HCI2004 will explore the theme of Design for Life. Designers, evaluators, and implementers of interactive systems have a great responsibility. The systems they design have an impact upon the lives of the people who use themfor good or ill.
Design for Life has many facets. It is design for quality of life: designing systems that are liberating, humane, and enabling, and which recognize the user’s individuality, rather than constraining, mechanical and dehumanizing. It is design for real life: ensuring what we do makes a difference in every day experience and is relevant to the person on the street.
It is design for all aspects of life: for work, for leisure, for travel, for fun. It is design for community life: supporting society, government, learning, and health. It is design for the richness of life, recognizing that successful interaction is as much about experience, emotion, satisfaction, and creativity as it is about task, productivity, and effect.
It is design for the whole life from childhood to older adulthood. It is design for the diversity of life: for users with diverse needs, from diverse cultures, and with different perspectives and priorities. Finally it is design for long life: not focusing on passing phases and fads but on products that adapt to changing needs and on approaches that can contribute to sustainable developments. Some of these concerns are traditional ones for HCI; others are new challenges.
Following the theme of Design for Life, the HCI 2004 conference provides a forum for researchers, practitioners and educators to tackle these and other related issues. The conference will include a range of presentations, panels, workshops, tutorials and interactive demonstrations, as well as special events to explore the commercial and industrial benefits of HCI research and practice.
HCI 2004 Keynotes
Convivial Systems: Designing Socially Rich Digital Environments
As humans, we are fundamentally social creatures. We are exquisitely sensitive to the actions and interactions of those around us. And we are skilled at interpreting the traces that previous activity has left in its wake. Such social cues provide the grist for inferences that guide us in planning, coordinating, and conducting our daily activities. Social information is more than just a resource for guiding actionit plays a fundamental role in how we experience the world. When a theater audience rises to give a standing ovation, it produces a powerful emotional impact, as well as an almost palpable pressure towards conformity among those who remain seated.
When we move from face-to-face interaction to digitally mediated interaction, however, everything changes. The subtle social cues that we use to guide and structure our face-to-face interactions are mostly absent. Although the Web is used by millions of people, reading a Web page is still primarily a solitary experience. Even when others are clearly presentas in a chat room or on a conference callit is difficult to see who is present, who is paying attention, or who wishes to speak. It is particularly difficult to get a sense of the whole, of properties thatlike mood, norms, or customsemerge from the collective behavior of many people over time.
As an interaction designer, Erickson will discuss his explorations of how to support online experiences that have elements of the spontaneity, coherence, and emotional character found in face-to-face interaction.
Design: the New Rules of the Game
We live in an interesting age. Technical developments and cultural, social, and economic changes fundamentally reshape our societies. The role of design in the future society is transforming into something that is very different from what it was just a couple of years ago.
We have already moved immeasurably far away from a 20th Century that was dominated by the war of the grand ideologies, and find ourselves living in an age of post-modern, post-functionalism, post-everything. The design profession has found a new freedom that is both exciting and deeply confusing. The rules of the game of design are changing while we are playing it.
In this presentation the speaker will identify some developments and trends that are now shaping the character of design in the 21st Century, and speculate on the new roles that designers will find themselves in. These new roles will deeply influence the very nature of the design profession.
Interacting with the Semantic Web
Long before the Web existed, hypertext visionaries and researchers foresaw a richly interlinked world that allowed authors and readers alike to move easily between related items of information in a global network. The Web provided the infrastructure to enable those ideas to become reality but in some ways it is far more limited than many of its antecedents. Links, the fundamental building blocks of any hypertext system, are still difficult to author and maintain.
Associative, personalized links, which formed the basis of Vannevar Bush’s oft-cited article "As We May Think," are largely missing from both the theory and the practice of building Web sites, and it is left to search engines to fill the gaps. However, the development of the Semantic Web promises to provide a much richer environment for exploring these ideas. This talk will consider the missing links in today’s Web environments and look forward to a richly linked future as the Semantic Web evolves.
