| TreeViz: Treemap Visualization of Hierarchically Structured Information | | BIB | PDF | 369-370 | |
| Brian Johnson | |||
| Finding Usability Problems Through Heuristic Evaluation | | BIBAK | PDF | 373-380 | |
| Jakob Nielsen | |||
| Usability specialists were better than non-specialists at performing
heuristic evaluation, and "double experts" with specific expertise in the kind
of interface being evaluated performed even better. Major usability problems
have a higher probability than minor problems of being found in a heuristic
evaluation, but more minor problems are found in absolute numbers. Usability
heuristics relating to exits and user errors were more difficult to apply than
the rest, and additional measures should be taken to find problems relating to
these heuristics. Usability problems that relate to missing interface elements
that ought to be introduced were more difficult to find by heuristic evaluation
in interfaces implemented as paper prototypes but were as easy as other
problems to find in running systems. Keywords: Heuristic evaluation, Interface evaluation, Usability problems, Usability
expertise, Discount usability engineering, Telephone-operated interfaces | |||
| Applying Cognitive Walkthroughs to More Complex User Interfaces: Experiences, Issues, and Recommendations | | BIBAK | PDF | 381-388 | |
| Cathleen Wharton; Janice Bradford; Robin Jeffries; Marita Franzke | |||
| The Cognitive Walkthrough methodology was developed in an effort to bring
cognitive theory closer to practice; to enhance the design and evaluation of
user interfaces in industrial settings. For the first time, small teams of
professional developers have used this method to critique three complex
software systems. In this paper we report evidence about how the methodology
worked for these evaluations. We focus on five core issues: (1) task
selection, coverage, and evaluation, (2) the process of doing a Cognitive
Walkthrough, (3) requisite knowledge for the evaluators, (4) group
walkthroughs, and (5) the interpretation of results. Our findings show that
many variables can affect the success of the technique; we believe that if the
Cognitive Walkthrough is ultimately to be successful in industrial settings,
the method must be refined and augmented in a variety of ways. Keywords: Cognitive walkthrough, Group walkthroughs, Task-based evaluations, Usability
inspection method, User interface evaluation | |||
| The Cognitive Jogthrough: A Fast-Paced User Interface Evaluation Procedure | | BIBAK | PDF | 389-395 | |
| David E. Rowley; David G. Rhoades | |||
| Walkthrough techniques have been shown to be an effective supplement to
empirical testing methods for evaluating the usability of software systems [3,
4]. Unfortunately, structured walkthrough procedures tend to be time-consuming
and unpopular with evaluators when used on substantial tasks. To maximize the
useful information obtained from walkthroughs while minimizing the overhead of
the procedure itself, a fast-paced methodology was developed and used within
the constraints of a real-world product development environment. By using
video recording equipment and an informal, interactive evaluation session, the
"cognitive jogthrough" procedure revealed significant user interface problems
that could then be studied using other techniques. Keywords: User interface evaluation techniques, Structured walkthroughs, Design
methodologies | |||
| Comparison of Empirical Testing and Walkthrough Methods in User Interface Evaluation | | BIBAK | PDF | 397-404 | |
| Clare-Marie Karat; Robert Campbell; Tarra Fiegel | |||
| We investigated the relative effectiveness of empirical usability testing
and individual and team walkthrough methods in identifying usability problems
in two graphical user interface office systems. The findings were replicated
across the two systems and show that the empirical testing condition identified
the largest number of problems, and identified a significant number of
relatively severe problems that were missed by the walkthrough conditions.
Team walkthroughs achieved better results than individual walkthroughs in some
areas. About a third of the significant usability problems identified were
common across all methods. Cost-effectiveness data show that empirical testing
required the same or less time to identify each problem when compared to
walkthroughs. Keywords: Empirical testing, Walkthroughs, Problem severity, Cost-effectiveness,
Scenarios | |||
| One Dimensional Motion Tailoring for the Disabled: A User Study | | BIBAK | PDF | 405-411 | |
| Randy Pausch; Laura Vogtle; Matthew Conway | |||
| The Tailor project allows physically disabled users to provide real-time
analog input to computer applications. We use a Polhemus tracking device and
create a custom tailored mapping from each user's best range and type of motion
into the analog control signal. The application is a simple video game based
on Pong, where the analog input controls the position of the player's paddle.
