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189
Controlling Interruptions: Awareness Displays and Social Motivation for Coordination
- In Proc of CSCW 2004, ACM Press
, 2004
"... Spontaneous communication is common in the workplace but can be disruptive. Such communication usually benefits the initiator more than the target of the interruption. Previous research has indicated that awareness displays showing the workload of the target can reduce the harm interruptions inflict ..."
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Cited by 76 (2 self)
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Spontaneous communication is common in the workplace but can be disruptive. Such communication usually benefits the initiator more than the target of the interruption. Previous research has indicated that awareness displays showing the workload of the target can reduce the harm interruptions inflict, but can increase the cognitive load on interrupters. This paper describes an experiment testing whether team membership influences interrupters' motivation to use awareness displays and whether the informational-intensity of the display influences their utility and cost. Results indicate interrupters use awareness displays to time communication only when they and their partners are rewarded as a team and that this timing so improved the target's performance on a continuous attention task. Eye-tracking data shows that monitoring an information-rich display imposed a substantial attentional cost on the interrupters, and that an abstract display provided similar benefit with less distraction.
Reducing Shoulder-surfing by Using Gaze-based Password Entry
"... Shoulder-surfing – using direct observation techniques, such as looking over someone's shoulder, to get passwords, PINs and other sensitive personal information – is a problem that has been difficult to overcome. When a user enters information using a keyboard, mouse, touch screen or any tradit ..."
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Cited by 65 (1 self)
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Shoulder-surfing – using direct observation techniques, such as looking over someone's shoulder, to get passwords, PINs and other sensitive personal information – is a problem that has been difficult to overcome. When a user enters information using a keyboard, mouse, touch screen or any traditional input device, a malicious observer may be able to acquire the user’s password credentials. We present EyePassword, a system that mitigates the issues of shoulder surfing via a novel approach to user input. With EyePassword, a user enters sensitive input (password, PIN, etc.) by selecting from an on-screen keyboard using only the orientation of their pupils (i.e. the position of their gaze on screen), making eavesdropping by a malicious observer largely impractical. We present a number of design choices and discuss their effect on usability and security. We conducted user studies to evaluate the speed, accuracy and user acceptance of our approach. Our results demonstrate that gaze-based password entry requires marginal additional time over using a keyboard, error rates are similar to those of using a keyboard and subjects preferred the gaze-based password entry approach over traditional methods.
Eye Tracking in Human-Computer Interaction and Usability Research: Current Status and Future
- Prospects”, Chapter in C. Ghaoui (Ed.): Encyclopedia of Human-Computer Interaction. Pennsylvania: Idea Group, Inc
, 2005
"... Eye-movement tracking is a method that is increasingly being employed to study usability issues in HCI contexts. The objectives of the present chapter are threefold. First, we introduce the reader to the basics of eye-movement technology, and also present key aspects of practical guidance to those w ..."
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Cited by 58 (0 self)
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Eye-movement tracking is a method that is increasingly being employed to study usability issues in HCI contexts. The objectives of the present chapter are threefold. First, we introduce the reader to the basics of eye-movement technology, and also present key aspects of practical guidance to those who might be interested in using eye tracking in HCI research, whether in usability-evaluation studies, or for capturing people’s eye movements as an input mechanism to drive system interaction. Second, we examine various ways in which eye movements can be systematically measured to examine interface usability. We illustrate the advantages of a range of different eyemovement metrics with reference to state-of-the-art usability research. Third, we discuss the various opportunities for eye-movement studies in future HCI research, and detail some of the challenges that need to be overcome to enable effective application of the technique in studying the complexities of advanced interactive-system use.
Cognitive strategies and eye movements for searching hierarchical computer displays
- Proceedings of the Conference on Human Factors in Computing Systems, Ft. Lauderdale, FL
, 2003
"... This research investigates the cognitive strategies and eye movements that people use to search for a known item in a hierarchical computer display. Computational cognitive models were built to simulate the visual-perceptual and oculomotor processing required to search hierarchical and nonhierarchic ..."
