A Wearable Social Interaction Aid for Children with Autism
Late-Breaking Works: Interaction in Specific Domains
/
Washington, Peter
/
Voss, Catalin
/
Haber, Nick
/
Tanaka, Serena
/
Daniels, Jena
/
Feinstein, Carl
/
Winograd, Terry
/
Wall, Dennis
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2348-2354
© Copyright 2016 ACM
Summary: Over 1 million children under the age of 17 in the US have been identified
with Autism Spectrum Disorder (ASD). These children struggle to recognize
facial expressions, make eye contact, and engage in social interactions.
Gaining these skills requires intensive behavioral interventions that are often
expensive, difficult to access, and inconsistently administered.nWe have
developed a system to automate facial expression recognition that runs on
wearable glasses and delivers real time social cues, with the goal of creating
a behavioral aid for children with ASD that maximizes behavioral feedback while
minimizing the distractions to the child. This paper describes the design of
our system and interface decisions resulting from initial observations gathered
during multiple preliminary trials.
Plenary: Marissa Mayer & Terry Winograd in Conversation
Plenary Talks
/
Mayer, Marissa
/
Winograd, Terry
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3907-3908
© Copyright 2016 ACM
Summary: Biography: Marissa Mayer Marissa Mayer is President & CEO of Yahoo.
Since July 2012, Marissa has led Yahoo's focus on being a guide to informing,
connecting, and entertaining Yahoo's over 1 billion users worldwide. Prior to
Yahoo, Marissa was at Google for 13 years and held numerous positions including
engineer, designer, product manager, and executive. She played an instrumental
role in Google Search, leading the product management effort for more than a
decade during which the product grew to over a billion searches per day.
Marissa led the development of some of Google's most successful services
including image, book and product search, Google Maps, Street View, Google
Local and Zagat, Google Toolbar and iGoogle, and she defined such pivotal
products as Google News, Gmail and Chrome. She holds a dozen patents across the
areas of artificial intelligence and interface design.
Marissa graduated with honors from Stanford University with a B.S. in
Symbolic Systems and a M.S. in Computer Science. For both degrees, she
specialized in artificial intelligence. As she completed her graduate degree at
Stanford, Marissa worked at various research laboratories including UBS in
Zurich, Switzerland, and SRI International in Menlo Park, California. Also
during her graduate work, Marissa taught computer programming to more than 3000
students, earning numerous distinctions such as the Centennial Teaching and
Forsythe Awards for her contributions to undergraduate education. Marissa has
also been recognized as a Young Global Leader by the World Economic Forum,
"Woman of the Year" by Glamour magazine, a recipient of the Whitney American
Art Award, and the youngest woman to be named to Fortune's list of the 50 Most
Powerful Women in Business.
Biography: Terry Winograd Terry Winograd's focus is on Human-Computer
Interaction (HCI) design and the design of technologies for development. He
founded and directed the teaching programs and HCI research in the Stanford
Human-Computer Interaction Group. He was a founding faculty member of the Hasso
Plattner Institute of Design at Stanford (the "d.school") and on the faculty of
the Center on Democracy, Development, and the Rule of Law (CDDRL).
Winograd was a founding member and past president of Computer Professionals
for Social Responsibility. He is on a number of journal editorial boards,
including Human Computer Interaction, ACM Transactions on Computer Human
Interaction, and Informatica. He has written or co-authored five books since
1972, his most recent: Bringing Design to Software. He has advised a number of
companies started by his students, including Google. In 2011 he received the
ACM SIGCHI Lifetime Research Award.
Backtracking Events as Indicators of Usability Problems in Creation-Oriented
Applications
/
Akers, David
/
Jeffries, Robin
/
Simpson, Matthew
/
Winograd, Terry
ACM Transactions on Computer-Human Interaction
2012-07
v.19
n.2
p.16
© Copyright 2012 ACM
Summary: A diversity of user goals and strategies make creation-oriented applications
such as word processors or photo-editors difficult to comprehensively test.