A group of able-bodied subjects was able to correctly hit the ball with the
paddle 77% of the time, and a comparison group of children with Cerebral Palsy
performed at the 50% level. More than half the disabled users were able to
perform at a higher level than the worst able-bodied user. Keywords: Gesture input, Disabled, Handicapped, User study | |||
| Working with Audio: Integrating Personal Tape Recorders and Desktop Computers | | BIBAK | PDF | 413-418 | |
| Leo Degen; Richard Mander; Gitta Salomon | |||
| Audio data is rarely used on desktop computers today, although audio is
otherwise widely used for communication tasks. This paper describes early work
aimed at creating computer tools that support the ways users may want to work
with audio data. User needs for the system were determined by interviewing
people already working with audio data, using existing devices such as portable
tape recorders. A preliminary prototype system -- consisting of a personal
tape recorder for recording and simultaneously marking audio and a Macintosh
application for browsing these recordings -- was built. Informal field user
tests of this prototype system have indicated areas for improvement and
directions for future work. Keywords: Audio interfaces, Audio browsing, Multi-media, User interface, User
observation, Design process | |||
| Skip and Scan: Cleaning Up Telephone Interfaces | | BIBAK | PDF | 419-426 | |
| Paul Resnick; Robert A. Virzi | |||
| The current generation of telephone interfaces is frustrating to use, in
part because callers have to wait through the recitation of long prompts in
order to find the options that interest them. In a visual medium, users would
shift their gaze in order to skip uninteresting prompts and scan through large
pieces of text. We present skip and scan, a new telephone interface style in
which callers issue explicit commands to accomplish these same skipping and
scanning activities. In a laboratory experiment, subjects made selections
using skip and scan menus more quickly than using traditional, numbered menus,
and preferred the skip and scan menus in subjective ratings. In a field test
of a skip and scan interface, the general public successfully added and
retrieved information without using any written instructions. Keywords: Phone-based interface, Semi-structure, Audiotex, Telephone form, Menu,
Interactive voice response | |||
| Designing Collaborative, Knowledge-Building Environments for Tomorrow's Schools | | BIBAK | PDF | 427-430 | |
| Anne Nicol Thomas; James Pellegrino; Peter Rowley; Marlene Scardamalia; Elliot Soloway; Jim Webb | |||
| The notion that children learn by constructing their own knowledge is highly
popular these days among educational theorists. But what are the particular
abilities that enable learners to be successful? And how must computer
systems, and in particular their user interfaces, be designed to foster and
support those abilities? The panel members represent several
nationally-recognized education projects, all designed to give children control
over their own learning while, at the same time, providing supports for
effective learning strategies. They will discuss the unique design issues --
resolved and unresolved -- that arise as cognitive theories meet classroom
realities. CSILE, a collaborative, user-constructed database, JASPER, a
video-based mathematics program, and MediaText, a multi-media authoring
environment, are available for use and review by CHI92 attendees prior to the
panel presentation. Keywords: Education, Knowledge-building, Collaborative learning, Design | |||
| Integrated Data Capture and Analysis Tools for Research and Testing on Graphical User Interfaces | | BIBAK | PDF | 431-432 | |
| Monty L. Hammontree; Jeffrey J. Hendrickson; Billy W. Hensley | |||
| Our on-line data capture and analysis tools include an event capture
program, event data filtering programs, a multimedia data analyzer, and a
retrospective verbal protocol recorder for use with the multimedia data
analyzer. Off-line observation logging is also supported. Additional plans
for development include the integration of an online time-synchronized
observation logger, and time-synchronized eyetracking data recording. The tool
set provides an integrated multi-source data collection, processing, and
analysis system for: 1) comparing and evaluating software applications and
prototypes; 2) evaluating software documentation and instructional materials;
and 3) evaluating on-line training. The tools currently run on Macintosh
computers and under Microsoft Windows. Plans are to port the tools to run
under Presentation Manager and Motif. Keywords: Event capture, Data filtering, Video analysis, Verbal protocol, observation
logging, Eyetracking | |||
| Multimedia Help: A Prototype and an Experiment | | BIBAK | PDF | 433-434 | |
| Piyawadee "Noi" Sukaviriya; Ellen Isaacs; Krishna Bharat | |||
| On-line help systems have not paralleled recent advances in user interface
technology. In particular, traditional textual help does not support
visualization of the interaction processes needed to complete tasks, especially
in graphical interfaces. In this demonstration, we present an experimental
prototype which is capable of presenting help information in text, audio,
static graphics, video, and context-sensitive animation. The prototype is used
in a study on how multimedia technology enhances user performance. Keywords: On-line help, Multimedia help, Multimedia experiment, Animated help, User
performance | |||
| Sci-Fi at CHI: Cyberpunk Novelists Predict Future User Interfaces | | BIBAK | PDF | 435-437 | |
| Aaron Marcus; Donald A. Norman; Rudy Rucker; Bruce Sterling; Vernor Vinge | |||
| This plenary panel will explore ideas about future user interfaces, their
technology support, and their social context as proposed in the work of leading
authors of science fiction characterized as the Cyberpunk movement.
