Monday, January 31, 2011

Paper Reading #4: The Role of Tangible Technologies for Special Education

Comments
Derek Landini
Bain Mullins

Reference
Taciana Pontual Falcão
CHI 2010 Doctoral Consortium
Summary
This paper discusses the benefits of using tangible technologies in the special education community. While a lot of work has been done with regards to tangible technologies and special education -- targeting people with physical disabilities mostly -- this research paper talks about individuals with cognitive disabilities. This is particularly of interest given the fact that tangible technologies are specially suitable for children with special needs. Some of the disabilities exhibited these children include short attention span, poor verbal memory, cue-seeking, and imitative answers. These and more difficulties can be partly addressed by using short routines, keeping tasks short and varied, and using a VAK approach with the aid of visual examples to illustrate explanations.
As stated in the beginning of the summary, this paper aims to measure the effects of tangible interfaces in a classroom environment designed for kids with learning disabilities. In order to achieve this goal, the author set to study a children with MLD from ages 11 to 14.The children were exposed to a classroom where they could focus on learning science (for the case of this experiment the properties of light). This, along with empirical studies about teaching kids with MLD where the parameters used to conduct the resesarch.

Discussion
This is another paper that discusses methods on how to aid people with disabilities. I found interesting that the paper did not discuss any results, which makes me wonder about the success of this experiment. I really liked this paper because it intends to help people with cognitive disabilities instead of just people who are physically disabled.

Thursday, January 27, 2011

Book Reading #4 - HCI Remixed

Chapter 24: A Simulated Listening Typewriter: John Gould Plays Wizard of Oz
Summary
Chris Schmandt discusses the finding of John Gould relating the importance of speech recognition interfaces. In Gould's paper, the author tries to answer the following questions:
  • Would people enjoy using recognition for dictation?
  • Would such a system be speedy and efficient?
  • Could naive users dictate high-quality documents?
Discussion
Besides providing part of the history of speech recognition, I think the article provides an interesting discussion about the system employed to measure users' affinity to speech recognition interfaces.

Chapter 25: Seeing the Hole in Space
Summary
This article discusses the primitive roots of videoconferencing and similar technologies. Steve Harrison, the author, describes his time at Xerox PARC while working on Media Space. However, the author describes the encounter with Galloway and Rabinowitz who called themselves artists working on aesthetic research in telecommunications. It turns out, Galloway and Rabinowitz were working on one of the first videoconferencing technologies, which they called Hole in Space. The rest of the article narrates the story of the authors and Hole in Space.

Discussion
Hole in Space added several elements to the work collaboration environment. Researchers such as Steve Harrison came to realize that besides new forms of community, events were a big part of mediated communications.

Chapter 26: Edward Tufte’s 1 + 1 = 3
Summary
Scott Jenson discusses the problem of visual clutter as described by Edward Tufte. In this chapter, the author opens up the discussion by using the buttons on an elevator as an example. While the elevator contains two buttons that control the doors (open and close), they generate a third element described as the extra effort that is required by the brain to decode the information. The author closes this chapter by providing tips on how to solve this visual clutter.

Discussion
I am not convinced that the first recommendation to fix visual cluttering is the best. Maybe using the words "open" and "close" would have worked better as those icons seem ambiguous.

Chapter 27: Typographic Space: A Fusion of Design and Technology
Summary
Jodi Forlizzi talks about the birth of typographic space systems as described by Muriel Cooper. This system allowed artists to produce more dynamic types that could be used to convey all kinds of information not necessarily present in the text. For example, large upward (or downward) motions can convey a rising (or falling) pitch. Additionally, analogous motions that mimic human actions convey emotive content. This concept is called kinetic typography and it is now commonplace in television and the web.

Discussion
Kinetic typography is a feature that I have always taken for granted. When I first started reading the article, I had no idea that this concept was so involved in pretty much everyday life.

Chapter 28: Making Sense of Sense Making
Summary
Discussion

Chapter 34: Revisiting an Ethnocritical Approach to HCI: Verbal Privilege and Translation
Summary
Discussion

Wednesday, January 26, 2011

Paper Reading #3: Lowering the Barrier to Applying Machine Learning

Comments
Jacob Lillard
Stephen Morrow

References
Lowering the Barrier to Applying Machine Learning
Kayur Patel
CHI 2010 Doctoral Consortium

Summary
Kayur Patel attempts to bridge the gap between machine learning algorithms and software based on such algorithms. Most of this goal is accomplished by providing tools that assist the user throughout the entire process of producing machine-learning based applications since current programming languages and tools such as matlab and java lack such support (inexperienced developers find it difficult to find a starting point for a particular project).To address deficiencies present in tools and programming languages, the author began working on Gestalt; which is an IDE capable of supporting learning techniques while aiding the user understand the relationship between data and results. Unlike other tools, Gestalt provides interactive visualizations that help developers sort, filter, and color examples that helps them get down to the desired data.

