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- Newsgroups: comp.human-factors
- Path: sparky!uunet!walter!hip10.bellcore.com!nielsen
- From: Jakob Nielsen <nielsen@bellcore.com>
- Subject: List of accepted INTERCHI papers with abstracts (LONG)
- Message-ID: <1992Nov19.165741.18086@walter.bellcore.com>
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- X-Xxdate: Thu, 19 Nov 92 16:55:06 GMT
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- Organization: Bellcore - Bell Communications Research
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- References: <1992Nov17.170507.12510@walter.bellcore.com>
- Date: Thu, 19 Nov 92 16:57:41 GMT
- Lines: 1140
-
- In article <1992Nov19.152502.15877@walter.bellcore.com> Jakob Nielsen,
- nielsen@bellcore.com writes:
- >The following is a list of the 62 papers accepted for the INTERCHI
- >conference out of the 330 submissions.
- >
- >The list below is the same as that posted earlier but now contains
- abstracts.
- >
- >The conference will be in Amsterdam, the Netherlands, 24-29 April 1992.
- >
- >
- >To request a copy of the advance program or if you have other questions,
- >please contact the conference office:
- >North American Office: ic93-office-na.chi@xerox.com
- >fax +1-415-738-1280
- >European Office: ic93-office.chi@xerox.com
- >fax: +31-20-6441746
- >
- >Whatever you do, *please* do not contact me. I am trying to get back to
- >>
- >Hope to see you in Amsterdam!
- >Jakob Nielsen
- >INTERCHI papers co-chair
-
- This file contains the accepted INTERCHI papers arranged by session. For
- each paper, the abstract from the submitted version us given. Note that the
- authors may well change the abstract inthe final camera-ready copy which is
- not due until January 1st.
-
- Paper Session: Sharing Design Memory
- Session Chair: Michael Tauber, University of Paderborn
- Discussant: Thomas P. Moran, Xerox PARC
-
- Preserving Knowledge in Design Projects: What Designers Need to Know
- James D. Herbsleb, University of Michigan
- Eiji Kuwana, NTT Software Laboratories
- In order to inform the design of technology support and new procedural
- methods for software design, we analyzed the content of real design
- meetings in three organizations, focusing in particular on the questions
- the designers ask of each other. We found that most questions concerned
- the project requirements, and focused on what the software or component was
- supposed to do and how this functionality was to be realized. Rationales
- for design decisions were seldom asked about, but questions concerning
- scenarios of use were very frequent. The implications of this research for
- design tools and methods are discussed.
-
- From Folklore to Living Design Memory
- Loren G. Terveen, AT&T Bell Laboratories
- Peter G. Selfridge, AT&T Bell Laboratories
- M. David Long, AT&T Bell Laboratories
- We identify an important type of software design knowledge that we call
- community specific folklore and show problems with current approaches to
- managing it. We built a tool that serves as a living design memory for a
- large software development organization. The tool delivers knowledge to
- developers effectively and is embedded in organizational practice to ensure
- that the knowledge it contains evolves as necessary. This work illustrates
- important lessons in building knowledge management systems, integrating
- novel technology into organizational practice, and managing
- research-development partnerships.
-
- WHERE Did You Put It? Issues in the Design and Use of a Group Memory
- Lucy M. Berlin, Hewlett-Packard Laboratories
- Robin Jeffries, Hewlett-Packard Laboratories
- Vicki L. O'Day, Hewlett-Packard Laboratories
- Andreas Paepcke, Hewlett-Packard Laboratories
- Cathleen Wharton, University of Colorado at Boulder
- Collaborating teams of knowledge workers need a common repository in which
- to share information gathered by individuals or developed by the team. This
- is difficult to achieve in practice, because individual information access
- strategies break down with group information --- people can generally find
- things that are on their own messy desks and file systems, but not on other
- people's.
- The design challenge in a group memory is thus to enable low-effort
- information sharing without reducing individuals' finding effectiveness. In
- this paper we present the lessons from our design and initial use of a
- hypertext-based group memory, TeamInfo. We expose the serious cognitive
- obstacles to a shared information structure, discuss the uses and benefits
- we have experienced, address the effects of technology limitations, and
- highlight some unexpected social and work impacts of our group memory.
-
-
- Paper Session: Interacting in 3 Dimensions
- Session Chair: Angela Sasse, University College London
- Discussant: Rory Stuart, NYNEX Science & Technology, Inc.
-
- Facile 3D Direct Manipulation
- Dan Venolia, Apple Computer, Inc.
- An experimental 3D interface is described, including rendering acceleration
- hardware, a 3D mouse, and 3D interaction techniques. A 3D cursor,
- controlled by the augmented mouse, allows direct manipulation of 3D
- objects. Objects are selected by placing the tip of the cursor inside.
- Objects can be moved in 3D, or simultaneously moved and rotated using a
- technique called ttail-dragging.h A method called tsnap-toh helps users
- align objects. The interface is designed without using explicit modes or
- commands. Sounds accentuate the interaction. Details of the
- implementation and informal user observations are described, as well as
- topics for future work.
-
- Fishtank Virtual Reality
- Colin Ware, University of New Brunswick
- Kevin Arthur, University of British Columbia
- Kellogg S. Booth, University of British Columbia
- The defining characteristics of what we call "Fishtank Virtual Reality",
- are a stereo image of a three dimensional (3D) scene viewed on a monitor
- using a perspective projection coupled to the head position of the
- observer. We discuss some of the relative merits of this mode of viewing
- as compared to head mounted stereo displays. We report the experimental
- investigation of the following variables: 1) whether or not the
- perspective view is coupled to the actual viewpoint of the observer, 2)
- whether stereopsis is employed or not. Experiment 1 involved the
- subjective comparison of pairs of viewing conditions and the results
- suggest that head coupling may be more important that stereo in yielding a
- strong impression of three dimensionality. Experiment 2 involved subjects
- tracing a path from a leaf of a 3D tree to the correct root (there were two
- trees intermeshed). The error rates were dramatically reduced in the head
- coupled stereo display condition.
-
- A Space Based Model For User Interaction In Shared Synthetic Environments
- Lennart E. Fahltn, Swedish Institute of Computer Science
- Olov St.hl, Swedish Institute of Computer Science
- Charles Grant Brown, Swedish Institute of Computer Science
- Christer Carlsson, Swedish Institute of Computer Science
- In a distributed shared synthetic environment with provisions for high
- quality 3D visualization and interaction, it is possible to implement a
- powerful variant of a rooms/space metaphor based on the concept of presence
- or proximity between participants in 3D space. This kind of model can be
- used for interfacing a user to the machine, give overview and control of
- applications, file systems, networks and other computer resources and for
- communication and collaboration with other users in the networked
- environment. We model proximity with a simple description, i.e. the
- geometric volume of the immediate surroundings, the aura, of the
- participants' representation in the synthetic environment. This proximity,
- or aura, is used to establish presence at meetings, to establish
- communication channels and to provide interaction.
