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[1] Let's Get Lost: Exploring Social Norms In Predominately Blind Environments Late-Breaking Works: Interaction in Specific Domains / Easley, William / Williams, Michele A. / Abdolrahmani, Ali / Galbraith, Caroline / Branham, Stacy M. / Hurst, Amy / Kane, Shaun K. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2034-2040
ACM Digital Library Link
Summary: The ability for one to navigate independently can be essential to maintaining employment, taking care of oneself, and leading a fulfilling life. However, for people who are blind, navigation-related tasks in public spaces -- such as locating an empty seat -- can be difficult without appropriate tools, training, or social context. We present a study of social norms in environments with predominately blind navigators and discuss how these may differ from what sighted people expect. Based on these findings, we advocate for the creation of more pervasive technologies to help bridge the gap between social norms when people with visual impairments are in predominately sighted environments.

[2] What not to wearable: using participatory workshops to explore wearable device form factors for blind users Wearables, tactiles and mobiles / Williams, Michele A. / Buehler, Erin / Hurst, Amy / Kane, Shaun K. Proceedings of the 2015 International Cross-Disciplinary Conference on Web Accessibility (W4A) 2015-05-18 p.31
ACM Digital Library Link
Summary: In this paper we document two participatory design workshops conducted with a team of eight visually impaired adults that explored features and form factors for a wearable navigation technology. We compare and contrast our experiences conducting a low-fidelity prototyping activity using office supplies and a medium-fidelity prototyping activity using electronic components and a scenario-based approach. While both sessions produced designs with similar features and form factors, participant engagement was much higher during the medium-fidelity session primarily due to the tangible materials used and the more directed structure of the activity. We present the resulting designs as well as recommendations for participatory design prototyping methods for wearable technology development, particularly for people with vision impairments.

[3] SWARM: An Actuated Wearable for Mediating Affect Paper Demonstrations / Williams, Michele A. / Roseway, Asta / O'Dowd, Chris / Czerwinski, Mary / Morris, Meredith Ringel Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.293-300
ACM Digital Library Link
Summary: We present SWARM, a wearable affective technology designed to help a user to reflect on their own emotional state, modify their affect, and interpret the emotional states of others. SWARM aims for a universal design (inclusive of people with various disabilities), with a focus on modular actuation components to accommodate users' sensory capabilities and preferences, and a scarf form-factor meant to reduce the stigma of accessible technologies through a fashionable embodiment. Using an iterative, user-centered approach, we present SWARM's design. Additionally, we contribute findings for communicating emotions through technology actuations, wearable design techniques (including a modular soft circuit design technique that fuses conductive fabric with actuation components), and universal design considerations for wearable technology.

[4] "just let the cane hit it": how the blind and sighted see navigation differently Mobility / Williams, Michele A. / Galbraith, Caroline / Kane, Shaun K. / Hurst, Amy Sixteenth International ACM SIGACCESS Conference on Computers and Accessibility 2014-10-20 p.217-224
ACM Digital Library Link
Summary: Sighted people often have the best of intentions when they want to help a blind person navigate, but their well meaning is also often coupled with a lack of knowledge and understanding about how a person navigates without vision. As a result what sighted people think is the right feedback is too often the wrong feedback to give to a person with a visual impairment. Understanding how to provide feedback to blind navigators is crucial to the design of assistive technologies for navigation. In our research investigating the design of a personal pedestrian navigation device, we observed firsthand the ways that sighted people seemingly misunderstand how many blind people navigate when using a white cane mobility aid. Throughout our qualitative end user studies that included focus groups and observations (including couple-based observations with a close companion) we gathered data that explicitly shows how the language and understanding of sighted vs. blind pedestrians differs greatly and even how it can be dangerous when people interfere in the wrong way. From our findings we discuss why it is difficult for a blind person to navigate like a sighted person to ensure designers are aware of the difficulties and designing with new training in mind, not simply designing from their own point of view. We also want to encourage advocacy and empathy amongst the sighted community towards this activity of walking around independently.