Evaluating such applications requires testing a large pool of participants to
capture the diversity of experience, but traditional usability testing can be
prohibitively expensive. To address this problem, this article contributes a
new usability evaluation method called backtracking analysis, designed to
automate the process of detecting and characterizing usability problems in
creation-oriented applications. The key insight is that interaction breakdowns
in creation-oriented applications often manifest themselves in backtracking
operations that can be automatically logged (e.g., undo and erase operations).
Backtracking analysis synchronizes these events to contextual data such as
screen capture video, helping the evaluator to characterize specific usability
problems. The results from three experiments demonstrate that backtracking
events can be effective indicators of usability problems in creation-oriented
applications, and can yield a cost-effective alternative to traditional
laboratory usability testing.
EDITED BOOK
Designing User Friendly Augmented Work Environments: From Meeting Rooms to
Digital Collaborative Spaces
Computer Supported Cooperative Work
/
Lahlou, Saadi
2010
n.10
p.312
Springer London
DOI: 10.1007/978-1-84800-098-8
Augmented Environments and Design (1-29)
+ Lahlou, Saadi
The Stanford Interactive Workspaces Project (31-61)
+ Johanson, Brad
+ Fox, Armando
+ Winograd, Terry
Towards a Global Concept of Collaborative Space (63-85)
+ Hartkopf, Volker
+ Loftness, Vivian
+ et al
Designing an Easy-to-use Executive Conference Room Control System (87-112)
+ Back, Maribeth
+ Golovchinsky, Gene
+ et al
Experimental Reality: Principles for the Design of Augmented Environments (113-157)
+ Lahlou, Saadi
Co-design Approaches for Early Phases of Augmented Environments (159-189)
+ Jégou, François
Ubiquitous Working Environments (191-212)
+ Jansson, Carl Gustaf
Psychological Methods for the Study of Augmented Environments (213-236)
+ Nosulenko, Valery N.
+ Samoylenko, Elena S.
Opportunities and Challenges for Augmented Environments: A Distributed Cognition Perspective (237-259)
+ Hollan, James D.
+ Hutchins, Edwin L.
The Aachen Media Space: Design Patterns for Augmented Work Environments (261-312)
+ Borchers, Jan
Undo and erase events as indicators of usability problems
Metrics
/
Akers, David
/
Simpson, Matthew
/
Jeffries, Robin
/
Winograd, Terry
Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems
2009-04-04
v.1
p.659-668
Keywords: critical incidents, erase, google sketchup, undo, usability testing,
user-reported critcial incident technique
© Copyright 2009 ACM
Summary: One approach to reducing the costs of usability testing is to facilitate the
automatic detection of critical incidents: serious breakdowns in interaction
that stand out during software use. This research evaluates the use of undo and
erase events as indicators of critical incidents in Google SketchUp (a
3D-modeling application), measuring an indicator's usefulness by the numbers
and types of usability problems discovered. We compared problems identified
using undo and erase events to problems identified using the user-reported
critical incident technique [Hartson and Castillo 1998]. In a within-subjects
experiment with 35 participants, undo and erase episodes together revealed over
90% of the problems rated as severe, several of which would not have been
discovered by self-report alone. Moreover, problems found by all three methods
were rated as significantly more severe than those identified by only a subset
of methods. These results suggest that undo and erase events will serve as
useful complements to user-reported critical incidents for low cost usability
evaluation of creation-oriented applications like SketchUp.
Taskposé: exploring fluid boundaries in an associative window
visualization
Activity-based interaction
/
Bernstein, Michael S.
/
Shrager, Jeff
/
Winograd, Terry
Proceedings of the 2008 ACM Symposium on User Interface Software and
Technology
2008-10-19
p.231-234
© Copyright 2008 ACM
Summary: Window management research has aimed to leverage users' tasks to organize
the growing number of open windows in a useful manner. This research has
largely assumed task classifications to be binary -- either a window is in a
task, or not -- and context-independent. We suggest that the continual
evolution of tasks can invalidate this approach and instead propose a fuzzy
association model in which windows are related to one another by varying
degrees. Task groupings are an emergent property of our approach. To support
the association model, we introduce the WindowRank algorithm and its use in
determining window association. We then describe Taskposé prototype
window switch visualization embodying these ideas, and report on a week-long
user study of the system.