Respondents will react to and comment upon the authors' presentations. Keywords: User/machine systems, Computers and society, History of computing | |||
| Participatory Design of a Portable Torque-Feedback Device | | BIBAK | PDF | 439-446 | |
| Michael Good | |||
| Customer-driven design processes such as participatory design can be used to
develop new presence, or virtual reality, technology. Chemists worked together
with computer company engineers to develop scenarios for how presence
technology could be used to support future molecular modeling work in drug
design. These scenarios led to the development of a portable torque-feedback
device which can be used with either workstation or virtual reality technology.
This paper discusses both the experience with the participatory design process
and the novel features of the portable torque-feedback device. Keywords: Presence, Virtual reality, Participatory design, Force feedback, Molecular
modeling, Chemistry | |||
| User Centred Development of a General Practice Medical Workstation: The PEN&PAD Experience | | BIBAK | PDF | 447-453 | |
| A. L. Rector; B. Horan; M. Fitter; S. Kay; P. D. Newton; W. A. Nowlan; D. Robinson; A. Wilson | |||
| The goal of the PEN&PAD project is to design and develop a useful and usable
medical workstation for day-to-day use in patient care. The project has
adopted a user centred approach and direct observations of doctors,
participative design and Formative Evaluation have therefore been an integral
part of the process of software development. Indeed, doctors have been
involved from the earliest stages of the project. The project has focussed on
British General Practitioners, but the methods which have been evolved are
general. This paper describes the strategy by which doctors can be involved in
the successful design and development of a medical workstation. Keywords: User centred, Workstation, Medical informatics, Methodology, Evaluation | |||
| Retrospective on a Year of Participatory Design using the PICTIVE Technique | | BIBAK | PDF | 455-462 | |
| Michael J. Muller | |||
| PICTIVE is a participatory design technique for increasing the direct and
effective involvement of users and other stakeholders in the design of
software. This paper reviews a year of the use of PICTIVE on products and
research prototypes at Bellcore. What we have learned is illustrated through
five brief case studies. The paper concludes with a summary of our current
PICTIVE practice, expressed as three developing, interrelated models: an object
model, a process model, and a participation model. Keywords: Participatory design, Graphical user interface (GUI), Text-based interface,
Design methodology, Assessment | |||
| Evolving Task Oriented Systems | | BIBAK | PDF | 463-469 | |
| Paul Seaton; Tom Stewart | |||
| This paper describes an approach to developing systems which can be
summarised as 'analyse top-down, design middle-out, and build bottom-up'. A
case study is described in which this approach is used to develop a system to
support staff who select new products for a major UK company. The novelty of
the approach lies in its use of task analysis to define an appropriate domain
for the system and then the use of a working prototype to grow a system from
the bottom up. The project involved using simple development tools which
allowed the users to start getting business benefit from the system right from
the start. Their use could therefore develop as the system evolved. Keywords: Task analysis, Prototyping, User involvement, Design methods, Evolutionary
design, Bottom-up methods, Graphical interfaces | |||
| A Visit to a Very Small Database: Lessons from Managing the Review of Papers Submitted for CHI'91 | | BIBAK | PDF | 471-478 | |
| John Rieman; Susan Davies; Jonathan Roberts | |||
| Many of the principles that guide user-interface design for commercial
systems do not scale down to simple applications developed on personal
computers. These "very small systems" are typically designed within a
high-level application such as a database or a spreadsheet. The entire
development process may take no more than a few days. In this restricted
context, iterative design and usability testing are unaffordable luxuries,
while detailed task analysis and early focus on users fail because the task and
users will not coalesce until the system is in place. We describe our
experiences with developing and using a very small system. We present
suggestions for successful design in similar situations. Keywords: Design methodologies, Small systems, Databases | |||
| Designing Theory-Based Systems: A Case Study | | BIBAK | PDF | 479-488 | |
| John B. Smith; Marcy Lansman | |||
| In this paper, we discuss principles for designing and testing computer
systems intended to support users' thinking as they perform open-ended or
ill-defined tasks. We argue that such systems inherently and inevitably
implement a model of users' cognitive behaviors. Making that model explicit
can provide system developers with guidance in making design decisions.
