| Programming as Driving: Unsafe at Any Speed? | | BIBA | HTML | 3-4 | |
| Christopher Fry; Henry Lieberman | |||
| Programming is dangerous. As programmers, we are still driving the
equivalent of a '57 Chevy: the chrome plated bumpers on our programming
environment might look good while it's cruising down the road, but it's not
very efficient with [mental] fuel, and it's all too likely to crumple in a
crash. No seat belts, no anti-lock brakes, and the rear view mirror is
obstructed by the fuzzy dice.
ZStep 94 is a reversible, WYSIWYG, animated, source code debugger that brings programming into the safety conscious '90s. It provides safety and efficiency options not found on the used car dealer's lot. | |||
| Creating Real-Time Animated Interfaces with Stimulus-Response Demonstration | | BIBAK | HTML | 5-6 | |
| David Wolber; Edward Janne; Kirk Chen | |||
| Pavlov is a programming-by-demonstration (PBD) system that allows
non-programmers to create animated interfaces. Based on stimulus-response
demonstration, it is the first PBD system to allow real-time animation to be
defined, and it is the first animation system that allows the interactive part
of a presentation to be designed using PBD. Keywords: End-user programming, UIMS, Programming-by-demonstration, Animation | |||
| The ScienceWare Modeler: A Learner-Centered Tool for Students Building Models | | BIBAK | HTML | 7-8 | |
| Shari L. Jackson | |||
| Constructing and testing models is a complex task, but the process helps
scientists develop a better understanding of natural systems. Similarly, we
wish to support students building models, and so we have designed the
ScienceWare Modeler with special learner-centered support for students to do
scientific modeling and simulation. With the Modeler, students can easily
construct dynamic models of scientific phenomena, and run simulations based on
their models to verify and analyze the results. Students build their models
using an easy-to-use object-oriented visual language -- not traditional
programming. This allows students to construct models quickly and easily,
focusing their attention on the tasks of testing, analyzing, and re-examining
their models, and the understanding on which these models are based. Keywords: Educational applications, Science applications, Modeling, Simulation,
Multimedia, Learner-centered software design | |||
| Teaching Problem-Solving Through a Cooperative Learning Environment | | BIBAK | HTML | 9-10 | |
| Rebecca Denning; Philip J. Smith | |||
| The Biology Sleuth was developed to provide a testbed in which the
distribution of critical resources could be varied and the consequent effects
on group dynamics and individual learning could be studied. The primary
teaching goal of The Biology Sleuth is to teach important problem-solving
skills (specifically, diagnostic reasoning) to high school students. In order
to meet this goal a cooperative learning [3] environment has been developed in
which students work in groups, aided by each other, software, and the classroom
teacher. Keywords: Multimedia, Hypermedia, Educational applications, Design rationale | |||
| Home Health Care Support | | BIBAK | HTML | 11-12 | |
| Linda Tetzlaff; Michelle Kim; Robert J. Schloss | |||
| We describe an application to interconnect health care providers and their
patients in the home. The application includes information services, symptom
analysis, guidance in the performance of procedures, emotional support, and
communications among the health care providers, patients and caretakers. Keywords: Medical, Patient, Health, Home systems | |||
| Interactive Multimedia Conference Proceedings | | BIBAK | HTML | 13-14 | |
| Samuel A. Rebelsky; James Ford; Kenneth Harker; Fillia Makedon; P. Takis Metaxas; Charles Owen | |||
| Computer technology has changed the way that conference proceedings can be
archived and presented. No longer are researchers limited to printed text;
electronic proceedings allow virtual participants in the conference to search
the proceedings for ideas, to add and share annotations, and to create paths of
related concepts through the proceedings. Proceedings that incorporate
nontextual materials, such as audio, video, and slides from conference
presentations provide further opportunities for virtual participants.
In this demonstration of the DAGS interactive multimedia conference proceedings, we present an electronic conference proceedings interface that incorporates both papers and presentations. This interface presents a wide variety of features, admits nonlinear interactions, and suggests new roles for conference proceedings. Keywords: Electronic conference proceedings, Multimedia interfaces, Hypermedia,
Academic/educational applications, User-interface components | |||
| IVEE: An Environment for Automatic Creation of Dynamic Queries Applications | | BIBAK | HTML | 15-16 | |
| Christopher Ahlberg; Erik Wistrand | |||
| The Information Visualization & Exploration Environment (IVEE) is a system
for automatic creation of dynamic queries applications. IVEE can take a
database relation and create an environment holding visualizations and query
widgets. IVEE offers multiple visualizations such as maps, scatterplots, and
cluster visualizations, and multiple query widgets, such as sliders,
alphasliders, and toggles. Keywords: Information visualization, Information exploration, Dynamic queries,
Database query, Tight coupling | |||
| Interactive Data Visualization at AT&T Bell Labs | | BIBAK | HTML | 17-18 | |
| Stephen G. Eick; Brian S. Johnson | |||
| Visualization is a key technology for understanding large bodies of data.
Our approach to visualizing abstract, non-geometric data involves a
reduced-representation overview, multiple linked views, filtering and focusing
techniques to reduce visual clutter, color, and a highly-interactive user
interface. The reduced representations allow users to see the entire data set
in one view while still providing immediate access to relevant detail and
answers to specific questions in the linked views. We have developed a
software infrastructure embodying our design principles for producing novel,
high-bandwidth visualizations of corporate datasets. Our approach to abstract
data visualization is one the best off-ramps on the information superhighway. Keywords: Visualization, Graphic interaction, Abstract data visualization, Database
visualization, Data mining | |||
| Reno: A Component-Based User Interface | | BIBAK | HTML | 19-20 | |
| Randy Kerr; Mike Markley; Martin Sonntag; Tandy Trower | |||
| Reno is a proof of concept prototype produced by the Advanced User Interface
Group of Microsoft. It illustrates the power and simplicity of
object-orientation for the end user when applied completely and uniformly
throughout the entire user interface. Its minimalist design is based on a
small set of widely applicable object types and commands which are combined
into more sophisticated constructions that accommodate the functionality of
shells and applications of today, yet with greater integration, consistency,
and simplicity. Keywords: Object-oriented user interface, Direct manipulation, Constraints,
Constructionism, User programming, Document-centric user interface | |||
| Building Dynamic Graphical Interfaces with Escalante | | BIBAK | HTML | 21-22 | |
| Jeffery D. McWhirter | |||
| The development of dynamic graphical applications is a difficult and time
consuming task. This difficulty stems from the complexity of the applications
as well as the lack of adequate development tools. Escalante is an environment
that supports the visual specification, rapid prototyping and generation of
complex graphical applications. Using Escalante, one can rapidly construct a
broad range of highly functional applications with a minimal amount of manual
programming. Keywords: User interface development environments, Visual languages, Graph editors | |||
| Pad++: A Zooming Graphical Interface System | | BIBAK | HTML | 23-24 | |
| Benjamin B. Bederson; James D. Hollan | |||
| Large information spaces are often difficult to access efficiently and
intuitively. We are exploring Pad++, a graphical interface system based on
zooming, as an alternative to traditional window and icon-based approaches.