Improving the accuracy of gaze input for interaction
Late breaking results: poster presentations
/
Kumar, Manu
/
Klingner, Jeff
/
Puranik, Rohan
/
Winograd, Terry
/
Paepcke, Andreas
Proceedings of the 2008 Symposium on Eye Tracking Research &
Applications
2008-03-26
p.65-68
Keywords: eye tracking, eye-hand coordination, fixation smoothing, focus points, gaze
input, gaze-enhanced user interface design
© Copyright 2008 ACM
Summary: Using gaze information as a form of input poses challenges based on the
nature of eye movements and how we humans use our eyes in conjunction with
other motor actions. In this paper, we present three techniques for improving
the use of gaze as a form of input. We first present a saccade detection and
smoothing algorithm that works on real-time streaming gaze information. We then
present a study which explores some of the timing issues of using gaze in
conjunction with a trigger (key press or other motor action) and propose a
solution for resolving these issues. Finally, we present the concept of Focus
Points, which makes it easier for users to focus their gaze when using
gaze-based interaction techniques. Though these techniques were developed for
improving the performance of gaze-based pointing, their use is applicable in
general to using gaze as a practical form of input.
Design education for business and engineering management students: a new
approach
(P)REVIEW
/
Winograd, Terry
interactions
2008-01
v.15
n.1
p.44-45
© Copyright 2008 ACM
EDITED BOOK
HCI Remixed: Reflections on Works that have Influenced the HCI Community
/
Erickson, Thomas
/
McDonald, David W.
2008
p.337
Cambridge, Massachusetts
MIT Press
Section I - Big Ideas
1. My Vision Isn't My Vision: Making a Career Out of Getting Back to Where I Started
+ Buxton, William
2. Deeply Intertwingled: The Unexpected Legacy of Ted Nelson's Computer Lib/Dream Machines
+ Russell, Daniel M.
3. Man-Computer Symbiosis
+ Baecker, Ronald M.
4. Drawing on SketchPad: Reflections on Computer Science and HCI
+ Konstan, Joseph A.
5. The Mouse, the Demo and the Big Idea
+ Ju, Wendy
Section II - Influential Systems
6. A Creative Programming Environment
+ Lieberman, Henry
7. Fundamentals in HCI: Learning the Value of Consistency and User Models
+ Bly, Sara
8. It is still a Star
+ Bødker, Susanne
9. The Disappearing Computer
+ Streitz, Norbert A.
10. It Really Is All About Location!
+ Dey, Anind K.
Section III - Large Groups, Loosely Joined
11. Network Nation: Human Communication via Computer
+ Kiesler, Sara
12. On the Diffusion of Innovations in HCI
+ Fisher, Danyel
13. From Smart to Ordinary
+ Brown, Barry
14. Knowing the Particulars
+ Erickson, Thomas
15. Back to Samba School: Revisiting Seymour Papert's Ideas on Community, Culture, Computers and Learning
+ Bruckman, Amy
16. The Work to Make Software Work
+ Grinter, Rebecca E.
Section IV - Groups in the Wild
17. McGrath and the Behaviors of Groups (BOGs)
+ Grudin, Jonathan
18. Observing Collaboration: Group-Centered Design
+ Greenberg, Saul
19. Infrastructure and its Effect on the Interface
+ Edwards, W. Keith
20. Taking Articulation Work in CSCW Seriously
+ Fitzpatrick, Geraldine
21. Let's Shack Up: Getting Serious about GIM
+ McDonald, David W.
22. A CSCW Sampler
+ Palen, Leysia
23. Video, Toys, and Beyond Being There
+ Smith, Brian K
Section V - Reflective Practitioners
24. A Simulated Listening Typewriter: John Gould plays Wizard of Oz
+ Schmandt, Chris
25. Seeing the Hole In Space
+ Harrison, Steve
26. Edward Tufte's 1+1=3
+ Jenson, Scott
27. Typographic Space: A Fusion of Design and Technology
+ Forlizzi, Jodi
28. Making Sense of Sense Making
+ Whittaker, Steve
29. Does Voice Coordination Have to be 'Rocket Science'?
+ Aoki, Paul M.