[5] Comparing the User Experience of Touchscreen Technologies in an Automotive Application Poster Presentations / Pitts, Matthew J. / Skrypchuk, Lee / Attridge, Alex / Williams, Mark A. AutomotiveUI 2014: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2014-09-17 v.1 n.8 pages p.35
ACM Digital Library Link
Summary: Touchscreen interfaces are increasingly used on a daily basis in both mobile devices and in cars. The majority of vehicles use resistive touchscreens which, while reliable and inexpensive, may not perform as well as alternative touchscreen technologies. A simulator-based user-centred study was conducted to compare the User Experience of resistive touchscreens against capacitive and infra-red variants in a range of automotive use cases. This paper details an initial treatment of the data focusing on touchscreen task performance and subjective usability measures. Findings identified that the resistive display was clearly least preferred, with capacitive offering the best overall performance.

[6] The fugitive: a robot in the wild Video session / Williams, Mary-Anne / Wang, Xun / Parajuli, Pramod / Abedi, Shaukat / Youssef, Michelle / Wang, Wei Proceedings of the 2014 ACM/IEEE International Conference on Human-Robot Interaction 2014-03-03 p.111
ACM Digital Library Link
Summary: The aim of the movie is to highlight some of the key challenges facing social robots in the wild. The opening scene shows a PR2 leaving a research laboratory venturing into the real world alone in search of meaning. Each subsequent scene in the movie raises important research questions highlighting problems that need to be addressed in the field of social service robotics. When will robots wander around buildings unsupervised? How will they navigate and localize with glass walls: this research problem is exposed when a robot finds itself having to move around a real building.
    The robot is independent and has a sense of self. It wants to engage in society. It solves this problem by finding a job in a cafe where it is assigned menial tasks, but aspires to be a barista. Thus raising the question of whether PR2 robots are suited to working with hot steaming liquids. Still the robot can dream, why not.
    The robot realizes in order to progress it needs to learn some new skills and it is shown teaching itself a new skill and practicing to improve its performance. When it is time to put the new skill into practice, the robot has a revelation, discovering in the act of doing that there can be preconditions attached to the enaction of skills, i.e. people do not need peanut butter until they have bread to spread it on.
    The robot demonstrates his robust understanding of social etiquette by not only offering the peanut butter to the female-human first, but chastising a male-human for not observing this important social protocol.
    The story ends with the recaptured robot being dragged back to the lab. The robot appears to be mortified by its loss of freedom and looks utterly dejected and dispirited. The robot's behavior generates empathy the human minder, but the robot is pretending to be disheartened, and is deceitfully planning its next escapade as a Jedi Knight! Deception is a highly sophisticated cognitive skill: a capability enabled by a theory of mind which is necessary for communication, social interaction and collaboration, all critically important skills for a service robot.

[7] Collaboratively designing assistive technology Forums / Kane, Shaun K. / Hurst, Amy / Buehler, Erin / Carrington, Patrick A. / Williams, Michele A. interactions 2014-03 v.21 n.2 p.78-81
ACM Digital Library Link
Summary: In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. -- Juan Pablo Hourcade, Editor

[8] "Pray before you step out": describing personal and situational blind navigation behaviors Papers / Williams, Michele A. / Hurst, Amy / Kane, Shaun K. Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2013-10-21 p.28
ACM Digital Library Link
Summary: Personal navigation tools have greatly impacted the lives of people with vision impairments. As people with vision impairments often have different requirements for technology, it is important to understand users' ever-changing needs. We conducted a formative study exploring how people with vision impairments used technology to support navigation. Our findings from interviews with 30 adults with vision impairments included insights about experiences in Orientation & Mobility (O&M) training, everyday navigation challenges, helpful and unhelpful technologies, and the role of social interactions while navigating. We produced a set of categorical data that future technologists can use to identify user requirements and usage scenarios. These categories consist of Personality and Scenario attributes describing navigation behaviors of people with vision impairments. We demonstrate the usefulness of these attributes by introducing navigation-style personas backed by our data. This work demonstrates the complex choices individuals with vision impairments undergo when leaving their home, and the many factors that affect their navigation behavior.