Objects can be placed in the graphical workspace at any size, and zooming is
the fundamental navigational technique. The goal is to provide simple methods
for visually navigating complex information spaces that ease the burden of
locating information while maintaining an intuitive sense of location and of
relationship between information objects. Keywords: Navigation, Interactive interfaces, Multiscale interfaces, Zooming,
Authoring, Information navigation, Hypertext, Information visualization,
Multimedia, World wide web | |||
| PDA-Based Observation Logging | | BIBAK | HTML | 25-26 | |
| Monty Hammontree; Paul Weiler; Bob Hendrich | |||
| This demonstration will show how using personal digital assistants (PDAs)
can facilitate the collection of observer notes during usability testing and
expedite the ensuing analysis of those notes once testing is complete. The
intent of the demonstration is to provide a forum for the exchange of new ideas
regarding the use of PDAs as usability tools. The authors will provide an
overview of how PDAs have been employed in their usability testing process and
what costs and benefits have been realized as a result of their use. Keywords: Usability, Tools, Data collection, Laboratory, Testing, Logging, Video,
Analysis | |||
| NIC: Interaction on the World Wide Web | | BIBA | HTML | 27-28 | |
| Dan Olsen; Ken Rodham; Doug Kohlert; Jeff Jensen; Brett Ahlstrom; Mike Bastian; Darren Davis | |||
| The NICUI client provides a full functioned interface interpretation facility. Based on this client, interactive services can be created and posted via normal World Wide Web servers. MIME-based tools can launch the client to provide the interactive services. NIC provides authoring tools for creating interactive artifacts. These tools themselves can be accessed via the WWW. | |||
| DynaDesigner: A Tool for Rapid Design and Deployment of Device-Independent Interactive Services | | BIBAK | HTML | 29-30 | |
| Loren Terveen; Elena Papavero; Mark Tuomenoksa | |||
| DynaDesigner is a tool for creating, testing, and deploying interactive
services to be delivered on devices such as telephones, TVs, and PCs. A key
feature is that it supports device-independent service design -- a service is
designed once, independent of any particular device. This eases the design and
maintenance task for service providers and makes services easier for consumers
to use, since they are consistent across devices. DynaDesigner has been used
to design and deploy many services. With DynaDesigner, services can be
designed and deployed in hours. Keywords: Service creation tools, Device-independent design, End user programming,
Consumer systems | |||
| Personalized Galaxies of Information | | BIBAK | HTML | 31-32 | |
| Earl Rennison | |||
| The Personalized Galaxies of Information demonstration presents a new
interface approach for visualizing, navigating and accessing information
objects in a large body of unstructured information, such as on-line news
stories, photographs and video clips available via Clarinews; electronic mail;
and World Wide Web documents. The system provides mechanisms to analyze the
relationships between information objects and builds a representation of the
underlying structure of the entire body of information. This relational
structure is used to construct a visual information space with which the user
interacts to explore the contents of the information base. The system also
uses a learning algorithm to adaptively customize the presentation of
information to a particular user's interests. This dynamic, personalized
structuring of information helps users perform directed searches while
simultaneously affording general browsing in a fluid and seamless environment. Keywords: Information visualization, Abstracted information spaces, 3D interactive
graphics, User interest models, Reinforcement learning | |||
| Hyper-G and Harmony: Towards the Next Generation of Networked Information Technology | | BIBAK | HTML | 33-34 | |
| Keith Andrews; Frank Kappe; Hermann Maurer | |||
| Current networked information systems on the Internet, whilst extremely
successful, run into problems of fragmentation, consistency, scalability, and
loss of orientation. The development of "second generation" networked
information systems, such as Hyper-G and its Harmony client, can help overcome
these limitations. Of particular note are Hyper-G's tightly-coupled
structuring, linking, and search facilities, its projection of a seamless
information space across server boundaries with respect to each of these
facilities, and its support for multiple languages. Harmony utilises two and
three-dimensional visualisations of the information space and couples location
feedback to search and link browsing operations, in order to reduce the
likelihood of disorientation. Keywords: Hypermedia, Information retrieval, Information visualisation, Graphical
interaction, Internet | |||
| KidSim: End User Programming of Simulations | | BIBAK | HTML | 35-36 | |
| Allen Cypher; David Canfield Smith | |||
| KidSim is an environment that allows children to create their own
simulations. They create their own characters, and they create rules that
specify how the characters are to behave and interact. KidSim is programmed by
demonstration, so that users do not need to learn a conventional programming
language or scripting language. Keywords: End user programming, Simulations, Programming by demonstration, Graphical
rewrite rules, Production systems, Programming by example, User programming | |||
| Creative Multimedia for Children: Isis Story Builder | | BIBAK | HTML | 37-38 | |
| Michelle Y. Kim | |||
| Isis is a multimedia authoring tool for children, where videos, photos,
drawings, texts, sounds and cartoons are treated as electronic building blocks
(time boxes). Adopting a metaphor of simple building blocks, Isis allows
children to create complex time-space multimedia stories by stacking and
arranging "time boxes" on the screen. The algorithms within Isis are based on
symbolic temporal constraints, such as "co-start", "co-end", "co-occur",
"meet". Keywords: Multimedia, Educational applications, Home applications, Entertainment
applications, Multimedia authoring | |||
| Merging Language, Direct Manipulation, and Visualization: A Programmable Research Environment for Diffusion-Limited Aggregation | | BIBAK | HTML | 39-40 | |
| Eric Blough | |||
| As domain experts with programming expertise, computational scientists
require the flexibility of programming languages, yet appreciate the
convenience and power of direct-manipulation interfaces and scientific
visualization tools. Although traditionally separate, direct-manipulation and
programming can support each other in the same application [2]. In such an
environment, graphic and textual language elements can be freely intermingled.
We are in the process of developing a programmable environment to support
research in diffusion-limited aggregation (DLA), an area of computational
science, as an exploration of the issues surrounding these ideas. Keywords: Programming environments, End-user programming, User interface components,
Scientific visualization, Visual programming, Simulation, Computational
science, Programmable applications | |||
| Human and Machine Dimensions of 3D Interfaces for Virtual Environments | | BIBAK | HTML | 41-42 | |
| Casey Boyd | |||
| This work explores two categories for evaluating and measuring virtual
environment (VE) interfaces. One category concerns characteristics of the
interface, such as its complexity and abstractness. The other category
concerns the human capacities for understanding and using three-dimensional
input/output devices. The results may help us predict the usability of VE
interfaces and help us to design interfaces that are well matched to their
intended users. Keywords: Virtual environments, Evaluation, Navigation | |||
| AdventurePlayer: An Intelligent Learning Environment | | BIBAK | HTML | 43-44 | |
| Thaddeus R., Jr. Crews | |||
| Intelligent Learning Environments (ILE) are constructivist systems that
attempt to incorporate beneficial aspects of tutoring systems and cognitive
tools. ILEs support discovery learning through reflective interaction as well
as curriculum-driven learning through scaffolding and coaching. ILEs are
concerned with students developing both general and domain specific thinking
and problem solving skills. AdventurePlayer is an ILE designed to facilitate
constructivist learning in the context of an anchored instruction curriculum. Keywords: Intelligent learning environments, Anchored instruction, Macrocontext
microworlds, Trip planning, Optimal solutions, Heuristic techniques | |||
| Wayfinding in Large-Scale Virtual Worlds | | BIBAK | HTML | 45-46 | |
| Rudolph P. Darken | |||
| The spatial nature of large-scale virtual worlds introduces wayfinding
problems which are often overlooked in the design process. In order to design
and build useful virtual worlds in which real work can take place, these issues
must be addressed. The research described here is a study of human wayfinding
in virtual worlds and how real world solutions can be applied to virtual world
design. The objective of this work is to develop design principles which will
lead to a design methodology for virtual worlds in which wayfinding problems
are alleviated. Keywords: Virtual worlds, Virtual reality, Wayfinding, Navigation, Environmental
design, Spatial orientation, Cognitive maps | |||
| Evaluating Distributed Environments Based on Communicative Efficacy | | BIBAK | HTML | 47-48 | |
| Eckehard Doerry | |||
| One of the most rapidly expanding areas of HCI research is centered around
supporting the collaborative endeavors of widely distributed participants.
