We present Citrine, a system that extends the widespread copy-and-paste interaction technique with intelligent transformations, making it useful in more situations. Citrine uses text parsing to find the structure in c...
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Participatory Task Modelling (PTM) is an approach to systems development that combines the strengths of the task analysis and participatory design traditions. This paper briefly reviews the strengths and weaknesses of...
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Evaluating distributed CSCW applications is a difficult endeavor. Frameworks and methodologies for structuring this type of evaluation have become a central concern for CSCW researchers. In this paper we describe the ...
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Evaluating distributed CSCW applications is a difficult endeavor. Frameworks and methodologies for structuring this type of evaluation have become a central concern for CSCW researchers. In this paper we describe the problems involved in evaluating remote collaborations, and we review some of the more prominent conceptual frameworks of group interaction that have driven CSCW evaluation in the past. A multifaceted evaluation framework is presented that approaches the problem from the relationships underlying joint awareness, communication, collaboration, coordination, and work coupling. Finally, recommendations for carrying out multifaceted evaluations of remote interaction are provided. Copyright 2004 ACM.
Timeboxes are rectangular widgets that can be used in direct-manipulation graphical user interfaces (GUIs) to specify query constraints on time series data sets. Timeboxes are used to specify simultaneously two sets o...
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A course on pervasive computing should be structured around key functions throughout a systems development process to cover common underlying concerns throughout science and engineering disciplines - development of de...
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ISBN:
(纸本)0769520901
A course on pervasive computing should be structured around key functions throughout a systems development process to cover common underlying concerns throughout science and engineering disciplines - development of design rationale, prototyping, evaluation, and component reuse. However, broader considerations of usage context and appreciation for research and methodological contributions from other disciplines must be strongly factored into course planning. To achieve both goals, we suggest learning objectives, a general strategy and approach using case-based learning.
Many failures in long-term collaboration occur because of a lack of activity awareness. Activity awareness is a broad concept that involves awareness of synchronous and asynchronous interactions over extended time per...
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ISBN:
(纸本)1581138571
Many failures in long-term collaboration occur because of a lack of activity awareness. Activity awareness is a broad concept that involves awareness of synchronous and asynchronous interactions over extended time periods. We describe a procedure to evaluate activity awareness and collaborative activities in a controlled setting. The activities used are modeled on real-world collaborations documented earlier in a field study. We developed an experimental method to study these activity awareness problems in the laboratory. Participants worked on a simulated long-term project in the laboratory over multiple experimental sessions with a confederate, who partially scripted activities and probes. We present evidence showing that this method represents a valid model of real collaboration, based on participants' active engagement, lively negotiation, and awareness difficulties. We found that having the ability to define, reproduce, and systematically manipulate collaborative situations allowed us to assess the effect of realistic conditions on activity awareness in remote collaboration. Copyright 2004 ACM.
Reacting to challenges that have been observed in human-computerinteraction (HCI) education, as well as the multidisciplinary design, science, and engineering underpinnings, we investigate a pedagogical approach base...
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ISBN:
(纸本)1581137982
Reacting to challenges that have been observed in human-computerinteraction (HCI) education, as well as the multidisciplinary design, science, and engineering underpinnings, we investigate a pedagogical approach based on case methods. Our study of various case method techniques in an undergraduate HCI class provides insights into challenges that can be expected in the employment of case methods, student learning outcomes, and considerations for HCI curriculum planning. In general, case methods show great promise with a wide variety of topics, and we present broad recommendations for future work that will improve integration of HCI professional practice, research, and education.
Heuristic evaluation method comparison is important for developing new heuristic sets, to ensure effectiveness and utility. However, comparing different sets of heuristics requires a common baseline upon which a compa...
Heuristic evaluation method comparison is important for developing new heuristic sets, to ensure effectiveness and utility. However, comparing different sets of heuristics requires a common baseline upon which a comparison can be made, usually some set of usability problems from a particular interface. This is often accomplished by having evaluators perform system evaluation to produce a set of usability problems for each method in question. A problem arises in that different methods produce different sets of problems, thus introducing validity concerns and ambiguity in resolution of disparate problem sets. We address this problem by illustrating a new comparison technique in which predetermined usability issues are presented to the evaluators up front, followed by assessment of thoroughness, reliability, and cost for the target methods. Comparison of method effectiveness is simplified, and validity concerns are ameliorated.
The fundamental question for an information-rich virtual environment is how to access and display abstract information. We investigated two existing navigation techniques: hand-centered object manipulation extending r...
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ISBN:
(纸本)0780384156
The fundamental question for an information-rich virtual environment is how to access and display abstract information. We investigated two existing navigation techniques: hand-centered object manipulation extending ray-casting (HOMER) and go-go navigation, and two text layout techniques: within-the-world display (WWD) and heads-up display (HUD). Four search tasks were performed to measure participants' performance in a densely packed environment. HUD enabled significantly better performance than WWD and the go-go technique enabled better performance than the HOMER technique for most of the tasks. We found that using HOMER navigation combined with the WWD technique was significantly worse than other combinations for difficult naive search tasks. Users also preferred the combination of go-go and HUD for all tasks.
Recent evidence on the performance benefits of expanding targets during manual pointing raises a provocative question: Can a similar effect be expected for eye gaze interaction? We present two experiments to examine t...
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