However, both model and system must be tested and refined. We discuss these
principles in relation to a case study in which our group developed a
hypertext-based writing environment and then tested that system in a series of
experimental studies of writers' strategies. Keywords: System design, Cognitive modes and strategies, Cognitive models, Task
analysis, User testing | |||
| Towards a Model of Cognitive Process in Logical Design: Comparing Object-Oriented and Traditional Functional Decomposition Software Methodologies | | BIBAK | PDF | 489-498 | |
| Jinwoo Kim; F. Javier Lerch | |||
| This study aims at developing and empirically testing hypotheses about
professional designers' cognitive activities when using object-oriented
methodology (OOD) versus using traditional functional decomposition
methodologies (TFD). Our preliminary results indicate that OOD may achieve
substantial time savings over TFD in logical design. The verbal protocols from
a pilot study show that OOD may achieve these time savings: 1) by simplifying
rule induction processes used in functional decomposition; 2) by guiding
designers on how to build more effective problem spaces; and 3) by allowing
designers to run mental simulation more efficiently and more effectively. Keywords: Rule induction, Mental simulation, Object-oriented design, Functional
decomposition | |||
| Requirements and Design of DesignVision, An Object-Oriented Graphical Interface to an Intelligent Software Design Assistant | | BIBAK | PDF | 499-506 | |
| Raymonde Guindon | |||
| Key findings from empirical studies -- early design is opportunistic;
critical role of pictures in design conception; impact of various cognitive
limitations -- have very effectively determined requirements and design for a
set of tools to support early design. Key design features of the tools include
respectively: (1) The (simultaneous) display of any software modules at
arbitrary levels of abstraction and from any subsystems. The unrestricted,
smooth navigation between these software modules. (2) Multiple design
notations -- pictorial and symbolic -- cross-referenced, editable, and
maintained consistent across all views. Integrated views of control flow, data
flow, and functional decomposition. (3) Automatic layout at arbitrary levels
of nesting. Visual display of execution paths in the solution. Automatic
completeness and consistency check. Automatic visual indication and listing of
modules with constraint violations. Keywords: Design process, Design methodology, Design tools, Models of user | |||
| Facilitating the Exploration of Interface Design Alternatives: The HUMANOID Model of Interface Design | | BIBAK | PDF | 507-515 | |
| Pedro Szekely; Ping Luo; Robert Neches | |||
| HUMANOID is a user interface design tool that lets designers express
abstract conceptualizations of an interface in an executable form, allowing
designers to experiment with scenarios and dialogues even before the
application model is completely worked out. Three properties of the HUMANOID
approach allow it to do so: a modularization of design issues into independent
dimensions, support for multiple levels of specificity in mapping application
models to user interface constructs, and mechanisms for constructing executable
default user interface implementations from whatever level of specificity has
been provided by the designer. Keywords: Design processes, Development tools and methods, User interface management
systems, Rapid prototyping, Interface design representation, Dialogue
specification | |||
| Collaborating in the World of Interactive Media | | BIBK | PDF | 517-519 | |
| Michael Arent; Donna Cohen; Mike Mills; Chris Krueger; Wendy Richmond | |||
Keywords: Design process, Graphic design, Human interface design, Hypermedia,
Interdisciplinary collaboration | |||
| The MidasPlus Molecular Modeling System | | BIB | PDF | 521-522 | |
| Thomas Ferrin; Conrad Huang; Gregory Couch; Eric Pettersen; Robert Langridge | |||
| Simulation-Based Learning Systems: Prototypes and Experiences | | BIBK | PDF | 523-524 | |
| Arthur James; James C. Spohrer | |||
Keywords: Simulation, Learning, Authoring | |||
| ClearBoard: A Seamless Medium for Shared Drawing and Conversation with Eye Contact | | BIBA | PDF | 525-532 | |
| Hiroshi Ishii; Minoru Kobayashi | |||
| This paper introduces a novel shared drawing medium called ClearBoard. It
realizes (1) a seamless shared drawing space and (2) eye contact to support
realtime and remote collaboration by two users. We devised the key metaphor:
"talking through and drawing on a transparent glass window" to design
ClearBoard. A prototype of ClearBoard is implemented based on the
"Drafter-Mirror" architecture. This paper first reviews previous work on
shared drawing support to clarify the design goals. We then examine three
metaphors that fulfill these goals. The design requirements and the two
possible system architectures of ClearBoard are described. Finally, some
findings gained through the experimental use of the prototype, including the
feature of "gaze awareness", are discussed. Note: Color plates are on pages 705-706 | |||
| Spatial Workspace Collaboration: A SharedView Video Support System for Remote Collaboration Capability | | BIBAK | PDF | 533-540 | |
| Hideaki Kuzuoka | |||
| Collaboration in three-dimensional space: "spatial workspace collaboration"
is introduced and an approach supporting its use via a video mediated
communication system is described. Verbal expression analysis is primarily
focused on. Based on experiment results, movability of a focal point, sharing
focal points, movability of a shared workspace, and the ability to confirm
viewing intentions and movements were determined to be system requirements
necessary to support spatial workspace collaboration. A newly developed
SharedView system having the capability to support spatial workspace
collaboration is also introduced, tested, and some experimental results
described. Keywords: Remote collaboration, CSCW, Spatial workspace collaboration, Focal point,
Verbal analysis, Video mediated communication | |||
| Portholes: Supporting Awareness in a Distributed Work Group | | BIBAK | PDF | 541-547 | |
| Paul Dourish; Sara Bly | |||
| We are investigating ways in which media space technologies can support
distributed work groups through access to information that supports general
awareness. Awareness involves knowing who is "around", what activities are
occurring, who is talking with whom; it provides a view of one another in the
daily work environments. Awareness may lead to informal interactions,
spontaneous connections, and the development of shared cultures -- all
important aspects of maintaining working relationships which are denied to
groups distributed across multiple sites.