Whether the domain is advanced learning environments or desktop conferencing,
the underlying goal of such efforts is to provide a maximally robust simulacrum
of copresent interaction. The current trend in research is to characterize
these computer-mediated communication environments -- and to argue their
efficacy -- by focusing on the technical parameters of the environment. This
approach places form above function, completely ignoring the communicative
difficulties actually encountered by users. The work described here explores a
new evaluative technique, based on methodologies originally developed by
Conversation Analysts, which characterizes the communicative efficacy of a
computer-mediated environment by documenting how well participants are able to
maintain intersubjectivity throughout the interaction. Keywords: Collaborative work, Distributed interaction, Conversation analysis,
Evaluation, Simulation, Learning environments | |||
| Evaluating Multimedia Presentations for Comprehension | | BIBAK | HTML | 49-50 | |
| Peter Faraday | |||
| The paper reports the basis for a cognitive walkthrough method to support
the formative evaluation of visually based multimedia expository presentations. Keywords: Multimedia, Evaluation, Presentation | |||
| High-End High School Communication: Strategies and Practices of Students in a Networked Environment | | BIBAK | HTML | 51-52 | |
| Barry J. Fishman | |||
| This paper describes a study of the design of computer-based communication
and media space environments that support highly interactive school-based
learning communities. The two basic questions posed in this research are: (1)
How are media space tools used by students in these classrooms, both in terms
of the structure of communications activity and the surrounding physical and
temporal constraints of the environment?; and (2) What are possible
explanations for student behaviors and attitudes with regard to media space
tools? The answers to these questions will provide insight for the design of
next-generation media spaces for educational settings. Keywords: Media spaces, Education, Communication, Design | |||
| A System for Application-Independent Time-Critical Rendering | | BIBAK | HTML | 53-54 | |
| Rich Gossweiler | |||
| I am developing a rendering system which supports automatic,
application-independent time-critical rendering for 3D graphics. When the
scenes being generated overload the rendering engine, a rendering scheduler
employs perception-based techniques to reduce the scene complexity at run-time.
Perception-based degradation mechanisms are used because they are based on
characteristics of the human, not characteristics of the application. Since
the human is the one element guaranteed to exist across all interactive
applications, this rendering system is application-independent. Keywords: Virtual reality, Virtual environments, Time-critical rendering, Rendering
scheduler, Image degradation, Real-time, Application-independence, Interactive
graphics | |||
| The Effect of Domain Knowledge on Elementary School Children's Search Behavior on an Information Retrieval System: The Science Library Catalog | | BIBAK | HTML | 55-56 | |
| Sandra Goldstein Hirsh | |||
| Few information retrieval systems are designed with children's special needs
and capabilities in mind. We need to learn more about children's
information-seeking behavior in order to provide them with information-based
tools which support exploratory learning. This dissertation examines
children's search behavior on a hypertext-based automated library catalog
designed for elementary school children. The focus of this research is on the
effect of domain knowledge on children's search performance, search behavior,
and learning as they look for science books on this system. Research has shown
that level of domain knowledge influences the way people search for
information. Data was collected through one-on-one interviews, direct
observation, and online monitoring of search sessions. This dissertation will
contribute to our understanding of children's search behavior and the factors
which influence their behavior. This research also has implications for
information retrieval system evaluation and interface design. Keywords: Elementary school children, Information retrieval, Search behavior, Science
education, Learning, Online catalogs, Domain knowledge, Browsing, Keyword
searching, Online monitoring, User interface design | |||
| Conflicting Class Structures between the Object Oriented Paradigm and Users Concepts | | BIBAK | HTML | 57-58 | |
| Charles M. Hymes | |||
| The computer science design goals of the object-oriented paradigm may
fundamentally conflict with the goal of modeling an application domain as users
see it. I propose a research strategy to explore this question. Keywords: Object-oriented, Categories, Abstraction, Reuse | |||
| STRIPE: Remote Driving Using Limited Image Data | | BIBAK | HTML | 59-60 | |
| Jennifer S. Kay | |||
| Guiding a remote vehicle when real time image transmission is not possible
is an important problem in the field of teleoperation. In such a situation it
is impractical for an operator to attempt to directly steer the vehicle using a
steering wheel. In semi-autonomous teleoperation, an operator designates the
path that the vehicle should follow in an image of the scene transmitted from
the vehicle, and the vehicle autonomously follows this path. Previous
techniques for semi-autonomous teleoperation require stereo image data, or
inaccurately track paths on non-planar terrain. STRIPE (Supervised
TeleRobotics using Incremental Polyhedral-Earth geometry) is a new method that
I am developing for accurate semi-autonomous teleoperation using monocular
image data. This paper provides an summary of the work I am doing for my
thesis. This includes the development of the STRIPE robotic system, user
studies to empirically measure the accuracy of the STRIPE method under various
conditions and with different user interfaces, as well as measurement of
baseline data for traditional steering wheel based teleoperation under
low-bandwidth and high-latency conditions. Keywords: Remotely operated vehicles, Low-bandwidth teleoperation, Semi-autonomous
teleoperation, User-interfaces, Interfaces for novice users, Robotics | |||
| Supporting Design Activities in the Written Medium | | BIBA | HTML | 61-62 | |
| Axel Kramer | |||
| The goal of this thesis is to empower individuals involved in design
activities using the written medium. The aim is to preserve positive features
of traditional written medium while enhancing them by computational components.
Towards this goal, the thesis explores the role of the written medium in the
design process, discusses prior art in support of such activities, and presents
a framework to integrate computational components into the written medium.
The central idea of this work is to dissolve the static association between input marks and their interpretation and experiment with a dynamic, yet fluid, user driven association instead. | |||
| Interactive Sketching for User Interface Design | | BIBAK | HTML | 63-64 | |
| James A. Landay | |||
| Current interactive user interface construction tools are often more of a
hindrance than a benefit during the early stages of interface design. These
tools take too much time to use and force designers to specify more of the
design details than they wish at this stage. Most designers prefer to sketch
early interface ideas on paper. I am developing an interactive tool called
SILK that allows designers to quickly sketch an interface using an electronic
pad and stylus. SILK preserves the important properties of pencil and paper: a
rough drawing can be produced very quickly and the medium is very flexible.
