The UTEP AGENT System
Demonstrations
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Novick, David
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Sepulveda, Iván Gris
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Rivera, Diego A.
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Camacho, Adriana
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Rayon, Alex
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Gutierrez, Mario
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.383-384
© Copyright 2015 ACM
Summary: This paper describes a system for embodied conversational agents (ECAs)
developed at the University of Texas at El Paso by the Advanced aGent
ENgagement Team (AGENT) and one of the applications -- Survival on Jungle
Island -- built with this system. In the Jungle application, the ECA and a
human interact with speech and gesture for approximately 40 -- 60 minutes in a
game composed of 23 scenes (to maintain the demonstration feasible,
participants will interact only with select scenes that showcase the
capabilities of our system). Each scene comprises a collection of speech input,
speech output, gesture input, gesture output, scenery, triggers, and decision
points.
Animation Guidelines for Believable Embodied Conversational Agent Gestures
Agents and Robots in Virtual Environments
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Gris, Ivan
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Rivera, Diego A.
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Novick, David
VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed
Reality
2015-08-02
p.197-205
Keywords: Embodied conversational agents; Animation; Usability
© Copyright 2015 Springer International Publishing Switzerland
Summary: In animating embodied conversational agents (ECAs), run-time blending of
animations can provide a large library of movements that increases the
appearance of naturalness while decreasing the number of animations to be
developed. This approach avoids the need to develop a costly full library of
possible animations in advance of use. Our principal scientific contribution is
the development of a model for gesture constraints that enables blended
animations to represent naturalistic movement. Rather than creating
over-detailed, fine-grained procedural animations or hundreds of
motion-captured animation files, animators can include sets of their own
animations for agents, blend them, and easily reuse animations, while
constraining the ECA to use motions that would occur and transition naturally.
A Mark-Up Language and Interpreter for Interactive Scenes for Embodied
Conversational Agents
Agents and Robots in Virtual Environments
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Novick, David
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Gutierrez, Mario
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Gris, Ivan
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Rivera, Diego A.
VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed
Reality
2015-08-02
p.206-215
Keywords: Embodied conversational agents; Scene; Interpreter; Parser
© Copyright 2015 Springer International Publishing Switzerland
Summary: Our research seeks to provide embodied conversational agents (ECAs) with
behaviors that enable them to build and maintain rapport with human users. To
conduct this research, we need to build agents and systems that can maintain
high levels of engagement with humans over multiple interaction sessions. These
sessions can potentially extend to longer periods of time to examine long-term
effects of the virtual agent's behaviors. Our current ECA interacts with humans
in a game called "Survival on Jungle Island." Throughout this game, users
interact with our agent across several scenes. Each scene is composed of a
collection of speech input, speech output, gesture input, gesture output,
scenery, triggers, and decision points. Our prior system was developed with
procedural code, which did not lend itself to rapid extension to new game
scenes. So to enable effective authoring of the scenes for the "Jungle" game,
we adopted a declarative approach. We developed ECA middleware that parses,
interprets, and executes XML files that define the scenes. This paper presents
the XML coding scheme and its implementation and describes the functional
back-end enabled by the scene scripts.
Building Rapport between Human and ECA: A Pilot Study
Speech, Natural Language and Conversational Interfaces
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Novick, David
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Gris, Iván
HCI International 2014: 16th International Conference on HCI, Part II:
Advanced Interaction Modalities and Techniques
2014-06-22
v.2
p.472-480
Keywords: Embodied conversational agent; familiarity; rapport; paralinguistic;
nonverbal communication
© Copyright 2014 Springer International Publishing
Summary: This study is part of a longer-term project to provide embodied
conversational agents (ECAs) with behaviors that enable them to build and
maintain rapport with their human partners. We focus on paralinguistic
behaviors, and especially nonverbal behaviors, and their role in communicating
rapport. Using an ECA that guides its players through a speech-controlled game,
we attempt to measure the familiarity built between humans and ECAs across
several interactions based on paralinguistic behaviors. In particular, we
studied the effect of differences in the amplitude of nonverbal behaviors by an
ECA interacting with a human across two conversational sessions. Our results
suggest that increasing amplitude of nonverbal paralinguistic behaviors may
lead to an increased perception of physical connectedness between humans and
ECAs.