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Cited by 40 (9 self)
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This research investigates the cognitive strategies and eye movements that people use to search for a known item in a hierarchical computer display. Computational cognitive models were built to simulate the visual-perceptual and oculomotor processing required to search hierarchical and nonhierarchical displays. Eye movement data were collected and compared on over a dozen measures with the a priori predictions of the models. Though it is well accepted that hierarchical layouts are easier to search than nonhierarchical layouts, the underlying cognitive basis for this design heuristic has not yet been established. This work combines cognitive modeling and eye tracking to explain this and numerous other visual design guidelines. This research also demonstrates the power of cognitive modeling for predicting, explaining, and interpreting eye movement data, and how to use eye tracking data to confirm and disconfirm modeling details. Categories and subject descriptors H.5.2 [Information Interfaces and Presentation]: User Interfaces-- Evaluation/methodology, eye tracking,
T.: EyePoint: Practical pointing and selection using gaze and keyboard
- In: Proc. CHI 2007
, 2007
"... We present a practical technique for pointing and selection using a combination of eye gaze and keyboard triggers. EyePoint uses a two-step progressive refinement process fluidly stitched together in a look-press-look-release action, which makes it possible to compensate for the accuracy limitations ..."
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Cited by 39 (2 self)
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We present a practical technique for pointing and selection using a combination of eye gaze and keyboard triggers. EyePoint uses a two-step progressive refinement process fluidly stitched together in a look-press-look-release action, which makes it possible to compensate for the accuracy limitations of the current state-of-the-art eye gaze trackers. While research in gaze-based pointing has traditionally focused on disabled users, EyePoint makes gaze-based pointing effective and simple enough for even able-bodied users to use for their everyday computing tasks. As the cost of eye gaze tracking devices decreases, it will become possible for such gaze-based techniques to be used as a viable alternative for users who choose not to use a mouse depending on their abilities, tasks and preferences.
B.: Investigating the process of process modeling with cheetah experimental platform
- In: Proc. ER-POIS’10. (2010) 13–18
"... Abstract. Research on quality issues of business process models has recently begun to explore the process of creating process models by ana-lyzing the modeler’s interactions with the modeling environment. In this paper we aim to complement previous insights on the modeler’s modeling behavior with da ..."
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Cited by 36 (25 self)
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Abstract. Research on quality issues of business process models has recently begun to explore the process of creating process models by ana-lyzing the modeler’s interactions with the modeling environment. In this paper we aim to complement previous insights on the modeler’s modeling behavior with data gathered by tracking the modeler’s eye movements when engaged in the act of modeling. We present preliminary results and outline directions for future research to triangulate toward a more comprehensive understanding of the process of process modeling. We be-lieve that combining different views on the process of process modeling constitutes another building block in understanding this process that will ultimately enable us to support modelers in creating better process models. Key words: business process modeling, process of process modeling, modeling phase diagrams, eye movement analysis, empirical research 1
Shoulder-Surfing Resistance with Eye-Gaze Entry in Cued-Recall Graphical Passwords.
, 2010
"... ABSTRACT We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help us ..."
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Cited by 31 (3 self)
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ABSTRACT We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help users remember multiple distinct passwords. Our 45-participant lab study is the first evaluation of gaze-based password entry via user-selected points on images. CGP's usability is potentially acceptable, warranting further refinement and study.
Flickr: Who is looking? In:
- Proceedings of the IEEE/WIC/ACM International Conference on Web Intelligence,
, 2007
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EyeDraw: enabling children with severe motor impairments to draw with their eyes
- In CHI ’05: Proceedings of the SIGCHI conference on Human factors in computing systems
, 2005
"... EyeDraw is a software program that, when run on a computer with an eye tracking device, enables children with severe motor disabilities to draw pictures by just moving their eyes. This paper discusses the motivation for building the software, how the program works, the iterative development of two v ..."
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Cited by 20 (5 self)
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EyeDraw is a software program that, when run on a computer with an eye tracking device, enables children with severe motor disabilities to draw pictures by just moving their eyes. This paper discusses the motivation for building the software, how the program works, the iterative development of two versions of the software, user testing of the two versions by people with and without disabilities, and modifications to the software based on user testing. Feedback from both children and adults with disabilities, and from their caregivers, was especially helpful in the design process. The project identifies challenges that are unique to controlling a computer with the eyes, and unique to writing software for children with severe motor impairments.