waashk/dblp huggingface dataset:
augmenting shared personal calendars. in this paper, we describe augur, a groupware calendar system to support personal calendaring practices, informal workplace communication, and the socio-technical evolution of the calendar system within a workgroup. successful design and deployment of groupware calendar systems have been shown to depend on several converging, interacting perspectives. we describe calendar-based work practices as viewed from these perspectives, and present the augur system in support of them. augur allows users to retain the flexibility of personal calendars by anticipating and compensating for inaccurate calendar entries and idiosyncratic event names. we employ predictive user models of event attendance, intelligent processing of calendar text, and discovery of shared events to drive novel calendar visualizations that facilitate interpersonal communication. in addition, we visualize calendar access to support privacy management and long-term evolution of the calendar system.
presense: interaction techniques for finger sensing input devices. although graphical user interfaces started as imitations of the physical world, many interaction techniques have since been invented that are not available in the real world. this paper focuses on one of these "previewing", and how a sensory enhanced input device called "presense keypad" can provide a preview for users before they actually execute the commands. preview important in the real world because it is often not possible to undo an action. this previewable feature helps users to see what will occur next. it is also helpful when the command assignment of the keypad dynamically changes, such as for universal commanders. we present several interaction techniques based on this input device, including menu and map browsing systems and a text input system. we also discuss finger gesture recognition for the presense keypad.
interactive public ambient displays: transitioning from implicit to explicit, public to personal, interaction with multiple users. we develop design principles and an interaction framework for sharable, interactive public ambient displays that support the transition from implicit to explicit interaction with both public and personal information. a prototype system implementation that embodies these design principles is described. we use novel display and interaction techniques such as simple hand gestures and touch screen input for explicit interaction and contextual body orientation and position cues for implicit interaction. techniques are presented for subtle notification, self-revealing help, privacy controls, and shared use by multiple people each in their own context. initial user feedback is also presented, and future directions discussed.
distant freehand pointing and clicking on very large, high resolution displays. we explore the design space of freehand pointing and clicking interaction with very large high resolution displays from a distance. three techniques for gestural pointing and two for clicking are developed and evaluated. in addition, we present subtle auditory and visual feedback techniques to compensate for the lack of kinesthetic feedback in freehand interaction, and to promote learning and use of appropriate postures.
: using tilt for text input to mobile phones. tilttext, a new technique for entering text into a mobile phone is described. the standard 12-button text entry keypad of a mobile phone forces ambiguity when the 26- letter roman alphabet is mapped in the traditional manner onto keys 2-9. the tilttext technique uses the orientation of the phone to resolve this ambiguity, by tilting the phone in one of four directions to choose which character on a particular key to enter. we first discuss implementation strategies, and then present the results of a controlled experiment comparing tilttext to multitap, the most common text entry technique. the experiment included 10 participants who each entered a total of 640 phrases of text chosen from a standard corpus, over a period of about five hours. the results show that text entry speed including correction for errors using tilttext was 23% faster than multitap by the end of the experiment, despite a higher error rate for tilttext. tilttext is thus amongst the fastest known language-independent techniques for entering text into mobile phones.
playanywhere: a compact interactive tabletop projection-vision system. we introduce playanywhere, a front-projected computer vision-based interactive table system which uses a new commercially available projection technology to obtain a compact, self-contained form factor. playanywhere's configuration addresses installation, calibration, and portability issues that are typical of most vision-based table systems, and thereby is particularly motivated in consumer applications. playanywhere also makes a number of contributions related to image processing techniques for front-projected vision-based table systems, including a shadow-based touch detection algorithm, a fast, simple visual bar code scheme tailored to projection-vision table systems, the ability to continuously track sheets of paper, and an optical flow-based algorithm for the manipulation of onscreen objects that does not rely on fragile tracking algorithms.
rapid serial visual presentation techniques for consumer digital video devices. in this paper we propose a new model for a class of rapid serial visual presentation (rsvp) interfaces [16] in the context of consumer video devices. the basic spatial layout "explodes" a sequence of image frames into a 3d trail in order to provide more context for a spatial/temporal presentation. as the user plays forward or back, the trail advances or recedes while the image in the foreground focus position is replaced. the design is able to incorporate a variety of methods for analyzing or highlighting images in the trail. our hypotheses are that users can navigate more quickly and precisely to points of interest when compared to conventional consumer-based browsing, channel flipping, or fast-forwarding techniques. we report on an experiment testing our hypotheses in which we found that subjects were more accurate but not faster in browsing to a target of interest in recorded television content with a tv remote.