However, unlike a paper sketch, this electronic sketch can easily be edited,
exercised, and semi-automatically transformed into a complete, operational
interface in a specified look-and-feel. Keywords: Design, Sketching, Prototyping | |||
| Using Psychomotor Models of Movement in the Analysis and Design of Computer Pointing Devices | | BIBAK | HTML | 65-66 | |
| Anant Kartik Mithal | |||
| Pointing devices have become very important for HCI and their design needs
to move beyond iterative engineering approaches towards methods guided by
models that describe how pointing devices are used. This thesis aims to extend
psychologists' models of manual pointing to pointing devices, as a step towards
providing human factors engineers with a basis for pointing device design. Keywords: Fitts' law, Pointing devices, Mouse, Isometric joystick, Modeling, Design,
Psychomotor models | |||
| Transforming Graphical Interfaces into Auditory Interfaces | | BIBK | HTML | 67-68 | |
| Elizabeth D. Mynatt | |||
Keywords: Human-computer interaction, Auditory interfaces, Enabling technology,
Mercator | |||
| Supporting Collaborative Design with Representations for Mutual Understanding | | BIBAK | HTML | 69-70 | |
| Jonathan Ostwald | |||
| This paper describes a research effort to investigate cross-cultural
collaboration in software development. The work is based on a model of
collaborative design that calls for stakeholders (including developers and
end-users) to iteratively construct an understanding of design problems and
potential solutions through the construction and refinement of design
representations. The Evolving Artifact (EVA) software design environment has
been implemented to support this process. EVA has been used in a development
project in a regional telephone company. A case study of this project will be
analyzed to yield guidelines and design principles for constructing
representations for mutual understanding. Keywords: Collaborative design, Workplace cultures, Work-oriented design, Software
development, EVA, Functional objects, Prototyping | |||
| Conversational Dialogue in Graphical User Interfaces: Interaction Technique Feedback and Dialogue Structure | | BIBAK | HTML | 71-72 | |
| Manuel A. Perez | |||
| Human conversations have long been considered as a model for interaction
with computers [1]. One theory of human conversations, proposed by Clark and
Schaefer [2,3], has already been used in other HCI efforts. In the work
proposed here, another part of this theory, the states of understanding
principles, is used as the basis for a model of feedback for graphical
interaction techniques. A formal evaluation of the feedback model will be
performed. The feedback model is extended to a multi-threaded dialogue model
with which to handle interruption and cancellation requests as negotiated
requests. The proposed dialogue model will serve as the requirement
specification for the design of a dialogue controller in a user interface
management system (UIMS). A prototype of this model will be built and a
usability study will be conducted. Keywords: Human-computer dialogues, Feedback, States of understanding, User interface
management systems | |||
| Describing Interactive Visualization Artifacts -- DIVA | | BIBAK | HTML | 73-74 | |
| Lisa Tweedie; Imperial College | |||
| DIVA is a notation for describing interactive visualization artifacts (IVA).
This notation forms one part of my thesis work -- the overall aim of this
thesis is to find ways to improve the design of IVAs. By describing different
IVAs I hope to elicit general principles to aid this process. Keywords: Visualization, Interactive graphics | |||
| Integrating Multiple Cues for Spoken Language Understanding | | BIBAK | HTML | 75-76 | |
| Karen Ward | |||
| As spoken language interfaces for real-world systems become a practical
possibility, it has become apparent that such interfaces will need to draw on a
variety of cues from diverse sources to achieve a robustness and naturalness
approaching that of human performance [1]. However, our knowledge of how these
relationships behave in the aggregate is still tantalizingly sketchy. We lack
a strong theoretical basis for predicting which cues will prove useful in
practice and for specifying how these cues should be combined to signal or
cancel out potential interpretations of the communicative signal. In the
research program summarized here, I propose to develop and test an initial
theory of cue integration for spoken language interfaces. Keywords: Spoken language interfaces | |||
| Interactive City Planning Using Multimedia Representation Aids | | BIBAK | HTML | 77-78 | |
| Michael J. Schiffer | |||
| This interactive exhibition demonstrates a method of interacting with city
planning analysis tools using direct manipulation graphical interfaces. The
technology combines maps, interactive video, text, sound, and other forms of
data with analytic tools and an associative information structure using a city
map as a central metaphor. This allows immediate navigation amongst chunks of
related information during city planning meetings. The technology also makes
it possible to link descriptive images, such as digital video and sound, to
information that would normally be represented quantitatively. Keywords: Geographic, Direct manipulation, Noise, Multimedia, Maps, Implementation,
Group, Decision | |||
| Directed Improvisation with Animated Puppets | | BIBAK | HTML | 79-80 | |
| Barbara Hayes-Roth; Erik Sincoff; Lee Brownston; Ruth Huard; Brian Lent | |||
| In "directed improvisation," users give computer characters abstract
directions that establish a skeletal structure for and other weak constraints
on their behavior. The characters improvise a course of behavior that follows
the structure, meets the constraints, and achieves other application-specific
objectives. Thus, characters perform as directed, but also surprise and engage
users with their improvisations along the way. In "Animated Puppets," children
(or other users) direct the improvisational behavior of animated characters in
a graphical setting to create their own stories. Keywords: Artistic self-expression, Intelligent systems, Education and entertainment
applications, HCI paradigm | |||
| A Prototype User Interface for a Mobile Multimedia Terminal | | BIBAK | HTML | 81-82 | |
| Allan Christian, Jr. Long; Shankar Narayanaswamy; Andrew Burstein; Richard Han; Ken Lutz; Brian Richards; Samuel Sheng; Robert W. Brodersen; Jan Rabaey | |||
| We have shown a prototype user interface for the InfoPad, a portable
terminal with multi-modal input and multimedia output. We believe that many of
the people who could benefit from inexpensive, portable, networked terminals
are not computer experts, and we are therefore designing the InfoPad and its
user interface to be more like a notebook than a workstation. The InfoPad's
main features are:
* Portability
* Continuous network connectivity using a high-bandwidth radio link
* Pen input with handwriting recognition
* Audio input with speech recognition
* Full-motion video playback with synchronized audio
The InfoPad's unique input and output characteristics offer challenges and
opportunities for user interface design. We are prototyping applications and
user interfaces to explore how handwriting and voice recognition may best be
used together. We believe that the lessons we will learn can be applied to
other multi-modal platforms. Keywords: Human computer interaction, Mobile computing, Speech recognition,
Handwriting recognition, Pen-based computing, Multimedia, Multi-modal input | |||
| On Site Wearable Computer System | | BIBAK | HTML | 83-84 | |
| Len Bass; Dan Siewiorek; Asim Smailagic; John Stivoric | |||
| A wearable computer system designed for on site, hands free maintenance
operations will be demonstrated. This system is the latest completed model in