-
-
- Paper Session: Understanding Programming
- Session Chair: Jean-Michel Hoc, CNRS - Universitt de Paris 8
- Discussant: Thomas Green, MRC Applied Psychology Unit
-
- Do Algorithm Animations Assist Learning? An Empirical Study And Analysis
- John Stasko, Georgia Institute of Technology
- Albert Badre, Georgia Institute of Technology
- Clayton Lewis, University of Colorado at Boulder
- Algorithm animations are dynamic graphical illustrations of computer
- algorithms, and they are used as teaching aids to help explain how the
- algorithms work. Although many people believe that algorithm animations
- are useful this way, no empirical evidence has ever been presented
- supporting this belief. We have conducted an empirical study of a priority
- queue algorithm animation, and the study's results indicate that the
- animation only slightly assisted student understanding. In this article,
- we analyze those results and hypothesize why algorithm animations may not
- be as helpful as was initially hoped. We also develop guidelines for
- making algorithm animations more useful in the future.
-
- Reducing the Variability of Programmers' Performance Through Explained
- Examples
- David F. Redmiles, University of Colorado at Boulder
- A software tool called EXPLAINER has been developed for helping programmers
- perform new tasks by exploring previously worked-out examples. EXPLAINER is
- based on cognitive principles of learning from examples and problem solving
- by analogy. The interface is based on the principle of making examples
- accessible through multiple presentation views and multiple representation
- perspectives. Empirical evaluation showed that programmers using EXPLAINER
- exhibited less variability in their performance compared to programmers
- using a commercially available, searchable on-line manual. These results
- are related to other studies of programmers and to current methodologies in
- software engineering.
-
- Mental Representations of Programs by Novices and Experts
- Vikki Fix, University of South Dakota
- Susan Wiedenbeck, University of Nebraska
- Jean Scholtz, Portland State University
- This paper presents five abstract characteristics of the mental
- representation of computer programs: hierarchical structure, explicit
- mapping of code to goals, foundation on recognition of recurring patterns,
- connection of knowledge, and grounding in the program text. An experiment
- is reported in which expert and novice programmers studied a Pascal program
- for comprehension and then answered a series of questions about it designed
- to show these characteristics if they existed in the mental representations
- formed. Evidence for all of the abstract characteristics was found in the
- mental representations of expert programmers. Novices' representations
- generally lacked the characteristics, but there was evidence that they had
- the beginnings, although poorly developed, of such characteristics.
-
-
- Paper Session: Typing, Writing and Gesture
- Session Chair: Catherine G. Wolf, IBM T.J. Watson Research Center
- Discussant: Donald A. Norman, Apple Computer, Inc.
-
- Touch-Typing with a Stylus
- David Goldberg, Xerox Corporation
- Cate Richardson, Xerox Corporation
- One of the attractive features of keyboards is that they support novice as
- well as expert users. Novice users enter text using "hunt-and-peck,"
- experts use touch-typing. Although it takes time to learn touch-typing,
- there is a large payoff in faster operation.
- In contrast to keyboards, pen-based computers have only an novice mode for
- text entry in which users print text to a character recognizer. An
- electronic pen (or stylus) would be more attractive as an input device if
- it supported expert users with some analogue of touch-typing.
- We present the design and preliminary analysis of an approach to stylus
- touch-typing using an alphabet of unistrokes, which are letters specially
- designed to be used with a stylus. Unistrokes have the following advantages
- over ordinary printing: they are faster to write, less prone to recognition
- error, and can be entered in an "eyes-free" manner that requires very
- little screen real estate.
-
- Half-QWERTY: A One-handed Keyboard Facilitating Skill Transfer From QWERTY
- Edgar Matias, The Matias Corporation
- I. Scott MacKenzie, University of Guelph
- William Buxton, University of Toronto and Xerox PARC
- Half-QWERTY is a new one-handed typing technique, designed to facilitate
- the transfer of two-handed typing skill to the one-handed condition. It is
- performed on a standard keyboard, or a special half keyboard (with
- full-sized keys). In an experiment using touch typists, hunt-and-peck
- typing speeds were surpassed after 3-4 hours of practice. Subjects reached
- 50% of their two-handed typing speed after about 8 hours. After 10 hours,
- all subjects typed between 43% and 76% of their two-handed speed, ranging
- from 23.8 to 42.8 wpm. These results are important in providing access to
- disabled users, and for the design of compact computers. They also bring
- into question previous research claiming finger actions of one hand map to
- the other via spatial congruence rather than mirror image.
-
- Incremental Recognition in Gesture-Based and Syntax-Directed Diagram Editors
- Rui Zhao, University of Paderborn
- Diagram editing is an attractive application of gestural interfaces and
- pen-based computers which promise a new input paradigm where users
- communicate with computers in diagram languages by using gestures. A
- key problem in building gesture-based diagram editors is the recognition of
- handsketched diagrams. Existing approaches concentrates either on
- gesture recognition or on parsing visual languages, there has been a lack
- of integrated recog- nition concepts. This paper presents novel
- concepts and techniques based on an incremental paradigm of gesture
- recognition and a cooperative communication between modules for
- pattern recognition and for diagram parsing. These concepts and
- techniques have been used successfully to build several experimental
- gesture-based and syntax-directed diagram editors.
-
-
- Paper Session: Evolving Design
- Session Chair: Eiji Kuwana, NTT Software Laboratories
- Discussant: Alistair Sutcliffe, City University, London
-
- Integrating Theoreticians' And Practitioners' Perspectives With Design
- Rationale
- Victoria Bellotti, Rank Xerox EuroPARC
- QOC design rationale represents argumentation about design alternatives and
- assessments. It can be used to generate design spaces which capture and
- integrate information from design discussions and diverse kinds of
- theoretical analyses. Such design spaces highlight how different
- theoretical approaches can work together to help solve design problems.
- This paper describes an example of the generation of a multi-disciplinary
- QOC design space which shows how designers' deliberations can be augmented
- with design contributions from a combination of different theoretical HCI
- approaches.
-
- Management Of Interface Design In Humanoid
- Ping Luo, University of Southern California
- Pedro Szekely, Information Sciences Institute, University of Southern
- California
- Robert Neches, Information Sciences Institute, University of Southern
- California
- Today's interface design tools either force designers to handle a
- tremendous number of design details, or limit their control over design
- decisions. Neither of these approaches taps the true strengths of either
- human designers or computers in the design process. This paper presents a
- model based collaborative system that focuses human designers on decision
- making, and utilizes the bookkeeping capabilities of computers for regular
- and tedious tasks. We describe a tool that decomposes high-level design
- goals into the necessary implementation steps, and helps designers manage
- the myriad of details that arise during design.
