Dutch Directions in CHI (Papers)
The Dutch directions in the multi-disciplinary HCI landscape were explored along the following three dimensions:
1. Knowledge and Education
How to make knowledge and information accessible? New directions for finding, selecting, presentation and processing knowledge and information are necessary. These aspects are important in education and in professional environments where working and learning are integrated. E-learning, online instructions and knowledge management tools are very important. What kind of new developments or existing HCI techniques, methods or insights are used? How can HCI become more involved in this field and what is to be expected in the near future?
2. Enabling technology
The vast opportunities offered by existing and new technologies continue to inspire and enable new directions in HCI. However, the real challenge remains to apply such advanced technological developments to the true benefit of the human user.
3. HCI and Society
The first application of information technology was in computing. Next developments showed the use of computers to support individual peoples' tasks in their occupational situation. Nowadays, information technology is part of our surrounding, both our houses, our public transport, our hospitals, and our contacts with the government. In short, IT is part of our society. Frequently the technology is hidden, and often it is not recognized as computers. In this conference stream we will discuss the effect of modern IT on peoples' lives and culture, and the way public bodies and government have a task to profit from new developments and to keep our society human centered.
In these proceedings you will find all paper and poster contributions presented at the conference. We like to thank all people who showed interest in SIGCHI.NL by sending in their high-quality submissions. Special thanks go to the technical committee of international HCI experts that carefully reviewed all submissions. Their reviewing efforts empowered the technical chairs to select and construct the paper and poster program you find in these proceedings. We hope you will enjoy (re-)reading the many interesting contributions that made the "Dutch Directions in HCI" conference a success.
Berry Eggen - Technische Universiteit Eindhoven
Gerrit van der Veer - Vrije Universiteit Amsterdam
Rob Willems - Hanzehogeschool Groningen
Papers 'Knowledge & Education'
Personalized Support for Knowledge Sharing
Center for Content and Knowledge Engineering, Institute of Information and Computing Sciences, Utrecht University
The realization that Knowledge Management (KM) is primarily a management science and not a computer science implies a different role for human-computer interaction in KM systems. This new role, supporting and extending human interaction, implies a need for intelligence-enhanced, integrated and personalized solutions. In this sense, KM requires the flexible integration of organizational and individual requirements and objectives, which can best be modeled using agent concepts. In this paper, we present an agent-based model for sharing that supports individual initiative and collaboration while prescribing a formal model for organizational processes. This model enables the development of user-oriented KM environments that focus on the collaboration between people.
Visualizing multiple network perspectives
Misja N. Hoebe, Rien Bosma
Centre for Educational Innovation, CHN University of Professional Education - Department of Engineering, NHL University of Professional Education
In this paper, we describe a tool for displaying multiple network perspectives, where each perspective is a relation in which resources on the network are linked to others via a shared property. Every change or addition of perspective can be seen as a context switch, providing the actor with various navigation paths through a complex, multidimensional information space. This tool will attempt to capture and visualize the increasing amount of information coming available through the tools and standards currently being developed for the semantic web. As such, it may provide the learner means to explore, get to know and interact with her environment, fitting very well in a (social) constructivist approach of learning.
Intelligent Product Builder : a rapid prototyping environment to let design students build and experience the actual functioning of their designed system intelligence
A.Freudenthal, M.P.A.J. de Hoogh, D.V. Keyson
Faculty of Industrial Design Engineering, Delft University of Technology
Intelligence in products can be used to adapt user-product interaction to the context of usage. Input from sensors connected to hardware and to the user and readings from a database are processed to define the reactions of the system. However, there are no rapid prototyping tools, which support quick and easy building of software in hardware products by product-designers. Design students lack the possibility to evaluate the actual functioning of their designed intelligence with real users, since it is only expressed when tested with real hardware, in changing situations, and during longer periods of time. To support design students a rapid prototyping environment, called QuintPro Builder, is being developed at TU Delft. QuintPro Builder is currently being used in student projects for programming and to enable user tests.
Can more help be worse? The over-assisting interface
Christof van Nimwegen, Herre van Oostendorp and Hermina (Tabachneck-) Schijf
Center for Content and Knowledge Engineering, Utrecht University
The premise of this research is that assistance can make interactions easier, but does not necessarily aid understanding. A way to assist users is displaying relevant information in interfaces. Recall of such knowledge is unnecessary and working memory is relieved. Examples are visual aids such as the “greyingout” of items, which can become unclickable indicating that an action is not possible. If this is not done this information has to be inferred by the user himself. An experiment was conducted in which subjects had to solve a series of puzzles. We hypothesized that providing greyed-out items (externalization) yields better performance during initial learning. An interface without greying-out (internalization) is expected to yield better performance in later phases, and better knowledge of the task. Subjects solved an isomorph of “missionaries and cannibals” in two conditions: with greyed-out items and without. It showed that externalization had little influence on performance. All subjects learned quite well how to solve the puzzle. On a knowledge test however, it turned out to be different. The procedural knowledge tested afterwards was equal, but declarative knowledge, concerning the rule central to what this problem was about, was worse for persons who had greyed-out items. Also, months later the same internalization-subjects had faster problem recognition of the task, and better performance on a similar task.