[9] Designing an accessible clothing tag system for people with vision impairments Posters and demos / Williams, Michele A. / Ringland, Kathryn / Hurst, Amy Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2013-10-21 p.46
ACM Digital Library Link
Summary: Many clothing characteristics (from garment color to care instructions) are inaccessible to people with vision impairments. To address this problem, clothing information is gathered from sighted companions, and later recalled using low-tech solutions such as adding safety pins to clothes. Unfortunately, these low-tech solutions require precise memory (such as recalling a pin's meaning) and provide limited information. Using an iterative design approach, we prototyped several alternative technology solutions and tested them with five people with vision impairments. We are working towards an interface that provides detailed information in a streamlined interaction, focusing our future efforts on a wearable RFID tagging solution.

[10] Human pointing as a robot directive HRI 2013 late breaking results and poster session / Abidi, Syed Shaukat Raza / Williams, MaryAnn / Johnston, Benjamin Proceedings of the 2013 ACM/IEEE International Conference on Human-Robot Interaction 2013-03-03 p.67-68
ACM Digital Library Link
Summary: People are accustomed to directing other people's attention using pointing gestures. People enact and interpret pointing commands often and effortlessly. If robots understand human intentions (e.g. as encoded in pointing-gestures), they can reach higher levels of engagement with people. This paper explores methods that robots can use to allow people to direct them to move to a specific location, using an inexpensive Kinect sensor. The joint positions of the pointing human's right arm and hand in 3D-space are extracted and used by the robot to identify the direction of user's pointing gesture. We evaluated the proposed approach on a PR2 robot whose task was to move to a location that a human pointed to on the ground. This method enables the robot to follow human pointing gestures on the fly and in real-time. It will be deployed on a PR2 in the wild in a new building environment where the robot will be expected to interact with people and interpret their human pointing behaviors.

[11] Does haptic feedback change the way we view touchscreens in cars? Poster session / Pitts, Matthew J. / Burnett, Gary E. / Williams, Mark A. / Wellings, Tom Proceedings of the 2010 International Conference on Multimodal Interfaces 2010-11-08 p.38
ACM Digital Library Link
Summary: Touchscreens are increasingly being used in mobile devices and in-vehicle systems. While the usability benefits of touchscreens are acknowledged, their use places significant visual demand on the user due to the lack of tactile and kinaesthetic feedback. Haptic feedback is shown to improve performance in mobile devices, but little objective data is available regarding touchscreen feedback in an automotive scenario. A study was conducted to investigate the effects of visual and haptic touchscreen feedback on driver visual behaviour and driving performance using a simulated driving environment. Results showed a significant interaction between visual and haptic feedback, with the presence of haptic feedback compensating for changes in visual feedback. Driving performance was unaffected by feedback condition but degraded from a baseline measure when touchscreen tasks were introduced. Subjective responses indicated an improved user experience and increased confidence when haptic feedback was enabled.

[12] Assessing subjective response to haptic feedback in automotive touchscreens Design space and haptic feedback / Pitts, Matthew J. / Williams, Mark A. / Wellings, Tom / Attridge, Alex AutomnotiveUI 2009: International Conference on Automotive User Interfaces and Interactive Vehicular Applications 2009-09-21 p.11-18
ACM Digital Library Link
Summary: The increasing use of touchscreen interfaces in vehicles poses challenges to designers in terms of optimizing safety, usability and affective response. It is thought that the application of haptic feedback to the touchscreen interface will help to improve the user experience in all of these areas. This paper describes the initial outcomes of a study to investigate user responses to haptic touchscreens using a simulated driving scenario based on the Lane Change Test, along with representative use case tasks. Results indicate preference for multi-modal feedback and user acceptance of the haptic feedback technology. Effects relating to multi-modal interaction and attentional demand are also observed.

