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Publications (145)
Unlike the free exploration of childhood, the demands of daily life reduce our motivation to explore our surroundings, leading to missed opportunities for informal learning. Traditional tools for knowledge acquisition are reactive, relying on user initiative and limiting their ability to uncover hidden interests. Through formative studies, we intro...
Pilot studies in HCI research serve as a cost-effective approach to validate potential ideas and identify impactful findings before extensive studies. Yet, the additional requirements of AR/MR, such as multi-view observations and increased multitasking, make it challenging to conduct pilot studies effectively, hindering innovations in this field. B...
Advanced digital assistants can significantly enhance task performance, reduce user burden, and provide personalized guidance to improve users' abilities. However, the development of such intelligent digital assistants presents a formidable challenge. To address this, we introduce TOM, a conceptual architecture and software platform (https://github...
While effective for recording and sharing experiences, traditional in-context writing tools are relatively passive and unintelligent, serving more like instruments rather than companions. This reduces primary task (e.g., travel) enjoyment and hinders high-quality writing. Through formative study and iterative development, we introduce PANDALens, a...
Communicating with others while engaging in simple daily activities is both common and natural for people. However, due to the hands- and eyes-busy nature of existing digital messaging applications, it is challenging to message someone while performing simple daily activities. We present GlassMessaging, a messaging application on Optical See-Throug...
Video lectures are increasingly being used by learners in a ubiquitous manner. However, existing video designs are not optimised for ubiquitous use, creating the need to adapt the style of these videos to meet the constraints of the learning platform and context of use. Our formative study with experienced video editing users, however, found that p...
The act of communicating with others during routine daily tasks is both common and intuitive for individuals. However, the hands- and eyes-engaged nature of present digital messaging applications makes it difficult to message someone amidst such activities. We introduce GlassMessaging, a messaging application designed for Optical See-Through Head-M...
Video review is commonly performed by learners to clarify or make up for the content they have missed. However, it is not well supported in the current video learning environment. In this paper, we investigated the design of techniques to facilitate effective video review. Through a preliminary study, we observed learners’ review behaviors, identif...
Objective
To examine the effectiveness of a web-based clinical pedagogy program on nurse preceptors’ clinical teaching competency, self-efficacy, and attitudes toward web-based learning in comparison to face-to-face course.
Background
Preceptorship is a dynamic educational process that requires designing, and implementing various teaching strategi...
Existing voice-based interfaces have limited support for text editing, especially when seeing the text is difficult, e.g., while walking or cooking. This research develops voice interaction techniques for eyes-free text editing. First, with a Wizard-of-Oz study, we identified two primary user strategies: using commands, e.g., “ replace go with goes...
Background
Clinical nursing education provides opportunities for students to learn in multiple patient care settings, receive appropriate guidance, and foster the development of clinical competence and professionalism. Nurse preceptors guide students to integrate theory into practice, teach clinical skills, assess clinical competencies, and enhance...
On-the-go text-editing is difficult, yet frequently done in everyday lives. Using smartphones for editing text forces users into a heads-down posture which can be undesirable and unsafe. We present EYEditor, a heads-up smartglass-based solution that displays the text on a see-through peripheral display and allows text-editing with voice and manual...
Background:
Registered Nurse Preceptors guide students to integrate theory into practice, assess clinical competencies, and enhance problem-solving skills. Researches have indicated that the teaching competencies of nurse preceptors can be transferred to students' clinical learning.
Objectives:
The aims of the study are to develop a web-based cl...
Previous research has shown that having learners construct concept maps can bring better learning outcome. However, in video learning scenario, there is not sufficient support for learners to create concept maps from educational videos. Through a preliminary study, we identified two main difficulties video learners face in creating concept maps: na...
Wearables are increasingly used during training to quantify performance and provide valuable real-time information. However, interacting with these devices in motion may disrupt the movements of the activity. We propose a method of interaction involving tapping specific locations on the body, identify candidate locations for running and cycling, an...
We present EDITalk, a novel voice-based, eyes-free word processing interface. We used a Wizard-of-Oz elicitation study to investigate the viability of eyes-free word processing in the mobile context and to elicit user requirements for such scenarios. Results showed that meta-level operations like highlight and comment, and core operations like inse...