Discussion
This was a very interesting paper since it attempts to tie machine learning into software solutions. I have always viewed machine learning as a topic of graduate school, so it is very nice to see tools that attempt to make machine learning programming easier and more intuitive.

Monday, January 24, 2011

Book Reading #3: HCI Remixed

Chapter 1: My Vision Isn’t My Vision: Making a Career Out of Getting Back to Where I Started
Summary
In this chapter, the author William Buxton tells the story of one of the most influential HCI designs: a two handed user interface. This primitive interface controlled the SEL 840A computer that was used to compose synthetic music. The real purpose behind the system, however, was not to provide a music composing machine but to study the human computer interactions between the machine and the musicians that used it.

Discussion
The article had many interesting ideas and principles that are still in use today. The fact that the machine was built from the ground up with non-technical users in mind really impressed me, as well as the reason behind the construction of the machine. The machine was built to study HCI.

Chapter 4: Drawing on SketchPad: Reflections on Computer Science and HCI
Summary
Joseph A. Konstan discusses in this chapter the importance of HCI as it pertains to computer science. By discussing the implementation of one of the earliest drawing systems, the author is able to describe the relationship that exists between HCI and computer scientist. The author believes that HCI is a force that drives computer science forward while the field benefits from the discoveries made by computers scientist. This relationship is of mutual interest.

Discussion
Aside from the description of Southerland's SketchPad system, which was very interesting, this paper discussed a topic that relates somewhat to the research paper reading assigned (paper reading #2). Both topics discuss the need and importance of HCI relating computer science. In the assigned reading, the driving force was fed by the desire to better respond to the need of older adults, whereas in this paper, Konstan talks about the fact that the first HCI researches focused on easy-to-use computer interfaces.

Chapter 5: The Mouse, the Demo, and the Big Idea
Summary
This chapter discusses Douglas Engelbart's big idea: the computer mouse. While the discussion of this invention touches upon the implications of the discovery, most of the author's description is targeted toward the fact that the mouse was actually designed to augment human intellect. However, the author states that people who watched Engelbart's presentation came away with the feeling of having seen an amazing presentation.

Discussion
I got to read about one of the most important discoveries in HCI. The most interesting aspect about this chapter is noticing how the mouse has not basically changed from its primitive form; which makes me wonder if it will ever be replaced (partially or completely) by another technology.

Chapter 18: Observing Collaboration: Group-Centered Design
Summary
Saul Greensber talks about the development of group-centered design in the late 1980s. He discusses the works of John Tang at Xerox PARC and its significance to current group-centered implementations. In this essay, the author states that the importance of Tang's work was the foundations it laid on human factors that affect visual workspaces, but most importantly the methodology with which it was designed; that is; the fact that observation of actual working practices plays a huge role in group-centered designs and development.

Discussion
This article makes emphasis on the fact that group-centered designs must be observed in order to understand the demand of the users. It turns out that group interactions are equally as important (if not more) as the individual one when designing groupware.

Chapter 20: Taking Articulation Work Seriously
Summary
The author discusses the works of K. Schmidt and L. Bannon relating Computer Supported Cooperative Work. In their paper Schmidt and Bannon describe CSCW as "an endevour to understand the nature and requirements of cooperative work. As the author describes in this essay, Their work provided a conceptual framework that produced interests in other research directions. This so called framework highlights the fact that groupware assumes mutual dependence among participants.

Discussion
If I understand correctly, this article talks about the importance of groupware and the framework where users can collaborate. It also states that this framework is essential and is a requirement for activities that involve interaction with several members of a group.

Chapter 23: Video, Toys, and Beyond Being There
Summary
Video, toys, and beyonde being there talks about face to face communication enhancements as discussed by J. Hollan and S. Stornetta. I thins paper, the author compares the computer communication enhancements to shoes and crutches. Shoes are worn permanent; whereas crutches are temporary. With such analogy in minde, the authors sets out to discover how face to face communication can be enhanced to the point where they are not replacing the aformentioned trend, but rather enhancing it. For example, the author describes how webcam communication over the internet is a replacemente for face to face communication, but when the two people meet, the participants in the face to face conversation interact by means of other objects to the point that it is called "beyond" being there (face to face).

