APCHI 2004

6th Asia-Pacific Conference on Computer-Human Interaction
Incorporating the 5th ACM SIGCHI-NZ Symposium
June 29 - July 2 2004
Rotorua, NZ

Tutorials

APCHI 2004 tutorials will take place on 29th June and 2nd July 2004. Registration for half day tutorials is NZ $225 each; registration for the full day tutorial is NZ $300.

The tutorials on offer are as follows:

Full day tutorials

Understanding users' work in context: Practical observation skills (29th June)
Susan Dray, Dray and Associates, Inc


Half day tutorials

Mobile Device User-Interface Design: For Work, Home, and On the Way (2nd July)
Aaron Marcus, AM+A (Aaron Marcus and Associates)

Computers, Applications, and Colour (29th June)
Paul Lyons and Giovanni Moretti, Massey University, NZ
Tutorial details

Designing Augmented Reality Interfaces (29th June)
Mark Billinghurst, HIT Lab NZ

Developing Computer Vision Applications (2nd July)
Richard Green, University of Canterbury, NZ


Please note that the provision of each tutorial is subject to it having a sufficient number of registrants.



Mobile Device User-Interface Design: For Work, Home, and On the Way (Aaron Marcus)

Outline

Lecture 1: Mobile UI Design: Intro and Tour
Lecture 2: 12 Myths of Mobile UI Design
Lecture 3: Case Study of Phone/PDA UI Development
Lecture 4: Vehicle UI Design and Culture Dimensions
Lecture 5: Making Media Metadata Management Fun

Intended Audience

Intended audience for introductory level: researchers and developers of phone/PDA, vehicle, music/consumer electronics, and other mobile devices/appliances.

Outcome for the Attendees

Participants will become familiar with the current state of mobile product/service development, including applications for phones/PDAs, vehicles, and music/consumer electronics; key technology, social, business, cultural, and UI issues and specific techniques appropriate for designing and analyzing mobile products and services, in-cluding user analysis, metaphors, mental models, navigation, interaction, appearance, and information visualization.

Tutorial Material

User interfaces (UIs) combining computation with communication functions, e.g., phone, video, the Web, and music are enabling mobile products/services to penetrate environments for work, play, and on the way. Consequently, developers must learn techniques to make mobile products/services easier to learn and use, more usable, useful, and appealing to an every wider, more diverse set of users. This tutorial sum-marizes key principles, techniques, and surveys issues and current products. Special attention is given to information design and visualization. Analyzing and designing mobile UIs from an information, visually-oriented design perspective can make prod-uct/services easier to produce, sell, learn, use, and maintain. Users will find it easier to find, sort, play, and pay.

Presenter's Background

Aaron Marcus is a 25-year veteran tutorial presenter at most user-interface, computer graphics, and visual design conferences worldwide. He is founder and president of his own design and consulting firm based in Berkeley, California. His mobile UI clients include BMW, DaimlerChrysler, HP, Motorola, Nokia, Samsung, and Siemens.



Computers, Applications, and Colour (Paul Lyons and Giovanni Moretti)

This tutorial demystifies the theory and practice of colouring computer interfaces.

Sophisticated models of colour integrate physics, the physiology of the eye, perceptual psychology, a rigorous derivation of the mathematics of colour primaries, and CRT technology. Deprived of this underlying theory, common colour guidelines seem naive and contradictory.

The tutorial contains a coherent presentation of the important parts of the theory. It explains the basis for common practical guidelines, and how to prioritise guidelines.

Many colour phenomena aren't explained by spectrum-based and primaries-based models We cover more powerful mathematical and psychophysical models of colour that turn these phenomena from impenetrable mysteries into inevitable conclusions - without deriving the mathematics or reviewing a mass of human perceptual psychology.

In the first section of the tutorial, we cover human colour perception, and outline an unambiguous canonical colour vocabulary; we explain metamerism, opponent colour theory and colour spaces, including CIE, RGB and Munsell's. We discuss perceptual uniformity, Macadam's experiments; and shortcomings of common 3D colour models. We describe CRT primaries and demonstrate the perceptual non-uniformity of conventional colour-pickers.

In the latter part of the tutorial we translate theory into practical guidelines for application developers. We cover monitor white points, colour temperature, colour adaptation and monitor calibration, and colour management systems. We present a number of other miscellaneous pieces of practical colour information, related to displays on computer monitors.

Although the tutorial is divided into theoretical and practical sections, practical hints and demonstrations leaven the theoretical section, and theory underpins our recommendations about colour practice.

Intended audience

If you specialise in the physics, technology, or psychology of colour, don't enrol in this tutorial expecting to learn more about your speciality.

But if you struggle to design interfaces that work visually; if you want a deeper understanding of colour in general and greater confidence in choosing colour combinations, then this is the tutorial for you. We've assembled an explanation of various colour models and technologies that will inform your colour decisions.

We aren't physicists, experts on colour theory, or psychologists; we are computer scientists who experienced firsthand the difficulty of choosing colours for applications. We are also undertaking research into a practical application of a mathematical model for facilitating colour choice. Dissatified with the guidelines in HCI texts, we turned to colour theory, looking for a few simple principles to help us. Instead, we found a plethora of complex principles, which we have boiled down to a knowledge base that we have shared with other practitioners around the world, via tutorials like this one.

Outcomes for attendees

You'll learn why physics only explains part of the phenomenon of colour, how the eye distinguishes colours, and a little of the psychology of colour perception. And when to abandon all of those and think in terms of monitor technology.

You'll also get a fistful of practical hints that will increase your chances of producing colour interfaces that work - both aesthetically, and functionally.

Specifically, you'll learn about

  • Standard colour vocabulary and common colour models
  • Additive and subtractive colour mixing
  • Primaries
  • White points
  • A psychological, perceptual perspective on colour
  • Calibration of colour equipment (gamma)
  • Colour harmony
  • Colour management systems (CMSs)
  • Commercially important colour spaces
  • Device gamut and its implications
  • Colouring for text

Schedule

The tutorial is divided into two halves. In the first half, Paul presents foundation material, covering colour models, and with a few practical hints thrown in. After a break for coffee, Giovanni gets down to the nitty gritty, with practical aspects like monitor gamma, printing, colour management systems, and ways of choosing sets of colours that "go together".

Other material

You'll also receive a CD containing software (free for non-commercial applications) for colour space conversions, and for generating colour schemes based around perceptually uniform colour spaces.

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