30. Decomposing a Design Space
+ Resnick, Paul
Section VI - There's More to Design
31. Discovering America
+ Winograd, Terry
32. Interaction Design Considered as a Craft
+ Löwgren, Jonas
33. Designing 'Up' in the Software Industry
+ Cherny, Lynn
34. Revisiting an Ethnocritical Approach to HCI: Verbal Privilege and Translation
+ Muller, Michael J.
35. Some Experience! Some Evolution!
+ Cockton, Gilbert
36. Mumford Re-Visited
+ Dray, Susan M.
Section VII - Tacking and Jibbing
37. Learning from Learning from Notes
+ Olson, Judith S.
38. A Site for SOAR Eyes: (Re)placing Cognition
+ Churchill, Elizabeth F.
39. You Can Go Home Again: Revisiting a Study of Domestic Computing
+ Woodruff, Allison
40. From Gaia to HCI: On Multi-disciplinary Design and Co-adaptation
+ Mackay, Wendy E.
41. Fun at Work: Managing HCI with the Peopleware Perspective
+ Thomas, John C.
42. Learning from Engineering Research
+ Newman, William
43. Interaction is the Future of Computing
+ Beaudouin-Lafon, Michel
Section VIII - Seeking Common Ground
44. A Source of Stimulation: Gibson's Account of the Environment
+ Gaver, William
45. When the External Entered HCI: Designing Effective Representations
+ Rogers, Yvonne
46. The Essential Role of Mental Models in HCI: Card, Moran and Newell
+ Ehrlich, Kate
47. A Most Fitting Law
+ Olson, Gary M.
48. Reflections on Card, English, and Burr
+ MacKenzie, I. Scott
49. The Contribution of the Language-Action Perspective to a New Foundation for Design
+ De Michelis, Giorgio
50. Following Procedures: A Detective Story
+ Henderson, Austin
51. Play, Flex, and Slop: Sociality and Intentionality
+ Dourish, Paul
Eyepatch: prototyping camera-based interaction through examples
Novel interaction
/
Maynes-Aminzade, Dan
/
Winograd, Terry
/
Igarashi, Takeo
Proceedings of the 2007 ACM Symposium on User Interface Software and
Technology
2007-10-07
p.33-42
© Copyright 2007 ACM
Summary: Cameras are a useful source of input for many interactive applications, but
computer vision programming is difficult and requires specialized knowledge
that is out of reach for many HCI practitioners. In an effort to learn what
makes a useful computer vision design tool, we created Eyepatch, a tool for
designing camera-based interactions, and evaluated the Eyepatch prototype
through deployment to students in an HCI course. This paper describes the
lessons we learned about making computer vision more accessible, while
retaining enough power and flexibility to be useful in a wide variety of
interaction scenarios.
Gaze-enhanced scrolling techniques
Wither the GUI
/
Kumar, Manu
/
Winograd, Terry
Proceedings of the 2007 ACM Symposium on User Interface Software and
Technology
2007-10-07
p.213-216
© Copyright 2007 ACM
Summary: Scrolling is an essential part of our everyday computing experience.
Contemporary scrolling techniques rely on the explicit initiation of scrolling
by the user. The act of scrolling is tightly coupled with the user's ability to
absorb information via the visual channel. The use of eye gaze information is
therefore a natural choice for enhancing scrolling techniques. We present
several gaze-enhanced scrolling techniques for manual and automatic scrolling
which use gaze information as a primary input or as an augmented input. We also
introduce the use off-screen gaze-actuated buttons for document navigation and
control.
Reducing shoulder-surfing by using gaze-based password entry
Passwords
/
Kumar, Manu
/
Garfinkel, Tal
/
Boneh, Dan
/
Winograd, Terry
Proceedings of the 2007 Symposium on Usable Privacy and Security
2007-07-18
p.13-19
Summary: Shoulder-surfing -- using direct observation techniques, such as looking
over someone's shoulder, to get passwords, PINs and other sensitive personal
information -- is a problem that has been difficult to overcome. When a user
enters information using a keyboard, mouse, touch screen or any traditional
input device, a malicious observer may be able to acquire the user's password
credentials. We present EyePassword, a system that mitigates the issues of
shoulder surfing via a novel approach to user input.