a family of wearable computers developed by Carnegie Mellon University. It is
approximately one and a half pounds in weight (including batteries), uses a 386
processor and a Private Eye display device. Also being demonstrated are
components for the next iteration of the device. The system is designed to be
used in a hands free operating mode by large vehicle maintenance personnel. Keywords: Wearable computers, Body worn computers, Task oriented computer systems | |||
| Audio GUIs: Interacting with Graphical Applications in an Auditory World | | BIBAK | HTML | 85-86 | |
| Elizabeth D. Mynatt; W. Keith Edwards | |||
| One of the foremost design rules for human-computer interfaces is "Know Thy
User." As designers, this rule is difficult to follow if the users are much
different than us. The purpose of this interactive experience is to allow
people to experience what interacting with graphical interfaces might be like
for a blind computer user. In this exhibit, we demonstrate Mercator, a system
which transforms X Windows applications into auditory interfaces. The exhibit
allows individuals to interact with common graphical applications via an
auditory interface. Additional applications of this work for mobile,
limited-display devices are also described. Keywords: Audio, Human-computer interaction, Auditory interfaces, Interface models,
Rehabilitation engineering, Users with special needs, Disability | |||
| DO-IT: Deformable Objects as Input Tools | | BIBAK | HTML | 87-88 | |
| Tamostsu Murakami; Kazuhiko Hayashi; Kazuhiro Oikawa; Naomasa Nakajima | |||
| Standard input tools such as the mouse and keyboard do not provide users
with a direct and intuitive means of 3-D shape manipulation. This study
proposes a new concept of interface system for 3-D shape deformation using a
deformable real object as an input tool. By deforming the tool with bare hands
with a tactile feedback, users can manipulate a 3-D shape modeled and displayed
on a computer screen directly and intuitively. A PC-based prototype system
with a cubical input tool made of electrically conductive polyurethane foam
demonstrates the effectiveness and promise of the concept. Keywords: Human interface, 3-D input tool, Computer graphics, Computer-aided design,
Free-form deformation | |||
| Designing a Multimedia Publication: American Center for Design Interact Journal | | BIBAK | HTML | 89-90 | |
| Peter Spreenberg | |||
| In August of 1994, the American Center for Design published a journal on
Interaction Design containing a CD-ROM edited by IDEO. The editing task
included constructing a navigational interface and integrating content supplied
by a variety of contributors. Visitors to this exhibit will be able to browse
both the paper and interactive CD-ROM versions of the Interact Journal,
experiencing for themselves the synergy of information presented in two
separate but complimentary media. Keywords: Design, Interactive publication, Interaction design, Interface design,
Graphic design, Interactive multimedia, Navigational interface | |||
| Merging Language, Direct Manipulation, and Visualization: Programmable Research Environments for Computational Scientists | | BIBAK | HTML | 91-92 | |
| Eric Blough | |||
| As domain experts with programming expertise, computational scientists
require the flexibility of programming languages, yet appreciate the
convenience and power of direct-manipulation interfaces and scientific
visualization tools. Although traditionally separate, direct-manipulation and
programming can support each other in the same application [1]. In such an
environment, graphic and textual language elements can be freely intermingled,
as can manipulations and textual programming statements. We are in the process
of developing a programmable environment to support research in
diffusion-limited aggregation (DLA), an area of computational science, as an
exploration of the issues surrounding these ideas. Keywords: Programming environments, End-user programming, User interface components,
Scientific visualization, Visual programming, Simulation, Computational
science, Programmable applications | |||
| Directing Pictures with Art Pals | | BIBAK | HTML | 93-94 | |
| James Ambach | |||
| Creating art can be seen as the creative exploration of a design space
defined by the artist and his or her tools. Existing artistic tools such as
paint brushes, chisels and erasers are of a passive nature stressing a direct
manipulation interaction scheme which leaves the exploration process strictly
to the artist. If these tools had the ability to be more autonomous, they
could assist in the exploration process, possibly discovering things that the
artist was unaware of. This poster describes Art Pals, a drawing application
which combines passive drawing tools with active, behavior-based tools in order
to create an artistic environment more conducive to creative exploration. Keywords: Artistic exploration, Direct manipulation, Delegation | |||
| The Just Noticeable Difference of Speech Recognition Accuracy | | BIBAK | HTML | 95 | |
| Ron Van Buskirk; Mary LaLomia | |||
| An important speech recognition issue is how large an improvement do you
have to make to the speech recognizor's accuracy rate so that people can detect
an improvement. We are exploring the just-noticeable difference (JND) for
speech recognition accuracy. Participants dictate pairs of 200-word passages
and then report which passage is recognized more accurately. The difference
between the accuracy rates of the passages is continually reduced until the
subject is unable to reliably report a difference (the method of limits). We
used a "Wizard of Oz" methodology to simulate speech recognizors with varied
accuracy rates. A second factor under investigation is how error correction
affects participants' perception of accuracy and whether the perception of
accuracy follows Weber's Law. Keywords: Speech recognition, Recognition accuracy, JND | |||
| A Comparison of Speech and Mouse/Keyboard GUI Navigation | | BIBAK | HTML | 96 | |
| Ron Van Buskirk; Mary LaLomia | |||
| We compared two speaker-independent, navigation systems (discrete and
continuous) on 11 tasks, measuring accuracy, perceived performance, task time,
and perceived system usability. Ten IBM and temporary help agency employees
with GUI experience participated. Their ages ranged from 25 to 55 years. The
participants completed 11 tasks on both systems using voice or keyboard. The
participants began the set of tasks on a randomly selected navigator, filled
out a questionnaire about the perceived system speed and accuracy, completed
the same tasks using the keyboard, then repeated the same procedure on a second
system and keyboard. The voice navigator tasks took approximately twice as
long as the keyboard tasks. Additionally, the survey results showed that
participants' acceptance of the system was quite sensitive to small changes in
system response time. The slowest tasks were the ones with precise cursor or
window movement, the fastest were ones only requiring brief commands. The
results are discussed in terms of recommendations for designing speech into
GUIs. Keywords: Speech navigation, Continuous speech recognition, Discrete speech
recognition | |||
| The TrackPad -- A Study on User Comfort and Performance | | BIBAK | HTML | 97-98 | |
| Ahmet E. Cakir; Gisela Cakir; Thomas Miller; Pieter Unema | |||
| The user study on the TrackPad, a new touch tablet technology input device,
was designed to investigate the impact of the use of the device on the
biomechanical load and postural comfort of the users. In a one day test, the
subjects, experienced Macintosh users, performed tests and worked on tasks,
using a portable computer, that were organized to resemble normal office tasks
and measure performance. The tasks included intensive use of the keyboard.
