| Introduction to the Technical Program | | BIB | 1 | |
| Thomas Landauer; Wendy W. Mackay | |||
| A Toolset for Systematic Observation and Evaluation of Computer-Human Interaction | | BIBAK | PDF | 5-6 | |
| James Hicinbothom; Mark Watanabe; William Weiland; James Boardway; Wayne Zachary | |||
| The software engineering community is in need of tools that can provide
useful, affordable usability testing and evaluation of design concepts
throughout the software system life-cycle. Rapid interface prototyping tools
help develop software products for potential users, but they are unable to
perform the needed usability testing. The Intelligent Interface Construction
(IICON) Evaluator solves this problem for advanced software systems that are
built using OSF/Motif and the X Window System. It provides a systematic means
of collecting objective observations of the computer-human interaction dialogue
of interest, an extensive database capability supporting all phases of the
evaluation process, and an extensible set of analysis tools. Keywords: Evaluation, Observation, Tools, Dialogue analysis, Exploratory sequential
data analysis (ESDA), Usability testing | |||
| Timelines, A Tool for the Gathering, Coding and Analysis of Temporal HCI Usability Data | | BIBAK | PDF | 7-8 | |
| Russell N. Owen; Ronald M. Baecker; Beverly Harrison | |||
| The gathering and analysis of temporal data is an important and difficult
step in evaluating interactive systems. Generation of large sets of data using
keystroke capture or video tape is deceptively simple. The real difficulty
lies in analyzing this data. Timelines addresses this problem of coding the
video and searching such temporal data for patterns. Keywords: User interface evaluation, Usability studies, Data visualization, Video
analysis | |||
| Workscape: A Scriptable Document Management Environment | | BIBAK | PDF | 9-10 | |
| Peter Lucas; Lauren Schneider | |||
| Workscape is a prototype office document management system designed to break
the barriers between various types of electronic documents. It provides users
with a common user interface for direct and scripted manipulation of
information of heterogeneous forms and from diverse sources. Workscape is
comprised of a client/server architecture, a three-dimensional direct
manipulation interface, and an asynchronous scripting environment. The system
provides a platform for the cost-effective development of highly customized
applications in many task domains. Keywords: Document management, Three dimensional interface, Unifying data sources,
Objectification, Scriptability | |||
| InfoCrystal: A Visual Tool for Information Retrieval & Management | | BIBAK | PDF | 11-12 | |
| Anselm Spoerri | |||
| This demonstration introduces the InfoCrystal that can be used both as a
visualization tool and a visual query language to help users search for
information. The InfoCrystal visualizes all the possible binary as well as
continuous relationships among N concepts. Users can assign relevance weights
to the concepts and set a threshold to select relationships of interest. The
InfoCrystal allows users to specify Boolean as well as vector-space queries
graphically. Arbitrarily complex queries can be created by using the
InfoCrystals as building blocks and organizing them in a hierarchical
structure. The InfoCrystal enables users to explore and filter information in
a flexible, dynamic and interactive way. Keywords: Information visualization, Visual query language, Information retrieval,
Graphical user interface | |||
| Studying Motion with KidVid, A Data Collection and Analysis Tool for Digitized Video | | BIBAK | PDF | 13-14 | |
| Andee Rubin; Dewi Win | |||
| With the support of a grant from the Applications of Advanced Technologies
Program of the National Science Foundation, the VIEW project at TERC
investigates how to use the power of video to help middle school students learn
the mathematical concepts of change over time. Video is an appropriate medium
for studying processes that take place over time since it renders transient
events permanent, making them available for analysis and replication. By using
video as a data collection device, students explore previously inaccessible
aspects of the world, such as the motion of animals walking, plants growing, or
wheels spinning. Video also provides a means for students to apply graphical,
kinesthetic, and linguistic representations of mathematical relationships to
obtain more solid understandings of motion. Toward this end, VIEW is designing
software tools for students to extract measurements from digitized video. Keywords: Video-based laboratories, Digitized video, Motion velocity, Change over