-
- The Evolution Of An Interface For Choreographers
- Tom W. Calvert, Simon Fraser University
- A. Bruderlin, Simon Fraser University
- S. Mah, Simon Fraser University
- T. Schiphorst, Simon Fraser University
- C. Welman, Simon Fraser University
- This paper describes the evolution of the Life Forms interface, a
- compositional tool for the creation of dance choreography, and highlights
- some of the important lessons we have learned during a six year design and
- implementation period. The lessons learned can be grouped into two
- categories: 1) Process, and 2) Architecture of the Interface. Our goal in
- developing a tool for choreography has been to provide computer-based
- creative design support for the conception and development of dance.
- Design evolution was driven by feedback from the choreographers and users
- who were members of the design team, combined with our knowledge of current
- thinking of design and composition. Although the interface evolved in a
- relatively unconstrained way, the resulting system has many of the features
- that theoretical discussion in Human Interface Design has projected as
- necessary. The Life Forms interface has evolved incrementally with one
- major discontinuity where adoption of a new compositional primitive
- required a completely new version.
-
-
- Paper Session: Structuring Images for Interaction
- Session Chair: Wendy A. Kellogg, IBM T.J. Watson Research Center
- Discussant: Chris Schmandt, MIT Media Lab.
-
- Human-Machine Perceptual Cooperation
- Francis K. H. Quek, University of Michigan
- Michael C. Petro, University of Michigan
- The human-machine perceptual cooperation (HMPC) paradigm combines a human
- operator's high level reasoning with machine perception to solve
- spatio-perceptual intensive problems. HMPC defines two channels of
- interaction: Focus of attention (FOA) by which the user focuses machine
- perception, and context. As the user moves the FOA via a pointing device, a
- smart cursor operates proactively on the data, highlighting objects which
- satisfy the current context. The FOA permits foveal emphasis, enabling the
- user to vary motor precision with image clutter. HMPC provides for contexts
- at four levels of abstraction. This permits the efficiency of the system to
- degrade gracefully as data quality worsens. We describe an HMPC application
- where a human operator works with a machine to convert scanned raster maps
- into vector format.
-
- VideoMap And VideoSpaceIcon: Tools For Anatomizing Video Content
- Yoshinobu Tonomura, NTT Human Interface Laboratories
- Akihito Akutsu, NTT Human Interface Laboratories
- Kiyotaka Otsuji, NTT Human Interface Laboratories
- Toru Sadakata, NTT Human Interface Laboratories
- A new approach to interacting with stored video is proposed. The approach
- utilizes VideoMAP and VideoSpaceIcon. VideoMAP is the interface that shows
- the essential video features in an easy to perceive manner. VideoSpaceIcon
- represnets the temporal and spatial characteristics of a video shot as an
- intuitive icon. A video indexing method supports both tools.
- These tools allow the user's creativity to directly interact with the
- essential features of each video by offering spatial and temporal clues.
- This paper introduces the basic concept and describes prototype versions of
- the tools as implemented in a video handling system. VideoMAP and
- VideoSpaceIcon are effective for video handling functions such as video
- content analysis, video editing, and various video applications which need
- an intuitive visual interface.
-
- Automatic Structure Visualization For Video Editing
- Hirotada Ueda, Hitachi Ltd.
- Takafumi Miyatake, Hitachi Ltd.
- Shigeo Sumino, Hitachi Ltd.
- Akio Nagasaka, Hitachi Ltd.
- We developed intelligent functions for the automatic description of the
- video structure, and the visualization methods for the temporal-spatial
- video structures obtained by these functions as well as the functions. The
- functions offer such descriptions as cut separations, motion of the camera
- and filmed objects, tracks and contour lines of objects, existence of
- objects, and periods of existence. Further, identical objects are
- automatically linked. Thus the visualization methods supported by object
- links allow users to directly manipulate the structure itself, descriptions
- and raw video data without paying too much attention to the levels within
- the hierarchy of video information.
-
-
- Paper Session: Skill Development
- Session Chair: Yvonne Waern, Linkkping University
- Discussant: Jean McKendree, NYNEX Science and Technology
-
- The Growth of Software Skill: A Longitudinal Look at Learning & Performance
- Erik Nilsen, Lewis and Clark College
- HeeSen Jong, National University of Singapore
- Judith S. Olson, University of Michigan
- Kevin Biolsi, University of Michigan
- Henry Rueter, University of Michigan
- Sharon Mutter, Catholic University
- This research follows a group of users over time (16 months) as they
- progress from novice towards expert in their use of Lotus 1-2-3.
- Quantitative and qualitative measures of performance are compared with
- expert users having over three years of experience. The results indicate
- that the motoric aspect of performance is relatively stable over time,
- while improvement in the cognitive component of the skill is dependent on
- details of the interaction dialogue. This work fills a gap between the
- work on skill learning and skilled performance. Implications for the
- Keystroke Level Model of skilled performance are discussed as well as
- suggestions for designing the interaction dialogue to facilitate the
- development of expertise
-
- Embedding Computer-Based Critics in the Contexts of Design
- Gerhard Fischer, University of Colorado at Boulder
- Kumiyo Nakakoji, University of Colorado at Boulder
- Jonathan Ostwald, University of Colorado at Boulder
- Gerry Stahl, University of Colorado at Boulder
- Tamara Sumner, University of Colorado at Boulder
- Computational critiquing mechanisms provide an effective form of
- computer-human interaction supporting the process of design. Critics
- embedded in domain-oriented design environments can take advantage of
- additional knowledge residing in these environments to provide less
- intrusive, more relevant critiques. Three classes of embedded critics have
- been designed, implemented, and studied: Generic critics use domain
- knowledge to detect problematic situations in the design construction.
- Specific critics take advantage of additional knowledge in the partial
- specification to detect inconsistencies between the design construction and
- the design specification. Interpretive critics are tied to perspective
- mechanisms that support designers in examining their artifact from
- different viewpoints.
-
- How To Aid Non-Experts
- Mark Neerincx, University of Amsterdam
- Paul de Greef, University of Amsterdam
- Knowledge is lacking about whether, or, under which conditions a help
- system is effective. This paper presents two experiments. The first
- evaluates a commercially available system for statistical analysis, and the
- second evaluates a statistical system developed with a methodology for
- designing aiding systems. We have identified two crucial conditions for
- effective aiding: (i) the system should present the knowledge the user is
- lacking, which has the consequence that the help should be based on an
- expert-model of the users' task, and (ii) the costs of the communication
- with the help facilities should be minimal.
-
-
- Paper Session: Voices and Faces
- Session Chair: Steven Feiner, Columbia University
- Discussant: S. Joy Mountford, Apple Computer, Inc.
-
- A Design Space For Multimodal Systems: Concurrent Processing and Data Fusion
- Laurence Nigay, Laboratoire de Gtnie Informatique
- JoFlle Coutaz, Laboratoire de Gtnie Informatique
- Multimodal interaction enables the user to employ different modalities such
- as voice, gesture and typing for communicating with a computer. This paper
- presents an analysis of the integration of multiple communication
- modalities within an interactive system. To do so, a software engineering
- perspective is adopted. First, the notion of "multimodal system" is
- clarified. Based on a precise definition of multimodality, we then propose
- a design space and a method for classifying multimodal systems. In the last
- section, we present a software architecture model that supports the most
- salient properties of such systems: concurrent processing and data fusion.