With EyePassword, a user enters sensitive input (password, PIN, etc.) by
selecting from an on-screen keyboard using only the orientation of their pupils
(i.e. the position of their gaze on screen), making eavesdropping by a
malicious observer largely impractical. We present a number of design choices
and discuss their effect on usability and security. We conducted user studies
to evaluate the speed, accuracy and user acceptance of our approach. Our
results demonstrate that gaze-based password entry requires marginal additional
time over using a keyboard, error rates are similar to those of using a
keyboard and subjects preferred the gaze-based password entry approach over
traditional methods.
Progressive multiples for communication-minded visualization
Collaboration and communication
/
Phan, Doantam
/
Paepcke, Andreas
/
Winograd, Terry
Proceedings of the 2007 Conference on Graphics Interface
2007-05-28
p.225-232
© Copyright 2007 Canadian Information Processing Society
Summary: This paper describes a communication-minded visualization called progressive
multiples that supports both the forensic analysis and presentation of
multidimensional event data. We combine ideas from progressive disclosure,
which reveals data to the user on demand, and small multiples [21], which
allows users to compare many images at once. Sets of events are visualized as
timelines. Events are placed in temporal order on the x-axis, and a scalar
dimension of the data is mapped to the y-axis. To support forensic analysis,
users can pivot from an event in an existing timeline to create a new timeline
of related events. The timelines serve as an exploration history, which has two
benefits. First, this exploration history allows users to backtrack and explore
multiple paths. Second, once a user has concluded an analysis, these timelines
serve as the raw visual material for composing a story about the analysis. A
narrative that conveys the analytical result can be created for a third party
by copying and reordering timelines from the history. Our work is motivated by
working with network security administrators and researchers in political
communication. We describe a prototype that we are deploying with
administrators and the results of a user study where we applied our technique
to the visualization of a simulated epidemic.
EyePoint: practical pointing and selection using gaze and keyboard
Gaze & eye tracking
/
Kumar, Manu
/
Paepcke, Andreas
/
Winograd, Terry
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.1
p.421-430
© Copyright 2007 ACM
Summary: We present a practical technique for pointing and selection using a
combination of eye gaze and keyboard triggers. EyePoint uses a two-step
progressive refinement process fluidly stitched together in a
look-press-look-release action, which makes it possible to compensate for the
accuracy limitations of the current state-of-the-art eye gaze trackers. While
research in gaze-based pointing has traditionally focused on disabled users,
EyePoint makes gaze-based pointing effective and simple enough for even
able-bodied users to use for their everyday computing tasks. As the cost of eye
gaze tracking devices decreases, it will become possible for such gaze-based
techniques to be used as a viable alternative for users who choose not to use a
mouse depending on their abilities, tasks and preferences.
GUIDe: gaze-enhanced UI design
Interactivity
/
Kumar, Manu
/
Winograd, Terry
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.2
p.1977-1982
© Copyright 2007 ACM
Summary: The GUIDe (Gaze-enhanced User Interface Design) project in the HCI Group at
Stanford University explores how gaze information can be effectively used as an
augmented input in addition to keyboard and mouse. We present three practical
applications of gaze as an augmented input for pointing and selection,
application switching, and scrolling. Our gaze-based interaction techniques do
not overload the visual channel and present a natural, universally-accessible
and general purpose use of gaze information to facilitate interaction with
everyday computing devices.
Gaze-enhanced scrolling techniques
Work-in-progress
/
Kumar, Manu
/
Winograd, Terry
/
Paepcke, Andreas
Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems
2007-04-28
v.2
p.2531-2536
© Copyright 2007 ACM
Summary: We present several gaze-enhanced scrolling techniques developed as part of
continuing work in the GUIDe (Gaze-enhanced User Interface Design) project.
