My name is Wei. I am working as a PhD researcher at Delft University of Technology in the Netherlands.

The aim of this blog is to create an information storage, to share my ongoing work, and to encourage discussions for Generation Y Interactions.

Now, let's start our interactions :-)

Saturday, March 10, 2012

A graduation student is wanted from the DFI (designing for interaction) program to work at Exact.

The “New” Bookkeeping: Applying Generation Y Interactions into an Office Context

Starting Date:
Beginning of April 2012

A new workforce named Generation Y (born between 1980-2000) is currently entering the job market. Being the first generation of digital natives, they grew up with highly interactive tools, applications and technologies, such as mobile phones, mp3 players and multi-touch tablets. This generation has grown accustomed to new, more expressive and natural ways of interacting with their tools (e.g. shake an iPhone to shuffle songs) in the private context of their home or friends. In the more public work context, however, the richer ways of interacting that these new technologies offer, do not seem to be supported yet. As a consequence, most of the interactions with office applications and tools are still done through the ubiquitous, almost 40-year old, set-up of keyboard, display and mouse. Therefore, a design challenge presents itself in bringing these new Generation Y type of interactions into the work context.

This project is affiliated with Wei Liu’s PhD project on “Supporting Generation Y Interactions in Office Work”, which is a collaboration between the ID-StudioLab and Exact. Exact (exact.com) is a business software developer located in Delft. Research done so far on interaction qualities and design guidelines will guide the student to start this graduation project.

Problem Definition:
In current office contexts, traditional ways of interacting with tools still dominate how Generation Y is conducting their work, i.e. calling a colleague urgently without knowing his/her availability at the moment. One of these contexts is bookkeeping in small and medium sized enterprises (SME), which are the target customers of Exact. In these SME’s, Exact Online, a web-based accounting application, is used to do bookkeeping in collaboration between entrepreneurs and their accountants. Usually one accountant provides service to multiple entrepreneurs, especially to the zzp’er (one man company). Opposite to the rich interactions that these entrepreneurs experience in the home context, the bookkeeping activity is often performed following the rigid structure of the traditional office tools. To improve this situation, novel, Generation Y interaction styles need to be introduced to the act of bookkeeping.

The goal of this project is to explore, design and integrate novel, Generation Y interaction styles within the context of bookkeeping for SME’s. The target users are entrepreneurs and their accountants. Research on the existing bookkeeping procedures and the roles of and communication between entrepreneur and accountants needs to be conducted to map the current context. Following this research, future scenarios of use will be developed, based on which design concepts will be generated. One concept will be worked out into a prototype or simulation.

  1. A prototype or simulation
  2. A final report
  3. A1 poster
  4. An oral presentation

Note: The student should fill in this section.