Discussion
The importance of this paper is that it looks to revolutionize face to face communication instead of evolutionize it. It was very intersting hearing the author talked about Lilly the doll, and how this object was able to bring grandma and grandaughter closer than they would with other traditional face to face interactions.

Ethnography Ideas

1. Study sleeping habits of computer science majors and produce a cross comparison study with other majors
2. Observe what students do when they are on facebook. Do people actually use facebook as a social medium? How frequently and why do they use facebook?
3. Small computers (Netbooks) vs desktop replacements laptops. What computer science majors prefer

Paper Reading #2: Supporting Medical Communication with a Multimodal Surface Computer

References
Supporting Medical Communication with a Multimodal Surface Computer
Anne Marie Piper
Distributed Cognition and Human-Computer Interaction Lab

Comments
Stephen Morrow
Derek Landini

Summary
This research tries to explore a different user interface that would be more beneficial to the healthcare business as it relates to older adults. The project is particularly interesting since it enables older adults to participate in healthcare consults in a more independent, efficient, and interactive manner. In addition to this system being beneficial to older adults, it could serve users with impairments.
For example, users with hearing impairments are helped by means of a shared speech interface where they can communicate with a traditional keyboard. The doctor can communicate back with the user by as usual with the difference being that the interface translates the speech into text. One of the most important aspects of this interface is that it allows users and doctors to organize information in such a way that it is more intuitive. While more traditional means of communication (such as pen, paper, x-rays) are static, the multimodal interface allows images and such to be edited without altering the original data. This interface also facilitates the organization of historic data by keeping track of conversations of patients and doctors.
In the long term, this project will have a big impact not only in the medical industry but other areas as well. The author describes in her conclusion how the maturation of this technology is essential. For example, a student could benefit greatly while trying to learn a foreign language by the means of text-based representations. This representations would be linked to the corresponding speech.

Discussion
While I agree that this research is important in terms of aiding the older adults, I am not convinced that the cost of performing it outweighs its benefits. I think that older adults have a tendency to reject new technologies, thus the interface makes little to no difference. Also, it seems that the research is tailored to a particular subject as opposed to the more general user experience. This is not to say that the technology is not useful, but I am more interested in interfaces that serve humanity in a broader term.

Saturday, January 22, 2011

Chinese Room

Comments
Chris Kam
Ryan Kerbow

References
Minds, Brains, and Programs by John R. Searle. Behavioral and Brain Sciences 3 (3): 417-457
Chinese Room. Wikipedia.

Summary
The Chinese Room is an experiment devised by John R. Searle that attempts to explain the limitations of strong AI, that is, a computer program is not enough to represent understanding or/and intentionality. The experiment can be summarized as follows:
Suppose that AI researchers have succeeded in constructing a computer that acts as if it understands Chinese. This computer takes Chinese characters as an input, processes these characters following a set of rules (program), and gives Chinese characters as an output. Does the machine understand Chinese?
To answer that question, Searle goes on to make the following argument:
Suppose that a man who speaks no Chinese is locked in a room. In this room, he is given rules (program) on how to process Chinese symbols so that he can mimic a the writing of a native Chinese person. As he is given paper with chines symbols, he process them using the rules inside the room, and gives the output back.
Source: http://www.jimpryor.net/teaching/courses/mind/notes/searle.html
Even though the room (thus the man) has the ability of processing information written in Chinese -- even supposing it can do it as well as any native Chinese speaker -- the man understands no Chinese.

Discussion
This experiment represents one of the strongest critics to strong AI. What I noticed throughout Searle's paper is that he makes clear the goals that can be reached by strong AI, provided they adhere to the idea that the mind is to the brain what programs are to computer. I really liked the way the author makes the distinction between simulation and duplication since it highlights the fact that strong AI can only be possible if a system reproduced the "casual powers" of the brain. This being said, I agree for the most part that true understanding cannot be achieved by means of computer programs. However, I do think that machines can achieve some level of understanding. For example, a thermostat knows to lower the temperature if it is too hot in the room. This is not say that a thermostat has feelings or beliefs the same way humans do.