Improving volunteer performance leads to better caregiving in dementia care settings. However, caregiving knowledge systems have been focused on eliciting and sharing expert, primary caregiver knowledge, rather than volunteer-provided knowledge. Through the use of an experience prototype, we explored the content of volunteer caregiver knowledge and...
Voice-based User Interfaces (VUIs) challenge our existing conceptions of usability since the standardized evaluation tools we use were typically developed for interfaces with visual feedback, whereas VUI's have predominantly eyes-free interactions. We experimented with the use of a well-validated tool, the System Usability Scale (SUS), to evaluate...
Online video-based learning is popular among the global student community. We investigate ways of leveraging Artificial Intelligence (AI) to reduce the video watching time without losing comprehension of the video content. Using an in-house designed video player prototype, we conducted an observation study to understand user behavior in adjusting t...
Engagement in dementia is typically measured using behavior observational scales (BOS) that are tedious and involve intensive manual labor to annotate, and are therefore not easily scalable. We propose AVEID, a low cost and easy-to-use video-based engagement measurement tool to determine the engagement level of a person with dementia (PwD) during d...
In asynchronous online discussions, users actively reference visual materials (e.g., video, document) to provide supporting evidence and additional context. However, creating and comprehending complex references can be challenging, especially when there are multiple referents to refer, or when a referent is highly specific (e.g., specific sentences...
In this paper, we introduce NexP (Next Experiment Toolkit), an open-source toolkit for designing and running controlled experiments. Unlike previous toolkits, it is targeted for the unmet needs of the beginners in experimental design, who may not have had prior statistical training, or experience in creating, implementing and executing controlled e...
The papers in this special section focus on the use of machine learning and signal processing for educational applications. Recent advances in machine learning and signal processing provide promising new avenues to move beyond this “one size fits all” educational approach. The key is that today’s learning technology platforms can capture personal l...
Eyes-free input is desirable for ubiquitous computing, since interacting with mobile and wearable devices often competes for visual attention with other devices and tasks. In this paper, we explore eyes-free typing on a touchpad using one thumb, wherein a user taps on an imaginary QWERTY keyboard while receiving text feedback on a separate screen....
Food logging can help users understand their food choices and encourage healthier eating habits. However, current apps still pose many usability challenges, including tedious manual text entry of food names. Recently, advances in computer vision and deep learning are enabling automatic food recognition for instant and convenient logging. However, a...
FusePrint is a Stereolithography-based 2.5D rapid prototyping technique that allows high-precision fabrication without high-end modeling tools, enabling the mixing of everyday physical artifacts and liquid conductive gels with photo-reactive resin during the printing process, facilitating the creation of 2.5D objects that perfectly fit the existing...
Volunteers are an important resource at long-term care homes because they can supply services, such as engagement activities, that over-burdened care staff struggle to provide. However, volunteers without sufficient training are often challenged in responding to dementia-linked behaviors, which can lead to frustrating difficulties during interactio...
In addition to simple form filling, there is an increasing need for crowdsourcing workers to perform freeform interactions directly on content in microtask crowdsourcing (e.g. proofreading articles or specifying object boundary in an image). Such microtasks are often organized within well-designed workflows to optimize task quality and workload dis...
We present Follow-My-Lead, an alternative indoor navigation technique that uses visual information recorded on an actual navigation path as a navigational guide. Its design revealed a trade-off between the fidelity of information provided to users and their effort to acquire it. Our first experiment revealed that scrolling through a continuous imag...
In media production, a team typically works with multiple alternative storylines or variations before selecting the best one for production. However, current media production tools do not support decision making through the comparison of alternative storylines. Using the conventional form of storyboards found in animation, commercial, and movie stu...
Interactive tabletops allow direct touch manipulation and recognizing simultaneous touch events. Users sometimes lean on the touch surface creating unintended touch input. Our work demonstrates how this unintended input can be employed to enhance interaction. In a study we develop a posture set organized into four classes. We present a vision-based...
While most mobile platforms offer motion sensing as input for creating tactile feedback, it is still hard to design such feedback patterns while the screen becomes larger, e.g. tabletop surfaces. This demonstration presents Ubitile, a finger-worn concept offering both motion sensing and vibration feedback for authoring of vibrotactile feedback on t...