time, Multimedia, Data collection, Data analysis, Middle school mathematics | |||
| DIME: Distributed Intelligent Multimedia Education | | BIBAK | PDF | 15-16 | |
| Bob Radlinski; Michael E. Atwood; Michael Villano | |||
| The DIME (Distributed Intelligent Multimedia Education) system is a desktop
learning environment that provides computer-based instruction, regardless of
the students' or instructors' physical location. The DIME system currently has
four components: an intelligent tutor; a CSCW facility; an on-line video
library; and a two-way video link. Collectively, these components provide
students with the ability to independently review and practice newly learned
concepts and to collaborate with remote instructors or with other students. Keywords: Intelligent tutoring, Distance learning, CSCW, Training, Multimedia | |||
| Media Fusion: An Application of Model-Based Communication | | BIBAK | PDF | 17-18 | |
| R. D. Borovoy; E. B. W. Cooper; R. K. E. Bellamy | |||
| Model-Based Communication (MBC) is a technology that enhances electronic
communication with "conversational props". This technology has been applied to
the educational domain, the resulting application is called Media Fusion. Media
Fusion seeks to support learning by linking video and text messaging to data
analysis tools in order to encourage communication and reflection. Keywords: Collaboration, Learning, Multimedia | |||
| The Development of an Interactive Multimedia Courseware Program Highlighting Visual Momentum | | BIBAK | PDF | 19-20 | |
| Wayne C. Neale; Pamela Kurstedt | |||
| In an application serving a freshman engineering course, visual momentum is
used to demonstrate the conceptual integration of information that exists in
tabular, mathematical, and graphical form. Visual momentum is a design
technique that cognitively integrates information across displays. The
increasingly complex and novel multimedia interfaces require new research and
new techniques that will ensure usability. Furthermore, when an interface is
used to instruct, additional effort and new techniques are required to create a
learning situation. The concept of visual momentum is introduced to the
interface of a multimedia courseware program named "World of Quality." Keywords: Multimedia, Interface design, Courseware, Cognition, Learning, Visual
momentum | |||
| The Upper Atmospheric Research Collaboratory | | BIBAK | PDF | 21 | |
| S. E. McDaniel; G. M. Olson; T. E. Weymouth; C. E. Rasmussen; A. Prakash; C. R. Clauer; D. E. Atkins; L. R. Penmetsa; N. R. Manohar; H. S. Shim | |||
| This is a demonstration of a computer-based science collaboratory which
provides real-time remote access to instruments located in Greenland and their
data to space physicists located in the US and Denmark. The demonstration will
include a connection to the instruments as well as to scientists using the
software. Keywords: Collaboratory, Graphical user interface, Computer supported collaborative
work (CSCW) | |||
| The Collaborative Desktop: An Environment for Computer Supported Cooperative Work | | BIBAK | PDF | 23-24 | |
| Konrad Tollmar; Hans Marmolin; Yngve Sundblad | |||
| The Collaborative Desktop, CoDesk, consists of a set of generic tools for
CSCW, Computer Supported Cooperative Work. The Collaborative Desktop is an
attempt to make collaboration a natural part of the daily use of a computer.
Our way to achieve this is to put the user in the center of the computing in a
similar way that applications and documents are defined and visualized in
Apples Finders metaphor of the daily-work desktop. TheKnowledgeNet is a vision
of a system for collaboration in teams where the members have access to a
common base of information, including knowledge about who-knows-what. The
design of CoDesk is based on its function as an interface to TheKnowledgeNet.
Basic principles in the CoDesk interface are object orientation, direct
manipulation, a structured room metaphor, generic communication and co-editing
tools. Keywords: Computer supported cooperative work -- CSCW, Knowledge organisation,
User-centred design, Distributed systems, Multimedia communication, Direct
manipulation | |||
| The Garnet User Interface Development Environment | | BIBAK | PDF | 25-26 | |
| Brad A. Myers | |||
| The Garnet User Interface Development Environment contains a comprehensive
set of tools that make it significantly easier to design and implement
highly-interactive, graphical, direct manipulation user interfaces. The
toolkit layer of Garnet provides a prototype-instance object system, automatic
constraint maintenance, an efficient retained-object graphics output model, a
novel input model, two complete widget sets, and complete debugging tools.