[13] Using a Wheelchair Seating System to Measure Postural Effects on User Comfort and Typing Performance ENVIRONMENTAL DESIGN: Diagnosing Environments: Environmental and Medical Human Factors / Haynes, Scott / Grubbs, R. L. / Endicott, Sarah / Williams, Karen / Williams, Mike Proceedings of the Human Factors and Ergonomics Society 50th Annual Meeting 2006-10-16 v.50 p.830-833
Link to HFES Digital Content
Summary: Many people who experience chronic low back pain find that sitting upright for long periods of time can cause discomfort. For some, a measure of relief is achieved by lying down periodically throughout the work day. Devices exist that allow computer operators to work from a significantly reclined or supine posture. However, very little has been written to describe the impact of these alternate postures on typing performance and user comfort. The ability to move from an upright to a supine posture is also important for the health of many wheelchair users. Tilt and recline wheelchair seating systems are frequently used to address this need. This study used a modified tilt and recline wheelchair seating system to measure the impact of five different postures on typing performance and user comfort. Preliminary analyses indicate discomfort in upper extremities may cause significant differences in typing speed and user comfort in supine positions.

[14] Children and emerging wireless technologies: investigating the potential for spatial practice Designing for and with kids / Williams, Morris / Jones, Owain / Fleuriot, Constance / Wood, Lucy Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.1 p.819-828
ACM Digital Library Link
Summary: In this paper, we describe design work with 36 children aged 9 and 10 in Bristol, United Kingdom. The design work was conducted using emerging mobile and wireless technology which has the potential to impact on the problematic issue of children's access to, use of, and safety within the wider urban environment. A series of workshops are described in which children were encouraged to think about their use of an outdoor space before their introduction to the technology. The children designed and created "soundscapes" in the outdoor environment. The future potential impact of the technology on children's spatial practice is discussed and the concept of children "tagging" environmental hazards is raised.

[15] INTERNET Surfability - Accessible, usable, navigable web redesigns / Williams, Mark I. 2004-03-22 United Kingdom, England, London Surfability Ltd
Keywords: accessibility:companies |  accessibility:tools | 
Keywords: accessibility, usability, navigability, web development, DDA, intranet, redesign, web analytics, xhtml, w3c, wai, standards
www.surfability.com/
E-mail: m.i.williams@surfability.com
Summary: Surfability make underperforming websites and intranets measurably more accessible, usable and navigable.

[16] Wearable computing and the geographies of urban childhood: working with children to explore the potential of new technology Papers / Williams, Morris / Jones, Owain / Fleuriot, Constance Proceedings of ACM IDC'03: Interaction Design and Children 2003-07-01 p.111-118
ACM Digital Library Link
Summary: This paper describes a workshop run as part of 'A New Sense of Place?' an initiative exploring and developing the interface between children and new mobile 'wearable' ICTs. This initiative is one part of 'Mobile Bristol', a wider project developing wearable devices, their applications and understandings of their potential in social terms. 'A New Sense of Place?' is particularly interested in considering how these new technologies might integrate with childhood and how they might be applied to help children to reengage with urban spaces. The paper establishes the rationale for this work and describes a two day exploratory workshop with 10 children held in April 2002. The workshop was designed to introduce children to the technology and explore whether, from the children's point of view, the technology might hold enough potential for their use in the urban environment for the work to develop.

[17] Navigating information as a cityscape / Rainsford, Chris P. / Williams, Michael I. Y. Proceedings of AUIC'01, Australasian User Interface Conference-01-29 2001-01-29 p.50
ACM Digital Library Link
Summary: Recent years have seen a continued growth in the amount of information populating information systems. Meanwhile, the proliferation of computer-based communications and advanced telecommunications has seen an increase in the speed of business. As a result, analysts of data are being called upon to comprehend larger volumes of data in shorter spans of time. One technique to assist users in navigating, understanding and exploiting available information is the use of visualisation tools. In this paper we describe a generic information visualisation tool that adopts the paradigm of a virtual city. This tool was developed as part of an informal investigation into the use of three-dimensional visualisations to aid data understanding. In this paper we describe the Cityscape tool, our experiences with using it, and our plans for further investigation.