Empirical Analysis of Playability vs. Usability in a Computer Game
Games and Gamification
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Novick, David
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Vicario, Juan
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Santaella, Baltazar
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Gris, Iván
DUXU 2014: Third International Conference on Design, User Experience, and
Usability, Part II: User Experience Design for Diverse Interaction Platforms
and Environments
2014-06-22
v.2
p.720-731
Keywords: Playability; usability; games; empirical analysis
© Copyright 2014 Springer International Publishing
Summary: This paper reports our experience in applying an empirical user-experience
testing method to improve a computer game. We sought to understand the
differences in practice between usability and playability, and correspondingly
to assess the usefulness of different approaches to taxonomies for playability.
Our experience suggests that the evaluation technique for playability can be
the same as for usability and that some existing taxonomies for playability do
not provide effective support for translating experience of evaluation into
heuristics for design. For formative evaluation, understanding episodes for
playability depends on specific circumstances of each episode; taxonomies may
be more useful for summative evaluation.
Grounding and Turn-Taking in Multimodal Multiparty Conversation
Speech, Natural Language and Auditory Interfaces
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Novick, David
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Gris, Iván
HCI International 2013: 15th International Conference on HCI, Part IV:
Interaction Modalities and Techniques
2013-07-21
v.4
p.97-106
Keywords: Dialog; proxemics; gaze; turn-taking; multicultural; multiparty
© Copyright 2013 Springer-Verlag
Summary: This study explores the empirical basis for multimodal conversation control
acts. Applying conversation analysis as an exploratory approach, we attempt to
illuminate the control functions of paralinguistic behaviors in managing
multiparty conversation. We contrast our multiparty analysis with an earlier
dyadic analysis and, to the extent permitted by our small samples of the
corpus, contrast (a) conversations where the conversants did or did not have an
artifact, and (b) conversations in English among Americans with conversations
in Spanish among Mexicans. Our analysis suggests that speakers tend not to use
gaze shifts to cue nodding for grounding and that the presence of an artifact
reduced listeners' gaze at the speaker. These observations remained relatively
consistent across the two languages.
Short-term methodology for long-term usability
Design methodologies
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Novick, David G.
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Santaella, Baltazar
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Cervantes, Aaron
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Andrade, Carlos
ACM 30th International Conference on Design of Communication
2012-10-03
p.205-212
© Copyright 2012 ACM
Summary: Approaches to understanding usability of computer interfaces over the long
term typically rely on longitudinal studies, which are limited in scope to the
period of the experiment. In this study, we explore whether a non-longitudinal,
cross-sectional approach can reliably detect useful differences in usability
between novices and experts. Our approach takes a "snapshot" of usability
problems and behaviors across a heterogeneous sample of users, ranging from
novice to expert. Our analysis suggests that a cross-sectional methodology can
distinguish between less experienced and more experienced users with respect to
the kinds of applications that cause frustration, frequency of use of help, and
whether the problem was solved. Our analysis also suggests that the method is
poor at distinguishing causes of frustration and the overall distribution of
types of solutions tried. The data also suggest that three months of use of an
application is the most useful point at which to distinguish less-experienced
from more-experienced users.
The communicative functions of animation in user interfaces
Accessibility, user interface and design of communication I
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Novick, David
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Rhodes, Joseph
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Wert, Wervyn
ACM 29th International Conference on Design of Communication
2011-10-03
p.1-8
© Copyright 2011 ACM
Summary: To develop a model that relates the purpose of the communication to the
nature of the animation, we surveyed existing user interfaces that use
animation, analyzed these uses with respect to type of animation and
communicative function, and considered ambiguous or otherwise difficult cases.
From this analysis, we constructed a matrix with
appropriateness/inappropriateness values for all combinations of communicative
functions and animation types covered by our survey. To illustrate how the
model could be applied to graphical user interfaces and to assess the model's
plausibility, we used the model to develop two versions of a user interface for
an MP3 player.
Dialog Behaviors across Culture and Group Size
Cultural and Emotional Aspects
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Herrera, David
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Novick, David G.
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Jan, Dusan
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Traum, David R.
