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HCI Seminar Series
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MIT CSAIL HCI Seminar Series
MIT CSAIL HCI Seminar Series
Michael Muller and N Sadat Shami- Patterns of File-Sharing in an Enterprise: Authors, Contributors, Collectors, and Lurkers
We describe Cattail, an experimental enterprise file-sharing service in IBM. Over the past several years, 17985 Cattail users have uploaded 132041 files, which have been used by 115538 users. In addition 15240 people have shared 75951 of the files with other users, and, 5444 people have created 12461 collections comprising 60476 of the files. We use this rich set of data to characterize file-sharing in the enterprise. This talk will describe Cattail, and the factors that lead to a file being of use to other people, analyzed in two timeframes: over the lifetime of a file, and within the microstructure of a user's session. We will also explore emergent roles within the file-sharing system, and we will conclude with a look at the work of lurkers in the enterprise.
Chieko Asakawa- Challenges and Opportunities in Accessibility Research
Accessibility technologies have been empowering people with disabilities for education and work and in their daily lives by providing access to massive information resources and various online services, which are often inaccessible in the physical world. IBM Research has played an important role in this evolution since the early days of personal computers. In this presentation, she will first give an overview of the history, and introduce some of the contributions she was involved in, such as IBM Hope Page Reader, aDesigner, and ai-Browser. She will also emphasize the importance of open computing with examples of our contributions to Eclipse.org. The final part of her presentation will be the largest new challenges and opportunities of Web 2.0.
Steve Whittaker- The Past, Present, and Future of Digital Memories
Recent technical developments have inspired an interest in 'digital memories': repositories for capturing our entire personal history of personal and work related information that will substitute for our fragile organic memories. I will first review the Digital Memories vision, briefly present various studies that challenge that vision, moving on to suggest an alternative approach to the topic that is informed by cognitive science, suggesting that instead of focusing on exhaustive capture we should be designing prosthetic memory devices that are (a) synergistic with our organic memories (b) have mechanisms for selecting and abstracting critical events from the memory record.
Jeff Nichols- Highlight: Mobilizing Existing Web Sites
William Jones- Putting Our Digital Information in Its Place: Lessons Learned from Fieldwork and Prototyping in the Keeping Found Things Found Project
Does place matter for digital information? If so, how? Research points to the importance of "place-like" senses of direction, context, connection and control when managing digital information. Support for place in the Personal Project Planner prototype begins with the idea that relevant information can be located with reference to a simple planning document. This document works as a light-weight, editable overlay to existing applications and the stores of information managed by these applications. A basic premise of the Planner is that effective management of personal information can leverage and emerge from informal planning and other everyday activities.
Orit Shaer- A Specification Paradigm for the Design and Implementation of Tangible User Interfaces
Tangible user interfaces have shown the potential to significantly enhance computer-mediated activities such as learning, problem solving, and design. However, tangible user interfaces are currently considered challenging to design and build. Designers and developers of these interfaces encounter several conceptual, methodological and technical diffculties. Among others, these challenges include: the lack of appropriate interaction abstractions, the shortcomings of current user interface software tools to address continuous and parallel interactions, as well as the excessive effort required to integrate novel input and output technologies. In this talk, we discuss the design space of tangible interaction in the broader context of the reality-based interaction framework.
Patrick Baudisch - Back-of-Device Interaction Allows Creating Very Small Touch Devices
In this talk, I will discuss how to add pointing input capabilities to very small screen devices. On first sight, touchscreens seem to allow for particular compactness, because they integrate input and screen into the same physical space. The opposite is true, however, because the user’s fingers occlude contents and prevent precision. I argue that the key to touch-enabling very small devices is to use touch on the device backside. In order to study this, we have created a 2.4” prototype device; we simulate screens smaller than that by masking the screen. I present a user study in which participants completed a pointing task successfully across display sizes when using a back-of device interface.
Saul Greenberg - Enhancing Creativity with Toolkits
Interface toolkits in ordinary application areas let average programmers rapidly develop software resembling other standard applications. In contrast, toolkits for novel and perhaps unfamiliar application areas enhance the creativity of these programmers. By removing low-level implementation burdens and supplying appropriate building blocks, toolkits give people a ‘language’ to think about these new interfaces, which in turn allows them to concentrate on creative designs. This is important, for it means that programmers can rapidly generate and test new ideas, replicate and refine ideas, and create demonstrations for others to try.
François Guimbretière - People, Pens and Computers
Pen and paper are important aspects of our everyday life. These simple low-tech tools are easy to use, reliable, and extremely versatile. Yet, they also stand on the margins of the digital world as information gathered on paper is often difficult to manipulate in the digital realm. In this talk, I will present an overview of several projects aimed at bridging the gap between the paper and the digital world. In the digital world, we explored how new command structures can improve the fluidity of pen interactions on Tablet PC. One example was CrossY, a drawing application in which all command selections were performed by crossing targets on the screen instead of pointing and clicking on buttons.