- Two multimodal systems developed in our team, VoicePaint and NoteBook, are
- used to illustrate the discussion.
-
- VoiceNotes: A Speech Interface for a Hand-held Voice Notetaker
- Lisa J. Stifelman, Massachusetts Institute of Technology
- Barry Arons, Massachusetts Institute of Technology
- Chris Schmandt, Massachusetts Institute of Technology
- Eric A. Hulteen, Apple Computer, Inc.
- VoiceNotes is an application for a voice-controlled hand-held computer that
- allows the creation, management, and retrieval of user-authored voice
- notes---small segments of digitized speech containing ideas, reminders, or
- things to do. Iterative design and user testing helped to refine the
- initial user interface design. VoiceNotes explores the problem of
- capturing and retrieving spontaneous ideas, the use of speech as data, and
- the use of speech input and output in the user interface for a hand-held
- computer. In addition, VoiceNotes serves as a step toward new uses of
- voice technology and interfaces for future portable devices.
-
- Communicative Facial Displays As A New Conversational Modality
- Akikazu Takeuchi, Sony Computer Science Laboratory Inc.
- Katashi Nagao, Sony Computer Science Laboratory Inc.
- A face is an independent communication channel that conveys emotional and
- conversational signal encoded by some facial displays. Facial displays can
- be viewed as communicative signals coordinating conversation. We attempt
- to bring facial displays into computer human interaction as a new modality
- that makes the interaction tighter and more efficient while less cognitive
- load. As the first step, a speech dialogue system was selected for
- investigating the power of communicative facial displays. The conversation
- between a user and the speech dialogue system with facial displays was
- analyzed, and it is shown that conversation with the system with facial
- displays was more successful than that without facial displays.
-
-
- Paper Session: Usability Assessment Methods
- Session Chair: Brian Shackel, Loughborough University of Technology
- Discussant: Clare-Marie Karat, IBM
-
- Iterative Methodology and Designer Training in Human-Computer Interface
- Design
- George Bailey, The Church of Jesus Christ of Latter-day Saints
- A promising method for user interface design is the iterative design
- methodology. Little empirical support for this method has appeared in the
- literature. One difficulty with user interface design is knowing the set
- of skills the user interface designer must possess. Two common groups
- involved in user interface design are human factors specialists and
- programmers.
- The results of this study indicate that iterative design can improve the
- usability of a product. The amount of the improvement may be constrained
- by the original design. This study supports the use of human factors
- specialists. A significant difference between designs produced by human
- factors specialist and programmers was found.
-
- A Mathematical Model of the Finding of Usability Problems
- Jakob Nielsen, Bellcore
- Thomas K. Landauer, Bellcore
- For 11 studies, we find that the detection of usability problems as a
- function of number of users tested or heuristic evaluators employed is well
- modeled as a Poisson process. The model can be used to plan the amount of
- evaluation required to achieve desired levels of thoroughness or benefits.
- Results of early tests can provide estimates of the number of problems left
- to be found and the number of additional evaluations needed to find a given
- fraction. With quantitative evaluation costs and detection values, the
- model can estimate the numbers of evaluations at which optimal cost/benefit
- ratios are obtained and at which marginal utility vanishes. For a tmediumh
- example, we estimate that 16 evaluations would be worth their cost, with
- maximum benefit/cost ratio at four.
-
- Estimating the Relative Usability of Two Interfaces: Heuristic, Formal, and
- Empirical Methods Compared
- Jakob Nielsen, Bellcore
- Victoria L. Phillips, Bellcore
- Two alternative user interface designs were subjected to user testing to
- measure user performance in a database query task. User performance was
- also estimated heuristically in three different ways and by use of formal
- GOMS modelling. The estimated values for absolute user performance had very
- high variability, but estimates of the relative advantage of the fastest
- interface were less variable. Choosing the fastest of the two designs would
- have a net present value more than 1,000 times the cost of getting the
- estimates. A software manager would be expected to make the correct choice
- 100% of the time if decisions were based on at least three independent
- estimates. User testing was 4.9 times as expensive as the cheapest
- heuristic method but provided better performance estimates.
-
-
- Paper Session: Auditory Interfaces
- Session Chair: Alex Rudnicky, Carnegie Mellon University
- Discussant: Floris L. van Nes, Phillips Research/IPO
-
- An Evaluation of Earcons for Use in Auditory Human-Computer Interfaces
- Stephen A. Brewster, University of York
- Peter C. Wright, University of York
- Alistair D. N. Edwards, University of York
- An evaluation of earcons was carried out to see whether they are an
- effective means of communicating information in sound. An initial
- experiment showed that earcons were better than unstructured bursts of
- sound and that musical timbres were more effective than simple tones. A
- second experiment was then carried out which improved upon some of the
- weaknesses shown up in Experiment 1 to give a significant improvement in
- recognition. From the results of these experiments some guidelines were
- drawn up for use in the creation of earcons. Earcons have been shown to be
- an effective method for communicating information in a human-computer
- interface.
-
- Synthesizing Auditory Icons
- William W. Gaver, Rank Xerox Cambridge EuroPARC
- Auditory icons add valuable functionality to computer interfaces,
- particularly when they are parameterized to convey dimensional information.
- They are difficult to create and manipulate, however, because they usually
- rely on digital sampling techniques. This paper suggests that new
- synthesis algorithms, controlled along dimensions of events rath er than
- those of the sounds themselves, may solve this problem. Several
- algorithms, developed from research on auditory event perception, are
- described in enough detail here to permit their implementation. They
- produce a variety of impact, bouncing, breaking, scraping, and machine
- sounds. By controlling them with attributes of relevant computer events, a
- wide range of parameterized auditory icons may be created.
-
- Computer Aided Conversation For Severely Physically Impaired Non-Speaking
- People
- Norman Alm, University of Dundee
- John Todman, University of Dundee
- Leona Elder, Dundee Institute of Technology
- A. F. Newell, University of Dundee
- This paper reports the development of a computer-aided conversation
- prosthesis which is designed for severely physically impaired non-speaking
- people. The research methodology was to model aspects of conversational
- structure derived from the field of conversation analysis within a
- prototype conversational prosthesis. The prototype was evaluated in
- empirical investigations which also suggested successful strategies for
- carrying out satisfying conversation using such a system. Two versions have
- been built and tested, one using an able-bodied operator to test the
- feasibility of creating conversation from prestored material, the second
- being used by a physically impaired non-speaking operator. The prototype
- demonstrated the advantages of this interface design in helping the user to
- carry out natural sounding and satisfying conversations.