The performance was measured by text editing tasks and eight Fitts's Tests with two levels of difficulty. The biomechanical load was measured and evaluated by means of EMG and postural (motion) analyses. General comfort and postural comfort was evaluated with questionnaires. The analyses of the EMG-measurements yielded no indication of progressive fatigue or increased muscular load from one session to the next. On the contrary, the recorded EMG-levels showed a decrease in muscular activity. The postural analyses indicated that undue deviation, extension, or flexion of the hands, which may cause discomfort, generally did not occur. The average values were within the limits given by the physiology of the human arm. However, personal preferences for the arm posture were highly different. When performing the text editing task with the TrackPad, during the training session, the subjects had already achieved a performance equivalent to 65% of mouse performance. A performance of more than 90% was achieved after two hours and 100% in the fifth hour session. This means that the learning period for such tasks will in practice be accomplished within one working day. The average performance achieved with the TrackPad for the eight tasks with Fitts's Test, during the last session, was lower than that with the mouse, but the difference was not statistically significant. The results of this study indicate that the TrackPad can be used for everyday tasks without causing postural discomfort or fatigue. In some respects, this device may even be preferable to the mouse, if the users can achieve the same level of performance. Keywords: Input device, TrackPad, Postural discomfort, EMG | |||
| High-End High School Communication: Strategies and Practices of Students in a Networked Environment | | BIBAK | HTML | 99-100 | |
| Barry J. Fishman | |||
| This poster describes a dissertation study presented at the CHIs'95 Doctoral
Consortium on the design of computer-based communication and media space
environments to support highly interactive school-based communities. The two
basic questions posed in this research are: (1) How are media space tools used
by students in these classrooms, both in terms of the structure of
communications activity and the surrounding physical and temporal constraints
of the environment?; and (2) What are possible explanations for student
behaviors and attitudes with regard to media space tools? The answers to these
questions will guide the design of next-generation media spaces for educational
settings. Keywords: Media spaces, Education, Communication, Design | |||
| Improving Human-Proceedings Interaction: Indexing the CHI Index | | BIBAK | HTML | 101-102 | |
| Peter Foltz | |||
| Over the past two years, the CHI conference committee has tried to improve
the usability of the conference proceedings through improving the index.
Latent Semantic Indexing, a statistically-based retrieval method, was used to
analyze the titles and abstracts of papers and suggest additional relevant
keywords not provided by the authors. This poster describes the method for
generating the indices and shows how it can be used as a general approach for
improving access to paper-based documents. Keywords: Indexing, Information retrieval, Latent semantic analysis, Keywords,
Paper-based documents | |||
| An Example of Formal Usability Inspections in Practice at Hewlett-Packard Company | | BIBAK | HTML | 103-104 | |
| Cathy Gunn | |||
| Can usability engineers, not formally educated as human factors engineers,
help facilitate improving the ease of use of software products? Can design
engineers learn to detect usability defects? The answer to both questions is
yes. This is a success story of a partnership between human factors engineers
and usability engineers in providing a Formal Usability Methodology that has
been accepted and is continuing to be used by product developers since it was
introduced two years ago. The usability engineers have added usability
practices and facilitation skills to their traditional roles as technical
writers and support engineers. Design engineers enjoy using the methodology,
and learn how to evaluate their products from the user's viewpoint. Keywords: Usability inspections, Human computer interaction, User-centered design,
Process redesign | |||
| Rewriting Interaction | | BIBAK | HTML | 105-106 | |
| Roland Hubscher | |||
| Interactive visual computer animation is becoming an important tool for
science education in grade school. Unfortunately, students and teachers cannot
easily create their own animations, because programming these systems tends to
be too hard for non-professional programmers. I present an approach that
simplifies the description of complex interactions of objects by describing
interactions with declarative, temporal constraints. A system that describes
animation in terms of the actions of the objects and the interactions between
the objects is being built on top of a grid-based, graphical programming
environment. Keywords: Visual animation, Science education, Visual programming, Rewrite rules,
Temporal constraints | |||
| STRIPE: Remote Driving Using Limited Image Data | | BIBAK | HTML | 107-108 | |
| Jennifer S. Kay | |||
| Guiding a remote vehicle when real time image transmission is not possible
is an important problem in the field of teleoperation. In such a situation it
is impractical for an operator to attempt to directly steer the vehicle using a
steering wheel. In semi-autonomous teleoperation, an operator designates the
path that the vehicle should follow in an image of the scene transmitted from
the vehicle, and the vehicle autonomously follows this path. Previous
techniques for semi-autonomous teleoperation require stereo image data, or
inaccurately track paths on non-planar terrain. STRIPE (Supervised
TeleRobotics using Incremental Polyhedral-Earth geometry) is a new method that
I am developing for accurate semi-autonomous teleoperation using monocular
image data. This paper provides an summary of the work I am doing for my
thesis. This includes the development of the STRIPE robotic system, user
studies to empirically measure the accuracy of the STRIPE method under various
conditions and with different user interfaces, as well as measurement of
baseline data for traditional steering wheel based teleoperation under
low-bandwidth and high-latency conditions. Keywords: Remotely operated vehicles, Low-bandwidth teleoperation, Semi-autonomous
teleoperation, User-interfaces, Interfaces for novice users, Robotics | |||
| Teachers in Charge: Model-Based Authoring of Educational Software | | BIBAK | HTML | 109-110 | |
| Smadar Kedar; Benjamin Bell | |||
| We describe Goal-Based Scenario Builder, a prototype model-based authoring
tool for multimedia educational software, intended for teachers and curriculum
designers. Keywords: Educational software, Multimedia, Authoring tools, Model-based interface
tools | |||
| Is Multimedia-Based Training Effective? Yes and No. | | BIBAK | HTML | 111-112 | |
| Adrienne Y. Lee; Douglas J. Gillan; Evan E. Upchurch; Jeffrey S. Melton | |||
| Most studies in multimedia have not been controlled and have focused on
student satisfaction rather than examining what students have learned. This
poster will describe results from current research designed to evaluate the
efficacy of multimedia-based training in producing increased learning and
retention of factual knowledge and skills. Keywords: Education, Multimedia, Evaluation | |||
| Generalized Fitts' Law Model Builder | | BIBAK | HTML | 113-114 | |
| R. William Soukoreff; I. Scott MacKenzie | |||
| A tool for designing experiments, capturing data, and building Fitts' law
models is described. The software runs on an IBM or compatible computer
equipped with an appropriate graphical display and selection device (e.g.,
mouse, joystick). Features intended for HCI educational purposes or
experimental research are included, making this a very powerful utility for
research in input techniques or Fitts' law. The software is available via
anonymous FTP through the internet. Keywords: Fitts' law, Mouse, Input techniques, Human performance modeling, HCI
education | |||
| Validating an Extension to Participatory Heuristic Evaluation: Quality of Work and Quality of Work Life | | BIBAK | HTML | 115-116 | |
| Michael J. Muller; Anne McClard; Brigham Bell; Scott Dooley; Lori Meiskey; Judith A. Meskill; Randall Sparks; Donna Tellam | |||
| We describe an extension and validation of Nielsen's heuristic evaluation
approach, to include "humanistic" aspects of systems. Three additional
heuristics addressed quality of work product, quality of work life, and respect
for users' skills. In a participatory heuristic evaluation of an intelligent
tutoring system, the three new heuristics performed comparably to earlier sets
of heuristics. Keywords: Heuristic evaluation, Usability, Participatory design, Participatory
assessment, Quality of worklife, Skill, Quality | |||
| Remote Exploratoriums: Combining Network Media with Design Environments | | BIBAK | HTML | 117-118 | |
| Corrina Perrone; Alexander Repenning | |||
| In an educational context World Wide Web clients such as Mosaic are of
limited value because they put learners into the role of information absorbers.
