Sciweavers

CHI
2007
ACM
16 years 7 months ago
What happened to remote usability testing?: an empirical study of three methods
The idea of conducting usability tests remotely emerged ten years ago. Since then, it has been studied empirically, and some software organizations employ remote methods. Yet ther...
Henrik Villemann Nielsen, Jan Stage, Morten Sieker...
CHI
2007
ACM
16 years 7 months ago
Give and take: a study of consumer photo-sharing culture and practice
In this paper, we present initial findings from the study of a digital photo-sharing website: Flickr.com. In particular, we argue that Flickr.com appears to support--for some peop...
Andrew D. Miller, W. Keith Edwards
CHI
2007
ACM
16 years 7 months ago
Strategies for accelerating on-line learning of hotkeys
Hotkeys are extremely useful in leveraging expert performance, but learning them is a slow process. This paper investigates alternative menu designs that can motivate and help use...
Tovi Grossman, Pierre Dragicevic, Ravin Balakrishn...
CHI
2007
ACM
16 years 7 months ago
Context & usability testing: user-modeled information presentation in easy and difficult driving conditions
A 2x2 enhanced Wizard-of-Oz experiment (N = 32) was conducted to compare two different approaches to presenting information to drivers in easy and difficult driving conditions. Da...
Jiang Hu, Andi Winterboer, Clifford Nass, Johanna ...
CHI
2007
ACM
16 years 7 months ago
A study of emergency response work: patterns of mobile phone interaction
This paper presents descriptive accounts of time-critical organizing in the domain of emergency response. Patterns of mobile phone interaction in such work is analyzed showing how...
Jonas Landgren, Urban Nulden
CHI
2007
ACM
16 years 7 months ago
Testing the technology: playing games with video conferencing
Video connections can establish a media space in which games may be played, just as people play games while collocated. Experiments with participants playing the game `Mafia'...
Archer L. Batcheller, Brian Hilligoss, Kevin Nam, ...
CHI
2007
ACM
16 years 7 months ago
Project massive: self-regulation and problematic use of online gaming
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activi...
A. Fleming Seay, Robert E. Kraut
CHI
2007
ACM
16 years 7 months ago
Modeling and understanding students' off-task behavior in intelligent tutoring systems
We present a machine-learned model that can automatically detect when a student using an intelligent tutoring system is off-task, i.e., engaged in behavior which does not involve ...
Ryan Shaun Joazeiro de Baker
CHI
2007
ACM
16 years 7 months ago
Patterns of empathy in online communication
This article presents an investigation of empathy within an online community for older people (SeniorNet). Qualitative content analysis of 400 messages from a discussion board abo...
Ulrike Pfeil, Panayiotis Zaphiris
CHI
2007
ACM
16 years 7 months ago
Enhancing ubiquitous computing with user interpretation: field testing the home health horoscope
Domestic ubiquitous computing systems often rely on inferences about activities in the home, but the open-ended, dynamic and heterogeneous nature of the home poses serious problem...
William W. Gaver, Phoebe Sengers, Tobie Kerridge, ...