This effort explores how gaze information can be effectively used as input that
augments keyboard and mouse. The techniques presented below use gaze both as a
primary input and as an augmented input in order to enhance scrolling and
panning techniques. We also introduce the use of off-screen gaze-actuated
buttons which can be used for document navigation and control.
SIDES: a cooperative tabletop computer game for social skills development
Displays
/
Piper, Anne Marie
/
O'Brien, Eileen
/
Morris, Meredith Ringel
/
Winograd, Terry
Proceedings of ACM CSCW'06 Conference on Computer-Supported Cooperative Work
2006-11-04
p.1-10
© Copyright 2006 ACM
Summary: This paper presents a design case study of SIDES: Shared Interfaces to
Develop Effective Social Skills. SIDES is a tool designed to help adolescents
with Asperger's Syndrome practice effective group work skills using a
four-player cooperative computer game that runs on tabletop technology. We
present the design process and evaluation of SIDES conducted over six months
with a middle school social group therapy class. Our findings indicate that
cooperative tabletop computer games are a motivating and supportive tool for
facilitating effective group work among our target population and reveal
several design lessons to inform the development of similar systems.
Cooperative gestures: multi-user gestural interactions for co-located
groupware
Gestures and visualizations
/
Morris, Meredith Ringel
/
Huang, Anqi
/
Paepcke, Andreas
/
Winograd, Terry
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.1201-1210
© Copyright 2006 ACM
Summary: Multi-user, touch-sensing input devices create opportunities for the use of
cooperative gestures -- multi-user gestural interactions for single display
groupware. Cooperative gestures are interactions where the system interprets
the gestures of more than one user as contributing to a single, combined
command. Cooperative gestures can be used to enhance users' sense of teamwork,
increase awareness of important system events, facilitate reachability and
access control on large, shared displays, or add a unique touch to an
entertainment-oriented activity. This paper discusses motivating scenarios for
the use of cooperative gesturing and describes some initial experiences with
CollabDraw, a system for collaborative art and photo manipulation. We identify
design issues relevant to cooperative gesturing interfaces, and present a
preliminary design framework. We conclude by identifying directions for future
research on cooperative gesturing interaction techniques.
TeamTag: exploring centralized versus replicated controls for co-located
tabletop groupware
Interacting with large surfaces
/
Morris, Meredith Ringel
/
Paepcke, Andreas
/
Winograd, Terry
/
Stamberger, Jeannie
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.1273-1282
© Copyright 2006 ACM
Summary: We explore how the placement of control widgets (such as menus) affects
collaboration and usability for co-located tabletop groupware applications. We
evaluated two design alternatives: a centralized set of controls shared by all
users, and separate per-user controls replicated around the borders of the
shared tabletop. We conducted this evaluation in the context of TeamTag, a
system for collective annotation of digital photos. Our comparison of the two
design alternatives found that users preferred replicated over shared controls.
We discuss the cause of this preference, and also present data on the impact of
these interface design variants on collaboration, as well as the role that
orientation, co-touching, and the use of different regions of the table played
in shaping users' behavior and preferences.
HCI at Stanford University
/
Winograd, Terry
/
Klemmer, Scott
interactions
2005
v.12
n.5
p.30-31
© Copyright 2005 ACM
Benefits of merging command selection and direct manipulation
/
Guimbretière, François
/
Martin, Andrew
/
Winograd, Terry
ACM Transactions on Computer-Human Interaction
2005
v.12
n.3
p.460-476
© Copyright 2005 ACM
Summary: Toolglass [Bier et al. 1993] demonstrated a two-handed command selection
technique that combined command selection and direct manipulation. While
empirical evaluations showed a speed advantage for ToolGlass, they did not
examine the relative importance of two possible factors in its improved
performance: (1) the use of two hands and (2) the merging of command selection
and direct manipulation.
We conducted a study comparing the relative benefits of three command
selection techniques that merge command selection and direct manipulation: one
two-handed technique, Toolglass, and two one-handed techniques, namely, control
menus [Pook et al. 2000] and FlowMenu [Guimbretière and Winograd 2000].
