Chia Shen 沈嘉 
MultiTouch Coming of Age: Transforming the Way Science Is Experienced
In the past decade, multi-touch tabletop and wall displays have evolved from embryonic prototypes in isolated labs to commercial availability. Enabling this pace of growth is a body of research and innovation that has mostly focused on answering the “how” side of the equation, providing us with touch-sensitive hardware platform and human-computer gestural interface potentials. With this technology-centric approach, the questions of “why” and “what” have been largely left unanswered. In the Scientists’ Discovery Room Lab at Harvard University, we have taken steps to create and study interactive visual applications for informal science learning and medical applications on multi-touch tables in combination with a large data wall. I will describe the multidisciplinary nature of these projects, what the large collections of today’s online science data can offer in terms of communicating science to the public, why playful and engaging touch and tangible interactions might benefit informal science learning, and some of the challenges that still lie ahead.
Biography
Chia Shen is Director of the SDR Lab and Senior Research Fellow at the School of Engineering and Applied Sciences (SEAS) at Harvard University. She was a Senior Research Scientist at MERL (the Mitsubishi Electric Research Labs) in Cambridge, Massachusetts, where she also served as Associate Director of the Research Lab from 2003 to 2006. Her current research interest is in searching for visual and interactive methods to best communicate science and complex data. For the past ten years, much of her research has focused on tabletop computing, on its user interface and interaction techniques, and on its utility, benefits, pitfalls, and applications. DiamondSpin, developed at MERL under her direction during 2001–2003, is the first open toolkit made available to the tabletop research community and academic institutes throughout the world for the construction of experimental multi-user tabletop concepts and applications. Her co-authored paper on the PDH (Personal Digital Historian), a tabletop story-sharing system, has been ranked as the most cited paper for the 2002 ACM CSCW (ACM Conference on Computer Supported Cooperative Work). Prior to moving to the field of Human Computer Interaction, she worked for over ten years on parallel and distributed real-time systems. She was Conference Chair of the 20th ACM UIST 2007, and served on the IEEE Technical Committees on Real Time Systems and Operating Systems and Application Environments. Dr. Shen is on the Editorial Board of ACM Computers in Entertainment, and on the Steering Committee of the ACM International Conference on Interactive Tabletops and Surfaces. Dr. Shen received her Ph.D. in Computer Science from University of Massachusetts, Amherst, and her B.S. from SUNY at Stony Brook.
Desney Tan
Researcher and Manager, Computational User Experiences, Microsoft Research
CHI 2008 Technical Program Chair; CHI 2011 General Conference Chair
Creating Novel Human-Computer Interaction with Physiological Sensing
The human body is a complex biological machine and a prolific signal generator. Recent advances in sensing technologies have vastly augmented our ability to decode the signals generated by the body. I will provide a whirlwind tour through several of our research projects that utilize sensors placed on or in the human body to create natural and always-available interaction with computers around us. This includes topics on brain-computer interfaces, direct muscular sensing to detect finger gestures, turning the body into an input device with bio-acoustics, dental retainer based devices, as well as embedding technology in bionic contact lenses. If I have time, I’ll also cover broadly some of the other areas in which the Computational User Experiences group is dabbling.
Biography
Desney is a Researcher in the Visualization and Interaction Area at Microsoft Research, where he manages the Computational User Experiences group. He also holds an affiliate faculty appointment at the University of Washington. Desney finds strange pleasure in breaking rules and pushing the boundaries, and this has often transferred to his professional activities. His core research interests include Human-Computer Interaction and Physiological Computing, and he spends large chunks of time applying signal processing and machine learning to recognizing noisy signals, specifically those in or on the human body. Desney was honored as one of MIT Technology Review's 2007 Young Innovators Under 35 for his work on brain-computer interfaces, named one of SciFi Channel's Young Visionaries at TED 2009, and covered as one of Forbes’ Revolutionary Thinkers in 2009 for his work on Whole Body Computing.
Ed H. Chi
Augmented Social Cognition: Using Social Web technology to enhance the ability of groups to remember, think, and reason
We are experiencing a new Social Web, where people share, communicate, commiserate, and have conflicts with each other. As evidenced by systems like Wikipedia, Twitter, and delicious.com, these environments are turning people into social information foragers and sharers. Groups interact to resolve conflicts and jointly make sense of topic areas from "Obama and healthcare policy" to "Islam."