Papers 'Enabling technology'
Exploring Semantics of Movement in Context
Pei-Yin Chao, Ismail Cimen, Wouter Lancee, Serge Offermans, Rob Veenstra
Technical University of Eindhoven
Industrial Design is concerned with the design of intelligent products and services. When designing these products and services, emotional mediation could be a key aspect in intelligent behavior. In the field of industrial design not much attention has been paid to expressing emotions through movement. Because of this the potency of movement as message carrier and the language of movement were the topic of research. This evoked two questions: Does the addition of movement to objects enrich/enforce the emotional message of the objects? How does a context influence the emotional message of an object? In order to find the answer to these two questions, five vending machines were built. These machines were expressive in their movement and were meant for a specific context. The objects were created using the following idea generation techniques: collages, acting out, tinkering and 4D Sketching. Finally a user test was committed to measure the strength of the message with and without movement. The difference between the strength of the message when the object is in its context and when it is not, was also tested.
A qualitative study to the usability of three XML Query Languages
Center for Content and Knowledge Engineering, Utrecht University
In this paper we describe a think aloud experiment to the usability of three XML query languages: SQL/XML, XQuery and XSLT. We demonstrate the difference in user performance between these languages and we show that differences in effectiveness are related to the efficiency of the query solving process.
Using home networks to create atmospheres in the home : Technology push or latent user need
L.L.M.L. Kuiper-Hoyng, J.W.F. Beusmans
TNO Telecom - Industrial Design Delft University of Technology
The Atmosphere Controller is an implementation of home networking technology that could make life at home a totally new experience. An atmosphere is created by combining light (intensity and colour), music and wallpaper projection. To find out if is this type of experience fits into everyday life of people, we studied the current experience of creating atmospheres by conducting interviews and probes studies in people's homes. The same people were later invited to test the application in a Lab environment. Although the lab tests showed that the Atmosphere controller offers a positive sensorial experience further research should be conducted in a more realistic setting.
User Centred Interfaces in Co-operative Distributed Systems
Fulko van Westrenen
This paper describes new developments in cooperative decision making in aviation and maritime navigation. Essential is the free exchange of state information between all participants, and the use of a common rule-set. Such a system lacks the need for central control.
Papers 'HCI and Society'
Interaction Design Concepts for a Mobile Personal Assistant
Stacey F. Nagata, Herre van Oostendorp, Mark Neerincx
Utrecht University - Human Factors TNO
The Personal Assistant for onLine Services (PALS) project aims to develop an intelligent interface that facilitates efficient user interaction through personalization and context awareness with commerce web sites on a handheld device. The types of assistance services and interaction support represented by a mobile personal assistant have been investigated in the PALS project. Scenario Based Design was used to develop the PALS framework for the personal assistance services, generic scenarios and a usage model. The service concepts (e.g. direct, solicited, nonsolicited, independent) characterize interaction between the user and virtual assistant during mobile web tasks. The generic scenarios and usage model aid to develop design and interaction of the PALS interface. A theme of “personal customer support” through an attentive interactive display can aid user acceptance of mobile web task assistance.
Predicting user preferences - from semantic to pragmatic metrics of web navigation behaviour
Ion Juvina, Herre van Oostendorp
Center for Content and Knowledge Engineering, Utrecht University
This paper aims at demonstrating a particular method to extract relevant information from navigation data. Participants had to perform web tasks while their navigation behavior was recorded. Then, they had to rate a list of presents based on the question: “how much would you like to receive this present for your birthday?” The semantic similarities (calculated with Latent Semantic Analysis) between users' navigation paths and presents' descriptions were used as implicit estimates of users' preferences. Results show that users' explicit preferences can be accurately estimated based on users' navigation behavior. Consequently, we propose this method to be used in building user models for adaptive web applications.
Looking for Win/Win Solutions between Lab-work and Hands-on Experience in IT Research
Johan F. Hoorn, Simon van Dam, Guido Fambach, Arco van Nieuwland, Gerrit C. van der Veer
Vrije Universiteit - VirTouch Ltd - The Mediator Group - Exact Holding N.V.
At times, the differences between business and science place considerable stress on their relationship. Scientists blame businesses for staking their claims for product quality based upon unfounded and unjustified assumptions. Businesses blame scientists for doing research that is irrelevant outside the laboratory. In HCI and CSCW, such controversies are counterproductive. When problems arise in information systems of large organizations, researchers will be forced to do science outside the laboratory. In this paper, we analyze the differences between the business models of science and commerce, and conclude that the common interest lies in obtaining information about system and stakeholder requirements that is reliable as well as valid. This can be achieved by applying controlled field experiments, combining a laboratory set-up with high ecological validity. Three business cases (i.e. VirTouch, The Mediator Group, and Exact Holding) illustrate that our common ground can initiate research that serves both scientific and business purposes. We round off our discussion with some recommendations on science-business cooperation and we will end on an ethical note.