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Dive into the research topics where Ernesto Arroyo is active.

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Featured researches published by Ernesto Arroyo.


human factors in computing systems | 2005

Waterbot: exploring feedback and persuasive techniques at the sink

Ernesto Arroyo; Leonardo Bonanni; Ted Selker

This paper presents an exploration of user interfaces, persuasive interfaces and feedback techniques in the domain of the sink. Waterbot is a system to inform and motivate behavior at the sink for the purpose of increasing safety and functionality and ultimately motivating behavior change. Waterbot can be adapted to many current sink scenarios and demonstrates the breadth of interaction possible at the point of use of water. It functions as a platform for experimenting with safety, hygiene and water conservation in a sink. This paper presents the feedback and persuasion techniques of augmented physical interfaces with value-added design, automation, just-in-time prompts, positive and negative reinforcement, social validation and adaptive interfaces. Four design iterations are presented to affect behavior at the increasing cognitive levels of safety, functionality and behavior change.


human factors in computing systems | 2006

Usability tool for analysis of web designs using mouse tracks

Ernesto Arroyo; Ted Selker; Willy Wei

This paper presents MouseTrack as a web logging system that tracks mouse movements on websites. The system includes a visualization tool that displays the mouse cursor path followed by website visitors. It helps web site administrators run usability tests and analyze the collected data. Practitioners can track any existing webpage by simply entering its URL. This paper includes a design case that shows the tools value for teaching interaction design concepts.


human factors in computing systems | 2006

CarCoach: a polite and effective driving coach

Ernesto Arroyo; Shawn Sullivan; Ted Selker

This paper describes the design and evaluation on the road of a context aware driving advisor designed to promote better driving behavior. CarCOACH takes the information gathered from various sensors in the car and identifies common driving mistakes to appropriately commenting on driving behavior. The system presents scheduled feedback controlled in terms of quantity of total feedback and feedback with regards to a specific stimulus, and driver current state. Its goal is to reduce drivers stress while maximizing the effectiveness of the feedback presented.


intelligent user interfaces | 2003

Self-adaptive multimodal-interruption interfaces

Ernesto Arroyo; Ted Selker

This work explores the use of ambient displays in the context of interruption. A multimodal interface was created to communicate with users by using two ambient channels for interruption: heat and light. These ambient displays acted as external interruption generators designed to get users attention away from their current task; playing a game on a desktop computer. It was verified that the disruptiveness and effectiveness of interruptions varies with the interruption modality used to interrupt. The thermal modality produced a larger decrease in performance and disruptiveness on a task being interrupted than the visual modality. Our results set the initial point in providing the theory behind future self-adaptive multimodal-interruption interfaces that will employ users individual physiological responses to each interruption modality and dynamically select the modality based on effectiveness and performance metrics


ambient intelligence | 2005

Exploring feedback and persuasive techniques at the sink

Leonardo Bonanni; Ernesto Arroyo; Chia-Hsun Lee; Ted Selker

This paper presents an exploration of user interfaces, persuasive interfaces and feedback techniques in the domain of the sink. Waterbot is a system to inform and motivate behavior at the sink for the purpose of increasing safety and functionality and ultimately motivating behavior change. Waterbot can be adapted to many current sink scenarios and demonstrates the breadth of interaction possible at the point of use of water. It functions as a platform for experimenting with safety, hygiene and water conservation in a sink. This paper presents the feedback and persuasion techniques of augmented physical interfaces with value-added design, automation, just-in-time prompts, positive and negative reinforcement, social validation and adaptive interfaces. Four design iterations are presented to affect behavior at the increasing cognitive levels of safety, functionality and behavior change. Author


human factors in computing systems | 2005

Smart sinks: real-world opportunities for context-aware interaction

Leonardo Bonanni; Ernesto Arroyo; Chia-Hsun Lee; Ted Selker

Can implicit interaction with a computer easily drive useful interface improvements in physical world settings? This paper presents a case study presenting multiple such context-aware interaction improvements in a sink. We have identified opportunities where automated interfaces at the sink have positive consequences for safety, hygiene and ecology. The danger of scalding oneself with hot water is confronted by transforming the water into a graphical user interface and using image understanding to dispense the proper temperature of water. Audio-visual feedback at the sink can motivate users to conserve water. Used in combination with an RFID reader, the sink can serve as an effective means of verifying hand-washing compliance for clean environments. Finally, automatic actuation of the sinks height based on the user and task can prevent burns and ergonomic injuries. This project demonstrates that the integration of digital interaction in a hostile environment can facilitate and improve our daily rituals.


