Orson is a first-year Ph.D. student working with Jennifer Mankoff and Anind K. Dey in the Information School at the University of Washington – Seattle. Prior to joining UW, he obtained his Bachelor’s degrees in Industrial Engineering (major) and Computer Science (minor) from Tsinghua University in 2018. While at Tsinghua, he received Best Paper Honorable Mentioned Award (CHI 2018), Person of the Year Award and Outstanding Undergraduate Awards. His research focuses on two aspects in the intersection of human-computer interaction, ubiquitous computing and machine learning: 1) the modeling of human behavior such as routine behavior and 2) novel interaction techniques.
Visit Orson’s homepage at : orsonxu.com
The absence of tactile cues such as keys and buttons makes touchscreens difficult to navigate for people with visual impairments. Increasing tactile feedback and tangible interaction on touchscreens can improve their accessibility. However, prior solutions have either required hardware customization or provided limited functionality with static overlays. In addition, the investigation of tactile solutions for large touchscreens may not address the challenges on mobile devices. We therefore present Interactiles, a low-cost, portable, and unpowered system that enhances tactile interaction on Android touchscreen phones. Interactiles consists of 3D-printed hardware interfaces and software that maps interaction with that hardware to manipulation of a mobile app. The system is compatible with the built-in screen reader without requiring modification of existing mobile apps. We describe the design and implementation of Interactiles, and we evaluate its improvement in task performance and the user experience it enables with people who are blind or have low vision.
XiaoyiZhang, TracyTran, YuqianSun, IanCulhane, ShobhitJain, JamesFogarty, JenniferMankoff: Interactiles: 3D Printed Tactile Interfaces to Enhance Mobile Touchscreen Accessibility. ASSETS 2018: To Appear [PDF]
Carter, Scott, Jennifer Mankoff, Scott R. Klemmer, and Tara Matthews. “Exiting the cleanroom: On ecological validity and ubiquitous computing.” Human–Computer Interaction 23, no. 1 (2008): 47-99.
Over the past decade and a half, corporations and academies have invested considerable time and money in the realization of ubiquitous computing. Yet design approaches that yield ecologically valid understandings of ubiquitous computing systems, which can help designers make design decisions based on how systems perform in the context of actual experience, remain rare. The central question underlying this article is, What barriers stand in the way of real-world, ecologically valid design for ubicomp?
Using a literature survey and interviews with 28 developers, we illustrate how issues of sensing and scale cause ubicomp systems to resist iteration, prototype creation, and ecologically valid evaluation. In particular, we found that developers have difficulty creating prototypes that are both robust enough for realistic use and able to handle ambiguity and error and that they struggle to gather useful data from evaluations because critical events occur infrequently, because the level of use necessary to evaluate the system is difficult to maintain, or because the evaluation itself interferes with use of the system. We outline pitfalls for developers to avoid as well as practical solutions, and we draw on our results to outline research challenges for the future. Crucially, we do not argue for particular processes, sets of metrics, or intended outcomes, but rather we focus on prototyping tools and evaluation methods that support realistic use in realistic settings that can be selected according to the needs and goals of a particular developer or researcher.