<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">&quot;If These Walls Could Talk&quot;: Designing with Memories of Places</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2014 Conference on Designing Interactive Systems</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">activity traces</style></keyword><keyword><style  face="normal" font="default" size="100%">family memory</style></keyword><keyword><style  face="normal" font="default" size="100%">memory</style></keyword><keyword><style  face="normal" font="default" size="100%">memory artifacts</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword><keyword><style  face="normal" font="default" size="100%">ubicomp environments</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2014</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2014</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-NoFile</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><isbn><style face="normal" font="default" size="100%">978-1-4503-2902-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;p&gt;This work explores the potential value of using the enormous amount of activity traces latest ubicomp environments have started to capture. We sought to understand potential practices of using these traces in the long term through a field-based study in the USA that examines how today&#039;s people use traces left by their predecessors in the houses where they live.&lt;/p&gt;&lt;p&gt;We found that our participants received, discovered, and made use of many small traces held by artifacts, people, and building materials. Those traces were used to provide practical assistance to participants&#039; appropriation of their houses as well as to connect participants with the past in an evocative manner. Our analysis highlights the roles played by the social context and the mutability of the house in the experience of remembering the house as well as in shaping participants&#039; attitudes of passing on traces of prior appropriation of the place. To illustrate the design implications of those findings, we offer three design concepts to characterize potential ways of using traces captured by ubicomp environments in the long term.&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social Overlays: Collectively Making Websites More Usable</style></title><secondary-title><style face="normal" font="default" size="100%">14th IFIP Conference on Human-Computer Interaction (Interact 2013)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">crowdsourcing</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">web</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2013</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2013</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Many small organizations lack the expertise and resources to conduct usability evaluations of their websites. Social Overlays, presented here, is a new system that allows a community of users to collectively improve their website. Social Overlays enables end–users to identify and repair common user interface problems through creating “overlays” on web pages as part of their regular use, thereby improving usability while reducing the need for professional services. In short, Social Overlays harnesses the diversity of experience and ideas within a community to &quot;crowd source&quot; usability. To evaluate Social Overlays, we examined whether a group of community members without any usability training could use Social Overlays to identify and repair UI problems on their medium–sized community’s website. We found that they could. Community users were able to uncover a large number of UI problems and formulate reasonable solutions to the problems they identified. In addition, we compared Social Overlays to two standard ways of assessing web-site usability: expert inspection and usability testing. We found that Social Overlays users identified more problems, and their reported problems differed in useful ways from those found by the experts and the usability testing team.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Mira Dontcheva</style></author><author><style face="normal" font="default" size="100%">Diana Joseph</style></author><author><style face="normal" font="default" size="100%">Karrie Karahalios</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Discovery-based Games for Learning Software</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">help</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2012</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;We propose using discovery-based learning games to teach people how to use complex software. Specifically, we developed Jigsaw, a learning game that asks players to solve virtual jigsaw puzzles using tools in Adobe Photoshop. We conducted an eleven-person lab study of the prototype, and found the game to be an effective learning medium that can complement demonstration-based tutorials. Not only did the participants learn about new tools and techniques while actively solving the puzzles in Jigsaw, but they also recalled techniques that they had learned previously but had forgotten.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Huh, Jina</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Supporting Re-Use in DIY Software Projects: A Gray-Box Approach</style></title><secondary-title><style face="normal" font="default" size="100%">Workshop on Hacking, Tinkering, Crafts &amp; Inventive Leisure Practices, ACM Conference on Computer-Supported Cooperative Work</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collaborative help</style></keyword><keyword><style  face="normal" font="default" size="100%">configuration</style></keyword><keyword><style  face="normal" font="default" size="100%">hacking communities</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">recommender systems</style></keyword><keyword><style  face="normal" font="default" size="100%">Software customization</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;DIYers who work with software often attempt to reuse others’ work wherever they can as they seek to assemble, modify, and extend their systems. In this paper, we briefly discuss the challenges faced by software DIYers in the process of reusing others’ software configurations through our study of the MythTV community. We also discuss the benefits of enabling users to engage with others’ configurations as “gray-boxes,” allowing them to pay attention to just the parts that must be opened up and modified and ignore the rest. We propose a new technical facility called Tailor Wear to give users guidance and hints about where and how to modify configuration artifacts by visually presenting the tailoring traces left by similar or selected peers.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Jungwoo Kim</style></author><author><style face="normal" font="default" size="100%">Atul Prakash</style></author><author><style face="normal" font="default" size="100%">Zhenan Hong</style></author><author><style face="normal" font="default" size="100%">Jacob Mandel</style></author><author><style face="normal" font="default" size="100%">Tao Dong</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Bringing the field into the lab: supporting capture and replay of contextual data for the design of context-aware applications</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 23nd annual ACM symposium on User interface software and technology (UIST ’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">context-aware</style></keyword><keyword><style  face="normal" font="default" size="100%">data capture</style></keyword><keyword><style  face="normal" font="default" size="100%">design tools</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-NoFile</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;When designing context-aware applications, it is difficult to for designers in the studio or lab to envision the contextual conditions that will be encountered at runtime. Designers need a tool that can create/re-create naturalistic contextual states and transitions, so that they can evaluate an application under expected contexts. We have designed and developed RePlay: a system for capturing and playing back sensor traces representing scenarios of use. RePlay contributes to research on ubicomp design tools by embodying a structured approach to the capture and playback of contextual data. In particular, RePlay supports: capturing naturalistic data through Capture Probes, encapsulating scenarios of use through Episodes, and supporting exploratory manipulation of scenarios through Transforms. Our experiences using RePlay in internal design projects illustrate its potential benefits for ubicomp design.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Gifford, Scott</style></author><author><style face="normal" font="default" size="100%">Kim, Jungwoo</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Atul Prakash</style></author><author><style face="normal" font="default" size="100%">Qidwai, Sarah</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Simplifying User-Controlled Privacy Policies</style></title><secondary-title><style face="normal" font="default" size="100%">IEEE Pervasive Computing</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">location-aware computing</style></keyword><keyword><style  face="normal" font="default" size="100%">location-based computing</style></keyword><keyword><style  face="normal" font="default" size="100%">privacy</style></keyword><keyword><style  face="normal" font="default" size="100%">privacy-enhancing architectures</style></keyword><keyword><style  face="normal" font="default" size="100%">privacy-protective applications</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">8</style></volume><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Location-aware computing infrastructures are becoming widely available.&lt;/p&gt;&lt;p&gt;However, a key problem remains: letting users manage their privacy while&lt;/p&gt;&lt;p&gt;also giving them interesting applications that take advantage of location&lt;/p&gt;&lt;p&gt;information.&lt;/p&gt;</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><section><style face="normal" font="default" size="100%">2</style></section></record></records></xml>