Drawing on a museum analogy, learners using Mosaic can be perceived, like
museum visitors, to be passive observers of exhibits. Despite the richness of
exhibits in terms of the amount of material presented and the use of
multimedia, activity is restricted to navigation through real (museum) or hyper
(Mosaic) spaces. To be most effective, learning should include constructive
activities more engaging than browsing through hyperspaces. Distance education
can be facilitated by combining network media with design environments to
create highly interactive, engaging environments that we call Remote
Exploratoriums. In contrast to classical museums, exploratoriums, such as in
San Francisco or numerous children's museums, feature engaged, hands-on
learning experiences through interactive exhibits that are not only observed
but are actively manipulated. The Agentsheets Remote Exploratorium is a
mechanism to facilitate the easy exchange and distribution of educational
interactive exhibits through networks. Agentsheets is a programming substrate
to create interactive simulation and design environments. In this paper, we
discuss the implications of combining a network medium and a design environment
to support distance education. Keywords: World Wide Web, Mosaic, Learning, Distance education, Design environments | |||
| On Site Maintenance Using a Wearable Computer System | | BIBAK | HTML | 119-120 | |
| Bethany Smith; Len Bass; Jane Siegel | |||
| This poster displays a vision of the future of vehicle maintenance. This
future includes a wearable computer system that can be operated with the
mechanics' hands free. The computer system will provide necessary information
to solve maintenance tasks and to communicate with collaborators. The ability
to support both solo and collaborative maintenance activity, especially trouble
shooting and the ability to effectively deliver light weight, hands free
information access will be achieved through improvements in both technology and
HCI. The poster displays the current state, a vision of the future and
identifies the HCI and technological improvements necessary to achieve this
future state of vehicle maintenance. Keywords: Wearable computers, Body worn computers, Task oriented computer systems,
Hands free maintenance, Help desks, Vehicle maintenance, Help desk
collaboration | |||
| 3-D Displays for Real-Time Monitoring of Air Traffic | | BIBAK | HTML | 121-122 | |
| Dick Steinberg; Charles DePlachett; Kacheshwar Pathak; Dennis Strickland | |||
| Previous research has revealed that three-dimensional (3-D) display formats
do not always improve user performance [3]. This report describes an
experiment to determine the utility of using a 3-D format for monitoring air
traffic of a Department of Defense (DoD) real-time display. An overwhelming
quantity of data must be assimilated by personnel monitoring a typical mission.
Data from these missions must be monitored and crucial life and death decisions
made by personnel within a short period of time. The need for a precise human
engineered computer interface resulted in the development and laboratory
testing of a 3-D display concept for monitoring a typical DoD air surveillance
display. In addition, the 3-D format was augmented using a two-dimensional
(2-D) vertical bar graph directly beneath to provide users with additional
information (i.e., signal strength) about displayed objects in the 3-D space.
The 2-D, 3-D, and 3-D (augmented with vertical bar graph) displays were user
tested for accuracy and performance. Results from this analysis revealed that
user response times were decreased by 23% with a reduction in errors of 60%
using the standard 3-D display. Additional testing is needed to determine the
benefit of the vertical bar graph. Keywords: Graphical user interface, Real-time, Air space monitoring | |||
| Belvedere: Stimulating Students' Critical Discussion | | BIBAK | HTML | 123-124 | |
| Massimo Paolucci; Daniel Suthers; Arlene Weiner | |||
| We describe "Belvedere," a system to support students engaged in critical
discussion of science and public policy issues. The design is intended to
address cognitive and metacognitive limitations of unpracticed beginners while
supporting their practice of this complex skill. The limitations include (1)
difficulty in focusing attention given the abstract and complex nature of
theories and arguments, (2) lack of domain knowledge, and (3) lack of
motivation. Belvedere addresses these limitations by (1) giving arguments a
concrete diagrammatic form, and providing tools for focusing on particular
problems encountered in the construction and evaluation of complex arguments;
(2) providing access to on-line information resources; and (3) supporting
students working in small groups to construct documents to be shared with
others. Both prior psychological research and formative evaluation studies
with users shaped the interface design. Keywords: Collaborative argumentation environment, Educational application, Design
rationale | |||
| The Gear Model of HCI Education | | BIBAK | HTML | 125-126 | |
| Manfred Tscheligi; Verena Giller | |||
| Gears are used as central metaphor for the philosophy of a coordinated HCI
education program. The program consists of six parts distributed over one
year. The main emphasis of all parts is on active involvement with a
considerable amount of feedback and reflection. Keywords: Human-computer interaction, Curriculum, HCI education | |||
| Readability of Fonts in the Windows Environment | | BIBAK | HTML | 127-128 | |
| Thomas S. Tullis; Jennifer L. Boynton; Harry Hersh | |||
| The readability of twelve different fonts and sizes in the Microsoft Windows
environment was studied. The specific fonts were Arial, MS Sans Serif, MS
Serif, and Small Fonts. Their sizes ranged from 6.0 to 9.75 points. These
were presented using black text on either a white or gray background and either
bold or non-bold style. There were significant differences between the various
font/size combinations in terms of reading speed, accuracy, and subjective
preferences. There were no consistent differences as a result of background
color or boldness. The most preferred fonts were Arial and MS Sans Serif at
9.75. Most of the fonts from 8.25 to 9.75 performed well in terms of reading
speed and accuracy, with the exception of MS Serif at 8.25. Arial at 7.5 and
both of the Small Fonts (6.0 and 6.75) should generally be avoided. Keywords: Font, Text, Readability, Legibility, Windows | |||
| The Influence Explorer | | BIBA | HTML | 129-130 | |
| Lisa Tweedie; Bob Spence; Huw Dawkes; Hua Su | |||
| This paper illustrates the benefits, for a wide range of design activities, of Interactive Visualization Artifacts. | |||
| Integrating Multiple Cues for Spoken Language Understanding | | BIBAK | HTML | 131-132 | |
| Karen Ward; David G. Novick | |||
| As spoken language interfaces for real-world systems become a practical
possibility, it has become apparent that such interfaces will need to draw on a
variety of cues from diverse sources to achieve a robustness and naturalness
approaching that of human performance [1]. However, our knowledge of how these
cues behave in the aggregate is still tantalizingly sketchy. We lack a strong
theoretical basis for predicting which cues will prove useful in practice and
for specifying how these cues should be combined to signal or cancel out
potential interpretations of the communicative signal. In the research program
summarized here, we propose to develop and test an initial theory of cue
integration for spoken language interfaces. By establishing a principled basis
for integrating knowledge sources for such interfaces, we believe that we can
develop systems that perform better from a computer-human interaction
standpoint. Keywords: Spoken language interfaces | |||
| Usability Testing of Posture Video Analysis Tool | | BIBAK | HTML | 133-134 | |
| Mihriban Whitmore; Tim McKay | |||
| The Posture Video Analysis Tool (PVAT) is an interactive Macintosh menu and
button driven SuperCard prototype for classifying working postures from video
footage. Following preliminary evaluations, a usability test was conducted to
test interface design and to identify required modifications to the software.
