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Collaboration is an important part of healthcare delivery. However, in home care, collaboration is difficult due to the mobility and schedule variability of the workers. In this paper, we investigate the difficulties inherent in home care collaboration. We present the results of a study carried out with home care clinicians in Saskatoon District Health, and identify five areas of collaboration that are difficult for home care workers: scheduling, information dissemination, informationpmid:12463897 pmcid:PMC2244174 fatcat:fkoapn7j35hblgrjyhvsec6g5u
more »... formation retrieval, short-term treatment coordination, and long-term treatment planning. We present recommendations for incorporating support for each of these areas into point-of-care clinical information systems that provide access to shared patient records. Finally, we discuss general design approaches for incorporating this type of support, including the need for workers to maintain awareness of the activities of others, and the need to integrate communication with the presentation of the health record.
Alpha blending allows the simultaneous display of overlapping windows-such as palette windows in visual workspaces. Although alpha blending has been used in some applications, such as games, it has not been widely adopted. One reason for the limited acceptance is that in many scenarios, alpha blending compromises the readability of content. We introduce a new blending mechanism called multiblending that uses a vector of blending weights, one for each class of features, rather than a singledoi:10.1145/985692.985739 dblp:conf/chi/BaudischG04 fatcat:g4pskb2jbrhoxcmkvcvuu3fu7u
more »... than a single transparency value. Multiblending can in most cases be automatically optimized to preserve the most relevant features of both the palette and the background window. We present the results of a user study in which multiblended palettes provided higher recognizability of both the background and the palette than the best participating version of alpha blending.
Gutwin et al. ... The high-level design presented by Gutwin et al. included this conceptual architecture and several example systems, but did not go into detail about the range of techniques that could be used in handling ...doi:10.1145/2145204.2145397 dblp:conf/cscw/RoyGG12 fatcat:jmpk4btpk5g6znfs7fo7i73lpm
Home care workers are mobile, work out of different locations, and have a high level of uncertainty in their schedules. This makes communication and information sharing difficult, and workers are often unable to account for others' activities when planning their own treatments. To address this issue, we developed and evaluated a clinical information system for home care that supports current paperwork practices and stores documents in a central repository that is accessible by all workers thatpmid:16779369 pmcid:PMC1560520 fatcat:ejcrszjwebagxn7giuboigm6c4
more »... y all workers that treat a patient.
Lecture Notes in Computer Science
Switching between windows on a computer is a frequent activity, but current switching mechanisms make it difficult to find items. We carried out a longitudinal study that recorded actual window switching behaviour. We found that window revisitation is very common, and that people spend most time working with a small set of windows and applications. We identify two design principles from these observations. First, spatial constancy in the layout of items in a switching interface can aiddoi:10.1007/978-3-642-03658-3_25 fatcat:nl2bgzdvtfdo7ao5qqwlykf5hi
more »... ce can aid memorability and support revisitation. Second, gradually adjusting the size of application and window zones in a switcher can improve visibility and targeting for frequently-used items. We carried out two studies to confirm the value of these design ideas. The first showed that spatially stable layouts are significantly faster than the commonly-used recency layout. The second showed that gradual adjustments to accommodate new applications and windows do not reduce performance.
Color is commonly used to convey information in digital environments, but colors can be difficult to distinguish for many users -either because of a congenital color vision deficiency (CVD), or because of situation-induced CVDs such as wearing colored glasses or working in sunlight. Tools intended to improve color differentiability (recoloring tools) exist, but these all use abstract models of only a few types of congenital CVD; if the user's color problems have a different cause, existingdoi:10.1145/2207676.2208388 dblp:conf/chi/FlatlaG12 fatcat:m4ouccq3prbc7enavdldmgfsu4
more »... ause, existing recolorers can perform poorly. We have developed a recoloring tool (SSMRecolor) based on the idea of situation-specific modeling -in which we build a performance-based model of a particular user in their specific environment, and use that model to drive the recoloring process. SSMRecolor covers a much wider range of CVDs, including acquired and situational deficiencies. We evaluated SSMRecolor and two existing tools in a controlled study of people's color-matching performance in several environmental conditions. The study included participants with and without congenital CVD. Our results show both accuracy and response time in color-matching tasks were significantly better with SSMRecolor. This work demonstrates the value of a situation-specific approach to recoloring, and shows that this technique can substantially improve the usability of color displays for users of all types.