-
-
- Paper Session: Conceptual Analysis of Users and Activity
- Session Chair: Susanne Bodker, Aarhus University
- Discussant: Victor Kaptelinin, Institute of General and Educational
- Psychology
-
- Exploding the Interface: Experiences of a CSCW Network
- John Bowers, Manchester University
- Tom Rodden, Lancaster University
- The development of human computer interaction has been dominated by the
- interface both as a design concept and as an artifact of computer systems.
- However, recently researchers have been re-examining the role of the
- interface in the user's interaction with the computer. This paper further
- examines the notion of the interface in light of the experiences of the
- authors in establishing a network to support cooperative work. The authors
- argue that the concept of the single interface which provides a focus for
- interaction with the computer system is no longer tenable and that richer
- conceptions of the inter-relationships between users and computer systems
- are needed.
-
- Searching For Unity Among Diversity: Exploring The Interface Concept
- Kari Kuutti, University of Oulu
- Liam J. Bannon, University of Limerick
- HCI is seen by many as focusing on the design of interfaces to computer
- systems, yet exactly what is implied by this focus on "interfaces" is
- unclear. In this paper we show how a better understanding of what is meant
- by the interface is possible via the concept of abstraction levels. We
- show how this levels approach can clarify some ambiguities, and also how it
- can be related to different phases in the evolution of the human-computer
- interaction field itself. In this context, we are able to account for the
- recent interest in activity theory as a possible alternative framework for
- HCI work, while stressing the need for HCI research and design to consider
- each of the separate, but related, levels.
-
- The Cost Structure of Sensemaking
- Daniel M. Russell, Xerox PARC
- Mark J. Stefik, Xerox PARC
- Peter Pirolli, Xerox PARC
- Stuart K. Card, Xerox PARC
- Making sense of a body of data is a common activity in any kind of
- analysis. Sensemaking is the process of searching for a representation and
- encoding data in that representation to answer task-specific questions.
- Different operations during sensemaking require different cognitive and
- external resources. Representations are chosen and changed to reduce the
- cost of operations in an information processing task. The power of these
- representational shifts is generally under-appreciated as is the relation
- between sensemaking and information retrieval.
- We analyze sensemaking tasks and develop a model of the cost structure of
- sensemaking. We discuss implications for the integrated design of user
- interfaces, representational tools, and information retrieval systems.
-
- Paper Session: Demonstration Based Systems
- Session Chair: Allen Cypher, Apple Computer, Inc.
- Discussant: Dan R. Olsen, Brigham Young University
-
- Prototyping an Intelligent Agent through Wizard of Oz
- David Maulsby, University of Calgary
- Saul Greenberg, University of Calgary
- Richard Mander, Apple Computer, Inc. and Stanford University
- Turvy is a simulated prototype of an instructible agent. The user teaches
- it by demonstrating actions and pointing at or talking about relevant data.
- We formalized our assumptions about what could be implemented, then used
- the Wizard of Oz to flesh out a design and observe users' reactions as they
- taught several editing tasks. We found: a) all users invent a similar set
- of commands to teach the agent; b) users learn the agent's language by
- copying its speech; c) users teach simple tasks with ease and complex ones
- with reasonable effort; and d) agents cannot expect users to point to or
- identify critical features without prompting.
- In conducting this rather complex simulation, we learned some lessons about
- using the Wizard of Oz to prototype intelligent agents: a) design of the
- simulation benefits greatly from prior implementation experience; b) the
- agent's behavior and dialog capabilities must be based on formal models; c)
- studies of verbal discourse lead directly to an implementable system; d)
- the designer benefits greatly by becoming the Wizard; e) qualitative data
- is more valuable for answering global concerns, while quantitative data
- validates accounts and answers fine-grained questions.
-
- A Synergistic Approach to Specifying Simple Number Independent Layouts by
- Example
- Scott E. Hudson, Georgia Institute of Technology
- Chen-Ning Hsi, Georgia Institute of Technology
- A grid-based technique to specify simple number independent layouts by
- example is described. This technique was originally developed to support
- layout specification for a parallel program visualization system but can be
- applied to aid other simple graphical layout tasks as well. The technique
- works by allowing the user to construct an example layout using a
- grid-based interaction technique. This example can then be generalized
- into a layout algorithm which can be applied to create layouts of any size.
- However, rather than simply choosing the "best" generalization, the system
- decribed here takes a synergistic approach. New examples from a set of
- alternative generalizations are presented to the user so that they can
- guide and control the generalization process. This provides more
- understanding and control of the generalization process and typically
- allows a correct generalization to be constructed from only one small
- example.
-
- Marquise: Creating Complete User Interfaces by Demonstration
- Brad A. Myers, Carnegie Mellon University
- Richard G. McDaniel, Carnegie Mellon University
- David S. Kosbie, Carnegie Mellon University
- Marquise is a new interactive tool that allows virtually all of the user
- interfaces of graphical editors to be created by demonstration without
- programming. A graphical editor is a program where the user creates and
- manipulates graphical objects with a mouse. This is a very large class of
- programs and includes drawing programs like MacDraw, graph layout editors
- like MacProject, visual language editors, and many CAD/CAM programs. The
- primary innovation in Marquise is that it allows the designer to
- demonstrate the overall behavior of the interface. To implement this, the
- Marquise framework contains built-in knowledge about palettes for creating
- and specifying properties of objects, selecting, moving, deleting, and
- other options. This allows most of the end user's actions to be
- demonstrated without programming, which means that Marquise can be used by
- non-Programmers. Furthermore, a graphical editor can be demonstrated with
- Marquise in about 1/80th the time it would take to implement it by
- programming using a conventional toolkit.
-
-
- Paper Session: Collecting User-Information for System Design
- Session Chair: Rolf Molich, Baltica Insurance
- Discussant: Alison Lee, NYNEX
-
- Exploring the Applications of User-Expertise Assessment for Intelligent
- Interfaces
- Michel C. Desmarais, Centre de researche informatique de Montrtal
- Jiming Liu, Centre de researche informatique de Montrtal
- We describe a technique for automatically constructing a fine-grain model
- of a user's knowledge-state based on a small number of observations. The
- user knowledge state is specified as a set of weights on each knowledge
- unit that indicates a likelihood of mastery. These weights are updated
- every time a knowledge unit is reassigned a new weight (by a question and
- answer process). The updating method is based the Dempster-Shafer
- algorithm with an empiridally derived network of knowledge units. A User
- Knowledge Assessment Tool (UKAT) has been implemented that employs this
- model. Through simulations, we explore an entropy-based method of choosing
- the questions and compare the results with a random sampling method.
- Results show that the proposed technique is useful and efficient in
- inferring a detailed model of an individual's knowledge, but the
- entropy-based method can induce a bias in some conditions.
