Changing the World, Changing Ourselves
Minneapolis, MN, USA
April 20-25, 2002
The annual CHI conference is the leading international forum for the exchange of ideas and information about human-computer interaction (HCI). Diverse members of the global HCI community meet at the CHI conference to share the excitement of discovery and invention, to make and strengthen professional relationships and friendships, and to tackle real world problems.
Throughout the conference, CHI 2002 will highlight specific areas of interest that relate to the conference theme: Changing the World, Changing Ourselves. This theme draws our attention to the profound changes interactive technologies have made and will continue to make in the way we work, play, communicate, and think. These areas of interest include:
- Radical visions of computing in the future
- How such new visions will change the way we work, play, and think
- How HCI as a body of knowledge and practice will change
- Retrospectives on how technology has transformed individuals and society in the past
- Reflection on how HCI research and practice have changed as new technologies have emerged and been adopted
- Case studies of design and usability in practice
- New, integrative, or forward-looking perspectives on HCI
- HCI and its social and economic implications
- Analysis, design, and evaluation methods
- Theoretical foundations of HCI
- Devices and display systems, tools, and interaction techniques
- Critical reviews of HCI work
- Guidelines and design heuristics
As part of our emphasis on transforming technology, we are introducing some innovations. These are aimed at making the conference more participatory and interactive, extending the conference in time and space, and making the conference more inclusive.
CHI 2002 is reaching out to practitioners with a Special Track consisting of three new forums:
- The Extended Interactionary combines design and evaluation in a live, ongoing event. Selected teams will develop low fidelity prototypes based on a challenge problem. They then will test their designs, using conference attendees as subjects, and iterate based on the findings. Finally, the teams will take the stage to present their results, with a panel of expert judges and the audience scoring the results.
- Interaction Design Portfolios provide an opportunity to present and discuss design work with the entire CHI community. Working designers, students, educators, and academics will showcase their work. Accepted submissions will be scheduled for 20 minute presentations, and authors invited to show their work as part of the demonstrations program. Special emphasis will be given to designs that have transformed or show the promise of transforming the way people interact with computers.
- Usability in Practice showcases case studies of usability work in commercial settings. Submissions will detail the evolution of an interface for a commercial product or productivity tool, reflecting the impact of usability work on the final design and the reaction by users or the marketplace. Special emphasis will be given to work that transforms the way we think of usability methods or common approaches to design.
SIGCHI and the American Institute for Graphics Arts (AIGA)'s Experience Design community of interest have formed a cooperating society agreement and offer you their first joint event at CHI 2002!
The FORUM is a two-day event preceding the CHI 2002 technical program, with plenary speakers, panels, and in-depth design case studies. The FORUM will explore the intersections of the SIGCHI and AIGA Experience Design communities, including design and evaluation methods and methodologies, philosophy of design, and design artifacts. The FORUM will offer plenty of opportunities to interact with fellow design practitioners of all kinds.
CHI 2002 will extend its presence beyond the actual conference by providing an interactive online forumwww.chiplace.org. Potential attendees can learn more about the conference, committee members, planned activities, and other potential attendees in the months leading up to the conference. They may be able to submit suggestions and comment on proposals for some of the venues. People who register for the conference in advance will be able to read papers, and post questions and comments prior to the conference. Posted comments and questions will be directed to presenters and session chairs in order to enhance the interaction at the conference. Other conference venues such as panels, tutorials, and workshops may also provide such previews and elicit dialogue with conference registrants.
Creating and Refining Knowledges, Identities, and Understanding in Online Communities
Michael J. Muller, IBM Research, USA
David R. Millen, IBM Research, USA
This two-day workshop examines the ways that online communities create and refine their shared resources, including both the formal and observable artifacts (documents, chats, threads) and the less tangible conventions, roles, and identities in the community. We are particularly interested in the following topics:
- What formal or semi-formal shared resources are used by on-line communities? Some of these resources may be documents, images, code, or discussions and chats stored in a persistent form. Other resources are also of interest.
- What informal or intangible shared understandings are used by online communities? Some of these understandings will be the identities of individuals and groups, the roles in the community, and the working practices or social conventions among members of the community.
- How are the shared resources created, refined, and managed? Is there an "object lifecycle" for formal or semi-formal objects? Is there a process, protocol, or evolution for identities, roles, and conventions?
Automatically Evaluating the Usability of Web Sites
Tom Brinck, Diamond Bullet Design, USA
Erik Hofer, University of Michigan, USA
Automated tools can help Web designers and usability specialists evaluate and improve Web sites. With automated tools they can improve usability, save evaluation time and cost, and achieve more consistent, higher-quality results. This two-day workshop will examine the variety of techniques for automating usability, establish key requirements for evaluation tools, and examine how these tools fit within an overall Web design process.
Patterns in Practice: A Workshop for UI Designers
Martijn van Welie, Satama, The Netherlands
Kevin Mullet, Propel, Inc., USA
Paul McInerney, IBM Canada Ltd., Canada
This one-day workshop focuses on how UI designers are using patterns today. The scope includes the two overlapping areas of concern to design practitioners: (1) writing valid and useful patterns and (2) using patterns effectively in a design assignment. With input from particpants, four or five specific aspects of this topic will be discussed.