[18] A compendium of practical techniques for HCI instruction Workshop / Williams, Marian G. / Sears, Andrew Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems 2000-04-01 v.2 p.372
ACM Digital Library Link
Summary: HCI is a booming discipline. At CHI 99, the "jobs board" was overflowing with notices of available positions, while the "resume board" was nearly empty. Exhibitors who came to the conference to headhunt complained that nobody was looking for a job, because everybody already had one. The demand for HCI professionals is causing increased demand for undergraduate, graduate, certificate, and professional education programs. More programs mean more instructors, and more instructors mean more people trying to figure out how to teach in the ill-defined, multi-disciplinary field of HCI. There are textbooks and curriculum reports to help them decide what to teach. The results of this workshop will help them decide how to teach it.
    For curriculum ideas, instructors can consult the reports of the ACM SIGCHI Curriculum Development Group [1] and the NSF/DARPA workshop on New Directions in HCI [5]. For textbook suggestions, they can consult annotated reading lists by Gary Perlman [2], Andrew Sears [3], and others. For suggestions of instructional materials, they can see, for example, the website that accompanies the 3rd edition of Ben Shneiderman's textbook [4]. But there is nowhere they can turn where experienced HCI instructors say, "Here's my technique, here's some evidence that it's successful when I use it, and here's enough information about the materials and the methods that you can reproduce it in your own instructional setting."Like the "Famous CHI Educators Tell All" panel at CHI 98 [6], this workshop focuses on practical techniques for teaching HCI. The participants are accomplished HCI instructors from industry and academia, who offer techniques from their own instructional "toolkits" to be evaluated for practicality, reproducibility by other instructors, and success. Some of the techniques will end up in an anthology that will serve as a resource for HCI instructors.

[19] Comparison of Visual and Textual Languages Via Task Modeling / Williams, Marian G. / Buehler, J. Nicholas International Journal of Human-Computer Studies 1999 v.51 n.1 p.89-115
Summary: In order for comparative studies of programming languages to be meaningful, differences between the languages need to be carefully studied and well understood. Languages that appear to differ only in syntax (for example, visual vs. textual syntax) may in fact differ greatly in usability. Such differences can confound comparative studies unless they are controlled for. In this paper, we examine the usefulness of fine-grained task modeling for studying the usability of programming languages. We focus on program entry, and demonstrate how to create models of program entry tasks for both visual and textual languages. We also demonstrate how to derive performance time estimates from the models using keystroke-level analysis. A by-product of the model building is a collection of functional-level models that can serve as building blocks for modeling higher-level visual programming tasks. We then report on a comparative study of languages with the same semantics but different syntax (visual and textual). Model-based time predictions of program entry tasks were compared to observed times from an empirical study. The time estimates for the visual condition greatly overestimated the observed times. The primary source of the overestimates appeared to be the time estimate for pointing with the mouse. We then look at three different approaches to improving program entry models. We report on a separate study to calibrate the mouse-pointing time estimate, and demonstrate improved correlation between predicted and observed times with the new estimate. We also apply task modeling to program editing activities, in order to model error recovery behavior during program entry. Finally, we discuss language-specific customization of the keystroke-level operator for mental preparation. We conclude that task modeling is a useful technique for studying differences in the usability of programming languages at the keystroke level.

[20] Famous CHI Educators Tell All Panels / Williams, Marian G. / Sears, Andrew / Dix, Alan / Hewett, Tom / Mantei, Marilyn / Preece, Jenny Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) 1998-04-18 v.2 p.94-95
Keywords: HCI education, HCI professional education, Industry, Academia
Broken Link to ACM Digital Library
Summary: CHI educators (in academia and industry) find some CHI concepts hard to teach. This panel provides an opportunity for them to learn from the experiences of experts. We will collect questions to find out what CHI educators think it is hard to teach and what CHI students have found it hard to learn from their instructors' presentations. Then we will ask our panel of experts to talk about why the concepts are hard to teach and to describe the successful strategies and techniques they have found for teaching them.

[21] CHI 99: The CHI Is the Limit NEWS / Altom, Mark / Williams, Marian ACM SIGCHI Bulletin 1998 v.30 n.3 p.64-65
old.sigchi.org/bulletin/1998.3/chi99.html
New for CHI 99
	The CHI Is the Limit
	CHI and Older Users
	Video Demos
	Video Papers
Participation Categories and Deadlines
	CHIkids 15 Sept
	Demonstrations 15 Sept
	Doctoral Consortium 29 Sept
	Late-Breaking Results 8 Jan
	Panels 15 Sept
	Papers 15 Sept
	Senior CHI Development Consortium 15 Sept
	Special Interest Groups (SIGs) 8 Jan
	Student Posters 8 Jan
	Tutorials 4 Aug
	Video Papers 15 Sept
	Workshops 15 Sept
Invitation to Review
Call for Student Volunteers
Where to Find the Call for Participation