Collaboration at Work and Play
- Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arena
- Towards the Development of CSCW: An Ethnographic Approach
- An Evaluation of Workspace Awareness in Collaborative, Gesture-Based Diagramming Tools
- An Empirical Comparison of One and Two Layer Displays
- User Interface Overloading, a Novel Approach for Handheld Device Text Input
What is Interaction For?
- Designing for Expert Information Finding Strategies
- Supporting User Decisions in Travel & Tourism
- Constructing a Player-Centered Definition of Fun for Video Games Design
Cradle to Grave
- The Usability of Handwriting Recognition for Writing in the Primary Classroom
- BMX Bandits: The Design of an Educational Computer Game for Disaffected Youth
- Tales, Tours, Tools, and Troupes: A Tiered Research Method to Inform Ubiquitous Designs for the Elderly
Designs for Lives
- The Re-Design of a PDA-based System for Supporting People with Parkinson’s Disease
- Designing for Social Inclusion: Computer Mediation of Trust Relations Between Citizens and Public Service Providers
- Decentralized Remote Diagnostics: A Study of Diagnostics in the Marine Industry
Searching, Searching, Searching
- A First Empirical Study of Direct Combination in a Ubiquitous Environment
- The Geometry of Web Search
- Supplemental Navigation Tools for Web Site NavigationA Comparison of User Expectations and Current Practice
Papers in Context
- Context Matters: Evaluating Interaction Techniques with the CIS Model
- Enhancing Contextual Analysis to Support the Design of Development Tools
- A Context-Aware Locomotion Assistance Device for the Blind
- Evaluating Usability and Fun During Initial and Extended Use of Children’s Computer Games
- Comparing Interaction in the Real World and CAVE Virtual Environments
- In Search of Salience: A Response-Time and Eye-Movement Analysis of Bookmark Recognition
For more information, and a complete list of tutorials and workshops, visit: www.bcshci.org.uk/hci2004/default.asp
Designing Interactive Systems
Cambridge, MA, USA
AMCIS’04 HCI Track
AMCIS 2004 Track on Human-Computer Interaction Studies in MIS
New York, NY, USA
Special Interest Group on Computer Graphics and Interactive Techniques
Los Angeles, CA, USA
The 1st Annual International Conference on Mobile and Ubiquitous Systems Networking and Systems
Bostom, MA, USA
Adaptive Hypermedia Conference
Eindhoven, The Netherlands
1st International Conference on Informatics in Control, Automation and Robotics
3rd International Conference on Entertainment Computing
Eindhoven, The Netherlands
1st International Workshop on Activity Theory Based Practical Methods for IT Design
The 18th British HCI Group Annual Conference
The 6th international conference on Ubiquitous Computing
Nottingham, England, UK
12th European Conference on Cognitive Ergonomics
Mobile HCI 2004
6th International Conference on Human Computer Interaction with Mobile Devices and Services
Glasgow, Scotland, UK
5th Annual Conference of the Association of Internet Researchers
9th International Conference Speech and Computers
St. Petersburg, Russia
2004 IEEE/WIC/ACM International Conference on Intelligent Agent Technology
IEEE Symposium on Visual Languages and Human-Centric Computing
September 29-October 1
International Conference on Human-Computer Interaction in Aeronautics
Grace Hopper ‘04
Grace Hopper Celebration of Women in Computing 2004 Conference
Chicago, IL, USA
The 22nd Annual International Conference on Design of Communication
Memphis, TN, USA
ACM Multimedia 2004
New York, NY, USA
IEEE SMC 2004
International Conference on Systems, Man and Cybernetics
The Hague, The Netherlands
6th International Conference on Multimodal Interfaces
State College, PA, USA
The 6th International ACM SIGCAPH Conference on Assistive Technologies
Atlanta, GA, USA
The 3rd Nordic Conference on Human-Computer Interaction
17th Annual ACM Symposium on User Interface Software and Technology
Santa Fe, NM, USA
©2004 ACM 1072-5220/04/0700 $5.00
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