-
- Planning For Multiple Task Work - An Analysis Of A Medical Reception
- Worksystem
- Becky Hill, University College London
- John Long, University College London
- Walter Smith, University College London
- Andy Whitefield, University College London
- This paper presents an investigation of interactive worksystem planning in
- the multiple task work domain of medical reception. In an observational
- study of a medical reception worksystem, three different types of plan were
- identified: the task plan, the procedure plan and the activity plan. These
- three types of plan were required for effective working in the domain of
- medical reception, because of the nature of the multiple task work. It is
- proposed, therefore, that to design effective interactive human-computer
- worksystems for the domain of medical reception (and possibly other work
- domains of a similar nature), the designer must specify the three different
- types of plan and the relationships between them.
-
- The Diary Study: A Workplace-Oriented Research Tool to Guide Laboratory
- Efforts
- John Rieman, University of Colorado at Boulder
- Methods for studying user behavior in HCI can be informally divided into
- two approaches: experimental psychology in the laboratory and observations
- in the workplace. The first approach often yields results that have little
- effect on system usability, while the second may deliver essentially
- anecdotal data that do not support general conclusions. This paper
- describes how two similar approaches in another field, animal behavior,
- produce complementary results. In support of a similar research
- interactions in HCI, the paper suggests the diary study technique, a tool
- for objective data collection in the workplace that can help define
- laboratory experiments. A diary study is described that focuses on
- exploratory learning.
-
-
- Paper Session: Video Support for Workplace Collaboration
- Session Chair: Hiroshi Ishii, NTT Human Interface Laboratories
- Discussant: Mike Robinson, Aarhus University
-
- Turning Away from Talking Heads: The Use of Video-as-Data in Neurosurgery
- Bonnie A. Nardi, Hewlett-Packard Laboratories
- Heinrich Schwarz, Hewlett-Packard Laboratories
- Allan Kuchinsky, Hewlett-Packard Laboratories
- Robert Leichner, Hewlett-Packard Laboratories
- Steve Whittaker, Hewlett-Packard Laboratories
- Robert Sclabassi, University of Pittsburgh
- Studies of video as a support for collaborative work have provided little
- hard evidence of its utility for either task performance or fostering
- telepresence, i.e. the conveyance of a face-to-face like social presence
- for remotely located participants. To date, most research on the value of
- video has concentrated on "talking heads" video in which the video images
- are of remote paticipants conferring or performing some task together. In
- contrast to talking heads video, we studied video-as-data in which video
- images of the workspace and work objects are the focus of interest, and
- convey critical information about the work. The use of video-as-data is
- intended to enhance task performance, rather than to provide telepresence.
- We studied the use of videio during neurosurgery within the operating room
- and at remote locations away from the operating room. The workspace shown
- in the video is the surgical field (brain or spine) that the surgeon is
- operatifntg on. We discuss our findings on the use of live and recorded
- video, and suggest extensions to video-as-data including its integration
- with computerized time-based information sources to educate and co-ordinate
- complex actions among distributed workgroups.
-
- One is Not Enough: Multiple Views in a Media Space
- William Gaver, Rank Xerox Cambridge EuroPARC
- Abigail Sellen, Rank Xerox Cambridge EuroPARC
- Christian Heath, Rank Xerox Cambridge EuroPARC
- Paul Luff, Rank Xerox Cambridge EuroPARC
- Media spaces support collaboration, but the limited access they provide to
- remote colleagues' activities can undermine their utility. To address this
- limitation, we built an experimental system in which four switchable
- cameras were deployed in each of two remote offices, and observed
- participants using the system to collaborate on two tasks. The new views
- allowed increased access to task-related artifacts; indeed, users preferred
- these views to more typical "face-to-face" ones. However, problems of
- establishing a joint frame of reference were exacerbated by the additional
- complexity, leading us to speculate about more effective ways to expand
- access to remote sites.
-
-
- Paper Session: Perspectives and Illusions
- Session Chair: Gillian Crampton Smith, Royal College of Art
-
- How Fluent is Your Interface? Designing for International Users
- Patricia Russo, Sunsoft
- Stephen Boor, The Boston Company
- To successfully build bridges between worlds, software developers must
- increase their awareness of cross-cultural differences, and make changes to
- the traditional software development process. Creating fluent interfaces
- for international markets goes beyond translating text and date, time, and
- number formats. This paper presents and explains a cross-cultural checklist
- of issues including text, local formats, images, symbols, colors, flow, and
- advertising and marketing. Suggestions for an effective international
- product development cycle are provided. The suggested development cycle
- incorporates international design feedback and usability testing before the
- initial product is released.
-
- Representation in Virtual Space: Visual Convention in the Graphical User
- Interface
- Loretta Staples, Loretta Staples Design
- The graphical user interface (GUI) typically provides a multi-windowed
- environment within a flat workspace or "desktop." Simultaneously, however,
- controls for executing commands within this interface are increasingly
- being rendered to produce three-dimensional effects. This paper explores
- ways in which the space of the GUI desktop might be literally and
- figuratively deepened through the incorporation of visual devices that have
- emerged during the history of art-specifically perspective and light
- effects. By enriching the visual vocabulary of the GUI, greater semantic
- complexity becomes sustainable.
-
- Principles, Techniques, and Ethics of Stage Magic and Their Potential
- Application to Human Interface Design
- Bruce Tognazzini, Sunsoft
- Magicians have been designing and presenting illusions for 5000 years. They
- have developed principles, techniques and ethical positions for their craft
- that this paper argues are potentially applicable to the design of
- human/computer interfaces. The author presents a number of specific
- examples from magic and discusses their counterparts in human interface
- design, in hopes that human interface practitioners and researchers will,
- having recognized the potential applicability of magic, go further on their
- own to explore its domain.
-
-
- Paper Session: Model-Based UI Development Systems
- Session Chair: Charles van der Mast, Delft University of Technology
- Discussant: Roger Took, University of York
-
- Separations of Concerns in the Chiron-1 User Interface Development and
- Management System
- Richard N. Taylor, University of California, Irvine
- Gregory F. Johnson, Northrop Corporation
- The development of user interfaces for large applications is subject to a
- series of well-known problems including cost, maintainability, and
- sensitivity to changes. The Chiron UIMS has been built to address these
- software engineering concerns. Chiron introduces a series of layers that
- insulate components of an application from changes in other components. To
- separate application code from user interface code, artists are attached to
- application abstract data types (ADTs). Operations on ADTs within the
- application implicitly trigger artist activities. Chiron also provides
- insulation between the user interface layer and the underlying windowing
- systems and toolkits. Concurrency is pervasive in the Chiron architecture;
- there is no requirement for a user interface listening/dispatching routine
- to have exclusive control.
-
- A Second Generation User Interface Design Environment: The Model And The
- Runtime Architecture
- Piyawadee "Noi" Sukaviriya, Georgia Institute of Technology
- James D. Foley, Georgia Institute of Technology
- Todd Griffith, Georgia Institute of Technology
- Several obstacles exist in the user interface design process which distract
- a developer from designing a good user interface. One of the problems is
- the lack of an application model to keep the designer in perspective with
- the application. The other problem is having to deal with massive user
- interface programming to achieve a desired interface and to provide users
- with correct help information on the interface. In this paper, we discuss
- an application model which captures information about an application at a
- high level, and maintains mappings from the application to a desired
- interface. The application model is then used to control the dialogues at
- runtime and can be used by a help component to automatically generate
- animated and textual help. Specification changes in the application model
- will automatically result in behavioral changes in the interface.