The Portholes project, at Rank Xerox EuroPARC in Cambridge, England, and Xerox PARC in Palo Alto, California, demonstrates that awareness can be supported across distance. A data network provides a shared database of image information that is regularly updated and available at all sites. Initial experiences of the system in use at EuroPARC and PARC suggest that Portholes both supports shared awareness and helps to build a "sense of community". Keywords: Group work, Collaboration, CSCW, Media spaces, Distributed workgroups,
Informal interaction, Awareness | |||
| A Method for (Recruiting) Methods: Facilitating Human Factors Input to System Design | | BIBAK | PDF | 549-556 | |
| K. Y. Lim; J. B. Long | |||
| The paper proposes that some current problems in recruiting human factors
methods to system design might be alleviated by means of a structured human
factors design framework. The explicit stage-wise design scope of such a
framework would support the assignment of appropriate human factors methods to
specific system design needs. As an illustration, the design framework of an
in-house structured human factors methodology is reviewed followed by the
assignment of a set of existing human factors methods against its design
stages. Subsequent steps to develop the assigned methods into a similar
methodology are then described. The potential of such a methodology for
facilitating human factors input is discussed. Keywords: Structured design methodology, Human factors method recruitment, Human
factors system design cycle | |||
| Teaching Experienced Developers to Design Graphical User Interfaces | | BIBAK | PDF | 557-564 | |
| Jakob Nielsen; Rita M. Bush; Tom Dayton; Nancy E. Mond; Michael J. Muller; Robert W. Root | |||
| Five groups of developers with experience in the design of character-based
user interfaces were taught graphical user interface design through a short
workshop with a focus on practical design exercises using low-tech tools
derived from the PICTIVE method. Several usability problems were found in the
designs by applying the heuristic evaluation method, and feedback on these
problems constituted a way to make the otherwise abstract usability principles
concrete for the designers at the workshop. Based on these usability problems
and on observations of the design process, we conclude that object-oriented
interactions are especially hard to design and that the developers were
influenced by the graphical interfaces of personal computers with which they
had interacted as regular users. Keywords: Graphical user interfaces, GUI, Design, Transfer of skill, Education,
Standards, Object-oriented interfaces, Heuristic evaluation, PICTIVE | |||
| Integrating Human Factors on a Large Scale: "Product Usability Champions" | | BIBAK | PDF | 565-570 | |
| Deborah Mrazek; Michael Rafeld | |||
| This paper describes how a software development division in a large
corporate environment found a creative way to integrate human factors
techniques into their development processes. It discusses the limitations of a
single Human Factors Engineer, the needs of a typical engineer on a software
project, and how these limitations and needs produced the Product Usability
Champion Program.