PARC's Augmented Social Cognition researchers -- who come from cognitive psychology, computer science, HCI, CSCW, and other disciplines -- focus on understanding how to "enhance a group of people's ability to remember, think, and reason". Through Social Web systems like social bookmarking sites, blogs, Wikis, and more, we can finally study, in detail, these types of enhancements on a very large scale.
Here we summarize recent work and early findings such as: (1) how conflict and coordination have played out in Wikipedia, and how social transparency might affect reader trust; (2) how decreasing interaction costs might change participation in social tagging systems; and (3) how computation can help organize user-generated content and metadata.
Biography
Ed H. Chi is the area manager and a senior research scientist at Palo Alto Research Center's Augmented Social Cognition Group. He leads the group in understanding how Web2.0 and Social Computing systems help groups of people to remember, think and reason. Ed completed his three degrees (B.S., M.S., and Ph.D.) in 6.5 years from University of Minnesota, and has been doing research on user interface software systems since 1993. He has been featured and quoted in the press, including the Economist, Time Magazine, LA Times, and the Associated Press.
With 19 patents and over 50 research articles, his most well-known past project is the study of Information Scent --- understanding how users navigate and understand the Web and information environments. Most recently, he leads a group of researchers at PARC to understand the underlying mechanisms in online social systems such as Wikipedia and social tagging sites. He has also worked on information visualization, computational molecular biology, ubicomp, and recommendation/search engines. In his spare time, Ed is an avid Taekwondo martial artist, photographer, and snowboarder.
Hsiao-Wuen Hon 
Why HCI is Important to Me (and MSRA) – An Engineer’s Perspective
As a computer scientist and engineer, I have always had a great interest in HCI (Human Computer Interaction), even though it is not my own area. From my perspective, I will describe in this talk the great impact HCI has made to the information industry, what HCI is about, the multi-disciplinary nature of HCI, and why HCI continues to be a critical research and development area. In the big picture, HCI is also the catalyst for many cross-group multi-disciplinary collaborations and innovations. It becomes increasingly important for HCI and other disciplines to work together to solve the most impactful and critical problems of society. In this talk, I will illustrate this using a few examples currently pursued by Microsoft Research Asia.
Biography
Dr. Hsiao-Wuen Hon is the Managing Director of Microsoft Research Asia (MSRA), located in Beijing, China. Founded in 1998, MSRA has since become one of the best research centers in the world that MIT Technology Review called “the hottest computer science research lab in the world.” Dr. Hon oversees the lab’s research activities and collaborations with academia in Asia Pacific.
An IEEE fellow, Dr. Hon is an internationally recognized expert in speech technology. He serves on the editorial board of the international journal of the Communication of the ACM. Dr. Hon has published more than 100 technical papers in international journals and at conferences. He co-authored a book, Spoken Language Processing, which is a graduate-level textbook and reference book in the area of speech technology in many universities all over the world. Dr. Hon holds over three dozen patents in several technical areas.
Dr. Hon has been with Microsoft since 1995. He joined Microsoft Research Asia in 2004 as a Deputy Managing Director, responsible for research in Internet search, speech & natural language, systems, wireless and networking. In addition, he founded and managed the search technology center (STC) from 2005 to 2007, which was responsible for the Microsoft internet Search product (Bing) development in Asia Pacific.
Prior to joining MSRA, Dr. Hon was the founding member and architect in the Natural Interactive Services Division at Microsoft Corporation. Besides overseeing all architectural and technical aspects of the award winning Microsoft® Speech Server product (Frost & Sullivan’s 2005 Enterprise Infrastructure Product of the Year Award, Speech Technology Magazine’s 2004 Most Innovative Solutions Awards and VSLive! 2004 Editors Choice Award), Natural User Interface Platform and Microsoft Assistance Platform, he was also responsible for managing and delivering statistical learning technologies and advanced search. Dr. Hon joined Microsoft Research as a senior researcher in 1995 and has been a key contributor of Microsoft’s SAPI and speech engine technologies. He previously worked at Apple Computer, where he led research and development for Apple’s Chinese Dictation Kit.
Dr. Hon received a Ph.D. in Computer Science from Carnegie Mellon University and a B.S. in Electrical Engineering from National Taiwan University.