parallel bargrams for consumer-based information exploration and choice. in this paper we introduce multidimensional visualization and interaction techniques that are an extension to related work in parallel histograms and dynamic querying. bargrams are, in effect, histograms whose bars have been tipped over and lined up end-to-end. we discuss affordances of parallel bargrams in the context of systems that support consumer-based information exploration and choice based on the attributes of the items in the choice set. our tool called ezchooser has enabled a number of prototypes in such domains as internet shopping, investment decisions, college choice, and so on, and a limited version has been deployed for car shopping. evaluations of the techniques include an experiment indicating that trained users prefer ezchooser over static tables for choice tasks among sets of 50 items with 7-9 attributes.
webthumb: interaction techniques for small-screen browsers. the proliferation of wireless handheld devices is placing the world wide web in the palms of users, but this convenience comes at a high interactive cost. the web that came of age on the desktop is ill-suited for use on the small displays of handhelds. today, handheld browsing often feels like browsing on a pc with a shrunken desktop. overreliance on scrolling is a big problem in current handheld browsing. users confined to viewing a small portion of each page often lack a sense of the overall context --- they may feel lost in a large page and be forced to remember the locations of items as those items scroll out of view. in this paper, we present a synthesis of interaction techniques to address these problems. we implemented these techniques in a prototype, webthumb, that can browse the live web.
edgewrite: a stylus-based text entry method designed for high accuracy and stability of motion. edgewrite is a new unistroke text entry method for handheld devices designed to provide high accuracy and stability of motion for people with motor impairments. it is also effective for able-bodied people. an edgewrite user enters text by traversing the edges and diagonals of a square hole imposed over the usual text input area. gesture recognition is accomplished not through pattern recognition but through the sequence of corners that are hit. this means that the full stroke path is unimportant and recognition is highly deterministic, enabling better accuracy than other gestural alphabets such as graffiti. a study of able-bodied users showed subjects with no prior experience were 18% more accurate during text entry with edge write than with graffiti (p>.05), with no significant difference in speed. a study of 4 subjects with motor impairments revealed that some of them were unable to do graffiti, but all of them could do edge write. those who could do both methods had dramatically better accuracy with edge write.
perceptually-supported image editing of text and graphics. this paper presents a novel image editing program emphasizing easy selection and manipulation of material found in informal, casual documents such as sketches, handwritten notes, whiteboard images, screen snapshots, and scanned documents. the program, called scanscribe, offers four significant advances. first, it presents a new, intuitive model for maintaining image objects and groups, along with underlying logic for updating these in the course of an editing session. second, scanscribe takes advantage of newly developed image processing algorithms to separate foreground markings from a white or light background, and thus can automatically render the background transparent so that image material can be rearranged without occlusion by background pixels. third, scanscribe introduces new interface techniques for selecting image objects with a pointing device without resorting to a palette of tool modes. fourth, scanscribe presents a platform for exploiting image analysis and recognition methods to make perceptually significant structure readily available to the user. as a research prototype, scanscribe has proven useful in the work of members of our laboratory, and has been released on a limited basis for user testing and evaluation.
stylus input and editing without prior selection of mode. this paper offers a solution to the mode problem in computer sketch/notetaking programs. conventionally, the user must specify the intended "draw" or "command" mode prior to performing a stroke. this necessity has proven to be a barrier to the usability of pen/stylus systems. we offer a novel inferred-mode interaction protocol that avoids the mode hassles of conventional sketch systems. the system infers the user's intent, if possible, from the properties of the pen trajectory and the context of the trajectory. if the intent is ambiguous, the user is offered a choice mediator in the form of a pop-up button. to maximize the fluidity of drawing, the user is entitled to ignore the mediator and continue drawing. we present decision logic for the inferred mode protocol, and discuss subtleties learned in the course of its development. we also present results of initial user trials validating the usability of this interaction design.