Journal of Universal Computer Science | 2012

SOS: Orchestrating Collaborative Activities across Digital and Physical Spaces Using Wearable Signaling Devices

Davinia Hernández Leo; Raul Nieves; Ernesto Arroyo; Andrea Rosales; Javier Melero Gallardo; Josep Blat

Carrying out collaborative learning activities (supported by technologies or not) typically involves the coordination of multiple participants, in their dynamic assignment to groups and roles and in the distribution of resources and tools to specific group or individuals. While the mechanisms required to address these coordination aspects in digital educational spaces have been largely studied, less research has been conducted on orchestration support for facilitating this coordination in (technology-enhanced) physical spaces, such as the classroom or the playground. This paper presents the Signal Orchestration System (SOS), a system that augments the physical environment with digital signals indicating orchestration aspects. The SOS facilitates its integration with digital educational spaces to allow transitioning activities from digital to physical spaces. The paper describes the SOS system and its underlying architecture through a functional prototype that has been developed to show its feasibility and to enable its evaluation in authentic situations. The main components of the prototype include a Manager, where orchestration visual and auditory signals are configured, changed on the fly and transmitted, and three different designs of Wearable Signaling Devices, which are carried by participants and render the orchestration signals. The prototype has been used in two different experiments in the context of a real course applying adaptations of the well-known Jigsaw collaborative learning flow pattern. The results show that the SOS enables a flexible dynamic orchestration of the collaborative activities.


human factors in computing systems | 2002

Chameleon tables: using context information in everyday objects

Ted Selker; Ernesto Arroyo; Winslow Burleson

The Chameleon Table project created a set of hexagonal tables. They are modular and are able to snap together. The design portrays some goals that can be achieved by having a table that is aware of changes in its surroundings and includes this as part of its technology. By creating this infastructure, we have been able to make several scenarios including musical instruments, sending messages between tables, and menus that change with apparent use in a food scenario. This paper also shows the use of a network for broadcasting context information.


human factors in computing systems | 2011

Large displays in urban life - from exhibition halls to media facades

Uta Hinrichs; Nina Valkanova; Kai Kuikkaniemi; Giulio Jacucci; M. Sheelagh T. Carpendale; Ernesto Arroyo

Recent trends show an increasing prevalence of large interactive displays in public urban life. For example, museums, libraries, public plazas, or architectural facades take advantage of interactive technologies that present information in a highly visual and interactive way. Studies confirm the potential of large interactive display installations for educating, entertaining, and providing evocative experiences. This workshop will provide a platform for researchers and practitioners from different disciplines to exchange insights on current research questions in the area. The workshop will focus on how to design large interactive display installations that promote engaging experiences that go beyond playful interaction, and how to evaluate their impact. The goal is to cross-fertilize insights from different disciplines, establish a more general understanding of large interactive displays in public urban contexts, and to develop an agenda for future research directions in this area.


ambient intelligence | 2011

Evocative Experiences in the Design of Objects to Encourage Free-Play

Andrea Rosales; Ernesto Arroyo; Josep Blat

In the near future technologies will be even more present in every day objects, which should add a playful value for children, to make use of their natural interest to play while being socially and physically active. We have moved towards this direction by building on free-play experiences identified through a face-to-face ethnographical study conducted over 4 months. The study shows that, beyond the increase of screen based entertainment, children have scarce opportunities for free-play (leading to them being more sedentary). Moreover during free play, they combine the interest of an individual activity, with a personal challenge, while collaborating and competing. Based on these findings we propose augmenting accessories with sensor systems giving feedback while doing specific body challenges. We have developed and tested two prototypes based on this concept: shoes that blink while jumping and a fanny pack that blinks while moving.

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Ted Selker

Massachusetts Institute of Technology

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Leonardo Bonanni

Massachusetts Institute of Technology

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Chia-Hsun Lee

Massachusetts Institute of Technology

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Andrea Rosales

Open University of Catalonia

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Alexandre Stouffs

Massachusetts Institute of Technology

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Shawn Sullivan

Massachusetts Institute of Technology

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