James Landay
Design Tools for Activity-based Ubiquitous Computing
Ubiquitous computing (ubicomp) promises to bring computing off the desktop and into our everyday lives. For example, an interactive display might be used by the family of an elder to stay in constant touch with the elder’s everyday wellbeing, or by a group to visualize and share information about their collective impact on the environment. Mobile sensors, networks, and displays are proliferating worldwide in mobile phones, enabling this new wave of applications that are intimate with the user’s physical world. In addition to being ubiquitous, these applications share a focus on high-level activities, which are long-term social processes that take place in multiple environments and are supported by complex computation and inference of sensor data. However, the promise of this Activity-based Ubicomp is unfulfilled, primarily due to methodological, design, and tool limitations in how we understand the dynamics of activities. In this talk I will give an overview of our design methodology and focus on the set of design and study tools we have developed to help bring these types of applications to reality.
Biography
James Landay is the Short-Dooley Career Development Professor in Computer Science & Engineering at the University of Washington, specializing in human-computer interaction. From 2003 through 2006 he was also the Laboratory Director of Intel Labs Seattle, a university affiliated research lab exploring ubiquitous computing. His current research interests include Automated Usability Evaluation, Demonstrational Interfaces, Mobile & Ubiquitous Computing, User Interface Design Tools, and Web Design. He is spending his 2009-2010 sabbatical at Microsoft Research Asia in Beijing.
Landay received his B.S. in EECS from UC Berkeley in 1990 and M.S. and Ph.D. in CS from Carnegie Mellon University in 1993 and 1996, respectively. His Ph.D. dissertation was the first to demonstrate the use of sketching in user interface design tools. He was also the chief scientist and co-founder of NetRaker. In 1997 he joined the faculty in EECS at UC Berkeley, leaving as an Associate Professor in 2003.
John Canny
People, Persuasion, Politics and IT
Computing has come a long way from its beginings as a tool for engineering and science. Now it's recognized as part of the solution to major social problems like health care, education, energy and environmental conservation. With that shift has come an outward focus, especially in the Human-Computer Interaction community, to social sciences and even humanities. In our work on education (MILLEE) we draw heavily on learning science and on ethnographic studies of village life in India. In health care we use theories of motivation and persuasion in a project on maternal health called "First Days". Similarly for energy conservation (mPOwer), we use persuasive interfaces to help users follow through on their commitments to use less energy. I will describe these projects and then discuss a behavioral framework called "post-rationalism" we are using to guide our design work. This framework emphasizes the role of dialog, narrative and social context in human behavior. Two particular explorations under way are the use of dialogic (conversation-like) interfaces for persuasion, and the design of systems to exploit local power structures (politics) rather than fighting them, which often happens when new technologies are introduced in a community.
Biography
John Canny is the Paul and Stacy Jacobs Distinguished Professor of Engineering in the Computer Science Division at UC Berkeley. His early research was in computer vision and robotics - on the interaction between computers and the physical world. Since the 1990's he has focused on the democratization of computing, and what it means to design systems for everyday life. In 2002, he founded the Berkeley Institute of Design, an interdisciplinary, human-centered design research lab. BID now houses 30 researchers from 8 departments. His research priorities are IT for health care and education, ICT4D, models of human behavior and ubiquitous computing. His Ph.D. thesis won the ACM doctoral dissertation award, and a paper based on his M.S. thesis received the AAAI test of time award a decade later. He has recent best paper prizes at CHI 2007, Persuasive Technology 2008 and ACM KDD 2009.
Jonathan Grudin
Principle Researcher, Adaptive Systems and Interaction, Microsoft Research
A Moving Target: The Evolution of HCI
Human-computer interaction over time has been a story of human behavior in a context of rapid technology change. Several threads of research appeared, in Human Factors & Ergonomics, in Information Systems, and in Computer Science, with a recently strengthening focus on Information or Informatics. This presentation stresses the forces that led the field to develop as it has, a social history more than an engineering or conceptual history. A significant emphasis is on often-overlooked consequences of the extraordinary changes in digital technology over the past half-century. The presentation relies more on timelines and quotations, rather than bullet points, and concludes with thoughts about the future course of the trajectories that are outlined.
