Feb 20 2010

2010

Published by

Abstracts Hidden/Shown

Matthew Duignan, James Noble, and Robert Biddle. Abstraction and Activity in Computer Mediated Music Production, Computer Music Journal, MIT Press, Volume 34, 2010.

Abstract:
Digital Audio Workstations (DAWs) are the cornerstone of professional music producers‘ composition, recording, editing and performing activities. Human Computer Interaction research has a unique challenge in understanding the activity systems of professional music producers, and designing the user-interfaces of DAWs to support this work. In contrast to many other user interface design domains, in computer mediated music production the user is principally engaged in the process of building and editing immensely complex digital representations. In this case those representations model the intricate structure and synthesis parameters of the musical composition the producer is creating. Determining the right vocabulary of abstract representations to build into the user interface of DAWs is a difficult problem, and these design decisions have critical impact on the activity of professional producers. The design of these abstraction mechanisms has been primarily informed by the historical origins of DAWs in multitrack tape recorders and mixing desk. Our research has identified many ways in which these user interface metaphors from the past often do not support the activity of professional producers. This paper outlines findings from our detailed qualitative investigation into the activity of computer music making in the popular idiom, and the abstraction mechanisms that professional producers use to manage the complex digital representations of their compositions for studio work and live performance.

Top


Angela Martin, James Noble and Robert Biddle. An Ideal Customer: A Grounded Theory of Requirements Elicitation, Communication and Acceptance on Agile Projects, in Agile Software Development: Current Research and Future Directions, Nils Brede Moe, Tore Dybå and Torgeir Dingsøyr (Editors), Springer, 2010.

Abstract:
This chapter explores the reality of the customer role – a critical, complex, and demanding role on agile teams. Despite initial difficulties, customers love agile development and would not do it any other way, but they also encountered many difficulties in their day-to-day work. In this chapter we describe the practices that have emerged to ensure the role works effectively and sustainably, and how the role has evolved from an individual to a team. We hope customers will find this chapter helpful in performing their role, and programmers will find it useful to understand the complexities of customer’s role on the project.

Top


Claire Dormann and Robert Biddle. Supporting Affective Learning in the Design of Serious Games,
International Conference on Kansei Engineering and Emotion Research, IEEE, Paris, 2010.

Abstract:
The role of computer games in learning is becoming more common, but little research has been dedicated to affective learning, an important aspect of education that can also be addressed through computer games. We first present different perspectives on affective learning and our framework based on activity theory, and we then discuss our approach to the design of affective learning games. To inform design for affective learning, we investigated which affective strategies games already use and how they could be harnessed to suit our context. We present examples related to game representations and game mechanisms and emphasise the bond between player and avatar. Computer games can present a model of affective behaviour to the player through the avatar’s actions and reactions, the affective interactions between characters, and the utilisation of affective tools to resolve emotional dilemmas within dramatic situations. By vicariously managing emotional situations and experiencing the emotions of their avatar, the player can learn how to feel and grow along with their avatar. We highlight the limitations of current games in the integration and portrayal of affective behaviour within the game-play and their suitability for player-learners. We then conclude by discussing remaining design issues, and suggest that Kansai Engineering can serve as a bridge in the design of mediation between players and affective learning goals, guiding the design of the game-world and game-play.

Top


Elizabeth Stobert. Usability and Strength in Click-based Graphical Passwords. ACM SIGCHI Conference on Human Factors in Computing Systems: Student Research Competetion (CHI), April 2010, Atlanta, USA.

Abstract:
Click-based graphical passwords have recently been introduced and have attractive properties, such as cueing and good memorability. Their security against guessing attacks stems from parameters such as image size and the number of click-points in each password. We investigated the usability of such a graphical password system when its parameters are adjusted to provide security equivalent to (or better than) that of text passwords. We found that manipulating different parameters resulted in similar usability, meaning that the method for adjusting security can potentially be dictated by the situation.

Top


Alain Forget, Sonia Chiasson, Robert Biddle. Input Precision for Gaze-Based Graphical Passwords. ACM SIGCHI Conference on Human Factors in Computing Systems: Work in Progress (CHI), April 2010, Atlanta, USA.

Abstract:
Click-based graphical passwords have gained much interest as an alternative to text-based passwords, despite being vulnerable to shoulder-surfing: when an attacker can learn passwords by watching or recording users log in. We recently proposed Cued Gaze-Points (CGP) as a graphical password system which defends against such attacks by using eye-gaze as password input, instead of mouse-clicks. A first user study revealed that CGP’s unique use of eye tracking required spe- cial techniques to improve gaze precision. We developed and tested two enhancements to CGP: a nearest-neighbour gaze-point aggregation algorithm and a 1-point calibration before each password entry. We found that these enhancements made a substantial improvement to users’ gaze accuracy and system usability.

Top


Alain Forget, Sonia Chiasson, Robert Biddle. Shoulder-Surfing Resistance with Eye-Gaze Entry in Click-Based Graphical Passwords. ACM SIGCHI Conference on Human Factors in Computing Systems (CHI), April 2010, Atlanta, USA.

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 ad vantages 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. We found the system’s usability to be potentially acceptable, warranting further refinement and study.

Top