Garnet also contains a set of interactive user interface editors that aim to
make it possible to create the user interface without programming. Instead,
the user draws examples of the desired graphics and demonstrates their
behaviors. The demonstration will show the various parts of Garnet. Keywords: User interface management systems, User interface development environments,
Toolkits, Interface builders, Demonstrational interfaces | |||
| SAGE Tools: A Knowledge-Based Environment for Designing and Perusing Data Visualizations | | BIBAK | PDF | 27-28 | |
| Steven F. Roth; John Kolojejchick; Joe Mattis; Mei C. Chuah; Jade Goldstein; Octavio Juarez | |||
| We present three novel tools for creating data graphics: (1) SageBrush, for
assembling graphics from primitive objects like bars, lines and axes, (2)
SageBook, for browsing previously created graphics relevant to current needs,
and (3) SAGE, a knowledge-based presentation system that automatically designs
graphics and also interprets a user's specifications conveyed with the other
tools. The combination of these tools supports two complementary processes in
a single environment: design as a constructive process of selecting and
arranging graphical elements, and design as a process of browsing and
customizing previous cases. SAGE enhances user-directed design by completing
partial specifications, by retrieving previously created graphics based on
their appearance and data content, by creating the novel displays that users
specify, and by designing alternatives when users request them. Our approach
was to propose interfaces employing styles of interaction that appear to
support graphic design. Knowledge-based techniques were then applied to enable
the interfaces and enhance their usability. This paper summarizes a more
detailed presentation of work contained in [4]. Keywords: Graphic design, Data visualization, Automatic presentation systems,
Intelligent interfaces, Design environments, Interactive techniques | |||
| Demonstrating Raison d'Etre: Multimedia Design History and Rationale | | BIBAK | PDF | 29-30 | |
| John M. Carroll; Sherman R. Alpert; John Karat; Mary S. Van Deusen; Mary Beth Rosson | |||
| Raison d'Etre is a hypermedia design history application. It provides access
to a database of video clips containing stories and personal perspectives of
design team members recorded at various times through the course of a project.
The system is intended to provide a simple framework for recording and
organizing the informal history and rationale that design teams create and
share in the course of their collaboration. Keywords: Documentation, Design history, Collaboration, Multimedia database,
Hypermedia | |||
| Repeat and Predict -- Two Keys to Efficient Text Editing | | BIBAK | PDF | 31-32 | |
| Toshiyuki Masui; Ken Nakayama | |||
| We demonstrate a simple and powerful predictive interface technique for text
editing tasks. With our technique called the dynamic macro creation, when a
user types a special "repeat" key after doing repetitive operations in a text
editor, an editing sequence corresponding to one iteration is detected, defined
as a macro, and executed at the same time. When we use another special
"predict" key in addition to the repeat key, wider range of prediction schemes
can be performed depending on the order of using these two keys. Keywords: Text editing, Predictive interface, Programming by example, PBE, Programming
by demonstration, PBD, Keyboard macro, Dynamic macro creation | |||
| DesignSpace: A Manual Interaction Environment for Computer Aided Design | | BIBAK | PDF | 33-34 | |
| William L. Chapin; Timothy A. Lacey; Larry Leifer | |||
| DesignSpace is a computer-aided-design (CAD) system that facilitates
dexterous manipulation of mechanical design representations. The system
consists of an interactive simulation programmed with a seamless extended model
of the designer's physical environment and driven with continuous
instrumentation of the designer's physical actions. The simulation displays
consistent visual and aural images of the virtual environment without occluding
the designer's sensation of the physical surroundings. Developed at Stanford
University's Center for Design Research (CDR), DesignSpace serves as an
experimental testbed for design theory and methodology research. DesignSpace
includes significant contributions from recent CDR development projects:
TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current
DesignSpace prototype provides modeling facility for only crude conceptual