who cares?: reflecting who is reading what on distributed community bulletin boards. in this paper, we describe the yeti information sharing system that has been designed to foster community building through informal digital content sharing. the yeti system is a general information parsing, hosting and distribution infrastructure, with interfaces designed for individual and public content reading. in this paper we describe the yeti public display interface, with a particular focus on tools we have designed to provide lightweight awareness of others' interactions with posted content. our tools augment content with metadata that reflect people's reading of content - captured video clips of who's reading and interacting with content, tools to allow people to leave explicit freehand annotations about content, and a visualization of the content access history to show when content is interacted with. results from an initial evaluation are presented and discussed.
dial and see: tackling the voice menu navigation problem with cross-device user experience integration. ivr (interactive voice response) menu navigation has long been recognized as a frustrating interaction experience. we propose an im-based system that sends a coordinated visual ivr menu to the caller's computer screen. the visual menu is updated in real time in response to the caller's actions. with this automatically opened supplementary channel, callers can take advantages of different modalities over different devices and interact with the ivr system with the ease of graphical menu selection. our approach of utilizing existing network infrastructure to pinpoint the caller's virtual location and coordinating multiple devices and multiple channels based on users' id registration can also be more generally applied to create integrated user experiences across a group of devices.
mediated voice communication via mobile ip. impromptu is a mobile audio device which uses wireless internet protocol (ip) to access novel computer-mediated voice communication channels. these channels show the richness of ip-based communication as compared to conventional mobile telephony, adding audio processing and storage in the network, and flexible, user-centered call control protocols. these channels may be synchronous, asynchronous, or event-triggered, or even change modes as a function of other user activity. the demands of these modes plus the need to navigate with an entirely non-visual user interface are met with a number of audio-oriented user interaction techniques.
an explanation-based, visual debugger for one-way constraints. this paper describes a domain-specific debugger for one-way constraint solvers. the debugger makes use of several new techniques. first, the debugger displays only a portion of the dataflow graph, called a <i>constraint slice</i>, that is directly related to an incorrect variable. this technique helps the debugger scale to a system containing thousands of constraints. second, the debugger presents a visual representation of the solver's data structures and uses color encodings to highlight changes to the data structures. finally, the debugger allows the user to point to a variable that has an unexpected value and ask the debugger to suggest reasons for the unexpected value. the debugger makes use of information gathered during the constraint satisfaction process to generate plausible suggestions. informal testing has shown that the explanatory capability and the color coding of the constraint solver's data structures are particularly useful in locating bugs in constraint code.
pop through mouse button interactions. we present a range of novel interactions enabled by a simple modification in the design of a computer mouse. by converting each mouse button to pop through tactile push-buttons, similar to the focus/shutter-release buttons used in many cameras, users can feel, and the computer can sense, two distinct "clicks" corresponding to pressing lightly and pressing firmly to pop through. despite the prototypical status of our hardware and software implementations, our current pop through mouse interactions are compelling and warrant further investigation. in particular, we demonstrate that pop through buttons not only yield an additional button activation state that is composable with, or even preferable to, techniques such as double-clicking, but also can endow a qualitatively novel user experience when meaningfully and consistently applied. we propose a number of software guidelines that may provide a consistent, systemic benefit; for example, light pressure may invoke default interaction (short menu), and firm pressure may supply more detail (long menu).
the ibar: a perspective-based camera widget. we present a new screen space widget, the ibar, for effective camera control in 3d graphics environments. the ibar provides a compelling interface for controlling scene perspective based on the artistic concept of vanishing points. various handles on the widget manipulate multiple camera parameters simultaneously to create a single perceived projection change. for example, changing just the perspective distortion is accomplished by simultaneously decreasing the camera's distance to the scene while increasing focal length. we demonstrate that the ibar is easier to learn for novice users and improves their understanding of camera perspective.
simple vs. compound mark hierarchical marking menus. we present a variant of hierarchical marking menus where items are selected using a series of inflection-free simple marks, rather than the single "zig-zag" compound mark used in the traditional design. theoretical analysis indicates that this simple mark approach has the potential to significantly increase the number of items in a marking menu that can be selected efficiently and accurately. a user experiment is presented that compares the simple and compound mark techniques. results show that the simple mark technique allows for significantly more accurate and faster menu selections overall, but most importantly also in menus with a large number of items where performance of the compound mark technique is particularly poor. the simple mark technique also requires significantly less physical input space to perform the selections, making it particularly suitable for small footprint pen-based input devices. visual design alternatives are also discussed.
