571 research outputs found

    Informal Online Decision Making: Current Practices and Support System Design

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    Existing group decision support systems are too complex to support lightweight, informal decision making made popular by the amount of information available on the Web. From an examination of related work, an online survey and a formative study to examine how people currently use the Web for decision support, we present a set of design recommendations towards the development of an informal Web decision support tool

    This Time It's Personal: from PIM to the Perfect Digital Assistant

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    Interacting with digital PIM tools like calendars, to-do lists, address books, bookmarks and so on, is a highly manual, often repetitive and frequently tedious process. Despite increases in memory and processor power over the past two decades of personal computing, not much has changed in the way we engage with such applications. We must still manually decompose frequently performed tasks into multiple smaller, data specific processes if we want to be able to recall or reuse the information in some meaningful way. "Meeting with Yves at 5 in Stata about blah" breaks down into rigid, fixed semantics in separate applications: data to be recorded in calendar fields, address book fields and, as for the blah, something that does not necessarily exist as a PIM application data structure. We argue that a reason Personal Information Management tools may be so manual, and so effectively fragmented, is that they are not personal enough. If our information systems were more personal, that is, if they knew in a manner similar to the way a personal assistant would know us and support us, then our tools would be more helpful: an assistive PIM tool would gather together the necessary material in support of our meeting with Yves. We, therefore, have been investigating the possible paths towards PIM tools as tools that work for us, rather than tools that seemingly make us work for them. To that end, in the following sections we consider how we may develop a framework for PIM tools as "perfect digital assistants" (PDA). Our impetus has been to explore how, by considering the affordances of a Real World personal assistant, we can conceptualize a design framework, and from there a development program for a digital simulacrum of such an assistant that is not for some far off future, but for the much nearer term

    Making Public Media Personal: Nostalgia and Reminiscence in the Office

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    In this paper we explore the notion of creating personally evocative collections of content from publicly available material. Compared to the personal media that we look at, reminisce over, or personalise our offices with, public media offers the potential for a different type of nostalgia, signifiers of an era such as entertainment, products, or fashions. We focus on an office environment, where the use of filtered public media may mitigate concerns over protecting privacy and disclosing too much of one's identity, while keeping the existing benefits of office personalisation in terms of reminiscence, improving mood, and developing identity. After preliminary explorations of content and form, we developed a two-screen ambient display that cycled through 500 images automatically retrieved based on four simple user questions. We ran a two-week trial of the display with six users. We present qualitative results of the trial from which we see that it is possible to bring the delight associated with personal content into the workplace, while being mindful of issues of appropriateness and privacy. Images of locations from childhood were particularly evocative for all participants, while simple objects such as stickers, music, or boardgames were more varied across participants. We discuss a number of avenues for future work in the workplace and beyond: improving the chance of an evocative moment, capturing the mundane, and the crowdsourcing of nostalgia

    Discovery Is Never By Chance: Designing for (Un)Serendipity

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    Serendipity has a long tradition in the history of science as having played a key role in many significant discoveries. Computer scientists, valuing the role of serendipity in discovery, have attempted to design systems that encourage serendipity. However, that research has focused primarily on only one aspect of serendipity: that of chance encounters. In reality, for serendipity to be valuable chance encounters must be synthesized into insight. In this paper we show, through a formal consideration of serendipity and analysis of how various systems have seized on attributes of interpreting serendipity, that there is a richer space for design to support serendipitous creativity, innovation and discovery than has been tapped to date. We discuss how ideas might be encoded to be shared or discovered by ‘association-hunting’ agents. We propose considering not only the inventor’s role in perceiving serendipity, but also how that inventor’s perception may be enhanced to increase the opportunity for serendipity. We explore the role of environment and how we can better enable serendipitous discoveries to find a home more readily and immediately