Biography
Jonathan Grudin is a Principal Researcher in the Adaptive Systems and Interaction group at Microsoft Research. Before joining Microsoft ten years ago, he was Professor of Information and Computer Science at the University of California, Irvine. He earned a BS in Mathematics-Physics at Reed College, MS in Mathematics at Purdue, and PhD in Cognitive Psychology at UC San Diego, where he was advised by Donald Norman. He worked at Wang Laboratories for 5 years and MCC for 3 years, and has taught at Aarhus University, Keio University, and the University of Oslo. He began working in Human-Computer Interaction at the MRC Applied Psychology Unit in Cambridge, UK, in 1982, and has been involved in the CHI and CSCW conferences since each began. He was Editor of ACM Transactions on Computer-Human Interaction from 1997-2003 and is now Associate Editor responsible for HCI for ACM Computing Surveys. He is a member of the ACM SIGCHI CHI Academy. His recent research has focused on enterprise adoption of emerging communication and collaboration technologies, and he writes and edits an ACM Interaction column on HCI history.
Jun Rekimoto 
Cybernetic Human: From human computer interaction to human computer integration
Traditionally, we regard HCI as an interface between human and machine. However, thanks to recent advancement of technologies, thinking about “enhancing”, “augmenting” or “re-designing” human becomes a serious research topic. In other words, there is a paradigm shift of HCI: from human-compute-interaction to human-computer-integration. In this talk, I will discuss various possibilities and challenges to enhance human abilities. Then, I would also like to introduce our ongoing projects according to this vision, including wearable eye sensing for augmenting our perception and memory abilities, and human-hand control based on functional electrical stimulation.
Biography
Jun Rekimoto received his B.A.Sc., M.Sc., and Ph.D. in Information Science from Tokyo Institute of Technology in 1984, 1986, and 1996, respectively. Since 1994 he has worked for Sony Computer Science Laboratories (Sony CSL). In 1999 he formed, and has since directed, the Interaction Laboratory within Sony CSL. Since 2007 he has been a professor in the Interfaculty Initiative in Information Studies at The University of Tokyo.
Jun Rekimoto received his B.A.Sc., M.Sc., and Ph.D. in Information Science from Tokyo Institute of Technology in 1984, 1986, and 1996, respectively. Since 1994 he has worked for Sony Computer Science Laboratories (Sony CSL). In 1999 he formed, and has since directed, the Interaction Laboratory within Sony CSL. Since 2007 he has been a professor in the Interfaculty Initiative in Information Studies at The University of Tokyo.
Mary Czerwinski 
Visualization and Interaction Research at MSR: Toward a Social Perspective
Today's information workers and teams are characterized by their ability to easily handle interruptions, multi-task and make sense of enormous amounts of information in high-pressure situations. Current and future technologies, including various wearables and sensing devices, ensure that robust communications and information transmissions can occur almost anywhere, any time, to large numbers of people. Our ability to log, collect, and visualize event data has become ever more sophisticated, allowing us to analyze trends and identify patterns across many areas of individual and group behaviors. How do we use these technological trends to ensure that we are designing tools that improve productivity, insight, and an overall sense of user control? In this talk, I discuss our research approach to the user centered design of advanced user interfaces, and describe a few of our research projects.
Biography
Mary Czerwinski is a Research Area Manager at Microsoft Research, where she manages many diverse areas of human-computer interaction, including social computing, information visualization, CSCW, sensor-based interaction and healthcare. Mary has been an avid participant in the ACM SIGCHI community, sitting on the SIGCHI Executive Committee for the last 10 years, chairing CHI 2008, UIST 2005, Papers Chair for CHI 2000 and UIST 2010, in addition to many other conference volunteer roles. Mary has ~100 publications in HCI and psychology, and holds a PhD in Cognitive Psychology. Mary is very involved in supporting academia as well, sitting on multiple university advisory boards and PhD student dissertation committees.
Richard Harper
The Future of “the User”
One approach to innovation in computer systems is to develop the technology and then seek ways of making it usable. Another is to explore what people actually do and use this as a starting point to drive innovation. It is this latter approach we use in the Socio-Digital Systems group, in Microsoft Research Cambridge, England. Taking this approach has its difficulties, though. One difficulty has to do with the problem of defining the ‘user’. Models of a user can be developed, but no single model can be used for all human activities. Rather, models need to be seen as heuristics devised to better understand particular types of actions. To understand action requires fieldwork and various other types of data gathering, mostly of a sociological and anthropological kind. A second problem for this approach to innovation has to do with how to explore and invent new modes of human action. This requires the development of novel technologies through prototyping. Deployment of prototypes in turn can lead to new models of users, at the same time as inspiring the design of future technologies. In this talk, I will illustrate our approach to these problems and the innovations we develop with four case studies: two related to communications technologies and two related to search.