Volunteers at nursing homes are particularly challenged when interacting with residents who have dementia. Unlike primary caregivers, they often lack sufficient familiarity with the unique needs of the individual with dementia and demonstrate low proficiency in responding to their needs. Many studies have addressed needs of dementia caregivers, but...
In this article, a design research approach is taken to investigate expressive design of tactile interactions. Most research efforts to date on designing and exploring the representational aspects of tactile interfaces have focused on usability and task-oriented scenarios. Yet, there is limited knowledge on how to aid the design of tactile interfac...
In this article, we present a novel application domain for human computation, specifically for crowdsourcing, which can help in understanding particle-tracking problems. Through an interdisciplinary inquiry, we built a crowdsourcing system designed to detect tracer particles in industrial tomographic images, and applied it to the problem of bulk so...
Controlled experiment, an approach that has been adopted from research methods in psychology, is now widely used in HCI. Design an effective controlled experiment is not necessarily easy, even for experienced researchers. Existing controlled experiment designing tools focused more on the process of designing, but they are often not intuitive and gu...
Notes can be taken in a linear or nonlinear way. Previous work suggests that nonlinear note taking is advantageous in terms of sense-making and long-term recall. However, previous studies also reveal that the combination of divided attention and time pressure make realtime notetaking a challenge. In this paper, we propose a new hybrid workflow inhe...
FusePrint is a Stereolithography-based 2.5D rapid prototyping technique that allows high-precision fabrication without high-end modeling tools, enabling the mixing of everyday physical artifacts and liquid conductive gels with photo-reactive resin during the printing process, facilitating the creation of 2.5D objects that perfectly fit the existing...
The physical position of the display on a monocular OST-HMD in relative to our eye is an important factor of the performance and usability in dual-task scenarios. We investigated 9 different display positions in a modern dual-task scenario with 27 participants. The experiment-involved participants responding to 3 different types of notifications di...
Most existing colorblind aids help their users to distinguish and recognize colors but not compare them. We present HaptiColor, an assistive wristband that encodes discrete color information into spatiotemporal vibrations to support colorblind users to recognize and compare colors. We ran three experiments: the first found the optimal number and pl...
The thumb has the unique property of being opposable to the other fingers and is thus used to perform specific tasks such as grasping objects, which cannot be done otherwise. In this paper we present an interactive ring that takes advantage of this biomechanical advantage, by enabling thumb-index interaction. We propose a set of gestures involving...
Experiment design is a challenging task for novice and sometimes even more advanced HCI researchers. This course will introduce the field of experimental design and analysis to participants. Participants will be able to design an experiment, implement the experiment, gather data and analyze data during the course. By grounding the course in a real-...
Proceedings of workshop "Crowd Dynamics: Exploring Conflicts and Contradictions in Crowdsourcing ", a part of the 2016 Computer-Human Interaction Conference ISSN 1861-4280
Figure 1. Botential leverages the entire human body as an interactive surface, while enabling the identification of tap gesture locations on different body parts and a hovering through the clothes. It is conceivable to integrate this technology with various wearable objects, such as a) Necklace b) Bracelet c) Ring d) Belt and e) Legband. ABSTRACT W...
A sketch-based interface within an animation engine provides an end-user with tools for creating emitter textures and oscillator textures. The end-user may create an emitter texture by sketching one or more patch elements and then sketching an emitter. The animation engine animates the sketch by generating a stream of patch elements that emanate fr...
Physical Loci, a technique based on an ancient memory technique, allows users to quickly learn a large command set by leveraging spatial, object and verbal/semantic memory to create a cognitive link between individual commands and nearby physical objects in a room (called loci). We first report on an experiment that showed that for learning 25 item...
We present CoFaçade, a novel approach to helping elders reach their goals with IT products by working collaboratively with helpers. In this approach, the elder uses an interface with a small number of triggers, where each trigger is a single button (or card) that can execute a procedure. The helper uses a customization interface to link triggers to...
We conducted an empirical investigation of wearable interactive rings on the noticeability of four instantaneous notification channels (light, vibration, sound, poke) and a channel with gradually increased temperature (thermal) during five levels of physical activity (laying down, sitting, standing, walking, and running). Results showed that vibrat...