design and assembly, but can network multiple systems to share a common virtual
space and arbitrate the collaborative interaction. The DesignSpace prototype
employs three head-tracked rear projection images, head-coupled binaural audio,
hand instrumentation, and electromagnetic position tracking. Keywords: CAD, Virtual environment, Dexterous manipulation, Interactive simulation,
Presence, Spatial acoustics, Manual and gestural communication, Teleconference,
Collaboration | |||
| Man-Machine Integration Design and Analysis System (MIDAS) | | BIBA | PDF | 35-36 | |
| Sherman W. Tyler | |||
| This demonstration illustrates a system to support the early stages in the design of complex human-machine systems. One of its major contributions derives from modeling both the hardware devices and human cognitive and physical behavior in software, obviating the need for expensive simulators or human-in-the-loop testing during early design. This demonstration highlights the dynamic simulation capability of MIDAS and points to the variety of areas where this system has been applied (cockpit design for rotor- and fixed-wing aircraft, nuclear power plant control, 911 emergency operations consoles). | |||
| LiveWorld: A Construction Kit for Animate Systems | | BIBAK | PDF | 37-38 | |
| Michael Travers | |||
| LiveWorld is a graphical environment designed to support research into
programming with active objects. It offers novice users a world of manipulable
objects, with graphical objects and elements of the programs that make them
move integrated into a single framework. LiveWorld is designed to support a
style of programming based on rule-like agents that allow objects to be
responsive to their environment. In order to make this style of programming
accessible to novices, computational objects such as behavioral rules need to
be just as concrete and accessible as the graphic objects. LiveWorld fills this
need by using a novel object system, Framer, in which the usual structures of
an object-oriented system (classes, objects, and slots) are replaced with a
single one, the frame, that has a simple and intuitive graphic representation.
This unification enables the construction of an interface that achieves elegance, simplicity and power. Allowing graphic objects and internal computational objects to be manipulated through an integrated interface can provide a conceptual scaffolding for novices to enter into programming. Keywords: Programming environments, Objects, Direct manipulation, Visual
object-oriented programming, Agents, Rules | |||
| ReActor: A System for Real-Time, Reactive Animations | | BIBAK | PDF | 39-40 | |
| J. Eugene Ball; Daniel T. Ling; David Pugh; Tim Skelly; Andrew Stankosky; David Thiel | |||
| Real-time, reactive 3D animation is a basic technology needed to implement a
diverse range of user interfaces, from simulation-based virtual realities, to
interactive games, to visually expressive, personal assistants. However, there
has been little support for the creation of animations which have real-time
specifications, synchronized across multiple time-based modalities, and having
complex behavior in response to user input.
ReActor is a run-time environment which provides a hierarchical set of abstractions to support real-time, reactive animations. These abstractions support the animation of geometric and abstract properties and the specification of behavior in real and relative time. They also facilitate the construction of user interfaces with interactive animations exhibiting complex, procedure-driven behaviors. This demonstration will illustrate these abstractions and the power that they provide through a series of examples. Keywords: Interactive animation, 3D-graphics, Real-time scheduling, Synchronization | |||
| List of Students Selected to Participate in the Doctoral Consortium | | BIBA | PDF | 41 | |
| Marilyn Mantei; Andrew Monk | |||
| The Doctoral Consortium is a closed session in which Ph.D. students have a chance to discuss their thesis work with each other and a panel of CHI experts. This year the panel consists of: * Bill Buxton * Joan Greenbaum * Marilyn Mantei * Andrew Monk * Dan Olsen, Jr. | |||
| 3-D Interactive Percussion: The Virtual Drum Kit | | BIBAK | PDF | 45-46 | |
| David Burgess; Elizabeth Mynatt | |||
| This interactive experience places the user in an auditory virtual
environment which combines computed models of natural sound sources with
spatial audio. The user wears headphones and a lightweight head-tracking