[22] HCI Education and CHI 98 COLUMNS: Education / Williams, Marian G. / Sears, Andrew ACM SIGCHI Bulletin 1998 v.30 n.4 p.9-15
old.sigchi.org/bulletin/1998.4/education.html
Introduction
Questions & Answers
	Good music sounds good, but you don't think "I could do that".
	Why does everyone think they can design a good UI?
	How do you get the message across that it's really hard work to do it right?
		Steven Pemberton
	How do you teach students what it's like to fix HCI problems in real-world systems?
		William Newman
	What's a good example to teach task analysis with, particularly the need to get the right level of detail in each step in the decomposition?
		Anonymous
	What was your greatest failure teaching HCI?
		Jean Gasen
	I'd like to start using "real" projects from users around the university and community.
	How do you recommend attracting, screening, and using these projects?
		Joe Konstan
	How do you teach students to read the HCI literature critically?
		Marian Williams
	How do you make students understand that the world is full of constraints that will force them, when they are out in industry, to design bad user interfaces?
		Jeff Johnson
	What three texts would you recommend as "must reads"?
		Anonymous
	How do you convince computer science students that they do not really represent the user for whom they are designing?
		Dick Pew
	How does a student learn the best practices in the field?
		Kathryn McEwen
	What methods do you recommend for educating software developers about HCI issues in their work?
		Scott Wright
More Questions and Answers
	Taking the giant leap from conceptual model to actual prototype.
		Anonymous
	Students often expect grades to be based on "points off for what is wrong."
	How do you teach students that HCI design is more about creating things that are right" than about avoiding specific errors?
		Anonymous
	How do you teach students to identify important and interesting research questions?
		Mark Altom
	Ten years ago there were few HCI courses taught, looking ahead ten years, what will HCI education look like?
		Sarah Douglas
	What role should experimental design play in an HCI course for CS majors?
		Mike Barnes
	I am interested in earning a Ph.D. in HCI.
	Do you have any advice for which discipline would be best to pursue (CS, information science, communication, psychology)?
	My interest is in teaching.
		Anonymous
	How do you teach academic concepts, such as "mental models" and "conceptual design" to people working in industry?
		Anonymous
	What is the most innovative and effective technique for teaching some HCI topic that you are aware of?
		Anonymous
	Our new HCI class has been very eagerly accepted by undergrads in its first two years.
	Has the panel had similar or contrary experience with introducing HCI into their curriculum?
		Anonymous
	I write for computer based training, which means that I don't just write the instructions but also structure the information and navigation.
	Can you give me some good arguments so that I can convince bosses and clients that we should put more effort in information structure and navigation?
		Anonymous
	What considerations have you given to special education & LD kids?
	[Somebody added, Especially kids with ADD]
		Ryan West
	Talk about partnership between HF/Cog. Eng. and industrial designers/interaction designers.
	Seems to be a right brain/left brain relationship.
	How is it best managed?
		Anonymous
	I'm putting together a one-day workshop for developers and subject-matter experts before they collaborate on the design of portions of an application.
	What important concepts/ideas would you include, given the limited amount of time?
		Kevin Scoresby
	Teaching usability in an introductory course.
		Michael Tauber
	What's a reasonable expectation for CS undergrads in their first HCI course?
	Basic evaluation skills?
	Basic design skills?
	Vocabulary for communicating with designers in the future?
	An "appreciation" of the field?
	How are these goals related to one another?
	Does appreciation follow from basic skills, for example?
		Colleen Kehoe