UAHCI 2011: 6th International Conference on Universal Access in
Human-Computer Interaction, Part II: Users Diversity
2011-07-09
v.2
p.450-459
Keywords: Dialog; proxemics; gaze; turn-taking; multicultural; dyadic; multiparty
Copyright © 2011 Springer-Verlag
Summary: This study analyzes joint interaction behaviors of two-person and
four-person standing conversations from three different cultures, American,
Arab, and Mexican. To determine whether people use joint interaction behaviors
differently in multiparty versus dyadic conversation, and how differences in
culture affect this relationship, we examine differences in proxemics, speaker
and listener gaze behaviors, and overlap and pause at turn transitions. Our
analysis suggests that proxemics, gaze, and mutual gaze to coordinate turns
change with group size and with culture. However, these changes do not always
agree with predictions from the research literature. These unanticipated
outcomes demonstrate the importance of collecting and analyzing joint
interaction behaviors.
The micro-structure of use of help
Help systems
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Novick, David G.
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Andrade, Oscar D.
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Bean, Nathaniel
ACM 27th International Conference on Design of Communication
2009-09-05
p.97-104
Keywords: affordance, documentation, help systems
© Copyright 2009 ACM
Summary: To see whether, from the user's standpoint, muddling through with
trial-and-error exploration of the interface actually works as well as
consulting help, we analyzed video recordings of 14 subjects using Microsoft
Publisher. We segmented their attempts at accomplishing four tasks into
episodes, lasting from a few seconds to a few minutes, using four
problem-solving approaches: help, recall, and trial-and-error. The subjects'
overall rates of success with trial-and-error were higher than with help. We
present trends of use of the approaches across the four tasks, review the
apparent causes of success and failure when using the approaches, and develop
an affordance-knowledge model that helps to explain people's preference for
muddling through over using help. We conclude by discussing the model's
implications for developers of systems and writers of help.
The macro-structure of use of help
User assistance & documentation
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Andrade, Oscar D.
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Bean, Nathaniel
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Novick, David G.
ACM 27th International Conference on Design of Communication
2009-09-05
p.143-150
Keywords: documentation, help systems, problem-solving
© Copyright 2009 ACM
Summary: Users of help systems often complain that they do not find them useful;
while they still use help at least occasionally, they resort to other
problem-solving strategies. In this paper, we analyze audiovisual recordings of
people using a computer application, to identify (1) transition patterns among
problem-solving approaches, and (2) the frequency of these transitions. Our
analysis indicates that people switch frequently between consulting help and
exploring the interface. Switching between problem-solving approaches appears
to be an effective way of succeeding in tasks. Applications and their help
systems can be better designed to support users who switch between help and
non-help approaches to solving problems.
Help-based tutorials
Documentation and design
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Novick, David G.
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Andrade, Oscar D.
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Bean, Nathaniel
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Elizalde, Edith
ACM 26th International Conference on Design of Communication
2008-09-22
p.1-8
© Copyright 2008 ACM
Summary: The consensus of the documentation literature is that users rarely use help,
usually preferring to muddle through. To increase use of help, tutorials for
novice users could be changed from guided presentations toward using the
system's actual help system. To determine whether this approach would increase
users' use of help when they encountered problems with an application, we
developed an alternative, help-based tutorial introduction to Microsoft
Publisher. We compared the behaviors of users introduced to Publisher with the
help-based tutorial with the behaviors of users who learned from a traditional
tutorial. A balanced study of 22 novice users of Publisher suggests that using
a help-based tutorial leads to significantly greater use of help systems when
users encounter problems. However, the data also suggest that the increased use
of help may not lead to more effective task performance.
Expressing help at appropriate levels
Information design and learning
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Andrade, Oscar D.
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Novick, David G.
ACM 26th International Conference on Design of Communication
2008-09-22
p.125-130
© Copyright 2008 ACM
Summary: Users of help systems often complain that the documentation is pitched at
the wrong level, but the "right" level differs among users. Building on a prior
definition of the space of possible expressions of documentation in terms of
task, application, and user experience, we explore what it means to express
help at different levels. We also survey other dimensions in which help
contents may be organized to provide ease of access to the information people
need when troubleshooting applications, and conclude by proposing an interface
through which users could navigate dynamically, thus finding help expressed at
their own "right" level.
Toward a more accurate view of when and how people seek help with computer
applications
Information design theory
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Novick, David G.
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Elizalde, Edith
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Bean, Nathaniel
ACM 25th International Conference on Design of Communication
2007-10-22
p.95-102
© Copyright 2007 ACM
Summary: Based on 40 interviews and 11 on-site workplace observations of people using
computer applications at work, we confirm that use of printed and on-line help
is very low and find that providing greater detail of categories solution
methods can present a more realistic picture of users' behaviors. Observed
study participants encountered a usability problem on average about once every
75 minutes and typically spent about a minute looking for a solution.