Thursday, January 20, 2011

Paper Reading #1: HCI Methods and the Design of CHAMPION
Clicker provides an interactive interface for adults with CCN
Reference
HCI Methods for Including Adults with Disabilities in the Design of CHAMPION
Suzanne Prior
CHI EA '10, ACM New York, 2010

Summary
Traditional HCI methods that try to involve CCN users into the design stage of software development is a challenging task. As the number of users with disabilities increases in the workforce, it becomes necessary to develop new HCI methods that take into account the wide variety of users with CCN (Complex Communication Needs). So far the traditional methods in software development have failed to recognize the importance of including adults with CCN due to the lacking number of such adults in the workforce. However, as mentioned before, this is a changing trend.
In the development of CHAMPION, traditional HCI methods such as focus groups were adapted to include adults with cognotive disabilities. For example, some of the requirements questions were provided before the group meetings as to allow participants who use Augmentative and Alternative Communication devices to be prepared. Other modifications during the design-group stage of the CHAMPION development involved the use of story boards using magnets so that participants in wheelchairs could be better accommodated. Also, the team used Clicker, which is an interactive technology that allows users to interact through different peripherals, thus easing the transition of the users from story board to actual software interfaces. This created some sort of familiarity with the software interface. The expected outcome of this thesis is to increase the involvement of adults with CCN in software design since this particular group is becoming more frequent in the workforce.
Discussion
This paper could be the launching point of new HCI design paradigms since it attempts to include adults with diverse disabilities into the software development process. This is crucial because this group helps diversify and increase the scope of software developers. I think that once this idea is successfully ported to users with CCN, developers and HCI researchers will design equivalent paradigms that include other users with disabilities such as visual impairment.
Microblog: Coming of Age in Samoa
Chapter 1
Summary
In this chapter the author talks about the focus of her research as well as the reasons for it. She describes the difference between the way anthropologists and other sciences conduct research. This differences are based on the fact that in order to study society and certain aspects of human behavior, anthropologists guide themselves on the environment as is instead of using controlled situations. Since this book focuses on adolescence and the attitudes present in American teenagers, the author initiates a journey to the Samoa Islands in order to conduct a compare/contrast study. 
Discussion
The author intends to study a culture that is simple and has not been affected by several of the problems present in American society. By doing this, she intends to find out what shapes the minds of teenagers in American society (or society in general).
Are teenager attitudes a product of the physical changes experimented at a certain age or are they a product of the environment they live in?
Microblog: Design of Everyday Things



Summary of Chapter 1
In this chapter, the author provides a general overview of concepts that improve the design of objects used on a daily basis as well as the implications of designing objects that do not adhere to these set of rules. The author spends a lot of time discussing the fact that objects become more complex and harder to use as they evolve and incorporate more functions. To overcome this technological paradox, concepts such as affordance, conceptual models, visibility, mappings, and feedback are used. For example, affordance refers to the way in which a certain object can be used (implicitly or not). This concept would mandate that a door is built with such hardware and in such a way that it can only be pushed (or pulled) from one side.
Discussion
As I was reading the first chapter of this book, most of the ideas that came to mind were related to people of a certain age that find it difficult to operate computers. I thought the author's examples where he intended to describe the effects of functionality on complexity were exaggerated in order to illustrate his point. If operating a door is as difficult as the author made it seem in this chapter, then nobody would be able to drive cars or fly airplanes. While my opinion is a little biased (I come from a generation that has big affinity for complicated, electronic gadgets), I understand the point that the author is trying to make: Added functionality and technological advancements do not justify bad designs.

Wednesday, January 19, 2011

Entry #0: About Me










email: angelnar87 (a.t.) yahoo (d.o.t) com

My name is Angel Narvaez. I'm from Brenham, TX where the delicious Blue Bell ice cream is made; but I am originally from Nicaragua. I got my Math associates from Blinn College, got my Math minor from Texas A&M, and I will be getting my Bachelors in computer science this May. I am taking this class because I consider that every computer scientist should be aware of the relationship that exists between users and computers. This relationship is one of the fundamental concepts in computer science and it benefits me in the sense that after I've taken this course I hope to have learned how to create more engaging computer applications (hardware of software). But I'm not gonna lie, I need the course to graduate.

I'm a pretty chilled person and I hope that this shows through when in class, but I'm a very skilled programmer (so are my classmates I hope) and I also like helping others when they need it; however, more often than not I have found myself on the other end of the helping bargain. In 10 years I hope to have experienced enough fields in computer science, and maybe have a masters degree or two. I also see myself teaching in some college, but I would like to develop my career before I go into that. Maybe by the time I retire from teaching time travel will be possible. If so, I would like to meet Aristotle and take him out to a bar to have smart conversations. Coffee instead of drinks is fine too. In all seriousness though, I have a great admiration for people who are big thinkers. I would definitely grow a beard like his if I could, but I am not a hairy person per se. As a closing note, I wish I spoke polish as I've heard they can easily learn other languages (I am not too sure on this one).

If there is anything you should know is that I am a person that loves to be challenged, especially in the professional field; but I also like to take it easy at times.