-
- Beyond Interface Builders: Model-based Interface Tools
- Pedro Szekely, Information Sciences Institute, University of Southern
- California
- Ping Luo, Information Sciences Institute, University of Southern
- California
- Robert Neches, Information Sciences Institute, University of Southern
- California
- Interface builders only support the construction of the menus and dialogue
- boxes of an application. They do not support the construction of
- interfaces of many application classes (visualization, simulation, command
- and control, domain-specific editors) because of the dynamic and complex
- information that these applications process. HUMANOID is a model-based
- interface design and construction tool where interfaces are specified by
- building a declarative description (model) of their presentation and
- behavior. HUMANOID's modeling language provides simple abstraction,
- iteration and conditional constructs to model the interface features of
- these application classes. HUMANOID provides an easy-to- use designer's
- interface that lets designers build complex interfaces without programming.
-
-
- Paper Session: Meetings and Collaborative Writing
- Session Chair: Gary M. Olson, University of Michigan
- Discussant: Norbert A. Streitz, GMD Integrated Publication and
- Information Systems Institute
-
- Tivoli: An Electronic Whiteboard for Informal Workgroup Meetings
- Elin Ronby Pedersen, Roskilde University
- Kim McCall, Xerox PARC
- Thomas P. Moran, Xerox PARC
- Frank G. Halasz, Xerox PARC
- This paper describes Tivoli, an electronic whiteboard application designed
- to support informal workgroup meetings and targeted for the Xerox
- Liveboard. Tivoli provides its users with the simplicity, facile use, and
- obvious functionality of conventional whiteboards, while taking advantage
- of its computational power to support the users' meeting practices. The
- paper presents the motivations for Tivoli's design and describes the
- current version in operation. It then reflects on several issues
- encountered in designing Tivoli, including the need to reconsider the
- desktop GUI, the use of strokes as fundamental objects, the generalized
- wipe interface technique, and the use of meta-strokes as commands.
-
- The User-centred Iterative Design Of Collaborative Writing Software
- Ronald M. Baecker, University of Toronto
- Dimitrios Nastos, University of Toronto
- Ilona R. Posner, University of Toronto
- Kelly L. Mawby, IBM Canada Ltd.
- This paper presents the user-centred iterative design of software that
- supports collaborative writing. The design grew out of a study of how
- people write together that included a survey of writers and an experiment
- studying writing teams linked by a variety of communications media. The
- resulting taxonomy of collaborative writing is summar- ized in the paper,
- followed by a list of design requirements for collaborative writing
- software suggested by the work. The paper describes two designs of the
- software. The first prototype supports synchronous writing and editing from
- workstations linked over local area and wide area networks. The second
- prototype also supports brainstorming, outlining, and document review, as
- well as asynchronous work. Lessons learned from the user testing and actual
- usage of the two systems are also presented.
-
- Exploiting Version Support In Cooperative Systems
- Anja Haake, GMD-IPSI
- Jkrg M. Haake, GMD-IPSI
- Current CSCW applications support one or more modes of cooperative work.
- The selection of and transition between these modes is usually placed on
- the users. At IPSI we built the SEPIA cooperative hypermedia authoring
- environment supporting a complete set of situations arising during
- collaborative work and the smooth transitions between them. While early use
- of the system shows the benefits of supporting smooth transitions between
- different collaborative modes, it also reveals some deficits regarding
- parallel work, management of alternative documents, or reuse of document
- parts. We propose to integrate version support to overcome these
- limitations. This leads to a versioned data management and an extended
- user-interface enabling concurrent users to select a certain state of their
- work, to be aware of related changes, and to cooperate with others either
- asynchronously or synchronously.
-
-
- Paper Session: Automated UI Generation
- Session Chair: Ernest Edmonds, Loughborough University of Technology
- Discussant: JoFlle Coutaz, Laboratoire de Gtnie Informatique-IMAG
-
- Generating User Interfaces From Data Models And Dialogue Net Specifications
- Christian Janssen, Fraunhofer-Institut f r Arbeitswirtschaft und
- Organisation
- Anette Weisbecker, Fraunhofer-Institut f r Arbeitswirtschaft und
- Organisation
- J rgen Ziegler, Fraunhofer-Institut f r Arbeitswirtschaft und
- Organisation
- A method and a set of supporting tools have been developed for an improved
- integration of user interface design with software engineering methods and
- tools. Animated user interfaces for database-oriented applications are
- generated from an extended data model and a new graphical technique for
- specifying dialogues. Based on views defined for the data model, an expert
- system uses explicit design rules derived from existing guidelines for
- producing the static layout of the user interface. A petri net based
- technique called dialogue nets is used for specifying the dynamic
- behaviour. Output is generated for an existing user interface management
- system. The approach supports rapid prototyping while using the advantages
- of standard software engineering methods.
-
- Encapsulating Knowledge For Intelligent Automatic Interaction Objects
- Selection
- Jean M. Vanderdonckt, Facultts Universitaires Notre-Dame de la Paix,
- Institut d'Informatique
- Franuois Bodart, Facultts Universitaires Notre-Dame de la Paix, Institut
- d'Informatique
- TRIDENT is a set of interactive tools that automatically generates user
- interface for highly-interactive business-oriented applications. It
- encompasses a component for intelligent interaction objects selection based
- on three differents concepts. First, an object oriented typology classifies
- abstract interaction objects to allow a presentation independent selection.
- Second, guidelines are translated to automatic rules to select abstract
- interaction objects from both an application data model and a dialog model.
- Third, these guidelines are encapsulated in a decision tree technique to
- make the reasoning obvious to the user. This approach guarantees a target
- environment independent user interface. Once the target environment
- specified, abstract interaction objects are mapped into concrete
- interaction objects to produce the observable interface.
-
- Providing High-level Control and Expert Assistance in the User Interface
- Presentation Design
- Won Chul Kim, The George Washington University
- James D. Foley, Georgia Institute of Technology
- The capability of the user interface design tools can be enhanced by
- providing high-level design control throughout the user interface
- presentation design process. The interface builders that provide parts to
- put together user interfaces are too low-level. We have developed a
- framework that unites the essential knowledge components needed for
- effective user interface presentation design. To demonstrate its viability
- we have constructed a tool based on encapsulated design knowledge that
- establishes high-level style preferences and provides expert assistance for
- the dialog box presentation design and menu structuring.