Cognitive Models of Programming-Like Activity
Alan Blackwell, Cambridge University, UK
Peter Robinson, Cambridge University, UK
Chris Roast, Sheffield Hallam University, UK
Thomas Green, Sheffield Hallam University, UK
HCI deals with two major worlds, the home environment and the office environment. Both are changing. They increasingly adopt features from a third HCI world, that of programming. In all three worlds, it is repeatedly necessary for users to decide when to use abstractions and when not to.
How are such program-like representations planned, formulated, articulated and subsequently understood? We need to know about how users choose and manipulate abstractions, how they decide when to use an abstraction and when to avoid doing so, how they perceive the costs, and how successful they are.
This one-day workshop aims to discuss and test cognitive models of these increasingly important activities. The first half of the day will contrast three alternative models, and the second half of the day will apply them to specific research examples.
Jennifer Allanson, Lancaster University, UK
Gillian M. Wilson, University College London, UK
The increasing availability of commercial physiological sensing technology provides researchers with an opportunity to explore detectable human physiology as a means of advanced human-machine integration. This workshop will bring together researchers and practitioners who are interested in the utility of physiology within the human-machine interface. The main goal of the workshop is to develop an understanding of how the availability of physiological information is going to affect the future of human-machine interaction.
Robustness in Speech Based Interfaces: Sharing the Tricks of the Trade
Jennifer Lai, IBM T.J. Watson Research Center, USA
Nils Dahlbäck, Linköping University, Sweden
Arne Johnson, Linköping University, Sweden
This one-day workshop will bring together researchers, designers, developers, and early adopters of speech-based interface technology to study how greater user satisfaction can be obtained, not by increasing the accuracy of the underlying technology, but by applying the tricks and tools of the trade to create a more robust interaction.
Relationships Among Speech, Vision, and Action in Collaborative Physical Tasks
Susan R. Fussell, Carnegie Mellon University, USA
Robert E. Kraut, Carnegie Mellon University, USA
Jane Siegel, Carnegie Mellon University, USA
Susan E. Brennan, SUNY Stony Brook, USA
Designing technologies to support remote collaboration on physical tasks is challenging due to the complex relationships among language, visual information, and actions. The goal in this workshop is to work toward developing a theoretical framework linking task attributes, communication processes, and affordances of technologies.
The Philosophy and Design of Socially Adept Technologies
Stephen Marsh, National Research Council of Canada, Canada
John F. Meech, AmikaNow!! Corporation, Canada
Lucy Nowell, Pacific Northwest National Laboratories, USA
Kerstin Dautenhahn, University of Hertford-shire, UK
Socially Adept Technologies are interface technologies, systems, or embodied technologies capable of reasoning about human values, and using them to adapt to a user's culture, society or personal preferences in order to make the interaction more efficient for the user. This workshop will explore the concept of Social Adept Technologies and the current state of the art in the field, with the goal of kick-starting a vibrant worldwide CHI research community in the area.
Teaching Interaction Design: Methods, Philosophies and Approaches
Scott Berkun, Microsoft Corporation, USA
Educators in interaction or Web design will exchange their knowledge with others in their field. Each participant will bring a method or approach they use in teaching interaction design, and share it with the group, using the other participants as students. They will also discuss the methods, and how they pertain to others' experiences, with the goal of elevating everyone's combined knowledge about the unique challenges and difficulties in teaching interaction design.
Automatic Capture, Representation and Analysis of User Behavior
Sharon J. Laskowski, NIST, USA
James A. Landay, University of California, USA
Mike Lister, Netusability Limited, UK
Software user interaction can now be captured on a much larger scale than ever before and, as a result, new approaches for evaluating usability and validating theories of computer-human interaction are being developed. One of the main questions is: How will human computer interaction (HCI) and usability engineering (UE) as bodies of knowledge and practice change? Unresolved issues related to these new methodologies are under discussion in both the HCI and UE communities, such as how and when to apply methods, when is remote, automated testing useful, and what can server logs provide. The goals of this workshop are to encourage researchers to exchange ideas on how to address these issues and provide a foundation for a clearer understanding and more systematic application of these methodologies.
Andrew Monk, University of York, UK
Marc Hassenzahl, User Interface Design GmbH, Germany
Mark Blythe, University of York, UK
Darren Reed, University of York, UK
Fun is set to be a major issue as information and communication technology moves out of the office and into the living room. As more researchers get involved in this topic it has become clear that our current understanding of user concerns, derived from the world of work, is simply not adequate to this new design challenge.
This workshop aims to: provide a forum to discuss emerging issues in the design of enjoyable applications; discuss a research agenda; identify recommendations about how companies and research funders can combine and use the several disciplinary specialities needed to design fun products.
HCI & IA: Information, Interaction, INterface and Usability Architects
Keith Instone, IBM.Com, USA
Lisa Chan, Stanford University, USA
Peter Boersma, Consultant Information Ergonomics, The Netherlands
George Olsen, Interaction by Design, USA
How does what information architects do compare with what other HCI practitioners do? This workshop will let various "architects" (information, interaction, interface and usability) share their deliverables to help people understand the relationship between HCI and information architecture.