receiver. A second receiver is held in the user's hand and used as a mallet
for striking various virtual objects, or drums. When struck, each drum
generates a particular percussive sound. Each sound is specialized to appear
to come from the direction of the virtual drum that generates it. The drums
are also responsive to the manner (velocity, angle, etc.) in which they are
struck and may sound different when heard from different angles. Keywords: Acoustic displays, Spatial sound, Auditory perception, Virtual displays | |||
| DesignSpace: A Manual Interaction Environment for Computer Aided Design | | BIBAK | PDF | 47-48 | |
| William L. Chapin; Timothy A. Lacey; Larry Leifer | |||
| DesignSpace is a computer-aided-design (CAD) system that facilitates
dexterous manipulation of mechanical design representations. The system
consists of an interactive simulation programmed with a seamless extended model
of the designer's physical environment and driven with continuous
instrumentation of the designer's physical actions. The simulation displays
consistent visual and aural images of the virtual environment without occluding
the designer's sensation of the physical surroundings. Developed at Stanford
University's Center for Design Research (CDR), DesignSpace serves as an
experimental testbed for design theory and methodology research. DesignSpace
includes significant contributions from recent CDR development projects:
TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current
DesignSpace prototype provides modeling facility for only crude conceptual
design and assembly, but can network multiple systems to share a common virtual
space and arbitrate the collaborative interaction. The DesignSpace prototype
employs three head-tracked rear projection images, head-coupled binaural audio,
hand instrumentation, and electromagnetic position tracking. Keywords: CAD, Virtual environment, Dexterous manipulation, Interactive simulation,
Presence, Spatial acoustics, Manual and gestural communication, Teleconference,
Collaboration | |||
| The Future of Programming Interactive Experience | | BIBA | PDF | 49-50 | |
| Chris DiGiano; Clayton Lewis; Chris Hurtt | |||
| The Future of Programming Interactive Experience is a multimedia exhibit about future directions in the field of computer programming. Visitors to the exhibit will be able to explore visions resulting from a recent Future of Programming Workshop. They will also be able to contribute their own commentary on these visions, which will become part of the exhibit for subsequent visitors. | |||
| Half-QWERTY: Typing with One Hand Using Your Two-Handed Skills | | BIBAK | PDF | Web Page | 51-52 | |
| Edgar Matias; I. Scott MacKenzie; William Buxton | |||
| Half-QWERTY is a new one-handed typing technique, designed to facilitate the
transfer of two-handed typing skill to the one-handed condition. It is
performed on a standard keyboard (with modified software), or a special half
keyboard (with full-sized keys). Experiments have shown [2] that it is
possible for QWERTY touch-typists to achieve high one-handed typing rates (40+
wpm) in a relatively short period of time (<10 hr) using the Half-QWERTY
technique. These speeds are 2-3 times the rates achievable using compact
keyboards, and exceed handwriting speeds. Half-QWERTY is important in
providing access to disabled users, and for the design of compact computers. Keywords: Input devices, Input tasks, Human performance, One-handed keyboard, QWERTY,
Portable computers, Disabled users, Skill transfer | |||
| Making it Macintosh: Process, People and Product | | BIBAK | PDF | 53-54 | |
| Lauralee Alben; Jim Faris; Harry J. Saddler | |||
| This exhibit is designed to provide a look into the process of interface
design, specifically the design of an interactive CD-ROM title called Making It
Macintosh: The Macintosh Human Interface Guidelines. The exhibit follows three
congruent themes: the interactive, instructional product itself; the history of
the design and development process; and interdisciplinary collaboration. Keywords: Design, Interface design, Graphic design, Multimedia, Guidelines, Design
process, Visual design, Interdisciplinary collaboration | |||
| Memory Map: An Interactive Installation that Maps Memory Space to Physical Space | | BIBAK | PDF | 55-56 | |
| Stephen Wilson | |||
| Memory Map is an interactive installation in which the memories,
reflections, and anticipations of visitors become critical aesthetic elements.