-
-
- Paper Session: Searching: Tools and Strategies
- Session Chair: George W. Furnas, Bellcore
- Discussant: Gabriele Rohr, IBM Entwicklungslabor Bkblingen
-
- Orienteering in an Information Landscape: How Information Seekers Get From
- Here to There
- Vicki L. O'Day, Hewlett-Packard Laboratories
- Robin Jeffries, Hewlett-Packard Laboratories
- We studied the uses of information search results by regular clients of
- professional intermediaries. The clients in our study engaged in three
- different types of searches: (1) monitoring a well-known topic or set of
- variables over time, (2) following an information-gathering plan suggested
- by a typical approach to the task at hand, and (3) exploring a topic in an
- undirected fashion. In most cases, a single search evolved into a series
- of interconnected searches, usually beginning with a high-level overview.
- We identified a set of common triggers and stop conditions for further
- search steps. We also observed a set of common operations that clients
- used to analyze search results. In some settings, the number of search
- iterations was reduced by restructuring the work done by intermediaries. We
- discuss the implications of the interconnected search pattern, triggers and
- stop conditions, common analysis techniques, and intermediary roles for the
- design of information access systems.
-
- Using Icons to Find Documents: Simplicity Is Critical
- Michael D. Byrne, Georgia Institute of Technology
- A common task at almost any computer interface is that of searching for
- documents, which GUIs typically represent with icons. Oddly, little
- research has been done on the processes underlying icon search. This paper
- outlines the factors involved in icon search and proposes a model of the
- process. An experiment was conducted which suggests that the proposed model
- is sound, and that the most important factor in searching for files is the
- type of icons used. In general, simple icons (those discriminable based on
- a few features) seem to help users, while complex icons are no better than
- simple rectangles.
-
- Queries-R-Links: Graphical Markup for Text Navigation
- Gene Golovchinsky, University of Toronto
- Mark Chignell, University of Toronto
- In this paper we introduce a style of interaction (interactive querying)
- that combines features of hypertext with Boolean querying, using direct
- markup of text to launch queries. We describe two experiments that compare
- the relative ease of expressing Boolean queries as text versus a graphical
- equivalent. The results of these experiments show that the expression of
- queries in the graphical format is significantly easier than the textual
- equivalent. We then describe the Queries-R-Links system that we have
- developed at the University of Toronto. Queries-R-Links uses the graphical
- markup method to launch Boolean queries interactively using direct markup
- of text. This work represents significant progress towards information
- exploration systems that combine the useful features of information
- retrieval querying and hypertext browsing.
-
-
- Paper Session: Hands, Menus and Dr. Fitts
- Session Chair: Bonnie E. John, Carnegie Mellon University
- Discussant: Robert J.K. Jacob, Naval Research Laboratory
-
- Human Performance Using Computer Input Devices in the Preferred and
- Non-Preferred Hands
- Paul Kabbash, University of Toronto
- I. Scott MacKenzie, University of Guelph
- William Buxton, University of Toronto
- Subjects' performance was compared in pointing and dragging tasks using the
- preferred and non-preferred hands. Tasks were tested using three different
- input devices: a mouse, a trackball and a tablet-with stylus . The
- trackball had the least degradation across hands in performing the tasks,
- however it remained inferior to both the mouse and the stylus. For small
- distances and small targets, the preferred hand was superior. However, for
- larger targets and larger distances, both hands performed about the same.
- The experiment shows that the non-preferred is more than a poor
- approximation of the preferred hand. The hands are complimentary, each
- having its own strength and weakness. One design implication is that the
- non-preferred hand is well suited for tasks that do not require precise
- action, such as scrolling.
-
- The Limits of Expert Performance Using Hierarchic Marking Menus
- Gordon Kurtenbach, University of Toronto
- William Buxton, University of Toronto
- A marking menu allows a user to perform a menu selection by either
- popping-up a radial (or pie) menu, or by making a straight mark in the
- direction of desired menu item without popping-up the menu. A hierarchic
- marking menu uses hierarchic radial menus and "zig-zag" marks to select
- from the hierarchy. This paper experimentally investigates the bounds on
- how many items can be in each level and how deep the hierarchy can be
- before using a marking to select an item becomes too slow or prone to
- errors.
-
- Lag As A Determinant Of Human Performance In Interactive Systems
- I. Scott MacKenzie, University of Guelph
- Colin Ware, University of New Brunswick
- The sources of lag (the delay between input action and output response) and
- its effects on human performance are discussed. We measured the effects in
- a study of target acquisition using the classic Fitts' law paradigm with
- the addition of four lag conditions. At the highest lag tested (225 ms),
- movement times and error rates increased by 64% and 214% respectively,
- compared to the zero lag condition. We propose a model, according to which
- lag should have a multiplicative effect on Fitts' index of difficulty. The
- model accounts for 94% of the variance and is better than alternative
- models which propose only an additive effect for lag. The implications for
- the design of virtual reality systems are discussed.
-
-
- Paper Session: Finding and Keeping Stuff
- Session Chair: Nick Hammond, University of York
- Discussant: Andrew Dillon, HUSAT Research Centre
-
- Computer Image Retrieval by Features: Suspect Identification
- Eric S. Lee, Saint Mary's University
- Thom Whalen, Communications Research Center, Ottawa
- Correct suspect identification of known offenders by witnesses deteriorates
- rapidly as more are examined in mugshot albums. Feature approaches, where
- mugshots are displayed in order of similaity to witnesses' descriptions,
- attempt to increase identification success by reducing this number. b
- methodology is proposed for system design and evaluation based on
- experiments, computer simulations, and four classes of system performance
- measures: identification performance, retrieval rank, tolerance
- performance, and feature quality. This was used to develop a system for
- 640 mugshots of known offenders. In three empirical tests, over 90% of
- witness searches resulted in suspects retrieved in the first eight mugshots.
-
- Empirically-based Re-design Of A Hypertext Encyclopedia
- Keith Instone, Bowling Green State University
- Barbee Mynatt Teasley, Bowling Green State University
- Laura Marie Leventhal, Bowling Green State University
- This paper reports on the processes used and guidelines discovered in
- re-designing the user interface of the hypertext encyclopedia, HyperHolmes.
- The re-design was based on the outcomes of a previous experiment and was
- evaluated experimentally. Results showed that the new system resulted in
- superior performance and somewhat different styles of navigation compared
- to the old system and to paper. The study provides empirical support for
- design guidelines relating to tiled windows, navigation tools, graphics and
- hierarchical navigation.
-
- Bridging the Paper and Electronic Worlds: The Paper User Interface
- Walter Johnson, Xerox PARC
- Herbert D. Jellinek, Xerox PARC
- Leigh Klotz, Xerox PARC
- Ramana Rao, Xerox PARC
- Stu Card, Xerox PARC
- Since its invention millenia ago, paper has served as our primary medium of
- communication, excepting oral language. Its inherent physical properties
- make it easy to use, transport, store, and cheap to manufacture. Despite
- these advantages, paper remains a second class citizen in the electronic
- world. In this paper, we present a new technology for bridging the paper
- and the electronic worlds. In the new technology, the user interface move
- beyond the workstation and onto paper itself. We describe paper user
- interface technology and its implementation in a particular system called
- XAX.
-