Participants consumed much more time when they were unaware of a direct way of
doing something and instead used less effective methods. Comparison of results
from different data-collection methods suggests that interviews, and probably
surveys, provide less reliable views of users' problem-solving behaviors than
do participatory evaluation and direct observation.
Usability inspection methods after 15 years of research and practice
Usability -- theory, methods, and experiences
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Hollingsed, Tasha
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Novick, David G.
ACM 25th International Conference on Design of Communication
2007-10-22
p.249-255
© Copyright 2007 ACM
Summary: Usability inspection methods, such as heuristic evaluation, the cognitive
walkthrough, formal usability inspections, and the pluralistic usability
walkthrough, were introduced fifteen years ago. Since then, these methods,
analyses of their comparative effectiveness, and their use have evolved in
different ways. In this paper, we track the fortunes of the methods and
analyses, looking at which led to use and to further research, and which led to
relative methodological dead ends. Heuristic evaluation and the cognitive
walkthrough appear to be the most actively used and researched techniques. The
pluralistic walkthrough remains a recognized technique, although not the
subject of significant further study. Formal usability inspections appear to
have been incorporated into other techniques or largely abandoned in practice.
We conclude with lessons for practitioners and suggestions for future research.
Why don't people read the manual?
Documentation analysis
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Novick, David G.
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Ward, Karen
ACM 24th International Conference on Design of Communication
2006-10-18
p.11-18
© Copyright 2006 ACM
Summary: Few users of computer applications seek help from the documentation. This
paper reports the results of an empirical study of why this is so and examines
how, in real work, users solve their usability problems. Based on in-depth
interviews with 25 subjects representing a varied cross-section of users, we
find that users do avoid using both paper and online help systems. Few users
have paper manuals for the most heavily used applications, but none complained
about their lack. Online help is more likely to be consulted than paper
manuals, but users are equally likely to report that they solve their problem
by asking a colleague or experimenting on their own. Users cite difficulties in
navigating the help systems, particularly difficulties in finding useful search
terms, and disappointment in the level of explanation found.
What users say they want in documentation
Documentation usability
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Novick, David G.
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Ward, Karen
ACM 24th International Conference on Design of Communication
2006-10-18
p.84-91
© Copyright 2006 ACM
Summary: While earlier work provided a partial view of users' preferences about
manuals, for most users in most work contexts the important question remains
open: What do users want in documentation? This paper presents the results of a
study in which a diverse cross-section of 25 users was interviewed in depth
about their needs and preferences with respect to software help systems,
whether printed or on-line, that they use at work. The study's participants
indicated that they preferred documentation, whether online or printed, that is
easy to navigate, provides explanations at an appropriate level of technical
detail, enables finding as well as solving problems through examples and
scenarios, and is complete and correct. These preferences give rise to
difficult issues, including a possibly inherent tension between coverage and
precision, and variation among users with respect to desired level of technical
complexity of explanation.
Research issues in the design of communication
Panel session
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Stamey, John
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Novick, David
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Spinuzz, Clay
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Mehlenbacher, Brad
ACM 24th International Conference on Design of Communication
2006-10-18
p.129-130
© Copyright 2006 ACM
Co-generation of text and graphics
Graphical and visual information I
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Novick, David G.
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Lowe, Brian
ACM 23rd International Conference on Computer Documentation
2005-09-21
p.6-11
© Copyright 2005 ACM
Summary: To reduce potential discrepancies between textual and graphical content in
documentation, it is possible to produce both text and graphics from a single
common source. One approach to co-generation of text and graphics uses a single
logical specification; a second approach starts with CAD-based representation
and produces a corresponding textual account. This paper explores these two
different approaches, reports the results of using prototypes embodying the
approaches to represent simple figures, and discusses issues that were
identified through use of the prototypes. While it appears feasible to
co-generate text and graphics automatically, the process raises deep issues of
design of communications, including the intent of the producer of the
documentation.
Usability over time
Usability
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Mendoza, Valerie
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Novick, David G.