The physical space of a hall becomes a metaphor for the collective memory space
of those who have visited the installation -- for example, with the voices of
those older than the present viewer coming from in front and those younger
coming from behind. The installation explores interface issues of 3-D sound
and the mapping of conceptual abstractions to physical space. Keywords: 3-D sound, Visualization, Mapping of conceptual space | |||
| The Pantograph: A Large Workspace Haptic Device for Multi-Modal Human-Computer Interaction | | BIBAK | PDF | 57-58 | |
| Christophe Ramstein; Vincent Hayward | |||
| A multi-modal user interface taking advantage of kinesthesia, force display,
sound, and graphics, to improve human-computer interaction is described. This
design primarily addresses the needs of visually impaired persons working in an
office situation, but is presently applied to numerous other instances of
human-machine interaction; such as operator workstations in control rooms or
cockpits. The main technological item introduced here is the haptic interface
itself (nicknamed the "Pantograph") which measures position and velocity of a
manipulated knob and displays forces in two dimensions over a wide frequency
range. Programmed mechanical models are used to kinesthetically describe the
features of the interface. These models are analogous to ironic
representations in conventional graphic interfaces. Users, acting and
perceiving through the haptic channel, simultaneously perceive simulated
objects through the visual and auditory channels. Further developments are
briefly reported. Keywords: Multimodal human-computer interaction, Haptic device, Physical model | |||
| Portraits of People Living with AIDS: An Interactive Documentary | | BIBAK | PDF | 59-60 | |
| Hazen Reed | |||
| "Portraits of People Living With AIDS" seeks to involve users in an active
understanding of the AIDS condition. This interactive documentary introduces
participants to four people living with AIDS (a male painter, a woman activist,
a male inner-city AIDS councilor, and twenty-five year old college woman) via
audio, video clips, and photographic essays digitally stored on a Macintosh
computer. Each new user of "Portraits of People Living With AIDS" has the
opportunity to contribute to the evolution of the documentary by leaving their
own digitally recorded message (via a video camera attached to a digitizer card
in the computer), allowing both interviewee and end users to have a voice in
the process of constructing knowledge about AIDS. Keywords: Interactive documentary, Interactive ethnography, Social construction of
knowledge, Self, User, Non-dogmatic, Non-domineering, Collaborative | |||
| StillDancing: Interacting Inside the Dance | | BIBAK | PDF | 61-62 | |
| Thecla Schiphorst; Sang Mah; John Crawford | |||
| StillDancing is a system in which a participant's physical whole body
movement defines interactions with a 3D graphical movement composition system.
The Ascension Technologies Flock of Birds, a six degree of freedom motion
capture system, will provide input to LifeForms [1,2], a computer choreographic
design tool for human movement. A participant is able to select their own
movement samples displayed in real time and projected in a life-size scale, and
also to use other characteristics of their gesture to provide a mechanism to
compose and position themselves within an ongoing dance created from movement
images and the collective movement of other participants who "enter the dance"
during CHI 94. Keywords: User interface design, Motion tracking system, Gestural interface, Dance,
Choreography, Human animation, Interaction, Input devices, Virtual reality,
Composition, Design | |||
| Tabletop and Tabletop Jr.: Two Tools for Hands-On Data Exploration for Kids | | BIBAK | PDF | 63-64 | |
| Laura Bagnall | |||
| The Tabletop programs are exploratory environments and personal tools for
students to learn about organizing and representing information, and about data
analysis and statistics. Both programs share the same visual representation of
data in which records appear as animated, movable icons. In Tabletop Jr.,
children can build "data" in the form of objects that carry visible features.
Tabletop (aka Tabletop Sr.) combines general database capabilities with a
powerful, flexible graphing facility based on an intuitive system of spatial
representation. Keywords: K-12 education, Databases, Visual representation, Statistics, Data analysis,
Data visualization | |||
| Video Streamer | | BIBAK | PDF | 65-66 | |
| Eddie Elliott; Glorianna Davenport | |||
| Motion images are usually conveyed full-screen, coming to life through a
rapid sequence of individual frames. The tools presented here allow a viewer
to step back from the full-screen view to gain perspective of time, and then to
transfer from sequential image streams to collages of parallel images. The
Video Streamer presents motion picture time as a three dimensional block of
images flowing away from us in distance and in time. The Streamer's rendering
reveals a number of temporal aspects of a video stream. The accompanying shot
parser automatically segments any given video stream into separate shots, as
the streamer flows. The Collage provides an environment for arranging clips
plucked from a sequential stream as associations of parallel elements. This
process of arranging motion images is posed as an engaging viewing activity.
The focus is on viewing utensils, but these tools provide an alternative
perspective to video elements that also has bearing on editing. Keywords: Time, Digital video, Video capture, Video editing, Video parsing, Visual
thinking | |||