an optimization-based approach to dynamic data content selection in intelligent multimedia interfaces. we are building a multimedia conversation system to facilitate information seeking in large and complex data spaces. to provide tailored responses to diverse user queries introduced during a conversation, we automate the generation of a system response. here we focus on the problem of determining the data content of a response. specifically, we develop an optimization-based approach to content selection. compared to existing rule-based or plan-based approaches, our work offers three unique contributions. first, our approach provides a general framework that effectively addresses content selection for various interaction situations by balancing a comprehensive set of constraints (e.g., content quality and quantity constraints). second, our method is easily extensible, since it uses feature-based metrics to systematically model selection constraints. third, our method improves selection results by incorporating content organization and media allocation effects, which otherwise are treated separately. preliminary studies show that our method can handle most of the user situations identified in a wizard-of-oz study, and achieves results similar to those produced by human designers.
reflective physical prototyping through integrated design, test, and analysis. prototyping is the pivotal activity that structures innovation, collaboration, and creativity in design. prototypes embody design hypotheses and enable designers to test them. framin design as a thinking-by-doing activity foregrounds iteration as a central concern. this paper presents d.tools, a toolkit that embodies an iterative-design-centered approach to prototyping information appliances. this work offers contributions in three areas. first, d.tools introduces a statechart-based visual design tool that provides a low threshold for early-stage prototyping, extensible through code for higher-fidelity prototypes. second, our research introduces three important types of hardware extensibility - at the hardware-to-pc interface, the intra-hardware communication level, and the circuit level. third, d.tools integrates design, test, and analysis of information appliances. we have evaluated d.tools through three studies: a laboratory study with thirteen participants; rebuilding prototypes of existing and emerging devices; and by observing seven student teams who built prototypes with d.tools.
the radial scroll tool: scrolling support for stylus- or touch-based document navigation. we present radial scroll, an interface widget to support scrolling particularly on either small or large scale touch displays. instead of dragging a elevator in a scroll bar, or using repetitive key presses to page up or down, users gesture anywhere on the document surface such that clockwise gestures advance the document; counter clockwise gestures reverse the document. we describe our prototype implementation and discuss the results of an initial user study.
quiet interfaces that help students think. as technical as we have become, modern computing has not permeated many important areas of our lives, including mathematics education which still involves pencil and paper. in the present study, twenty high school geometry students varying in ability from low to high participated in a comparative assessment of math problem solving using existing pencil and paper work practice (pp), and three different interfaces: an anoto-based digital stylus and paper interface (dp), pen tablet interface (pt), and graphical tablet interface (gt). cognitive load theory correctly predicted that as interfaces departed more from familiar work practice (gt > pt > dp), students would experience greater cognitive load such that performance would deteriorate in speed, attentional focus, meta-cognitive control, correctness of problem solutions, and memory. in addition, low-performing students experienced elevated cognitive load, with the more challenging interfaces (gt, pt) disrupting their performance disproportionately more than higher performers. the present results indicate that cognitive load theory provides a coherent and powerful basis for predicting the rank ordering of users' performance by type of interface. in the future, new interfaces for areas like education and mobile computing could benefit from designs that minimize users' load so performance is more adequately supported.
recipesheet: creating, combining and controlling information processors. many tasks require users to extract information from diverse sources, to edit or process this information locally, and to explore how the end results are affected by changes in the information or in its processing. we present the recipesheet, a general-purpose tool for assisting users in such tasks. the recipesheet lets users create information processors, called recipes, which may take input in a variety of forms such as text, web pages, or xml, and produce results in a similar variety of forms. the processing carried out by a recipe may be specified using a macro or query language, of which we currently support rexx, smalltalk and xquery, or by capturing the behaviour of a web application or web service. in the recipesheet's spreadsheet-inspired user interface, information appears in cells, with inter-cell dependencies defined by recipes rather than formulas. users can also intervene manually to control which information flows through the dependency connections. through a series of examples we illustrate how tasks that would be challenging in existing environments are supported by the recipesheet.