Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Heuristic evaluation of ambient displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UniCast, OutCast & GroupCast: Three Steps Toward Ubiquitous, Peripheral Displays
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Change Blind Information Display for Ubiquitous Computing Environments
UbiComp '02 Proceedings of the 4th international conference on Ubiquitous Computing
The museum visit: generating seamless personalized presentations on multiple devices
Proceedings of the 9th international conference on Intelligent user interfaces
The drift table: designing for ludic engagement
CHI '04 Extended Abstracts on Human Factors in Computing Systems
User Modeling and User-Adapted Interaction
A real-time Speech-interfaced System for Group Conversation Modeling
Proceedings of the 2009 conference on Neural Nets WIRN09: Proceedings of the 19th Italian Workshop on Neural Nets, Vietri sul Mare, Salerno, Italy, May 28--30 2009
HSI'09 Proceedings of the 2nd conference on Human System Interactions
A socially aware persuasive system for supporting conversations at the museum café
Proceedings of the 16th international conference on Intelligent user interfaces
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According to recent studies, a museum visit by a small group (e. g. a family or a few friends) can be considered successful if conversation about the experience develops among its members. Often people stop at the museum café to have a break during the visit or before leaving. The museum café is the location that we foresee as ideal to introduce a tabletop interface meant to foster the conversation of the visitors. We describe a Wizard of Oz study of a system that illustrates the reactions of people to visual stimuli (floating words, images, text snippets) projected on a tabletop interface. The stimuli, dynamically selected taking into account the topic discussed and a set of communicative strategies, are meant to support the conversation about the exhibition and the visit or to foster a topic change, in case the group is discussing something unrelated to the visit. The results of the Wizard of Oz show that people recognized visuals on the table as "cues" for a group conversation about the visit, and interesting insights about the design have emerged.