[23] EDITED BOOK The Politics of Usability: A Practical Guide to Designing Usable Systems in Industry Practitioner Series / Trenner, Lesley / Bawa, Joanna 1998 p.204 Springer-Verlag
ISBN: 3-54076181-0
Introduction
	+ Trenner, Lesley
	+ Bawa, Joanna
1. The Politics of Funding: Justifying Your Existence
	1. Making a Business Case for Usability and Beyond -- the Fight for Survival
		+ Nodder, Chris
	2. Selling Usability Services
		+ Browne, Dermot
2. The Politics of Set Up: What to Do with the Money once You Have Got it
	3. Overcoming Inertia within a Large Organization
		+ Kaderbhai, Tasnim
	4. Integrating Usability into Systems Development
		+ Crerar, Alison
		+ Benyon, David
	5. A Structured Approach to User Interface Design
		+ Browne, Dermot
		+ Friend, John
	6. Making Usability Part of the Culture
		+ Saunders, Janet
		+ Arnfeld, Alan
3. The Politics of Survival: Keeping Usability on the Political Map
	7. A Change is as Good as a Test
		+ Williams, Maggie
	8. Consultants with Clout
		+ Thomas, Cathy
	9. Cultivating an Effective Client Relationship to Promote a User-Centred Culture
		+ Simpson, Nichole
4. The Politics of Expansion: How to Work Effectively on an International, Multi-Cultural Level
	10. "Oh, so That's the Way You Do it over There!"
		+ Towey, Ingrid K.
	11. Spreading the Word: Introducing Usability Evaluation on an International Scale
		+ Bawa, Joanna
	12. Standards and Style Guides -- A Cross-Cultural Perspective
		+ Stewart, Tom
	13. Usability Practice in the United States: Perception versus Reality
		+ Dorazio, Patricia
	14. Round the World in 18 Days
		+ Dray, Susan M.
		+ Rowland, Lawrence R.

[24] A Study of End-User Programming for Geographic Information Systems / Traynor, Carol / Williams, Marian G. Empirical Studies of Programmers: Seventh Workshop 1997-10-24 p.140-156
Keywords: End-user programming, Programming by demonstration, Visual language, Geographic information systems, Empirical study
Broken Link to ACM Digital Library
Summary: This paper presents an empirical study of a programming by demonstration language for a geographic information system (GIS). The long-term goal of the project is to enable non-technical end users to exercise the capabilities of a GIS without having to learn the technical concepts that are embedded in most traditional GIS interfaces (Traynor & Williams, 1995). The programming by demonstration language is an extension of the Pursuit language introduced by Modugno for file management in the Macintosh Finder (Modugno, Corbett & Myers, 1996). The extensions permit the display of textual information in tables and of cartographic information on a map. The purpose of the preliminary study reported here was to determine whether programmers could read, edit, and create programs in the programming by demonstration language. Subjects' performance on the program comprehension tasks and the editing of simple programs was error free. Errors in the editing of more complex programs and in the program creation tasks indicate that some of the language constructs may need to be redesigned. Subjects' opinions of the programming by demonstration language were generally positive, as indicated by post-test questionnaires. We conclude that programming by demonstration is a promising approach for a GIS interface.

[25] A Study of Program Entry Time Predictions for Application-Specific Visual and Textual Languages / Williams, Marian G. / Buehler, J. Nicholas Empirical Studies of Programmers: Seventh Workshop 1997-10-24 p.209-223
Keywords: Visual language, Textual language, Program entry, Keystroke Level Model
Broken Link to ACM Digital Library
Summary: Creating and editing a computer program involves creative design work, but also involves the mechanical work of entering the code. Thus, program entry time needs to be taken into account in comparative studies of program creation and editing tasks using textual and graphical languages. We present a study of program entry time for application-specific graphical and textual languages with equivalent functionality. First, typical program entry tasks were modeled, and time predictions were calculated from the models. Then a small empirical study was performed to check the validity of the models. There was a high positive correlation (r=.927, p < .005) between observed execution times and predicted times. In addition, there was a significant difference (p < .05) between the execution times for the graphical and textual conditions for each task, and the difference was always in the direction predicted by the models. Finally, the prediction model was fine-tuned to produce even greater correlation with observed results. This study suggests that our upcoming study of learning outcomes in time-limited training situations, which will use the graphical and textual languages reported on here, does not have a systematic bias against either language in the effort required for program entry. It also provides evidence for the usefulness of keystroke level modeling for comparison of program entry tasks and suggests that related kinds of models may be useful for comparing the performance of other kinds of programming tasks.
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