Thursday, January 12, 2012

Ten principles that contribute to a Googley user experience


  1. Focus on people–their lives, their work, their dreams.
    The Google User Experience team works to discover people‘s actual needs, including needs they can‘t always articulate. Armed with that information, Google can create products that solve real-world problems and spark the creativity of all kinds of people. Improving people‘s lives, not just easing step-by-step tasks, is our goal.
    Above all, a well-designed Google product is useful in daily life. It doesn‘t try to impress users with its whizbang technology or visual style – though it might have both. It doesn‘t strong-arm people to use features they don‘t want – but it does provide a natural growth path for those who are interested. It doesn‘t intrude on people‘s lives – but it does open doors for users who want to explore the world‘s information, work more quickly and creatively, and share ideas with their friends or the world.
  2. Every millisecond counts.
    Nothing is more valuable than people‘s time. Google pages load quickly, thanks to slim code and carefully selected image files. The most essential features and text are placed in the easiest-to-find locations. Unnecessary clicks, typing, steps, and other actions are eliminated. Google products ask for information only once and include smart defaults. Tasks are streamlined.
    Speed is a boon to users. It is also a competitive advantage that Google doesn‘t sacrifice without good reason.
  3. Simplicity is powerful.
    Simplicity fuels many elements of good design, including ease of use, speed, visual appeal, and accessibility. But simplicity starts with the design of a product‘s fundamental functions. Google doesn‘t set out to create feature-rich products; our best designs include only the features that people need to accomplish their goals. Ideally, even products that require large feature sets and complex visual designs appear to be simple as well as powerful.
    Google teams think twice before sacrificing simplicity in pursuit of a less important feature. Our hope is to evolve products in new directions instead of just adding more features.
  4. Engage beginners and attract experts.
    Designing for many people doesn‘t mean designing for the lowest common denominator. The best Google designs appear quite simple on the surface but include powerful features that are easily accessible to those users who want them. Our intent is to invite beginners with a great initial experience while also attracting power users whose excitement and expertise will draw others to the product.
    A well-designed Google product lets new users jump in, offers help when necessary, and ensures that users can make simple and intuitive use of the product‘s most valuable features. Progressive disclosure of advanced features encourages people to expand their usage of the product. Whenever appropriate, Google offers smart features that entice people with complex online lives – for instance, people who share data across several devices and computers, work online and off, and crave storage space.
  5. Dare to innovate.
    Design consistency builds a trusted foundation for Google products, makes users comfortable, and speeds their work. But it is the element of imagination that transforms designs from ho-hum to delightful.
    Google encourages innovative, risk-taking designs whenever they serve the needs of users. Our teams encourage new ideas to come out and play. Instead of just matching the features of existing products, Google wants to change the game.
  6. Design for the world.
    The World Wide Web has opened all the resources of the Internet to people everywhere. For example, many users are exploring Google products while strolling with a mobile device, not sitting at a desk with a personal computer. Our goal is to design products that are contextually relevant and available through the medium and methods that make sense to users. Google supports slower connections and older browsers when possible, and Google allows people to choose how they view information (screen size, font size) and how they enter information (smart query parsing). The User Experience team researches the fundamental differences in user experiences throughout the world and works to design the right products for each audience, device, and culture. Simple translation, or “graceful degradation” of a feature set, isn‘t sufficient to meet people‘s needs.
    Google is also committed to improving the accessibility of its products. Our desire for simple and inclusive products, and Google‘s mission to make the world‘s information universally accessible, demand products that support assistive technologies and provide a useful and enjoyable experience for everyone, including those with physical and cognitive limitations.
  7. Plan for today‘s and tomorrow‘s business.
    Those Google products that make money strive to do so in a way that is helpful to users. To reach that lofty goal, designers work with product teams to ensure that business considerations integrate seamlessly with the goals of users. Teams work to make sure ads are relevant, useful, and clearly identifiable as ads. Google also takes care to protect the interests of advertisers and others who depend on Google for their livelihood.
    Google never tries to increase revenue from a product if it would mean reducing the number of Google users in the future. If a profitable design doesn‘t please users, it‘s time to go back to the drawing board. Not every product has to make money, and none should be bad for business.
  8. Delight the eye without distracting the mind.
    If people looked at a Google product and said ”Wow, that‘s beautiful!” the User Experience team would cheer. A positive first impression makes users comfortable, assures them that the product is reliable and professional, and encourages people to make the product their own.
    A minimalist aesthetic makes sense for most Google products because a clean, clutter-free design loads quickly and doesn‘t distract users from their goals. Visually appealing images, color, and fonts are balanced against the needs for speed, scannable text, and easy navigation. Still, ”simple elegance” is not the best fit for every product. Audience and cultural context matter. A Google product‘s visual design should please its users and improve usability for them.
  9. Be worthy of people‘s trust.
    Good design can go a long way to earn the trust of the people who use Google products. Establishing Google‘s reliability starts with the basics – for example, making sure the interface is efficient and professional, actions are easily reversed, ads are clearly identified, terminology is consistent, and users are never unhappily surprised. In addition, Google products open themselves to the world by including links to competitors and encouraging user contributions such as community maps or iGoogle gadgets.
    A greater challenge is to make sure that Google demonstrates respect for users‘ right to control their own data. Google is transparent about how it uses information and how that information is shared with others (if at all), so that users can make informed choices. Our products warn users about such dangers as insecure connections, actions that may make users vulnerable to spam, or the possibility that data shared outside Google may be stored elsewhere. The larger Google becomes, the more essential it is to live up to our “Don‘t be evil” motto.
  10. Add a human touch.
    Google includes a wide range of personalities, and our designs have personality, too. Text and design elements are friendly, quirky, and smart – and not boring, close-minded, or arrogant. Google text talks directly to people and offers the same practical, informal assistance that anyone would offer to a neighbor who asked a question. And Google doesn‘t let fun or personality interfere with other elements of a design, especially when people‘s livelihood, or their ability to find vital information, is at stake.
    Google doesn‘t know everything, and no design is perfect. Our products ask for feedback, and Google acts on that feedback. When practicing these design principles, the Google User Experience team seeks the best possible balance in the time available for each product. Then the cycle of iteration, innovation, and improvement continues.