Many online games are played through characters that act out players' intentions in the game world. The practice of character sharing -allowing others to use one's characters, or using others' -is prohibited in many RPGs, but anecdotal evidence suggests that the practice is common, and that it may play an important role in the game. To shed light on this little-known form of collaboration, we carried out a large-scale survey study to investigate character sharing in one RPG, World of Warcraft.doi:10.1007/978-1-84882-854-4_20 dblp:conf/ecscw/WongTLGM09 fatcat:q5kn665ktjb2pmxznvr5gi5t7y
more »... World of Warcraft. We analyze and report on 1348 responses, providing a detailed picture of sharing practices and attitudes. We found that character sharing is common (57% of respondents reported sharing) and that sharers have a wide variety of motivations and concerns. In addition to showing how character sharing works, the study also provides new perspectives on several themes in CSCW, including conceptions of sharing, online identity, and mediating artifacts. 343
ICD-1 and ICD-2 were first presented as conference papers (ICD-1 at CHI 2010 [Flatla and Gutwin 2010] and ICD-2 at ASSETS 2011 [Flatla and Gutwin 2011] ). ... Gutwin require details about how far the peak wavelength of the photoreceptor of interest has been shifted, which is not easily obtained. ...doi:10.1145/2399193.2399197 fatcat:sz5ikj7z6bcvbdbepyothsqnnq
Keyphrases provide semantic metadata that summarize and characterize documents. This paper describes Kea, an algorithm for automatically extracting keyphrases from text. Kea identifies candidate keyphrases using lexical methods, calculates feature values for each candidate, and uses a machine-learning algorithm to predict which candidates are good keyphrases. The machine learning scheme first builds a prediction model using training documents with known keyphrases, and then uses the model todoi:10.1145/313238.313437 dblp:conf/dl/WittenPFGN99 fatcat:3y62lefvyja3ngfod7zfrp5b54
more »... ses the model to find keyphrases in new documents. We use a large test corpus to evaluate Kea's effectiveness in terms of how many author-assigned keyphrases are correctly identified. The system is simple, robust, and available under the GNU General Public License; the paper gives instructions for use.
Lecture Notes in Computer Science
Collaborative software development presents a variety of coordination and communication problems, particularly when teams are geographically distributed. One reason for these problems is the difficulty of staying aware of others -keeping track of information about who is working on the project, who is active, and what tasks people have been working on. Current software development environments do not show much information about people, and developers often must use text-based tools to determinedoi:10.1007/11431879_25 fatcat:x2evwaonp5bzdnc3rbhvkvll2e
more »... tools to determine what is happening in the group. We have built a system that assists distributed developers in maintaining awareness of others. ProjectWatcher observes fine-grained user edits and presents that information visually on a representation of a project's artifacts. The system displays general awareness information and also provides a resource for more detailed questions about others' activities.
Lecture Notes in Computer Science
Many systems -such as map viewers or visual editors -provide a limited viewport onto a larger graphical workspace. The limited viewport means that users often have to navigate to objects and locations that are off screen. Although techniques such as zooming, panning, or overview+detail views allow users to navigate off-screen, little is known about how different techniques perform for different types of off-screen tasks, and whether one technique works well for all tasks. We carried out twodoi:10.1007/978-3-540-74800-7_19 fatcat:xgt5ftr45rgl7bxujwbp472mbu
more »... carried out two studies to explore these issues. The first study compared the performance of three classes of techniques (zoom, overview+detail, and proxy) in six types of off-screen tasks. We found that the techniques show substantial differences across different tasks and that no one technique is suitable for all types of off-screen navigation. This study led to the design of two novel hybrid navigation techniques -WinHop and Multiscale Zoom -that combine properties of multiple simpler approaches in an attempt to broaden support for off-screen navigation. We carried out a second study to assess the hybrid techniques, and found that they do provide reliable performance on a wide range of tasks. Our results suggest that integrating complimentary properties from different approaches can significantly improve performance in off-screen navigation tasks.
Selecting items from lists is a common task in many applications. Alphabetically-sorted listboxes are the most common interface widget used to accomplish this selection, but although general they can be slow and frustrating to use, particularly when the lists are long. In addition, when the user regularly revisits a small set of items, listboxes provide little support for increased performance through experience. To address these shortcomings, we developed a new list selection device called adoi:10.1145/1133265.1133347 dblp:conf/avi/GutwinC06 fatcat:67k3juabx5ejpga2sjqi3ldxui
more »... n device called a ListMap, which organizes list items into a space-filling array of buttons. Items never move in a ListMap, which allows people to make use of spatial memory to find common items more quickly. We carried out a study to compare selection of font names from a set of 220 fonts using both ListMaps and standard listboxes. We found that although listboxes are faster for unknown items, revisitation leads to significant performance gains for the ListMap.
The rapid increase in display sizes and resolutions has led to the re-emergence of many pen-based interaction systems like tabletop and wall display environments. Pointing in these environments is an important task, but techniques have not exploited the manipulation of control and display parameters to the extent seen in desktop environments. We have overcome these in the design of a new pen-based interaction technique -Bubble Radar. Bubble Radar allows users to reach both specific targets anddoi:10.1145/1133265.1133271 dblp:conf/avi/AliakseyeuNSG06 fatcat:k5obi4gwk5bevomcel5plnssai
more »... ecific targets and empty space, and supports dynamic switching between selecting and placing. The technique is based on combining the benefits of a successful pen-based pointing technique, the Radar View, with a successful desktop object pointing technique -the Bubble Cursor. We tested the new technique in a user study and found that it was significantly faster than existing techniques, both for overall pointing and for targeting specific objects.
Lecture Notes in Computer Science
Balancing timing of tasks and abilities in multiplayer games is an important design element, but two time balancing issues are currently difficult to deal with: individual differences in experience or skill, and real-world elements that impose fixed temporal constraints on the game (as in mixedreality games). We introduce adaptive time-variant minigames as a way of addressing the problems of time balancing. These minigames are parameterized to allow both a guaranteed minimum play time (todoi:10.1007/978-3-642-24500-8_19 fatcat:5eueok6s6nfi3e3gk5ffcv4ryi
more »... play time (to address fixed temporal constraints), and dynamic adaptability (to address temporal variances caused by individual differences). We developed three adaptive time-variant minigames and carried out two studies with them. The studies showed that the adaptation mechanisms allow accurate prediction of play time, that the minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game, and that they did not detract from the overall play experience.
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