Biography
Richard Harper is Principal Researcher at Microsoft Research in Cambridge and co-manages the Socio-Digital Systems group. Richard is concerned with how to design for 'being human' in an age when man-as-machine type metaphors, deriving from Turing and others, tend to dominate thinking in the area. Trained as a sociologist and with a strong passion for ordinary language philosophy, he has published over 100 papers and is about to publish his 10th book, Texture: Human expression in the age of communication overload, (MIT Press). Amongst his prior books is the IEEE award winning The Myth of the Paperless Office (MIT Press,2002), co-authored with Abi Sellen. His work is not only theoretical or sociological, but also includes the design of real and functioning systems, for work and for home settings, for mobile devices and for social networking sites. Numerous patents have derived from his work.Prior to joining Microsoft Research, Richard helped lead various technology innovation and knowledge transfer companies, while in 2000 he was appointed the UK’s first Professor of Socio-Digital Systems, at the University of Surrey, England. It was here he also set up the Digital World Research Centre. Prior to this he was a researcher at Xerox PARC's fifth lab, EuroPARC, in Cambridge. He completed his Phd at Manchester in 1989. He lives in Cambridge with his wife and three troublesome but occasionally delightful children.
Scott Klemmer
Tools for design thinking
Prototyping is pivotal to design innovation, collaboration, and creativity. My group’s research empowers more users to design interactive systems, expert designers to be more creative, and programmers to engage in more design thinking. Our research has introduced techniques for users to demonstrate interactive behavior, sample existing design elements to create new ones, and tightly integrate the creation and evaluation aspects of design. In much of this work, examples – both created and harvested – play a powerful role. We explore these issues on mobile, desktop, web, and sensor-based platforms. We seek to understand the fundamental psychological and social ingredients of design excellence in order to create more effective design tools and practices. We create prototypes that envision future interface styles; a current project looks at the future of mobile interaction.
Biography
Scott is an Assistant Professor of Computer Science at Stanford University, where he co-directs the Human-Computer Interaction Group. Organizations around the world use his lab’s open-source design tools, and several books and popular press articles have covered his research. He is a co-recipient of the CHI and UIST Best Paper Awards, Microsoft Research New Faculty Fellowship, Sloan Fellowship, and NSF CAREER award. He received a dual BA in Art-Semiotics and Computer Science from Brown University, and an MS and PhD in Computer Science from UC Berkeley.
Guozhong Dai
PGIS: A kind of Post-Wimp interface
I’d like to share my thoughts that I have developed from my research experiences on Computer Human Interaction (CHI) in the past years, including its history, its research framework, as well as the opportunities and challenges we now face. After that, I will introduce a new kind of Post-Wimp interface, PGIS interface, involving its theory and applications.
Biography
Guozhong Dai is a Professor and Ph.D. supervisor in Institute of Software, Chinese Academy of Sciences. He was a visiting professor of Department of Computer Science in University of Maryland (1982-1985). Prof. Guozhong Dai is Chairman of ACM SIFCHI CHINA Chapter, Dean of the Committee of Computer Graphics & CAD under Chinese Association of Automation, Deputy Chairman of National Technical Committee on Ergonomics of Standardization Administration of China (SAC/TC159), Deputy Chairman of Subcommittee on System Structure, Communication, Integrated Framework of National Technical Committee on Industrial Automation System Integration of Standardization Administration of China, Deputy Chairman of Committee of Digital entertainment of Chinese Association for System Simulation.
Prof. Guozhong Dai has led and participated in many key projects sponsored by Natural Science Foundation of China, Hi-tech Research and Development Programs of China (863 Program),or National Key Basic Research and Development Program (973 Program). His major research interests are human-computer interaction, computer graphics and virtual reality, including pen-based interaction, natural user interface, and 3D user interface. He has published and co-authored two books and more than one hundred research papers in the domestic and international academic journals and conferences. He was awarded the prize of National Science and Technology Progress for three times and won kinds of awards, like CAS Science and Technology Progress Awards, Ministerial and Commission Awards for Science and Technology Progress.
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