To be discussed are themes that cut across deliverables (type of document, audience, lifecycle stage). Also, some of the larger issues around HCI and IA, such as skill overlaps and gaps, IA beyond Web sites, and design vs. architecture will be discussed.
Web Navigation Workshop: Exercising and Sharing Web Design Knowledge
Scott Berkun, Microsoft Corporation, USA
Interaction design is difficult to learn. Usability engineering provides structure for design thinking, but the specific process of generating ideas, reviewing, describing and deciding take time and experience to learn. This workshop will provide an opportunity for designers to approach new problems, generate ideas as individuals, and then work together as a group critiquing solutions and discussing further ideas and underlying methods. Experienced designers can share their knowledge by showing good design practice, and can learn form others by observing how they approach the same problems.
The Business Value of HCI: How Can We Do It Better?
Gitte Lindgaard, Carleton University, Canada
Nicola Millard, BTexact Technologies, UK
Business models look at bottom line costs of sale, but do they really account for the "true" costs of bad usability? Data on costs such as the number of post-sale customer contacts, the negative equity of customer word of mouth, and the need to re-engineer/document/re-launch a product because it just isn't fit for purpose are extremely difficult to come by, often because they are simply not collected. Yet, these are precisely the data HCI needs to cement itself into current business practices.
It's a Global Economy Out There: Usability Innovation for Global Market Places
Mizue Fujinuma, Microsoft Corporation, USA
Kirsten Risden, Microsoft Corporation, USA
While PC sales in the United States stagnate, computer and Internet usage internationally is exploding. Global market places have become increasingly more important for the survival of hardware and software industries. The goal of this workshop is to provide a forum for international usability researchers to share experiences and learn from experiences of other researchers. In this one-day workshop, participants will interact extensively with one another to share and understand common research questions, challenges, solutions, and current best practices for doing usability research in global contexts. Potential participants will provide a case study write up of a project where globalization or localization was addressed.
Mobile Ad Hoc Collaboration
Mark Billinghurst, University of Washington, USA
Hans-Werner Gellersen, Lancaster University, UK
Gerd Kortuem, University of Oregon, USA
The emergence of mobile ad-hoc networks (MANET) creates opportunities for new forms of mobile collaboration involving interaction between people who are co-located and organized in an unforeseeable way. The acceptance of MANET devices will depend on the applications they facilitate and the social benefits they provide. This workshop aims to provide a forum for the discussion of human-factors issues related to the design and evaluation of collaborative applications for mobile ad-hoc and personal-area networks. In particular, it tries to advance the understanding of how ad-hoc network applications can facilitate spontaneous collaboration.
Getting to Know You: Open Source Development Meets Usability
Nancy Frishberg, Sun Microsystems, USA
Suzanna Smith, Sun Microsystems, USA
Andrea Mankoski, Sun Microsystems, USA
Calum Benson, Sun Microsystems, Ireland
The human computer interaction (HCI) community has spent a great deal of time and energy studying and theorizing about collaborative computer supported work. But open source developers are actually in the trenches using CSCW methods and practices because they have no other choice.
The workshop seeks to create a meeting place for people involved in open source development to encounter people involved in human computer interaction research and practice. The workshop aims to increase the likelihood that usability will become a core value in the open source community.
Creativity and Interface: Looking at the Diverse Role of the Use of Computational Tools Within the Creative Process
Winslow Burleson, MIT Media Lab, USA
Ted Selker, MIT Media Lab, USA
This workshop will focus on the topic of Creativity and Interface, exploring the diverse role of computational tools within the creative process. These tools range from those that promote generative and evaluative tasks to ones that enhance capabilities, communication, resource utilization, etc. Two sub-topics that have a significant bearing on computer enhanced creativity, Captology and Peak Performance, will also be discussed.
Discourse Architectures: The Design and Analysis of Computer-Mediated Conversation
Thomas Erickson, IBM Research, USA
Susan Herring, Indiana University, USA
Warren Sack, University of California at Berkeley, USA
The phrase "Discourse Architectures" highlights the relationship between online conversation (either text-based or digital audio) and structure. This workshop will investigate the relationship between the structure of online conversation and the design of CMC systems. Specifically, conversational coherence from the perspective of graphical interfaces will be examined.
New Technologies for Families
Catherine Plaisant, University of Maryland, College Park, USA
Allison Druin, University of Maryland, College Park, USA
Hilary Browne, University of Maryland, College Park, USA
Mobile phones, video games and the Internet have already changed the way families stay in touch, coordinate daily tasks or family events or even spend time together. In this workshop, we hope to address some of the following questions. Can we develop technologies for families? What brings families together (celebrations, meals, chores, playing, etc.)? Can we develop innovative artifacts that support the needs of co-located and distributed intergenerational user? How to design for and with families? How can these technologies be embedded in our homes? Can they become a part of the very fabric of everyday family life?
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©2002 ACM 1072-5220/02/0100 $5.00
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