao, Harry Ulrich 2004, Proceedings of the IADIS International Conference: Cognition and Exploratory Learning in Digital Age (CELDA 2004), pp 543-544 Lisbon, Portugal The ALPS project (Active Learning in Problem Solving) is building and evaluating an educational technology that combines cognitive tutors with a novel interactive questioning environment called Synthetic Interviews. Our goal is to develop an “active learning” environment that rivals the effectiveness of human tutors. The first version combines an existing cognitive algebra tutor with a virtual algebra teacher that students can query for additional help. Beta versions of the system have been used by over one hundred middle school (six, seventh, and eighth grade) students. This demonstration will allow participants to work through a simple algebra problem with the cognitive tutor while they ask deeper questions of the Synthetic Interview. IBM Watson Research Center http://www.watson.ibm.com/index.shtml Project: Virtual worlds come to life at IBM Since IBM first started experimenting with virtual worlds almost a year ago, progress has been rapid. Not only have virtual retail storefronts for clients such as Sears and Circuit City been built, but IBM has also created SOA and new hire training environments and even held a "block party" for The Greater IBM Connection. Our chairman, Sam Palmisano, directed his avatar to open a virtual town hall in IBM’s replica of the Forbidden City. These experimentations are part of an IBM-led initiative to collaborate with clients and partners on both conducting business inside virtual worlds and connecting the virtual world with the real world to create a richer, more immersive Web environment - thereby solving business problems in a new way. IBM has a series of areas in the virtual world of Second Life open to the general public. On these "islands" -- spaces where people can build three-dimensional objects and interact with other people in a way that is more like real life than a web conference or phone call -- IBM has been experimenting on extending virtual worlds for business in three key areas: virtual commerce and work with clients to apply virtual worlds to business problems; driving new kinds of collaboration and education; and experimentations on pushing the limits with a broad community on what might be possible in virtual worlds. "We view these virtual worlds at a very early stage, both technically and culturally. The user experience will improve as we do more experimentation and figure out how to better apply them to solve real problems in business and society," said Irving Wladawsky-Berger, IBM's chief technologist. "Commerce and collaboration are two key areas ripe for applying virtual worlds to real life, but we also see applications in education, healthcare and many other areas." IBM is working with dozens of clients to experiment and help them understand and apply virtual worlds to their business. While IBM is prototyping and developing in Second Life, it has a bigger strategy to collaborate with a community in an open fashion to build out the next generation Web, which IBM calls the 3-D Internet. In addition to virtual commerce, IBM works with clients, employees and alumni to use virtual worlds to drive collaboration and provide a more immersive online educational experience. For example, IBM uses virtual worlds to connect with its alumni population and for on-boarding and educating new and current employees. Virtual worlds have proven an effective tool to help simplify the complex, with 3-D models and interactions that cannot be recreated in a Web conference or phone conversation, and have been useful in connecting people around the globe to drive collaboration. IBM also makes space available on its virtual islands to work on experiments that push the limit of what might be possible in virtual worlds, with the aim of creating the foundation to build out the next generation, 3-D Internet and to drive open standards. Our goal is to experiment with ways to replicate business processes in these worlds to improve and experiment with real world solutions. “We believe that these rich, immersive, social environments will have a huge impact on the Web as we know it,” Colin Parris, VP of Digital Convergence, stated while closing his keynote speech at Virtual Worlds 2007. “It is clear that we are at the beginning of a new inflection point and that we have a chance to accelerate our future.” Article: G. Cockton, M. Harrison, B. Kwasnik, R. Penner, R. Procter, L. Bass, A. Dix, M. Beaudoui, N. Carlsen, J. Ukelson (1992). "HCI - Whose Problem Is It Anyway" in Information Processing. Transactions, volume 18, (no ), pages 397-03 The current state of HCI suggests an urgent need for the HCI community reassess its goals, internal composition, and relationship with the `user'. We address these issues from the perspective of `problem ownership', which we believe is central to understanding the scope and future prospects of HCI. Internally, questions of problem ownership are apparent in the claims advanced by competing constituencies of expertise to de_ne and address the fundamental problems. The scope of HCI's problem de_nitions have become broadened as the character and goals of IT applications have developed; as perceptions have shifted about the causes of the gulf between expectations and experience of IT; and as a wider range of expertise has been brought to bear. This raises dilemmas for the HCI community's intellectual programme regarding the knowledge claims it can articulate, and the respective contributions of di_erent bodies of knowledge germane to understanding HCI. Progress in constructing a synthesis has been slow, and research often seems more driven by fashion than by a coherent vision of the issues. The notion of problem ownership is also relevant to exploring the di_culties apparent in the HCI community's conceptualisation of, and relationship with, the `user' it is trying to serve. This is especially evident when HCI practice is placed within an organizational context. Is the user the `end user', the person who directly interacts with the computer, or the `client', the person who commissions the system? There is insu_cient acknow- ledgement of the complexities of organisational life, and that the requirements of various interested parties might conict. The HCI community seems unprepared to grapple with the realities of the workplace, and organisational politics [1]. A topical example of the consequences can be seen in the failure of computersupported cooperative work tools to transfer successfully from the research laboratory into commercial environments [1, 2]. We argue that HCI practice needs to pay greater attention to organisational theory in general, and to concepts of power in particular. MIT Media Lab http://www.media.mit.edu/ Project: CityCar The CityCar is a stackable electric two-passenger city vehicle. The one-way sharable user model is designed to be used in dense urban areas. Vehicle Stacks will be placed throughout the city to create an urban transportation network that takes advantage of existing infrastructure such as subway and bus lines. By placing stacks in urban spaces and key points of convergence, the vehicle allows the citizens the flexibility to combine mass transit effectively with individualized mobility. The stack receives incoming vehicles and electrically charges them. Similar to luggage carts at the airport, users simply take the first fully charged vehicle at the front of the stack. The City car is NOT a replacement for personal vehicles, taxis, buses, or trucks; it is a NEW vehicle type that promotes a socially responsible and more effective means of urban mobility. The CityCar utilizes fully integrated in-wheel electric motors and suspension systems called, "Wheel Robots." The wheel robots eliminate the need traditional drive train configurations like engine blocks, gear boxes, and differentials because they are self-contained, digitally controlled, and reconfigurable. Additionally, the wheel robot provides all wheel power and steering capable of 360 degrees of movement, thus allowing for Omni-directional movement. The vehicle can maneuver in tight urban spaces and park by sideways translation. This technology is patentedpending and under design development at the MIT Media Lab. Article: Design and HCI Applications of a Low-Cost Scanning Laser Rangefinder by Joshua Andrew Strickon Submitted to the Department of Electrical Engineering and Computer Science in partial fulfillment of the requirements for the degree of Master of Engineering in Electrical Engineering and Computer Science at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY June 1999 c Joshua Andrew Strickon, MCMXCIX. A low-cost scanning laser rangefinder was developed and optimized for applications involving real-time human-computer interaction (HCI). The usable range extended across several meters, enabling the device to be applied to such applications as tracking hands (e.g., as in touchscreens) in front of large displays. The system was implemented as a continuous-wave, quadrature phase-measuring rangefinder. This thesis will examine the current states of laser rangefinders and discuss the design and function of the prototype system, as well as propose and demonstrate new HCI applications of such a low cost device.