| Keynotes |
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| INDEX |
Jenny Preece
Online Communities: Designing Usability, Supporting Sociability
Professor Preece researches and teaches human-computer interaction and
online communities. Current projects include characterizing lurking
behavior, supporting online moderators, identifying models of online
community for patient support. Jenny Preece is Chair of Information
Systems at the University of Maryland, Baltimore County. She has also
worked in distance education at the UK Open University. Jenny Preece is
author or co-author of several HCI books including a new book with Yvonne
Rogers and Helen Sharp entitled Interaction Design: Beyond human-computer
interaction published by John Wiley & Sons that will be available in
summer 2001.
Like twentieth-century architects and town planners, online community
developers shape digital landscapes, but successful communities must
have a clear purpose, people and social policies.
Millions of people meet online to debate baseball scores, compare parenting
experiences, get stock information, and check consumer advice. They create
communities by their presence or absence, their behavior and personalities.
Developers can't control what people do but they can influence them by
defining purposes, policies and creating safe, enticing places for people to
meet. Knowing how to support social interaction (i.e., sociability) and
human-computer interaction (i.e., usability) produces thriving online
communities instead of electronic ghost towns.
In this keynote I will discuss how developers can create sociability and
usability for different kinds of online communities. Compelling examples
from research on empathy, hostility and lurking illustrate key points.
I also suggest how online communities can influence social capital for
better or worse.
URL: http://www.ifsm.umbc.edu/~preece/
Rosalind Picard
Affective and Wearable Interfaces: Sensing and Responding to Human Emotion
The unique needs of an affective computing system present challenges
to designers of hardware as well as software. We expect to build
systems that maintain not only constant sensing contact with the user,
but also contact via more traditional user interface paradigms. One
problem with many technologies is their tendency to irritate,
frustrate, or annoy. Our designs aim to sense aspects of the user's
affective response, e.g., whether the user is pleased or displeased,
calm or stressed, during an interaction. The idea is to give the
system the ability to modify its behavior and response in a way that
is more respectful. (Some examples are online at
http://www.media.mit.edu/affect.)
Rosalind W. Picard is founder and director of the Affective
Computing Research Group at the Massachusetts Institute of Technology
(MIT) Media Laboratory. In 1984, she earned a Bachelors in Electrical
Engineering with highest honors from the Georgia Institute of
Technology and was named a National Science Foundation Graduate
Fellow. She worked as a Member of the Technical Staff at AT&T Bell
Laboratories from 1984-1987, designing VLSI chips for digital signal
processing and developing new methods of image compression and
analysis. Picard earned the Masters and Doctorate, both in Electrical
Engineering and Computer Science, from MIT in 1986 and 1991,
respectively. In 1991 she joined the MIT Media Laboratory as an
Assistant Professor, and in 1992 was appointed to the NEC Development
Chair in Computers and Communications. She was promoted to Associate
Professor in 1995, and awarded tenure at MIT in 1998. Her
award-winning book, Affective Computing, (MIT Press, 1997) lays
groundwork for giving machines skills of emotional intelligence.
URL: http://vismod.www.media.mit.edu/people/picard/
Jun Rekimoto
Augmented Interaction
Today's computers serve mainly as tools for manipulating digital
information, but are not designed for making our physical world
more comfortable. I am interested in designing a new human computer
interaction style based on highly personalized portable
computers and environmentally embedded computers. These computers
will be aware of our physical situations and thus will be more
real-world oriented rather than computationally oriented.
Under such an environment, we will be able to concentrate on real world
tasks that are constantly augmented by the computer's information.
I expect that such environments will be as commonplace as
today's everyday things such as eyeglasses or wristwatches, and will
be seamlessly integrated into our daily lives. This talk will
introduce our recent efforts to realize computer augmented physical
environments, ranging from sensor architecture to interaction
design.
Jun Rekimoto,
Director of Interaction Laboratory in Sony Computer Science Laboratories, Inc.
URL: http://www.csl.sony.co.jp/person/rekimoto.html