    Experience in Social Affective Applications: Methodologies and Case Study

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    New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying well-being for both personal and group benefit, and consider why existing methodologies may not be suitable, before explaining and analyzing our proposed approach. We discuss our experience of using and writing about the methodology, in order to invite discussion about its suitability in particular, as well as the more general need for methodologies to examine experience and affect in social, connected situations. As these fields continue to interact, we hope that these discussions serve to aid in studying and learning from these types of application

    Mixing the reactive with the personal: Opportunities for end-user programming in personal information management

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    The transition of personal information management (PIM) tools off the desktop to the Web presents an opportunity to augment these tools with capabilities provided by the wealth of real-time information readily available. In this chapter, we describe a personal information assistance engine that lets end-users delegate to it various simple context- and activity-reactive tasks and reminders. Our system, Atomate, treats RSS/ATOM feeds from social networking and life-tracking sites as sensor streams, integrating information from such feeds into a simple unified RDF world model representing people, places and things and their time-varying states and activities. Combined with other information sources on the web, including the user's online calendar, web-based e-mail client, news feeds and messaging services, Atomate can be made to automatically carry out a variety of simple tasks for the user, ranging from context-aware filtering and messaging, to sharing and social coordination actions. Atomate's open architecture and world model easily accommodate new information sources and actions via the addition of feeds and web services. To make routine use of the system easy for non-programmers, Atomate provides a constrained-input natural language interface (CNLI) for behavior specification, and a direct-manipulation interface for inspecting and updating its world model

    Spatial Consistency and Contextual Cues for Incidental Learning in Browser Design

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    This paper introduces the Backward Highlighting technique for mitigating an identified flaw in directional column-faceted browsers like iTunes. Further, the technique significantly enhances the information that can be learned from the columns and encourages further interaction with facet items that were previously restricted from use. After giving a detailed overview of faceted browsing approaches, the Backward Highlighting technique is described along with possible implementations. Two of these possible implementations are compared to a control condition to statistically prove the value of Backward Highlighting. The analysis produces design recommendations for implementing the Backward Highlighting technique within faceted browsers that choose the directional column approach. The paper concludes with future work on how to further improve on the statistically proven advantages provided by the Backward Highlighting technique

    Designing for Schadenfreude (or, how to express well-being and see if you're boring people)

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    This position paper presents two studies of content not normally expressed in status updates—well-being and status feedback—and considers how they may be processed, valued and used for potential quality-of-life benefits in terms of personal and social reflection and awareness. Do I Tweet Good? (poor grammar intentional) is a site investigating more nuanced forms of status feedback than current microblogging sites allow, towards understanding self-identity, reflection, and online perception. Healthii is a tool for sharing physical and emotional well-being via status updates, investigating concepts of self-reflection and social awareness. Together, these projects consider furthering the value of microblogging on two fronts: 1) refining the online personal/social networking experience, and 2) using the status update for enhancing the personal/social experience in the offline world, and considering how to leverage that online/offline split. We offer results from two different methods of study and target groups—one co-workers in an academic setting, the other followers on Twitter—to consider how microblogging can become more than just a communication medium if it facilitates these types of reflective practice

    Continuum: designing timelines for hierarchies, relationships and scale

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    Temporal events, while often discrete, also have interesting relationships within and across times: larger events are often collections of smaller more discrete events (battles within wars; artists' works within a form); events at one point also have correlations with events at other points (a play written in one period is related to its performance, or lack of performance, over a period of time). Most temporal visualisations, however, only represent discrete data points or single data types along a single timeline: this event started here and ended there; this work was published at this time; this tag was popular for this period. In order to represent richer, faceted attributes of temporal events, we present Continuum. Continuum enables hierarchical relationships in temporal data to be represented and explored; it enables relationships between events across periods to be expressed, and in particular it enables user-determined control over the level of detail of any facet of interest so that the person using the system can determine a focus point, no matter the level of zoom over the temporal space. We present the factors motivating our approach, our evaluation and implementation of this new visualisation which makes it easy for anyone to apply this interface to rich, large-scale datasets with temporal data
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