Five users participated in the study. Each user completed training (to a
preset criterion), test, and a post-test questionnaire. All the sessions were
video taped for detailed analysis. Preliminary results indicate that PVAT was
acceptable in terms of setup and video monitoring procedures as well as screen
layouts. Detailed data reduction and analysis are in progress. Keywords: Video analysis, User evaluations | |||
| Human and Machine Dimensions of 3D Interfaces for Virtual Environments | | BIBAK | HTML | 135-136 | |
| Casey Boyd | |||
| This work explores two categories for evaluating and measuring virtual
environment (VE) interfaces. One category concerns characteristics of the
interface, such as its complexity and abstractness. The other category
concerns the human capacities for understanding and using three-dimensional
input/output devices. The results may help us predict the usability of VE
interfaces and help us to design interfaces that are well matched to their
intended users. Keywords: Virtual environments, Evaluation, Navigation | |||
| Editing User-Specific Diagrams by Direct Manipulation | | BIBAK | HTML | 137-138 | |
| G. Viehstaedt; M. Minas | |||
| Diagrams, e.g., certain kinds of trees or graphs, are often needed as part
of advanced user interfaces, and are frequently specific to a user's
application. Editing these diagrams should be possible by direct manipulation.
Some examples of direct manipulation in an editor for Nassi-Shneiderman
diagrams (NSDs) are described. This sample editor was generated from a
specification by DiaGen, our generator for diagram editors. Keywords: User interface, Direct manipulation, Diagram, Generator, Syntax-directed
editing | |||
| Growing Simplicity: A Task-Based Approach to Containing Complexity | | BIBAK | HTML | 139-140 | |
| Jason Cassee; Meghan R. Ede; Todd Kemp | |||
| A feature-based approach to designing information systems software produces
results which, although technically correct, are likely deficient in their ease
of use. Designing from a task-based perspective significantly enhances
interface usability. Our project team made this change in approach based on a
consultation with a specialist in human computer interaction. We describe the
impact of this consultation and its effect of dramatically simplifying the user
interface. Keywords: Task-based design, Human computer interaction, Walkthrough, Information
system software, User interface | |||
| InteractiveDESK: A Computer-Augmented Desk which Responds to Operations on Real Objects | | BIBAK | HTML | 141-142 | |
| Toshifumi Arai; Kimiyoshi Machii; Soshiro Kuzunuki; Hiroshi Shojima | |||
| Office and engineering workers' workloads are reduced with a
computer-augmented desk named InteractiveDESK. The desk has a large desktop
display with a pen-input facility and an ordinary upright display with a
keyboard, thus integrating features of conventional systems and pen-based
systems. The desk detects the operations on real objects on its real desk top,
and responds to the operations to reduce users' workloads. The prototype of
the desk assists users in switching input methods and retrieving electronic
files. Keywords: Augmented reality, Pen-based system, Computer-augmented desk | |||
| Elastic Graphical Interfaces for Precise Data Manipulation | | BIBAK | HTML | 143-144 | |
| Toshiyuki Masui; Kouichi Kashiwagi; George R., IV Borden | |||
| We propose an interaction technique for manipulating precise data or
selecting one element from a large number of items. Although conventional
graphical interaction tools like sliders cannot be used for selecting more
items than the pixel size of the slider, we can specify more precise data by
using the elastic slider based on the rubber-band metaphor, where a control
object can be moved by pulling the object with a rubber-band between the object
and the mouse cursor. The same technique can be applied to many graphical
interface tools like scroll bars and drawing editors. Keywords: Elastic interface, Slider, Scroll bar, Rubber-band interface | |||
| Simulation-Based Dialogue Design for Speech-Controlled Telephone Services | | BIBAK | HTML | 145-146 | |
| Ivan Bretan; Anna-Lena Ereback; Catriona MacDermid; Annika Wærn | |||
| A design methodology for speech-controlled telephone services has been
developed using Wizard-of-Oz simulations as the principal mechanism for
evaluating and getting input for dialogue design. This methodology may enable
service developers to support dialogues that are optimal with respect to
naturalness, especially on a pragmatic level, given the technical restrictions
at hand. Keywords: Speech interfaces, Wizard-of-Oz simulations, Telephone services | |||
| Abstract Specification of User Interfaces | | BIBAK | HTML | 147-148 | |
| Ole Lauridsen | |||
| The paper discusses automation of user interface design and proposes a user
interface design method that combines the use of formal semantic specification
and rapid user interface builders. Based on formalized design rules, a user
interface design proposal can be derived from the functionality of an
application. The advantages of this method are: Automation of parts of the
design process, automatic design evaluation, and automatic mapping to multiple
user interface toolkits. The method will ease the transition from the
functional design of an application to the user interface design by a
semantically driven design of user interfaces. Keywords: Interface design, Automatic generation of user interface, Design process | |||
| Science-by-Mail | | BIBAK | HTML | 149-150 | |
| Ellen A. White; Marc E. Fusco | |||
| Science-by-Mail is a hands-on, experimental science activity program for
children in grades 4-9 that is designed to be engaging, educational, and fun!
Each participating child is matched with a volunteer pen-pal scientist who
provides encouragement and guidance. They receive three "challenge packets"
throughout the year containing information and materials related to an issue in
science or technology. Communication between students and scientists about the
packets forms the core of the interactions. A nationwide program developed by
the Museum of Science, Boston, Science-by-Mail currently involves about 25,000
children and 2,500 scientists. Keywords: Science-by-Mail, Science, Children, Volunteer, Social action | |||
| A Computer Science Community Service Project | | BIBAK | HTML | 151-152 | |
| Saul Jimenez | |||
| Computer science is a rapidly changing field which makes academic and
professional education both necessary and problematic. This paper shows, by
describing the analysis, design and implementation of relational database for
community child care providers, the need for technical service donations to
human service organizations. These donations have both an educational use
(appropriate for academe or industry) and a beneficial outcome for the
sponsoring organization. Keywords: Service learning, Curriculum development | |||
| CompuMentor: People Helping Computers Help People | | BIBAK | HTML | 153-154 | |
| Melissa Schofield; Daniel Ben-Horin | |||
| California and also, increasingly, on a national scale, whose main purpose
is to match skilled computer users (volunteer mentors) with nonprofits and
other public service groups that need their skills. In recent years
CompuMentor projects have included 1) basic computerization assistance to
nonprofits and schools, 2) scholarships programs for agencies with no funds for
technical support, 3) computerization and telecommunications-focused
consultation and training for nonprofits and public institutions, and 4) a
software distribution project specifically for nonprofits and public schools.
In addition to our regular work, we are now starting to design a scaleable
model of our organization that we hope to share with other groups around the
country, with the intent of providing nonprofits in other communities access to
the services we've made available in the Bay Area. Keywords: Community service, Nonprofits, Not-for-profits, Schools, Volunteers,
Computer consulting, Mentoring | |||