Participants performed sequences of operations that required both selecting a
color and designating the endpoints of a line. Our results show that control
menus and FlowMenu are significantly faster than Toolglass. Further analysis
suggests that the merging of command selection and direct manipulation is the
most important factor in the performance of all three techniques.
Individual audio channels with single display groupware: effects on
communication and task strategy
Interactions with shared displays
/
Morris, Meredith Ringel
/
Morris, Dan
/
Winograd, Terry
Proceedings of ACM CSCW'04 Conference on Computer-Supported Cooperative Work
2004-11-06
p.242-251
© Copyright 2004 ACM
Summary: We introduce a system that allows four users to each receive sound from a
private audio channel while using a shared tabletop display. In order to
explore how private audio channels affect a collaborative work environment, we
conducted a user study with this system. The results reveal differences in work
strategies when groups are presented with individual versus public audio, and
suggest that the use of private audio does not impede group communication and
may positively impact group dynamics. We discuss the findings, as well as their
implications for the design of future audio-based "single display privacyware"
systems.
Where the wild things work: capturing shared physical design workspaces
Bridging the physical and the digital
/
Ju, Wendy
/
Ionescu, Arna
/
Neeley, Lawrence
/
Winograd, Terry
Proceedings of ACM CSCW'04 Conference on Computer-Supported Cooperative Work
2004-11-06
p.533-541
© Copyright 2004 ACM
Summary: We have built and tested WorkspaceNavigator, which supports knowledge
capture and reuse for teams engaged in unstructured, dispersed, and prolonged
collaborative design activity in a dedicated physical workspace. It provides a
coherent unified interface for post-facto retrieval of multiple streams of data
from the work environment, including overview snapshots of the workspace,
screenshots of in-space computers, whiteboard images, and digital photos of
physical objects. This paper describes the design of WorkspaceNavigator and
identifies key considerations for knowledge capture tools for design
workspaces, which differ from those of more structured meeting or classroom
environments. Iterative field tests in workspace environments for student teams
in two graduate Mechanical Engineering design courses helped to identify
features that augment the work of both course participants and design
researchers.
Post-cognitivist HCI: second-wave theories
Panels
/
Kaptelinin, Victor
/
Nardi, Bonnie
/
Bødker, Susanne
/
Carroll, John
/
Hollan, Jim
/
Hutchins, Edwin
/
Winograd, Terry
Proceedings of ACM CHI 2003 Conference on Human Factors in Computing Systems
2003-04-05
v.2
p.692-693
© Copyright 2003 ACM
Summary: Historically, the dominant paradigm in HCI, when it appeared as a field in
early 80s, was information processing ("cognitivist") psychology. In recent
decades, as the focus of research moved beyond information processing to
include how the use of technology emerges in social, cultural and
organizational contexts, a variety of conceptual frameworks have been proposed
as candidate theoretical foundations for "second-wave" HCI and CSCW. The
purpose of this panel is to articulate similarities and differences between
some of the leading "post-cognitivist" theoretical perspectives: language/
action, activity theory, and distributed cognition.
PointRight: experience with flexible input redirection in interactive
workspaces
Papers: breaking out of the monitor
/
Johanson, Brad
/
Hutchins, Greg
/
Winograd, Terry
/
Stone, Maureen
Proceedings of the 2002 ACM Symposium on User Interface Software and
Technology
2002-10-27
p.227-234
© Copyright 2002 ACM
Summary: We describe the design of and experience with PointRight, a peer-to-peer
pointer and keyboard redirection system that operates in multi-machine,
multi-user environments. PointRight employs a geometric model for redirecting
input across screens driven by multiple independent machines and operating
systems. It was created for interactive workspaces that include large, shared
displays and individual laptops, but is a general tool that supports many
different configurations and modes of use. Although previous systems have
provided for re-routing pointer and keyboard control, in this paper we present
a more general and flexible system, along with an analysis of the types of
re-binding that must be handled by any pointer redirection system This paper
describes the system, the ways in which it has been used, and the lessons that
have been learned from its use over the last two years.