Product Usability Champions are representatives from each software project in the division who act as usability watchdogs for their respective projects. The Human Factors Engineer's responsibility is to provide support to these Champions. This support includes access to a Usability Lab, technical advice, references, consulting, classroom training, hands-on training, Usability Champion program facilitation and support, and specific project team involvement. This paper describes the program's structure, implementation, and success. Keywords: Large-scale human factors, Consulting, Usability lab, Usability toolkit,
Championing, Centralized usability resources | |||
| Overview of The Institute for Research on Learning | | BIBAK | PDF | 571-572 | |
| William J. Clancey | |||
| The Institute for Research on Learning (IRL) is a non-profit organization
founded in 1986 in Palo Alto, California, committed to understanding what leads
to successful learning in the schools, the workplace, and everyday life. A
basic premise of IRL research, that people learn best when they are engaged
with others, leads IRL's researchers to perceive schools and workplaces as
communities of learners and to focus on the design of environments, technology,
and activities that support learning as a collaborative activity. IRL pursues
its research in collaboration with schools, universities, corporations, and
government agencies -- in the actual settings in which learning takes place. Keywords: Laboratory overview, Learning, Design processes, Socio-technical systems
design, Participatory design, Communities of practice, Ethnographic analysis | |||
| CHI in Australia | | BIB | PDF | 573-574 | |
| S. Howard; I. Kaplan; G. Lindgaard | |||
| The Institute for Perception Research IPO, A Joint Venture of Philips Electronics and Eindhoven University of Technology | | BIB | PDF | 575-576 | |
| F. L. van Nes; H. Bouma; M. D. Brouwer-Janse | |||
| In Search of the Ideal Prototype | | BIBAK | PDF | 577-579 | |
| Richard Munoz; Harold H. Miller-Jacobs; Jared M. Spool; Bill Verplank | |||
| Common wisdom states rapid prototyping will result in a better product.
Many tools are available to assist the practitioner in producing prototypes.
Yet, few indications exist to show rapid prototyping has substantially improved
how products are built.
This panel will look at the following issues: * Can rapid prototyping dramatically improve product development? * How do developers integrate rapid prototyping into their existing development process? * Are high fidelity tools helpful or do they actually impede development? * What is the ideal prototype and how can we build it? Keywords: Prototyping, Design, Software development, Product development, User
interface design, Process management, Programming tools, Participatory design,
Design process | |||
| The Rapport Multimedia Communication System | | BIB | PDF | 581-582 | |
| J. R. Ensor; S. R. Ahuja; R. B. Connaghan; M. Pack; D. D. Seligmann | |||
| YAPO: Yet Another Preview ODA | | BIBA | PDF | 583-585 | |
| M. A. Apollonio; G. Colasante; P. G. De Luca; A. Diana; A. Gisotti | |||
| The production of documents aimed at supporting the flow of information in
an office environment is experiencing an evolution based on the most advanced
automation systems which concerns substantially four aspects:
1. the production of manipulable documents showing a high quality of
representation; 2. the production of documents that can be integrated (or exported) with other workstation formats on the basis of varying approaches (for instance the ISO standards); 3. the production of processable documents for storage or subsequent post-production; 4. the production of immaterial documents, i.e. documents that do not necessarily need a visual medium (paper, screen) representation for their informative content. | |||
| A Desk Supporting Computer-Based Interaction with Paper Documents | | BIBAK | PDF | 587-592 | |
| William Newman; Pierre Wellner | |||
| Before the advent of the personal workstation, office work practice revolved
around the paper document. Today the electronic medium offers a number of
advantages over paper, but it has not eradicated paper from the office. A
growing problem for those who work primarily with paper is lack of direct
access to the wide variety of interactive functions available on personal
workstations. This paper describes a desk with a computer-controlled projector
and camera above it. The result is a system that enables people to interact
with ordinary paper documents in ways normally possible only with electronic
documents on workstation screens. After discussing the motivation for this
work, this paper describes the system and two sample applications that can
benefit from this style of interaction: a desk calculator and a French to
English translation system. We describe the design and implementation of the
system, report on some user tests, and conclude with some general reflections
on interacting with computers in this way. Keywords: User interface, Interaction technique, Display, Input device, Workstation,
Desk, Desktop, Document recognition | |||
| Object-Oriented Video: Interaction with Real-World Objects through Live Video | | BIBAK | PDF | 593-598 | |
| Masayuki Tani; Kimiya Yamaashi; Koichiro Tanikoshi; Masayasu Futakawa; Shinya Tanifuji | |||
| Graphics and live video are widely employed in remotely-controlled systems
like industrial plants. Interaction with live video is, however, more limited
compared with graphics as users cannot interact with objects being observed in
the former. Object-Oriented Video techniques are described allowing
object-oriented interactions, including the use of real-world objects in live
video as reference cues, direct manipulation of them, and graphic overlays
based on them, which enable users to work in a real spatial context conveyed by
the video. Users thereby understand intuitively what they are operating and
see the result of their operation. Keywords: Object-oriented user interface, Direct manipulation, Live video, Interactive
plant control Note: Color plates are on pages 711-712 | |||
| Liveboard: A Large Interactive Display Supporting Group Meetings, Presentations and Remote Collaboration | | BIBAK | PDF | 599-607 | |
| Scott Elrod; Richard Bruce; Rich Gold; David Goldberg; Frank Halasz; William Janssen; David Lee; Kim McCall; Elin Pedersen; Ken Pier; John Tang; Brent Welch | |||
| This paper describes the Liveboard, a large interactive display system.