Previous works illustrate that one's palm can reliably recognize 10 or more spatiotemporal vibrotactile patterns. However, recognition of the same patterns on other body parts is unknown. In this paper, we investigate how users perceive spatiotemporal vibrotactile patterns on the arm, palm, thigh, and waist. Results of the first two experiments ind...
In this work-in-progress, we present our preliminary findings from an exploratory study on understanding learners' general behavior and perception towards learning with classmates in MOOCs. One-on-one semistructured interview designed with grounded theory method was conducted with seven MOOC learners. Initial analysis of the interview data revealed...
Increasing number of older adults manage their retirement savings online. A crucial element of better management is to take rational financial risk -- to strike a reasonable balance between expected gain and loss under uncertainty. With the emergence of Web 2.0 technologies, social trading networks can help individuals make better financial decisio...
Binocular disparity allows interesting visual effects visible only to people with stereoscopic 3D displays. Here, we studied and applied one such effect, binocular luster, to the application of digital colorblind aids with active shutter 3D. We developed two prototype techniques, ColorBless and PatternBless, to investigate the effectiveness of such...
This paper introduces Thaddeus- A mobile phone-tablet system for mobile interaction with information visualisations. Our work is motivated by the roles smartphones and tablets play in everyday interactive spaces as well as anticipated developments in mobile sensing technology. We also aim to meet the social challenges of a data-driven society. We d...
Draco [Kazi et al. 2014] is a sketch-based interface that allows artists and casual users alike to add a rich set of animation effects to their drawings, seemingly bringing illustrations to life. While previous systems have introduced sketch-based animations for individual objects, our contribution is a unified framework of motion controls that all...
Copy-Paste (CP) operations on touchscreen smartphones are not as easy to perform as compared with similar operations on desktop computers. The smaller screen size and input area make both text selection and application switching more difficult to perform. To enable faster copy-paste on touchscreen smartphones, we introduce BezelCopy, a copy-paste t...
We present Draco, a sketch-based interface that allows artists and casual users alike to add a rich set of animation effects to their drawings, seemingly bringing illustrations to life. While previous systems have introduced sketch-based animations for individual objects, our contribution is a unified framework of motion controls that allows users...
Food is more than just a means of survival; it is also a form of communication. In this paper, we investigate the potential of food as a social message carrier (a.k.a., food messaging). To investigate how people accept, use, and perceive food messaging, we conducted exploratory interviews, a field study, and follow-up interviews over four weeks in...
In this paper, we introduce L.IVE: an online interactive video-based learning environment with an alternative design and architecture that integrates three major interface components: video, comment threads, and assessments. This is in contrast with the approach of existing interfaces which visually separate these components. Our study, which compa...
We present the WADE Integrated Development Environment (IDE), which simplifies interface and functionality modification of existing third-party software without access to source code. WADE clones the Graphical User Interface (GUI) of a host program through dynamic-link library (DLL) injection, enabling modifications to (1) the GUI in a WYSIWYG fash...
Draco [4] is a sketch-based interface that allows artists and casual users alike to add a rich set of animation effects to their drawings, seemingly bringing illustrations to life. While previous systems have introduced sketch-based animations for individual objects, our contribution is a unified framework of motion controls that allows users to se...
Draco is a sketch-based interface that allows artists and casual users alike to add a rich set of animation effects to their drawings, seemingly bringing illustrations to life. While previous systems have introduced sketch-based animations for individual objects, our contribution is a unified framework of motion controls that allows users to seamle...
In this video, we introduce L.IVE: an online interactive video-based learning environment with an alternative design and architecture that integrates three major interface components: video, comment threads, and assessments. This is in contrast with the approach of existing interfaces which visually separate these components. Our study, which compa...
With modern smartphones, users can access to secured applications such as e-banking, booking flight tickets, and etc. Using these applications in public areas is risky since it is easy for people around the user to peep at the password input. One way to enhance security is to enter the passwords inside one's pocket or purse in an eyes-free manner....
Computers are ubiquitous and the trend of wearable devices is continuously increasing. Nowadays these small devices are permanently supplying the user with many pieces of information. Accessing and responding to this information without involving the user’s full attention is the goal of peripheral interaction, hence allowing the user to execute her...