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On Birthing Dancing Stars: The Need for Bounded Chaos in Information Interaction
While computers causing chaos is acommon social trope, nearly the entirety of the history of computing is dedicated to generating order. Typical interactive information retrieval tasks ask computers to support the traversal and exploration of large, complex information spaces. The implicit assumption is that they are to support users in simplifying the complexity (i.e. in creating order from chaos). But for some types of task, particularly those that involve the creative application or synthesis of knowledge or the creation of new knowledge, this assumption may be incorrect. It is increasingly evident that perfect orderâand the systems we create with itâsupport highly-structured information tasks well, but provide poor support for less-structured tasks.We need digital information environments that help create a little more chaos from order to spark creative thinking and knowledge creation. This paper argues for the need for information systems that offerwhat we term âbounded chaosâ, and offers research directions that may support the creation of such interface
Meeting of the MINDS: an information retrieval research agenda
Since its inception in the late 1950s, the field of Information Retrieval (IR) has developed tools that help people find, organize, and analyze information. The key early influences on the field are well-known. Among them are H. P. Luhn's pioneering work, the development of the vector space retrieval model by Salton and his students, Cleverdon's development of the Cranfield experimental methodology, Spärck Jones' development of idf, and a series of probabilistic retrieval models by Robertson and Croft. Until the development of the WorldWideWeb (Web), IR was of greatest interest to professional information analysts such as librarians, intelligence analysts, the legal community, and the pharmaceutical industry
An ontology-based universal design knowledge support system
Cataloged from PDF version of article.An effective and efficient knowledge support system is crucial for universal design process, as it has become a major design issue in the last decade with the growth of the elderly population and disabled people. There are a limited number of CAD investigations on the nature of knowledge processing that supports the cognitive activities of universal design process. Therefore, this paper proposes an ontology-based computer-assisted universal design (CAUD) plug-in tool that supports designers in developing satisfactory universal design solutions in the conceptual design phase. The required knowledge processing and representation of the developed tool is motivated by the ontological language. It is based on the multiple divergence-convergence cognitive strategies and cognitive needs of designers in the analysis/synthesis/evaluation operations. The CAUD plug-in tool is the first attempt to interface the universal design knowledge ontologically and respond to the requirements of conceptual design phase. According to the user acceptance study, the tool is assessed as useful, understandable, efficient, supportive and satisfactory
EvIcon: Designing High-Usability Icon with Human-in-the-loop Exploration and IconCLIP
Interface icons are prevalent in various digital applications. Due to limited
time and budgets, many designers rely on informal evaluation, which often
results in poor usability icons. In this paper, we propose a unique
human-in-the-loop framework that allows our target users, i.e., novice and
professional UI designers, to improve the usability of interface icons
efficiently. We formulate several usability criteria into a perceptual
usability function and enable users to iteratively revise an icon set with an
interactive design tool, EvIcon. We take a large-scale pre-trained joint
image-text embedding (CLIP) and fine-tune it to embed icon visuals with icon
tags in the same embedding space (IconCLIP). During the revision process, our
design tool provides two types of instant perceptual usability feedback. First,
we provide perceptual usability feedback modeled by deep learning models
trained on IconCLIP embeddings and crowdsourced perceptual ratings. Second, we
use the embedding space of IconCLIP to assist users in improving icons' visual
distinguishability among icons within the user-prepared icon set. To provide
the perceptual prediction, we compiled IconCEPT10K, the first large-scale
dataset of perceptual usability ratings over interface icons, by
conducting a crowdsourcing study. We demonstrated that our framework could
benefit UI designers' interface icon revision process with a wide range of
professional experience. Moreover, the interface icons designed using our
framework achieved better semantic distance and familiarity, verified by an
additional online user study
Embodied Musical Interaction
Music is a natural partner to human-computer interaction, offering tasks and use cases for novel forms of interaction. The richness of the relationship between a performer and their instrument in expressive musical performance can provide valuable insight to human-computer interaction (HCI) researchers interested in applying these forms of deep interaction to other fields. Despite the longstanding connection between music and HCI, it is not an automatic one, and its history arguably points to as many differences as it does overlaps. Music research and HCI research both encompass broad issues, and utilize a wide range of methods. In this chapter I discuss how the concept of embodied interaction can be one way to think about music interaction. I propose how the three âparadigmsâ of HCI and three design accounts from the interaction design literature can serve as a lens through which to consider types of music HCI. I use this conceptual framework to discuss three different musical projectsâHaptic Wave, Form Follows Sound, and BioMuse
Writing for mobile media: The influences of text, digital design and psychological characteristics on the cognitive load of the mobile user
Text elements on the mobile smartphone interface make a significant contribution to the userâs interaction experience. In combination with other visual design features, these words curate the path of the mobile user on a journey through the information to satisfy a specific task. This study analyses the elements that influence the interpretation process and optimum presentation of information on mobile media. I argue that effective digital writing contributes to reducing the cognitive load experienced by the mobile user. The central discussion focuses on the writing of text for this medium, which I suggest forges an entirely unique narrative. The optimum writing approach is based on the multi-dimensional characteristics of hypertext, which allow the writer to facilitate the journey without the user losing control of the interpretation process. This study examines the relationship between the writer, the reader and the text, with a unique perspective on the mobile media writer, who is tasked with achieving balance between the functionality and humanity of digital interaction. To explore influences on the development of the relevant writing techniques, I present insights into the distinctive characteristics of the mobile smartphone device, with specific focus on the screen and keyboard. I also discuss the unique characteristics of the mobile user and show how the visual design of the interface is integral to the writing of text for this medium. Furthermore, this study explores the role, skills, and processes of the current and future digital writer, within the backdrop of incessant technological advancement and revolutionary changes in human-computer behaviour
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