ACM 23rd International Conference on Computer Documentation
2005-09-21
p.151-158
© Copyright 2005 ACM
Summary: Testing of usability could perhaps be more accurately described as testing
of learnability. We know more about the problems of novice users than we know
of the problems of experienced users. To understand how these problems differ,
and to understand how usability problems change as users change from novice to
experienced, we conducted a longitudinal study of usability among middle-school
teachers creating Web sites. The study looked at the use both the use of
documentation and the underlying software, tracking the causes and extent of
user frustration over eight weeks. We validated a categorization scheme for
frustration episodes. We found that over the eight weeks the level of
frustration dropped, the distribution of causes of frustration changed, and the
users' responses to frustration episodes changed. These results suggest that
the sorts of errors that are most prominently featured in conventional
usability testing are likely of little consequence over longer periods of time.
Assessing effectiveness of personality style in documentation
Lessons learned
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Sayles, Kenneth
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Novick, David G.
ACM 22nd International Conference on Computer Documentation
2004-10-10
p.75-82
© Copyright 2004 ACM
Summary: This paper extends previous work by other researchers that indicated that
users of computers preferred a computer with a personality that was similar to
theirs. We conducted a similar experiment, but looking beyond preference to see
if the personality of documentation would make a difference in the user's
performance. Our data suggest did not indicate that personality match affects
performance; and if such a relationship exists it is likely to be weak. We
discuss the related research, describe our methodology, present our results,
and describe their implications and limitations.
Post-training support for learning technology
Lessons learned
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Snoddy, Sam, Jr.
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Novick, David G.
ACM 22nd International Conference on Computer Documentation
2004-10-10
p.90-96
© Copyright 2004 ACM
Summary: To examine the effects of post-training support, we studied the introduction
of new gradebook software in a public high school. The school's 108 faculty
members received training on the software, and approximately half of the
faculty received post-training support for eight weeks. The study measured the
faculty's current computer usage, usage of earlier versions of the software,
and their perceived skill levels in using the software. The data suggest that
the faculty members who received post-training support maintained and raised
their skill levels, while unsupported faculty had their skill levels decline.
An interaction initiative model for documentation
Formal methods
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Novick, David G.
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Ward, Karen
ACM 21st International Conference on Computer Documentation
2003-10-12
p.80-85
© Copyright 2003 ACM
Summary: In this paper we propose a model of creation and use of documentation based
on the concept of mixed-initiative interaction. In our model, successful
single-initiative interaction is characterized by grounding of contributions,
and successful mixed-initiative interaction is characterized by both grounding
and agreement. Just as in spoken conversation, achievement of actual agreement
depends on the intentions of both parties; agreement is achieved when the
reader follows the documentation's instructions. In fact, readers are not
obligated to-and often do not-act according to the author's intentions. By
making these dynamics explicit, the model can aid authors in developing
effective documentation. The paper describes the model and its antecedents,
explains the application of the model to documentation, discusses implications
such as effects of printed versus electronic forms of documentation, and
outlines future work that includes empirical testing of the model.
Hands-free documentation
Accessibility
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Ward, Karen
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Novick, David G.
ACM 21st International Conference on Computer Documentation
2003-10-12
p.147-154
© Copyright 2003 ACM
Summary: In this paper, we introduce an analysis of the requirements and design
choices for hands-free documentation. Hands-busy tasks such as cooking or car
repair may require substantial interruption of the task: moving the pan off the
burner and wiping hands, or crawling out from underneath the car. We review the
need for hands-free documentation and explore the role of task in the use of
documentation. Our central analysis examines the roles and characteristics of
input and output modalities of hands-free documentation. In particular, we
review the use of speech as an input modality, and then visual means and speech
as possible output modalities. Finally, we discuss the implications of our
analysis for the design of hands-free documentation and suggest future work.
The design implications include issues of navigating through the documentation,
determining the user's task and task-step, establishing mutual understanding of
the state of the task, and determining when to start conveying information to
the user.
Extending direct manipulation in a text editor
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Novick, David
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Romero, Francisco
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Saenz, Edgar Rene
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Sandoval, Armando
ACM 20th International Conference on Computer Documentation
2002-10-20
p.127-132
© Copyright 2002 ACM
Summary: This paper describes the implementation of a prototype text editor that
incorporates conversation-like features through the direct-manipulation
modality. In this way, traditional direct-manipulation interaction techniques
such as direct reference via pointing can be extended to include techniques
more commonly associated with human conversation, such as negotiation of
reference. The paper illustrates the use of the prototype with an extended
example, and discusses research issues raised by the implementation.