With nearly one million pixels and an accurate, multi-state, cordless pen, the
Liveboard provides a basis for research on user interfaces for group meetings,
presentations and remote collaboration. We describe the underlying hardware
and software of the Liveboard, along with several software applications that
have been developed. In describing the system, we point out the design
rationale that was used to make various choices. We present the results of an
informal survey of Liveboard users, and describe some of the improvements that
have been made in response to user feedback. We conclude with several general
observations about the use of large public interactive displays. Keywords: Interactive display, Large-area display, Cordless stylus, Collaboration,
Group work, Gestural interface | |||
| Interactive Constraint-Based Search and Replace | | BIBAK | PDF | 609-618 | |
| David Kurlander; Steven Feiner | |||
| We describe enhancements to graphical search and replace that allow users to
extend the capabilities of a graphical editor. Interactive constraint-based
search and replace can search for objects that obey user-specified sets of
constraints and automatically apply other constraints to modify these objects.
We show how an interactive tool that employs this technique makes it possible
for users to define sets of constraints graphically that modify existing
illustrations or control the creation of new illustrations. The interface uses
the same visual language as the editor and allows users to understand and
create powerful rules without conventional programming. Rules can be saved and
retrieved for use alone or in combination. Examples, generated with a working
implementation, demonstrate applications to drawing beautification and
transformation. Keywords: Constraint specification, Interactive techniques, Demonstrational
techniques, Editor extensibility, Graphical editing | |||
| Dynamic Queries for Information Exploration: An Implementation and Evaluation | | BIBA | PDF | 619-626 | |
| Christopher Ahlberg; Christopher Williamson; Ben Shneiderman | |||
| We designed, implemented and evaluated a new concept for direct manipulation of databases, called dynamic queries, that allows users to formulate queries with graphical widgets, such as sliders. By providing a graphical visualization of the database and search results, users can find trends and exceptions easily. Eighteen undergraduate chemistry students performed statistically significantly faster using a dynamic queries interface compared to two interfaces both providing form fill-in as input method, one with graphical visualization output and one with all-textual output. The interfaces were used to explore the periodic table of elements and search on their properties. | |||
| A 'Pile' Metaphor for Supporting Casual Organization of Information | | BIBAK | PDF | 627-634 | |
| Richard Mander; Gitta Salomon; Yin Yin Wong | |||
| A user study was conducted to investigate how people deal with the flow of
information in their workspaces. Subjects reported that, in an attempt to
quickly and informally manage their information, they created piles of
documents. Piles were seen as complementary to the folder filing system.
which was used for more formal archiving. A new desktop interface element --
the pile -- was developed and prototyped through an iterative process. The
design includes direct manipulation techniques and support for browsing, and
goes beyond physical world functionality by providing system assistance for
automatic pile construction and reorganization. Preliminary user tests
indicate the design is promising and raise issues that will be addressed in
future work. Keywords: Interface design, Design process, Interactive systems, User observation,
Desktop metaphor, Interface metaphors, Pile metaphor, Information
visualization, Information organization, End-user programming | |||
| HCI Standards on Trial: You be the Jury | | BIB | PDF | 635-638 | |
| Jaclyn R. Schrier; Evelyn L. Williams; Kevin S. MacDonell; Larry A. Peterson; Paulien F. Strijland; Anna M. Wichansky; James R. Williams | |||
| The Ircam Signal Processing Workstation Prototyping Environment | | BIBAK | PDF | 639-640 | |
| M. De Cecco; E. Lindeman; M. Puckette | |||
| This demo show the prototyping environment of the Ircam Signal Processing
Workstation. The environment is oriented toward rapid prototyping of DSP and
Musical applications. Keywords: Graphic programming, Rapid prototyping, Realtime systems, Computer music,
Digital signal processing | |||
| Building User Interfaces Interactively Using Pre- and Postconditions | | BIBAK | PDF | 641-642 | |
| Martin R. Frank; J. J. "Hans" de Graaff; Daniel F. Gieskens; James D. Foley | |||
| A tool is presented which allows graphic layout of a user interface
integrated with specification of behavior using pre- and postconditions. Keywords: User interface management systems, Graphical user interface builders,
Dialogue sequencing | |||
| MMM: The Multi-Device Multi-User Multi-Editor | | BIB | PDF | 645-646 | |
| Eric A. Bier; Steve Freeman; Ken Pier | |||