Thursday, November 24, 2011

Ranking of HCI conferences based on average citations per paper during the last 10 years.


1UIST - User Interface Software and Technology390814520.88461538
2ECSCW - European Conference on Computer Supported Cooperative Work104189218.19230769
3UbiComp(HUC) - Ubiquitous Computing/Handheld and Ubiquitous Computing408718417.60784314
4CSCW - Conference on Computer Supported Cooperative Work475640713.48842105
5ISWC - International Symposium on Wearable Computers260277010.65384615
6DIS - Designing Interactive Systems28925268.740484429
7CHI - Computer Human Interaction5224437898.382274119
8GROUP - International Conference on Supporting Group Work30925778.339805825
9IUI - Intelligent User Interfaces81066098.159259259
10IDC - Interaction Design And Children1149097.973684211
11ICMI - Int. Conf. on Multimodal Interfaces51536917.166990291
12MLMI - Machine Learning for Multimodal Interaction17511916.805714286
13ICAD - International Conference on Auditory Display23916216.782426778
14NIME - New Interfaces for Musical Expression36723516.40599455
15UM - User Modeling37723756.299734748
16AUIC - Australasian User Interface Conference1036456.262135922
17DSV-IS - Design, Specification, and Verification of Interactive Systems1448565.944444444
18AVI - Working Conference on Advanced Visual Interfaces41023795.802439024
19ETRA - Eye Tracking Research & Application21212115.712264151
20GW - Gesture Workshop1949034.654639175
21ASSETS - ACM Conference on Assistive Technologies45020834.628888889
22Mobile HCI - Mobile HCI78135644.563380282
23NORDICHI - Nordic Conference on Human-Computer Interaction44119604.444444444
24RO-MAN - IEEE International Symposium on Robot and Human Interactive Communication25910764.154440154
25ICCM - International Conference on Cognitive Modelling1305384.138461538
26TAMODIA - Task Models and Diagrams for User Interface Design1646043.682926829
27PDC - Participatory Design1856803.675675676
28INTERACT - IFIP Conference on Human-Computer Interaction77227663.582901554
29W4A - Workshop on Web Accessibility1916703.507853403
30DIGRA - Conference of the Digital Games Research Association34911533.303724928
31ACII - Affective Computing and Intelligent Interaction2257363.271111111
32Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems86227243.160092807
33CISS - Conference on Information Sciences and Systems90525832.854143646
34PERSUASIVE - Persuasive Technology1805042.8
35International conference on tangible and embedded interaction3669482.590163934
36SIGDOC - ACM Special Interest Group for Design of Communication3889122.350515464
37ACMACE - Advances in Computer Entertainment Technology58113142.2616179
38CANDC - Creativity & Cognition2785722.057553957
39OZCHI - Australasian Computer-Human Interaction Conference4489072.024553571
40ICEC - International Workshop on Entertainment Computing5218311.595009597
41BCS HCI Conference2924431.517123288
42C5 - Conference on Creating, Connecting and Collaborating through Computing2032891.42364532
43ICCHP - International Conference on Computers for Handicapped Persons92112851.395222584
44APCHI - Asia-Pacific Computer and Human Interaction1351761.303703704
45USAB - Usability Symposium1892201.164021164
46HCI - Human-Computer Interaction346240041.156556904
47DIMEA - International Conference on Digital Interactive Media in Entertainment and Arts1351561.155555556
48Multikonferenz Wirtschaftsinformatik2662450.921052632
49MVA - Machine Vision Applications4394030.917995444
50Mensch & Computer3383040.899408284