| Go Fish! A Multi-User Game in the Rendezvous System | | BIBA | PDF | 647 | |
| Steven L. Rohall; John F. Patterson; Ralph D. Hill | |||
| The Rendezvous System is an infrastructure for building multi-user, synchronous applications. Multi-user, synchronous applications are those that are designed to be used by several people simultaneously. Examples of such applications range from collaborative debugging of software to multi-party contract negotiations to games for several players. This videotape shows a demonstration of one multi-user application we have built. The application is a card table that allows up to four people to play any card game they wish. On the tape, you will see several rounds of a game of fish. This game, though simple, serves to highlight four key capabilities that an infrastructure for building multi-user applications must support. These are: 1) support for separate, customized views for each user of the same underlying data, 2) support for public data (i.e., data shown to all users) as well as private data (i.e., data shown only to a particular user), 3) support for access control among users so that certain data is only accessible to some users, and 4) support for the direct manipulation of data objects on the users' displays. We believe that the ability for people to communicate with one another in the structured manner of multi-user applications offers an enormous opportunity for people to enrich the way they work, learn, and play. Many sorts of multi-user applications are possible and research into infrastructures like the Rendezvous System may some day allow for the rapid production of these types of systems. For more information, please see the suggested readings. | |||
| A Case Study of a Multimedia Co-Working Task and the Resulting Interface Design of a Collaborative Communication Tool | | BIBA | PDF | 649-650 | |
| Amanda Ropa; Bengt Ahlstrom | |||
| The Video Viewer is a communication tool that allows two users to share video information across a network. The design of this tool was based on the results of a case study involving two multimedia, collaborative workstations situated in two separate rooms. Users performed several tasks collaboratively using different media in an unstructured environment (i.e. there were four monitors to increase screen space and there was no specific interface for guidance). This video outlines the case study, the preliminary case study results and how these results effected the interface design of the Video Viewer. | |||
| Using Spatial Cues to Improve Videoconferencing | | BIB | PDF | 651-652 | |
| Abigail Sellen; Bill Buxton; John Arnott | |||
| Multi-Modal Natural Dialogue | | BIB | PDF | 653-654 | |
| Kristinn R. Thorisson; David B. Koons; Richard A. Bolt | |||
| Wordspotting for Voice Editing and Audio Indexing | | BIB | PDF | 655-656 | |
| Lynn Wilcox; Ian Smith; Marcia Bush | |||
| Coupling Application Design and User Interface Design | | BIBAK | PDF | 657-658 | |
| Mark H. Gray; Dennis J. M. J. de Baar; James D. Foley; Kevin Mullet | |||
| Building an interactive application involves the design of both a data model
and a graphical user interface (GUI) to represent that model to the user.
These two design activities are typically approached as separate tasks and are
frequently undertaken by different individuals or groups. Our approach
eliminates redundant specification work by generating an interface directly
from the data model itself. An inference engine using style rules for
selecting and placing GUI controls (i.e., widgets) is integrated with an
interface design tool to generate a user interface definition. This approach
allows a single data model to be mapped onto multiple GUI's by substituting the
appropriate rule set and thus represents a first step toward a GUI-independent
run-time layout facility. Keywords: User interface software, Automatic user interface design, Data models | |||
| Combining Gestures and Direct Manipulation | | BIB | PDF | 659-660 | |
| Dean Rubine | |||
| Briar: A Constraint-Based Drawing Program | | BIBK | PDF | 661-662 | |
| Michael Gleicher | |||
Keywords: Interaction techniques, Constraints, Drawing, Direct manipulation,
Snap-dragging | |||
| An Introduction to Zeus: Audiovisualization of Some Elementary Sequential and Parallel Sorting Algorithms | | BIB | PDF | 663-664 | |
| Marc H. Brown | |||
| Pointing and Visualization | | BIBAK | PDF | 665-666 | |
| William C. Hill; James D. Hollan | |||
| The nature of visualizations and the social uses to which they are put rely
heavily on pointing behavior. In the context of a switched telephone network
visualization, this tape illustrates novel task-specific pointing facilities. Keywords: Pointing, Visualization, Graphical user interface, Visual attention,
Interface mechanisms | |||
| Touchscreen Toggle Design | | BIB | PDF | 667-668 | |
| Catherine Plaisant; Daniel Wallace | |||
| Dynamic Queries: Database Searching by Direct Manipulation | | BIB | PDF | 669-670 | |
| Ben Shneiderman; Christopher Williamson; Christopher Ahlberg | |||